TEXT:  
   
   
   
  For the Kids! 
   
  A mysterious illness cripples the children of the realm. No one has found the cure. Will you 
  pass the tests and save the children of Faerûn? 
   
   
   
   
   
  A 4-Hour Adventure for 1-4 Level Characters 
   
   
   
   
   
   
   
  Adventure Code: CCC-ELO-01 
  Optimized For: APL 3 
  Version: 1.0 
   
  Adventure Designer: Adam V. Gordier 
  Development and Editing: Adam V. Gordier, Anthony Gardner, Marcello De Velazquez 
  Cartographer: Marcello De Velazquez, Chris Brammer 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Bill Benham, Lysa Chen, Claire Hoffman, Greg Marks, Alan Patrick, Travis 
  Woodall 
   
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  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
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  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-ELO-01 For the Kids! 
   
   
  2 
  Introduction 
  Welcome to For the Kids! a D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play system. 
   This adventure is designed for three to seven 1-4 
  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 begins with the adventurers in the 
  base camp, called Camp Blackwater, at the bottom of 
  the Earthspur Mountains, where adventurers have 
  set up tents and have come from around the civilized 
  world to help. 
  Adjusting This Adventure 
  This adventure should fit the party playing through 
  it. Authors may give suggestions on how to adjust 
  based on the strength of the party. These are 
  suggestions, not rules. 
   To figure out whether you should adjust the 
  adventure, add the total levels of all characters and 
  divide the total by the number of characters and 
  round to the nearest whole number. This is the 
  group’s APL. Consult the following table to measure 
  the party strength for the adventure. 
  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 
  Again, encounters may include suggestions based on 
  party strength. Use them as you see fit. 
  Before Play at the Table 
  Before you start play: 
  • Read through the adventure. Take notes of how 
  you’d portray an NPC, or a tactic you’d use in a 
  combat. Familiarize yourself with the adventure’s 
  appendices and handouts. 
  • Gather any resources you’d need while running 
  this adventure—such as notecards, a DM screen, 
  miniatures, and battle maps. 
  • Ask players for basic character information. They 
  may offer a copy of their character sheet. Make 
  special note of player-driven twists such as back-
  story, traits and flaws.  
  Playing the Dungeon Master 
  You have the most important role—making the 
  game fun for the players. You narrate and breathe 
  life into the words on these pages.  
   Keep in mind: 
   You’re Empowered. Decide how the group 
  interacts with the adventure. Please adjust or 
  improvise, so long as you keep the spirit of the 
  adventure. But, this does not allow you to enforce 
  house rules or change those of the Adventurers 
  League. They should be consistent. 
   Challenge Your Players. Gauge the experience of 
  your players, not the on-paper characters. Ask what 
  they enjoy in a game. Try to deliver the experience 
  they seek. Everyone should have time to shine. 
   Keep the Adventure Moving. When the game 
  grows sluggish, give hints and clues to your players 
  so they can try to solve puzzles, engage in combat, 
  and roleplay interactions without getting too 
  frustrated over a lack of information. This gives 
  players “little victories” for figuring out good choices 
  from clues. Watch for stalling—play loses 
  momentum when this happens. Make sure that the 
  players don’t finish too early; give them a full play 
  experience. 
   
   
  
   
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  CCC-ELO-01 For the Kids! 
   
   
  3 
  Adventure Background 
  Six months have passed since the city of Phlan was 
  attacked by the Dark Priory and the infamous Yami. 
  Now the doomsayer cult has brought illness and 
  death into every childhood home. 
   Since Yami's defeat, Annabelle Blackwater-Aimes, 
  a widow from the conflict has used her inheritance 
  to spur all factions of the realm to root out Dark 
  Priory members. Agents of this cult were discovered 
  in all walks of life and all ranks of government. Many 
  remain a mystery. 
   All attempts to interrogate Dark Priory members 
  failed. None provided useful information until one 
  fateful day. 
   A man with books full of Dark Priory secrets was 
  discovered in the Cormanthor forest. He ranted 
  about discovering the final head of the hydra. As 
  captors approached, he opened a text he carried. 
  Millions of mites, mosquitos, fleas, and biting flies 
  swarmed from the pages. The capturing force and 
  the Dark Priory agent were unharmed, though he 
  laughed like a maniac as they clapped him in chains. 
   The captured text named the illness 'elo'. It targets 
  humanoid children. It last raged in the land eons ago, 
  ended by unknown means. Decoding the captured 
  text took time, but when they were deciphered, it 
  was too late. The people of the realm watched in 
  horror as their children succumbed to the effects of 
  the illness. 
   Archaeologists followed clues in the text and 
  discovered the source of the illness: the Earthspur 
  Mountains. Brave adventurers found three separate 
  entrances. Many attempted each. None returned.  
   Able heroes are being called upon to exorcize the 
  illness and save the kids! 
  Adventure Overview 
  This adventure is a dungeon crawl. The adventurers 
  will face monsters, puzzles, and traps.  
   The children around the realm are succumbing to 
  an ancient magical illness. Adventurers have been 
  tasked with recovering the cure from deep within 
  the Earthspur Mountains. 
   The adventure is broken down into 4 parts: 
   Part 1. The Road Ahead. Annabelle Aimes-
  Blackwater provides the adventurers with their 
  mission and a map. She also explains the adventure 
  background. 
   Part 2. Trials of Ch. The way forward is blocked 
  by hostile monsters and puzzles. They must face 
  each to enter the Inner Sanctum. 
   Part 3. The Inner Sanctum. The adventurers now 
  realize this is a large prison. The captive is the 
  source of the illness. They must break into its 
  sarcophagus to proceed. 
   
  Adventure Hooks 
  Players have been asked to meet with Annabelle 
  Aimes-Blackwater. The catacombs beneath the 
  Earthspur Mountains must be breached. Several 
  parties have tried. None have made it back. 
   Previous CCC-PRIORY Adventurers. You receive a 
  special invitation from Annabelle Aimes-Blackwater 
  herself. You are needed once again to stop this 
  terrible illness from killing more children. 
   Faction Members. Your faction has called for 
  adventurers in their ranks. The messengers tell their 
  agents of the illness. "Follow Annabelle's lead, but 
  keep this in mind as you do." they say, handing you a 
  letter. 
   Unaffiliated Adventurers. The fate of thousands 
  of children lies in the hands of a brave few. The need 
  has spread to every corner of the realm. Your 
  contribution is welcome and will bolster your name 
  for generations to come. 
   Think of the Children! Children around the realm 
  are in immense pain. You are just the person to 
  extinguish this evil and save the kids! 
  
   
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  CCC-ELO-01 For the Kids! 
   
   
  4 
  Part 1. The Road Ahead 
  Estimated Duration: 15 minutes 
  The adventurers have answered the call to arms. 
  They find themselves at the forest's edge near the 
  base of the Earthspur Mountains. Tents and carts fill 
  the clearing. Passersby call this place Base Camp 
  Blackwater. 
  Base Camp Blackwater 
  The general features of Base Camp Blackwater are as follows: 
   
  Look and Feel. The base camp spreads over 100 yards in 
  every direction. Tents fill the entire area. The camp is as busy 
  as the busiest market in Waterdeep. 
   
  Smells and Sounds. The smells of war assault your senses. 
  You smell oils for steel, leather armaments and polish, horse 
  manure, and body odor.  Voices are loud and anxious. 
  Call to Arms 
  As you approach the largest tents of the camp, you notice 
  scattered wanted posters for Algernon Martel. A line of 
  panicked men and women stand, awaiting their turn to talk 
  to guarded pregnant woman bent over stacks of paper on a 
  table. The enormous sailors see your approach and beckon 
  you closer as she stands and warmly embraces each of you. 
  This is Annabelle Aimes-Blackwater. 
   
  "Thank you for coming. The Dark Priory is at it again. First, 
  they kill my husband Gustov and now they target our 
  children.” She strokes her prominent belly before continuing. 
   
  "A month ago, a madman claiming to be part of the Dark 
  Priory released an ancient illness into the world called 'elo.' 
  The cure is inside catacombs beneath the Earthspur 
  Mountains. You are here to save the children. Questions?" 
  Roleplaying Annabelle Aimes-Blackwater 
  Annabelle has lost her husband, the captain of the Singin 
  Stagwick. She targets the band known as the Dark Priory 
  seeking vengeance. 
  Quote: “I will destroy all those responsible for my 
  husband's death.” 
   
