TEXT:  
  CCC-GSP-PHIL01-02 
   
   
   
   
  The Murmuring Hollow Of The 
  Flooded Forest 
  A Greasy Snitches Adventure 
   
   
   
   
   
  A threatening presence has been discovered in the Trollcrag mountains, causing troubled hearts in 
  Ylraphon. Greater threats may be much closer to home, however. The Dragul Orcs of the Flooded Forest 
  are being slaughtered. In their desperation, they are turning to Ylraphon for salvation. What dark threats 
  await you in the Murmuring Hollow of the Flooded Forest? Part 2 of the Dead Gods Collide Series. 
   
  A Two-Hour Adventure for Tier 1. Characters. Optimized for APL 3.  
   
  
  CREDITS 
   
  Lead Designer: Lanz Frago 
   
  Editing:  Paul Gabat, Niccolo Estrella, Kevin Crisostomo 
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  Art Director & Graphic Design: Rich Lescouflair 
   
  D&D Adventurers League Wizards Team: Adam Lee, Chris 
  Lindsay, Mike Mearls, Matt Sernett 
   
  D&D Adventurers League Administrators: Bill Benham, Alan 
  Patrick, Travis Woodall, Lysa Chen, Claire Hoffman, Greg 
  Marks 
   
  Playtesters:  Enya Temblor, Howell Tse, Noel, Carlo San Jose 
   
  Maps:  Lanz Frago 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  CCC-GSP-PHIL01-02 The Murmuring Hollow Of The Flooded Forest 
   
   
  3 
  ADVENTURE PRIMER 
  “No! You lie! You have rigged the drawing of the lots, 
  hoping to cheat me and my followers! But One-Eye 
  never sleeps. One-Eye sees all. There is a place for orcs 
  to dwell—here! This is where orcs shall dwell! Here, 
  they will survive, and multiply, and grow stronger, 
  and a day will come when they cover the world, and 
  they will slay all of your collective peoples! Orcs shall 
  inherit the world you sought to cheat me of!” 
                                             —Gruumsh, Unearthed Arcana 
  BACKGROUND 
      A band of roving orcs never spells well for human 
  settlements, so when a group of Dragul Clan orcs 
  were reported to be seen in the outskirts of 
  YLRAPHON, CORA IRONHEART, the young daugh-
  ter of Ylraphon’s mayor, summons adventurers to 
  investigate. 
      To everyone’s surprise, the group of orcs turn out 
  to be a refugee party, seeking sanctuary. The Dragul 
  Orcs have taken up worship of SERIACH, THE 
  HELLHOUND WHISPERER. The surviving group 
  reached out to the human village, in fear of other orc 
  clans finding out about their heresy against 
  Gruumsh. Should the other clans find out, they 
  would only have death to look forward to. 
      A cult of Seriach summoned a living sliver of 
  MURMUR, a blood demon dedicated to the ELDER 
  ELEMENTAL EYE. The ASPECT OF MURMUR is a 
  fragment of the VOIDHARROW, the dead universe 
  that imprisons THARIZDUN. They intend to unleash 
  this upon another cult, the Cult of the Herald of the 
  Chained Spiral, potentially harming everyone in the 
  way, including the people of Ylraphon. 
   
  EPISODES 
      The adventure is spread over three to five 
  episodes that take approximately two to four 
  hours to 
  play. These 
  episodes are initially 
  introduced by a Call to Action episode. 
  If you’re planning on running 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. 
     
   
   
   
   
       Episode 1: In the Arms Of Luthic. Cora 
  Ironheart asks the adventurers to confirm the 
  rumors that a band of Dragul Orcs have been seen in 
  the outskirts of the village. Finding the Dragul Orcs, 
  the leader of the band, a Luthic Priestess named 
  Oriya begrudgingly asks the adventurers for their 
  help, informing them of the situation, and what it 
  would cost them if is not rectified. This is the Call to 
  Action. 
      Episode 2: Echoes of What Was. Having agreed to 
  aid the orcs in reclaiming their tribe, the 
  adventurers must travel through the FLOODED 
  FOREST to find the DRAGUL CAMP. 
      Episode 3: Whispers of The Forgotten. As they 
  reach the camp, the adventurers find the encamp-
  ment destroyed, as the ASPECT OF MURMUR has 
  broken free while the CULTISTS OF SERIACH are 
  away. They must find the Aspect of Murmur and 
  destroy it before it causes more harm to anyone else. 
   
  BONUS OBJECTIVES 
  The adventure includes two bonus objectives that 
  the characters can pursue if they have additional 
  time to do so—earning additional advancement 
  checkpoints and treasure checkpoints in the 
  process. These bonus objectives are found in this 
  adventure’s appendices, as follows: 
  aliqua. 
  • Bonus Objective A: What Lies Forgotten.  On the 
  way to Murmur’s Hollow, the adventurers 
  discover a cave in the swamp. The ritual summon-
  ing for the Aspect of Murmur went too well in 
  here—it summoned more than just the aspect. 
  Investigate and subdue the horror that awaits 
  within the cavern. This bonus objective is found in 
  (Appendix 4) 
  • Bonus Objective B: The Purge. The cultists of 
  Seriach have defiled the Dragul Orcs’ sacred site in 
  the Flooded Forest. Face the cultists and vanquish 
  their influence on the orcs. This bonus objective is 
  found in Appendix 5 
  
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  CCC-GSP-PHIL01-02 The Murmuring Hollow Of The Flooded Forest 
   
   
  4 
  EPISODE SEQUENCE 
  How will you play? 
  The duration of the 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.  
      Story Objectives Only. To complete both of the 
  adventure’s story objectives, the characters play in 
  Episodes 1 through 3 in order. 
      Bonus Objectives. You can extend this adventure 
  by one to two hours by utilizing the bonus 
  objectives. Bonus Objective A branches off in 
  Episode 2 when they find the Dragul Camp.  
      Bonus Objective B can also be done in Episode 2 
  while on their way to the Dragul Camp or after 
  Episode 2 as a last ‘surprise battle’ for the 
  adventurers. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  CCC-GSP-PHIL01-02 The Murmuring Hollow Of The Flooded Forest 
   
   
  5 
  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.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Echoes of What Was 
  (Story Objective A) 
  Whispers of The Forgotten 
  (Story Objective B) 
  In The Arms Of Luthic 
  (Call To Action) 
  What Lies Forgotten 
  (Bonus Objective A) 
  The Purge 
  (Bonus Objective B) 
  1 
  2 
  3 
  B 
  A 
  
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  CCC-GSP-PHIL01-02 The Murmuring Hollow Of The Flooded Forest 
   
