TEXT:  
   
   
  Prison Pitfalls 
   
  You find yourselves shipwrecked on a mysterious island in the Moonsea. Will you escape the island 
  to hunt Yami, or will you die in the belly of its master? 
   
   
   
   
   
  A 2-Hour Adventure for 1-4 Level Characters 
   
   
   
  Adam V. Gordier 
  Author 
   
  Adventure Code: CCC-PRIORY-02 
  Optimized For: APL 3 
  Version: 1.0 
   
   
  Development and Editing: Adam V. Gordier, Anthony Gardner 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Bill Benham, Lysa Chen, Claire Hoffman, Greg Marks, Alan Patrick, Travis 
  Woodall 
   
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  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
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  CCC-PRIORY-02 Prison Pitfalls 
   
   
  2 
  Introduction 
  Welcome to Prison Pitfalls, a D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play system and the 
  PRIORY™ storyline season. 
   This adventure begins on All-Saints Island. The 
  adventurer must find a way off the island before 
  they get in trouble. Once off the island, they must get 
  back to Phlan, where Yami is already wreaking 
  havoc. 
   This adventure is designed for three to seven 1-4 
  level characters and is optimized for five 
  characters with an average party level (APL) of 3. 
  Characters outside this level range cannot 
  participate in this adventure. 
  Adjusting This Adventure 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength for the adventure, consult the 
  following table. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to make 
  adjustments. 
  Before Play at the Table 
  Before you start play, consider the following: 
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiarize yourself with the 
  adventure’s appendices and handouts. 
   Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
   Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience. 
   
   
   
  
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  CCC-PRIORY-02 Prison Pitfalls 
   
   
  3 
  Adventure Background 
  The city of Phlan has prevailed through many 
  horrific challenges. One of the worst has reemerged. 
   Two decades ago, a budding magus named Yami 
  joined the Lord’s Alliance. Yami was beyond 
  intelligent. He showed a natural talent over the 
  elements. Locals revered him. They called him 
  Phlan's savior for his acts of valor. 
  Then he snapped. 
   The broken land was nature's, he said. It must heal. 
  The blasted remains of civilization needed to 
  fertilize the ground for nature to take root and thrive 
  again. 
   A band of adventurers, the Elegant Few, rose and 
  challenged Yami. The group stopped the onslaught 
  but both Yami and the Few disappeared. Years 
  passed, and people rebuilt their lives.  
   Then, Algernon Martel received a letter twenty 
  years later. It bore a strange mark. Clues pointed to 
  the Dark Priory. They were an unknown doomsayer 
  cult. They terrorized Faerûn from the shadows. 
   The letter was Yami's surrender. Algernon's 
  wizard went to get Yami with instructions to wait for 
  more help. That help left to the Bell of the Depths a 
  week ago. No one has yet returned. 
  Adventure Overview 
  This adventure is a prison break. The party lands on 
  an island of giant beasts and evil Yuan-ti. The Yuan-
  Ti recognize the Initiate. They feel it’s best to kill 
  him/her before the Dark Priory finds out. 
  Imprisonment is short-lived. The players need to 
  decide between death at the hands of the Yuan-Ti, or 
  escape with the help of another mysterious inmate. 
   The adventure has 3 parts: 
   Part 1. The Beach. The remaining Stagwick 
  crewmembers kill aggressive wildlife. A Yuan-ti 
  patrol beats and arrests them for their actions. A 
  mysterious stranger arrives as they black out. The 
  Yuan-ti arrest him, too. 
   Part 2. The Trial. The adventurers and their new 
  companion face trial for their crimes on the beach. 
  They fail to defend themselves in court and will die 
  the next morning. 
   Part 3. The Breakout. The stranger helps the 
  characters stage a prison break to avoid execution. 
  They must avoid detection and fight their way to 
  make it to freedom. 
   
   
  Adventure Hooks 
  The players' dinghy washes up on an uncharted 
  island. They need to restock and get back to Phlan. 
   Continuing the adventure. You accepted the task 
  to find and return Yami, but Yami eluded you. A 
  storm wrecked your ship, Merfolk killed your 
  captain, and you have washed up on this unknown 
  island. Your task is now to get back to Phlan to help 
  Algernon Martel and his people. 
   Late Notice. You received an invitation to meet 
  with Algernon Martel, Master-at-Arms of Phlan. 
  Captain Gustov Blackwater was sent with several 
  adventurers to deliver a high-value prisoner to 
  justice. They have not yet returned. Algernon can 
  only risk one last try to find them. He commissions 
  you and secures a vessel. An unnatural storm wrecks 
  your ship en route and your lifeboat washes up on 
  an unknown island. Your task is clear: get off this 
  island and get back to Phlan to regroup. 
   This is part two of a three-part adventure arc, 
  so it’s understood that the events of Adventure 
  Background have already occurred.  
   Prior to this adventure beginning, if players are 
  running each adventure consecutively, they are 
  given the opportunity for a long rest. 
  