  Annabelle, or one of the burly sailors standing by her 
  side, can provide the following: 
  • elo is a magical illness of ancient origin. It seems to 
  only target the young.  
  • All attempts of magic to rid the children of their 
  pain has failed. 
  • Annabelle lost her husband 6 months ago to the 
  Dark Priory, so her rage for the organization is 
  unyielding. 
  • Historians have been digging through texts 
  discovered on the madman, pointing them to the 
  source of the illness, ancient catacombs inside of 
  the Earthspur Mountains. 
  • Annabelle Aimes-Blackwater is willing to pay the 
  adventurers 80gp total, half now, half upon return 
  with the cure. 
  Development 
  Annabelle gives a nod to a disfigured old man has only one 
  badly burned arm and his lips are sewn shut. 
   
  "Rasilat is walking around now handing out maps to the 
  entrances we have discovered. Rasilat and his team of 
  cartographers have left nothing to the imagination. As you 
  will see on the map, there are 3 known entrances to the 
  catacombs. 
   
  "Every adventurer that has come before you have either 
  died on their way to the entrance or has yet to return upon 
  entering. We have limited gear and supplies left in the tent 
  behind me, so only take what you need to begin your trek. 
  What lies inside of the catacombs is a mystery to us. Get in, 
  then get out. Generations depend on you to complete your 
  mission. Do this, for the kids." 
  DM Notes 
  Gearing up. Two Dungeoneer's Pack, Two 
  Explorer's Pack, and Five Climber's Kit are available 
  in the tent if the adventurer’s wish to take them. 
  Limit one per person as other adventurers may need 
  them if the party fails. 
   Following those before you. Rasilat's map to the 
  entrance can be found in Player Handout 1. Getting 
  There. 
   Getting to the Entrance. The adventurers will 
  choose 1 out of 3 possible entrances.  
  • If the adventurers choose to go through the forest, 
  proceed to Rasilat's First Path: The Dead Forest.  
  • If the adventurers choose to go through the old 
  mining tunnels, proceed to Rasilat's Second Path: 
  The Lost Tunnel.  
  • If the adventurers choose to drop into the 
  catacombs from the mountains, proceed to 
  Rasilat's Third Path: The Snowy Mountains. 
   
   
  
   
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  CCC-ELO-01 For the Kids! 
   
   
  5 
  Rasilat’s First Path: The Dead Forest 
  You follow Rasilat's detailed map into the dead forest. The 
  trail shows signs of recent travel. The trail halts at a small hut 
  covered in spider webs. Large bundles hang from the trees in 
  cocoons of webbing. As you approach, the hut door bursts 
  open as giant spiders discover their next meal.  
  Three Giant Wolf Spiders attack the party. 
   Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Remove one Giant Wolf Spider 
  • Very Strong: Add two Giant Wolf Spider 
  Treasure 
  Upon investigating the hanging bundles, the 
  adventurer’s find a dungeoneer's pack and 25 gp.  
  Development 
  The adventurers find a small area back on the path 
  which seems safe enough for a short rest. Once 
  ready, proceed to The Entrance. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Rasilat’s Second Path: The Lost Tunnel  
  You follow Rasilat's detailed map into the side of the 
  mountain. Red veins of glowing rock illuminate the main 
  passage as the daylight fades behind you. A vast chamber 
  opens with rough-hewn stone columns holding the mountain 
  up. Tracks from previous adventurers scratch through the 
  dusty floor. 
   
  The tracks soon show signs of a scuffle between 
  humanoids and beasts.  
   
  A wolf runs in from a side tunnel, flattens its ears, barks, 
  then darts down a corridor. 
   
  Growls surround the party and eyes glow red in the 
  phosphorescent haze. 
  Five Wolves surround the party. 
   Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Remove two Wolves 
  • Very Strong: Add two Wolves 
  Treasure 
  Near the site of the scuffle, the adventurer's find a 
  dungeoneer's pack and 50 gp.  
  Development 
  The adventurers find a small area back on the path 
  which seems safe enough for a short rest. Once 
  ready, proceed to The Entrance. 
   
   
   
   
   
   
   
   
   
  
   
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  CCC-ELO-01 For the Kids! 
   
   
  6 
  Rasilat's Third Path: The Snowy 
  Mountain 
  You follow Rasilat's detailed map up the icy mountainside. 
  The sounds of battle reach you as you round the bend of a 
  stone outcropping. You see several adventurers fighting 
  owlbears. 
   
  A magic user from the embattled party gathers his 
  strength for one last spell. A fireball ignites from his hand, 
  incinerating him, the beasts and his companions.  
   
  As the sounds of battle fade and the smoke clears, the 
  ground starts to rumble. You see the snow slide out below 
  the aftermath of the fireball. A wall of ice, stone and debris 
  rush toward you. 
  Each adventurer must make a Dexterity Saving 
  Throw, with advantage if they are carrying a 
  Climbers Kit. Use the table below to determine how 
  many layers of snowy debris, which cover each 
  adventurer. 
   Roll for initiative and review the Avalanche 
  Recovery Efforts detail box if anyone is buried. 
   
  DC 
  Layers of Debris 
  14+ 
  0 
  12+ 
  1 
  10+ 
  2 
  8+ 
  3 
  6+ 
  4 
  0-5 
  5 
   
  Treasure 
  Near the site of the avalanche, the adventurer's find 
  a dead owlbear holding a dungeoneer's pack, which 
  also contains 50 gp. 
  Development 
  The adventurers find a small area near an uncovered 
  entrance to the mountain which seems safe enough 
  for a short rest. Once ready, proceed to The 
  Entrance. 
   
   
   
   
   
  Avalanche Recovery Efforts 
  You've survived the avalanche! However, you and/or some of 
  your party have just been entombed in a bank of icy debris. 
  During your turn, you may Help yourself, Help a friend, or Do 
  something magical to help your party survive. Be quick! On 
  initiative 5, the Avalanche uses the Entombment action. 
   
  Help a friend. Since you are not buried, you can use your 
  action to attempt an Athletics Check (DC 10) to burrow 
  through one layer of snow to recover one of your allies. A 
  result of 15+ removes two layers. A failure uncovers a dead 
  owlbear. 
   
  Help Yourself. You can use your action to attempt an 
  Athletics Check (10 + any layers of debris) to dig upwards out 
  of one layer of snow. A result of 15+ removes two layers.  
   
  Be Magical. Magic can help or harm. Using the wrong 
  magic can be deadly. If you use your action to cast fire magic, 
  remove one layer of debris from all trapped players. If you 
  use your action to cast ice/cold/water magic, add three 
  temporary layers to all entombed players. These layers melt 
  at the end of the round. All other spells can be cast as 
  normal. 
   
  Entombment. Adventurers that are buried in debris must 
  make a Constitution saving throw (10 + any layers of debris.) 
  On a failure, an adventurer takes 2 (1d4) cold damage and 
  suffers one level of exhaustion. On success, adventurers take 
  half damage and suffer no exhaustion.  
   
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Lower all DCs by 2, and remove exhaustion 
  from the effects of entombment 
  • Very Strong: Lower all DCs by 1, and remove exhaustion 
  from the effects of entombment 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-ELO-01 For the Kids! 
   
   
  7 
  The Entrance 
  Rasilat's map guides you to the entrance of the catacombs. In 
  front of you stand two giant stone doors. They are separated 
  by a five-foot wide column of stone. 
   
  The earth next to each door shifts as you approach. One 
  section transforms into the face of a Demon with a toothless 
  smile. The other, an angelic figure with hands over its eyes.  
   
  "Welcome to the Cathedral of Ch," they say in unison. 
  They continue:  
   
  "We will allow you to enter but look at our eyes. One of us 
  is honest, the other one lies. One question each, yes or no. 
  Open the wrong door, and fire will flow." 
  The earthen guardians become stoic and await a 
  question from each adventurer. The question must 
  be a yes/no question. If the adventurers open the 
  correct door first, they will gain entrance to the 
  Cathedral of Ch. If they do not, the spell Burning 
  Hands (DC 12) is cast from the doorway as it opens. 
  Burning Hands 
  Level. 1st Level evocation 
  Range. 15ft cone from the open doorway. 
  Effect. Each creature in a 15-foot cone must make a Dexterity 
  saving throw. A creature takes 9 (3d6) fire damage on a failed 
  save, or half as much damage on a successful one. 
  DM Notes 
  The Demon face will always tell the truth, and the 
  Angel face will always tell a lie. There are several 
  ways to complete this puzzle. One example is to have 
  each adventurer ask the faces if the guardians know 
  what an adventurer has in their pocket. Since the 
  Angel must always lie, it will be easy to spot. 
  Development 
  The faces change as you open the door. The Demon was 
  behind the weeping hands, and the angelic face was the 
  toothless demon. They meld back into the walls and 
  disappear. 
  Once the correct door is open, proceed to Part 2. 
  Trials of Ch. 
   
   
  
   
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  CCC-ELO-01 For the Kids! 
   
   
  8 
  Part 2. Trials of Ch 
  Estimated Duration: 90 minutes 
  The party wipes off their boots, and takes a step into 
  the Cathedral of Ch. 
  General Features 
  The general features of the passageway are as follows:  
   
  Light. It is pitch black once the door closes behind the 
  party. 
   
