TEXT:  
   
  
   
   
   
  Border Kingdoms Lore: Ed Greenwood 
  Editing: Alan Patrick 
  D&D Adventurers League Guildmaster: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Alan Patrick, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Lysa Chen 
   
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  v.1.0 
   
   
   
  LEGACY & VIRTUE 
   
  The lands of Hawkgarth have long been known as "the Wood of Many Monsters". It is rumored that 
  an archmage of some ancient kingdom busied himself with the creation of new and terrible beasts in 
  this place, and champions from all over Faerun would come to test their mettle. A blood-red beast 
  terrorizes the villages at night, and the normally stoic residents are quick to recruit able-bodied 
  heroes. Too bad you're not their first choice! 
   
  A Two-Hour to Four-Hour Adventure for Tier 1 Characters 
   
   
   
  ALAN PATRICK 
  Adventure Designer 
   
  Adventure Code: CCC-GHC-BK1-06 
  Optimized For: APL 2
  
   
   
   
   
  3 
  Additional Credits 
  Cover art Jason Braun 
  Border Kingdoms map Wizards of the Coast 
  Cartography B. Simon Smith 
  Crimson fever owlbear image Dave Allsop 
  Zombie owlbear image Stock Art: Owlbear Zombie 
  by Outland Entertainment 
  Zombie image Stock Art: Blackmon Zombie by Jacob 
  E. Blackmon 
  Forest image The Forest Clearing, by Ivan Shiskin 
  (1896), public domain from Wikimedia Commons 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A SPECIAL NOTE ABOUT ENCOUNTER SCALING 
  Legacy & Virtue is optimized for a party of five characters. 
  When running an adventure at a large convention such as 
  Gamehole, it is common to have seven players at a table, 
  which has the potential to affect encounter balance. The 
  “Adjusting the Encounter” sidebars within the adventure are 
  developed for an average party, but just like real life, one size 
  doesn’t necessarily fit all. 
   
  Players have a tendency to bring their best and brightest 
  to shows like Gamehole, and a group of seven optimized 
  characters can easily overpower the recommended party 
  strength you determine at the adventure’s start. As a DM, 
  you can—and should—adjust each encounter’s difficulty to 
  present a challenge for your players. 
   
  If the characters are overcoming combats too easily, 
  increase the recommended strength level of the encounters 
  by a step (from average to strong, for example). If needed, 
  you can also increase the number of monsters or maximize 
  their hit points to make things a little harder. In some cases, 
  you may even need to increase the difficulty by two steps, 
  just be careful not to make things unwinnable. 
   
  Remember, adjusting or improvising is encouraged, so long 
  as you maintain the adventure’s spirit! 
   
   
  
   
   
   
   
  4 
  Adventure Primer 
  This section provides the adventure’s background, a 
  list of prominent NPCs, an overview of the adventure 
  in play, and hooks that you can use to introduce your 
  players’ characters to the action. 
  Background 
  he village of AMBREES in the kingdom of 
  HAWKGARTH is the closest point of 
  civilization to the land known as “The 
  Wood of Many Monsters”. The forests of 
  Hawkgarth are rumored to contain 
  monstrous creations that aren’t found elsewhere in 
  the Forgotten Realms; whether this is fact, fiction, or 
  myth is up for debate. However, it’s known that this 
  place – the BORDER KINGDOMS, as Hawkgarth and 
  its neighbors are known – has been a place of open 
  conflict and strong-willed citizens for hundreds of 
  years. 
   Adventurers sometimes come here to make a 
  name for themselves in the woodlands but more 
  often than not leave empty-handed and 
  disappointed. Unfortunately, it appears that times 
  have changed and a BLOOD RED BEAST has 
  recently attacked a group of people on the road, 
  leaving only one survivor. 
   Arriving in the Laughing Unicorn Tavern, tales of 
  monsters attacks from history and current times 
  come to the characters. They are regaled with both 
  the fantastic and the somber, but a retired ranger 
  named ERIN WHICKSEY may have more insight 
  than even she realizes. 
  Episodes 
  The adventure typically takes place over one to 
  three episodes that take approximately two to four 
  hours to play. These episodes are initially introduced 
  by a Call to Action encounter. 
   If you’re planning to play the entire adventure at 
  once, you only need to introduce the Call to Action 
  once. However, if you plan to play them over several 
  sessions, you’ll want to revisit the Call to Action each 
  time you play. 
   Core Episode: Owlbear Lair. Erin helps the 
  characters find the owlbear lair, and contained 
  inside are more surprises than just a very angry 
  beast. 
  Bonus Objectives 
  This adventure contains bonus objectives that the 
  characters can pursue if they have additional time to 
  do so – earning additional advancement and 
  treasure checkpoints in the process. 
   Bonus Objective A: Rescue or Recover the 
  Talduth Vale Adventurers. The adventurers from 
  the Talduth Vale entered the owlbear lair some 
  time ago. Rescuing or recovering them would 
  certainly build the heroic legend that the 
  characters are seeking to build! 
   Bonus Objective B: Deal with the Undead. An 
  ancient keep lies deep within the owlbear lair. 
  Undisturbed for centuries, the restless dead are 
  locked inside those chambers. 
  The meat of the adventure is essentially a dungeon 
  crawl with one primary objective and two secondary 
  objectives: deal with the owlbear (primary), rescue 
  or recover the group from the Talduth Vale (bonus), 
  and deal with the undead (bonus). 
  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 two hours. However, 
  if you wish, you can provide a longer experience for 
  your players by pursuing the bonus objectives. 
   Main Story Objective Only. To complete the 
  adventure’s main objective, the characters 
  participate in Episodes 1 (Call to Arms) through 3 
  (Wrap Up) in order, however, you may include the 
  opportunity to pursue bonus objectives. 
   Bonus Objectives. You can extend this adventure 
  by as much as two hours by including opportunities 
  for the characters to pursue the bonus objectives. 
  These objectives branch off the core episode, but 
  their order is fluid.  
   
