TEXT:  
   
   
   
   
   
   
   
   
  The Shattered Planes, Part I 
  CCC-APL-01-01 
    
  The Applebottom Brothers may have just arrived in the bustling city of Thentia, but novelty draws rumor, 
  lighting imaginations with whispers of miraculous creations in development. Now comes an open invitation to 
  capable adventurers willing to assist them in securing information, rare components, and political favors 
  —before rivals can snatch them up. 
   
  In Loving Memory of Cambria McDaniel (1997-2017) 
  All proceeds from this module will be donated to the Leukemia & Lymphoma Society of America. 
   
  Written by Daniel Eggert 
  with additional characters by Ethan McDaniel, Cambria McDaniel, Greg Marks, & Grigory Parovichnikov 
   
   
   
   
   
   
   
   
   
   
   
  Premiered at 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCCAPL01-01 It’s Not Easy Being Gene 
   
   
  2 
   
   
   
   
   
   
   
  It’s Not Easy Being Gene 
  The Shattered Planes, Part I 
  Adventure Code: CCC-APL-01-01 
  Version: 1.00  
  (DMsGuild Release) 
   
  The Applebottom Brothers may have just arrived in the bustling city of Thentia, but novelty draws rumor, 
  lighting imaginations with whispers of miraculous creations in development. Now comes an open invitation to 
  capable adventurers willing to assist them in securing information, rare components, and political favors 
  —before rivals can snatch them up. 
   
  A 4-Hour Adventure for 1st-4th Level Characters 
   
  In Loving Memory of Cambria McDaniel (1997-2017) 
  All proceeds from this module will be donated to the Leukemia & Lymphoma Society of America. 
   
  Daniel Eggert 
  Adventure Designer 
   
  Development & Editing: Daniel Eggert   
  With Characters by: Daniel Eggert, Ethan McDaniel, Cambria McDaniel, Greg Marks, Grigory Parovichnikov 
  Playtesters: Dan Moran, Blake Coffman, Nick Kramr, and Ethan McDaniel 
  Organized Play: Chris Lindsay 
      Maps by: Jeremy Hochhalter (Thentia) and José “Gigio” Esterás (Blue Bayou) 
  Bug Character Art by: Jon Ruiz 
      All other art by: Daniel Eggert, used with permission, or in Public Domain. 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Alan Patrick, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Lysa Chen 
   
  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. 
  ©2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro 
  Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCCAPL01-01 It’s Not Easy Being Gene 
   
   
  3 
   
  Introduction 
  Welcome to It’s Not Easy Being Gene, a D&D 
  Adventurers League™ adventure, part of the official 
  D&D Adventurers League™ organized play system and 
  the Con Created Content program. 
   This adventure is designed for three to seven 1st-
  4th level characters and is optimized for five 3rd-
  level characters. Characters outside this level range 
  cannot participate in this adventure. 
   This adventure takes place in and around the city of 
  Thentia and along the River Thent in the Moonsea 
  region of the Forgotten Realms campaign setting. 
  Adjusting This Adventure 
  This provides suggestions in adjusting for smaller or 
  larger groups, characters of higher or lower levels, and 
  characters that are otherwise a bit more powerful than 
  the adventure is optimized for. You’re not bound to 
  these adjustments; they’re here for your convenience. 
   To figure out whether you should consider adjusting 
  the adventure, add up the total levels of all the 
  characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less down). 
  This is the group’s APL. To approximate the party 
  strength for the adventure, consult the following table. 
  Determining Party Strength 
  Party Composition   
   
  Party Strength 
  3-4 characters, APL less than   
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than   
  Weak 
  5 characters, APL equivalent   
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than   
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
   
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  recommendation is not offered or appropriate for your 
  group, you don’t have to make adjustments. 
  Before Play at the Table 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself 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 
  faction, backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide the 
  narrative and bring the words on these pages to life.  
   To facilitate this, keep in mind the following: 
   
  You’re Empowered. Make decisions about how the 
  group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain the 
  adventure’s spirit. This doesn’t allow you to implement 
  house rules or change those of the Adventurers League, 
  however; they should be consistent in this regard. 
   Challenge Your Players. Gauge the experience level of 
  your players (not the characters), try to feel out (or 
  ask) what they like in a game, and attempt to deliver 
  the experience they’re after. Everyone should have the 
  opportunity to shine. 
   Keep the Adventure Moving. When the game starts to 
  get bogged down, feel free to provide hints and clues to 
  your players so they can attempt to solve puzzles, 
  engage in combat, and roleplay interactions without 
  getting too frustrated over a lack of information. Watch 
  for stalling—play loses momentum when this happens.   
  At the same time, make sure that the players don’t 
  finish too early; provide them with a full play 
  experience. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  4 
  Adventure Primer 
  “Jeremiah was a bullfrog. / He was a very good friend of 
  mine. / I never understood a word he said / But I liked to 
  drink his wine.”  – Hoyt Axton 
  Adventure Background 
  Recently, a group of adventurers found Chultan grung 
  performing an unidentified ritual in caverns east of 
  Thentia. (See CCCTHEN01-01, Beneath the Surface). 
  After the grungs’ inevitable slaughter by hired 
  adventurers, Emerald Enclave agents investigating the 
  caverns discovered these grung had driven a tribe of 
  bullywug from their nearby home, but not before the 
  treacherous king fled with his Chultan cousins’ prize 
  possession: a Froghemoth’s Egg. This was reported to 
  the High Harper in Thentia: Seireri Moongleam, High 
  Priestess of Selûne.  
         Meanwhile, the Applebottom Brothers’ Artificery 
  Guild have identified a rogue portal to the Fugue Plane 
  is open near Thentia, but not its precise location. New 
  in town, the Brothers need to forge alliances and secure 
  a secluded location for their research if they are to 
  uncover the culprit or design a device to seal this portal 
  off. Gene & Jean Applebottom have selected Moonsilver 
  Hall, an abandoned convent of Selûne on the shore of 
  the River Thent, as a first choice for their base of 
  operations. 
        Priestess Moongleam has a plan but needs 
  adventurers to escort an associate to secure the 
  Froghemoth Egg from the bullywug. The sale of the 
  long-abandoned Moonsilver Hall gives her an avenue to 
  have someone else discretely arrange the operation. It’s 
  so elegant, what could go wrong? 
  Location and NPC Summary 
  The following NPCs and locations feature prominently in this 
  adventure.  
   
  Gene Applebottom (JEEN AP-uhl-BAHT-um). Lightfoot 
  Halfling & Interim Guildmaster. Hiding a horrendous combover 
  under a felt top hat, he is an alchemist with a passion for making 
  potions that taste like other things, and a cleric of Waukeen. 
   
  Seireri Moongleam (SAYR-airy MOON-gleem). Human, 
  Female, 75, appears to be 22. The High Priestess & Chosen of 
  Selûne guides the Hall of the Moon, has a vote in the City 
  Council, loves the common people, and is a high-ranking 
  member of the Harpers. 
   
  Bug (BUG). A male adult Bullywug. An inquisitive rogue 
  sporting a chip on his shoulder the size of Chult. His fingers are in 
  every deal in Thentia, but when he isn’t trading information, he 
  works for the Emerald Enclave. 
   
  King Timrek (KEENG Ker-MEHT). A fat, aged male Bullywug 
  that rules the Blue Bayou tribe with a tyrant’s fist. Don’t let his 
  pride or girth fool you; He’s a cavalier of remarkable skill. 
  Adventure Overview 
  It’s Not Easy Being Gene is broken into five parts: 
   
  Part 1. Unconventional Purchase The party meets Gene 
  in The Hilt. At Moonsilver Hall, Gene introduces them to 
  High Priestess Moongleam and requests their 
  assistance. 
   Part 2. Tea at Fourth Bell The High Priestess’ first task 
  is to meet a contact & discreetly retrieve an item of 
  importance. 
   Part 3. Roll Out the Barrel Rivals of the Priestess 
  surround the party and chase them through Thentia’s 
  streets to the House of the Moon. 
   
  Part 4. The Plot Thickens Inside the House of the Moon, 
  the High Priestess introduces the party to Bug, and the 
  pair lay out the task they intend the party to complete. 
   Part 5. It’s Good to Be the King The party escorts Bug to 
  a swamp along the River Thent to retrieve a 
  Froghemoth Egg. There are optional paths for stealth, a 
  contest of skill, or combat. The choice is up to you and 
  the players. 
   Conclusion. The party returns to Gene & the Priestess 
  to turn in the Egg and receive payment. 
  Adventure Hooks 
   
  Just Getting Started. First-time adventurers may be 
  looking to strangers for work because they have history 
  in the city they’re trying to avoid. Alternatively, they 
  may be sent by someone in the city to spy on the 
  Applebottoms, the Priestess, or gather salacious gossip. 
   
  Sign said Level 5+ need not apply. Experienced 
  adventurers who have never been to Thentia likely 
  found a handbill posted in a tavern by the Applebottom 
  Brothers. 
   
  Other Con Created Content. Characters may have 
  completed other CCC modules in or around the 
  Moonsea region and have a reputation for 
  dependability. Lord Swifthand or Vayu Ashvin (the half-
  elven Wizard-in-Silver) could recommend the 
  adventurers to the Applebottoms. 
  Emerald Enclave (Faction Assignment). The 
  Enclave sent agents to investigate any 
  repercussions on the Thentian ecosystem 
  from the introduction of non-native Chultan 
  grung. An agent will be in touch. Protect 
  them at all costs. 
  The Harpers (Faction Assignment). Harpers are 
  asked to vet the character of the 
  Applebottoms on behalf of High Priestess 
  Moongleam. Find out if they’re honest and 
  write a report. Oh, and she may have one 
  other little favor to ask… 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  5 
  Part 1. Unconventional Purchase 
  Estimated Duration: 15 minutes 
  We meet our heroes as they are dispatched by 
  interested parties, referrals, or handbill-on-signpost to 
  meet Gene Applebottom in The Hilt, a growing 
  commercial district between the Sword Trail’s end and 
  the new Dusk Gate in the western wall. (See 2 & 13 on 
  Appendix III, Map of Thentia.) 
  General Features 
  Thentia is a bustling city known for a high density of magic users 
  and their strict no-slavery policies. Commerce is always swift 
  here and The Hilt, as the western point of entry to Thentia, is 
  clear evidence of booming industry. 
   
  Terrain. The streets of the Hilt are freshly cobbled and slope 
  from the city down to the Riverside docks. Just past the new 
  buildings are clear, grassy fields broken by worn paths. 
   
  Weather. The air is heavy with coastal humidity, but 
  moderately cool.  
   
  Light. Fog is not uncommon after sunrise, but visibility is good 
  once midmorning burns it away. 
   
  Smells and Sounds. A press of travelers, merchants, and the 
  middle-class keeps the Sword Trail noisy here, but as the group 
  travels north on the path, the sound quickly dies off. 
  This One Went to Market 
  Read or paraphrase the following, 
  adapting it to your needs: 
  The Sword Trail, a portion of the overland 
  trade route along the north coast of the 
  Moonsea, has been rerouted to a convenient ferry crossing over 
  the River Thent. In the past months, the gate in Thentia’s 
  western wall has been rebuilt to allow cargo and caravans. The 
  merchants’ district that sprang up outside the Dusk Gate has 
  been nicknamed “The Hilt” and business is booming. 
   
  It is in The Hilt that you begin this foggy morning, looking for a 
  fellow you heard had some work for you to do. 
   
   A Lightfoot Halfling matching the description given makes eye 
  contact, hops down from a crate where he has held his lookout, 
  and makes his way to meet each of you with a wide smile 
  stretching to touch each of his pork chop sideburns. 
   
  “Hail, and well met! I am Gene Applebottom, interim 
  guildmaster of the Applebottom Brothers Artificers. I was told to 
  look for persons of your description and… yes, now that you are 
  all here, I hope we may introduce ourselves as we walk to my 
  next appointment. Across the street, out of the noise, and to the 
  north, if you please.” 
  Roleplaying Gene Applebottom 
  Gene Applebottom (NG, Lightfoot Halfling Cleric) is a light-
  hearted, friendly fellow with a head for business and a love of 
  people. He is charismatic, a natural salesman, and always 
  smiling.  
  He and his brothers have a mission and a plan (see Adventure 
  Background) but will keep those details private until he can trust 
  the adventurers better. 
       Quote: “True, our standard healing potion is no more potent 
  than others, but your generous donation will further the work of 
  Gond! And it tastes like brackleberry jam, not soap or oil like the 
  usual market fare!” 
   