   
  6 
  EPISODE 1: IN THE ARMS OF LUTHIC (CALL TO ACTION) 
  Estimated Duration: 30 Minutes 
  EVERYTHING IS NOT WHAT IT SEEMS
  The adventure begins as Cora Ironheart, the daughter 
  of the mayor of Ylraphon approaches the characters to 
  ask for a different kind of help. 
  • Played Previous Adventure. The characters are 
  approached by Cora Ironheart, asking that they do 
  her this favor, and that there’s no need for her 
  parents to know what she’s asking them to do. At 
  twelve years old, Cora wants to be a good leader to 
  the people of Ylraphon, and believes that peace can 
  be brokered between the humans and the orcs from 
  the Flooded Forest. 
  • Didn’t Play Previous Adventure. A small hooded 
  figure approaches the adventurers’ table in the 
  tavern, dropping a small pouch of jewels on their 
  table. She demands that they take the job as she can 
  pay more later on. If the adventurers take on the job, 
  she doesn’t reveal herself, but if they pry, she will 
  reveal herself as Cora Ironheart. 
  AREA INFORMATION 
  The area has the following features: 
     Happy Endings Tavern. This three-story tavern 
  only has the first and second floors in use because 
  the third floor houses a poltergeist. The second floor 
  houses rooms available for the bar’s inhabitants, 
  travelers and the like, while the first floor is more of 
  a common room. The common room is filled with a 
  few townsfolk, winding down. Talk of war between 
  the cultists of Seriach and the cultists of the Herald 
  of the Chained Spiral can be heard here and there. 
  The bar man, a half-elf named Varian, is quiet, and 
  polite, but keeps a keen eye on everyone that goes in 
  and out of his tavern. 
     Lighting. Dimly lit, but the patrons don’t seem to 
  mind as it’s more of a place of winding down than 
  anything else. There are thick, slow-burning candles 
  on each of the five tables, and a fire, cozily crackling 
  at the far end of the bar. 
      Smells & Sounds. The tavern perpetually smells of 
  roasted fowl and dark ale, is the tavern’s specialty. 
  Light chatter can be heard, because the barkeep, 
  Varian the Half-Elf, tosses out anyone at the first sign 
  of trouble. He’s wary of any strangers in town, 
  considering the trouble in Ylraphon, but welcomes 
  anyone. He  
  CREATURES/NPCs 
      Varian The Half Elf nurses a pipe, warily eyeing 
  newcomers, especially foreigners. He is polite to 
  everyone, though, but gives of an air of always being 
  in control. Varian never forgets a face and a name. 
  When all the adventurers have sat down and 
  ordered 
  Varian’s 
  famed 
  roasted 
  fowl, 
  CORA 
  IRONHEART, who has been sitting quietly in the 
  corner, approaches them with a job. If the 
  adventurers played the previous adventurers, CORA 
  knows them from the last adventure. If not, she’s 
  looking for outsiders who look capable and discreet. 
    
      Cora Ironheart (Scout) hides beneath a hooded 
  cloak, very much resembling a Halfling. She is the 
  daughter of the mayor of Ylraphon, and ever since 
  she was old enough to understand things, she has 
  made it her goal to serve and protect the people of 
  Ylraphon. A mere lass of twelve, Cora is wise beyond 
  her years and is fierce, with dark piercing eyes. 
   
      Tomlin (Scout) sits beside Cora, beneath a hooded 
  cloak as well. About 45 years old, he’s known as the 
  village blacksmith, but rumor has it that in his 
  earlier years, he was a fearsome archer. Nowadays, 
  when he’s not smithing, he acts as Cora’s bodyguard. 
  He secretly taught her all he knew with the bow. 
   
      Objectives/Goals. CORA wants to find people 
  willing to investigate the situation regarding the orcs 
  that she saw in the outskirts of town. She feels that 
  ‘something is not right’, and wants to find out what it 
  is, instead of just letting adventurers ‘take care’ of 
  the orcs. 
   
      What do they know?  Cora has caught sight of 
  these orcs, and they have been camped in the 
  outskirts of town for a couple of days now. She has 
  kept an eye on them, but they haven’t attacked 
  people who go near the Flooded Forest, and it seems 
  more like they’re avoiding people. She knows that 
  the orcs have an encampment in the forest, but she’s 
  never seen a band stay for that long near the town. 
  She’s also heard rumors from the townsfolk that the 
  Dragul Orc attacks on hunters in the forest seemed 
  to have lessened significantly in the past two weeks. 
   
  
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  CCC-GSP-PHIL01-02 The Murmuring Hollow Of The Flooded Forest 
   
   
  7 
  SCENE A. TABLES WILL TURNS 
  The band of orcs camping out at the edge of the 
  Flooded Forest turns out to be a band of refugees. 
  The cultists of Seriach have taken over their 
  encampment and have turned their fellow orcs from 
  Gruumsh to Seriach. 
  AREA INFORMATION 
  The area has the following features: 
      Dimensions and Terrain. In a small clearing by 
  the forest edge, the orcs have set up a small camp. 
  Oriya the orc shaman and her band of five other orcs 
  fled in a hurry, so they only have the bare essentials. 
  Despite being by the tree line for some weeks now, 
  they don’t build fires at night so as not to attract 
  attention. Sleeping bags are scattered around along 
  with their packs. The orcs take turns keeping watch 
  and 
  approaching 
  the 
  camp 
  without 
  being 
  apprehended by the orcs will require a DC 13 Stealth 
  check. 
   Lighting. The area is well lit in the morning, 
  causing no disadvantages to creatures without dark 
  vision. Sunlight seeps through the thick canvas of 
  leaves from the trees surrounding the area. 
   Sounds and Smells. The scent of the swamplands 
  permeates all throughout, giving disadvantage to 
  Wisdom (Perception - Smell) checks, and an 
  advantage in Stealth to creatures who have made the 
  Flooded Forest their home. 
  CREATURES/NPCs 
      Oriya, the Orc Eye of Gruumsh, is wary and 
  protective of her people. As a shaman, she knows 
  that asking for help from other orc tribes will only 
  result in the death of her whole tribe for heresy. 
  Unless provoked, Oriya will refuse to fight. A DC10 
  Wisdom (Insight) check will tell the players that the 
  orcs are desperate but untrusting, and something 
  obviously bothers them. Once Oriya believes she can 
  trust the adventurers, she will tell them what she 
  knows and ask for their help. 
   
      Objectives/Goals.  Oriya seeks to get help from 
  the townsfolk in exchange for some peace between 
  them and the townsfolk. She will promise them 
  peace between the humans and orcs if they help her. 
  She simply wants the Cultists of Seriach out of her 
  home before any other orc tribes find out. 
   