  T 
  
   
   
   
   
  5 
  Call to Action 
  Estimated Duration: 15 minutes 
   
  This adventure begins at midday with the characters 
  present in the village of Ambrees, near Hawkgarth’s 
  eastern border. They are in the Laughing Unicorn 
  Tavern; it is the only business in the village that 
  caters to adventuring folk. The Border Kingdoms are 
  populated by reserved, willful, and strong peoples of 
  many races and some may be superficially friendly, 
  though there’s always a good chance that a charlatan 
  or brigand is not far off – and perhaps even within 
  arm’s reach! 
   Allow the characters a few moments to introduce 
  themselves and determine why they’re staying at the 
  Laughing Unicorn Tavern, and then read or 
  paraphrase the following points about recent events: 
   The region of Hawkgarth is sometimes known as 
  “The Wood of Many Monsters”, and there are 
  always rumors of some huge mythical or fantastic 
  creature wandering the forests and roads, ready to 
  prey on the residents of the area. 
   Enterprising youths in the area and adventurers 
  from foreign lands sometimes come here to make 
  a name for themselves by hunting prey in the 
  forests. 
   A tenday ago, a dozen or so travelers on the trade 
  road were torn asunder by something huge and 
  mean. Nobody can clearly recall the last time that 
  something like this happened, though some tell 
  tales along the lines of “this one time, my great-
  uncle and his dog saw…” The carnage of the 
  attacks was so great that nobody’s certain exactly 
  how many people have been killed so far. Only 
  Erin Whicksey survived this event. 
   A group of champions from the Talduth Vale – the 
  next region to the east – were hired to lure out the 
  beast, destroy it, and bring back proof of the deed. 
  However, they haven’t been heard from for three 
  days; they are now assumed to be dead. 
  If the characters wish to speak with the residents 
  about the inn or the village, they find that most 
  people are tight-lipped with outsiders. Anyone that 
  succeeds on a DC 10 Wisdom (Insight) check can 
  determine that they simply need to earn the trust of 
  the people, which can be done by acting upon the 
  above points. 
   After the characters have had some time to 
  interact with the other patrons of the Laughing 
  Unicorn Tavern, they find that Erin Whicksey is here 
  in the tavern. She approaches them with an armload 
  of mugs filled with wheatwine, a sweet alcohol local 
  to Ambrees. Read or paraphrase the following: 
   She survived the attack simply because the 
  owlbear ignored her. She does not know why, but 
  believes that it might be related to her excessive 
  drunkenness when the attack happened. 
  “Alcohol’s a poison, you know; even the basest of 
  beasts knows it. I think it assumed that I was the 
  weakest of the bunch and not a threat.” 
   She explains that she was a ranger when she was 
  younger and says that she believes that the 
  creature was either provoked or is suffering from 
  an ailment – attacks against humans aren’t 
  common. “Something about that beast just ain’t 
  right. I know it. Shame.” 
   She describes the creature as “blood red and with 
  a hoot that would crack your ears open” and 
  “possessing knife-like claws on its paws, and a pair 
  of horrible yellow teeth”. A character that 
  succeeds on a DC 12 Intelligence (Nature) check 
  can deduce that although she was drunk when it 
  happened, she probably saw a large owlbear – and 
  that the ‘teeth’ were just the top and bottom parts 
  of the creature’s beak. 
   “Those kids from Talduth Vale deserve better. 
  They’re just trying to make a name. I heard that 
  one of them – Anders Tharion – is actually 
  something of a noble.” 
   She describes the party from Talduth Vale as 
  “Anders, the lithe idiot of the bunch. His 
  diminutive friend Thimple, the gnome bard. He’s a 
  sour fellow. And the twins Arrathys and Nayima, 
  those girls; so angry. But they were well-muscled, 
  that’s for sure. I bet they gave a good fight before 
  being devoured.” 
   The young adventurers from Talduth Vale were 
  not properly equipped. They boasted of their 
  prowess but had no obvious experience to back it 
  up. 
  Erin describes the location of the attack as being 
  about a 30-minute trek from the tavern, and how the 
  beast seemingly erupted from the ground. She 
  shudders at the recollection, downs the rest of her 
  drink, and excuses herself. 
   
   
  
   
   
   
   
  6 
  Episode Flowchart 
  This section should provide you, the DM, with 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. 
   
   
  Call to Action 
  Owlbear Lair: 
  Crimson fever 
  Owlbear Lair: 
  Deal with the Owlbear 
  Owlbear Lair: 
  Deal with the Undead 
  Wrap Up 
  . 
  
   
   
   
   
