TEXT:  
   
  CCC-COTN-01-01 
   
   
   
   
   
   
   
  presents 
  By the Seashore: 
  A Red War Tale 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Chaotic magic torments the village of Stonedock, presenting opportunity to a devious grifter. 
  Unknown to the scoundrel, a stolen trinket brings with it the wrath of Thay!  Who will weather 
  the storm of deception? A Two-Hour Adventure for Tier One Characters. Optimized for APL 3.  
  
   
   
  CREDITS 
   
  Lead Designer: Marcello De Velazquez 
   
  Editing: Travis Fuller, Dave Rosser Jr. 
   
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  Art Director & Graphic Design: Ashley Von Burtz 
  (Module) Marcello De Velazquez (Cartography) 
   
  D&D Adventurers League Wizards Team: Adam Lee, 
  Chris Lindsay, Mike Mearls, Matt Sernett 
   
  D&D Adventurers League Administrators: Greg 
  Marks, Alan Patrick, Travis Woodall, Lysa Chen,  
  Claire Hoffman, Amy Lynn Dzura 
   
  Playtesters: Kyle Baker, Catman Ernzen, Vanessa 
  Schneider, Amphone Nanthavong, Colin McCue, Jordan 
  Green and Dallas Strasser, Travis Fuller, Edward Fuller, 
  Michael Fuller, Kathy Fuller, Wayne Fuller,  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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. 
   
  ©2018 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. 
  
   
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  CCC-COTN-01-01 By the Seashore: A Red War Tale (v.1.0) 
   
   
  3 
  Adventure Primer 
  “Quite a bit colder den normal ‘round dis time uh 
  year, EH?” 
   
  - 
  Chauncey Tarkio, fisherman, asker of 
  questions like this.  
  Background 
   Chaos magics and elemental rifts ravage 
  MULMASTER’s cityscape. Their turbulent 
  combination spawn a CHAOS STORM that sweeps 
  the surrounding Moonsea coastline. 
   A nearby refugee camp and fishing village of 
  STONEDOCK are suddenly captured in the magical 
  storm’s freezing temperatures and deadly winds. 
  Villagers FARO GUPKIN and CHAUNCEY TARKIO 
  offer what comfort they can to all, but the village 
  supplies are all but dried up. 
   A Mulman grifter named MAUCIEN LEMONLOON 
  poses as the Aurilite cleric FROSTMOURN. He and 
  his cohorts deceive the people with portents of the 
  coming wrath of Auril the Frostmaiden.   
   An object swindled from their last con-job, the 
  CORSAIR’S STAR, emits a haunting beacon that is 
  answered by allies of its former Thayan owner.  
   From the Red War battlefield, an undead horde’s 
  sudden departure does not escape notice. 
  Episodes 
  The adventure is spread over three episodes that 
  takes approximately two hours to play. These 
  episodes are introduced by a Call to Action Episode. 
   If you’re planning to play the entire adventure at 
  once, introduce the Call to Action once. However, if 
  you plan to play over several sessions, revisit the 
  Call to Action each time you play. 
  • Episode 1: Cold Hands, Warm Hearts. The heroes 
  learn of the recent attacks by undead.  The 
  constable Faro Gupkin, asks the characters to 
  investigate. This is the Call to Action. 
  • Episode 2: Fishing for Answers. The heroes 
  investigate the scene of an undead attack and 
  speak to locals to unravel the cause of those 
  attacks. Characters may confront the false acolytes 
  of Auril. This is Main Objective A. 
  • Episode 3: The Ice (es)Capades.  The adventurers 
  pursue Lemonloon across frozen Moonsea waters. 
  Characters obtain Corsair’s Star and must elude its 
  pursuers! They may return Corsair’s Star to 
  Mulmaster. This is Main Objective B. 
  Bonus Objectives 
  This adventure includes two bonus objectives that 
  the characters can pursue if they have additional 
  time to do so—earning additional advancement 
  and treasure checkpoints in the process. These 
  bonus objectives are found in this adventure’s 
  appendices, as follows: 
  • Bonus Objective A: Cold, Cold, Cache. The 
  adventurers are led to an abandoned druid’s hovel 
  where they may discover a needed cache of 
  supplies. This bonus objective is found in 
  Appendix 5. 
  • Bonus Objective B: Hook, Line, and Stinker. The 
  adventurers help a villager pull in a big catch to 
  help feed the village and refugees. This bonus 
  objective is found in Appendix 4. 
   
  Episode Sequence 
  Depending on your time constraints, and play style 
  and environment, this adventure will take 
  approximately two to four hours to play. 
  How Will You Play? 
  The duration of your session depends on how much 
  of this adventure you utilize. At the very least, your 
  session will last approximately 2 hours. However, if 
  you wish, you can provide a longer experience for 
  your players by pursuing the bonus objectives.  
   Main Objectives Only. To complete the 
  adventure’s main objective, the characters 
  participate in Episodes 1 through 3 in order, 
  however, you may include the opportunity to pursue 
  bonus objectives. 
   Bonus Objectives.  You can extend this adventure 
  by one or two hours by including opportunities for 
  the characters to pursue bonus objectives. 
   These objectives branch off Episode 2, but their 
  order is fluid. However, they must be completed 
  before Episode 3, which completes the story 
  objectives for this adventure.  
      The Chaos Storm. The erratic phenomena 
  presents a variety of challenges that DMs are 
  encouraged to use throughout the adventure. 
  Consider adding some of these elements while 
  adventurers are in transition from locations, during 
  encounters, or during lulls in the adventure. Please 
  keep the group strength in mind when doing so, 
  Make the adventure fun!    
   
   
   
   
   
  
   
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  CCC-COTN-01-01 By the Seashore: A Red War Tale (v.1.0) 
   
   
  4 
  Episode Flowchart 
  This section provides a basic understanding of not only the flow of the episode, but also the outline of the different 
  paths that your players may take in reaching their stated objective.  
   
   
    
   
  
   
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  CCC-COTN-01-01 By the Seashore: A Red War Tale (v.1.0) 
   
   
  5 
  Episode 1: Cold Hands, Warm Hearts (Call to Action) 
  Estimated Duration: 15 minutes 
  Scene A. The Refugee Camp
  The camp, the hosting village, and the surrounding 
  land have been affected by wild elemental and 
  magic-weaved weather. Frequent undead attacks 
  have many worried. Their combined efforts have 
  defeated the undead and managed the hardships 
  thus far.    
  During the characters travel, they noticed the 
  landscape changes. Seasonal coastal sights and 
  sounds were replaced by a stark, frozen wasteland. 
  The characters come upon a large camp spread 
  along the outskirts of a shoreline village covered 
  entirely in ice. 
   
  Adventure Hooks: Characters embroiled in The Red 
  War were sent to hunt a Thayan force that departed 
  a battle, moving towards the nearby coast. Perhaps a 
  concerned family or friend hired adventurers to 
  check on their loved ones in a nearby evacuee camp. 
  These reasons or others could bring the adventurers 
  here.   
   