  Gene Applebottom will begin the conversation by 
  asking the characters to introduce themselves. This is 
  also a good opportunity to gather details you need from 
  the party to run the adventure, calculating the APL, etc. 
  if you haven’t already done so.  
  When it is his turn, Gene will fill them in on his Order 
  and the day’s business as they walk. Include the 
  following information, as you wish and time allows:  
  • “The Applebottom Monastic Order of Alchemists, 
  Arcanists, Artificers, and Armorers —The Applebottom 
  Brothers for short— is a monastic guild 
  dedicated to the improvement and 
  protection of society through innovation 
  and the worship of Gond and Waukeen.” 
  • 
  The Brotherhood runs itself 
  more like an eccentric Artisan’s Guild 
  than a traditional monastic order. They 
  are not-for-profit, but they challenge 
  themselves to expand rapidly and to do voracious 
  business. “You must make coin to give coin, yes?” 
  • Gene, Jean, and 6 more Applebottom Brothers have 
  come to Thentia to extend their order.  
  • “We have been welcome guests at The Mage Pit 
  (Location 21), but after “one too many explosions,” 
  Mistress Tunnelly’s patience is exhausted and she gave 
  us a few days to find somewhere else to live and work.” 
  • Gene is currently taking them to Moonsilver Hall, an 
  abandoned convent of Selûne, where he plans to 
  introduce the party to the High Priestess of Selûne 
  and ask them to take on work for her. He hopes to 
  secure her blessing in purchasing & converting the 
  complex into the Brothers’ newest monastery. 
  • “Of course, all of this with promised compensation for 
  your time and reasonable expenses. I believe 5 Gond 
  Bells should cover each of you for the day.”  
  A DC 10 Intelligence (History or Religion) check 
  recalls a Gond Bell is small bronze bell. As currency it 
  is worth 10 gp at a moneychanger, but 20gp at a 
  House of Gond. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  6 
  This One Had a Place for Rent 
  As the party approaches Moonsilver Hall, read or 
  paraphrase this: 
  Above the locked gates of a stone wall is a wrought iron sign that 
  reads Moonsilver Hall. Beneath it stands a woman in priestly 
  vestments, a pair of acolytes behind her. All are dressed in light 
  purple embroidered in silver, a pair of eyes and seven stars all 
  picked out in silver thread to identify them as clergy of Selûne. 
  The young woman calls out in a melodious voice. 
    “Good morning, Brother Applebottom! I trust you slept well 
  under the eyes of Our Lady last night.” The priestess gestures to 
  a gnome in plate armor, his tabard bearing an embroidered 
  bronze cog with four spokes. “Brother Jean, here, was just telling 
  me you’ve located some discrete, good-hearted souls that are 
  willing to help us out of a pinch.” 
  High Priestess Seireri Moongleam speaks to the 
  newcomers with kind sincerity, but there’s no 
  mistaking that she holds rank above all present.  
  If there are any Harpers in the party, allow the 
  player(s) to choose if they acknowledge her or 
  she acknowledges them as a fellow faction 
  member in front of the others or if she keeps the 
  connection secret.  
  If she speaks to it, the Applebottoms may appear 
  confused, causing her to laugh musically and comment, 
  “Don’t look surprised, Brothers. Clandestine membership 
  among Those Who Harp is often the worst kept secret in 
  the Realms. Their goals and those of Selûne often align.” 
   Regardless, she will then fill the party in on the task 
  she needs completed. 
   
  Roleplaying Seirei Moongleam 
  High Priestess Seirei Moongleam (NG, Human (Chondathan) 
  Cleric) appears to be in her twenties but has the demeanor and 
  bearing of her true age of seventy-three. She is kind—if 
  reserved—incredibly intelligent, and far more politically savvy 
  than any would predict. The Chosen of Selûne will politely insist 
  that matters are just as she requires before she will finalize the 
  sale of Moonsilver Hall to the Applebottom Brothers and the 
  Church of Gond. 
       Quote: “This is a beneficial arrangement, my new friends. 
  The funds from this sale will support our soup kitchens for a year 
  and the Gondsmen find a home for their fine work. Wonderful for 
  all, if we get the details right. You seem to be capable and detail-
  oriented.” 
   
   
   
   A Simple Task. The High Priestess relays the following 
  requirements and information relating to the work she 
  needs completed. 
  • The first portion of her request is to meet a trio after 
  they enter the Mourning Gate in the eastern wall of 
  Thentia this afternoon. 
  • The Mourning Gate (Location 3, Thentia Map) is a 
  postern gate only large enough for foot traffic and it 
  is rarely used except by funeral processions bearing 
  the deceased outside the walls. 
  • Her message from the Trio says they are “difficult to 
  miss. A large blonde barbarian, a beautiful bard, and 
  a precocious teen with a strong accent.” 
  • Passcodes have been set in advance. Seireri will 
  provide them to the party.  
  • If you wish to provide codes to the players, feel free 
  to make up something silly and tongue-twistery like, 
  “In Parnast, a paladin of Sheena Peryoyl 
  partakes in pineapples as provisions.” or 
  “Halflings in Hillsfar make haggis from hares, 
  halibut, and haddocks.” 
  • 
  “These individuals will hand off some 
  sensitive cargo that was—liberated, shall we 
  say? —from Chult at significant expense and 
  great risk.” 
  • 
  The parcel will be packed in a wine 
  cask and the acolytes provide decoys for a swap with 
  the Trio. 
  • The parcel is highly sought by some of her political 
  rivals within Thentia, for a few different reasons. 
  • The characters should deliver the parcel to the House 
  of The Moon, which is the Temple of Selûne on the 
  Heroes’ Square (Location 4, Thentia Map). 
  • If they meet opposition, discretion is paramount. 
  Fleeing to The House of The Moon for sanctuary is 
  preferable, and it is highly unlikely any would 
  attempt violence in Heroes’ Square in front of the 
  temple.  
  • However, if it comes to combat, seek to end it without 
  spectators or attention from The Riders. Subduing 
  opposition is preferable to their deaths as it will leave 
  less to explain. 
   
  The Harpers (Faction Assignment). If there 
  are Harpers present, Seireri will reiterate 
  the clandestine nature of this activity and 
  the importance of avoiding combat in the 
  streets of Thentia.  
  “It is permissible to identify ourselves as Those Who 
  Harp with trusted allies, but we shan’t announce 
  ourselves with loose ends and bodies left lying in alleys 
  like the Zhentarim. That is unseemly. Am I clear?” 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  7 
  Part 2. Tea at Fourth Bell 
  Estimated Duration: 10 minutes 
  The characters are sent to a café patio with a clear view 
  of Mourning Gate to wait for those the High Priestess 
  described. After they take over the parcel, a chase 
  breaks out and they should flee for the sanctuary of The 
  House of The Moon. 
  General Features 
   
  Terrain. The city streets of Thentia are free of debris, more 
  so than most other cities. They are well paved, in good repair, 
  and typically slope slightly uphill from the harbor.  
   
  Light. By the time the party makes contact, it is shortly before 
  sunset and the western horizon is reddening.  
   
  Sights. Within the city, most buildings are residential or 
  commercial if they are not near the docks. 
   
  Smells and Sounds. The streets of Thentia have a 
  lingering scent of citrus, perhaps lemon? No. Grapefruit? 
  This One Went from Dusk to Mourning 
  Travel from Moonsilver Hall to the meeting location 
  that afternoon will require the characters to cross the 
  entire width of the city. If players wish to 
  make any purchases, Thentia offers all 
  items, equipment, and mounts found in the 
  Players Handbook. Additionally, spellcasting 
  services may be found in temples of Selûne, 
  Tempus, Tyr, Lliira, Mystra, and Azuth, with 
  Allshrines assisting most other religions. 
  Wandering the streets of Thentia, you take in the 
  marvelous sights. Streets cleaned by unseen servants, guards 
  patrolling on hippogriffs, a string quartet of animated 
  instruments playing for a corner café. Thentians pass these 
  things as if they are everyday occurrences. 
   
  Across from a modest shrine of Kelemvor is a cozy café with 
  reasonable prices and an excellent menu of teas, liquors, 
  pastries, and treats from all over the world. From an outdoor 
  table or three at this café, the Mourning Gate and all 
  approaching streets can be watched in clear view. From an early 
  lunch until afternoon tea, little happens other than friendly 
  chatter with the staff and a game of cards. 
  The characters are sent to take up watch  
  on the Mourning Gate (Location 3, Thentia Map). It is a 
  small postern gate—too small for more than a small 
  mule-drawn cart—with just three guards standing 
  watch. It is uncommon for anyone to use this gate 
  unless they are part of a funeral procession. This is 
  common knowledge if any of the characters are from 
  Thentia or have spent any time here. 
  Developments 
   Meeting the Ladies. Just an hour before sunset, one of 
  the guards responds to a knock and opens the gate. 
  Three women enter, one with a large barrel carried on 
  her shoulder. Another draws a few coins from her 
  purse and places them in the hand of one of the guards. 
  Characters that pass a Perception (Wisdom) check, DC 
  14, can count three small, brass bells. The new arrivals 
  step quickly across the small courtyard behind the 
  Mourning Gate and begin to confer amongst 
  themselves. They are Glass, Synth, and Elisande. (See 
  Appendix I. Dramatis Personae for their descriptions.) 
   
  If the players do not voluntarily make the first move to 
  catch the trio’s attention, consider having Elisande look 
  directly at one of the characters, smile, wave cheerily, 
  and greet them with a loud “Hey there, Outsides! 
  Thought you’d be here. Save some tea for us?”, regardless 
  of how cool the party is playing it.  
   
  As the ladies speak with the adventurers, they give the 
  passcodes supplied by the High Priestess if prompted. 
  They will take a moment to have a drink, but an 
  insightful character may notice they are 
  constantly on the watch around them. 
   
   
  More information. Synth and Glass can 
  relate the following if time allows. Elisande 
  will hunker down, petting any pet or familiar 
  the party may have and speaking to it like a 
  dear friend, regardless of appearance. 
  • Synth was dispatched by the Lord’s Alliance to 
  Port Nyanzaru, Chult to retrieve the contents of the 
  barrel.  Glass was assigned by the Zhentarim to assist, 
  while Elisande met Glass in Baldur’s Gate and chose 
  to tag along. 
  • On the return trip, there was an attack at the docks in 
  Ylraphon. The assailants were overconfident and no 
  match for Glass’ Hammer of Thunderbolts or Synth’s 
  enchantments, but the ladies chose to leave 
  immediately and took a ship leaving immediately for 
  Hulburg instead of waiting for one bound for Thentia. 
  • An unknown group has pursued them over land for 
  several days, so as soon as they have a spot of tea, 
  and finish these delightful cakes, they wish to move 
  on to the House of the Moon. 
  • The barrel the ladies brought bears a seal of green 
  wax.  The decoys all bear a purple wax seal marked 
  with the symbol of Selûne.  
  • It is your choice as to if the ladies drop any hints that 
  there is a humanoid in the barrel, but they assume 
  the party knows. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  8 
  Part 3. Roll Out the Barrel 
  Estimated Duration: 75 minutes 
  The ladies have been followed and the square near the 
  Mourning Gate fills with adversaries. After the 
  characters take over the parcel, a chase breaks out and 
  they should flee for the sanctuary of The House of The 
  Moon. 
  General Features 
   
  Terrain. The city streets of Thentia are free of debris, more 
  so than most other cities. They are well paved, in good repair, 
  and typically slope slightly uphill from the harbor.  
   
  Light. By the time the party makes contact, it is shortly before 
  sunset and the western horizon is reddening.  
   
  Sights. Within the city, most buildings are residential or 
  commercial if they are not near the docks. 
   
  Smells and Sounds. The streets of Thentia have a 
  lingering scent of citrus, perhaps lemon? No. Grapefruit? 
  This One Gets Tricky 
  Perhaps 15 minutes after the two parties have met, the 
  Mourning Gate opens again. The gate guards begin a 
  disagreement with several rough-looking mercenaries, 
  led by an armsman in the red & black colors of House 
  Boatfield (boet-feld), a minor noble house of Thentia. 
  Characters with high Perception will notice additional 
  armsmen leaving shady alleyways near the shrine of 
  Kelemvor across the square, those with shields also 
  wear the red & black fox device. If a player notices 
  these events, allow them to notify Glass or Synth. Else, 
  Elisande will comment, “These Outsides is blind as my 
  old Goat.” Either way, read or paraphrase: 
  The Mourning Gate gives a muffled clatter as it closes behind a 
  handful of travel-stained, heavily armed individuals.  
   
  The immediate reactions by Glass and Synth clearly indicate 
  these are the men that are chasing the ladies. Chaos erupts. In a 
  moment, the mercenaries have drawn weapons and the gate 
  guards are down in a pool of blood. A dozen armsmen in the 
  uniform of House Boatfield pour from an alleyway on the right. A 
  score fall in from the left behind those that came from the gate, 
  attempting to surround you. 
   
  Glass stands. “Aye, that’s them… and they brought plenty of 
  friends this time,” she says, shoving the barrel across the 
  cobblestones with a foot, “This one’s 
  yours!” 
  “There’s too many to fight without 
  having to explain a lot to the Thentian 
  Watchlord,” Synth advises. “Take a 
  barrel, split them up, and run!!” 
   The three ladies will take the decoy barrels brought 
  by the party and flee to the south as a diversion. The 
  party should take the barrel marked with green wax 
  and flee. In pursuit are 1d6 guards for each member of 
  the party, all human and carrying clubs, nets or 
  quarterstaffs. One in each group carries a hand 
  crossbow. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, per your 
  group. These are not cumulative. 
  • Very Weak: Barrel has 18 hp. DC for Complications is 10. The 
  guards do not carry shields. Bug has full HP (40). 
  • Weak: Barrel has 16 hp. DC for Complications is 11. 
  • Strong: Replace 1 of each set of guards with a thug, DC for 
  Complications is 13, Barrel has 12 hp. 
  • Very Strong: Replace all guards with thugs, DC for 
  complications is 14, Barrel has 10 hp. If Bug is in combat, he 
  will disengage and hide. 
  Chase Rules 
  Roll initiative, but for simplicity, the pursuers all act 
  on Initiative 10, even if the chase ends & combat 
  ensues.  
   
  If the number of guards is too many, let some drop 
  out of the chase. On the other hand, if the party isn’t 
  struggling, there are several groups seeking them, so 
  feel free to keep a full complement of guards. This is 
  meant to be a rollicking chase with teamwork, not a 
  beyond lethal encounter. 
   