  7 
  Core Episode: 
  Owlbear Lair 
  Estimated Duration: 2 hours 
   
  The Dark Holds  
  Many Surprises 
  The owlbear lair is, at first, a direct investigation. 
  The further that the characters progress, the more 
  they might discover – from owlbear young to 
  trapped undead to a forgotten, destroyed keep. 
  Prerequisites 
  The characters must have talked to Erin in the 
  Laughing Unicorn Tavern and gotten the location of 
  the attack from her. A basic search of the area 
  reveals owlbear tracks as well as the tracks of the 
  party from Talduth Vale. They all lead to a roughly-
  dug burrow in the earth. 
  Area Information 
  The area has the following features:  
   Dimensions & Terrain. The characters enter the 
  lair by way of the burrow; this is marked by the grey 
  circle on the map in chamber 1. The lair is large and 
  offers several side chambers. The southern portion 
  of the lair is comprised of decrepit rooms from a 
  long-lost keep, but unfortunately the earth has 
  swallowed it up and it cannot be explored further at 
  this time.  
   Lighting. Bright light extends 10 feet into the den 
  from the entrance, and dim light extends 20 feet 
  beyond that. After that point the complex is 
  consumed by darkness except where specifically 
  noted. 
  Traps & Puzzles 
  If any loud sound effects such as the owlbear’s hoot 
  or the thunderwave spell are used, loose earth from 
  the ceiling of the cavern begins to fall. This causes 3 
  (1d6) points of bludgeoning damage to a random 
  creature in that chamber and increases by 3 (1d6) 
  every successive time this occurs while the 
  characters are still in the lair. A successful DC 12 
  Dexterity (Acrobatics) check negates half of the 
  damage. 
   If three loud effects are used in a single chamber, 
  there is a cave-in in that space. The entire chamber 
  is treated as difficult terrain and any creature 
  present when the cave-in is triggered must succeed 
  on a DC 14 Dexterity saving throw or take 10 (3d6) 
  points of bludgeoning damage and be pinned to the 
  floor by rubble. If a creature fails this saving throw 
  by 5 or more, they must also succeed on a DC 14 
  Constitution saving throw or be knocked 
  unconscious by the falling rubble; that character is 
  considered buried and begins to suffocate 
  immediately. 
  Objectives 
  Each space in the lair has things to interact with and 
  investigate. The characters know of their primary 
  objective already, and anything further would 
  simply cement their status as heroic adventurers 
  and provide them with an excellent start to their 
  careers:  
   They must deal with the threat of the owlbear. As 
  this is its lair, they already know that it will have 
  some advantages.  
   They should attempt to discover the status and 
  whereabouts of the group from Talduth Vale. 
  BONUS OBJECTIVE: DEAL WITH THE UNDEAD  
  The undead will not leave the worked stone of the ruined 
  keep. If the characters inspect those stones, they find faint 
  lingering evidence of abjuration and conjuration runes. This 
  counts for one-third of this bonus objective. 
   
   
  Playing the Pillars 
   
  COMBAT 
  If the owlbear sees any of the 
  characters within 15 feet of her 
  cubs, she enrages and fights to the 
  death. If the characters have already 
  fed her, she is agitated and growls a 
  warning first but won’t pursue them 
  if they leave.
  EXPLORATION 
  The characters may stealth through 
  the lair, and in so doing discover the 
  ruined keep, the fragile ceiling, and 
  Anders – all without riling the 
  owlbear. 
  SOCIAL 
  Resourceful characters may attempt 
  to calm the owlbear through magic 
  or copious amounts of food (20 
  pounds of fresh meat or 10 days of 
  rations). The cubs require half of this 
  amount. 
  
  8 
  Creatures/NPCs 
  The main part of the lair contains the owlbear, two 
  owlbear cubs, and Anders Tharion (currently at 0 
  hit points and both legs broken). 
   If the characters explore the area thoroughly, they 
  find some undead as well as the source of the 
  crimson fever infection.  
  Objectives/Goals 
  The owlbear is afflicted with crimson fever and 
  fights to the death if alarmed or challenged. While in 
  her lair, she gives intruders a single growl of 
  warning before attacking. She is missing large 
  patches of feathers and her skin is crimson and flaky, 
  appearing almost demon-like due to being afflicted 
  with crimson fever. 
   The owlbear cubs are only a tenday old and 
  cannot hunt on their own. As wild creatures, they are 
  unsuitable as animal companions and cannot be 
  trained. They are easily agitated and very noisy. 
  They are in the early stages of crimson fever but may 
  recover with fresh air and untainted food and water. 
  What do They Know? 
  According to Erin, the beast is agitated. It may be 
  susceptible to strong smells (she was drunk when it 
  attacked her group) or it’s possible that it’s hungry 
  or sick. 
   The characters also know that another group of 
  adventurers was sent after the beast, and there is a 
  slim chance that one or more of them may be alive. 
  WHERE IS THE OWLBEAR? 
  As the characters investigate the area, the owlbear also 
  moves about. There are four owlbear cubs in the lair (two in 
  each of the chambers marked ‘4’), and the owlbear prefers to 
  spend time there. It cannot open any closed doors, and even 
  if the door to chamber 9 is open it will not enter (see that 
  chamber’s description). 
   
  When the characters first arrive, the owlbear is in chamber 
  7, toying with one of the corpses. For every five minutes that 
  the characters spend in the lair, the owlbear moves two 
  chambers in a random direction. If it makes its way to the 
  chambers with the cubs, it will stay there for one hour before 
  moving on. Should it find its way into the same chamber that 
  the characters occupy, it will not immediately consider a 
  character that has drunk any amount of wheatwine in the 
  last hour to be a threat, as the alcohol masks their scent and 
  confuses the sick owlbear’s senses. 
   
  Use this as an opportunity to build suspense by describing 
  the faint hooting noises, the deep claw marks in the walls, 
  the smells of wet earth and rotting vegetation, and so on. 
  TIMING AND EXPLORATION 
  Allow the characters as much time as they need to explore 
  the environment but advise them to stay on-task. They don’t 
  know it, but Anders Tharion (see chamber 3) will succumb to 
  his wounds and die 30 minutes after the characters enter the 
  lair. If he is revived, he can share any of the information in his 
  NPC description in the appendix, but he is not a capable 
  combatant and may actually be a detriment to the party as 
  they explore the environment. 
  