      What do they know?  Two weeks ago, the Seriach 
  Cultists arrived at the Dragul Orc encampment, and 
  managed to convince their tribe leader to turn away 
  from Gruumsh and follow Seriach instead. The 
  promised him control over the Flooded Forest if they 
  aligned themselves with the cult of Seriach and 
  helped bring down the Cult of the Herald of the 
  Chained Spiral. A bloody battle ensued a week after 
  the cultists arrived, and their tribe leader, Ulthanak, 
  had killed anyone who disobeyed him. Oriya and her 
  band of men fled. They know that the cultists chose 
  their encampment because of the advantage it gives 
  when it comes to control over the Flooded Forest. 
  She knows where the Dragul Orc Encampment is, 
  how their watch works, and will agree to sneak the 
  adventurers in if they wish to do so. She only 
  requests that they leave any orcs in the encampment 
  to them. 
      Oriya also knows that the Seriach cultists plan on 
  summoning something terrible to use against their 
  enemy cult. She tells the adventurers that if the 
  Seriach cultists bring this monster about, there’s no 
  telling who would be safe from this creature. 
   
   
   
   
   
   
   
  
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  CCC-GSP-PHIL01-02 The Murmuring Hollow Of The Flooded Forest 
   
   
  8 
  EPISODE 2: ECHOES OF WHAT WAS (STORY OBJECTIVE A) 
  Estimated Duration: 60 Minutes 
  Scene A. The Flooded Forest 
  In this episode, the adventurers will be travelling to 
  the FLOODED FOREST to find the DRAGUL ORC 
  ENCAMPMENT. 
  PREREQUISITES 
  This episode begins once the characters decide to 
  help the orcs and completing the Call to Arms. 
  STORY OBJECTIVE A 
  The adventurers must travel through the FLOODED 
  FOREST to the DRAGUL CAMP. 
  AREA INFORMATION 
  The area has the following features: 
      Dimensions & Terrain. The FLOODED FOREST is 
  a swamp forest. Thick copses of trees form a canopy 
  that allows only a little light to peek through the 
  leaves. Marshland, swamp areas litter the whole 
  forest, and it is common for some stretches of the 
  path to lead to waist-deep muddy waters.  Gnarled 
  roots, branches, twigs and other fauna that grows in 
  this area stretches out like fingers from the grave, 
  waiting for adventurers to fall into their grasp. An 
  earthy stench permeates throughout the place, 
  obscuring scents of other creatures that have made 
  the swampland their home. Rumor around town is 
  that the Flooded Forest is dangerous not just 
  because of the orcs that live in it, but because of the 
  number of magical creatures in the forest that seek 
  to beguile and trick unfortunate adventurers who 
  were foolish enough to trek through it. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Lighting. Dim light permeates the entire area. 
  Perception checks (Sight) made by creatures 
  without dark vision are at a disadvantage. At night 
  time, the entire area is completely dark, granting a 
  disadvantage to those without dark vision, unless 
  they can provide a light. Any light within the Flooded 
  Forest can easily be spotted by preys because of how 
  dark it is. 
   Smell & Sounds. An earthy stench mixed with 
  decay and dirty water smell provides a disadvantage 
  to any Wisdom (Perception-Smell) checks made, and 
  an advantage to stealth to creatures who have made 
  the Flooded Forest their home. 
  CREATURES/NPCs 
      Four orcs and three cultists (bandits) have been 
  sent out by the Dragul Orc Encampment to find the 
  refugees to make quick work of them. The group 
  finds the band of refugees and lays out an ambush 
  for them and the characters. 
      Objectives/Goals.  The orcs and cultists were 
  ordered to kill the refugees for disobeying their 
  leader’s wishes. They’ve set up a Net Trap and will 
  attack once the adventurers are caught up in it. A 
  successful DC 10 Wisdom (Perception) check reveals 
  the trip wire and the net. A successful DC 15 
  Dexterity check using thieves’ tools disables the trip 
  wire without causing the net to drop. A creature 
  caught in the net can use its action to make a DC 10 
  Strength check to try to free itself or another 
  creature in the net. Dealing 5 slashing damage to the 
  net (AC10 20HP) also frees ac reature without 
  harming the creature. 
      The orcs believe that the band of refugees are 
  going to other orcish clans to ask for help, resulting 
  in war between orc clans. 
   
     
   
   
   
   
   
   
   
   
   
  
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  CCC-GSP-PHIL01-02 The Murmuring Hollow Of The Flooded Forest 
   
   
  9 
    What do they know?  The orcs and cultists know 
  that five cultists of Seriach plus their head cultist are 
  making a pilgrimage that day to the orc’s shrine to 
  Gruumsh. 
   
  ADJUSTING THE SCENE 
  Here are some suggestions for adjusting this scene 
  • Very Weak: Remove four orcs from the group. 
  • Weak:  Remove two orcs from the group. 
  • Strong: Replace one of the cultists with a priest.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PLAYING THE PILLARS
  COMBAT 
  The orcs and the cultists have been 
  scouring the Flooded Forest for days 
  and have set up an ambush for the 
  characters. A successful DC 15 
  Perception check will allow the 
  characters to realize the ambush laid 
  out for them. 
   
   
   
   
   
  EXPLORATION 
  A successful DC 15 Survival or 
  Investigation check will allow the 
  characters to realize the ambush and 
  the trap, and circle around without 
  alerting the orcs and cultists of their 
  presence. 
   
   
   
   
   
   
  SOCIAL 
  Characters may wish to recruit the 
  orcs onto the refugee’s side by 
  making a DC 19 Charisma (Persua-
  sion, Deception, Intimidation) check. 
  However, characters who make a 
  successful DC 13 History check first, 
  may lower the Charisma check DC to 
  a DC 15 by bringing up orcish 
  religious history. If successful, the 
  orcs join the band of refugees and 
  turn against the cultists. 
   
   
  
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  CCC-GSP-PHIL01-02 The Murmuring Hollow Of The Flooded Forest 
   
   
  10 
  EPISODE 3: WHISPERS OF THE FORGOTTEN (STORY OBJECTIVE B) 
  Estimated Duration: 30 Minutes. 
  IT’S FREE!
  Scene begins once the adventurers reach the Dragul 
  Orc Encampment.  The encampment is in ruins, half the 
  tribe, dead. 
   