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  CCC-PRIORY-02 Prison Pitfalls 
   
   
  4 
  Part 1. The Beach 
  Estimated Duration: 20 minutes 
  The adventurers wash up on an unknown island. 
  White sand beach stretches on in both directions. 
  Waves crash as if possessed. Storm clouds throw 
  lightning into the sea many leagues away, despite 
  the blistering sun. The jungle near the beach sounds 
  full of life. The tip of a faraway pyramid rises above 
  the top of the trees. 
  General Features 
  The general features of All Saints Island are as follows: 
   
  Terrain. You see white-sand beach, a jungle, and the tip 
  top of a giant pyramid in the distance. 
   
  Light. It is dawn. The heat is already oppressive, and no 
  shade is available on the beach. 
   
  Smells and Sounds. The air carries a stench of salt and 
  dead fish. 
  Landing into Trouble 
  The island feels strange. The surviving crew are jittery and 
  superstitious. They whisper of strange islands, drifting in and 
  out of the Moonsea through unseen rifts. 
   
  You look for shade from the blistering sun. Bleached crabs 
  scurry across the sand. They halt in your shadow for refuge. 
   
  Vines snap and trees sway as a giant boar thrashes onto 
  the beach. It stops, sees you, squeals and charges.  
   
  Before you can act, the surviving Stagwick crew grab their 
  weapons and kill the boar.  
   
  “Poachers! Drop your weapons!” 
   
  5 Yuan-Ti soldiers rush from the jungle with hate in their 
  eyes and attack. 
  Tactics. Five Yuan-Ti Broodguards will engage in 
  non-lethal melee combat only with the party, but the 
  remaining NPCs will not survive. Add an additional 
  five Yuan-Ti Broodguard at the top of every round. 
   Surrendering. If the party surrenders, they are 
  tied to the log, then knocked unconscious for a 
  portion of the travel. 
  Development 
  Your vision blurs. Your blood dots the bright white sand. 
   
  A Yuan-ti assailant cries out. There's a boat. You try to lift 
  your head. You can't see. The sound of a human voice yelling 
  from out to sea reaches your ears. 
   
  "Wait till he comes ashore. He may also be a member of 
  the Dark Priory. We'll get him for trespassing." 
   
  You black out to the sound of hissing laughter. 
  DM Notes 
  The exhaustion from the march along the beach will 
  take a toll on the party. The guards will mend the 
  injuries of the adventurers and get them to full 
  health before arriving at their destination. The 
  march causes the party to gain 1 level of 
  exhaustion, despite their long rest. 
   
  Proceed to Part 2. 
   
  
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  CCC-PRIORY-02 Prison Pitfalls 
   
   
  5 
  Part 2. The Trial 
  Estimated Duration: 20 minutes 
  Check if anyone in the party has the Story Award 
  Initiate. If no-one does, select a random party 
  member to become the Initiate and read the below.  
  You march along the blistering beach in chains. Then, a 
  companion collapses into a heap, wailing. The Yuan-ti let you 
  help the party member. They rise moments later, still in pain. 
  One of their eyes is now a pure, milky white. No pupil. No iris. 
  They report their vision unchanged. 
  Otherwise, make special note that the Initiate Story 
  Award holder has the following effects: 
   Only one of the group may have this Story Award 
  active during this adventure. 
   All NPCs must keep eye contact with this 
  individual.  
   Deception is harder when speaking with this party 
  member.  
   Hostile NPCs will know this individual only as the 
  "Initiate." 
  General Features 
  The general features of the pyramid are as follows:  
   
  Terrain. The pyramid is old. Hieroglyphs along the walls 
  show the purpose of this place: to enforce the law of the 
  island by feeding offenders to foul monsters of the deep. 
   
  Light. Torches sputter and smoke around the courtroom. 
  Hallways are very dim. 
   
  Smells and Sounds. The Yuan-Ti sputter and hiss as you 
  approach the destination. The smells of death, decay and 
  feces burn your eyes and nose. 
  Trial 
  You march chained to a heavy log with the man from the 
  beach for days with little food or rest along the edge of the 
  jungle. 
   
  Then, you turn into a huge bay. Yuan-ti huts sprawl across 
  the sand. A huge bare patch of sand littered with bones 
  opens at the base of a great pyramid. 
   
  They drag you inside to a large, circular chamber lined with 
  filled seats. You step out onto a dais at sword point. 
   
  Hundreds hiss and boo as seven important-looking Yuan-ti 
  peer at you from an ornate table. 
   
  "Suntao, Lord of All-Saints Island, sees your crimes. We, 
  the Glorious Seven of Suntao's Might and Majesty, preside in 
  holy judgment. Read the charges." 
  Roll initiative. 
   Order in the Court. The judges will not tolerate 
  speaking out of turn. A guard will strike an 
  adventurer with the pommel of their scimitar for 1 
  non-lethal bludgeoning damage. 
   The Trial. The trial lasts 4 rounds. Each phase of 
  the trial lasts one round. Review the Trial by Might 
  and Majesty detail box for a description of each 
  phase.  
  Trial by Might and Majesty  
  The trial by Suntao’s Might and Majesty has four distinct 
  phases. The Charges, The Pleas, The Testimony and the Cross 
  Examination. Once all phases are complete, the judges 
  deliver the verdict. 
   