  9 
  1. Entrance Chamber
  Area Information 
  The area has the following features: 
   Dimensions & Terrain. The gray circle on the map 
  indicates the burrow entrance some twenty feet 
  above. The chamber’s ceiling is approximately ten 
  feet here, so ropes and climbing gear should be used 
  unless the characters are particularly creative. 
   The chamber itself is littered with stones, broken 
  roots, and discarded half-eaten limbs of several 
  different woodland creatures. The smell throughout 
  the entire cavern system is earthy, wet, and has hints 
  of rotting meat. 
   Owlbear tracks and droppings are easy to follow. 
  Quiet hoots and snuffles can be heard to the east and 
  louder grunts and hoots can be heard to the south. 
  2. Sandy Pit
  Area Information 
  The area has the following features: 
   Dimensions & Terrain. The floor here is very 
  loose due to copious amounts of sand being present 
  in the roughly bowl-shaped chamber. The entire 
  floor is considered difficult terrain. Small stalactites 
  hang down from the ceiling, built of mineral deposits 
  being filtered through the groundwater pockets 
  above the ceiling. 
   Any amount of investigation here shows that the 
  owlbear uses this chamber as a place to dispose of 
  most of its droppings by burying them beneath the 
  sand. 
  3. Play Space
  Area Information 
  The area has the following features: 
   Dimensions & Terrain. These chambers are only 
  about seven feet tall and the floor is littered with 
  bones from all manner of creatures, broken owlbear 
  eggshells, and droppings and other bits of viscera. 
  Creatures/NPCs 
  Anders Tharion is near the center of the room. He 
  is unconscious and has 0 hit points. The owlbear has 
  brought him here to get her young to learn to hunt, 
  but they have no interest in leaving their respective 
  chambers (see the description of chamber 4). 
  Without healing, he dies 30 minutes after the 
  characters enter the owlbear lair. 
   If he is brought back to consciousness, he can 
  share any of the information in the NPC appendix 
  about himself or his erstwhile companions. Even 
  after healing, he is unable to move on his own due to 
  his injuries – he’s not an adventurer. He has no 
  combat training and makes all attacks with 
  disadvantage (his Strength and Dexterity modifiers 
  are -2 due to his injuries). 
  BONUS OBJECTIVE: RESCUE OR RECOVER THE
  TALDUTH VALE ADVENTURERS 
  The group from the Talduth Vale originally had four 
  members. Anders is one, but the gnome and the human 
  sisters remain. 
  4. Warrens
  Area Information 
  The area has the following features: 
   Dimensions & Terrain. These chambers are only 
  about seven feet tall, and the floor is littered with 
  bones from all manner of creatures, broken owlbear 
  eggshells, and droppings and other bits of viscera. 
  Creatures/NPCs 
  One owlbear cub is in each of these chambers and 
  they are about a tenday old. They are savage and 
  untamable due to the early stages of crimson fever 
  coursing through their systems. Although they do 
  not leave their specific warren chamber, they break 
  into excited hoots and howls if they see another 
  living creature. Nearly everything becomes either 
  food or a chew toy to them. The cubs are not a threat 
  in combat and can be easily defeated if engaged. 
  5. Bottleneck
  Area Information 
  The area has the following features: 
   Dimensions & Terrain. This narrow passageway 
  is highly unstable. If two loud effects are used here 
  the passageway will crumble as the sandy walls will 
  release the stones and earth behind them. On a 
  successful DC 12 Intelligence (Nature) check, the 
  characters can determine that any cave in here 
  would seal off the chambers beyond. 
  
   
   
   
   
  10 
  6. Muddy Chamber 
  Area Information 
  The area has the following features: 
   Dimensions & Terrain. The floor is covered in 
  sucking mud. Any creature that stops or ends their 
  turn more than ten feet away from the walls in this 
  chamber must succeed on a DC 12 Strength 
  (Athletics) check or be restrained as their feet 
  become sucked into the muck. Huge owlbear tracks 
  can be seen crisscrossing the area, though they don’t 
  appear to cross into chamber 8 for some reason. A 
  series of thin crimson roots can be seen coming out 
  of the stone from chamber 8 and reaching into this 
  place. 
  7. Disposal 
  Area Information 
  The area has the following features: 
   Dimensions & Terrain. The remains of unwanted 
  meals lie scattered all over the ground here. Some 
  are humanoid but most are woodland creatures of 
  various types, including deer and giant spiders. 
  Curiously, the mostly decayed corpse of a much 
  larger owlbear can be spied laying along the western 
  wall. 
  Creatures/NPCs 
  The corpse is an owlbear zombie because of the 
  crimson fever’s after-dead effect. It shuffles to its 
  feet with a loud hoot if the characters spend more 
  than two rounds in this chamber. 
  Treasure & Rewards 
  The characters find the following: 
   A handful of coins can be recovered. This takes 
  one round. 
   With a successful DC 18 Intelligence 
  (Investigation) check, the characters can find a 
  small but mostly intact lockbox half buried in the 
  ground. It takes two rounds to unearth the box. 
  The letters contained inside are very provocative; 
  they were exchanged between Anders Tharion 
  and someone named Mikato. 
  8. Grand Hall 
  Area Information 
  The area has the following features: 
   Dimensions & Terrain. Crimson roots can be seen 
  poking through the earth where the mud and rock 
  meet the worked stone. The eastern door is locked, 
  and the key is held by the zombies in chamber 15. 
   The bodies of Arrathys and Nayima are here. 
  They have been dead several days and show 
  grievous wounds. A successful DC 12 Intelligence 
  (Nature) or Wisdom (Medicine) check confirms that 
  they died to bite and claw wounds from the owlbear. 
   Any character that succeeds on a DC 12 
  Intelligence (History) check once they’ve seen this 
  room recalls that many conquerors have laid claim 
  to the Border Kingdoms, and there are numerous 
  lost ruins in the wilderness. Succeeding on this 
  check by 5 or more also grants that the stonework 
  here is similar to that of ancient Netheril, an old 
  human kingdom. 
  Treasure & Rewards 
  The characters find the following: 
   Arrathys is carrying a potion of healing. 
   Nayima is carrying a vial of antitoxin. 
  BONUS OBJECTIVE: RESCUE OR RECOVER THE 
  TALDUTH VALE ADVENTURERS 
  The group from the Talduth Vale originally had four 
  members. Arrathys and Nayima are two of them, but the 
  gnome and the human noble remain. 
   