  Area Information 
  This area has the following features: 
      Dimensions and Terrain.  The camp covers a 
  large stretch of shore. The shoreline and nearby hills 
  are covered in unnatural frost. The waters extending 
  miles from the shore are frozen solid.   
      Lighting.  The skies during the day provide bright 
  light. The nights are pitch black, except for one 
  shining star that indicates nautical north.  
      Structures. Tents, wagons, and campfire circles of 
  varying sizes encompass the camp. These structures 
  barely keep the cold out and have the following 
  statistics: AC:8 HP:10 DT:3. Adjust as needed. 
       Chaos Storm.  The magic-spawned storm caused 
  a freeze that is immune to both natural and magical 
  fire, and may produce the following erratic effects: 
   
  - 
  Direct contact with the ice (or ice-covered 
  areas) deals 1d6 cold damage to those who 
  fail a DC 10 Dex Save (Save for half). 
  - 
  Frost-biting winds cause 1d6 necrotic 
  damage to those who fail a DC 10 Con Save 
  (Save for half). 
  - 
  A Detect Magic spell reveals the presence of 
  abjuration and necrotic magic.  
  - 
  A Dispel Magic Spell clears a 5 ft by 5 ft area 
  of ice, which returns after one minute. 
  Creatures/NPCs: 
  Refugees. Hundreds of commoners make up the 
  displaced in the camp. Many are injured and weary 
  from being displaced. They are running short on 
  supplies and some have fallen gravely sick from the 
  onset of freeze over the area.  
  Objectives/Goals. The refugees look for anyone to 
  help them survive the deadly cold and the undead 
  incursion. They wish to know why the local cleric 
  could not repel the undead attacks nor provide 
  succor to the suffering.  
  What Do they Know? The refugees were not 
  prepared for the drastic weather change. When they 
  reached Stonedock, they were met by Faro Gupkin 
  and Chauncey Tarkio, who offered what supplies 
  they could. They describe the villagers as simple, 
  kind souls. Moreover, they note that the cleric 
  Frostmourn appeared shortly before the undead 
  attack and proclaimed that they give offerings to the 
  Auril to prevent future attacks and to rid them of the 
  unnatural storm. They hope the adventurers can 
  discover what is causing the attacks, where there 
  might be more supplies, and why the local 
  clergyman appears powerless to help them.  
   
  Proceeding to the Next Scene 
  The refugees will direct the heroes to Stonedock, and 
  recommend they speak with the Stonedock people to 
  find out more about these events. They are thankful 
  for the characters help. 
   
  Those players who look past the plight of the 
  refugees will be left to the warped weather and any 
  future attacks by undead (DM discretion). 
  Adventurers who agree to help proceed the short 
  distance to Stonedock. 
  Proceed to Scene B.  
   
   
  
   
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  CCC-COTN-01-01 By the Seashore: A Red War Tale (v.1.0) 
   
   
  6 
  Scene B.  Outside the Village
  Immediately leaving the refugee camp, the 
  characters come upon Stonedock. Faro Gupkin is 
  there to greet them and escort them into the village.  
   
  Area Information 
     Dimensions and Terrain. The village covers a 
  quarter mile stretch of shore and juts out 100ft from 
  the shore. Nearby hills are covered in ice. The waters 
  extending miles from the shore are frozen solid.   
     Lighting. The skies during the day provide bright 
  light. The nights are pitch black, except for one 
  shining star that indicates nautical north. A single 
  hooded lantern atop a 10ft pole offers bright light in 
  30ft and dim light 30 ft beyond it.  
     Structures. The village consists of several wood-
  and-tin roof structures, built on the shore and atop 
  the large dock that gives the village its name.  A large 
  dry well acts as supply store. A community cabin is 
  now a Shrine to Auril.  
      Chaos Storm.  The magic-spawned storm caused a 
  freeze that is immune to both natural and magical 
  fire, and may produce the following erratic effects: 
   
  - 
  Direct contact with the ice (or ice-covered 
  areas) deals 1d6 cold damage to those who 
  fail a DC 10 Dex Save (Save for half). 
  - 
  Frost-biting winds cause 1d6 necrotic 
  damage to those who fail a DC 10 Con Save 
  (Save for half). 
  - 
  A Detect Magic spell reveals the presence of 
  abjuration and necrotic magic.  
  - 
  A Dispel Magic Spell clears a 5 ft by 5 ft area 
  of ice, which returns after one minute. 
   
   
   
   
   
   
   
  Creatures and NPCS 
  Faro Gupkin (commoner) greets the characters and 
  to each one of them shaking their hands, as he gives 
  and gets introductions. He speaks quickly about 
  events and walks them through the town. Villagers 
  stare from behind shack doors and pelt-sewn cloaks 
  at the strangers. 
     Objectives/Goals. Faro Gupkin helps the refugees, 
  but the village doesn’t have much. He offered heavy 
  blankets to keep people warm, and fish-cabbage pies 
  to keep bellies full. Gupkin hopes to keep everyone 
  safe but knows supplies are growing scarce. The 
  constable wants the recently-arrived Cleric of Auril 
  to do more to help. The villagers want Gupkin to take 
  care of the problems. 
     What Do They Know? Gupkin knows the cold 
  spell/storm arrived after the refugees did. He’s sure 
  the undead attacks started before the first freeze. He 
  thinks that Frostmourn should be able to keep the 
  undead away from the village but has really done 
  nothing but fleeing to the safety of the shrine.  
   
  Call to Action  
  The adventurers have to investigate the scene of the 
  attacks to unravel their true purpose, while 
  discovering the motive behind the cleric’s unusual 
  behavior.  Once revealed, the adventurers must put 
  an end to the attacks and the cleric’s actions.  
       Bonus Objective A and/or B. If utilizing this 
  additional content, then during the course of their 
  investigation, the characters will be asked to aid the 
  constable in replenishing dwindling supply stores or 
  help a local fisherman with a big catch! 
   
   Proceed to Episode Two. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  CCC-COTN-01-01 By the Seashore: A Red War Tale (v.1.0) 
   
   
  7 
  Episode 2: Fishing for Answers (Main Objective A) 
  Estimated Duration:  60 minutes
  Stone Dock 
  In this episode, characters explore the fishing village 
  where the confrontations with the undead took 
  place, gaining attention of watchers on.  
  The adventurers speak with village inhabitants 
  about events, search for clues, and may confront 
  antagonists in their search for answers. The 
  characters discoveries should lead them to Maucien 
  Frostmourn at The Shrine to Auril (Scene D). 
  As a Dungeon Master, feel free to place these scenes 
  in any order you wish. Scene D is crucial to run 
  before proceeding to Episode 3. Consider having 
  NPC’s accompany characters; they can add a helpful 
  element to the adventure. Be mindful of time-
  constraints and adventure progression.  
   
  Prerequisites 
  The adventurers must complete the Call to Action 
  before beginning this episode. 
   
  Story Objective A  
  The adventurers must investigate undead attack 
  scenes and search for clues within the camp/village. 
  They also must question the Stonedock villagers or 
  Mulmen refugees to learn about the behavior of their 
  local cleric. This is Main Objective A.   
   
  Area Information 
      Dimensions and Terrain. The village covers a 
  quarter mile stretch of shoreline; a dock juts 100ft 
  from the shore, elevated 15ft above the water by 
  beams and piles of rocks.   
      Lighting. The skies during the day provide bright 
  light. The nights are pitch black, except for one 
  shining star that indicates nautical north. A hooded 
  lantern hangs atop a 10ft pole near the dock, offering 
  30ft of bright light and an additional 30ft of dim light 
  when lit.  
      Structures. The village consists of wood-and-tin 
  roof structures, some with boarded-shut windows. 
  The village sets atop a rickety dock that gives the 
  village its name.  A large dry well acts as a supply 
  storage. A single cabin on the shore acts as a Shrine 
  to Auril the Frostmaiden.  
   