  AREA INFORMATION 
  The area has the following features: 
      Dimensions and Terrain. The 
  Dragul 
  Orc 
  encampment is an unusual one. To adapt to the 
  forest and use its features against their enemies, the 
  orcs built their houses on stout trees, connected by 
  rope bridges to always be able to keep an eye on any 
  incoming enemies. In the Dragul Orc Encampment, a 
  good twenty tree houses are hidden cleverly atop 
  thick sequoia trees, including a large main hall they 
  have for their stores. 
      However, at the moment, only a few of these 
  houses stand, as wooden debris lie all over the 
  ground. Dead bodies of orcs scatter about, bodies 
  charred. Tattered banners float in the air, Gruumsh’s 
  insignia barely recognizable. Only a small, make-
  shift hut hastily erected in the middle of it all. 
                        
   
      As soon as the orcs see Oriya, they are not hostile 
  to the adventurers, although they are a little wary. 
  The orcs lead them to the hut they’ve made, where 
  Ulthanak lies, badly wounded. 
      Lighting. Shady, as huge trees that are able to 
  support the weight of big groups of orcs cover the 
  entire area. At night, lamps are lit all throughout the 
  encampment, and bands of orcs rove the perimeter 
  to ward off any predators. 
      Whatever time the adventurers arrive in the camp, 
  the whole area is fully lit by fires from the Aspect of 
  Murmur’s escape. 
      Smells & Sounds. The earth is a little drier in this 
  area, so the earthy scent of mud isn’t so prevalent. 
  The orcs are natural hunters, so aside from regular 
  forest sounds, there’s not much out of place. The 
  scent of fire and brimstone fills the area right now. 
  Cries of rage and sorrow fill the area as the orcs 
  mourn for their dead. 
  CREATURES/NPCs 
      Ulthanak is the clan chieftain of the Dragul Orcs.  
  He lies dying on the ground, a large piece of wood 
  poking through his chest. Ulthanak was promised 
  power by Senegal through the Aspect of Murmur. He 
  agreed, and decided to turn away from Gruumsh. 
  Oriya and the other orcs protested, and their protest 
  was met with violence from Ulthanak. He informs 
  the adventurers that Senegal, the priest, had taken 
  his cultists and a band of orcs towards their sacred 
  site to prepare a sacrifice for the Aspect of Murmur. 
   
      However, while Senegal was away, the Aspect of 
  Murmur broke free from its magical bindings and 
  wreaked havoc upon the encampment. He will die 
  soon if none of the adventurers administer aid to 
  him. Before he dies, he transfers his leadership of the 
  tribe to Oriya, apologizing that he hadn’t listened to 
  her before. A DC 15 Wisdom (Medicine) check will 
  stabilize him, but he still transfers his right as ruler 
  to Oriya. 
      Objectives/Goals.  Ulthanak wants revenge on 
  the cultists for wreaking havoc upon their tribe and 
  he regrets ever letting them into the encampment. 
  He transfers his right to being their tribe chieftain to 
  Oriya, as he does not see himself fit to rule anymore, 
  and believes that she can make his wrong right with 
  her wisdom and insight. 
  If Oriya informs him of the peace treaty she 
  has brokered with the humans, Ulthanak agrees to 
  it. 
      What do they know?  Ulthanak knows that the 
  cultist had summoned the Aspect of Murmur right 
  after Oriya and her men left. Senegal, the head priest 
  of the cult, had imprisoned the demon in a magic 
  circle, assuring the orcs that it would not break free 
  from its imprisonment. As the days passed, it 
  seemed to Ulthanak that the demon was growing in 
  power, but Senegal had brushed off his concerns as 
  paranoia. 
      The Aspect of Murmur broke free with a massive 
  blast that destroyed many of their homes, tossing 
  orcs down to their deaths in a matter of seconds. It 
  then laid waste to them until it was satisfied, then 
  headed into the forest. 
      He knows that the cultists are headed for 
  Murmur’s Hollow, where their sacred shrine to 
  Gruumsh stands. He knows that they are going to 
  prepare a sacrifice to convince the Aspect of Murmur 
  to work with the cultists. He’s seen the Aspect of 
  Murmur and warns the adventurers of what it is.
  
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  CCC-GSP-PHIL01-02 The Murmuring Hollow Of The Flooded Forest 
   
   
  11 
  SCENE A. SILENT SCREAMS 
  This scene begins after the adventurers leave the 
  Dragul Orc Encampment. Oriya insists that they should 
  stop Senegal from desecrating the orcs’ hallowed 
  grounds more, and that finding Senegal might be able 
  to give them insight as to where the Aspect of Murmur 
  might be. Ten minutes or so after they start heading 
  for the orcs’ sacred site, they find tell-tale signs of the 
  Aspect of Murmur’s wake. 
  AREA INFORMATION 
   Dimensions and Terrain. Down a deep grove, the 
  scent of fire and brimstone becomes stronger and 
  stronger as they go closer to where the Aspect of 
  Murmur is. Trees are scorched here and there, giving 
  a disadvantage to Survival (Smell) checks made. 
  Small bonfires, remnants of the Aspect of Murmur’s 
  passing remain almost points the adventurers to the 
  entrance of the cave where the Aspect awaits them. 
  The deeper the characters venture below the cavern, 
  the harder it is to move because of all the mud. The 
  area where the Aspect of Murmur waits is 
  considered difficult terrain. The large boulders 
  within the cavern providing ample hiding spaces for 
  medium creatures, and the shadows they cast cause 
  for some difficulty in perception. 
   Lighting. The entrance of the cavern is dim, but 
  the inside is dark and creatures without dark vision 
  will have disadvantages when it comes to Wisdom 
  (Perception) checks.  
   Smell & Sounds. Mixed with the familiar earthy 
  scents of the swampland, a faint scent of fire and 
  brimstone permeates, alerting the adventurers of 
  the presence of the Aspect of Murmur. The closer 
  they are to the Aspect of Murmur, the stronger the 
  scent becomes. 
  CREATURES/NPCs 
   The Aspect of Murmur is a surviving sliver of a 
  blood demon dedicated to the Elder Elemental Eye. 
  Refer to the ‘Adjusting the Adventure’ Sidebar to 
  adjust what sort of demon it is, based on the party’s 
  strength. Whichever demon you use, the Aspect is 
  still a silver of a once super powerful demon, so it 
  will be smart and use the terrain to its advantage. 
   
  OBJECTIVES/GOALS 
   The only goal of The Aspect of Murmur is to 
  destroy everything in its path. It is a sliver of an 
  ancient demon, almost a living embodiment of rage. 
  It cannot be reasoned with, and it will destroy and 
  kill anything it encounters. 
   