  
   
   
   
   
  11 
  9. Broken Chamber 
  Area Information 
  The area has the following features: 
   Dimensions & Terrain. This chamber has fallen 
  into disarray and is partially collapsed. The entire 
  floor is considered difficult terrain, and the eastern 
  wall has given way to what appears to be a series of 
  crimson roots growing out from chamber 10. 
  10. Root Hub 
  Area Information 
  The area has the following features: 
   Dimensions & Terrain. Crimson veins – roots, 
  actually – criss cross the room and emerge from the 
  walls. The air smells of salted meat, and it almost 
  feels as if the roots are pulsing. This place is 
  uncomfortably warm and quite humid. The roots 
  have what appear to be naturally-occurred arcane 
  sigils on them. A shallow pool of water is in the 
  center of the room. 
   A successful DC 12 Intelligence (Nature) check 
  confirms that these are indeed the roots of some 
  larger organism, but it is one that is not known 
  across Faerun. 
   A successful DC 16 Intelligence (Arcana) check 
  confirms that these roots are magically enhanced, 
  but with spells and power that have been long 
  absent from the world. 
   A successful DC 12 Intelligence (Medicine) check 
  confirms that these roots cause intense illness in 
  any creature that consumes them. 
   If the root is removed from the structure, it loses 
  its potency in a matter of hours. It is not suitable 
  as a poison or distilled element for potions. 
  Any creature that consumes a fresh portion of the 
  root or drinks the water must succeed on a DC 12 
  Constitution saving throw or become afflicted with 
  crimson fever. 
  Creatures/NPCs 
  Two batches of violet fungus hide here, attached to 
  the eastern and western walls and hidden among the 
  roots. The fungus has taken on a crimson hue and 
  blends in with the roots; until they attack, they can 
  only be spotted by characters that have a passive 
  Perception of 14 or higher. 
  11. Abandoned Kitchen 
  Area Information 
  The area has the following features: 
   Dimensions & Terrain. The broken furnishings in 
  this chamber clearly mark it as an old kitchen. 
  Though the pots and tables have long since become 
  useless, it is obvious from the size of the room and 
  the worn grooves in the floor that it once saw plenty 
  of activity. 
  12. Storage 
  Area Information 
  The area has the following features: 
   Dimensions & Terrain. Once upon a time this 
  chamber held dry goods. Old wooden racks have 
  collapsed with age and whatever goods they once 
  held have long since vanished. The wood for the 
  western door has swollen shut and requires 
  successful a DC 12 Strength (Athletics) check to open. 
  13. Gathering Chamber 
  Area Information 
  The area has the following features: 
   Dimensions & Terrain. This large space was once 
  intended to serve as an entertainment hall. Faded 
  frescoes can still be spied and show finely dressed 
  nobles cavorting with strange beasts, the likes of 
  which are unidentifiable. The corpse of a gnome is in 
  the center of the room. 
   The southern door has been nailed shut, and the 
  western and eastern doors are swollen shut in their 
  frames as the wood has expanded with the moisture 
  in the air. A successful DC 12 Strength (Athletics) 
  check will open them. There is a gap that is just large 
  enough for a medium creature to squeeze under the 
  western door. 
  Creatures/NPCs 
  Two shadows lurk in a corner. The gnome was evil 
  and so did not rise as a shadow himself. 
  Treasure & Rewards 
  The characters find the following: 
   Thimple’s signet ring. It is made of brass and has 
  no gp value. 
  BONUS OBJECTIVE: RESCUE OR RECOVER THE 
  TALDUTH VALE ADVENTURERS 
  The group from the Talduth Vale originally had four 
  members. Thimple is one of them, but the human noble and 
  the human sisters remain. 
  
   
   
   
   
  12 
  14. Empty Chamber 
  Area Information 
  The area has the following features: 
   Dimensions & Terrain. No evidence remains of 
  this room’s original purpose. Crimson roots can be 
  seen snaking out from the stonework and into the 
  raw earth, though (see the description of chamber 
  10). 
   The wood for the eastern door has swollen shut 
  and requires a successful DC 12 Strength (Athletics) 
  check to open. A medium creature could squeeze 
  under it, though, and upon inspection it looks like 
  someone recently did just that. 
  15. Grand Hall 
  Area Information 
  The area has the following features: 
   Dimensions & Terrain. At some point in history 
  this was clearly a grand dining hall. The shattered 
  remains of five long tables and dozens of chairs lie 
  scattered about the chamber now. 
   The eastern door has been sealed shut, with stone 
  wedges holding the door in place, as if something on 
  the other side was intended to be contained. 
  Creatures/NPCs 
  Three zombies lurk here now. Their tattered rags 
  contain no identifiable markings that would 
  establish who they were or how long they’ve been 
  down here – though it’s a safe bet that it’s been years 
  at a minimum. 
   