   
   
   
   
   
      Chaos Storm. The storm’s causal freeze is immune 
  to both natural and magical fire. Consider enhancing 
  play throughout this episode with the storm effects 
  in Episode One or any of the following below: 
   
  - 
  Ice sheets cover the entire village, creating 
  difficult terrain. 
  - 
  Heavily-iced areas force an DC 10 Dexterity 
  (Acrobatics) Check (DMs choice) to avoid 
  falling prone. 
  - 
  Dangling icicles from roofs and doorways 
  may be temporarily used as simple weapons 
  (1d4 piercing or bludgeoning damage)  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  CCC-COTN-01-01 By the Seashore: A Red War Tale (v.1.0) 
   
   
   
   
   
   
   
  8 
  Scene A. The Well 
  This long-dried well serves as the village storage 
  hold. It is also the site of the undead attack. Clues 
  help lead adventurers to Main Objective A. 
  Optionally, NPC dialogue may lead characters to 
  Bonus Objective A.  
   
  Area Information 
  The area has the following features: 
      Structure. The well is 15ft in diameter and 50ft 
  deep. It is partly covered with wooden planks. A 
  rusted winch and tattered rope are still affixed. 
  Remnants of foodstuffs litter the well’s bottom. A 
  thin layer of frost covers the well.  
      Remains. Crows peck away on undead viscera. 
  The rotted remains are all that’s left of zombie 
  corpses. Their nauseating stench can be smelled all 
  the way to nearby dock shanties.  
      Thayan Pendant. Characters may discover a steel 
  pendant of Thayan origin among the remains. 
  Further examination reveals the weak presence of 
  evocation magic.  
   
  Creatures/NPCs  
  If present, Faro Gupkin (commoner) keeps close, 
  trying to watch and learn from the adventurers. 
  Worry lines Gupkin’s face; the villagers and refugees 
  are on the constable’s mind.  Gupkin hums a song 
  while following along. The murder of crows (swarm 
  of ravens) are content to scavenge the remains.  
      Objectives/Goals. Gupkin wants the adventurers 
  to find out what the undead want here and hopes 
  that they can do something to help aid everyone. The 
  constable offer what he knows but holds something 
  back (see ‘Playing the Pillars’).  The crows want to 
  eat as much as possible before being shooed off.  
      What Do They Know? Gupkin and the villagers 
  lured the undead from the camp to the well so they 
  could surround them.  The constable points out that 
  Frostmourn and the followers did help, but they fled 
  when the undead started getting back up.   
   
  Adjusting the Scene  
  Consider making these adjustments based on your group.  
  • Very Weak/Weak Remove three murder of crows 
  • Strong/Very Strong: Add two murder of crows 
   
      Bonus Objective A. If using Bonus Objective A, 
  then Faro Gupkin tells the adventurers about the 
  nearby druid’s hovel and the rumored supplies that 
  may be there. This opens up Bonus Objective A. You 
  may then proceed to Appendix 4.  
   
   
   
   
   
   
   
   
   
   
  Playing the Pillars 
  COMBAT 
  Five murder of crows attack if 
  disturbed. Once reduced to half 
  their hit points, they fly off. 
  EXPLORATION 
  Discoveries made around the 
  well (see area information 
  above) provide leads that guide 
  adventurers to speak with 
  villagers, reveal the nature of 
  the undead presence, or give 
  insight into the behavior of the 
  cleric Frostmourn and 
  followers.  
  SOCIAL 
  A successful DC 12 Wisdom 
  (Insight) Check reveals that 
  Gupkin is holding something 
  back. A subsequent DC 10 
  Charisma (Deception) Check 
  has the constable reveal the 
  information for Bonus 
  Objective A above.
  
   
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  CCC-COTN-01-01 By the Seashore: A Red War Tale (v.1.0) 
   
   
   
   
   
   
   
  9 
  Scene B. Tarkio’s Shack  
  This is the home of the halfling fisherman, Chauncey 
  Tarkio. The adventurers spot the fisherman coming 
  from his home, fishing rod in one hand, bucket of 
  bait in the other. Dialogue in this scene may lead 
  adventurers to Bonus Objective B, and provide 
  clues that lead to completion of Main Objective A. 
   
  Area Information 
  The area has the following features: 
      Structure. Chauncey’s shack has two rooms. One 
  room contains his bunk and most of his belongings A 
  curtain covers the entrance to the other room, which 
  houses a chamber pot and stink bait buckets.  
      Fishing Gear. Crude fishing equipment (fishing 
  tackle, nets, poles, knives) hang from pegs, sit in 
  small crates, and are scattered over the floor.   
      Hidden Objects. Buried under a mess of clothes 
  and blankets is a poorly-made aspergillum, 
  containing salt where holy water should be and a 
  coin with a winged serpent on both sides of it.    
      Stinkbait. Buckets filled with vile-smelling bait 
  line a wall. Those exposed to it must make a DC 10 
  Con Save or gain the poisoned condition for one 
  minute. Failed saves can be re-rolled at the end of 
  each minute while poisoned.  
   
   
   
  Creatures/NPCs 
  Chauncey Tarkio is a commoner with stout halfling 
  traits. Tarkio dedicates his life as a fisherman 
  helping the village. Chauncey is suspicious of the 
  recently arrived cleric and followers, and the 
  unseasonal stormy weather. The halfling is never 
  without his fishing rod and putrid fish bait. 
    
      Objectives/Goals. Tarkio hopes the adventurers 
  link the undead attacks Frostmourn arrival to the 
  village. The fisherman wants to catch as much fish as 
  possible, fully aware that this odd weather shift can 
  drive the fish towards deeper waters. Tarkio wants 
  to get out to the docks end one more time before the 
  weather worsens.  
      What Does Chauncey Know? Chauncey helped 
  during the fight at the well. The fisherman accounts 
  are similar to Faro’s, but also noticed the undead 
  moved through the refugee camp without hurting 
  anyone. They only attacked when attacked. 
  Chauncey thinks that Frostmourn and the cleric’s 
  followers did little to help. 
      Bonus Objective B.  If using Bonus Objective B, 
  Chauncey reveals that one last opportunity to catch 
  “Muckmaw”, a local legend, exists. The fisherman 
  believes the monster catfish could feed the village 
  for months but may head to deeper waters because 
  of the storm. Chauncey asks for help to catch the fish. 
  If they accept, proceed to Appendix 6.
   
  Playing the Pillars 
  COMBAT 
  None  
  EXPLORATION 
  A successful DC 12 Intelligence 
  (Investigation) Check finds the 
  hidden objects (See Area 
  Information). Tarkio reveals 
  they were left there by 
  Frostmourn. A successful DC 10 
  Intelligence (History) Check 
  reveals the coin is a symbol of 
  the Zhentarim. A successful DC 
  10 Intelligence (Religion) 
  Check reveals the aspergillum 
  to be improperly filled 
  (normally filled with holy 
  water not salt). 
   
   
   
   
   
   
  SOCIAL 
  Chauncey stutters often and 
  prefers to speak non-verbally 
  through hand gestures, nod of 
  heads, and sounds.  The halfling 
  is friendly but reluctant to help 
  beyond giving information. A 
  successful DC 15 Charisma 
  (Persuasion) Check (consider 
  granting Advantage to those 
  who speak as Chauncey does) 
  can convince him otherwise.   
  
   
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  CCC-COTN-01-01 By the Seashore: A Red War Tale (v.1.0) 
   
   
   
   
   
   
   
  10 
  Scene C. Dock Shanties  
  The other villagers of Stonedock live in the 
  remaining shanties on and along the dock. They trust 
  in Faro Gupkin and Chauncey Tarkio but believe that 
  Frostmourn will help protect them from the deadly 
  weather. Dialogue and exploration will lead to clues 
  that help adventurers complete Main Objective A.  
   
  Area Information 
      Wispy Nimbus. Looking back from the shanties 
  towards the shore may reveal a faint, multi-colored 
  disturbance in the sky above the shrine. This may 
  lead adventurers to the Shrine and Episode 3.    
   