  ADJUSTING THE ADVENTURE 
  Here are some suggestions for adjusting this scene, 
  according to your group. 
  • Very weak: Put a Manes with max hit points as the 
  Aspect of Murmur 
  • Weak:  Put a Dretch as the Aspect of Murmur 
  • Strong: Put a Dretch with max hit points as the 
  Aspect of Murmur 
  • Very Strong: Put a Shadow Demon as the Aspect of 
  Murmur 
   
  WRAP UP: THE BEGINNING OF 
  A NEW FRIENDSHIP 
      With the cleansing of their shrine, the orcs thank 
  the adventurers, and making true their word. They 
  head towards Ylraphon to forge a peace treaty with 
  the people Ylraphon and the Dragul Orcs. 
   Once back in town, the villagers are shocked in 
  seeing the adventurers back, with orcs in tow. Before 
  the villagers pull out the pitch forks, though, Cora 
  Ironheart arrives to greet the adventurers, delighted 
  with what they’ve done. She is accompanied by 
  Tomlin and the Mayor of Ironheart who insists on 
  hearing the story. Upon hearing the story, Gynora 
  Ironheart is horrified to find out what her daughter 
  had done, but is thankful to the adventurers for their 
  services, if only a tiny bit miffed that they had 
  accepted a quest from a twelve-year old girl. The 
  orcs leave the town in peace, agreeing that the 
  Flooded Forest will be shared with them and the 
  humans for their service. 
   From here, the story continues to CCC-GSP-PHIL-
  01-03.  
   
   
   
   
   
   
   
   
   
   
   
   
  
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  CCC-GSP-PHIL01-02 The Murmuring Hollow Of The Flooded Forest 
   
   
  12 
  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 AND 
  TREASURE CHECKPOINTS 
  The characters receive one advancement checkpoint 
  for each objective completed: 
  • Story Objective A: Echoes of What Was Travel 
  through 
  the 
  Flooded 
  Forest 
  to 
  the 
  Dragul 
  Encampment 
  • Story Objective B:  Defeat the Aspect of Murmur. 
   The characters earn additional advancement 
  checkpoints for each bonus objective they complete. 
  • Bonus Objective A: What Lies In The Dark 
  Remove the threat of Shade. 
  • Bonus Objective B: The Purge Clear out the last 
  remaining cultists. 
  PLAYER REWARDS 
  The characters earn the following player rewards for 
  completing the adventure: 
  MAGIC ITEM UNLOCK 
  Characters completing the adventure unlock: 
      Eyes of Minute Seeing. These crystal lenses fit 
  over the eyes. While wearing them, you can see 
  much better than normal out to a range of 1 foot. 
  You have advantage on Intelligence (Investigation) 
  checks that rely on sight while searching an area or 
  studying an object within that range. 
  These spectacles are wrought of thick brass, inset 
  with a row of tiny rubies. A small line of efreeti 
  script has been inscribed inside the band. A creature 
  that can read this script learns that the spectacles’ 
  place of origin is the City of Brass in the Elemental 
  Plane of Fire. When the wearer of this magic item 
  focuses through its lenses, they see a slight glow 
  from each object they inspect—the warmer the 
  object, the brighter the glow. 
  This magic item can be found in the Dungeon 
  Master’s Guide (Magic Item Table C) 
  DM REWARDS 
      In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the other rewards listed above. 
      However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for 
  more information about DM Quests. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  CCC-GSP-PHIL01-02 The Murmuring Hollow Of The Flooded Forest 
   
   
  13 
  APPENDIX 1: LOCATION & NPCs 
   
  The following NPCs and locations feature prominently in this adventure. 
   
  • Oriya. The Orc Eye of Gruumsh, Oriya, is a faithful 
  priestess of Luthic who genuinely cares about her 
  tribe. She understands that Ulthanak was only 
  looking out for their tribe, but she also 
  understands the consequences of his choice to 
  turn away from Gruumsh. She heads towards the 
  human town, knowing full well that other orcish 
  tribes would kill them all if knowledge of their 
  unfaithfulness got out. She is fiercely protective of 
  her men. 
  • Ulthanak.  A proud chieftain of the Dragul Orcs, 
  Ulthanak was swayed by the cultists of Seriach, 
  when they promised him power to control the 
  entire Flooded Forest if he allowed the cultists to 
  use their encampment as a base. Many loyal orcs 
  followed Ulthanak, and true to his nature as a 
  warrior, any resistance to his decision was met 
  with a bloody end. 
  • Senegal. Head cultist of Seriach, Senegal is 
  charismatic and ruthless when it comes to getting 
  what he wants. He carries himself in a way that 
  makes him seem as though he’s always two steps 
  ahead of everyone else, and that, combined with 
  his good looks, got him to the top of the cult in a 
  very short time. Crushing the cultists of the 
  Chained Spiral would only boost his career even 
  further, and having a small army of orcs is icing on 
  top of his plans. 
  • Shade. Accidentally summoned when the Aspect 
  of Murmur was summoned, the wily devil is smart 
  but greedy. He strives to get as much as he can 
  without getting caught. He lures adventurers into 
  his cavern by a mimicry technique he learned, 
  then slays weak creatures that get entangled in his 
  little trap. 
  • The Aspect of Murmur. The Aspect of Murmur is a 
  living sliver of a once powerful demon. A living 
  embodiment of the demon’s rage, the Aspect of 
  Murmur cannot be reasoned with, desiring 
  destruction, death, and power above all. It is not 
  above using trickery or any wiles it might have to 
  get what it wants. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  14 
  APPENDIX 2: CREATURE STATISTICS 
   
  Bandits 
  Medium humanoid (any race), any non-lawful alignment 
  Armor Class 12 
  Hit Points 11 (2d8+2) 
  Speed 30ft 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  12(+1) 
  10(+0) 
  10(+0) 
  10(+0) 
   
  Senses passive Perception 10 
  Languages any  one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Actions 
  Scimitar. Melee Weapon Attack:  +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6+1) slashing damage. 
  Light Crossbow. Ranged Weapon Attack:  +3 to hit, range 
  80/320 ft., one target. Hit: 5 (1d8+1) piercing damage. 
   