  Treasure & Rewards 
  The characters find the following items of interest 
  amidst the wreckage: 
   One silver goblet 
   One tarnished silver serving platter inscribed with 
  text in Ancient Netherese that reads “Property of 
  Histokle”. The name is unfamiliar unless someone 
  succeeds on a DC 20 Intelligence (History) check, 
  which allows that character to recall the name as 
  one of the “lost magi of Netheril”. 
   A small key that unlocks the door to chamber 9. 
  BONUS OBJECTIVE: DEAL WITH THE UNDEAD 
  Discovering the name “Histokle” may not mean much right 
  now, but it accounts for one-third of this bonus objective. 
  16. Service Corridor & Stairs 
  Down 
  Area Information 
  The area has the following features: 
   Dimensions & Terrain. This long hallway is damp, 
  and the temperature is uncomfortably warm. At the 
  top of the spiral stairs the air becomes hot, and the 
  humidity makes it hard to breathe. For every hour 
  spent here, the characters must succeed on a DC 12 
  Constitution saving throw or gain a level of 
  exhaustion due to the oppressive environment. 
   The western doorway shows a great many 
  scratches in a pattern like that of a humanoid hand, 
  but the grooves are far too deep in the stone for 
  them to be from a natural creature. 
   The stairs descend some twenty feet but end 
  abruptly as the lower levels of this lost keep have 
  long since collapsed and have been filled in with 
  rubble. Further exploration is outside the purview of 
  this adventure. 
  Creatures/NPCs 
  A strangely-shaped minotaur skeleton stands 
  sentinel at the far end of the hall. It charges as soon 
  as it sees a living creature. 
  BONUS OBJECTIVE: DEAL WITH THE UNDEAD 
  This is not a normal minotaur skeleton, as it is a magically-
  created hybrid of a dwarf and a cow. If any of the characters 
  examine the bones they can easily determine the unnatural 
  origin, and it accounts for one-third of this bonus objective. 
   
   
   
  
   
   
   
   
  13 
  Wrap Up 
  Once the characters have dealt with the threat of the 
  sick owlbear they can either return to the Laughing 
  Unicorn Tavern or move on to other adventures. 
   Main Story Objective: Deal with the Owlbear. 
  The characters can relay to Erin the details of how 
  they resolved the owlbear issue. She is happy if they 
  incapacitated the beast, and ecstatic is the cubs are 
  still alive. If the characters determined that the 
  crimson fever is the cause of the issue, she grunts 
  and says that she will “work something out shortly”. 
  If the characters removed any of the owlbears from 
  the lair she flies into a curse-filled tirade, as “that is 
  outside the natural order of things – don’t you know 
  anything?!” 
   Bonus Objective: Rescue or Recover the Talduth 
  Vale Adventurers. It is possible that they have 
  Anders Tharion with them; if he is alive and the 
  characters also recovered his letters from chamber 7, 
  he is thankful and asks the characters to contact 
  Mikato for him while he recovers at the Laughing 
  Unicorn Tavern. He goes on to share any information 
  from his NPC appendix entry that he has not already 
  shared, as well as anything he knows of his 
  kidnappers. He has no interest in returning to the 
  Vale. 
   Bonus Objective: Deal with the Undead. What the 
  characters do with the knowledge of the buried 
  Netherese keep is entirely up to them. If they talk to 
  the people of Ambrees about it, they aren’t 
  particularly impressed, saying “ruins litter these 
  lands. They’re empty so let’s just keep the past 
  buried, eh?” The fact that the ruins were infused 
  with arcane runes and that the hybrid minotaur was 
  still a threat is something that may later be explored, 
  but “Histokle” is certainly worth remembering… 
  Treasure & Rewards 
  Regardless of Erin’s disposition towards the 
  characters, she is a firm believer in doing the right 
  thing. She hands over a delicate silver circlet that is 
  decorated with arcane runes, saying that it served 
  her well over the years. 
   Magic Items. An old circlet of blasting is granted 
  to the characters. 
   
   
   
  
   
   
   
   
  14 
  Adventure Rewards 
  Upon completing the adventure, the characters each 
  receive rewards based upon their accomplishments. 
  Advancement and Treasure 
  Checkpoints 
  The characters receive 2 advancement checkpoints 
  and 2 treasure checkpoints for completing the main 
  story objective below. 
   Main Story Objective: Deal with the Owlbear 
  The characters receive 1 advancement checkpoint 
  and 1 treasure checkpoint for each bonus objective 
  that they complete, as follows:  
   Bonus Objective A: Rescue or Recover the Talduth 
  Vale Adventurers 
   Bonus Objective B: Deal with the Undead 
  Player Rewards 
  The characters earn the following player rewards for 
  completing the adventure:  
  Magic Item Unlock 
  Characters completing adventure’s main story 
  objective unlock this magic item. 
   Circlet of Blasting. This circlet looks like a simple 
  piece of silver jewelry. On close inspection though it 
  is decorated with all manner of arcane runes from 
  the schools of evocation and conjuration. 
   This item can be found in Appendix 4: Player 
  Handouts. 
  Story Awards 
  During this adventure, the characters may earn the 
  following story award: 
   Anders Tharion Rescued. You rescued Anders 
  Tharion, a young noble that had been kidnapped 
  from Talduth Vale. More information can be found in 
  Appendix 4: Player Handouts. 
  Dungeon Master 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 adventure’s player rewards. 
   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. 
   
  
   
   
   