  Creatures/NPCs 
  The people are commoners of different races and 
  ages. All are adept fisherman, while some are also 
  skilled masons, potters, cobblers, and weavers. The 
  villagers watch from their homes. They make their 
  presence known but are reluctant to speak.  They 
  avoid the cold by staying indoors. The followers of 
  Frostmourn are actually five Zhentarim Thugs who 
  are aiding the bard. The characters can see them 
  walking nearby.  
      Objectives/Goals. The villagers want the undead 
  attacks to stop and the deadly freeze to wane. They 
  provide offerings to the Shrine of Auril in hopes that 
  Frostmourn can grant divine mercy from these 
  events, which they are convinced is Auril’s doing. 
  The Zhentarim Thugs want to continue 
  Frostmourn’s ruse as long as possible. Their 
  instructions are to watch and report the 
  adventurer’s activities.   
      What Do They Know? The villagers watched the 
  undead attacks. They noticed the undead did not 
  pursue them to their homes. Villagers that joined the 
  battle perished; they seemingly had the life sucked 
  out of them. Village children recall the day 
  Frostmourn and the followers arrived. They spied 
  them sneaking from the refugee camp into the 
  village from the woods. The Zhentarim Thugs know 
  that the presence of the adventurers may uncover 
  their deception.  
   
  Adjusting the Scene  
  Consider making these adjustments based on your group.  
  • Very Weak/Weak: Remove two Zhentarim Thugs. Add two 
  bandits.  
  • Strong/Very Strong: Add two Zhentarim Thugs. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Playing the Pillars 
  COMBAT 
  The thugs maintain their guise 
  as acolytes. They attack if 
  accused of wrong-doing, or if 
  presented with the hidden 
  objects found in Tarkio’s Shack. 
  They only carry maces.  
  EXPLORATION 
  None 
  SOCIAL 
  The village adults prove harder 
  to question than the children. 
  The Charisma 
  (Persuasion/Intimidation) 
  Check DCs should reflect that. 
  Grant advantage if Tarkio or 
  Gupkin is with the characters.  
  The Zhentarim Thugs may 
  attempt to persuade the 
  adventurers to come to the 
  Shrine if not antagonized.  
   
  
   
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  11 
  Scene D. The Shrine of Auril  
  The cabin-turned shrine is where 
  Lemonloon/Frostmourn carried out the deception. 
  Suspecting the adventurers already uncovered the 
  ruse, the bard quickly grabbed belongings and fled 
  to the fishing shack town in Episode 3. The 
  adventurers find clues that complete Main 
  Objective A and lead to Episode 3.     
   
  Area Information 
      Dimensions and Terrain. The shrine has a 20 
  x20ft. main room and two 10x15ft adjoining rooms, 
  used as a storage and a private chamber.  A small 
  shrine is in the main room; a four-pointed wooden 
  snowflake (Symbol of Auril) hangs from the ceiling. 
  A back entrance leads to a camp where the followers 
  rest. A wooded area lies beyond the camp.  
      Disguise Kit. The contents of a disguise kit lay 
  scattered about a small table.  
      Escape Plan. A folded parchment lies just outside 
  the back entrance to the shrine. It has Frostmourn’s 
  escape route scrawled on it.  
      Offering bowl. An offering bowl near the shrine 
  contains trinkets, shells and a bottle of perfume.   
      Journal. A leather-bound journal is hidden in a 
  pile of robes, blankets, and pelts. It describes an 
  encounter between a Red Wizard in Mulmaster and 
  the writer. The writer barely escaped- but with a 
  pretty bauble belonging to the Red Wizard.   
   
  Monsters/NPCs 
  Two dread warriors and three zombies have been 
  drawn to the shrine by recent presence of the 
  Corsair’s Star.  They may arrive at the shrine any 
  time after the adventurers are inside. The  
   
  Zhentarim Thugs, disguised as acolytes, may be 
  here if the party did not defeat them earlier or were 
  brought here. If present, they learn that 
  Lemonloon/Frostmourn is gone, and in anger, attack 
  the adventurers, undead, or both. If Faro Gupkin or 
  Chauncey Tarkio are with the adventurers, they may 
  alert the party to the undead presence.  
      Objectives/Goals. The dread warriors and 
  zombies want to track down the location of the 
  Corsair’s Star.  They soon realize that it is not at the 
  shrine. They are then called to its current location in 
  Episode 3.  The Zhentarim Thugs want their cut of 
  the refugee/villager valuables from Frostmourn, but 
  since he has fled, they might double-cross him.  They 
  want to get as far away from this wicked weather as 
  possible. Both Gupkin and Tarkio want to protect the 
  village and keep the monsters away.  
      What Do They Know? The undead heed the call of 
  the Corsair’s Star. The Zhentarim Thugs know 
  everything about Frostmourn: his real name, his 
  affiliation with the Zhentarim, and that he possess 
  the Corsair’s Star. Gupkin and Tarkio know that 
  players might need help and could offer a Help 
  Action if appropriate during any of this episode’s 
  encounter.  
      Main Objective A. Once the adventurers find the 
  clues in this scene, they complete Main Objective A. 
  Whether by following undead or at the NPC’s 
  insistence, the heroes may proceed to Episode 3.  
   
  Adjusting the Scene  
  Consider making these adjustments based on your group.  
  • Very Weak/Weak: Remove two zombies.  
  • Strong/Very Strong: The freeze coats the undead in a 
  necrotic-fused film of ice that acts as Armor of Agathys cast 
  as a 3rd level spell slot
  Playing the Pillars 
  COMBAT 
  The dread warriors attack 
  anyone inside the shrine. The 
  zombies linger about the front 
  of the shrine for two rounds. 
  Then all the undead move 
  towards the shore, over the 
  frozen Moonsea waters to the 
  fishing shacks in Episode 3.   
  EXPLORATION 
  Clues (see area information) 
  unravel the truth about the 
  Lemonloon/Frostmourn’s ploy. 
  A DC 12 Intelligence 
  (Investigation) Check of the 
  disguise kit reveal priest 
  vestments amongst its 
  contents.  Finally, a DC 15 
  Intelligence (Investigation) 
  Check uncovers the journal. 
  SOCIAL 
  The Zhentarim Thugs could 
  reveal what they know if 
  properly coerced. A successful 
  DC 10 Charisma (Persuasion) 
  Check gets them to talk. A failed 
  check has them saving 
  themselves and fleeing.  
  
   
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  CCC-COTN-01-01 By the Seashore: A Red War Tale (v.1.0) 
   
   
   
   
   
   
   
  12 
  Episode 3: The Ice (es)Capades (Main Objective B) 
  Estimated Duration: 45 Minutes 
  Final Scene. The Fishing Shacks  
  The adventurers find Lemonloon hiding in a fishing 
  shack ‘town’, with undead closing in. They find the 
  bard with The Corsair’s Star and learn its purpose. 
   
  Prerequisites 
  The heroes must have completed Episode 2, Scene D 
  and Main Objective A before beginning this episode.  
   
  Area Information 
       Dimensions and Terrain. The ice-fishing shack 
  town sets a mile off the coast. It sets on the ice-
  covered waters in this area.  
      Lighting. Bright light is peeks through overcast. 
      Frozen Waters.  Falling into the waters deals 1d6 
  cold damage on a failed DC 10 Con Save (save for 
  half). Saves continue every turn exposed to it.   
      Fishing Shacks. Wood fishing shacks are sized to 
  fit small to medium-sized humanoids with gear.  
  Wooden store boxes sit on the side of each of them.  
      The Corsair’s Star. The bard carries the stolen 
  compass in his vest pocket. Those that succeed on a 
  DC 15 Wisdom (Insight) or DC 15 Intelligence 
  (Arcana) Check can hear its spectral call for rescue.  
      Chaos Storm. The storm’s causal freeze is immune 
  to both natural and magical fire. Consider enhancing 
  play throughout the episode by using any previously 
  mentioned effects in Episodes One and Two. 
   