  Grouping all guards in a rank & taking similar actions 
  and rolling for them together works well. It is not 
  recommended that you roll for each individual 
  guard or that you roll once for all guards. 
  Modifications to Guards & Thugs 
  Guards of House Boatfield are equipped to capture—not kill—
  and have the following modifications: 
  • They always strike to subdue, not to kill.  
  • The Guards also carry hand crossbows and nets. Add these 
  attack options to the stat block. 
  Hand Crossbow. Ranged Weapon Attack: +3 to hit, range 30/120 
  ft., one target. Hit: 4 (1d6+1) piercing damage. 
  Net. Ranged Weapon Attack: +3 to hit, range 5/15 ft., one Small 
  or Medium creature. Hit: The target is restrained until it escapes 
  the net. A creature can use its action to make a DC 10 Strength 
  check, freeing itself or another creature within its reach on a 
  success. Dealing 5 slashing damage to the net (AC 10) also frees 
  the creature without harming it, ending the effect and 
  destroying the net. 
   
  
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  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  9 
  Give the players a moment to designate which of them 
  will begin carrying or rolling the barrel and if the path 
  through the city should be chosen by one character, by 
  committee, or by each player in turn.  
  • Track distance between the pursuers and each 
  character by designating five ranks for this chase: 
  Ahead of the Barrel, Adjacent (1-5ft), Close (6-30ft), 
  Medium range (31-60ft), Falling Behind (61-100ft). 
  The characters may start Ahead of or Adjacent to the 
  barrel. The pursuers all start at Medium range. See 
  Appendix IV. Chase Tracker 
  • Distances are only used for simplicity. Adjudicate 
  ranges and area of effects however is simplest. 
  • The character(s) carrying or pushing the barrel will 
  always be Adjacent unless they drop or lose the 
  barrel. 
  • One of the characters will likely attempt to lift the 
  barrel as Glass did. This requires a Strength of 18 or 
  the Powerful Build trait (ie. Goliath, Bugbear, 
  Firbolg.) If no one in the party qualifies, they will 
  need to roll the barrel as they move to the House of 
  the Moon. The barrel has an AC of 10 and 14 hit 
  points. 
  • On their turn, anyone carrying or pushing the barrel 
  must make a DC 15 Strength (Athletics) check. A 
  character carrying the barrel makes the check with 
  advantage. On a failure, they must pass the barrel to 
  an Adjacent or Close ally with a DC 12 Strength 
  (Athletics) check. Failure in this second check 
  represents dropping the barrel or crashing it into 
  stonework. The barrel takes 2 points of damage.  
  • If a pass check is needed and no allies are Adjacent or 
  Close, all creatures (including guards) move up until 
  the closest ally is Adjacent, then attempts the pass 
  check. 
  • Any pursuer in the Ahead of the Barrel rank gives the 
  adventurer carrying or pushing the barrel 
  disadvantage on their checks. 
  • As an Action, each character not carrying the barrel 
  may attempt a DC14 Dexterity (Acrobatics) or 
  Strength (Athletics) check. If they succeed on the 
  check by 5 or more, they may choose to move up one 
  rank. A character that fails the check moves one rank 
  backwards, dropping out if they fail twice while in the 
  Falling Behind rank. 
  • A character can Dash a number of times up to 3+ 
  their Constitution modifier. Dashing will move them 
  up to two ranks. 
  • A chase participant can make attacks and cast spells 
  against other creatures within range. Apply normal 
  rules for range, cover, terrain, and so on. Using an 
  action to do this prevents the character from keeping 
  pace with the barrel unless they have another means 
  to do so (i.e. a bonus action Dash feature) and they 
  slip back one rank. 
  • An adventurer that fails twice in the Falls Behind 
  rank or goes unconscious and can be cut off from his 
  party by the guards will be manacled and arrested.  
  When Bug is not captured by House Boatfield, the 
  adventurer will be released and dumped on the stairs 
  of the House of the Moon that evening, a bit bruised 
  but otherwise unharmed. Reintroduce them in Part 
  4. The Plot Thickens. They receive the same xp & gp 
  rewards at the end of the module as all others. 
  Chase Complications 
   At the end of each turn, including the pursuers’, the 
  player (or DM for pursuers) rolls a d20 on the Chase 
  Complications table below. Complications affect the 
  next character in the initiative order. If the pursuers 
  are next in the order, the complication should affect 
  one-third to one-half of the pursuers at DM’s discretion. 
  1-2. A maze of barrels or crates blocks your way. Make 
  a DC 12 Dexterity (Acrobatics) or Intelligence 
  (Acrobatics) check to navigate through.  On a 
  failure, you move back one rank. If the person 
  carrying or pushing the barrel fails, the pursuers 
  move up a rank. 
  3-4. Two fresh guards sprint around a corner ahead, 
  entering the Ahead of the Barrel rank. 
  5-6. An animated broom sweeps the street in front of 
  you. Make an additional DC 12 Dexterity 
  (Acrobatics) check to avoid it or fall prone on a 
  failure, dropping back one. Failing by 5 or more 
  falls into a pile of pixie dust; the adventurer floats 
  into the air, immediately moving to Falling Behind. 
  7-8. You trip, slip, or slide in a puddle of rain water or 
  mud, giving you disadvantage on your next 
  Dexterity (Acrobatics) or Strength (Athletics) 
  check. 
  9-10. 
  A steep downhill grade speeds the barrel (if it is 
  rolling) and 2 guards of the players’ choice move 
  back a rank. Any creature carrying the barrel must 
  also immediately make a DC15 Strength (Athletics) 
  check or drop the barrel, doing 2 damage to it. 
  11-18.     No Complication 
  19-20. 
  Weaving your way through the crowd, you jostle a 
  Potion Vendor. One of the vials breaks against the 
  flagstones, splashing you with a mysterious 
  substance. With a momentary burst of speed, you 
  may immediately move Ahead of The Barrel, if you 
  are able. If you do, you gain one level of exhaustion. 
   
   
   
  
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  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  10 
  If the Barrel Breaks 
   If the guards’ attacks or damage from dropping the 
  barrel causes it to break, water will spill over the 
  cobbles, as will Bug, a bullywug spy. Bug acts on 
  Initiative 10 and will hide, fight or run as the party 
  leads.   The characters will inevitably benefit from a 
  rest after, so they should feel free to let the pursuers 
  have everything they’ve got. 
  Modifications to the Spy for Bug 
  Bug is a spy with the following modifications: 
  • Bug is a bullywug and his alignment is chaotic good. 
  • Because I can’t resist a pun, Bug is wearing Hide armor and 
  has an Armor Class of 14. 
  • Add to his speed, swim 40 ft. 
  • Bug’s Dexterity is 16 (+3). 
  • Increase his skill mods for Sleight of Hand & Stealth to +5. 
  • Bug speaks Common, Bullywug, Sylvan. 
  • Add these features: 
  Amphibious. The bullywug can breathe air and water. 
  Speak with Frogs and Toads. The Bullywug can communicate 
  simple concerns to frogs and toads when he speaks in Bullywug. 
  Standing Leap. The Bullywug’s long jump is up to 20 feet and his 
  high jump is up to 10 feet, with or without a running start. 
  • Add this option to his actions. 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 
  3 (1d4) bludgeoning damage. 
  • Bug’s Shortsword & Hand Crossbow attacks have a +5 
  modifier to hit and do 6 (1d6+3) piercing damage. 
  If Bug is captured or killed  
  The armsmen of House Boatfield look pleased, issue a 
  warning that the party should not deal with the 
  Applebottoms or the High Priestess further, and then 
  will retreat. Proceed to Part 4. The Plot Thickens. 
  Tricks of the Trade 
   Encourage unconventional solutions. Casting control 
  spells like Web or Sleep, turning over crates in the 
  pursuers’ path, or using Dash bonus actions are great. If 
  Mounts are employed, substitute Wisdom (Animal 
  Handling) checks for Strength (Athletics). 
   
  Plot the chase on the map. The Map of Thentia in 
  Appendix X offers the party several paths from the 
  Square of the Dead behind the Shrine of Kelemvor 
  (Location 8) to The House of the Moon on the Heroes’ 
  Square (Location 4) but counting each round as 
  approximately one city block means any but the most 
  indirect routes should last no more than 5-10 
  rounds.  
   
  Full table? Keep it moving! Chases or races with more 
  than 5 players at a table can become chaotic or outright 
  stall. Keep an eye on the time, encourage players to be 
  ready to roll actions or ability checks quickly, or 
  consider moving the party more than one block in a 
  turn to keep things moving. 
   
  Too many of them to fight! Use discretion as to how 
  many guards join the chase. Allow some to fail and fall 
  away to avoid a situation where the party is too far 
  from the temple to make it safely but is too 
  outnumbered to stand and fight. 
   “But chases are dumb.”  This part of the adventure 
  specifically features the chase rules, but not everyone 
  cares for this mechanic. If your players aren’t enjoying 
  this or it’s slowing down the game, end this portion 
  early by allowing the players to give the pursuers the 
  slip after a few successful rounds of ability checks or 
  moving the party more than one block in a turn to keep 
  things quick. 
  This One Went WHEE, to the House of the 
  Moon  
  Once in eyesight of the House of the Moon, the 
  characters are safe. The Boatfield guards will not 
  pursue them further into this busy plaza. 
  XP Award 
  If the characters avoid stopping the chase for all-out 
  combat with the House Boatfield guards, award each 
  character 300 XP. 
  If the barrel breaks, but Bug arrives at the temple alive, 
  award each character 150 XP.  
   
   
  Treasure. If the party subdues the chasing armsmen 
  and searches them, they carry a collective wealth of 100 
  gp in coins and trinkets, 4 nets (1gp each) and 8 pairs of 
  well-oiled manacles (2 gp each). Additionally, the 
  armsmen’s medic carries a scroll of Hunter’s Mark and 
  one potion of healing. It is not an Applebottom Bros.- 
  brand healing potion. It is cloudy, off-color, and if 
  consumed, tastes of soapy water and rust.  
   
   
  
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  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  11 
  Part 4. The Plot Thickens 
  Estimated Duration: 15 minutes 
  The characters have completed a mad dash to deliver 
  the barrel to the High Priestess. She will reveal to them 
  its contents, recruit them for further work, and invite 
  them to stay the night to take advantage of their 
  sanctuary status. 
  General Features 
  The House of the Moon is one of the greatest landmarks in 
  Thentia, and anchors the Heroes’ Square, the epicenter of 
  Thentian social activity. The interior is astonishingly elegant, 
  serene, and peaceful. 
   
  Terrain. Expansive marble floors are masterfully crafted, the 
  slabs of stone pieced to form an intricate pattern representing 
  the seven stars surrounding the eyes of Selûne.  
   
  Weather. The air is cool and dry. It perpetually feels like dusk.  
   
  Light. A light source fashioned into the top of each wall 
  causes the reflection off the ceiling to bathe each room as if in 
  strong moonlight, yet Darkvision is not required to find your 
  way.  
   
  Smells and Sounds. The temple is quiet, conversations are 
  hushed and reverent in the main chambers. 
  The One with the Surprise 
  With a cry of “Sanctuary! These people have Sanctuary in the 
  House of the Moon!” an acolyte of Selûne has confirmed you are 
  beyond the reach of House Boatfield within their temple. 
  Once ushered inside, the party is led past many of the common 
  folk who are queued to receive food and alms from the temple’s 
  kitchens, then through an elegant main hall that is masterfully 
  pieced from cool marble. Hidden lights of some arcane nature 
  reflect from the ceiling’s alabaster representations of the lunar 
  phases, lighting the interior as if under a Full Moon. 
      Winding through a few corridors, you are brought to a well-
  appointed office, where the High Priestess is reading what seems 
  to be the hundredth page of an enormous pile of reports, 
  invoices and ledger entries. Lounging in chairs near the hearth 
  are Synth, Gene & Jean Applebottom, while Elisande is sitting 
  cross-legged in a corner, looking through a book of pictures with 
  Glass. 
  Serieri Moongleam looks up from her mountain of 
  paperwork, and gives a warm, if slightly tired smile.  
   
   If the barrel arrived intact at the Temple. If the party 
  conveyed the barrel to the Temple intact, several in the 
  room look a bit shocked, with Glass exclaiming, “Have 
  ye not let him out, yet!?” The characters (and players) 
  are likely to be a little confused at this point.  
  The High Priestess will instruct one of the strongest 
  characters (or Glass & Jean if none of the characters are 
  particularly strong) to smash the barrel. This releases 
  Bug — a bullywug Rogue and agent of the Emerald 
  Enclave — from the cask, spilling a fair amount of water 
  onto the carpets. 
   
   If the barrel shattered during the chase, then as the 
  Priestess looks up, Bug will slip in and dash forward to 
  her, where they awkwardly embrace. (Bullywug do not 
  have poison skin like grung!) She and the others seem 
  genuinely relieved to see him safe.  
   