   
  15 
  Appendix 1: NPCs 
  The following NPCs and locations feature 
  prominently in this adventure. 
  Anders Tharion 
  Human male, mid-20s. The son of a nobleman from 
  Talduth Vale, Anders has never wanted for anything 
  in his life. Was kidnapped by Thimple during a 
  bard’s performance and later pressed into 
  mercenary service by the twins Arrathys and 
  Nayima. He desperately seeks a peaceful life, and has 
  a lover named Mikato (not present in adventure). 
   Personality. Anxious and self-deprecating. 
  Attempts to help everyone if possible, even if it 
  means over-extending himself. 
   Ideal. Peace isn’t a goal, but the natural order for 
  life. 
   Bond. I see the best in everyone and form close 
  bonds with people, even though they aren’t always 
  comfortable with it. 
   Flaw. I shy away from all forms of conflict. 
  Arrathys & Nayima (deceased) 
  These twin human sisters were mean and depraved 
  in life. 
   They were exceptionally strong and delighted in 
  ridiculing everyone around them but held a special – 
  if begrudging – respect for Thimple. They had dark 
  skin and claimed to be from Mulhorand. The owlbear 
  hunt was entirely their idea, and they pressed 
  Anders and Thimple in action. 
  Erin Whicksey 
  Human female, 45. Normally drunk on wheatwine, 
  Erin is a retired ranger that lives in Ambrees. She 
  was a skilled tracker before she left her life of 
  adventure behind. She has broad shoulders and a 
  square jaw, and her skin is leathery and tanned from 
  spending many years in the sun. 
   Personality. She is often quite bristly and quick to 
  share an acidic opinion. Honest to a fault but prone 
  to gossip, it’s clear that her command of “social 
  etiquette” is severely lacking. 
   Ideal. I seek to bring the love of the wilderness 
  into everyone’s lives. Respect the beast and live a 
  better life. 
   Bond. I value the lives of animals over most people. 
   Flaw. I’m a gossip and share everything I’ve heard. 
  Thimple (deceased) 
  This diminutive gnome delighted in trickery and 
  deception. He was the mastermind behind the 
  kidnapping of Anders, and often spoke about how 
  they planned to ransom him back to his family in 
  Talduth Vale. He would make frequent reference to 
  using poisons on unsuspecting people just to see 
  how they’d react (“it’s just a little poison, not enough 
  to kill ‘em!”) and confided in Anders that he planned 
  to betray the twins Arrathys and Nayima. 
   
  
   
   
   
   
  16 
  Appendix 2: Creature Statistics 
  MINOTAUR SKELETON 
  Large undead, lawful evil 
   
  Armor Class 12 (natural armor) 
  Hit Points 67 (9d10 + 18) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 11 (+0) 15 (+2) 
  6 (−2) 
  8 (-1) 
  5 (-3) 
   
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands Abyssal but can’t speak 
  Challenge 2 (450 XP) 
   
  Charge. If the skeleton moves at least 10 feet straight 
  toward a target and then hits it with a gore attack on 
  the same turn, the target takes an extra 9 (2d8) 
  piercing damage. If the target is a creature, it must 
  succeed on a DC 14 Strength saving throw or be 
  pushed up to 10 feet away and knocked prone. 
  ACTIONS 
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 17 (2d12 + 4) slashing damage.  
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) piercing damage. 
   
  A STRANGELY-SHAPED MINOTAUR?  
  The minotaur here was a magical creation, crafted by an 
  ancient wizard as a hybrid of a dwarf and cow. As such, the 
  following adjustments are needed:  
   Reduce size to medium.  
   Reduce gore damage to 11 (2d6 + 4) piercing.  
   Reduce charge damage to 7 (2d6) piercing. 
   
  OWLBEAR 
  Large monstrosity, unaligned 
   
  Armor Class 13 (natural armor) 
  Hit Points 59 (7d10 + 21) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 12 (+1) 17 (+3) 
  3 (−4) 12 (+1) 
  7 (−2) 
   
  Skills Perception +3 
  Senses darkvision 60 ft., passive Perception 13 
  Languages — 
  Challenge 3 (700 XP) 
   
  Keen Sight and Smell. The owlbear has advantage on 
  Wisdom (Perception) checks that rely on sight or smell. 
  ACTIONS 
  Multiattack. The owlbear makes two attacks: one with 
  its beak and one with its claws. 
  Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 10 (1d10 + 5) piercing damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) slashing damage. 
   
  OWLBEAR CUBS 
  The owlbear cubs in this adventure are very young and about 
  the size of a dog. Due to their savage instincts, they are 
  unsuitable as animal companions and are not able to 
  participate in combat. 
  CRIMSON FEVER 
  The owlbear is afflicted with crimson fever for most, if not all, 
  of the adventure. This changes the owlbear’s stat block in the 
  following ways: 
   Aggression. The owlbear has advantage on the first attack 
  roll that it makes on its turn. 
   Bare nerves. If the owlbear takes 10 or more damage 
  from a single source, it must succeed on a DC 14 
  Constitution saving throw. Failing this saving throw causes 
  the owlbear to hoot loudly in pain and to have 
  disadvantage on its next attack. 
   Consumption. If an owlbear’s opponent is reduced to 0 hit 
  points, it must succeed on a DC 14 Wisdom saving throw in 
  order to attack a different target. If it fails, it will continue 
  to attack this foe until it is dead. The owlbear has 
  advantage on this saving throw if it can see its cubs. 
  
   
   
   
   
  17 
  SHADOW 
  Medium undead, chaotic evil 
   
  Armor Class 12 
  Hit Points 16 (3d8 + 3) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (−2) 
  14 (+2) 13 (+1) 
  6 (−2) 10 (+0) 
  8 (−1) 
   
  Skills Stealth +4 (+6 in dim light or darkness) 
  Damage Vulnerabilities radiant 
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities necrotic, poison 
  Condition Immunities exhaustion, frightened, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 1/2 (100 XP) 
   
  Amorphous. The shadow can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Shadow Stealth. While in dim light or darkness, the 
  shadow can take the Hide action as a bonus action. 
  Sunlight Weakness. While in sunlight, the shadow has 
  disadvantage on attack rolls, ability checks, and saving 
  throws. 
  ACTIONS 
  Strength Drain. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, 
  and the target’s Strength score is reduced by 1d4. The 
  target dies if this reduces its Strength to 0. Otherwise, 
  the reduction lasts until the target finishes a short or 
  long rest. 
   If a non-evil humanoid dies from this attack, a new 
  shadow rises from the corpse 1d4 hours later. 
   