  The Charges. One count of poaching, one count of grave 
  robbery (a guard has planted a necklace of a in the pocket of 
  an adventurer) and all have trespassed. Add murder if any 
  adventurer killed a Yuan-Ti. The punishment for these crimes 
  is death. 
   
  The Pleas. Go around the group and ask how they plead, 
  Guilty or Not Guilty. If they plead guilty, the judges will laugh, 
  thanking them for their honesty. The mysterious NPC 
  arrested with them will plead guilty. Those who plead guilty 
  will not take part in Cross Examination. 
   
  The Testimony. The guards will testify regarding the beach. 
  They will tell the following lies. Feel free to embellish. 
   The adventurers came here to destroy All-Saints Island. 
   The adventurers claimed to have killed their deity, Suntao. 
   When they found the adventurers, they were desecrating 
  the holy creatures of the land. 
   They found the necklace of a missing guard on an 
  adventurer’s person. 
   The Initiate is here to kill Sun-Tao and his worshippers. 
   
  The Cross Examination Go around the group. Each 
  adventurer gets the opportunity to ask the guards one 
  question. Persuasion Check (DC 10) convinces a judge that 
  the target guard was lying. 
   Calculating the Verdict. The party fails regardless 
  of their defense, but not all the judges agree. Players 
  begin with 6 of the 7 convicting. Change the number 
  of convicting judges based on the following: 
   6 judges convict if the party interrupted more 
  times than they succeeded in exposing the lies of 
  the guards. (No Reward Given) 
   5 judges convict if the party interrupted the same 
  number of times as they succeeded in exposing the 
  lies of the guards. (Minor Reward given) 
   4 judges convict if the number of lies exposed 
  outnumbered their interruptions.(Major Reward 
  given) 
  Proceed to Verdict once you have this calculated 
  and apply the number. 
  
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  CCC-PRIORY-02 Prison Pitfalls 
   
   
  6 
  Verdict 
  The Glorious Seven speak for a few moments before deciding 
  your fate. Not all seem pleased. 
   
  "Let us be clear: the Dark Priory has no claim on our island. 
  The verdict stands: (number) of us find you guilty. Suntao will 
  swallow you at dawn tomorrow." 
   
  "This is wrong," a judge says, striking the table. "The 
  Initiate is among them! The Dark Priory have already 
  destroyed our youth. If the Dark Priory finds out-" 
   
  The blade of a scimitar slams through the chest of the 
  protesting judge from behind and he falls forward, silenced. 
   
   "Warden, take them to their cell. Let their hope wither 
  into the night."  
   
  A large Yuan-Ti towers above the other Yuan-Ti guards as 
  he guides you to your cells. 
  XP Award 
  If the adventurers gained the Minor Reward, award 
  each character 100 XP. If they gained the Major 
  Reward, award each character 150 XP. 
   
  Proceed to Part 3. 
   
   
   
   
  
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  CCC-PRIORY-02 Prison Pitfalls 
   
   
  7 
  Part 3. The Breakout 
  Estimated Duration: 50 minutes 
  The party arrives at their cell. They have no gear. 
  Humanoids of all shapes and sizes surround them, 
  locked away in worse conditions. A white, lingering 
  mist reaches down to the wretched prisoners. It 
  burns the nostrils, eyes and ears.   
  Prison Life 
  The guards lock you into a tiny prison cell with the stranger 
  from the beach. The stranger emits a faint, machine-like hum 
  as the guard locks the door.  
   
  "If you are who you look to be, don't get too comfortable," 
  the stranger says. "Keep watch. I need a moment to think." 
   
  The stranger sits on the floor, closes his eyes, and begins 
  to meditate. 
  The adventurers are left in the cells pending their 
  execution in the morning. They are stripped of all 
  armor, weapons, and spellcasting devices. If they 
  want to escape, they must come up with a plan and 
  get to know their surroundings. 
   The Prison Floor. Gashes, flowing lines, and other 
  markings cover the prison. They stretch from floor 
  to wall to ceiling. Successful Arcana Checks (DC 13) 
  show divination magic. They prevent teleportation. 
   The Other Cells. Successful Perception Checks can 
  discern the below information from the chaotic 
  chatter on the floor: 
   
   DC 15: 
   Suntao is a great, legendary Dragon Turtle. This 
  prison is his temple and buffet. 
   The prison holds offerings to Suntao. 
   The island drifts between several realms, with the 
  Yuan-ti collecting food for Suntao out of religious 
  devotion. 
   
  DC 10: 
   Graana, a mob boss Lizardfolk, roams the prison 
  floor with little regard to the Yuan-Ti Guards. 
   The Yuan-ti guards let prisoners fight Graana to 
  release themselves from their sentence.  
   Some of the rougher looking inmates speak about 
  the Dark Priory. They mention another Initiate, 
  Yami. He is the only prisoner to ever escape All 
  Saints Island. 
   