   
  If Bug didn’t make it, House Boatfield’s goons dump a 
  thoroughly-interrogated, badly-beaten, possibly 
  deceased, Bug on the steps of the House of the Moon as 
  a warning. The Priestess and Jean will immediately 
  carry him in to the altar of the temple and prepare the 
  ceremony to cast Raise Dead on Bug. They are angry 
  with their rivals, not the party, who were clearly 
  outmatched.  
  The One Where We Catch Up 
  If Bug arrived alive, read or paraphrase this: 
  “Bug! Oh, Thank the Night White Lady! I’m so happy they got 
  you here in one piece!” the priestess rejoices. 
  “Thank you all for this! You don’t realize… oh. You’re confused. 
  Yes, Hmm. I think I need to explain a bit more,” Selûne’s chosen 
  decides. 
   More information. The priestess and the frog will relay 
  the following information to the party as you think is 
  required. 
  • Bug is a bullywug, a sentient frog-like species 
  prevalent in swampy regions throughout the 
  Forgotten Realms. (See Monster Manual) 
  • Bug is a former slave that was freed when he entered 
  Thentia 9 years ago and has made his home here. He 
  earns a living as an information broker, private 
  investigator, and occasionally as a blackmailer, but 
  prefers to only employ those tactics against the 
  morally corrupt and powerful of Thentia. 
  • He and the Applebottoms are acquainted and they 
  seem to get along well. 
  • Elia Springpond, the current love interest of the 
  Thentian Watchlord, has turned one of the younger 
  members of House Boatfield against Bug. 
  • House Boatfield’s members have received numerous 
  overtures from a political alliance in Thentia that 
  wishes to overturn the centuries-old law that bans 
  
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  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  12 
  slavery in Thentia and emancipates all slaves brought 
  east of the River Thent.  
  • While the house’s patriarch has been away for some 
  time, his spoiled, conniving nephew has declined—so 
  far—but he can be bribed. 
  • As an initial move to interrupt one of the younger 
  Boatfield’s many plots, the High Priestess wishes to 
  employ the adventurers to escort Bug up the River 
  Thent. 
  • There, they should locate a colony of bullywug called 
  the Blue Bayou clan in the swamp near Lake Thentar. 
  • The goal is to retrieve a froghemoth’s egg: 
  simultaneously preventing such a dangerous 
  monstrosity from being hatched into the 
  environment around Thentia and preventing 
  Boatfield’s house wizards from using it, though Bug 
  was unable to discover what Boatfield the lesser 
  intended to use it for. 
  • The party is welcome to sleep the night in the temple 
  and leave in the morning. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Developments 
   
  Treasure. Gene keeps his promise, paying the 
  characters 5 Gond Bells each. (At the end of the 
  adventure, these bells are converted to 100 gp per 
  character.) 
   
  If the party escaped without launching into all out 
  combat, Jean will present the party with a scroll of Bless 
  (1st level) and one Applebottom Bros.-branded potion of 
  healing.  
  This potion tastes of a six-course dinner with all the 
  sides. If sipped, each taste is of a different course, 
  beginning with a crisp Westgate salad, continuing 
  through Fiddlehead soup, Elven bread paired with 
  cheeses from the Tormite monastery at Helping Hand, 
  steamed star lobster, and a broiled rothé steak. The 
  dessert is a fine ripplebark cake with a mint ale.  
   
   
  Excerpt from “Vaasa Map” by Mike Schley. Realmslore, Vaasa. 
  Dungeon Magazine, Issue 277  
  © Wizards of the Coast, 2010. Used by permission. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  13 
  Part 5. It’s Good to be King 
  Estimated Duration: 90 minutes 
  After two quiet days of travel, the party nears a small 
  swampy area along a bayou connecting the marshes of 
  Thar to the River Thent, home to the Blue Bayou clan of 
  bullywug.  See Appendix V. Map: Blue Bayou Marsh 
  General Features 
  The swamp is swampy. 
   
  Terrain. Large pools of brackish water are disturbed by 
  stands of reeds and tall cypress trees. 
   
  Weather. The boggy air is humid, causing sweaty clothes to 
  cling to the skin.   
   
  Light. The daylight through the trees dapples the surface of 
  the water where shadows fall, but otherwise is unobscured.  
   
  Smells and Sounds. The mud squelching under the water 
  gives off a notable, putrid smell.  Frogs and insects sound all 
  through the area, as does the occasional birdcall. 
  I. The One Where We Choose Our Own 
  Adventure 
  After you have described the terrain so that your 
  players understand where they now are, read or 
  paraphrase the following: 
  It has been a quiet two days of travel along the River Thent and 
  through the moors of Thar. In the predawn haze, Bug warms 
  himself next to your campfire of peat. As he removes the small 
  game he is cooking for your breakfast, he says, “We will enter 
  the territory of the Blue Bayou clan soon. Their sentries may 
  have already seen us.” He grows quiet for a moment. “The Blue 
  Bayou are crafty and treacherous, but they strictly follow a code 
  and will not disobey King Timrek. If you’re convincing, they will 
  hold from violence against anyone seeking a parley with the 
  king. We have more than a few options as to how we approach 
  this, and I’m curious as to what you’d prefer.” 
  Allow the players to discuss or craft their preferred 
  strategy for entering the Blue Bayou marshes and 
  retrieving the Froghemoth Egg from the treasure pile of 
  King Timrek. If they are stumped or ask Bug for his 
  advice, he will present the strategies that he’s devised. 
   
   
  Stealth & Burglary. The consummate gentleman rogue, 
  Bug is often fond of breaking into places and simply 
  taking any evidence he requires. However, he may be 
  concerned the party’s chances of moving through the 
  swamp undetected is likely to be difficult unless a 
  skilled ranger or guide is in the party. 
   
  Diplomacy. Bug also knows that King Timrek is 
  infamously vain and has a weakness for flattery and 
  gambling. It is possible that a charismatic envoy could 
  convince Timrek to trade the egg for a suitable gift or 
  wager it in a competition. 
   
  Extermination. Bug is a proud member of the Emerald 
  Enclave, but he is also pragmatic. The overpopulated 
  Blue Bayou community is wreaking havoc on the 
  surrounding ecosystem, not to mention their incubating 
  a live froghemoth that would destroy the Thar marshes 
  entirely. If the party will not listen to any other option, 
  he will acquiesce to carving their way to the egg, though 
  he will ensure they know they will be outnumbered and 
  it could be a tough fight. 
   
  If the players select one of Bug’s recommended 
  approaches, look to the sections below for guidance on 
  how to run them. If they invent a hybrid approach, use 
  the information below to craft a scenario or, because no 
  plan survives first contact with the opposition, throw 
  them a curveball and guide them into one of the 
  scenarios presented. 
   
  Regardless of the approach they choose, proceed to 
  section II. The One Where They Almost Found Us, 
  before moving on to section III, IV, V or VI. 
  II. The One Where They Almost Found Us 
  While they move through the swamp, an active Wisdom 
  (Perception) check against a DC 15 will notice any of 
  the Blue Bayou’s noose snares set under the water’s 
  surface. If they fail, the hapless adventurers stumble 
  into one. Use the following. 
  Bullywug Noose Snare 
  A loop of vine on a sapling may seem easy to avoid, but not 
  when immersed in a few feet of murky water. The bullywug use 
  this to alert patrols and occasionally harvest large game. 
   
  Detection and Disabling. The 3-foot wide noose may disturb 
  the regular pattern of ripples in the water. Detecting it requires a 
  DC15 Wisdom (Perception) check or a successful DC 12 
  Intelligence (Investigation) check. If successful, the dimensions of 
  the trap can be determined. It can be disabled, but it is likely 
  easier to jump over or detour around normally. 
   
  Trigger. Stepping into the noose breaks the stick anchoring 
  the trap. The sapling straightens, pulling the noose tight around 
  an ankle, and ringing an attached iron bell, potentially alerting a 
  bullywug patrol. 
   
  Effect. The triggering character must succeed on a DC 13 
  Dexterity saving throw or be restrained and lifted 10 feet into 
  the air. A creature that can reach the noose can use its action to 
  make a DC 10 Strength check to try to free itself or another 
  creature from the noose. Dealing 5 slashing damage to the 
  noose or cutting the sapling (AC 10, 20 hp) also frees a creature. 
  If the party does not account for the height, a freed character 
  takes 4 (1d6) bludgeoning damage when falling from the noose.  
  
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  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  14 
  III. The One Where We Steal the Egg 
  Stealth & Burglary 
  If the party wishes to attempt infiltration, they may 
  choose to wait for dusk to approach the Blue Bayou 
  settlement.   
  1. Have the party make a group Dexterity (Stealth) 
  check. If more than half of the party succeeds 
  against a DC 13 after dusk (or DC15 in the sun) 
  they can bypass the Blue Bayou sentries (each 
  patrol is 4 bullywug and 1 giant frog, there are 6 
  patrols total) at the edge of the village 
  undetected. 
  2.  If the sentries detect them by sight or by the 
  party triggering a noose trap, they will call out a 
  challenge, seeking the password. If the characters 
  do not answer or answer in a way that alarms the 
  sentries, they will raise the warning call. Skip to 
  section VI. The One Where Everybody Fights. 
  If the characters instead present a request for 
  parley, skip to section IV. The One Where We 
  Talk Nice. 
   
  3. If the adventurers make it past the sentries, 
  perform a second group stealth check (as before) 
  when they are halfway from the edge of the 
  village to the King’s feasthall. Failure means a 
  bullywug villager has discovered them and 
  raises the alarm. 
  4. The door to the feasthall has no lock, but it is 
  crude and noisy in its construction. The windows 
  are shuttered in a similar fashion. 
  Each character that wishes to enter King 
  Timrek’s hall to pilfer the egg must pass a DC 15 
  Stealth check or be discovered. This check may 
  be made at advantage if the adventurer has a 
  means to enter without opening the door, a 
  shutter, or making significant noise. 
  5. Should they be seen or heard, a bullywug 
  retainer will call out to question why they are 
  trespassing. Bare steel or a readied weapon will 
  almost certainly provoke violence, unless a 
  charismatic character intervenes quickly. 
   
  The characters may then choose to switch to 
  Diplomacy, Combat, or get inventive with a different 
  solution to recover. 
  Development 
  If they are not seen or heard, show them Appendix VI. 
  Map, The Feasthall. Read or paraphrase the following: 
  The feasthall of King Timrek is a long rush hut. The mud floor is 
  uneven and pools of brackish water at the edges of the room 
  serve as resting places for bodyguard bullywug, who require 
  submersion every day. 
   
  At the far end of the structure is a pile of rubbish; no, King 
  Timrek rests atop it, his girth rising and falling as he snoozes, 
  hugging a small length of carved steel in his arms. This pile is not 
  trash but the bullywugs’ treasury and Timrek’s make-shift 
  throne. At the bottom of the pile are a few female bullywug and 
  a giant toad, incubating and caring for an egg nearly the size of a 
  gnome. 
  They find King Timrek (a knight) asleep on a mound of 
  “treasures,” mostly discarded rubbish taken trespassers 
  in the swamps or won in competition with other small  
  tribes. 
   
  6. Freeing the Froghemoth egg or King Timrek’s 
  Broken Duergar Drill Bit (+1 Lance) from his 
  clutches requires a DC 12 Dexterity (Sleight of 
  Hand) check each.  
  7. They may escape the room with a final DC 15 
  Dexterity (Stealth) check. 
   
   
  Treasure. Characters passing all stealth checks are 
  able to retrieve, in addition to the Froghemoth’s egg, a 
  few small trinkets and coins worth 250 gp. Passing a 
  separate Sleight of Hand check allows the retrieval of 
  King Timrek’s Broken Duergar Drill Bit (+1 Lance). 
   
   
  Story Award. If the characters have moved all the way 
  to the feasthall undetected, but fail at the door or inside, 
  then choose to switch to diplomacy or a non-combat 
  option, award them the Story Award. “You Have Nice 
  Manners for A Thief and A Liar.” See Player Handout I.  
  Story Awards. 
  Tricks of the Trade 
  If this would wrap up the adventure too early for the 
  play time you have remaining, consider having the 
  bullywug catch the party on the trip back to Thentia 
  and play out a skirmish with the bullywug, using the 
  Combat suggestions in section VI. The One Where 
  Everybody Fights. 
  XP Award 
  If the characters successfully bypass all combat through 
  Stealth & Sleight of Hand, award each character 600 XP. 
   
   
   
  
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  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  15 
  IV. The One Where We Talk Nice 
  “You have nice manners for a thief and a liar,” said the 
  dragon. – JRR Tolkien, The Hobbit 
  Diplomacy 
  If the characters approach the village openly (or fail the 
  stealth check above) they are hailed by a bullywug 
  patrol, who will call in Bullywug for the party to 
  identify themselves and provide a password or state 
  their purpose. The guards are convinced the 
  adventurers mean no threat with a small bit of 
  Charisma (Persuasion or Deception) passing a DC10, 
  but these attempts are made with disadvantage if 
  weapons are not sheathed, they feel threatened, or the 
  party cannot speak Bullywug (ie Bug or another is not 
  translating.) 
  Failure means the party is denied entry and a general 
  alarm is sounded. See section VI. The One Where 
  Everybody Fights. 
   