  Creatures/NPCs 
  Maucien Lemonloon (neutral-evil bard, no 
  weapons) fled Stonedock as the adventurers closed  
  in.  The bard hides in one shack. Two zombies and 
  one dread warrior surround it. The chaos storm’s 
  effects have spawned an undead killer whale 
  (Killer whale w/80HP, Undead Fortitude, Immunity 
  to Poisoned Condition & Poison damage). 
       
  Objectives/Goals.  Lemonloon guards the spoils of 
  the con and the Corsair’s Star until the bard returns 
  to Mulmaster. The undead seek to recover it for their 
  Thayan masters. The undead killer whale wants to 
  swallow The Corsair’s Star before moving into 
  deeper Moonsea waters.  
      What Do They Know? Lemonloon (Frostmourn) 
  and his accomplices charmed the former owner of 
  the Corsair’s Star. They fled Mulmaster with the 
  evacuees to escape the war and previous debtors. 
   
  Adjusting the Scene  
  Consider making these adjustments based on your group.  
  • Very Weak/Weak: Reduce undead killer whale HP to 59. 
  Bite does (9) 3d4+4 piercing damage. 
  • Strong/Very Strong: Each time the whale crashes through 
  the ice, all enemies within 15ft of the it killer whale must 
  make a DC 14 Dex Save or be knocked prone.  
   
  Main Objective B. Catching the bard and taking the 
  Corsair’s Star is not the end. They must return back 
  to shore with it, destroy it, or return it to Mulmaster 
  to complete Main Objective B.  
   
  Concluding the Adventure 
  Before returning Corsair’s Star to Mulmaster (or 
  destroying it), the Stonedock villagers offer their 
  thanks, while the refugees hope The Red War will 
  end soon. 
   
  Treasure & Rewards 
  Completion of the Main Objectives unlocks an opal-
  adorned compass (Orb of Direction). Completion of 
  Bonus Objective B unlocks Chauncey’s lucky fishing 
  pole (Immovable Rod). Tarkio offers them the 
  villages unique stinkbait and players take the 
  memory of Faro Gupkin with them (Story Rewards).  
   
  Playing the Pillars 
  COMBAT 
  The undead attack all who keep 
  them from the Corsair Star. The 
  undead killer whale appears at 
  the start of the third round. It 
  crashes through the ice floor, 
  attacks, then returns to the 
  water. Once it slays the holder 
  of the Corsair’s Star, it leaves.  
  EXPLORATION 
  If the characters search the 
  shacks, they find fishing gear 
  and frozen rations in the 
  storeboxes. The shack that 
  Lemonloon hides in is locked 
  (DC 12 Str or Dex Check to 
  open, adding proficiency bonus 
  when appropriate).  
  SOCIAL 
  Lemonloon tries to convince 
  adventurers to let him go, 
  casting the Friends or Charm 
  Person Spell on whoever the 
  most susceptible appears to be. 
  If he uses Invisibility, allow a 
  DC 15 Wisdom (Perception) 
  check to hear his footfalls.  
  
   
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  CCC-COTN-01-01 By the Seashore: A Red War Tale (v.1.0) 
   
   
   
   
   
   
   
  13 
  Adventure Rewards 
   
  Upon completing the adventure, the characters each 
  receive rewards based upon their accomplishments. 
  These rewards include advancement and treasure, 
  and may include special rewards, such as story 
  awards or new downtime activities, as follows: 
  Advancement Checkpoints 
  The characters receive one advancement 
  checkpoints for each objective completed: 
  • Main Objective A:  Investigate, search, and speak 
  with locals in Stonedock about undead attacks. 
  • Main Objective B: Pursue Lemonloon and obtain 
  the Corsair’s Star. Return or Destroy it. 
  In addition, characters receive one advancement 
  checkpoints for each bonus objective completed.  
  • Bonus Objective A:  Recover supplies from an old 
  druid’s hovel for Faro Gupkin.  
  • Bonus Objective B: Help Chauncey Tarkio capture 
  Muckmaw, the legendary catfish. 
  Treasure Checkpoints 
  The characters receive one treasure checkpoint for 
  each main objective and bonus objective 
  completed. 
  Magic Item Unlock 
  Characters completing adventure’s story objectives 
  unlock these magic items. 
  Chauncey’s Codbone Cosherer (Immovable Rod). 
  This gnarled bramble and birchwood stick is twisted 
  around the bone-white spine of a humongous 
  Moonsea Cod. Druidic runes are engraved along its 
  handle. It carries a crude reel made of the skull of a 
  sea chub. Any fish-like beasts within 10ft. of the rod 
  will cause it to shake and excitedly exclaim, “You got 
  a bite! You got a bite!” A description of this item’s 
  functions are located in the Dungeon Masters Guide.  
   
  Corsair’s Star (Orb of Direction). This masterwork 
  compass was once the property of a Thayan ship 
  captain. Within its silver casing is a beautifully-
  crafted compass rose, whose points resemble a 
  nexus of lightning bolts and bone fingers. While in 
  use, the wielder hears the sound of waves crashing, a 
  ship’s hull creaking, and a haunting voice which 
  calls, “Bring it back …bring it back to me...”. A 
  description of this item’s functions are located in 
  Xanathar’s Guide to Everything. 
  Story Awards 
  During this adventure, the characters may earn the 
  following story award: 
  Faro’s Song. You have spent time in the company of 
  the constable of Stonedock, moreso that you can 
  mimic the song Faro is known for humming. This 
  song may sooth the fear-filled hearts and instill hope 
  to those in despair. This innocent homage to this 
  well-loved man may move the displaced and 
  hopeless to action, possibly effecting the Red War or 
  future Con of the North Convention-Created Content.  
   
  Stink of Thanks. As a token of gratitude, the 
  fishermen of Stonedock gift you a bucket of their 
  special stinkbait. Each batch of this offal-smelling 
  muck is a local mixture of rotten food staples, dead 
  beast viscera, bubbling, vile fluids and a special 
  ingredient that its maker adds to it! The bait’s stench 
  is so putrid that many may avoid you while you have 
  it, you might lure beings that enjoy this gut-churning 
  grub to it, or it could serve you in other ways in 
  future Con of the North Convention-Created Content.  
   
  DM Rewards 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the other rewards listed above. 
   However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for 
  more information about DM Quests. 
   
  About the Author 
  Marcello De Velazquez, is a retired US Air Force veteran of 20 
  years, whose love of D&D has led to his fulfilling a life-long 
  dream of designing adventures for the D&D community. He 
  longs for the creation of a carb-free cheeseburger macaroni.    
  Quote: “Attention All Adventurers! Good Gaming!” 
   