  Smells and Sounds. You smell stale air, and a hint of 
  rotting fish and the sharp tang of fresh pitch. If you weren't 
  underneath the Earthspur Mountains, you'd almost mistake 
  this place for the deck of a ship on the Moonsea. 
  Guardian of Ch 
  The door slams shut behind you as the last party member 
  enters the Cathedral. Silence descends. Then, an off-tune sea 
  shanty is heard echoing in the dark. A ghost materializes 
  before you.  
   
  "Welcome to the Cathedral of Ch. I am Votsug, Guardian of 
  the Outer Sanctum. Ch has the cure you seek and awaits in 
  his chambers. Before you can enter, his trials await. He 
  prefers to discourage the unworthy.” 
   
  “Several weeks ago, fiends invaded the Cathedral by force, 
  barring themselves in Ch's chambers.” 
   
  Votsug stares at you all for a moment, then waves his 
  hands above him. A silvery dust falls from the ceiling. Your 
  vision brightens and the walls around you illuminate. Votsug 
  points to a door ahead and fades out. 
   
  "May the Light of Ch bless you. Try not to break anything 
  and be kind to others." 
   
  A ward on the door fades leading into the Cathedral. 
  Roleplaying Votsug 
  Votsug is a ghastly guardian only meant to introduce 
  patrons to his master's home. He is not hostile and is only 
  meant to welcome guests. He is dressed like a ship's captain 
  with a jagged hole in the breast of his coat. 
  Quote: “Service to Ch is my only passion now.” 
  DM Notes 
  Light of Ch. The Light of Ch gives each adventurer 
  the benefit of a Heroes' Feast. Each adventurer is 
  cured of all Diseases and poison, becomes immune 
  to poison and being Frightened, and makes 
  all Wisdom Saving Throws with advantage. Its hit 
  point maximum also increases by 2d10, and it gains 
  the same number of Hit Points. These benefits last 
  for 24 hours. 
   Non-Combat. Each hallway and room can be 
  overcome without combat, and plays a vital role in 
  Part 3, when they face an overwhelming force. A 
  benefit will be given to the party if the more they 
  overcome trials with their wits, instead of their 
  swords.  
   The sound of children cheering (meaning they 
  overcame the trial by non-combat means) or booing 
  (if combat was used) should help the adventurer’s 
  see their actions are being monitored. 
   A Divine Place. Paladins, Clerics, and any 
  spellcaster innately feel the presence of ancient, 
  divine energy. Just being in the catacombs gives 
  divine casters the sense of a celestial being near by. 
  Development 
  For a 4-hour adventure, it is advised that players 
  should encounter at least 3 rooms and 2 hallways 
  before proceeding to The Walls. Roll on the tables 
  below. 
  Room Table 
  D6 
  Encounter 
  1 
  4 Shrooms 
  2 
  Entering the Cold 
  3 
  X Marks the Spot 
  4 
  Table for the Blind 
  5 
  Reflection in Wax 
  6 
  Angel of the Past 
   
  Hallway Table 
  D4 
  Encounter 
  1 
  Lying in Lumber 
  2 
  Inspecting the Ingredients 
  3 
  Forgetting to Plea 
  4 
  Engulfed in Flames 
   
   
   
  
   
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  CCC-ELO-01 For the Kids! 
   
   
  9 
  4 Shrooms 
  The smell of fresh earth and decomposing plants hits you as 
  you enter the room. Four large mushrooms block you from 
  the exit ahead. Light sputters from four torches. Each torch 
  looks to be held by a giant mushroom in each corner of the 
  room. The flooring sprouts vegetation as you step on it.  
   
  "End your evasion into Ch’s edifice," says something from 
  behind one of the mushrooms. 
   
  "You used evasion wrong, Jerry." says a second voice from 
  another mushroom. Shushes lash out from the other two 
  mushrooms. 
   
  "Whatever. Stop there or face our wrath," says 
  disembodied Jerry. 
   
  You hear from another corner, "Answer Ch’s riddle and 
  you survive. Refusing would count as an evasion. Which is the 
  APPROPRIATE use of that word. Do you wish to hear it?" 
  If the adventurers choose the riddle, choose between 
  the At the End of Time detail box (Easy) or the In the 
  Dirt it Grows detail box (Hard) below. Incorrect or 
  delayed responses cause 3 Flumphs to rush out 
  from behind the mushrooms. 
   Searching for answers. For the In Dirt it Grows 
  riddle, succeeding on a Nature Check (DC 10) will 
  reveal to an adventurer that the vegetation growing 
  under their feet looks like green onions or leeks. For 
  the At the End of Time riddle, if an adventurer 
  succeeds on an Insight Check (DC 10) they will 
  notice that the riddle's words seem to be the key. 
  At the End of Time 
  Found in Underdark, 
  Not in Flumphs. 
  I begin eternity, 
  And end space. 
  At the end of time, 
  And in every place. 
   
  Answer. The letter E. 
   
  In the Dirt it Grows 
  Green but not lizards.  
  White but not snow.  
  Bearded but not Men.  
  Sweet but not Sugar. 
   
  Answer. Leeks 
  Non-Combat Development 
  The flumphs sink into the vegetation underfoot with a smile. 
  The mushrooms guarding your exit uproot and step aside. 
  Children cheer as the adventurers leave the room. 
   
  If this is not the third completed room, roll on the 
  Hallway Table, and proceed to that encounter. 
  Otherwise, proceed to The Walls. 
  Combat Development 
  The giant mushrooms guarding your exit uproot and step 
  aside. They are disappointed in you. 
  Children boo as the adventurers leave the room. 
   
  If this is not the third completed room, roll on the 
  Hallway Table, and proceed to that encounter. 
  Otherwise, proceed to The Walls. 
   
   
   
   
  
   
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  CCC-ELO-01 For the Kids! 
   
   
  10 
  Entering the Cold 
  Bitter cold wind and snow flies in your faces as you step into 
  the next room. Above you is a magical snowstorm. Slits in the 
  side of the chamber let in very little sunlight and the wintry 
  conditions of the mountain peak. Before you runs a cold 
  stream with no bridge.  
   
  On the other side of the stream stand 3 snowmen guarding 
  a door encased in ice. They have top hats of shiny brass, a 
  single monocled human eye in the center of their white 
  heads and arms made of rods, gears, levers and motors. They 
  are staring at bubbles in the stream. The bubbles rise from 
  three drowning adventurers from some previous attempt in 
  the room. They reach toward the top of the water with 
  outstretched fingers just below the surface. 
  The adventurers have two choices:  
  • They may save the drowning adventurers. 
  • They may jump the stream and ignore the 
  adventurers. 
   Jumping the Stream. Adventurers may jump the 
  stream against a headwind with an Acrobatics Check 
  (DC 12). On a success, they make it across, and 3 
  snowmen (Monodrone) attack. On a failure, the 
  adventurer falls into the stream, taking 5 (1d10) 
  cold damage. 
   Save a Drowning Adventurer.  In the stream, the 
  party will find 3 drowning adventurers. A party 
  member must reach down and pull out a drowning 
  adventurer. The icy stream causes 4 (1d8) cold 
  damage. Once freed, the no-longer drowning 
  adventurer and one snowman dissolve into a puddle. 
   The Snowmen. Defeating all snowmen, by combat 
  or by saving the drowning adventurers, thaws the 
  door on the other side of the river. 
   
   
   
   
   
   
   
   
   
  Non-Combat Development 
  The last adventurer and snowman melt and form an ice 
  bridge over the stream. The ice covering your exit thaws. You 
  now have safe passage out of this bitter cold room. 
  Children cheer as the adventurers leave the room. 
   
  If this is not the third completed room, roll on the 
  Hallway Table, and proceed to that encounter. 
  Otherwise, proceed to The Walls. 
   
  Combat Development 
  As the last snowman falls, the ice covering your exit thaws. 
  You now have safe passage out of this bitter cold room. 
  Children boo as the adventurers leave the room. 
   
  If this is not the third completed room, roll on the 
  Hallway Table, and proceed to that encounter. 
  Otherwise, proceed to The Walls. 
   
   
  
   
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  CCC-ELO-01 For the Kids! 
   