  Dretch  
  Small fiend (demon), chaotic evil 
  Armor Class 11 (natural armor) 
  Hit Points 18 (4d6+4) 
  Speed 20 ft 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  11 (+0) 
  12(+1) 
  5(-3) 
  8(-1) 
  3(-4) 
   
  Damage Resistances cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses dark vision 60ft., passive Perception 9 
  Languages Abyssal, telepathy 60ft. (works only with 
  creatures that understand Abyssal) 
  Challenge  1/4 (50 XP) 
   
  Actions 
  Multiattack. The dretch makes two attacks: one with its bite 
  and one with its claws. 
  Bite. Melee Weapon Attack:  +2 to hit, reach 5 ft., one target. 
  Hit: 3 (1d6) piercing damage. 
  Claws. Melee Weapon Attack:  +2 to hit, reach 5 ft., one 
  target. Hit: 5 (2d4+1) piercing damage. 
  Fetid Could (1/Day). A 10-foot radius of disgusting green gas 
  extends out from the dretch. The gas spreads around corners 
  and its area is lightly obscured. It lasts for 1 minute or until a 
  strong wind disperses it. Any creature that starts its turn in 
  that area must succeed on a DC 11 Constitution saving throw 
  or be poisoned until the start of its next turn. While poisoned 
  in this way, the target can take either an action or a bonus 
  action on its turn, not both, and can’t take reactions. 
   
  Orcs 
  Medium humanoid (orc), chaotic evil 
  Armor Class 13 (hide armor) 
  Hit Points 15 (2d8+6) 
  Speed 30 ft 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  16(+3) 
  7(-2) 
  11(+0) 
  10(+0) 
   
  Skills Intimidation +2 
  Senses dark vision 60ft., passive Perception 10 
  Languages Common, Orc 
  Challenge  1/2 (100 XP) 
   
  Aggressive. As a bonus action, the orc can move up to its 
  speed toward a hostile creature that it can see. 
   
  Actions 
  Greataxe. Melee Weapon Attack:  +5 to hit, reach 5 ft., one 
  target. Hit: 9 (1d12+3) slashing damage. 
  Javelin. Melee or Ranged Weapon Attack:  +2 to hit, reach 5 
  ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing 
  damage. 
   
  Orc Eye of Gruumsh 
  Medium humanoid (orc), chaotic evil 
  Armor Class 16 (ring mail, shield) 
  Hit Points 45 (6d8+18) 
  Speed 30 ft 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  16(+3) 
  9(-1) 
  13(+1) 
  12(+1) 
   
  Skills Intimidation +3, Religion +1 
  Senses dark vision 60ft., passive Perception 11 
  Languages Common, Orc 
  Challenge 2 (450 XP) 
   
  Aggressive. As a bonus action, the orc can move up to its 
  speed toward a hostile creature that it can see. 
  Gruumsh’s Fury. The orc deals an extra 4 (1d8) damage when 
  it hits with a weapon attack (included in the attack). 
  Spellcasting. The orc is a 3rd-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 11, +3 to hit with spell 
  attacks). The orc has the following cleric spells prepared: 
   
  Cantrips (at will): Guidance, Resistance, Thaumaturgy 
  
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  CCC-GSP-PHIL01-02 The Murmuring Hollow Of The Flooded Forest 
   
   
  15 
   
  1st Level (4 slots): Bless, Command 
   
  2nd Level (2 slots): Augury, Spiritual Weapon (spear) 
  Actions 
  Spear. Melee or Ranged Weapon Attack:  +5 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 11 (1d6+3 plus 1d8) 
  piercing damage or 12 (2d8+3) piercing damage if used with 
  two hands to make a melee attack. 
   
  Manes 
  Small fiend (demon), chaotic evil 
  Armor Class 9  
  Hit Points 9 (2d6+2) 
  Speed 20 ft 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  9 (-1) 
  13 (+1) 
  3 (-4) 
  8 (-1) 
  4 (-3) 
   
  Damage Resistances cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities charmed, frightened, poisoned 
  Senses dark vision 60ft., passive Perception 9 
  Languages understands Abyssal but can’t speak 
  Challenge  1/8 (25 XP) 
   
  Actions 
  Claws. Melee Weapon Attack:  +2 to hit, reach 5 ft, one 
  target. Hit: 5 (2d4) slashing damage. 
   
  Shadow Demon 
  Medium fiend (demon), chaotic evil 
  Armor Class 13  
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft., fly 30ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  1(-5) 
  17 (+3) 
  12 (+1) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
   
  Saving Throws Dex +5, Cha +4 
  Skills Stealth +7 
  Damage Vulnerabilities radiant 
  Damage Resistances acid, fire, necrotic, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities cold, lightning, poison 
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained 
  Senses dark vision 120ft., passive Perception 11 
  Languages Abyssal, telepathy 120 ft. 
  Challenge  4 (1,100 XP) 
   
  Incorporeal Movement. The demon can move through other 
  creatures and objects as if they were difficult terrain. It takes 
  5 (1d10) force damage if it ends its turn inside an object. 
  Light Sensitivity. While in bright light, the demon has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Shadow Stealth. While in dim light or darkness, the demon 
  can take the Hide action as a bonus action. 
   
  Actions 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 10 (2d6 +3) psychic damage or, if the demon 
  had advantage on the attack roll, 17 (4d6 +3) psychic damage. 
   
  Spine Devil 
  Small fiend (devil), lawful evil 
  Armor Class 13 (natural armor) 
  Hit Points 22 (5d6 +5) 
  Speed 20 ft., fly 40ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10(+0) 
  15 (+2) 
  12 (+1) 
  11 (+0) 
  14 (+0) 
  8 (-2) 
   
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks not made with silvered 
  weapons 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses dark vision 120ft., passive Perception 12 
  Languages Infernal, telepathy 120 ft. 
  Challenge  2 (450 XP) 
   
  Devil Sight. Magical darkness doesn’t impede the devil’s 
  darkvision. 
  Flyby. The devil doesn’t provoke an opportunity attack when 
  it flies out of an enemy’s reach. 
  Limited Spines. The devil has twelve tail spones. Used spines 
  regrow by the time the devil finishes a long rest.  
  Magic Resistance. The devil has advantage on saving throws 
  against spells and other magical effects. 
  Actions 
  Multiattack. The devil makes two attacks: one with its bite 
  and one with its fork, or two with its tail spines. 
  Bite. Melee Weapon Attack:  +2 to hit, reach 5 ft., one target. 
  Hit: 5 (2d4) slashing damage. 
  Fork. Melee Weapon Attack:  +2 to hit, reach 5 ft., one target. 
  Hit: 3 (1d6) piercing damage. 
  
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  16 
  Tail Spine. Ranged Weapon Attack:  +4 to hit, range 20/80 ft., 
  one target. Hit: 4 (1d4+2) piercing damage plus 3 (1d6) fire 
  damage. 
   