  Con of the North 2019 
  For 25 years, Con of the North has brought the gaming 
  community together in an exciting and inclusive environment 
  in the Twin Cities region. Learn more at 
  http://conofthenorth.org/  
   
  
   
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  CCC-COTN-01-01 By the Seashore: A Red War Tale (v.1.0) 
   
   
   
   
   
   
   
  14 
  Appendix 1: Locations & NPCs 
   
  The following NPCs and locations feature 
  prominently in this adventure.  
  • Maucien Lemonloon/Frostmourn  
  (MAW-see-in LEH-men-loon/ FROST-morn). 
  Human bard, charlatan. Zhentarim. This scoundrel 
  (along with his associates) take advantage of the 
  fear of the displaced and the goodwill of nearby 
  villagers by posing as a Cleric of Auril, the 
  Frostmaiden.  Cunning and flamboyant.  Has taken 
  something from someone who has deadly friends. 
   Personality: “I’m always looking for the next con”.  
   Ideal: “People can be useful tools or useful fools”.
   Bond: “This compass is an object of beauty. I will 
   keep it until I can find its match in the world”. 
   Flaw: “Betrayal is a necessary ending to any ruse”. 
   
  • Faro Gupkin (FAR-row GUP-kin).  
  Human, commoner, village constable 
  Appointed leader of the fishing village Stonedock. 
  Kind-hearted and generous-spirited. Enjoys 
  humming songs. Talks with a drawl. Wants to help 
  all the people, but is running out of options. 
   Personality: “..do what we can fer everybawdy..” 
   Ideal: “Ah keep hummin to give ‘em hope!” 
   Bond: “Ah help cus Ah know it’s right..” 
   Flaw: “Got me a mind fer solvin’, but nuna bravery 
   fer resolving...” 
   
  • Chauncey Tarkio (CHON-see TAR-kee-oh). 
  Stout halfling, commoner, fisherman 
  One of the best fishermen in Stonedock. Good-
  willed and sharp-eyed. Knows he’s lucky. Has an 
  idea to help, but nobody to share the risk. His 
  favorite vest has pockets for fish tackle. Stutters.  
   Personality: “Ah give as much trust as necessary”. 
   Ideal: “… care for Stonedock folk before others”. 
   Bond: “I’d do anything fer Faro Gupkin”.   
   Flaw: “I stu-stu-stu- tter when I talk”. 
   
  • Chaos Storm (KAY-os STORM). 
  Spawn of clashing necrotic and elemental magics.  
  Warped weather. Erratic. Dark-grey clouds that 
  resound with rolling thunder; twisting flares of 
  life-sapping energy with deadly bursts of cold. 
  Unpredictable force unleashed by The Red War. 
   Personality: I can free your soul or freeze it! 
   Ideal: Carry me winds! …across the Moonsea! 
   Bond: I must share my gift to all those below me. 
   Flaw:  I’m soulless and uncontrollable. 
   
  • Stonedock (Like it sounds)  
  Small fishing village, simple but strong structures. 
  Recent host to a refugee camp on its outskirts, 
  consisting of displaced people of war-torn 
  Mulmaster. Dealing with an undead attack, a 
  worthless priest, and some nasty weather.  
   Personality: Provides what it can to its folk. 
   Ideal: The dock stays strong so the folk can fish. 
   Bond: Keep me together and I’ll keep you warm. 
   Flaw: Most of my folk are fearful of strangers. 
   
  
   
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  CCC-COTN-01-01 By the Seashore: A Red War Tale (v.1.0) 
   
   
   
   
   
   
   
  15 
  Appendix 2: Creature Statistics 
   
  Commoner 
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 0 (10 XP) 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target 
   
  Dread Warrior 
  Medium undead, neutral evil 
  Armor Class 18 (chain shirt, shield) 
  Hit Points 37 (5d8 + 18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (0) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  10 (+0) 
   
  Saving Throws Wis +2 
  Skills Athletics +4, Perception +3 
  Damage Immunities Poison 
  Condition Immunities Exhaustion, Poison 
  Senses Darkvision 60ft., Passive Perception 13 
  Languages Common 
  Challenge 1 (200 XP) 
   
  Undead Fortitude. If damage reduces the zombie to 
  hit points, it must make a Constitution saving throw  
  with a DC of 5 + the damage taken, unless the  
  damage is radiant or from a critical hit. On a success,  
  the zombie drops to one hit point instead. 
  Actions 
  Multi-attack. The dread warrior makes two melee 
  attacks. 
  Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 
  + 2) slashing damage if wielded with two hands. 
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 
  2) piercing 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.  
   
  Maucien Lemonloon/Frostmourn (Bard) 
  Medium humanoid (any race), any alignment 
  Armor Class 15 (Chain Shirt) 
  Hit Points 44 (8d8 +8) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   11 (+0) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  14 (+2) 
   
  Saving Throws DEX +4, WIS +3 
  Skills Acrobatics +4, Perception +5, Performance +6 
  Senses Passive Perception 15 
  Languages any two languages 
  Challenge 2 (450 XP) 
   
  Spellcasting. The bard is a 4th level spellcaster. It’s 
  spellcasting ability is Charisma (spell save DC 12, +2 
  with spell attacks). It has the following spells prepared: 
   
  Cantrips (at will): friends, mage hand, vicious mockery 
  1st level (4 slots): charm person, healing word, 
  heroism, sleep, thunderwave 
  2nd level (3 slots): invisibility, shatter 
  Song of Rest. The bard can perform a song while taking 
  a short rest. Any ally who hears the song regains an 
  extra 1d6 hit points if it spends any Hit Dice to regain 
  hit points at the end of that rest. The bard can confer 
  this benefit on itself as well.  
   
  Taunt (2/day). The bard can use a bonus action on its 
  turn to target one creature within 30 ft. of it. If the 
  target can hear the bard, the target must succeed on a 
  DC 12 Charisma saving throw or have disadvantage on 
  
   
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  CCC-COTN-01-01 By the Seashore: A Red War Tale (v.1.0) 
   
   
   
   
   
   
   
  16 
  ability checks, attack rolls, and saving throws until the 
  start of the bards next turn.  
  Actions 
  Short Sword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit 5 (1d6+2) piercing damage. 
  Short Bow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft. one target. Hit 5 (1d6+2) piercing.  
   
  Muckmaw, Legendary Catfish (Dolphin) 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (natural) 
  Hit Points 11 (2d8 + 2) 
  Speed 0 ft., Swim 60 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  13 (+1) 
  13 (+1) 
  6 (-2) 
  12 (+1) 
  17 (-2) 
   
  Skills Perception +3 
  Senses Blindsight 60ft. Passive Perception 13 
  Languages -- 
  Challenge 1/8 (25 XP)  
   
  Charge. If the dolphin moves at least 30 feet straight 
  toward a target and then hits it with a slam attack on 
  the same turn, the target takes an extra 3 (1d6) 
  bludgeoning damage. 
  Hold Breath. The dolphin can hold its breath for 20 
  minutes. 
   
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage. 
   
  Murder of Crows (Swarm of Ravens)  
  Medium swarm of tiny beasts, unaligned 
  Armor Class 12 
  Hit Points 24 (7d8 - 7) 
  Speed 10 ft., fly 50 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  6 (-2) 
  14 (+2) 
  8 (-1) 
  3 (-4) 
  12 (+1) 
  6 (-2) 
   
  Skills Perception +5 
  Damage Resistances Bludgeoning, Piercing, Slashing 
  Condition Immunities Charmed, Frightened, Grappled, 
  Paralyzed, Petrified, Prone, Restrained, Stunned 
  Challenge 1/4 (50 XP) 
   
  Swarm. The swarm can occupy another creature's space 
  and vice versa, and the swarm can move through any 
  opening large enough for a Tiny raven. The swarm can't 
  regain hit points or gain temporary hit points. 
  Actions 
  Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target 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. 
   
  Sentient Roots (Awakened Tree) 
  Medium humanoid (any race), any alignment 
  Armor Class 13 (Natural Armour) 
  Hit Points 59 (7d12 +14) 
  Speed 20 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  6 (-2) 
  15 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Damage Vulnerabilities Fire 
  Damage Resistances Bludgeoning, Piercing 
  Senses Passive Perception 10 
  Languages One language known by its creator 
  Common) 
  Challenge 2 (450 XP) 
   
  False Appearance. While the tree remains motionless, it is 
  indistinguishable from a normal tree. 
   