   
  11 
  X Marks the Spot 
  You step through the door into a scratchy, green, humid 
  world of corn. Stalks six feet tall surround you. A path is 
  visible a short distance ahead. The sky is overcast with a 
  storm front on the horizon. 
      You proceed down the path and step into a farm yard 
  surrounded by scarecrows. In front of you is gallows with a 
  single noose holding a skeleton over a painted red X where 
  the trap door opens. Beside the gallows, a masked figure of 
  an executioner stands near the trap door lever. There's a 
  giant red barn door behind them all. 
      "Oy!" yells the executioner. "Ye ain't movin' on till ye spell 
  me real name. What be the first letter?"  
      He removes his hood, revealing Votsug, the ghost from the 
  entrance to the Cathedral. 
  Classic game of hangman. As the players guess the 
  name (Gustov), the letters will form out of clouds on 
  the horizon in the correct order. 
   Hung man. The skeleton hangs with 1 head, 1 
  torso, 2 arms, and 2 legs, so Votsug's real name is 6 
  characters. A history check (DC 12) will remind the 
  adventurers of the lost husband of Annabelle Aimes. 
   Votsug’s Name. Votsug stands next to a large, 
  rusty lever. The lever sits in an arced base with five 
  notches. 
   Failing. Failing will result in Votsug shaking his 
  head and wrenching the lever over a notch. At the 
  same time, the head (or torso, or arms or legs, one at 
  a time) of a scarecrow will appear and hang within 
  the noose. Upon failing five times, the rope will snap. 
  The Scarecrow will catch itself on the floor of the 
  gallows and attack. 
   Succeeding. If the party is successful in guessing 
  the entirety of the name in order - Gustov - he will 
  wrench the lever and the rope, and any pieces of 
  scarecrow, will fall through the trapdoor of the 
  gallows.   
   
  Proceed to Combat Development or Non-combat 
  Development accordingly.  
   
   
   
   
  Non-Combat Development 
  "Gustov? That's a sailor's name, not an executioner's," 
  Gustov says as he fades away with a song. The barn door 
  swings open. 
  Children cheer as the adventurers leave the room. 
   
  If this is not the third completed room, roll on the 
  Hallway Table, and proceed to that encounter. 
  Otherwise, proceed to The Walls. 
  Combat Development 
  Votsug shakes his head and disappears as the barn door 
  swings open. 
  Children boo as the adventurers leave the room. 
   
  If this is not the third completed room, roll on the 
  Hallway Table, and proceed to that encounter. 
  Otherwise, proceed to The Walls. 
   
   
  
   
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  CCC-ELO-01 For the Kids! 
   
   
  12 
  Table for the Blind 
  A large circular banquet table sits in the center of the room 
  blocking your exit. Eight chairs surround it. A ghastly dwarf 
  sits in the only occupied seat. A napkin is tucked in at his 
  collar.  
   
  "Please, please, please," pleads the dwarven man. Only his 
  lips move. "I've lost me marbles. I think I put them under a 
  dome, but I am not sure which. Please help me find me 
  marbles. " 
   
  As he pleads, you see ghastly plates being served by 
  ghastly servants to each of the eight seats, including him. 
  Ghastly waiters fill ghastly goblets with ghastly liquids. When 
  all are set, the dwarf speaks. 
   
  "I could see before, when I was able, had me marbles 
  before, when I was stable, Ask me a question, I'll make a 
  suggestion, but guess wrong and you'll be part of me table." 
  This encounter is about process of elimination based 
  on the clues the dwarf provides. 
   Investigating the table settings. Adventurers will 
  find that there are 8 table settings. 
  • 4 have domes of gold, the rest with silver. 
  • 4 have been served with wine, the rest with water. 
  • 4 have their utensils, the rest do not. 
  The position of each, and the correct one, is labeled 
  in DM Handout 1. Table Settings. 
   Clues. If asked, the dwarf will give the clues below. 
  • I last had them under a gold dome. 
  • I had water to drink. 
  • I had every utensil. 
   Opening the Wrong Dome. Lifting the wrong 
  dome will awaken the animated table which attacks 
  the party. 
   Opening the Correct Dome. Inside, the 
  adventurers find a ghastly, yet alive, dwarf sized 
  brain.  Proceed to Non-Combat Development. 
   
   
   
   
   
   
   
   
  Non-Combat Development 
  The dwarf lifts his blindfold and smiles at the brains on the 
  platter. "Oh I've missed these.” 
  The exit unlocks as the table fades away. 
  Children cheer as the adventurers leave the room. 
   
  If this is not the third completed room, roll on the 
  Hallway Table, and proceed to that encounter. 
  Otherwise, proceed to The Walls. 
  Combat Development 
  The dwarf throws the napkin from his collar on the floor and 
  unlocks the door with a disappointed shake of his head. 
  Children boo as the adventurers leave the room. 
   
  If this is not the third completed room, roll on the 
  Hallway Table, and proceed to that encounter. 
  Otherwise, proceed to The Walls. 
   
   
  
   
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  CCC-ELO-01 For the Kids! 
   
   
  13 
  Reflection in Wax 
  You step into warm candle light. The light emanates from a 
  large, upside-down candle in the middle of the ceiling. 
  Melted wax from the candle defies gravity as it runs across 
  the ceiling and down the walls.  
   
  Under the candlelight, 6 wax statues of goblin samurai 
  stand before you. Most of them face the wall to your right in 
  poses suggesting attack. As you examine the wall, you see a 
  mural covered in wax, depicting the room you find yourselves 
  in.  
   
  The exit on the other side of the statues is encased in wax. 
  A smaller candle juts from the door where the handle should 
  be. 
  This puzzle requires the adventurers to make the 
  room match what is in the mural. The samurai in the 
  painting are in different positions than those in the 
  room. Adventurers must move the statues if they 
  wish to vacate this room without combat.  
   Investigating the Samurai. 6 Wax Samurai stand 
  on easily movable pedestals, forming a triangle.  
  • 1 Samurai in the front holds a samurai sword. 
  • 2 Samurai behind the front: the one closest to the 
  adventurers faces backwards, the one furthest is 
  kneeling. 
  • 3 Samurai make up the back: The one closest to 
  the adventurers has nocked an arrow on a long 
  bow. The center goblin is in a boxing stance. The 
  one furthest away is reading a book.  
   Investigating the Mural. With a perception check 
  (DC 10), the adventurers will realize that the mural 
  is showing the same samurai in a different 
  formation. 
  • 1 Samurai makes up the front. He is kneeling. 
  • 2 Samurai behind the front: The closest to the exit 
  is reading a book. The one closest to the 
  adventurers has nocked an arrow on a long bow. 
  • 3 Samurai make up the back: The one closest to 
  the adventurers is in a boxing stance. The one in 
  the middle is facing backwards. The closest to the 
  exit is holding a samurai sword.  
   Moving the Pedestals. The wax statues can be 
  moved with ease. 
   Opening the Door. To open the door, adventurers 
  need to light the candle on the door handle to loosen 
  the wax on the door. If the samurai’s positions in the 
  room match what is displayed in the mirror, the 
  door will melt. Otherwise, 2 samurai (Animated 
  Armor) will animate and attack. 
  Non-Combat Development 
  Now in their proper places, the wax samurai in the room 
  begin to smile. The samurai in the mural now point at your 
  exit, which is no longer encased in wax. 
  Children cheer as the adventurers leave the room. 
   
  If this is not the third completed room, roll on the 
  Hallway Table, and proceed to that encounter. 
  Otherwise, proceed to The Walls. 
  Combat Development 
  The samurai, the mural, and the wax covering the door melt 
  before your eyes. 
  Children boo as the adventurers leave the room. 
   
  If this is not the third completed room, roll on the 
  Hallway Table, and proceed to that encounter. 
  Otherwise, proceed to The Walls. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  CCC-ELO-01 For the Kids! 
   
   
  14 
  Angel of the Past 
  Gray, dead earth crumbles under your boots as you enter the 
  room. A slight breeze picks up as new air wafts in. 
   
  It is laid out like a triangle. In one corner of the room lies a 
  collection of stacked books. In another, piles of faded 
  trinkets. In the last, a bath tub.  
   