   
  DC 8: 
   Suntao is coming! 
   Suntao will feast on your bones! 
   
   The Guards. Successful Persuasion Checks can 
  convince the Yuan-Ti guards on the floor to talk: 
   
   DC 14: 
   The court supports the horrors of the island. 
  Suntao eats all prisoners. 
   While the Warden may make the rules, Graana, a 
  Lizardfolk prisoner, runs the prison floor.  
   
   DC 12: 
   Graana pays a good price to take his share of the 
  "offerings." 
   Yami came here after being exiled from his home 
  15 years ago. He was taken from the island by 
  Suntao to serve the Dark Priory. 
   There is a basement to the prison, where the 
  'tainted' meat goes if not suitable for Suntao's 
  arrival. 
   
   The cellmate. If the adventurers have gathered 3 
  or less bits of information above, the stranger will 
  ignore them. Otherwise, the stranger will stand 
  when pressed. Proceed to Strange Companion. 
   
  Strange Companion 
  You turn to your strange cell mate. Muscles ripple beneath 
  his tattered tunic and he exudes a spirit of freedom despite 
  the bars. 
   
  He clears his throat. 
   
  "My sister, Annabelle, has sent me to find her husband, 
  Gustov Blackwater. I figure you've heard of him. 
   
  "Alistar Aimes is the name. I owe my sister too much to 
  not have something to show for this trip. You're leaving." 
  Roleplaying Alistar Aimes 
  Alistar is a charismatic racketeer for hire. He speaks to all 
  with ease and confidence. A faint humming and clicking 
  comes from the man when standing close enough. 
  Quote: “Never found a job I could not finish.” 
   
   
  
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  CCC-PRIORY-02 Prison Pitfalls 
   
   
  8 
  Alistar gives the party the following information: 
   Annabelle is the heir of Gustov's Moonsea 
  mercantile business.  
   Alistar is paying off a childhood debt to his sister 
  by finding Gustov or his crew and returning them 
  to Phlan. 
   Alistar can prove he's Gustov's brother-in-law. 
  Proceed to The Plan. 
  The Plan 
  Alistar points at a lumbering Lizardfolk in the center of the 
  prison. "See that brute right there? He's big, stupid and 
  armed. He'll do just fine." 
   
  Alistar holds up his right forearm and depresses a vein. 
  Gears click as a small compartment opens where blood and 
  sinew should be. He pulls out a small envelope, then closes 
  the compartment with another click. He hands it to you. 
   
  "Take this and give it to Annabelle in Phlan. I will pick a 
  fight with Big Ugly and use his head to light this place up. You 
  just have to stay behind me." 
   
  “Ready?” 
  Treasure 
  Alistar gives the adventurers an envelope. It has a 
  note to Annabelle and a ring. You can find the note in 
  Player Handout 2. The words "Low Tide" run along 
  the inside of the ring. If the adventurers return this 
  parchment and the ring to Annabelle at the end of 
  PRIORY-03 along with Gustov's Letter from PRIORY-
  01, they will gain the Story Reward Annabelle's 
  Gratitude. 
   
  Once ready, proceed to Prison Break. 
  Prison Break 
  Alistar whistles. A guard and the Lizardfolk approach as 
  Alistar chuckles. 
   
  "Well, you're not Yuan-ti, but you'd sure make a nice pair 
  of boots." 
   
  "Graana, lizard. You, snack," the brute says, readying a 
  maul as the guard opens your cell door. 
   
  Alistar steps into Graana's swing and catches the head of 
  the maul with his left hand. He grabs the throat of the 
  towering beast. Gears crunch from under his skin as he lifts 
  him into the mist. 
   
  "Burn." 
   
  An audible click sounds from Alistar's right arm and 
  Graana's head melts inside a cone of fire.  
   
  The guards rush down the stairs to warn the others. 
   
  Alistar breaks the other cells open and leads a riot down 
  the only stairs on the floor. Snake skins and blood litter the 
  top of the stairs as Alistar points you down a secondary 
  hallway.  
  Development 
   With Graana dead and the guards gone, the party 
  can escape!  
   If the adventurers choose to follow the rioters 
  throughout the pyramid, or you are pressed for time, 
  proceed to Encounter 4. Freedom. 
   If the adventurers decide to go the direction 
  Alistar points, and the adventurers received a 
  reward for the verdict in Part 2, proceed to 
  Encounter 1. Judgment. 
   If the adventurers decide to go the direction 
  Alistar points and they did not receive a reward for 
  the verdict in Part 2, they can proceed down a 
  staircase to Encounter 2. Judges' Chambers behind 
  the Court of Serpents or ride the chute to Encounter 
  3. Pit of Serpents. 
  Treasure 
  On the burnt lizardfolk, you find 1 Potion of 
  Healing,1 Potion of Resistance (Poison) . 
   On an investigation check (DC 10) the adventurers 
  raid the guard station and find their gear in a burnt 
  locker, as well as the planted necklace from the 
  trial(75 GP.). 
  Living in All-Saints Prison 
  The Yuan-Ti all live in the prison. If the adventurers are 
  inclined and time is not an issue, allow them the opportunity 
  to investigate their surroundings. Use the below as 
  suggestions to describe what they find. No investigation 
  checks are necessary. 
  The Prison Floor. “The prison floor smells like burnt flesh. 
  The fumes irritate your nostrils. A small guard station is in the 
  near the stairs, maybe that’s where they put your gear.” 
  The Guard’s Quarters. “The rooms on this floor are kept in 
  tip top shape, probably at the Warden’s request. The 
  warden’s quarters have papers scattered on the floor, all 
  written in an undecipherable language, except they are 
  signed by “The Prior.” 
  The Judge’s Chambers. “The smells of incense intoxicate 
  your senses as you make it to this floor. You would have no 
  idea there was even a prison or barracks on the upper levels 
  from the sight of the chambers, or the court room.” 
  