  For layout of the hall, see Appendix VI. Map: The 
  Feasthall. As the adventurers are lead into King 
  Timrek’s Hall, read or paraphrase the following: 
  Hearing that you wish an audience with Timrek, a sentry leaps 
  over 20 feet, croaking out a call. A few more leaps and he is out 
  of sight. As the remaining sentries escort you through the village, 
  bullywug of all ages leave small huts of bent reeds, croaking 
  loudly, joyously.   
        Bug translates, telling you, “They say, ‘Outsiders come to 
  challenge the King.’ Many call out names of tribe members they 
  hope will be allowed to compete or they call out the games they 
  hope are played. You should hear the titles they give themselves. 
  Ridiculous & self-important.” 
  In the middle of the village stands a long hall of reeds that is 
  twice the height of the surrounding huts. Within, you are 
  ushered on to address the King himself. Timrek lounges lazily on 
  his makeshift throne: a pile of baubles stolen from outsiders or 
  won in games of sport with bullywug tribes, goblin clans and 
  kobold dens. 
  Timrek will listen inattentively while throwing bits of 
  fish to a giant toad, his favorite mount. He will not trade 
  the froghemoth egg for any material possession, 
  barring magical compulsion. He will, however, wager it 
  on a competition with stipulations that must be met 
  first. 
  Roleplaying King Timrek 
  A fat, aged male Bullywug knight, Timrek rules the Blue Bayou 
  tribe with a tyrants’ fist. Don’t let his pride or girth fool you. He’s 
  a cavalier of remarkable skill. 
  He is loud in his negotiations and louder still when gloating after 
  a victory, where he assuredly cheated shamelessly. 
  Quote: “Many treasures I won from joust. None so shiny 
  important as the Kubazan egg taken from the children of 
  Nangnang. I thinking your treasures need be big-time interesting 
  if you looking to wager.” 
  Development 
  A Game of Skill. Persuading the Bullywug to compete is 
  not difficult, if an appropriate wager is presented. A 
  healthy mount, a slave, a modest sum of gold or 
  something similar will suffice.  
  I see you and I call. Timrek will wager his Broken 
  Duergar Drill Bit (+1 Lance) against any bet of sufficient 
  worth, but a DC 15 Charisma (Persuasion) check and an 
  additional piece of collateral is required to convince 
  him to wager the Egg on a competition. The conniving 
  bullywug does not fear losing it because he plans to 
  cheat shamelessly. 
  Ante up. If the party does not intend to follow through 
  should they lose or if they wish to offer collateral not in 
  the room, a DC 15 Charisma (Deception) check is 
  required to convince the King to trust their word. 
  Failure on this check means Timrek—typically a frog of 
  little imagination—will steadfastly refuse any wager 
  against an item or promise that is not tangible or 
  present.  
  If the adventurers accept his offer of a wager, see 
  section V. The One Where We Play a Game. 
   
  Combat. If the adventurers insult King Timrek too 
  greatly or grow frustrated and begin hostilities, see 
  section VI. The One Where Everybody Fights to play 
  it out. 
  Compulsion. If the adventurers use magical compulsion 
  – or a particularly nasty character takes a hostage or 
  the like – King Timrek will order his bullywug to stand 
  aside as the party takes the egg and leaves. They will 
  comply for the time being, fearing Timrek’s wrath. 
  Tricks of the Trade 
  If this would wrap up the adventure too early for the 
  play time you have remaining, consider having the 
  bullywug catch the party on the trip back to Thentia, 
  using the Combat suggestions in section VI. The One 
  Where Everybody Fights. 
  
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  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  16 
  XP Award 
  If the characters successfully bypass all combat in the 
  village through Diplomacy and/or Magical Compulsion, 
  award each character 600 XP. 
  V. The One Where We Play a Game 
  As the call goes out for contestants, the party is lead to 
  an area of soggy peat just a few hundred feet from the 
  village. The tribe moves quickly, decorating 
  surrounding trees with banners and moving in crudely 
  fashioned log benches to watch the tournament. Still 
  more bullywug appear, carrying the equipment and 
  implements of their favorite games and sports. 
  General Features 
  The swamp is swampy. The competition ground is less so. 
   
  Terrain. An area of marshy peat moss rises out of the water 
  near the village. It measures about 150 ft. diameter (a 75 ft. 
  radius) and is used as a competition ground. The moss is spongy 
  underfoot, but stable. 
   
  Weather. The boggy air is humid, causing sweaty clothes to 
  cling to the skin.   
   
  Light. The daylight through the trees dapples the surface of 
  the water where shadows fall, but otherwise is unobscured.  
   
  Smells and Sounds. Bullywug croak raucously in their 
  language. Cheers and boos fly from the crowd, especially in 
  response to outcomes that effect their bets. 
  Perhaps a hundred yards from the village, the bayous divert 
  around a large flat of peaty moss. It holds the swampy water, 
  and your footprints leave squished footprints that release a 
  slightly stagnant smell as you step across it, but it otherwise 
  seems firm.  Bullywug of the Blue Bayou clan call out to each 
  other in their froggy language as they energetically set up an 
  area that seems set aside for competition and sport. Perhaps 80 
  bullywug now crowd the stands, while a half dozen gather 
  around King Timrek, strategizing quietly. 
  The following scenario is a contest that heavily favors a 
  bullywug’s natural abilities. Keep a running tally of 
  successes to see if the adventurers can beat the Blue 
  Bayou contestants in a three to five event (depending 
  on your time) competition for points. Feel free to allow 
  tactics not accounted for and assign bonuses or 
  penalties dependent on how the players describe trying 
  to perform each task. You may wish to use the score 
  sheet found in Appendix VIII. Blue Bayou Shindig 
  Score Sheet. 
  Tricks of the Trade 
  The Blue Bayou live by the motto, “If yer ain’t cheatin’, 
  are yer even tryin’, my friend?” (It’s a rough 
  translation.) You should feel free to allow the bullywug 
  as much leeway as needed to stack the deck against the 
  adventurers and/or keep the competition close. 
  When all are assembled, a pair of bullywug leap to the center of 
  the competition field and with voices amplified as if by 
  thaumaturgy, they gather the attention of all in attendance. One 
  speaks in Bullywug, the other translating in Common marked 
  with a dialect mimicking the announcers of the gladiatorial 
  arenas of the large cities. 
  “Welcome friends and howwww do??” He pauses, waiting for a 
  reaction. There are some half-interested cheers. “BLUE BAYOU, 
  HOW DO WE DO?” he enjoins. 
  A roar of excited croaks, chirrups, and yells pours across the bog, 
  but betting seems slow; many remain disinterested. 
  “We certainly had not planned a shindig today, but unexpected 
  fun is the best sort, no?” He is losing the crowd. 
  “Please, please, place your bets; today’s games feature our local 
  rep from the Emmmerald En-CLAAAAVE… and several of his pet 
  big folk!” A few scattered cheers, but they are scarce.  
  “Terms are standard! No wagers on speculation; goods in hand 
  only. Even odds on undercards, 3 to 1 on the main event as with 
  the poor grey dwarves last week,” he says with a rueful chuckle.  
  The crowd offers up a few light-hearted boos, several laughing 
  and jeering or flinging muddy turf at a pair of grey dwarves 
  dangling from Noose Snares in the water near the fields edge. 
  “As per standard terms, winner by points takes the King’s 
  Lance!” At this addendum, the betting begins to pick up 
  noticeably. 
  If the party managed to convince the King to wager the 
  egg as well, the announcer adds: 
  “But wait, there’s more! These unexpected challengers came for 
  the lance just like the grung and the grey dwarves, but in an 
  unprecedented circumstance, they also play for the Kee-yewb-
  eh-zon egg!” The announcer’s drawn out proclamation leaves 
  the crowd in a moment of shocked silence that crashes into a 
  raucous tumult and the betting and jibes increase as the stakes 
  are raised exponentially. 
  DM’s Note: This is not Port Nyanzaru. Bullywug 
  bookies have a strict code disallowing individual 
  wagers by participants or near proxies. A duergar 
  named Piotr Rosé was banned for this. Don’t do it. 
   
   
  
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  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  17 
  Choosing the Games for the Day 
  The first two challenges vary from shindig to shindig. 
  The party must select two (or all, time allowing) of the 
  following four options based on the name of the 
  contest alone. 
  Option 1.  Hide-and-Seek 
  Option 2.  Powerful Winds, Toppling Willows 
  Option 3.  Nerves of Ironwood 
  Option 4.  The Swampwater Swim 
  Option 1.  Hide and Seek 
  The Bullywug will often pass time with a quick game of 
  Hide and Seek in the swamp and they’ve all played 
  since they were pollywogs.  
  1. Have the party designate two individuals that 
  will hide and two that will seek. The Blue Bayou 
  will designate four bullywug to participate. 
  2.  The seekers, when instructed, must close their 
  eyes while the Hiders have three rounds to 
  employ their best hiding strategy. 
  3. When the announcers call start, the Hiding 
  adventurers may use three rounds however they 
  see fit, using Dash, Hide, or other abilities at DM 
  discretion. 
  4. One of the Bullywug hiders will dash twice to the 
  edge of the competition field, then swim 40 ft. 
  out, hiding in the swamp water, giving him 
  advantage on his stealth check from his Swamp 
  Camouflage ability. The other will hop around the 
  Adventurer Seekers croaking to distract them, 
  before leaping into the crowd and trying to blend 
  in by making a Charisma (Stealth) check (+0 total 
  modifier) with advantage to set the DC to 
  discover him. 
  5. The adventurer seekers then have six rounds to 
  attempt to find both hiding bullywug while the 
  bullywug seekers look for the Adventurer hiders. 
  Any combination of Survival, Investigation, 
  Perception, or Insight checks as well as use of 
  magic is permissible. 
  6. DC for discovery is set by the last Stealth, 
  Deception, etc. roll of the hider.  
  Scoring points. A Seeker that discovers an opponent 
  hiding scores one point for their team. A Hider that 
  evades detection gains two points for their team.  
  Adjusting this Encounter 
  Imperceptive party. If the party recovered the scroll of 
  Hunter’s Mark from House Boatfield, they may wish to use it. 
  Very Stealthy party. If a standard bullywug has no hope of 
  locating a particularly stealthy character, consider having one of 
  the Seekers use a scroll of Hunter’s Mark. They “cheat very big.” 
  Option 2. Powerful Winds, Toppling Willows 
  Though the title of this game misleadingly sounds like a 
  contest of strength or constitution, it is a competition 
  for accuracy with a blowgun with the following steps: 
  1. The party should nominate two or three 
  participants. The bullywug match numbers, one-
  for-one. 
  2. Those individuals are led to a stand of reeds at 
  the edge of the competition space and told to 
  select a reed and fashion it into a blowgun and 
  ammunition. A blowgun or ammunition brought 
  from outside the marsh will not be allowed in the 
  competition. 
  3. Each participant should make a DC 14 Wisdom 
  (Survival) or Intelligence (Woodcarver’s tools) 
  check to fashion their implements, with 
  advantage if they are Lizardfolk or have 
  proficiency with improvised weapons.  
  • 
  A success produces a blowgun & three 
  standard blowgun needles with the 
  statistics from the Player’s Handbook.  
  • 
  Failure will reduce the needles’ to hit rolls 
  by 1. 
  • 
  Failure by 5 or more gives disadvantage 
  with all attack rolls, but max range remains 
  100 feet. 
  • 
  Success by 5 or more creates one +1 
  blowgun needle. This item is nonmagical, 
  must be used in the competition, and is not 
  treasure. 
  4. After the implements are fashioned, the bullywug 
  set up a marksmanship competition. Each target 
  is a 1-inch-wide willow wand balanced 
  somewhere out over the water. Each has an AC of 
  10 and 1 hitpoint. 
  5. The first shot is at 25 feet (normal range for a 
  blowgun), the second shot is at 50 feet (typically 
  at disadvantage due to long range), and the third 
  shot is at 100 feet, normally maximum range for 
  a blowgun. 
  Modifications to Bullywug for this game 
  For this event, consider bullywug contestants chosen to be 
  proficient in Survival and blowguns. They do not have 
  disadvantage due to range. Mostly because they cheat. 
  Scoring points. A participant that strikes a willow 
  branch scores 1 point, to a maximum of three points 
  per shooter. 
  Treasure. A character that succeeds on the Survival or 
  Woodcarver’s tools check may keep their blowgun 
  (which can be found in the Player’s Handbook) or may 
  sell it for 5 gp (half-market rate) in Thentia. 
  
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  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  18 
  Option 3. Nerves of Ironwood 
  This challenge is simple. The party should choose one 
  to three participants. The bullywug will choose an equal 
  number. Each of these bullywug volunteers is proficient 
  in Animal Handling. 
  The choice of game and names of the volunteers are called out 
  by the announcers. Cheers rise and wagers are placed. Each of 
  the contestants is lead to an edge of the competition ground 
  where the water appears to be four or so feet deep. 
  The announcer holds up a small ball of brightly dyed leather and 
  issues the challenge.  
  “The rules for this game are simple. Grab the ball; bring it back. 
  Good luck!” 
  With a cheerful croak, the bullywug that are running the games 
  pick up several bright blue balls and on cue, throw them in the 
  water, where the surface roils as several large alligators snap 
  them up. 
  Bug whispers to you, “Don’t worry the ball is too big for them to 
  swallow quickly…. Be careful. Your hand isn’t.” 
  Roll initiative. Each contestant should in turn retrieve a 
  ball from the water. For the alligators, use the 
  crocodile statistics. 
  • 
  Calming an alligator that has a ball stuck in its 
  craw requires a successful DC 18 
  Wisdom (Animal 
  Handling) check. 
  Failing by 5 or more 
  may incite the 
  alligator to Bite. 
  Removing the ball 
  lowers the DC to 
  13. 
  • 
  A contestant 
  that attempts to 
  force a gator’s 
  jaws open 
  must win an 
  opposed 
  Strength 
  (Athletics) 
  check.  
  • A contestant 
  reaching into 
  the mouth of 
  an agitated, live 
  alligator should expect 
  the alligator to make a 
  Bite attack against them. 
  On a hit, they are grappled and restrained. 
  • 
  A contestant that has grabbed the ball but has 
  not calmed the alligator or used the Disengage 
  action will typically receive an attack of 
  opportunity as they swim away. 
  • 
  A contestant that attacks an alligator must fight 
  it without assistance. 
  Scoring points. The contestant that retrieves their ball 
  first (in the fewest rounds) gains three points for their 
  team. Second place gains two points. 
  Option 4. The Swampwater Swim 
  This challenge is also simple. A creature must crawl 
  into a cask of strong ale (won from the duergar) and 
  hold their breath as long as possible. Any character too 
  large to fit into a cask must submerge their face and as 
  much of their shoulders as possible. 
   