  An angelic, rusted statue stands in the center, blocking the 
  exit. It has 4 arms, bound at the wrists with palms open, and 
  wings that span out over the room. 
  This puzzle requires the adventurers to put a form of 
  each element in the indicated palm of the statue.  
  • Paper from the books can act like fuel for Fire.  
  • Water from the bath can count as Water. 
  • Dirt from the ground can count as Earth. 
  • Blowing on the hand or using an ancient artifact (a 
  fan) can count as Wind. 
  Any other means for placing the elements in the 
  palms is acceptable as well. 
   Investigating the Door. The door is clearly 
  trapped. Visible cables are seen running from the 
  door into the statue. 
   Opening the Door. Placing elements of water, fire, 
  air, and earth on the appropriate palms will defuse 
  the exit. If for any reason the elements are not 
  placed in the correct palms before the door handle is 
  touched, the statue (Tridrone) awaken and attack. 
   Investigating the Statue. The statue is rusted, 
  except its hands. They are in pristine condition. A 
  different elemental symbol is etched into each palm. 
  One is fire, another is earth, another air, and the final 
  is water. Refer the players to Player Handout 4. 
  Library Palms for an illustration of the symbols. DM 
  Handout 2. Library Palms will have the correct 
  symbol/element pairing. 
   Investigating the books. Books are scattered 
  across the shelves and desks in this corner. If a book 
  is opened, the book's pages will spark into flame. 
  They will burn quickly, leaving a blackened cover. 
  The adventurer will take 1 fire damage if they are 
  holding the book. 
   Investigating the artifacts. An assortment of 
  metal objects litters this corner.  Small dull blades 
  clutter the floor. Metal rods and an oddly grooved 
  disc sit atop a single shelf. If the grooved disc comes 
  in contact with any of the blades activates the inert 
  magic of the items and assembles automatically, 
  causing the air to circulate near the object.
   Investigating the bath. Unlike the rest of the 
  room, the bath itself looks freshly drawn. That water 
  is warm and clean.  
   Statue Tactics. The statue cannot use its Javelin 
  attack unless it moves towards the artifacts bench in 
  the room. 
  Non-Combat Development 
  As the elements sit in the palms of the rusted Deva, you hear 
  crackling from the door behind the statue. It is now ajar, and 
  the items in the room turn to dust. 
  Children cheer as the adventurers leave the room. 
   
  If this is not the third completed room, roll on the 
  Hallway Table, and proceed to that encounter. 
  Otherwise, proceed to The Walls. 
  Combat Development 
  As the rusted angel falls to the ground in a pile of dust, you 
  hear a crackling from the locked door. It is now ajar, and the 
  items in the room turn to dust. 
  Children boo as the adventurers leave the room. 
   
  If this is not the third completed room, roll on the 
  Hallway Table, and proceed to that encounter. 
  Otherwise, proceed to The Walls. 
  
   
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  CCC-ELO-01 For the Kids! 
   
   
  15 
  Lying in Lumber 
  Gnarled, petrified tree branches crisscross the path and run 
  up and down the walls. Ghastly owls glow in the branches 
  above.  
   
  You hear a shuffle. An elderly adventurer is crawling 
  towards the exit. He looks up at your approach.  
  "Get down! Don't look at the-"  
   
  The old man squeals as an owl perches on his shoulder and 
  hoots. He locks eyes with the owl and turns to dust. The owl 
  kicks off from the pile and returns to the branches overhead. 
  The hallway is 100 feet in length and 10 feet wide. 
   Dodging the Owls. At the beginning of each turn, 
  if the adventurer’s eyes are open, they will need to 
  make a Dexterity Saving Throw (DC 2) to avoid eye 
  contact with the owls fluttering overhead. For every 
  20 feet the adventurer has traveled in this hallway, 
  increase this DC by 2. If an adventurer did not crawl 
  last turn, they must make this save with 
  disadvantage. 
   Spotting the Owls. Failing a Dexterity Saving 
  Throw against Dodging the Owls causes an owl to 
  perch on the adventurer’s shoulder, causing 4 (1d8) 
  psychic damage. Once recovered, the adventurer will 
  begin to age at a rapid pace. Until the adventurer 
  gains the benefit of a long rest, their bodies will have 
  aged 4 (1d8) years.  
   Reaching the exit. Once any adventurer touches 
  the door to the next room, proceed to Development. 
  Development 
  As you touch the door handle, the branches behind you wilt 
  and break. The owls disappear, and the hallway returns to 
  normal. 
  Proceed to the next Room encounter from the Room 
  Table.  
  Inspecting the Ingredients 
  The door opens to a bright hallway. Your senses are 
  overwhelmed with the smells of delicious foods.  
   
  Beautiful chandeliers hang from the vaulted ceiling 
  overhead. Cabinets and shelves run the length of each wall in 
  the hallway. Enormous amounts of pastries, meats and 
  delicacies fill them to overflowing. Treats litter the floor.  
   
  Laying by the doorway to the next room is an extremely 
  obese human figure staring at you with a smile. 
  "Try the cakes. They are amazing." The human slumps 
  over, and fades into the flooring, leaving what smells to be of 
  maple syrup. 
  The hallway is 90 feet long, and 15 feet wide. 
   Avoiding the Appetizers. At the beginning of each 
  turn, an adventurer will need to make a Wisdom 
  Saving Throw (DC 9) to avoid being charmed by the 
  delicacies in the room. For every 30 feet the 
  adventurer has traveled in this hallway, increase this 
  DC by 1. If an adventurer used the Dash action last 
  turn, they must make this save with disadvantage. 
   Sampling the Sweets. Failing a Wisdom Saving 
  Throw against Avoiding the Appetizers causes the 
  adventurer to consume the foods, causing 4 (1d8) 
  necrotic damage. After taking a bite, the adventurer 
  will notice the food is slowing them down. 
   Until the adventurer gains the benefit of a long 
  rest, their movement speed is reduced by 5 feet.  
   Reaching the exit. Once any adventurer touches 
  the door to the next room, proceed to Development. 
  Development 
  The chandeliers fade and crumble as you reach the door. The 
  food rots, exposing phorid flies and maggots. The hallway has 
  returned to normal. 
  Proceed to the next Room encounter from the Room 
  Table.    
  
   
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  CCC-ELO-01 For the Kids! 
   
   
  16 
  Forgetting to Plea 
   
  Light blinds you for a moment as you step into this narrow 
  hallway. The walls, flooring, and the door at the end of the 
  hallway are pure white. There are no blemishes, smudges, or 
  stains on any surface.  
   
  You spot a woman between you and the exit. She sees you 
  and then touches the wall. You hear her voice, but the 
  language is indecipherable.  
   
  The walls in the hallway begin to pulsate and engulf the 
  young woman as if they were fluid. 
  The hallway is 80 feet in length by 5 feet in width. 
   Pulsating Hallway. At the beginning of every 
  turn, an adventurer must make a Dexterity Saving 
  Throw (DC 5) to avoid touching the vibrating walls 
  and ceiling. For every 10 feet the adventurer travels, 
  increase this DC by 1. Large creatures make this 
  check with disadvantage. 
   Touching the Walls. Failing a Dexterity Saving 
  Throw against the Pulsating Hallway, or voluntarily 
  touching the walls, slams the adventurer against a 
  wall, causing 5 (1d10) force damage. Once 
  recovered, the adventurer will notice scribbling on 
  the wall in their own handwriting.  
   Until the adventurer gains the benefit of a long 
  rest, they forget how to read and write a random 
  language on their character sheet.  
   Reaching the exit. Once an adventurer touches 
  the door to the next room, proceed to Development. 
   
  Development 
  The hallway turns dull and fills in with dark red scribbles. 
  Those in the languages you can read all say the same thing: 
  'Help me.' 
  Proceed to the next Room encounter from the Room 
  Table.    
  Engulfed in Flames 
  The paved flooring underfoot as begun to loosen into coarse 
  gravel. Looking up from the rocky terrain, you see a cloaked 
  figure holding on to bricks sticking out of the wall.    
   
  "Don't touch the floor. It's LAVA!" he yells. He loses his grip 
  on the holds. His feet touch the coarse rock and the man is 
  incinerated. 
  The hallway is 70 feet long by 15 feet wide the 
  coarse gravel begins 5 feet in front of the party. 
   Climbing Holds. The protruding bricks are 
  climbing holds, allowing adventurers to traverse the 
  hallway with relative ease. At the beginning of every 
  turn, an adventurer must make a Strength Saving 
  Throw (DC 6) to move forward. For every 20 feet, 
  increase this DC by 1.  
   Touching the ‘Lava’. Failing a Strength Saving 
  Throw against Climbing Holds, or voluntarily 
  walking on the ‘lava’, causes 2 (1d4) fire damage. 
  Once recovered, the adventurer has an unnatural 
  fear of the ground. 
   Until the adventurer gains the benefit of a long 
  rest, they gain the character flaw as follows: 
  “I have an overwhelming fear of the ground being 
  lava. I try to avoid touching it at all costs. Jumping 
  seems to work.”  
   Flying. Flying over the coals will force the 
  climbing holds back into the walls. All adventurers 
  currently using them will fall into the fire. The only 
  way to traverse the hallway is by flight or on fire. 
   Reaching the exit. Once an adventurer touches 
  the door to the next room, proceed to Development. 
   
  Development 
  As you make it to the landing in front of the next door, the 
  floor behind you hisses, sputters and cools with a cloud of 
  steam and smoke. 
  Proceed to the next Room encounter from the Room 
  Table.    
  
   
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  CCC-ELO-01 For the Kids! 
   
   
  17 
  The Walls 
  As you open this door, the entire cathedral shakes. The walls 
  that once made up the rooms and hallways of your trial lower 
  and shift to form pews that face an enormous sarcophagus in 
  the distance. 
   