  VIOLET FUNGUS 
  Medium plant, unaligned 
   
  Armor Class 5 
  Hit Points 18 (4d8) 
  Speed 5 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   3 (−4) 
  1 (−5) 
  10 (+0) 
  1 (−5) 
  3 (−4) 
  1 (−5) 
   
  Condition Immunities blinded, deafened, frightened 
  Senses blindsight 30 ft. (blind beyond this radius), 
  passive Perception 6 
  Languages — 
  Challenge 1/4 (50 XP) 
   
  False Appearance. While the violet fungus remains 
  motionless, it is indistinguishable from an ordinary 
  fungus. 
  ACTIONS 
  Multiattack. The fungus makes 1d4 Rotting Touch 
  attacks. 
  Rotting Touch. Melee Weapon Attack: +2 to hit, reach 
  10 ft., one creature. Hit: 4 (1d8) necrotic damage. 
   
  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 languages it knew in life 
  but can’t speak 
  Challenge 1/4 (50 XP) 
   
  Undead Fortitude. If damage reduces the zombie to 0 
  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 1 hit point instead. 
  ACTIONS 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage. 
   
  OWLBEAR ZOMBIE 
  Increase the zombie’s size to large, grant it maximum hit 
  points (33), and its slam attack becomes ‘claw’. A claw attack 
  deals slashing damage. 
  
   
   
   
   
  18 
  Appendix 3: Maps 
   
   
   
   
   
  
  19 
  Appendix 4: Player Handouts 
  Crimson Fever 
  Crimson fever is an affliction that is localized to the 
  Border Kingdoms. It is a virulent disease that causes 
  the afflicted creature to become almost mindlessly 
  violent as they succumb to its ravages, and if they die 
  while so afflicted, they rise as zombies a tenday later. 
   Any creature that consumes food or water that has 
  been tainted by the arcane roots in the owlbear lair 
  must succeed on a DC 14 Constitution saving throw 
  or become afflicted with crimson fever. Each day 
  that they are afflicted, their Intelligence and Wisdom 
  scores are reduced by 1; when these scores reach 0, 
  the creature dies. A creature may attempt the saving 
  throw every 24 hours, and any creature that dies 
  while suffering from crimson fever rises as a zombie 
  a tenday later. Every day that a creature is afflicted 
  causes their flesh to become discolored and 
  eventually turns crimson. 
   This disease is strangely immune to magical 
  healing, but the recuperation downtime activity 
  (Player’s Handbook) is automatically successful so 
  long as the character has access to fresh food and 
  water. 
  Magic Item Unlock 
  Circlet of Blasting 
  Wondrous item, uncommon, Table F 
  This circlet looks like a simple piece of silver jewelry. 
  On close inspection though it is decorated with all 
  manner of arcane runes from the schools of 
  evocation and conjuration. 
   While wearing this circlet, you can use an action to 
  cast the scorching ray spell with it. When you make 
  the spell’s attacks, you do so with an attack bonus of 
  +5. The circlet can’t be used this way again until the 
  next dawn. 
  Story Awards 
  Anders Tharion Rescued 
  You rescued Anders Tharion, a young noble that had 
  been kidnapped from Talduth Vale. Whether or not 
  he shows up in your later adventures remains to be 
  seen, but he will surely remember your impact 
  regardless. 
  
   
   
   
   
  20 
  Appendix 5: 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 2. 
  Characters outside this level range cannot 
  participate in this adventure. 
  NEW TO D&D ADVENTURERS LEAGUE? 
  Welcome to the D&D Adventurers League! You can learn 
  more about this global organized play campaign on our 
  website. 
  NEW TO THE BORDER KINGDOMS STORYLINE? 
  Gamehole Con has been granted the ability to develop CCC 
  (Convention Created Content) adventures for the Border 
  Kingdoms. No other convention or organization outside of 
  Wizards of the Coast has been granted this ability. Their 
  region guide was written by Ed Greenwood and you can get 
  your copy on dmsguild.com. Border Kingdoms adventures 
  can be run just the same as any other Adventurers League-
  approved content. 
  NEW TO BEING THE DUNGEON MASTER? 
  A plethora of great Dungeon Master advice can be found all 
  across the internet. New DMs are urged to purchase a copy 
  of the Dungeon Master’s Guide and join our Facebook (player 
  group and DM group) and Twitter discussions. 
  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. 
   If this adventure proves too easy for your players, 
  consider increasing the owlbear’s hit points to 
  maximum, use smarter tactics when it attacks, or 
  some similar method. You may also wish to add a 
  second owlbear to the lair for very strong tables. 
   If this adventure proves too difficult for your 
  players, consider lower the DC of the crimson fever 
  saving throws by 1 or 2 and remove the owlbear’s 
  advantage on her first melee attack each round. For 
  very weak groups you could go so far as to apply 
  disadvantage to all of the owlbear’s melee attacks 
  and call it an effect of her advanced illness. 
  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 
  A NOTE ON PREREQUISITES AND OBJECTIVES 
  D&D Players love to do things that their DM’s can’t possibly 
  anticipate, and at the same time, Dungeon Masters are 
  encouraged to customize the content of our adventures, 
  mixing and matching bits here and there to make the final 
  story as-played, their own. 
   
  This adventure takes place almost entirely in an 
  underground area, which essentially makes it a dungeon 
  crawl. The characters have their primary objective (deal with 
  the owlbear) and will learn the secondary objectives 
  (discover the cause of the crimson fever and deal with the 
  undead) during their explorations. While you shouldn’t have 
  to rearrange too many details of the various chambers, take a 
  moment to ensure that the players are aware of these 
  secondary objectives so that they receive the most complete 
  gaming experience possible while they participate in this 
  adventure. 
  A WORD TO THE WISE 
  Due to the loose nature of the owlbear’s lair, the characters 
  may (and probably will!) make decisions that you didn’t 
  initially anticipate. Let it happen! There’s plenty of 
  exploration to go around, and they should have the freedom 
  and encouragement to explore the entire area. 
   
   
  
   
   
   
   
  21 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Gamehole Con (GHC)/CCC-GHC-BK1-06 - Legacy and Virtue v1.0.pdf