  The party should select one or more participants for 
  this competition. Bug is a natural choice for obvious 
  reasons. The Blue Bayou will enter one bullywug for 
  each adventurer participating. 
  • 
  This challenge consists of successive 
  Constitution saving throws vs. poison, 
  increasing by 2 each round (DC 8, DC 10, DC 12, 
  DC 14, and DC 16 respectively).  
  • 
  The judges begin to check in after 30 seconds, 
  meaning a character can hold their breath for a 
  number of rounds equal to their Constitution 
  modifier.  
  • 
  Running out of breath requires you to come up 
  for air, imposing disadvantage on your next 
  check.  
  • 
  Three failures or going unconscious ends the 
  competition for you. 
   
  The Swampwater Swim Result 
  Check   
  Result  
  Natural 20 
  Doin’ fine! Advantage on next check!  
  Success   
  Judges award 1 point.  
  Failure  
  You’re drunk and poisoned. 
  Natural 1               Falls asleep. Out of the competition. 
  Development 
  I see you, and I raise. If, after two events, the score 
  would give the royal bullywug confidence in winning 
  and the Froghemoth Egg is not already wagered, His 
  Immenseness King Timrek will send a messenger to 
  raise the stakes with similar stipulations as before. Just 
  about any ante will do as the King is overconfident. 
   
   
  
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  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  19 
  Final Challenge. A Joust 
  The final challenge is always the same, a joust and 
  single combat between King Timrek and one 
  challenger.  
  If the party does not have a mount or lance, the king 
  will loan an unarmored giant frog and exotic saddle for 
  use in the arena. (This saddle does not grant advantage 
  against being dismounted.) 
  The announcer gathers the crowd’s attention and begins with a 
  voice louder than you’ve heard yet. “Ladies and Amphibians, it’s 
  time for the MAIN EEEE-VENNT!” Cheers grow and final bets are 
  placed. 
  “At the west end of the peat, it’s…,” The announcer pauses and 
  looks to his colleague. “What’s this guy’s name? Is it a guy, girl, 
  one of those tiefling things? I don’t know. It’s what? I can’t 
  pronounce that…” He resumes his volume. “It’s the 
  Challenger!!!”   
  A bullywug leads you to a spot at the end of the bog. The moss is 
  rust red here. It’s disconcerting. 
  Give the player a moment for roleplay or reactions, 
  then proceed: 
  “At the other end, the Blue Bayou Light Heavyweight Champion, 
  with a record of 56 wins, 2 losses, and 1 draw, it’s KIINNNNG 
  TIM-REEEHK!!!” The home crowd goes wild for their favorite.  
  “Your Majesty and Challenger, take your positions!” 
  An enormous frog leaps into place, armor glinting from his chest 
  and haunches, a plate armored bullywug on his back. The King 
  bears a wicked looking lance; sharp spirals of metal climb its 
  length. 
  “The combat rules are simple!” he insists. “One-on-one tourney 
  combat, beginning with a joust. After dismount, the melee!  No 
  assistance from allies now I have called you to starting positions.  
  A first pass with lances is expected and all strikes in the melee 
  are to subdue. No kills! Last humanoid standing—or hopping 
  since we know who it will be!—scores 10 points for his team!” 
  He inhales, then yells, “BEGIN!” 
  Additional Information 
  • 
  Please use the Modifications to a Knight for 
  King Timrek & the Giant Frog in Part V. The 
  One Where Everyone Fights here also. 
  • 
  A caster or ranged attacker that does not 
  attempt to joust on the initial rounds or doesn’t 
  enter melee range once the King is dismounted 
  will be booed and jeered. The cacophony forces 
  a DC12 Concentration check at the end of their 
  turn. Yes, every round until the crowd gets the 
  show they expected. They are petty. 
  • 
  If you are not familiar with rules for Mounted 
  Combat, see the Player’s Handbook, Chapter 7. 
  Combat. 
  • 
  If the Challenger is dismounted and is size 
  small, Timrek’s mount will attempt to Bite then 
  Swallow them. 
  • 
  King Timrek will use one potion of healing 
  during the combat if he has need and 
  opportunity. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to the challenger’s level. These are not cumulative. 
  • Very Weak: Timrek (knight) will strike only once with his lance 
  if the fight is going well (still mounted.) 
  • Weak: Timrek (knight) will strike once with his lance or 
  greatsword & once with his bite, if in range & the fight is going 
  well (still mounted.) 
  • Strong: Timrek will strike twice with his lance or greatsword & 
  has 60 hp. If he is not in single combat, he has 4 bullywug 
  bodyguards, all mounted. 
  • Very Strong: Timrek carries a shield & has 70 hp. His mount 
  has 30 hp. If he is not in single combat, he has 6 bullywug 
  bodyguards, all mounted. 
  Development 
  If the Blue Bayou clan wins based on points, the party 
  can collect their unconscious comrade, leave the items 
  wagered, and depart the Blue Bayou’s home. Refusal to 
  pay is met with dark looks and grumbles, but no open 
  hostility (unless the DM chooses otherwise.) 
  XP Award 
  If the characters amass more points than the Blue 
  Bayou Clan and win the Lance and/or Egg, award each 
  player an additional 300 XP.  
  Treasure. Also, if they win, they may claim King 
  Timrek’s Broken Duergar Drill Bit (+1 Lance) & 250 gp, 
  a gift to Bug from a bookie that just cleaned out one of 
  his rivals. 
   
   
   
  
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  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  20 
   VI. The One Where Everyone Fights 
  There are multiple places where all-out combat may 
  break out between the party and the Blue Bayou clan. 
  The location will depend on the scenario & 
  circumstances, (See Appendices for the appropriate 
  map) but here are guidelines for this combat encounter. 
   
  If the party is not in the presence of King Timrek when 
  combat happens, assume that a general alarm is raised 
  by one of the bullywug on its first turn where it is able.  
   
  A bullywug patrol is 4 bullywug and 1 giant frog. 
  There are 6 patrols total at the edge of the village. 
   
  Depending on distance from the party, it could take 
  King Timrek (a bullywug knight) and his 6 bullywug 
  bodyguards, all mounted on giant frogs the following 
  amount of time to join the combat: 
   
  Distance at Start 
    
  Rounds to Arrive 
  Present at Initiative 
        
  No delay 
  From Hall to mid-village       
  2 rounds 
  From Feasthall to edge 
        
  4 rounds 
  From Feasthall to swamp edge 
  6 rounds 
  Further  
   
                  I’ll get you someday! 
   Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Timrek (knight) will strike only once with his lance 
  if the fight is going well (& he is still mounted.) 
  • Weak: Timrek (knight) will strike once with his lance or 
  greatsword & once with his bite, if in range. 
  • Strong: Timrek will strike twice with his lance or greatsword & 
  has 60 hp. If he is not in single combat, he has 4 bullywug 
  bodyguards, all mounted. 
  • Very Strong: Timrek carries a shield & has 70 hp. He hits as 
  hard as he can, every round. His mount has 30 hp. He has 6 
  bullywug bodyguards, all mounted. 
  • Ridiculous Hard Mode: As Very Strong, but replace 3 Bullywug 
  bodyguards with Thugs from House Boatfield. 
  Development 
  An adventuring party that has not reduced the patrols 
  surrounding the village in some way should expect to 
  fight no fewer than 3 standard patrols on their way in 
  and out of the village, plus King Timrek & his 
  bodyguards, either in the village, in the feasthall, or in 
  the moors of Thar after the Blue Bayou catch up to 
  them as they flee, but before a short rest can be 
  completed. 
   
  If the party has the egg in their possession when 
  discovered by the Blue Bayou bullywug, the patrols will 
  attempt to harass and distract the various party 
  members while King Timrek and two other bullywug 
  focus on the recovering the egg. 
   The egg is of a size similar to a Small creature and a 
  giant frog will Swallow it and flee if it has the 
  opportunity. The bullywugs’ focus is on recovering the 
  egg first and killing the party second. 
   
  Treasure. If the party is victorious over King Timrek, 
  they may claim his Broken Duergar Drill Bit (+1 Lance). 
  On his treasure pile and on his retainers, they will find a 
  few small trinkets and assorted coins—mostly oxidized 
  copper, tarnished silver, slimy harbor moons, and 
  ancient electrum—worth 250 gp. 
  Modifications to a Knight for King Timrek 
  Timrek is a knight with the following modifications: 
  • Timrek is a bullywug and his alignment is lawful evil. 
  • Add to his speed, swim 40 ft. 
  • Timrek’s Dexterity is 12 (+1). 
  • Add a skill mods Stealth +3. 
  • Timrek speaks Common, Bullywug, Grung. 
  • Add these features: 
  Amphibious. The bullywug can breathe air and water. 
  Speak with Frogs and Toads. The bullywug can communicate 
  simple concerns to frogs & toads when he speaks in Bullywug. 
  Standing Leap. The Bullywug’s long jump is up to 20 feet and his 
  high jump is up to 10 feet, with or without a running start. 
  • Remove the Heavy Crossbow & add these to his actions. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  6 (1d4+3) bludgeoning damage. 
  Broken Duergar Drill Bit (Lance +1). Melee Weapon Attack: +6 to 
  hit, reach 10 ft., one target. Hit: 11 (1d12+4) piercing damage. 
   
  Modifications to Giant Frog for Timrek’s Mount 
  Timrek rides a Giant Frog with the following modifications: 
  • The giant frog wears rusted ring barding. Its AC is 14. 
  • The giant frog is fitted with an exotic saddle that gives Timrek 
  advantage on checks to remain mounted. 
   
   
   
  Emerald Enclave (Faction Assignment).  
  If any in the party are members of The 
  Emerald Enclave, Bug will remind them that 
  non-combatants should be spared. Beyond 
  this, melee attackers should strike to 
  subdue and magic users should be careful 
  not to harm bystanders. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  21 
  Conclusion. An Egg in the 
  Hand 
  Estimated Duration: 5 minutes 
  General Features 
  The interior of Moonsilver Hall has the following general 
  features. 
   
  Terrain. The floors, walls, and ceilings are all in utilitarian, 
  grey stone smoothed by years of foot travel, but in good repair 
  as one would expect in a former convent. 
   
  Light. A clerestory above the arcade-style hallways provides 
  bright light in the day. Sconces set in the hallways hold lanterns 
  lit by glass beads invested with light at night.  
   
  Smells and Sounds. The air is a bit dusty, but not quite 
  musty. There is a thin layer of dust except for where sheets were 
  laid over furniture and are now removed. 
  Part I. Applebottom Gene’s 
  Depending on the success of the expedition, read the 
  appropriate ending. 
   
  In the case of the party’s (very likely) triumph, read or 
  paraphrase this scene:  
  It seemed only prudent to make haste in returning to Thentia, 
  both to avoid further reprisal from the Blue Bayou clan and to 
  limit the amount of time this potentially deadly egg is incubating 
  in your presence. These ideas have made for wary, stressful 
  travel and restless nights, but as the party arrives back to 
  Moonsilver Hall, a last peek into the blankets used as padding 
  confirms the Froghemoth hasn’t yet hatched. 
   
   
  Jean is directing a handful of skilled laborers in hanging a sign 
  carved in the outline of an apple from the gate to their new 
  home in Thentia, and he escorts you inside, where High Priestess 
  Seireri & Gene sit in a cool room of utilitarian grey stone. Sheets 
  have been removed from a beautiful wooden table and chairs 
  and the pair of clergy are all smiles while signing official 
  documents of sale on the property. 
   
  The unveiling of the intact egg causes all the hullabaloo one 
  might expect in casually revealing a potential calamity. The ever-
  tranquil Chosen of Selûne is a bit wide-eyed as she dispatches an 
  assistant to notify a waiting Emerald Enclave delegation. “The 
  Harpers and Enclave will assist Bug in moving the egg away from 
  the edge of town as quickly as possible.” 
   That settled, all wish the party to recount their tale. 
  The collected clergy of Selûne, Gond, and Waukeen listen with 
  attention as you recount the story of your adventures. Jean uses 
  an imaginary lance of air, striking at nothing as he gleefully exults 
  in your triumph. One of the High Priestess’ scribes carefully 
  records every detail, while Seireri smiles with pleasure. 
   
  “I’ll admit,” Gene chuckles ruefully, “we’ve been keeping an 
  eye on you through scrying and divination the past few days. It 
  was rather touch-and-go, but an admirable job, to be sure.” He 
  pats around his pocketed vest, then belt. “I’m happy to 
  compensate you for your services and I hope we can do more 
  good for Thentia together. Say, Jean, where’d I put my purse?” 
  Jean looks at his friend, then at the smug rogue. 
  “Bug! That’s not funny! Give it back!” 
  If the party failed to recover the egg, read or 
  paraphrase this scene instead: 
   The party has been very quiet and subdued during the retreat 
  from the Blue Bayou’s territory back to Thentia. Fortunately, you 
  did hail a barge coming south down the River Thent and it has 
  sped your return, but that bright spot did not improve morale. 
   