  "You have passed the Trials of Ch. " Votsug echoes from 
  behind you, pointing in the direction of the sarcophagus. 
   
  "The fiends! They have latched onto Ch in his sleep and 
  have not let go, weakening the titan. This has unleashed elo 
  back into the world. For the kids, we must hurry!" Votsug 
  begins to rush towards the sarcophagus when he drops to his 
  knees.  
   
  "I remember now." Votsug mumbles as tears form in his 
  eyes. 
   
  "My name was Gustov Blackwater. Tell my wife to name 
  her Bethany."  
   
  Gustov vanishes as doors open on the side of the 
  sarcophagus. 
  Proceed to Part 3. The Inner Sanctum.  
   
  
   
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  CCC-ELO-01 For the Kids! 
   
   
  18 
  Part 3. The Inner Sanctum 
  Estimated Duration: 45 minutes 
  With Votsug and the trials gone, the adventurers find 
  themselves facing off against their worst fears before 
  finding the cure for elo. 
  General Features 
  The general features of the Inner Sanctum are as follows:  
   
  Look and Feel. A thin layer of shimmering magic covers 
  most of the sanctum, as if a veil. As you approach, it feels as 
  though you are under the effect of “Calm Emotions.”  
   
  As you get closer, however, the effect seems to have been 
  tainted by the fiend’s invasion into this holy place, as your 
  emotions now begin to turn to paranoia and fear. 
  Checking In 
  The opening to the Inner Sanctum illuminates and amplifies 
  as the room begins to echo with the sound of crying children. 
  As the crying becomes whines, then to sniffles, the lights dim 
  to reveal that you are now in a room surrounded by bars.  
   
  The bars are inscribed with ancient glyphs and runes of the 
  Upper Plane. The sound of children crying has grown faint. 
   
  Outside the cell, an army of Skeletons wearing white lab 
  coats point small cylinders tipped with sharp needles at you.  
   
  A barred manhole cover occupies the floor in the center of 
  the cell. A pedestal floats above and slightly beside it. On the 
  pedestal lie 20 of the same cylinders with needles like the 
  skeletons hold. 
  This puzzle feeds on the common fear of needles. 
  The adventurers have no choice but to donate blood.   
   Inspecting the Prison. On a successful 
  Investigation Check (DC 13), every surface of the cell 
  shows signs of old magic. The runes are ever 
  changing. 
   Inspecting the Sewage Drain. What once looked 
  like a normal sewage drain, you realize is a barred 
  spiral staircase leading down below this cell. The 
  bars preventing you from going down the staircase 
  have the same glyphs and runes found on the outer 
  prison bars. 
   Inspecting the Pedestal. On the pedestal, the 
  adventurers will find a tray holding 20 of the strange 
  cylinders with needles that the skeletons are 
  holding. 
   Escaping the Room. With a successful 
  investigation check (DC 10) or perception check (DC 
  12), adventurers will realize this cell feeds on 
  children’s fear of getting blood drawn. The only way 
  to escape, is to overcome the fear, for the children, 
  and have their blood drawn twenty times as a group, 
  either by letting the skeletons with needles poke 
  them, or by piercing themselves with the syringes on 
  the pedestal. 
  Development 
  The manhole cover slowly retracts into the flooring, revealing 
  a long spiral staircase leading into the unknown. As you make 
  your first step down, the sound of children cheering can be 
  heard in the distance. As you descend the stairwell further, 
  the cheering becomes closer and louder, almost to the point 
  of deafening.  
   
  As the stairs level off, you are confronted with a small dias 
  holding a broken jar with some unknown substance slowly 
  flowing onto the floor. Behind the dias, large stone doors 
  with ornate pebbles block you from the rest of the Inner 
  Sanctum. The sound of children hushing themselves echo the 
  walls, awaiting your next move. 
  The door is not locked. Once pushed open, 
  immediately proceed to Stuff of Nightmares. 
  DM Notes 
  When interacting with this room, remember to 
  emphasis that the party needs to show the Children 
  of Ch that medical procedures and tests are nothing 
  to fear. The skeletons are inanimate, do not attack, 
  and do not have stat blocks. They just look mean and 
  scary. Show the children they do not need to fear the 
  unknown. When the adventurers overcome this fear, 
  show them your excitement, via the Children of Ch, 
  by cheering out loud! 
  Treasure 
  The ointment, if identified, is The Aloe of Ch 
  (Keoghtom’s Ointment). 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  CCC-ELO-01 For the Kids! 
   
   
  19 
  Stuff of Nightmares 
  As the door opens, the ornate pebbles that covered the door 
  fall to your feet glowing, as the smell of death washes over 
  you. Thousands of bones fill this lit arena, covering what lies 
  beyond. Amongst the bones are small flesh-pouched demons 
  rushing from the sides of the arena to face you. As you stand 
  there, holding yourself back from becoming overcome with 
  sickness from the stench, the demons rush to attack. 
  Five Nupperibos attack the party. 
   
   Tactics. The terrain is difficult, and for every 10 
  feet traveled, an adventurer must succeed on a 
  Acrobatics Check (DC 10) to stay standing. On a 
  failure, they will fall prone to the loose ground. The 
  Nupperibos will always fight in pairs if possible. 
   Glyphs. If an adventurer picks up one of the ornate 
  glowing pebbles, they immediately know its effects. 
  Touching a weapon with the pebble will drain it of 
  its power but make the weapon magical for 1 hour. 
  Leaving Ch's chambers will also drain the glyph of 
  this effect. 
  Development 
  Immediately proceed to Tackle of Terror. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Tackle of Terror 
  At this point, take a moment to calculate how many 
  rooms the adventurers overcame without the use of 
  combat. This will impact this encounter greatly. 
  As the last Nupperibo falls, the wall of bones separating you 
  from the other side of the chamber turns to dust. In the 
  center is a large angelic being, restrained to the ground. 
  Hundreds of fiends feed from its weak body. Almost lifeless, 
  the titan figure sees you and smiles. 
   
  Taking a deep breath in, the light that surrounds the 
  cathedral floor vanishes. When the being exhales, the light 
  returns, and you feel invigorated. As light returns, the 
  demons stop their feeding and gaze in your direction, 
  screaming. A flood of imps rush towards you. 
  30 Imps rush to attack, currently 120 feet away 
  from the adventurers.  
   Tactics. Because of the Titan's breath, the Imps 
  lose the ability to turn invisible. The Imps will attack 
  at random adventurers, even at the risk of 
  opportunity attacks. 
   Showered in Mercy. After the first round of 
  combat, several of the imps explode in radiant 
  energy, dying immediately. The total number of imps 
  that die in this fashion is 6 multiplied by the number 
  of Trials of Ch rooms overcome by non-combat. 
  Development 
  Once the last imp is defeated, proceed to Device of 
  Dread.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  Device of Dread 
  The Imps explode as the divine light of the Cathedral returns. 
  The Titan begins to regain some strength and size, as the 
  remaining demons turn to face you. 
   
  "She gives us power. She needs us strong to retrieve 
  Fatanyu. She needs us to destroy its keeper. You must not 
  stop the feeding. We will devour you, then finish the 
  Emperyon." The devils begin ripping out spines from its tail 
  and attack. 
  Three Spined Devil attack the adventurers. 
   Tactics. The Spined Devils will always attack the 
  closest adventurers to Ch.  
   Healing Ch. If any adventurer heals Ch, each 
  Spined Devil takes damage equal to the amount Ch 
  was healed for. 
   In the Presence of Ch. At the start of each round, 
  each adventurer regains 4 (2d4+2) hit points if they 
  can see the Ch (who is 30 feet away.) If an 
  adventurer is unconscious, they do not regain hit 
  points, but do have advantage on Death Saving 
  Throws. 
   Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Remove 1 Spined Devil.  
  • Strong: Add 1 Spined Devil. 
  • Very Strong: Add 2 Spined Devil. 
  Development 
  Proceed to Conclusion. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Conclusion 
  As the devils fall, you notice the wounds and bite marks that 
  cover this angelic creature start to heal. 
   
  "My Prison has been cleansed. I am Ch, Titan and Protector 
  of Youth. The blood that courses through my veins would 
  destroy the young. I locked myself away to save the children 
  of your land. With my wounds healed, the children are safe 
  once again. Thank you." 
   
  As Ch smiles, you find yourself back at the entrance you 
  came through, facing the doors. Both locked, and the 
  guardians of the door are gone. 
   
  As you begin your trek back to the base camp, the sound 
  of the forest silences. A cloaked figure appears in front of 
  you. The look on his face matches all the wanted posters 
  around the Moonsea. This man is Algernon Martel, the leader 
  of the Dark Priory. 
   
  "Well done. Unlike what some would have you believe, we 
  are on the same side. Something is coming, and we will need 
  to stand together to defeat it. I'll be in touch." 
   