  Priest 
  Medium humanoid (any race), any alignment 
  Armor Class 13 (chain shirt) 
  Hit Points 27 (5d8+5) 
  Speed 25 ft 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10(+0) 
  12(+1) 
  13(+1) 
  16(+3) 
  13(+1) 
   
  Skills Medicine +7, Persuation +3, Religion +4 
  Senses passive Perception 13 
  Languages Common, Orc 
  Challenge 2 (450 XP) 
   
  Divine Eminence. As a bonus action, the priest can expend a 
  spell slot to cause its melee weapon attacks to magically deal 
  and extra 10 (3d6) radiant damage to a target on a hit. This 
  benefit lasts until the end of the turn. If the priest expends a 
  spell slot of 2nd level or higher, the extra damage increases 
  by 1d6 for each level above 1st. 
  Spellcasting. The priest is a 5th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 to hit with 
  spell attacks). The priest has the following cleric spells 
  prepared: 
   
  Cantrips (at will): Light, Sacred Flame, Thaumaturgy 
   
  1st Level (4 slots): Cure Wounds, Guiding Bolt, Sanctuary 
   
  2nd Level (3 slots): Lesser Restoration, Spiritual Weapon 
   
  3rd Level (2 slots): Dispel Magic, Spirit Guardians 
  Actions 
  Mace. Melee Weapon Attack:  +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage. 
   
  Scout 
  Medium humanoid (any race), any alignment 
  Armor Class 13 (leather armor) 
  Hit Points 16 (3d8+3) 
  Speed 30 ft 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  14(+2) 
  12(+1) 
  11(+0) 
  13(+1) 
  11(+0) 
   
  Skills Nature +4, Perception +5, Stealth +6, Survival =5 
  Senses passive Perception 15 
  Languages Common 
  Challenge 1/2 (100 XP) 
   
  Keen Hearing and Sight. The scout has advantage on 
  Wisdom (Perception) checks that rely on hearing or sight. 
  Actions 
  Multiattack. The scout makes two melee attacks or two 
  ranged attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one 
  target. Hit: 5 (1d6+2) piercing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 
  ft., one target. Hit: 6 (1d8+2) piercing damage. 
   
  
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  CCC-GSP-PHIL01-02 The Murmuring Hollow Of The Flooded Forest 
   
   
  17 
  APPENDIX 3: MAP A. WHISPERS OF THE FORGOTTEN (STORY OBJECTIVE 
  B) 
   
  
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  CCC-GSP-PHIL01-02 The Murmuring Hollow Of The Flooded Forest 
   
   
  18 
  MAP B. WHAT LIES IN THE DARK (BONUS OBJECTIVE A) 
   
   
   
  
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  CCC-GSP-PHIL01-02 The Murmuring Hollow Of The Flooded Forest 
   
   
  19 
  MAP C. THE PURGE (BONUS OBJECTIVE B) 
   
  
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  CCC-GSP-PHIL01-02 The Murmuring Hollow Of The Flooded Forest 
   
   
  20 
  APPENDIX 4: WHAT LIES IN THE DARK (BONUS OBJECTIVE A) 
  In a clearing in the woods, a cavern echoes out 
  infernal whispers, calling to its preys. 
  AREA INFORMATION 
   Dimensions and Terrain. Various plants and 
  shrubbery grow out of the muddy terrain. Every now 
  and then, the adventurers will find themselves in 
  ankle-deep mud, but other than that, this will not 
  impede their movements. 
   Lighting. The cavern slopes downward gently, 
  plunging the deeper parts into darkness. Creatures 
  without dark vision will be at a disadvantage in 
  trying Perception (sight) checks. 
   Smell & Sounds. An earthy scent mixed is mixed 
  with the unmistakable scent of decay and rotting 
  flesh. As they go down deeper into the cavern, the 
  scent gets stronger and stronger, granting a 
  disadvantage to Perception (smell) checks. 
   
  CREATURES/NPCs 
   Shade is a Spine Devil that was accidentally let out 
  during the summoning of the Aspect of Murmur. 
  Wily and excited to be free, Shade has been luring 
  hunters, or just about anybody who wanders near 
  his cavern, with a mimicry trick he learned. He’ll try 
  to escape if the adventurers prove too strong for him, 
  but pride is his downfall, as the devil is easily 
  provoked into a fight. 
    
      He relies heavily on his abilities and will draw the 
  adventures into this cavern and keep them there for 
  as long as he can, until he can wear them down and 
  kill them. His tactic is to swoop onto unwitting 
  adventurers, attack, then swoop back up out of 
  melee range. Shade is also a bit of a thief—and will 
  sometimes prefer to steal from, rather than attack an 
  adventurer. He likes shiny things, and has a small 
  hoard of useless shiny bits in the back of the cave. 
   
      Objectives/Goals. Shade just wants to survive and 
  enjoy his freedom, and eat people. He enjoys playing 
  with his food, for as long as he’s sure that his food 
  can’t hurt him.  Knowing that the Aspect of Murmur 
  is also out and about, Shade seeks to delay the 
  adventurers for as long as he can, in order to allow 
  the creature to regain more of its strength and 
  wreak more havoc in Ylraphon. 
   
    What do they know?  Shade knows what the 
  Aspect of Murmur is, but unless offered something 
  he really likes, he will try to scare the characters into 
  believing it is something other than what it truly is. 
   
   
   
   
   
   
   
   
   
  
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  CCC-GSP-PHIL01-02 The Murmuring Hollow Of The Flooded Forest 
   