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  CCC-PRIORY-02 Prison Pitfalls 
   
   
  9 
  Encounter 1. Judgment 
  DM Note. Only run this encounter if the adventurers 
  received a Minor or Major reward from the Verdict 
  in Part 2. 
  You step down a hallway and a hiss sounds from behind. 
   
  A Yuan-ti judge stands forth, palms out. 
   
  "Please. I did not mean to scare you," he says, staring at 
  the Initiate. 
   
  "I believe The Court of Serpents has made a great mistake. 
  Suntao will not approve of this transgression. The gods know 
  you are the Initiate. Please, let me help you." 
  If the adventurers accept the Judge’s help, proceed 
  below to the Minor Reward or Major Reward section 
  below, depending on how they fared in the Verdict in 
  Part 2.  
   Proceed down a staircase to Encounter 2. Judges' 
  Chambers, ride the chute to Encounter 3. Pit of 
  Serpents or catch up with the riot in Encounter 4. 
  Freedom. 
  Minor Reward  
  "Thank you. Oh, thank you, Initiate," the judge says with a 
  bow. "Down the hallway, you will find a staircase to my 
  chambers outside of the court. 
   
  "Oh! There is the chute. If you take it, beware the pit 
  keepers. I'll unlock the exit for you. 
   
  "Try to rest, but hurry. I cannot distract them for long." 
  Major Reward 
  "Thank you. Oh, thank you, Initiate," the judge says with a 
  bow. "Down the hallway, you will find a staircase to my 
  chambers outside of the court. 
   
  "If you take it, I will tell the guards you jumped down the 
  chute. Use my quarters to rest. 
   
  "Unless you would like to take the chute. I sent the charred 
  remains down," the judge hisses as shouts ring from a 
  chamber far away. 
   
  "Hurry. I cannot distract them for long." 
  Development 
  The adventures may choose either Encounter 2. 
  Judges' Chambers or the Encounter 3. Pit of 
  Serpents, or to catch up with the riot in Encounter 
  4. Freedom. Proceed accordingly.  
  Encounter 2. Judges’ Chambers 
  Encounter Difficulty: Easy 
  Major Reward 
  Voices rise from the chambers at the bottom of the staircase. 
  The guards are yelling, believing you have left the pyramid 
  through the pit. 
   
  Your approach goes unnoticed. You enter the Court of 
  Serpents. It is empty. 
  As part of the reward, the party will see a hidden 
  chamber door open. This chamber is ideal for a short 
  rest. 
  Otherwise 
  You hear shouts from the chambers at the bottom of the 
  staircase. The guards are barking orders to check the. Your 
  approach goes unnoticed as you enter the Court of Serpents. 
    You spot several Yuan-Ti guards from the beach. They scan 
  entrances to the room. You have mere moments before they 
  see you. 
  Two Yuan-Ti Broodguard scan the court. The 
  adventurers may try a group stealth check (DC 15). 
  On a success, they can avoid detection and combat. If 
  the adventurers attack, they will have the element of 
  surprise. Otherwise, on a failure, the guards will 
  detect the party’s presence and attack. 
   Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
   Very Weak: Replace all Broodguard with Pureblood. 
   Weak: Remove one Yuan-Ti Broodguard 
   Strong: Add one Yuan-Ti Pureblood 
   Very Strong: Add two Yuan-Ti Pureblood 
  Treasure 
  The adventurers find a +1 Scimitar sticking out of the 
  outspoken judge, still on the judgment table. The 
  party also finds a small satchel containing 25 GP. 
  Development 
  If the party investigates, they will find a hidden 
  barracks. These rooms offer enough safety for a 
  short rest.  
   Proceed to Encounter 4.  
  
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  CCC-PRIORY-02 Prison Pitfalls 
   
   
  10 
  Encounter 3. Pit of Serpents 
  Encounter Difficulty: Medium 
  Major Reward 
  You ride the chute. It is slick and fast. You brace yourself to 
  land in terrible things. 
   
  Instead you land in a well-lit, musty room with a single 
  door. You recognize the smell. Snakes. Dozens of them. 
  Several of the larger snakes are swallowing charred 
  humanoid lumps. 
  Otherwise 
  You ride the chute. It is slick and fast. You brace yourself to 
  land in terrible things. 
   