  Algernon vanishes with a smile and the sound of the forest 
  returns. 
   
  Returning to Basecamp Blackwater, the sound of cheering, 
  and hopeful crying is heard from all directions. Sailors, 
  fathers, and mothers all embracing their loved ones. While 
  the children may face obstacles again in the future, this day, 
  today, they can look at your bravery, and know better days 
  are possible. 
  Treasure 
  Annabelle Aimes-Blackwater holds up her end of the 
  deal and provides the adventurers with the 
  remaining 40 gp. 
   
   
  
   
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  21 
  Rewards 
  Upon completing the adventure, the characters each 
  receive rewards based upon their accomplishments. 
  These rewards include advancement and treasure, 
  and may include special rewards, such as story 
  awards or new downtime activities, as follows: 
  Advancement Checkpoints 
  The characters receive two advancement 
  checkpoints for each objective completed: 
  • Secondary Objective: Breaching the Cathedral of 
  Ch 
  • Main Objective: Stopping the elo virus. 
   The characters earn an additional advancement 
  checkpoint for each bonus objective they complete. 
  Treasure Checkpoints 
  The characters receive a treasure checkpoint for 
  completing both main objectives or both bonus 
  objectives. 
  Magic Item Unlock 
  Characters completing adventure’s main objective 
  unlock this magic item. 
   The Aloe of Ch (Keoghtom’s Ointment). This glass 
  jar, 3 inches in diameter, contains 1d4 + 1 doses of a 
  thick mixture that smells faintly of aloe. The jar and 
  its contents weigh 1/2 pound. 
   As an action, one dose of the ointment can be 
  swallowed or applied to the skin. The creature that 
  receives it regains 2d8 + 2 hit points, ceases to be 
  poisoned, and is cured of any disease.  
   This item can be found in Player Handout 5. 
  Magic Item. 
  DM Rewards 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the other rewards listed above. 
   However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for 
  more information about DM Quests. 
   
   
   
   
   
  
   
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  Appendix. Dramatis Personae 
  The following NPCs are featured prominently in this 
  adventure: 
   Annabelle Aimes-Blackwater (ANN-a-BELL 
  Aims-BLACK-water). Algernon Martel is currently 
  the Master-At-Arms in Phlan. Algernon is diplomatic 
  and cheerful during every encounter. His childhood 
  was riddled with the disaster Yami had caused, so he 
  would like to see the end of this Madman. 
   The Dark Priory. Thought to have been just a 
  Doomsayer cult, has now grown to be a sort of 
  Boogeyman organization of evil-doers. Lead by the 
  previous Master-at-Arms of Phlan, it is now known 
  that Algernon Martel is the head of this organization, 
  and his plans to rid ‘correct the mistakes of the land’ 
  are still unknown. Members of the Dark Priory are 
  sought by all officials and faction agents of the 
  region, with their leader holding the highest of 
  bounties, dead or alive.  
   Algernon Martel (AL-jer-non mar-TELL). The 
  leader of a shadow organization known as the Dark 
  Priory. This human is deemed by most factions as 
  Most Dangerous man alive, and the bounty on his life 
  exceeds any adventurer’s wildest dreams. 
   Votsug (Vah-t-suh-gah). Votsug is the most 
  recent guardian of the Cathedral of Ch. Noble acts of 
  martyrdom usually find the beginning of their 
  afterlife spent guarding the Titan known as Ch. This 
  burly sailor is no exception. 
   Ch (Ch-uh). Ch is a Titan whose blood infects the 
  children of the realm to become weak and powerless 
  around the realm. Ch decided eons ago, that because 
  of this reason, she would become the children’s 
  protector, and built a prison for herself, where she 
  could never cause another child hard. The people of 
  the time built a cathedral above the prison to honor 
  her sacrifice, and later the mountains of Earthspur 
  formed around the Cathedral, losing it to time.  
   
   
   
   
  
   
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  Appendix. Monster/NPC 
  Statistics 
   
  Animated Armor 
  Medium construct, unaligned 
  Armor Class 18 (Natural Armor) 
  Hit Points 33 (6d8+6) 
  Speed 25 ft. 
   
   
  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 60 ft. (blind beyond this radius), 
  Passive Perception 6 
  Languages -- 
  Challenge 0 (0 XP) 
  Antimagic Susceptibility.  The armor is incapacitated 
  while in an antimagic 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. 
  Actions 
  Multiattack. The armor makes two melee attacks. 
  Slam. Melee Weapon Attack: +4to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) bludgeoning damage. 
   
  Animated Table 
  Large construct, unaligned 
  Armor Class 15 (Natural Armor) 
  Hit Points 39 (6d10 +6) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  8 (-1) 
  13 (+1) 
  1 (-5) 
  3 (-4) 
  1 (-5) 
   
  Damage Immunities Poison, Psychic 
  Condition Immunities Blinded, Charmed, Deafened, 
  Exhaustion, Frightened, Paralyzed, Petrified, 
  Poisoned 
  Senses Blindsight 60 ft. (blind beyond this radius), 
  Passive Perception 6 
  Languages -- 
  Challenge 2 (450 XP) 
  Antimagic Susceptibility.  The table is incapacitated 
  while in an antimagic field. If targeted by dispel magic, 
  the table must succeed on a Constitution saving throw 
  against the caster's spell save DC or fall unconscious for 
  1 minute. 
  False Appearance. While the table remains motionless, 
  it is indistinguishable from a normal table. 
  Charge. If the table moves at least 20 feet straight 
  toward a target and then hits it with a ram attack on 
  the same turn, the target takes an extra 9 (2d8) 
  bludgeoning damage. If the target is a creature, it must 
  succeed on a DC 15 Strength saving throw or be 
  knocked prone. 
  Actions 
  Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage. 
   
   
   
  
   
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  Flumph 
  Small aberration, lawful good 
  Armor Class 12 
  Hit Points 7 (2d6) 
  Speed 5 ft., fly 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (-2) 
  15 (+2) 
  10 (+0) 
  14 (+2) 
  14 (+2) 
  11 (+0) 
  Skills Arcana +4, History +4, Religion +4 
  Damage Vulnerabilities Psychic 
  Senses Darkvision 60 ft., Passive Perception 12 
  Languages Telepathy 60ft., Undercommon (understand 
  Undercommon but cannot speak it) 
  Challenge 1/8 (25 XP) 
   
  Advanced Telepathy. The flumph can perceive the 
  content of any telepathic communication used within 
  60 feet of it, and it can’t be surprised by creatures with 
  any form of telepathy. 
  Prone Deficiency. If the flumph is knocked prone, roll a 
  die. On an odd result, the flumph lands upside-down 
  and is incapacitated. At the end of each of its turns, the 
  flumph can make a DC 10 Dexterity saving throw, 
  righting itself and ending the incapacitated condition if 
  it succeeds. 
  Telepathic Shroud. The flumph is immune to any effect 
  that would sense its emotions or read its thoughts, as 
  well as all divination spells. 
   
  Actions 
  Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 
  (1d4) acid damage. At the end of each of its turns, the 
  target must make a DC 10 Constitution saving throw, 
  taking 2 (1d4) acid damage on a failure or ending the 
  recurring acid damage on a success. A lesser 
  restoration spell cast on the target also ends the 
  recurring acid damage. 
  Stench Spray (1/Day). Each creature in a 15-foot cone 
  originating from the flumph must succeed on a DC 10 
  Dexterity saving throw or be coated in a foul-smelling 
  liquid. A coated creature exudes a horrible stench for 
  1d4 hours. The coated creature is poisoned as long as 
  the stench lasts, and other creatures are poisoned 
  while within 5 feet of the coated creature. A creature 
  can remove the stench on itself by using a short rest to 
  bathe in water, alcohol, or vinegar. 
   
  Giant Wolf Spider 
  Medium beast, unaligned  
  Armor Class 13  
  Hit Points 11 (2d8 + 2) 
  Speed 40 ft., climb 40 ft. 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  16 (+3) 
  13 (+1) 
  3 (-4) 
  12 (+1) 
  4 (-3) 
   
  Skills Perception +3, Stealth +7 
  Senses Blindsight 10 ft., Darkvision 60 ft., Passive 
  Perception 13 
  Languages -- 
  Challenge 0 (0 XP) 
  Spider Climb. The spider can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Web Sense. While in contact with a web, the spider 
  knows the exact location of any other creature in 
  contact with the same web. 
  Web Walker. The spider ignores movement restrictions 
  caused by webbing. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 4 (1d6 + 1) piercing damage, and the target must make a 
  DC 11 Constitution saving throw, taking 7 (2d6) poison 
  damage on a failed save, or half as much damage on a 
  successful one. If the poison damage reduces the target to 0 
  hit points, the target is stable but poisoned for 1 hour, even 
  after regaining hit points, and is paralyzed while poisoned in 
  this way. 
   