  The Applebottom Brothers quickly hear of your return to the 
  Hilt and meet you, offering to patch up any remaining wounds 
  and listening gravely as the party reports on the events upriver. 
   
  “Very well. We appreciate your trying. Truly, it was a daunting 
  request and I’m only a bit disappointed at this setback. Bug told 
  us this would be difficult!” Jean admits. 
   
  “Take heart, good friends! With what you have learned, I am 
  sure the… err, rescue mission we were planning can instead of 
  retrieving you, bring back the egg,” Gene tries to encourage. 
  “Check in with us soon. Perhaps there will be some other bit of 
  work we can do to patch things up with the High Priestess, yes?” 
  Developments, Treasure, Etc. 
  If one character engaged King Timrek in solo combat 
  without the assistance of another character, telling this 
  tale awards the entire party the Backstage Passes at the 
  Pit  Story award. See Appendix. Story Awards. 
   
  Treasure. If the party recovered the Froghemoth Egg 
  and returned it to High Priestess Seirei as promised, 
  Gene will retrieve his purse from Bug and pay them an 
  additional 5 Lantan Bells each (or 100 gp.) 
  If they did not already receive the scroll and potion of 
  healing from Jean in Part 4, the High Priestess will 
  present the party with a token of gratitude now:  
  A scroll of Bless (1st level) and one Applebottom Bros.-
  branded potion of healing.  (See pg. 12) 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  22 
  Rewards 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI number 
  (if applicable) so players can record who ran the 
  session. 
  Experience (Min 900 / Max 1,200) 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present in 
  the combat. For non-combat experience, the rewards 
  are listed per character. 
  Combat Awards 
  Name of Foe 
   
   
     XP Per Foe 
  Guard 
   
   
   
   
    25 
  Thug 
   
   
   
   
  100 
  Bullywug 
   
   
   
    25 
  Crocodile 
   
   
   
  100 
  Giant Frog 
   
   
   
    50 
  Knight (King Timrek) 
   
   
  300 
  Non-Combat Awards 
  Task or Accomplishment  
    XP Per Character 
  Not fighting Boatfield Guards 
   
  300 
  Bug arrives at House of Moon alive  
  150 
  Retrieving Egg by Burglary or Diplomacy   
  600 
  Participation in the Bullywug Games 
  300 
  The minimum total award for each character 
  participating in this adventure is 900 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 1,200 experience 
  points. 
  Treasure 
  The characters receive the following treasure, divided 
  up amongst the party. Treasure is divided as evenly as 
  possible. Gold piece values listed for sellable gear are 
  calculated at their selling price, not their purchase 
  price.  
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Coin & Trinkets on Boatfield guards  100 gp 
  Nets & Manacles  
   
     20 gp (total) 
  Gene’s Compensation  
   
   100 gp each 
  Treasures from Timrek’s Hoard 
   250 gp 
  Blowgun (s) 
   
   
        5 gp each 
   
  Consumable magic items should be divided up 
  however the group sees fit. If more than one character 
  is interested in a specific consumable magic item, the 
  DM can determine who gets it randomly should the 
  group be unable to decide.  
   
  Permanent magic items are divided according to a 
  system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide. 
  Broken Duergar Drill Bit (+1 Lance) 
  Weapon (Lance), uncommon 
  You have a +1 bonus to attack and damage rolls made 
  with this magic weapon. 
   Though shorter than a purpose-made lance, the King 
  of the Blue Bayou bullywug has repurposed this broken 
  bit of mining kit into an uncommonly effective weapon. 
  Additionally, while underground, the bearer always 
  knows the item’s depth below the surface and the 
  direction to the nearest staircase, ramp, or other path 
  leading upward. (Minor Property: Delver) 
   This item can be found in Player Handout II. 
  Potion of Healing 
  Potion, common 
  This item can be found in the Player’s Handbook. 
  Scroll of Bless (1st level) 
  Spell scroll, uncommon 
  This item can be found in the Dungeon Master’s Guide. 
  Scroll of Hunter’s Mark (1st level) 
  Spell scroll, uncommon 
  This item can be found in the Dungeon Master’s Guide. 
  Story Awards 
  During the course of this adventure, the characters may 
  earn the following story award(s): 
   
  You Have Nice Manners for a Thief and a Liar. While not 
  precisely as daunting as stealing from the horde of an 
  Ancient Red Dragon, you did manage to sneak all the 
  way into the feasthall of the Blue Bayou Bullywug 
  before being caught, then talked your way out of a jam.  
  Your success has given you the confidence to gain 
  Advantage on the next three Charisma (Persuasion or 
  Deception) checks made with nobles or persons of 
  authority in the Moonsea area. See Player Handout I. 
  Story Awards. 
   
  Backstage Passes at the Pit. A member of your party 
  entered into single combat with the King of the Blue 
  Bayou bullywug clan. Victorious or not, this story 
  quickly achieves legendary status with the folk of 
  Thentia, both noble and common.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  23 
  Gene has given you a paper badge on a string that will 
  let you backstage at The Mage Pit and encourages you 
  to introduce yourself to Gelzira Tunnelly. She’s a helpful 
  woman to know. 
  See Player Handout I. Story Awards. 
   
  Renown 
  Each character receives one renown at the conclusion 
  of this adventure. 
   
  Members of the Emerald Enclave 
  that complete the assignment without 
  eradicating bullywug patrols or villagers 
  (not the counting King) or that took pains 
  to capture or subdue rather than kill, 
  earn one additional renown point. 
   
  Members of the Harpers that avoid 
  combat with the Boatfield Guards as the 
  High Priestess requests earn one 
  additional renown point.  
  DM Reward 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers League 
  Dungeon Master’s Guide (ALDMG). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Location 21. The Mage Pit 
  When Thauguran’s tower sprouted legs, got up, and literally 
  walked away, a deep crater was left behind. After it was decided 
  that the tower would not be returning, an ambitious halfling—
  Gelzira Tunnelly—commissioned the construction of an inn and 
  tavern over the pit. The Mage Pit caters to traveling wizards, 
  sorcerers, and other magic users. In addition to rooms, the Pit 
  also offers research facilities with strong wards, a teleportation 
  circle, and keeps many arcane components in stock. 
   
  In the past few months, Gelzira has opened a second common 
  room with an open sawdust circle in the middle. It was originally 
  intended for wizards duels only, but multiple brackets have 
  opened for non-magic wielders also and are now a prime source 
  of entertainment. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  24 
  Appendix I. Dramatis Personae 
  The following NPCs are featured prominently in this 
  adventure: 
   
  Gene Applebottom (JEEN AP-uhl-BAHT-um). A Lightfoot 
  Halfling Artificer & Interim Guildmaster. He is an 
  alchemist primarily, and has a passion for making 
  potions that taste like other things.  
   
   
  Jean Applebottom (ZOHN AP-uhl-BAHT-um). A Rock 
  Gnome cleric of Gond. His specialty is pneumatics, 
  springs, and moving parts. He favors the crossbow and 
  will provide any spellcasting services in the DDAL 
  Player’s Guide at published prices. He always wears 
  spectacles. 
   Seireri Moongleam (SAYR-airy MOON-gleem). Human, 
  Female, appears mid-20’s, actually far older.  
  The High Priestess (and Chosen) of Selûne holds rank in 
  the Hall of the Moon, has a 1/3 vote in the City Council, 
  loves the common people, and is a high-ranking 
  member of the Harpers.  (Created by Grigory 
  Parovichnikov.) 
   Glass (Glas). A Cormyrean Barbarian, aged 19. The 
  former urchin is blonde and incredibly tall, devoted to 
  protecting children, wears a Belt of Fire Giant Strength, 
  Gauntlets of Ogre Power, and The Hammer of 
  Thunderbolts. (None of these are treasure).   
  (Glass was the favorite character of Cambria 
  McDaniel and this module is dedicated in memory 
  of her. We love you, Cam. Cancer sucks.) 
   Synth Ravengard (Sinth RAY-ven-gard). A Baldurian 
  noble and Cleric of Llira, 23. Slender, dark-
  complexioned, and attractive, Synth was the primary 
  contact for the task of locating and freeing Bug from 
  Yuan-ti imprisonment in Chult. (Created by Ethan 
  McDaniel) 
   Elisande (Eli-sahn-de). A bone-thin, 15-year old 
  orphan human girl, originally from an island village 
  near Phlan.  She is fascinated with outsiders still, 
  despite her wanderings. She has few morals and due to 
  her upbringing, no concept of right or wrong.  Elisande 
  was first encountered in DDEX1-3 Shadows over The 
  Moonsea and again in DDEX2-11 Oubliette of Fort Iron 
  and several other modules. (Spoilers!)  
  (Created by Greg Marks) 
   
  Bug (BUG). A male adult Bullywug. An inquisitive 
  rogue, Bug sports a hand crossbow and a chip on his 
  shoulder the size of Chult. His fingers are in every deal 
  in Thentia, but even when he’s trading information 
  seemingly for personal gain, he works for the Emerald 
  Enclave. 
   
  His Immenseness King Timrek (KEENG Kur-MEHT). A fat, 
  aged male Bullywug that rules the Blue Bayou tribe 
  with a tyrants’ fist. Don’t let his pride or girth fool you. 
  He’s a cavalier of remarkable skill.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-APL01-01 It’s Not Easy Being Gene 
  25 
  Appendix II. Monster/NPC 
  Statistics 
  Modifications to the Guards & Thugs for this adventure are 
  found in the sidebar on pg. 8 
  Guard 
  Medium humanoid, Neutral 
  Armor Class 16 (Chain Shirt, Shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
  13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
  Skills Perception +2 
  Senses passive Perception 12 
  Languages Common 
  Challenge 1/8 (25 XP) 
  Actions 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 
  ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing 
  damage, or 5 (1d8+1) piercing damage if used with two 
  hands to make a melee attack. 
  Thug 
  Medium humanoid, neutral 
  Armor Class 11 (Leather Armor) 
  Hit Points 32 (5d8+10) 
  Speed 30 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages Common 
  Challenge 1/2 (100 XP) 
  Pack Tactics. The thug has advantage on an attack roll 
  against a creature if at least one of the thug’s allies is 
  within 5’ of the creature and the ally isn’t incapacitated. 
  Actions 
  Multiattack. The thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6+2) bludgeoning damage. 
  Heavy Crossbow.  Ranged Weapon Attack: +2 to hit, range 
  100/400 ft., one target. Hit: 5 (1d10) piercing damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  26 
  Bug is a Bullywug and a Spy. See the sidebar on pg. 10 for 
  modifications. 
  Spy 
  Medium humanoid, any 
  Armor Class 12 (Natural Armor) 
  Hit Points 27 (6d8) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
   
  Skills Deception +5, Insight +4, Investigation +5, 
  Perception +6, Persuasion +5, Sleight of Hand +4, 
  Stealth +4 
  Senses passive Perception 16 
  Languages Any two languages 
  Challenge 1 (200 XP) 
   
  Cunning Action. On each of its turns, the spy can use a 
  bonus action to take the Dash, Disengage, or Hide 
  action. 
  Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) 
  damage when it hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is 
  within 5 feet of an ally of the spy that isn't incapacitated 
  and the spy doesn't have disadvantage on the attack 
  roll. 
  Actions 
  Multiattack. The spy makes two melee attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft. 
  Hit: 5 (1d6+2) bludgeoning damage. 
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 
  30/120 ft. Hit: 5 (1d6+2) piercing damage.  
   
   
   
   
   
   
   
   
  Bullywug 
  Medium humanoid (bullywug), neutral evil  
  Armor Class 15 (Hide Armor, Shield. 13 without Shield)  
  Hit Points 11 (2d8+2) 
  Speed 20 ft., swim 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  12 (+1) 
  13 (+1) 
  7 (-2) 
  10 (+0) 
  7 (-2) 
   
  Skills Stealth +3 
  Senses passive Perception 10 
  Languages Bullywug 
  Challenge 1/4 (50 XP) 
   
  Amphibious. The bullywug can breathe air and water. 
  Speak with Frogs and Toads. Bug can communicate simple 
  concerns to frogs and toads when he speaks in 
  Bullywug. 
  Swamp Camouflage. The bullywug has advantage on 
  Dexterity (Stealth) checks made to hide in swampy 
  terrain.  
  Standing Leap. The bullywug’s long jump is up to 20 feet 
  and his high jump is up to 10 feet, with or without a 
  running start.  
  Actions 
  Multiattack. The bullywug makes two melee attacks: one 
  with its bite and one with its spear. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4+1) bludgeoning damage. 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 
  ft. or range 20/60 ft., one target.  Hit: 4 (1d6+1) piercing 
  damage, or 5 (1d8+1) piercing damage if used with two 
  hands to make a melee attack. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  27 
  King Timrek is a Bullywug and a Knight. See the sidebar on pg. 20 
  for modifications. 
  Knight 
  Medium humanoid, any  
  Armor Class 18 (Plate Armor)  
  Hit Points 52 (8d8+16) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  11 (+0) 
  15 (+2) 
   
  Saving Throws CON +4, WIS +2 
  Senses passive Perception 10 
  Languages Common, Bullywug 
  Challenge 3 (700 XP) 
    
  Brave. The knight has advantage on saving throws against 
  being frightened. 
  Actions 
  Multiattack. The knight makes two melee attacks. 
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft. 
  Hit: 10 (2d6+3) slashing damage. 
  Heavy Crossbow.  Ranged Weapon Attack: +2 to hit, range 
  100/400 ft., one target. Hit: 5 (1d10) piercing damage. 
   