  Instead you land in a well-lit, musty room with a single 
  door. You recognize the smell. 
   
  Snakes. 
  Three Giant Poisonous Snakes and one Swarm of 
  Poisonous Snakes writhe and turn to meet the 
  party.  
   If the Adventurers received the Major reward, 
  lower the amount of Giant Poisonous Snakes by 
  two. 
   Exit. The party finds a single locked door. If the 
  party finished Encounter 1. Judgment, this door is 
  unlocked. Otherwise, Thieves tools (DC 12) or brute 
  force (AC 15, Hit Points 30) will open it. The hallway 
  allows a short rest. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
   Very Weak: Remove two Giant Poisonous Snakes 
   Weak: Remove one Giant Poisonous Snake 
   Strong: Add one Giant Poisonous Snake 
   Very Strong: Add two Giant Poisonous Snakes 
  Treasure 
  The adventurers find gems in a regurgitated bone 
  pile (25 GP total). 
   Outside, the adventurers find several organized 
  piles of trash and a +1 Scimitar. It matches the one 
  used to kill the Yuan-ti Judge during the trial. 
   
  Proceed to Encounter 4. Freedom when the party 
  is ready to leave. 
  Encounter 4. Freedom 
  Encounter Difficulty: Deadly 
   
  If time is an issue, read the dialog box below, then 
  proceed to Conclusion.  
  A patrol spots you as you leave the hallway outside the pit. 
  The rioters dash ahead as the Yuan-Ti guards chase you out 
  of the pyramid. 
   
  You slide to a halt in the sandy bay. The rising sun blazes at 
  the horizon. Your eyes struggle to adjust. 
   
  A huge Yuan-ti stands before you atop the corpses of many 
  rioters. is the Warden. 
   
  He throws something at your feet. It's an arm, severed at 
  the shoulder, burnt black from mid-forearm down. Fibers and 
  cables of curious workmanship splay out from the top. 
   
  Guards flood out of the prison as the Warden attacks. 
  The Warden (a Yuan-ti Malison) and two honor-
  guard (Yuan-ti Pureblood) attack.  
   If the adventurers skipped Encounter 2. Judges’ 
  Chambers and Encounter 3. Pit of Serpents, add 
  three Yuan-Ti Broodguard. 
   Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
   Very Weak: Remove two Yuan-ti Pureblood 
   Weak: Remove one Yuan-ti Pureblood 
   Strong: Add one Yuan-ti Pureblood 
   Very Strong: Add two Yuan-ti Pureblood 
  Development 
  Once the warden dies, continue adding more waves 
  of three Yuan-ti Pureblood until the party feels 
  overwhelmed or nears defeat. Then, proceed to 
  Conclusion. 
  Experience 
   For every round the adventurers survive before 
  the Conclusion, they gain 25 experience each (max 
  150). 
   
   
   
   
   
   
   
  
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  CCC-PRIORY-02 Prison Pitfalls 
   
   
  11 
  Conclusion 
  The water of the bay boils as you face defeat. The guards 
  immediately drop to the ground bowing toward the bay. 
   
  "Step forward, Initiate," a voice booms. 
   
  A gargantuan dragon turtle rises from the boiling water, 
  sunlight glinting from his mighty, scarred golden crest. The 
  Yuan-ti hiss in response. 
   
  "I will carry the Initiate and his friends through Time and 
  Depth and will return for my tribute," Suntao calls. 
   
  He shifts and bucks and turns back to the sea as you climb 
  up. No water encloses over you. 
   
  You surface without memory of the travel and Suntao 
  leaves you at the end of the longest dock of Phlan. A bubble 
  of darkness encases the city. You hear battle and 
  townspeople screaming. 
   
   
   
  
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  CCC-PRIORY-02 Prison Pitfalls 
   
   
  12 
  Rewards 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Experience 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character. 
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Yuan-Ti Broodguard 
   
  450 
  Yuan-Ti Pureblood 
   
  200 
  Swarm of Poisonous Snakes 
  450 
  Giant Poisonous Snake 
   
  50 
  Yuan-Ti Malison  
   
  700 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  For Receiving the Minor Reward 
  100 
  For Receiving the Major Reward 
  150 
  For Surviving a Freedom Wave 
  25 (max 150) 
   
   The minimum total award for each character 
  participating in this adventure is 450 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 600 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 
  Snake Necklace  
   
  75 
  Snake Head Coins 
   
  50 
  Noble Sword Hilt  
   
  50 
  Judge Satchel 
   
   
  50 
  “Gems of Holding” 
   
  10 
   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. 
  +1 Scimitar 
  Weapon (Scimitar), uncommon 
  The hilt is a gilded serpent. Its jaws form the 
  pommel. Its shimmering red tongue forms the blade 
  that ends in a cruel fork. While holding this weapon, 
  you hiss your S’s when speaking in Common. This 
  item can be found in Player Handout 3. 
  Potion of Healing 
  Potion, common 
  This item can be found in the Player’s Handbook. 
  Potion of Resistance (Poison) 
  Potion, uncommon 
  This item can be found in the Player’s Handbook. 
  Story Awards 
  During the course of this adventure, a single 
  character may earn the following story award: 
   Initiate. You are "the Initiate." You cannot be lied 
  to by Yami or Dark Priory members. More 
  information can be found in Player Handout 2. 
  Player Reward 
  Each character receives renown and downtime in 
  accordance with the guidance prescribed in the D&D 
  Adventurers League Dungeon Master’s Guide 
  (ALDMG). 
   