  Imp 
  Tiny fiend, lawful evil 
  Armor Class 13 
  Hit Points 10 (3d4 + 3) 
  Speed 20 ft., fly 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (-2) 
  17 (+3) 
  13 (+1) 
  11 (+0) 
  12 (+1) 
  14 (+2) 
   
  Skills Deception +4, Insight +3, Persuasion +4, Stealth 
  +5 
  Damage Resistances Cold; Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks that aren't 
  Silvered 
  Damage Immunities Fire, Poison 
  Condition Immunities Poisoned 
  Senses Darkvision 120 ft., Passive Perception 11 
  
   
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  Languages Common, Infernal 
  Challenge 1 (200 XP) 
  Shapechanger. The imp can use its action to 
  polymorph into a beast form that resembles a rat 
  (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 
  ft., climb 20 ft.), or back into its true form. Its statistics 
  are the same in each form, except for the speed 
  changes noted. Any equipment it is wearing or carrying 
  isn't transformed. It reverts to its true form if it dies. 
  Devil's Sight. Magical darkness doesn't impede the 
  imp's darkvision. 
  Magic Resistance. The imp has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Sting (Bite in Beast Form). Melee or Ranged Weapon 
  Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) 
  piercing damage, and the target must make on a DC 11 
  Constitution saving throw, taking 10 (3d6) poison 
  damage on a failed save, or half as much damage on a 
  successful one. 
  Invisibility. The imp magically turns invisible until it 
  attacks or until its concentration ends (as if 
  concentrating on a spell). Any equipment the imp 
  wears or carries is invisible with it. 
   
  Monodrone 
  Medium construct, lawful neutral 
  Armor Class 15 (Natural Armor) 
  Hit Points 5 (1d8 + 1) 
  Speed 30 ft., fly 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  13 (+1) 
  12 (+1) 
  4 (-3) 
  10 (+0) 
  5 (-3) 
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Axiomatic Mind. The monodrone can’t be compelled 
  to act in a manner contrary to its nature or its 
  instructions. 
  Disintegration. If the monodrone dies, its body 
  disintegrates into dust, leaving behind its weapons and 
  anything else it was carrying. 
   
  Actions 
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 3 (1d4 + 1) piercing damage. 
  Javelin. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 
  1) piercing damage. 
   
  Nupperibo 
  Medium fiend, lawful evil 
  Armor Class 13 (Natural Armor) 
  Hit Points 11 (2d8+2) 
  Speed 20 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3) 
  11 (+0) 
  13 (+1) 
  3 (-4) 
  8 (-1) 
  1 (-4) 
   
  Skills Perception +1 
  Damage Resistances Acid, Cold; Bludgeoning, Piercing, 
  and Slashing from Nonmagical Attacks that aren't 
  Silvered 
  Damage Immunities Fire, Poison 
  Condition Immunities Blinded, Charmed, Frightened, 
  Poisoned 
  Senses Blindsight 10 ft. (blind beyond this radius), 
  Passive Perception 11 
  Languages understands Infernal but can’t speak 
  Challenge 0 (0 XP) 
  Cloud of Vermin. Any creature, other than a devil, that 
  starts its turn within 20 feet of the nupperibo must 
  make a DC 11 Constitution saving throw. A creature 
  within the areas of two or more nupperibos makes the 
  saving throw with disadvantage. On a failure, the 
  creature takes 2 (1d4) piercing damage. 
  Hunger-Driven. In the Nine Hells, the nupperibos can 
  flawlessly track any creature that has taken damage 
  from any nupperibo’s Cloud of Vermin within the 
  previous 24 hours. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage. 
  
   
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  Scarecrow 
  Large construct, chaotic evil 
  Armor Class 11 
  Hit Points 36 (8d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  13 (+1) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
  13 (+1) 
   
  Damage Vulnerabilities Fire 
  Damage Resistances Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks 
  Damage Immunities Poison 
  Condition Immunities Charmed, Exhaustion, 
  Frightened, Paralyzed, Poisoned, Unconscious 
  Senses Darkvision 60 ft., Passive Perception 10 
  Languages understands the languages of its creator but 
  can’t speak 
  Challenge 1 (200 XP) 
  False Appearance. While the scarecrow remains 
  motionless, it is indistinguishable from an ordinary, 
  inanimate scarecrow. 
   
  Actions 
  Multiattack. The scarecrow makes two claw attacks. 
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 6 (2d4 + 1) slashing damage. If the target is 
  a creature, it must succeed on a DC 11 Wisdom saving 
  throw or be frightened until the end of the scarecrow’s 
  next turn. 
  Terrifying Glare. The scarecrow targets one creature it 
  can see within 30 feet of it. If the target can see the 
  scarecrow, the target must succeed on a DC 11 
  Wisdom saving throw or be magically frightened until 
  the end of the scarecrow’s next turn. The frightened 
  target is paralyzed. 
   
   
  Spined Devil 
  Small fiend, lawful evil 
  Armor Class 13 (Natural Armor) 
  Hit Points 22 (5d6 + 5) 
  Speed 20 ft., fly 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  12 (+1) 
  11 (+0) 
  14 (+2) 
  8 (-1) 
   
  Damage Resistances Cold; Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks that aren't Silvered 
  Damage Immunities Fire, Poison 
  Condition Immunities Poisoned 
  Senses Darkvision 120 ft., Passive Perception 12 
  Languages Infernal, Telepathy 120 ft. 
  Challenge 2 (450 XP) 
  Devil’s Sight. Magical darkness doesn’t impede the 
  devil’s darkvision. 
  Flyby. The devil doesn’t provoke an opportunity 
  attack when it flies out of an enemy’s reach. 
  Limited Spines. The devil has twelve tail spines. 
  Used spines regrow by the time the devil finishes a 
  long rest. 
  Magic Resistance. The devil has advantage on 
  saving throws against spells and other magical 
  effects. 
   
  Actions 
  Multiattack. The devil makes two attacks: one with its 
  bite and one with its fork or two with its tail spines. 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 5 (2d4) slashing damage. 
  Fork. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) piercing damage. 
  Tail Spine. Ranged Weapon Attack: +4 to hit, range 
  20/80 ft., one target. Hit: 4 (1d4 + 2) piercing damage 
  plus 3 (1d6) fire damage. 
   
   
   
  
   
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  Tridrone 
  Medium construct, lawful neutral 
  Armor Class 15 (Natural Armor) 
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  13 (+1) 
  12 (+1) 
  9 (-1) 
  10 (+0) 
  9 (-1) 
   
  Senses Truesight 120 ft., passive Perception 10 
  Languages Modron 
  Challenge 1/2 (100 XP) 
   
  Axiomatic Mind. The tridrone can’t be compelled to 
  act in a manner contrary to its nature or its 
  instructions. 
  Disintegration. If the tridrone dies, its body 
  disintegrates into dust, leaving behind its weapons 
  and anything else it was carrying. 
  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. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Wolf 
  Medium beast, unaligned 
  Armor Class 13 (Natural Armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  15 (+2) 
  12 (+1) 
  3 (-4) 
  12 (+1) 
  6 (-2) 
   
  Skills Perception +3, Stealth +4 
  Senses passive Perception 10 
  Challenge 1/4 (50 XP) 
   
  Keen hearing and Smell. The wolf has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smelling.  
  Pack Tactics. The wolf has advantage on an attack roll 
  against a creature if at least one of the wolf’s allies is 
  within 5 ft. of the creature and the ally isn’t 
  incapacitated.  
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. one 
  target. Hit: 6 (2d4 + 2) piercing damage. If the target is 
  a creature, it must succeed on a DC 11 Strength saving 
  throw or be knocked prone. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  Player Handout 1. Getting There 
   
  
   
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  Player Handout 2. Table Settings
   
   
   
  
   
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  DM Handout 1. Table Settings 
   
  
   
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  Player Handout 3. Library Palms 
   
   
   
  
   
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  DM Handout 2. Library Palms 
   
   
  
   
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  Player Handout 4. Magic Item 
  During this adventure, the characters may find the 
  following permanent magic item: 
  The Aloe of Ch (Keoghtom's Ointment) 
  Wonderous Item, uncommon 
   This glass jar, 3 inches in diameter, contains 1d4 + 
  1 doses of a thick mixture that smells faintly of aloe. 
  The jar and its contents weigh 1/2 pound. 
   As an action, one dose of the ointment can be 
  swallowed or applied to the skin. The creature that 
  receives it regains 2d8 + 2 hit points, ceases to be 
  poisoned, and is cured of any disease. 
   This item can be found in Dungeon Master’s Guide. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Extra Life (ELF)/CCC-ELO-01 - For the Kids!.pdf