  Actions 
  
   
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  CCC-COTN-01-01 By the Seashore: A Red War Tale (v.1.0) 
   
   
   
   
   
   
   
  17 
  Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 14 (3d6 + 4) bludgeoning damage.  
   
  Undead Killer Whale (Killer Whale) 
  Huge Beast, unaligned 
  Armor Class 12 (Natural Armor) 
  Hit Points 90 (12d12 + 12) 
  Speed 0ft., swim 60ft.  
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   19 (+4) 
  10 (+0) 
  13 (+1) 
  3 (-4) 
  12 (+1) 
  7 (-2) 
   
  Skills Perception +3 
  Senses Blindsight 120ft., Passive Perception 13 
  Languages -- 
  Challenge 3 (700 XP) 
   
  Echolocation. The whale can't use its blindsight while 
  deafened.  
  Hold Breath. The whale can hold its breath for 30 
  minutes.  
  Actions 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 21 (5d6+4) piercing damage.  
   
  Zhentarim 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 feet of the creature and the ally isn’t  
  incapacitated 
  Actions 
  Multi-attack. The thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. 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. 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target 
   
  Zombie  
  Medium undead, neutral evil 
  Armor Class 8 
  Hit Points 22 (3d8 + 9) 
  Speed 20 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   13 (+1) 
  6 (-2) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  5 (-3) 
   
  Saving Throws WIS +0 
  Damage Immunities Poison 
  Condition Immunities Poisoned 
  Senses Darkvision 60 ft., Passive Perception 8 
  Languages Understands the language of its creator, but 
  does not speak 
  Challenge 1/4 (50 XP) 
  Actions 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target, Hit: 4 (1d6 +1) bludgeoning damage.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  Appendix 3: Map A. Stonedock 
   
   
   
   
   
  
   
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  Appendix 3: Map B. Cold, Cold, Cache  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  Appendix 3: Map C. Hook, Line, and Stinker!  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  Appendix 3: Map D. The Fishing Shacks 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  Appendix 4: Cold, Cold, Cache (Bonus Objective A.) 
  Estimated Duration: 60 Minutes 
  The Druid’s Hovel 
  Faro Gupkin guides the adventurers into the nearby 
  forest, leading them to the hovel of an old druid, long 
  believed to be dead. In their search, they may find 
  supplies and rations that can help the camp and 
  villagers. 
   
  Prerequisties 
  The adventurers must have spoken to Faro Gupkin 
  and decided to assist him in Episode 2, Scene A.  
   
  Bonus Objective A 
  The adventurers should recover any supplies that 
  exist within the druid’s hovel and return them to 
  Faro Gupkin.  
   
  Area Information  
      Dimensions and Terrain. The hovel is made of 
  stone and brambles. Its floor is cold earth. It stands 8 
  ft. high.  Inside is a fire pit, pelt blankets and wooden 
  table with trinkets about. A trapdoor leads into 
  underground chambers, one of which contains 
  supplies that have survived the frost.  The chamber 
  are guarded (See Creatures/NPCs). 
      Lighting. There is a hovering disturbance in the 
  skies above, caused by the warped weather front; 
  however, bright light is present. Dim light peeks into 
  the hovel. Below the trapdoor, the only light present 
  is what adventurers bring with them.  
      Frozen Undead. A presence of zombies and dread 
  warriors are scattered about the area. The unnatural 
  artic-blast has frozen them. (See Creatures/NPCs)  
   
  Creatures/NPCS 
  Faro Gupkin keeps a safe distance from the undead 
  and the hovel. Four zombies and two dread 
  warriors are located around the hovel. The zombies 
  have one HP. Sentient roots (awakened tree with 0 
  mvt and vulnerability to cold instead of fire) hang 
  from underground ceilings  
      Goals/Objectives. Faro Gupkin hopes the 
  adventurers will find something that may help the 
  camp and village.  The sentient roots carry out their 
  former masters will and protect the entrance into 
  the stores.  
      What Do They Know? Faro Gupkin suspects that 
  the druid had something hidden, since he rarely 
  came to the village for supplies. The dread warriors 
  and zombies know that the Corsair’s Star calls to 
  them.  
   
  Adjusting the Scene  
  Consider making these adjustments based on your group.  
  • Very Weak/Weak: Reduce awakened tree HP to 35.  
  • Strong/Very Strong: Zombies have full HP. Layer of frost 
  acts as Armor of Agathis casted with 3rd level slot. Increase 
  awakened tree HP to 90.  
   
  Returning to Episode Two 
  Upon leaving, the party notices a disturbance in the 
  sky above the village shrine, Faro Gupkin urges them 
  towards it. Proceed to Scene D in Episode 2. 
   
   
  Playing the Pillars       
     
  COMBAT 
  Undead are initially petrified 
  until struck. They then attack. 
  After two rounds of combat, 
  they move towards the shrine 
  (Episode 2, Scene D). Sentient 
  roots grapple victims (DC 15 
  STR Athletics Check to Escape 
  Grappled condition).  
  EXPLORATION 
  Stored in the far chamber are 
  bins and barrels filled with 
  blankets, dried fish, pinenuts, 
  and berries.  A successful DC 13 
  Perception Check spots at the 
  bottom of old fox burrow a 
  hollowed bone containing a 
  potion of resistance (cold). 
  SOCIAL 
  Faro Gupkin can be convinced 
  to overcome his fear of the 
  hovel, and provide aid, but only 
  on a successful Charisma 
  (Persuasion) Check contested 
  by Faro Gupkin’s Wisdom 
  Check.
   
   
  
   
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  23 
   
  Appendix 5: Hook, Line, and Stinker (Bonus Objective B.) 
  Estimated Duration: 60 Minutes 
  The Dock 
  The town’s namesake support the villager’s homes 
  and their livelihood.  The deadly frost has forced 
  villagers into their homes and refugees into their 
  tents, all save Chauncy Tarkio, who is determined to 
  find a way to feed his fellow villagers.   
   
  Prerequisites 
  The adventurers must agree to help Chauncey 
  Tarkio in Episode 2.  
   
  Bonus Objective B 
  The adventurers help Chauncey Tarkio catch 
  Muckmaw, a monster catfish.  
   
  Area Information 
      Dimensions and Terrain. The dock stands 15ft 
  high and juts 100ft into the Moonsea. The end of the 
  dock is the ideal spot to fish. The waters are frozen 
  in a thick layer of ice (AC:15, HP:5, DT:8). Breaking 
  an area of ice removes a 5ft square area that 
  magically refreezes after a minute.   
      Lighting. The skies are brightly lit, although 
  obscured by the magic-infused cloud cover.  
      The Chaos Storm. The storm’s effect has made the 
  dock dangerous to cross, presenting the following 
  challenges during this objective: 
   
  - 
  Frequent strong gusts of wind (STR 15) that 
  can slam people against the dock rails.  
  - 
  Scattered frozen fish-hooks and tackle that 
  pierce the feet of passersby. 
  - 
  Threats can be avoided with DC 12 Checks 
  or they deal 1d8 damage (DM discretion) 
  The Finish Line 
  When the adventurers reach the dock’s edge, 
  Chauncey has set up his lucky fishing pole, baited the 
  line, and dropped it into a small hole he carved out 
  from the ice below.   
  Creatures/NPCs 
  Chauncey Tarkio (Commoner) avoids the dangers 
  on the dock with a halfling’s luck. Muckmaw is a 
  giant catfish (Dolphin without Charge or Hold 
  Breath traits, AC:13 and HP:35).  It’s uses a Slam 
  Attack twice a round, dealing 6 (1d8 +2) 
  Bludgeoning Dmg.  
      Objective/Goals. Tarkio wants to catch Muckmaw, 
  a local legend among the fishermen. Tarkio points 
  out how they can help. Muckmaw wants to eat the 
  bait without being hooked. It wants to break free!  
      What Do They Know? Chauncey Tarkio knows 
  that Muckmaw could feed the village and camp for 
  some time. If the fishing line holds, Muckmaw could 
  be hauled out of the water! Muckmaw will pull, slap, 
  and gulp its way to escape!!!! 
   