  DM Reward 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
  
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  CCC-PRIORY-02 Prison Pitfalls 
   
   
  13 
  Appendix. Dramatis Personae 
  The following NPCs are featured prominently in this 
  adventure: 
   Suntao (sun-TAOW). Suntao is a dragon turtle of 
  epic proportion. Only the residents of All-Saints 
  Island have ever met the worshipped creature. 
  Although Suntao is treated as a god from the 
  residents of the island, the scar across his face 
  indicates mortality. 
   Alistar Aimes (AL-i-star Aims). Alistar is the 
  brother-in-law of Gustov Blackwater from CCC-
  Priory-01 and the brother of Annabelle Blackwater. 
  He is a sly racketeer with a prosthetic arm and 
  magical prowess. He speaks with confidence, even 
  when he doesn’t have a plan. 
   
   
   
  
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  CCC-PRIORY-02 Prison Pitfalls 
   
   
  14 
  Appendix. Monster/NPC 
  Statistics 
   
  Yuan-Ti Broodguard 
  Medium Humanoid, chaotic neutral  
  Armor Class 14  
  Hit Points 45 (7d8+14) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  14 (+2) 
  6 (-2) 
  11 (+0) 
  4 (-3) 
   
  Saving Throws STR +4, DEX +4, WIS +2 
  Skills Perception +2 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Abyssal, Common, Draconic 
  Challenge 2 (450 XP) 
  Damage Immunities. Poison 
  Condition Immunities. Poisoned 
  Mental Resistance. The broodguard has advantage on 
  saving throws against being charmed, and magic can’t 
  paralyze it 
  Reckless. At the start of its turn, the broodguard can 
  gain advantage on all melee weapon attack rolls it 
  makes during that turn, but attack rolls against it have 
  advantage until the start of its next turn. 
  Actions 
  Multiattack. The broodguard makes three attacks: one with its 
  bite, and two with its claws. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  6 (1d8 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage. 
   
  Giant Poisonous Snake 
  Medium Beast, unaligned  
  Armor Class 14  
  Hit Points 11 (2d8+2) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (-1) 
  18 (+4) 
  13 (+0) 
  2 (-4) 
  10 (+0) 
  3 (-4) 
   
  Skills Perception +2 
  Senses blindsight 10 ft., passive Perception 12 
  Languages -- 
  Challenge 1/4 (50 XP) 
  Actions 
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 
  Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 
  11 Constitution saving throw, taking 10 (3d6) poison damage on 
  a failed save, or half as much damage on a successful one. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  CCC-PRIORY-02 Prison Pitfalls 
   
   
  15 
  Swarm of Poisonous Snakes 
  Medium swarm of Tiny beasts, unaligned  
  Armor Class 14  
  Hit Points 36 (8d8) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (-1) 
  18 (+4) 
  11 (+0) 
  1 (-5) 
  10 (+0) 
  3 (-4) 
   
  Skills -- 
  Senses blindsight 10 ft., passive Perception 10 
  Languages -- 
  Challenge 2 (450 XP) 
  Damage Resistances. Bludgeoning, piercing, slashing 
  Condition Immunities. Charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned 
  Swarm. The swarm can occupy another creature’s 
  space and vice versa, and the swarm can move through 
  any opening large enough for a Tiny snake. The swarm 
  can’t regain hit points or gain temporary hit points. 
  Actions 
  Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature 
  in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) 
  piercing damage if the swarm has half of its hit points or fewer. 
  The target must make a DC 10 Constitution saving throw, taking 
  14 (4d6) poison damage on a failed save, or half as much damage 
  on a successful one. 
   
  Yuan-Ti Pureblood 
  Medium Humanoid, chaotic neutral  
  Armor Class 11  
  Hit Points 40 (9d8) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  12 (+1) 
  14 (+2) 
   
  Skills Deception +6, Perception +3, Stealth +3 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Abyssal, Common, Draconic 
  Challenge 1 (200 XP) 
  Damage Immunities. Poison 
  Condition Immunities. Poisoned 
  Innate Spellcasting. The Yuan-Ti’s spellcasting ability is 
  Charisma (spell save DC 12). The yuan-ti can innately 
  cast the following spells, requiring no material 
  components: 
  At will: animal friendship (snakes only) 
  3/day each: poison spray, suggestion 
  Magic Resistance. The yuan-ti has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Multiattack. The yuan-ti makes two melee attacks. 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage. 
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., 
  one target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6) poison 
  damage. 
   