  Leadership (Recharges after a Short or Long Rest). For 1 
  minute, the knight can utter a special command or 
  warning whenever a nonhostile creature that it can see 
  within 30 feet of it makes an attack roll or saving throw. 
  The creature can add a d4 to its roll provided it can hear 
  and understand the knight. A creature can benefit from 
  only on Leadership die at a time. This effect ends if the 
  knight is incapacitated. 
  Reactions 
  Parry. The knight adds 2 to his AC against one melee 
  attack that would hit it. To do so, the knight must see the 
  attacker and be wielding a melee weapon. 
   
   
   
   
   
   
   
   
  King Timrek’s mount is typically outfitted with barding and a 
  saddle. See the sidebar on pg. 20 for modifications. 
  Giant Frog 
  Medium beast, unaligned  
  Armor Class 11 (Natural Armor)  
  Hit Points 18 (4d8) 
  Speed 30 ft., swim 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  13 (+1) 
  11 (+0) 
  2 (-4) 
  10 (+0) 
  3 (-4) 
   
  Skills Perception +2, Stealth +3 
  Senses Darkvision 30 ft., passive Perception 12 
  Languages -- 
  Challenge 1/4 (50 XP) 
   
  Amphibious. The giant frog can breathe air and water. 
  Standing Leap. The giant frog’s long jump is up to 20 feet 
  and its high jump is up to 10 feet, with or without a 
  running start.  
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6+1) bludgeoning damage, and the target 
  is grappled (escape DC 11). Until this grapple ends, the 
  target is restrained, and the frog can’t bite another target. 
  Swallow. The frog makes one bite attack against a Small or 
  smaller target it is grappling. If the attack hits, the target is 
  swallowed, and the grapple ends. The swallowed target is 
  blinded and restrained, it has total cover against attacks 
  and other effects outside the frog, and it takes 5 (2d4) 
  acid damage at the start of each of the frog's turns. The 
  frog can have only one target swallowed at a time. If the 
  frog dies, a swallowed creature is no longer restrained by 
  it and can escape from the corpse using 5 feet of 
  movement, exiting prone. 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
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  Bullywug 
  Medium humanoid (bullywug), neutral evil  
  Armor Class 15 (Hide Armor, Shield. 13 without Shield)  
  Hit Points 11 (2d8+2) 
  Speed 20 ft., swim 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  12 (+1) 
  13 (+1) 
  7 (-2) 
  10 (+0) 
  7 (-2) 
   
  Skills Stealth +3 
  Senses passive Perception 10 
  Languages Bullywug 
  Challenge 1/4 (50 XP) 
   
  Amphibious. The bullywug can breathe air and water. 
  Speak with Frogs and Toads. Bug can communicate simple 
  concerns to frogs and toads when he speaks in 
  Bullywug. 
  Swamp Camouflage. The bullywug has advantage on 
  Dexterity (Stealth) checks made to hide in swampy 
  terrain.  
  Standing Leap. The bullywug’s long jump is up to 20 feet 
  and his high jump is up to 10 feet, with or without a 
  running start.  
  Actions 
  Multiattack. The bullywug makes two melee attacks: one 
  with its bite and one with its spear. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4+1) bludgeoning damage. 
   
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 
  ft. or range 20/60 ft., one target.  Hit: 4 (1d6+1) piercing 
  damage, or 5 (1d8+1) piercing damage if used with two 
  hands to make a melee attack. 
  Net.  Ranged Weapon Attack: +3 to hit, range 5/15 ft., one 
  Small or Medium creature. Hit: The target is restrained 
  until it escapes the net. A creature can use its action to 
  make a DC 10 Strength check, freeing itself or another 
  creature within its reach on a success. Dealing 5 slashing 
  damage to the net (AC 10) also frees the creature without 
  harming it, ending the effect and destroying the net. 
   
   
   
   
   
   
  Crocodile 
  Large beast, unaligned  
  Armor Class 12 (Natural Armor)  
  Hit Points 19 (3d10+3) 
  Speed 20 ft., swim 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  10 (+0) 
  13 (+1) 
  2 (-4) 
  10 (+0) 
  5 (-3) 
   
  Skills Stealth +2 
  Senses passive Perception 10 
  Languages -- 
  Challenge 1/2 (100 XP) 
   
  Hold Breath. The crocodile can hold its breath for 15 
  minutes. 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d10+2) piercing damage, and the target 
  is grappled (escape DC 12). Until this grapple ends, the 
  target is restrained, and the crocodile can’t bite another 
  target. 
   
   
  
  Appendix III. Map: Thentia
  City of Thentia: The Wanderer's Stock Maps copyright 2017, Jeremy Hochhalter and Wanderer's Press Publications. Used by permission.
  29
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  30 
  Appendix IV. Chase Tracker 
  Range 
  Effects 
   
   
  Field 
   
   
  Ahead of the 
  Barrel 
  (Distance 
  Varies) 
  Any pursuer here gives adventurer 
  carrying or pushing barrel 
  disadvantage on skill checks. 
   
   
   
   
   
  Adjacent to 
  the Barrel 
  (1-5ft) 
   
  Barrel’s  
  HP: 
  Carrying/pushing the barrel DC 15 
  Strength (Athletics) check  
  (carrying barrel = advantage)  
  Fail: pass barrel to Adjacent ally w/ 
  DC 12 Strength (Athletics) check.  
  Fail 2nd check: barrel takes 2 dmg 
   
   
   
   
   
  Close  
  (6-30ft) 
  If a pass check required & no allies 
  Adjacent, all creatures (incl. guards) 
  move up/back until ally is Adjacent, 
  then attempt the pass check 
   
   
   
   
   
  Medium 
  range  
  (31-60ft) 
  As an Action, character not carrying 
  the barrel DC14 Dex (Acrobatics) or 
  Str (Athletics) to keep pace.  
  succeed 5+: move up one rank 
  Fail: move back one rank 
   
   
   
   
   
  Falling 
  Behind  
  (61-100ft) 
  Fail twice while in the Falling Behind 
  rank moves to Out of The Chase. 
   
   
  A character can Dash a number of 
  times up to 3+ their Constitution 
  modifier. Dashing will move them 
  up to two ranks. 
   
   
   
   
   
   
   
   
   
   
  Out of the 
  Chase 
  An adventurer that fails twice in the 
  Falls Behind rank or goes 
  unconscious and can be cut off from 
  his party by the guards will be 
  manacled and arrested. See pg. 9 
   
   
   
   
   
   
  Chase Rules pg. 8-10  —  NPC Statblocks on page 25 & 26 
  At the end of each turn, including the pursuers’, the player (or DM for pursuers) rolls a d20 on the Chase 
  Complications table below. Complications affect the next character in the initiative order. (See pg. 9) 
  
  Appendix V. Map: Blue Bayou Marsh
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-APL01-01 It's Not Easy Being Gene
  31
  
  Appendix VI. Map: King Timrek's Feasthall
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-APL01-01 It's Not Easy Being Gene 
  32
  
  Appendix VII. Map: The Competition Grounds
  CCC-APL-01-01 It's Not Easy Being Gene
  33
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  34 
  Appendix VIII. Map: Blue Bayou Shindig Score Sheet 
   
  Event 
  Scoring 
  Adventurers 
  Blue Bayou 
  Bullywug Clan 
  Hide & Seek  
  (pg. 17) 
  A Seeker that discovers an opponent hiding 
  scores one point for their team. 
  A Hider that evades detection gains two 
  points for their team. 
   
   
  Powerful Winds, 
  Toppling Willows 
  A participant that strikes a willow branch 
  scores 1 point, to a maximum of three 
  points per shooter. 
   
   
  Nerves of 
  Ironwood (pg. 18) 
  The contestant that retrieves their ball first 
  (in the fewest rounds) gains three points 
  for their team. Second place gains two 
  points. 
   
   
  The Swampwater 
  Swim 
  See The Swampwater Swim Result Table 
  below. Maximum of 5 per participant. 
   
   
  The Tourney  
  (pg. 19) 
  Last humanoid standing (and conscious!) 
  scores 10 points. 
   
   
  Total 
  If the characters amass more points than the 
  Blue Bayou Clan and win the Lance and/or 
  Egg, award each player an additional 300 XP. 
   
   
   
   
  The Swampwater Swim Result 
  Check   
  Result  
  Natural 20 
  Doin’ fine! Advantage on next check!  
  Success   
  The judges award one point.  
  Failure  
  You’re drunk and poisoned. 
  Natural 1               Falls asleep. Out of the competition. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  35 
  Player Handout I. Story 
  Awards 
  During the course of this adventure, the characters 
  may earn the following story awards. If you are 
  printing these out for your players, print as many as 
  you may need to ensure that any eligible character 
  receives a copy: 
   
  Story Award: “You Have Nice Manners for A 
  Thief and A Liar.” 
  While not precisely as daunting as stealing from the 
  horde of an Ancient Red Dragon, you did manage to 
  sneak all the way into the feasthall of the Blue Bayou 
  Bullywug before being caught, then talked your way 
  out of a jam.  
  Your success has given you the confidence to gain 
  Advantage on the next three Charisma (Persuasion or 
  Deception) checks made with nobles or persons of 
  authority in the Moonsea area. 
   
   
  Story Award: A Friend in the Pit 
  A member of your party entered into single combat 
  with the King of the Blue Bayou bullywug clan. 
  Victorious or not, this story quickly achieves legendary 
  status with the folk of Thentia, both noble and 
  common.  
  Gene has given you a paper badge on a string that will 
  let you backstage at The Mage Pit and encourages you 
  to introduce yourself to Gelzira Tunnelly sometime. 
  She’s a helpful woman to know. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Location 21. The Mage Pit 
  When Thauguran’s tower sprouted legs, got up, and literally 
  walked away, a deep crater was left behind. After it was 
  decided that the tower would not be returning, an ambitious 
  halfling—Gelzira Tunnelly—commissioned the construction of 
  an inn and tavern over the pit. The Mage Pit caters to traveling 
  wizards, sorcerers, and other magic users. In addition to rooms, 
  the Pit also offers research facilities with strong wards, a 
  teleportation circle, and keeps many arcane components in 
  stock. 
   
  In the past few months, Gelzira has opened a second common 
  room with an open sawdust circle in the middle. It was 
  originally intended for wizards duels only, but multiple brackets 
  have opened for non-magic wielders also and are now a prime 
  source of entertainment. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  36 
  Player Handout II. Magic 
  Item 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Broken Duergar Drill Bit (+1 Lance) 
  Weapon, Martial, Special, uncommon 
  You have a +1 bonus to attack and damage rolls made 
  with this magic weapon. 
   Though shorter than a purpose-made lance, the King 
  of the Blue Bayou Bullywug has redesigned this 
  broken bit of mining kit into an uncommonly effective 
  weapon. Additionally, while underground, the bearer 
  always knows the item’s depth below the surface and 
  the direction to the nearest staircase, ramp, or other 
  path leading upward.  (Minor Property: Delver) 
   
  This item can be found in the Dungeon Master’s Guide.  
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-APL01-01 It’s Not Easy Being Gene 
   
   
  37 
  About Role Play Rally 
  Role Play Rally is a biannual Dungeons and Dragons 
  Adventurers League-only convention in Austin, Texas. 
  Their commitment is to provide the most enjoyable, 
  inclusive convention experience in Texas.  
  Role Play Rally is put on by Above Board, an Austin 
  company formed by a gamer to promote connection 
  through gaming.  http://www.roleplayrally.com 
   
  Playing This Module for 
  Charity. 
  Proceeds from It’s Not Easy Being Gene will be donated 
  to the Leukemia & Lymphoma Society in honor of 
  Cambria McDaniel.  The Leukemia & Lymphoma 
  Society (LLS) is the largest voluntary health 
  organization dedicated to funding research, finding 
  cures and ensuring access to treatments for blood 
  cancer patients. 
   
  If you wish to use this module as a fundraiser for the 
  LLS, an Extra-Life campaign, or another charity: 
  • You might request a minimum donation from each 
  player at the table, though some prefer not to do this 
  to maintain the inclusivity & openness of D&D 
  Adventurers’ League. 
  • You might also choose to offer rerolls of any d20 
  based roll, check, or save for $1 (or local currency.)  
  • If you offer rerolls, be up front with how many times 
  you will allow a reroll before the result is final (I like 3, 
  though sometimes I say, “It’s for the kids!”) or IF you 
  allow multiple rerolls, feel free to increase the DC of 
  that check for subsequent rolls. Stealth & Burglary of 
  the Egg or the Skill challenges are good places for this. 
  • Remember that the DDAL DM’s Quests provide extra 
  rewards for both DM & players for running a Charity 
  game. See Giving DM in the DDAL DM’s Quests Guide. 
  Thentia Map.  
  The Cartography for the map of Thentia is courtesy of 
  Jeremy Hochhalter & Wanderer’s Press Publications.  
  It is available in multiple digital formats from the 
  Dungeon Master’s Guild.  
  Other Artwork.  
  The main title typography is by superkij designs. 
  The Character art for Bug is by Juan Ruiz Art. 
  The Blue Bayou encounter maps were designed by 
  José “Gigio” Esterás. You can see more of his work on 
  DeviantArt and on fiverr. 
  All woodcuts are purchased from StockPhoto and used 
  under Commercial License. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/ATX - Role Play Rally (TAROT)/CCC-APL-01-01 - Its Not Easy Being Gene v1.0.pdf