  Returning to Episode Two 
  Once Muckmaw is dealt with, the heroes notice a 
  disturbance near the village shrine, Tarkio urges 
  them toward it. Proceed to Scene D in Episode 2. 
  Adjusting the Scene  
  Consider making these adjustments based on your group.  
  • Very Weak/Weak: Reduce dock dangers DC to 10. Reduce 
  dmg to d6.  Muckmaw escapes in six rounds! 
  • Strong/Very Strong: Increase dock dangers DC to 14. 
  Increase dmg to d10. Muckmaw’s AC is 15. It has 45 HP. On 
  an attack roll of 1 or 2 by heroes, the line breaks!   
  Playing the Pillars 
  COMBAT 
  Muckmaw is forced out of the 
  water w/three DC 14 (min 
  combined STR of 30 needed). 
  While in the water, attacks 
  against it have Disadvantage. An 
  attack roll of one, an area-of-
  effect magic attack, or at the end 
  of four rounds, the line is broken 
  and Muckmaw escapes! 
  (whichever comes first). 
  EXPLORATION 
  Characters observing the small 
  ice hole when Muckmaw is 
  pulled up notices the catfish is 
  too big to fit through the small 
  hole!  They may spend an Action 
  to break the ice (Area 
  Information). If a 10ft or wider 
  area of ice around Muckmaw is 
  cleared, attack and STR checks 
  against it have Advantage. 
  SOCIAL 
  Tarkio occasionally looks over 
  the dock’s edge, hollering words 
  of encouragement (i.e. “You 
  almost got im!”, “Make the hole 
  larger!”) while his fishing rod 
  annoying yells, “You got a bite! 
  You got a bite!! …”  Allow Tarkio 
  a Help Action or the rod’s yelling 
  to force Concentration Checks to 
  spellcasters to keep focus!!!!    
  
   
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  24 
  Appendix 6: Player Handout (Magic Items) 
   
  Characters completing this adventure’s objectives 
  may obtain/unlock these magic items.  
  Chauncey’s Codbone Cosherer 
  (Immovable Rod) 
  Tier 1-4 Unlock, Table B of DMG, 8 treasure 
  checkpoints 
   This gnarled stick is the warped mix of bramble, 
  vine and birchwood, twisted around the spine of a 
  humongous Moonsea Cod. Druidic runes are etched 
  in the handle, their meaning, lost through the 
  seasons. The fish spine permits threading of a line 
  down to a crude reel made of a sea chub’s skull. 
  While activated, if there are any fish-like beasts 
  within 10ft. of the rod, it will shake, and the skull 
  will excitedly exclaim, “You got a bite! You got a 
  bite!”. 
   This magic item functions as an immovable rod, 
  which can be found in the Dungeon Master’s Guide. 
   
  Corsair’s Star (Orb of Direction) 
  Tier 1-4 Unlock,  2 treasure checkpoints 
   This palm-sized, masterwork compass was once 
  the property of a Thayan ship captain. Housed 
  within its polished silver case is an expertly-crafted 
  compass rose, whose bone-finger points stand out 
  from behind intricately-carved storm clouds and 
  lightning bolts. A diminutive opal orb suffused with a 
  part of the Thayan’s soul sets at its center. While in 
  use, the wielder hears the sound of waves crashing 
  along with a ship’s hull creaking. A haunting voice 
  calls, “Bring it back …bring it back to me...”.  
   This magic item functions as an orb of direction, 
  which can be found in the Xanathar’s Guide to 
  Everything. 
   
  Potion of Resistance (Cold)  
  Tier 1-4 Unlock, Table B of DMG, 8 treasure 
  checkpoints 
   A hollow legbone a woodland creature carries in it 
  a thick crème made of dried goodberries, fire 
  thistles, mint, and honey. It carries the strong scent 
  of menthol and has a sweet, syrupy taste.  
   This magic item functions as a Potion of 
  Resistance (Cold), which can be found in the 
  Dungeon Master’s Guide.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  25 
  Appendix 7: Player Handout (Story Rewards) 
   
  Characters completing this adventure’s objectives 
  may receive this story reward and/or downtime 
  activity.   
  Faro’s Song  
      You have spent time in the company of the 
  constable of Stonedock, moreso that you can mimic 
  the song Faro is known for humming. This song may 
  sooth the fear-filled hearts and instill hope to those 
  in despair. This innocent homage to this well-loved 
  man may move the displaced and hopeless to action, 
  possibly effecting the Red War or future Con of the 
  North Convention-Created Content.  
   
   
  Stink of Thanks 
       As a token of gratitude, the fishermen of 
  Stonedock gift you a bucket of their special stinkbait. 
  Each batch of this offal-smelling muck is a local 
  mixture of rotten food staples, dead beast viscera, 
  warm-bubbling, vile fluids and a special ingredient 
  that its maker adds to it! The bait’s stench is so 
  putrid that many may avoid you while you have it, 
  you might lure beings that enjoy this gut-churning 
  grub to it, or it could serve you in other ways in 
  future Con of the North Convention-Created Content.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  26 
  Appendix 8: Dungeon Master Tips 
   
  This adventure is designed for three to seven 1st-
  4th 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. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
  New to the Annual Storyline? 
  http://dnd.wizards.com/story/waterdeep 
  New to Being the Dungeon Master? 
  http://dndadventurersleague.org/storyline-seasons/ 
  waterdeep-adventures/ 
   
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within 
  the adventure’s level range. Characters playing in a 
  hardcover adventure may continue to play to but if 
  they play a different hardcover adventure, they can’t 
  return to the first one if they’re outside its level 
  range. 
  Preparing the Adventure 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiar yourself with the 
  adventure’s appendices and handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master, but may only 
  play it once with a given character. Ensure each 
  player has their character’s adventure logsheet (if 
  not, get one from the organizer). The players fill out 
  the adventure name, session number, date, and your 
  name and DCI number. In addition, the player also 
  fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. 
  These values are updated at the conclusion of the 
  session.  
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to ensure 
  that nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of ability 
  scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a 
  standard ability score array.  
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to spend 
  downtime days and it’s the beginning of an 
  adventure or episode, they can declare their activity 
  and spend the days now, or they can do so at the end 
  of the adventure or episode. Players should select 
  their characters’ spells and other daily options prior 
  to the start of the adventure, unless the adventure 
  specifies otherwise. Feel free to reread the 
  adventure description to help give players hints 
  about what they might face. 
  Adjusting This Adventure 
  When combat is a possibility, the adventure will 
  provide a sidebar that helps you to determine the 
  best mix/number of opponents to provide them with 
  to create an appropriate challenge. While you’re not 
  bound to these adjustments; they’re here for your 
  convenience and consideration. 
   To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s average party level (APL). 
  To approximate the party strength for the 
  adventure, consult the table below. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Con of the North (COTN)/CCC-COTN-01-01 By the Seashore - A Red War Tale.pdf