  
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  CCC-PRIORY-02 Prison Pitfalls 
   
   
  16 
  Yuan-Ti Malison 
  Medium monstrosity (shapechanger, yuan-ti), neutral 
  evil  
  Armor Class 12  
  Hit Points 66 (12d8+12) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
  16 (+3) 
   
  Skills Deception +5, Stealth +4 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Abyssal, Common, Draconic 
  Challenge 3 (700 XP) 
  Damage Immunities. Poison 
  Condition Immunities. Poisoned 
  Shapechanger. The yuan-ti can use its action to 
  polymorph into a Medium snake, or back into its true 
  form. Its statistics are the same in each form. Any 
  equipment it is wearing or carrying isn't transformed. It 
  doesn't change form if it dies. 
  Innate Spellcasting. The Yuan-Ti’s spellcasting ability is 
  Charisma (spell save DC 12). The yuan-ti can innately 
  cast the following spells, requiring no material 
  components: 
  At will: animal friendship (snakes only) 
  3/day each: poison spray, suggestion 
  Magic Resistance. The yuan-ti has advantage on saving 
  throws against spells and other magical effects. 
  Malison Type. The yuan-ti has one of the following 
  types: 
  Type 1: Human body with snake head 
  Type 2: Human head and body with snakes for arms 
  Type 3: Human head and upper body with a serpentine 
  lower body instead of legs 
  Actions (type 1) 
  Multiattack (Yuan-ti Form Only). The yuan-ti makes two ranged 
  attacks or two melee attacks, but can use its bite only once. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. 
  Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. 
  Longbow (Yuan-ti Form Only). Ranged Weapon Attack: +4 to hit, 
  range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage 
  plus 7 (2d6) poison damage. 
  Actions (type 2) 
  Multiattack (Yuan-ti Form Only). The yuan-ti makes two ranged 
  attacks or two melee attacks, but can use its bite only once. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. 
  Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. 
  Longbow (Yuan-ti Form Only). Ranged Weapon Attack: +4 to hit, 
  range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage 
  plus 7 (2d6) poison damage. 
  Actions (type 3) 
  Multiattack (Yuan-ti Form Only). The yuan-ti makes two ranged 
  attacks or two melee attacks, but can use its bite only once. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. 
  Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. 
  Longbow (Yuan-ti Form Only). Ranged Weapon Attack: +4 to hit, 
  range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage 
  plus 7 (2d6) poison damage. 
   
   
   
   
   
   
   
   
   
  
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  CCC-PRIORY-02 Prison Pitfalls 
   
   
  17 
  DM Handout 1. All-Saints 
  Prison Overview 
   
   
   
   
  
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  CCC-PRIORY-02 Prison Pitfalls 
   
   
  18 
  DM Handout 2. All-Saints 
  Prison Floor 
   
   
    
   
   
  
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  CCC-PRIORY-02 Prison Pitfalls 
   
   
  19 
  DM Handout 3. All-Saints 
  Prison Barracks 
   
   
   
   
   
  
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  CCC-PRIORY-02 Prison Pitfalls 
   
   
  20 
  DM Handout 4. All-Saints 
  Prison Court (square = 5ft) 
   
   
   
   
  
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  CCC-PRIORY-02 Prison Pitfalls 
   
   
  21 
  DM Handout 5. All-Saints 
  Prison Pit (square = 5ft) 
   
   
   
   
  
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  CCC-PRIORY-02 Prison Pitfalls 
   
   
  22 
  Player Handout 1. Story Award 
  During the course of this adventure, the characters 
  may earn the following story award. If you are 
  printing these out for your characters, print as many 
  as you may need to ensure that any eligible 
  character receives a copy: 
  Initiate 
  One of your eyes is now milky white but does not 
  impact your vision. Hostile creatures and NPCs 
  familiar with the Dark Priory call you the “Initiate.” 
  You cannot be lied to by Yami or Dark Priory 
  members. 
   While this award is active, you have advantage on 
  Persuasion rolls against hostile NPCs in the CCC-
  PRIORY story arc. Those same NPCs have 
  disadvantage on Deception checks against you. 
   Removal of this story award is possible in CCC-
  PRIORY-03. 
   
   
  
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  CCC-PRIORY-02 Prison Pitfalls 
   
   
  23 
  Player Handout 2. Alistar’s 
  Note 
   
   
   
   
   
   
  
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  CCC-PRIORY-02 Prison Pitfalls 
   
   
  24 
  Player Handout 3. Magic Item 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  +1 Scimitar 
  Weapon, uncommon 
   You have a bonus to attack and damage rolls made 
  with this magic weapon. The bonus is determined by 
  the weapon's rarity. 
   The hilt is a gilded serpent. Its jaws form the 
  pommel. Its shimmering red tongue forms the blade 
  that ends in a cruel fork. While holding this weapon, 
  you hiss your S’s when speaking in Common. 
   This item can be found in the Dungeon Master’s 
  Guide. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Pretzcon (PRETZ PRIORY)/CCC-PRIORY-02 Prison Pitfalls.pdf