   
  21 
  APPENDIX 5: THE PURGE (BONUS OBJECTIVE B)
  Scene begins after the adventurers kill the Aspect of 
  Murmur. Oriya asks the adventurers for one more 
  favor: to help clear out the cultists from their sacred 
  site. 
  AREA INFORMATION 
  The area has the following features: 
      Dimensions and Terrain. The shrine of Gruumsh 
  is located atop a hill with a single ginormous sequoia 
  tree called Murmur’s Hollow. It is a tabernacle atop a 
  mighty sequoia tree, 80ft from the ground. To be 
  able to hold a huge shrine, the tree is entirely too 
  thick & too large for adventurers to try and burn 
  down. It is where the orcs conduct official dealings, 
  official religious festivities and other events. Inside 
  is a bare wooden hall with wooden pillars, leading 
  up to a platform with a small shrine. Several valuable 
  items are laid out on the shrine, usually trinkets 
  taken from their victims, as an offering to Gruumsh. 
  Unless the characters are very stealthy in their 
  approach, they’ll find that the orcs have the high 
  ground.  
      The orcs not only guard the balcony of the place, 
  but the branches of the mighty tree as well.  There 
  are six 100-foot ropes available for the orcs to climb 
  whenever they visit this shrine. At the first sighting 
  of the adventurers, the ropes are pulled up and 
  secured. Some other orcs might be cruel, allowing 
  adventurers who are not careful in their approach to 
  climb the rope, then cut it right before the 
  adventurer reaches the top. 
      Lighting. Shady. The grand sequoia tree that 
  houses the Shrine for Gruumsh covers at least a 
  hundred-foot radius area. In the shade of the trees, 
  the orcs have advantage with their Perception & 
  Stealth checks. 
     Smells and Sounds. Fresh air is filtered through 
  the leaves, and naught a sound is heard. The orcs 
  have guarded this shrine since they could wield a 
  weapon, and they know the network of the tree’s 
  branches like the back of their own hand.  
  CREATURES/NPCs 
      Senegal, The Head Cultist of Seriach (priest) is 
  the charismatic leader of the cult that has now made 
  themselves at home in the orc encampment. He 
  believes he holds the Aspect of Murmur in a 
  modified magic circle inside the Shrine of Gruumsh. 
  He has with him, five cultists (scout stats), and five 
  orcs. 
      As soon as he catches wind of the characters, 
  Senegal will have the orcs pull up the ropes and have 
  his men start shooting at the adventurers.  
      Objectives/Goals. Senegal wants to maintain his 
  hold over the orc encampment as it provides them a 
  stronghold while battling it out with the Heralds of 
  the Chained Spiral. He seeks to unleash the Aspect of 
  Murmur on them. Senegal is proud, manipulative, 
  crafty, but he is also proud. He will maneuver all his 
  men and resources to win, but if he finds out that the 
  Aspect of Murmur has been slayed, Senegal will try 
  his best to escape the situation. 
      Senegal’s men and the orcs under his command 
  are well-trained. If they are unable to kill the 
  adventurers while they try to climb the 80ft tree, 
  they will try to grapple adventurers and throw them 
  off the trees. They will cut any rope adventurers use 
  to climb or move from one branch to another. 
      The orcs are unaware of the state their village is in, 
  and players who try to convince the orcs to turn 
  against the cultists will have an advantage in their 
  Persuasion check on the orcs (DC 13). Lower the DC 
  to 10 if Oriya accompanied them. 
   
  Adjusting The Adventure 
  • Weak. Remove the orcs (scouts) from the fight and have 
  them ‘fight’ Oriya and her men. 
  • Average. Have only Oriya join the fight. 
  • Strong. Replace two cultists with priest stats.
  PLAYING THE PILLARS
  COMBAT 
  Have 
  the 
  cultists 
  awaiting 
  the 
  adventurers. Once the adventurers show 
  up, the cultists will start shooting at them 
  with their light crossbows from atop the 
  tree.. Once battle ensues, have Oriya and 
  her orcs take care of the other orcs so 
  the characters can focus on the cultists. 
  EXPLORATION 
  Have the cultists be unaware of the 
  adventurer’s presence. A group stealth 
  check with a DC 15 should allow the 
  adventurers to make it to the Shrine of 
  Gruumsh 
  without 
  being 
  detected. 
  Outside, Oriya strikes a deal with the orcs 
  with the cultists, informing them of the 
  situation back at camp. The orcs agree to 
  intimidate the cultists into leaving. 
  SOCIAL 
  Have them contest a Persuasion roll 
  against Senegal. If they can beat his 
  persuasion roll, they can make a DC 19 
  Charisma 
  (Persuation, 
  Deception, 
  Intimidation) check will convince the 
  rest of the clan to turn back to Gruumsh 
  and turn against the cultists.  If any 
  adventurer asks to make a History 
  check regarding Orcish culture, have 
  them roll a DC 13 History Check. If they 
  succeed, lower the Persuasion Check to 
  a DC15 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GSP-PHIL01-02 The Murmuring Hollow Of The Flooded Forest 
   
   
  22 
  APPENDIX 6: MAGIC ITEMS 
      Characters completing this adventure’s objective 
  unlock this magic item.  
   
  Eyes of Minute Seeing 
  Wondrous item, uncommon (8 treasure checkpoints) 
   
      These crystal lenses fit over the eyes. While 
  wearing them, you can see much better than normal 
  out to a range of 1 foot. You have advantage on 
  Intelligence (Investigation) checks that rely on sight 
  while searching an area or studying an object within 
  that range. 
      These spectacles are wrought of thick brass, inset 
  with a row of tiny rubies. A small line of efreeti 
  script has been inscribed inside the band. A creature 
  that can read this script learns that the spectacles’ 
  place of origin is the City of Brass in the Elemental 
  Plane of Fire. When the wearer of this magic item 
  focuses through its lenses, they see a slight glow 
  from each object they inspect—the warmer the 
  object, the brighter the glow. 
      This magic item can be found in the Dungeon 
  Master’s Guide (Magic Item Table C) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GSP-PHIL01-02 The Murmuring Hollow Of The Flooded Forest 
   
   
  23 
  APPENDIX 7: 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 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 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GSP-PHIL01-02 The Murmuring Hollow Of The Flooded Forest 
   
   
  24 
  GREASY SNITCHES: ABOUT US 
  WHO ARE WE IN THE REAL 
  WORLD? 
      We are a group of nerds based in the Philippines 
  who love playing Dungeons & Dragons, specifically 
  D&D Adventurers League. We recently sold our souls 
  and swore eternal servitude to the mysterious 
  benefactor, and long story short, we are now tasked to 
  bring all adventurers together. We do so by creating 
  events where we promote fun and friendship through 
  adventures of all kinds. (TL;DR: we run tabletop RPG 
  events!) 
  HOW TO REACH US 
      Find out what we’re up to by following us on social 
  media, or contact us for any collaborations you might 
  want to do. You can check the links below. 
  Website: http://www.greasysnitches.com/ 
  Facebook: http://www.facebook.com/greasysnitchespresents 
  Instagram: @GreasySnitchesPresents 
  Twitter: @GreasySnitches 
  Email: Inquiries@GreasySnitches.com 
  Email: GreasySnitches@gmail.com 
  FOLLOW OUR AUTHORS IN 
  TWITTER 
  Feel free to follow our authors in Twitter: 
   
  Paul Gabat - @DMPaulG 
  Lanz Frago - @glittersnicket 
  Niccolo Estrella – @Niccoloestrella 
  Nicholas Noel Cavada-Guillermo - @NDbarbarian 
  Mikel Alexander Barrenechea - @MundaneArcane 
  Kristoff Alejo - @PapaKAlejo 
  GREASY SNITCHES 
  ADVENTURES 
      Did you enjoy this adventure? Then you might like 
  other Greasy Snitches adventures we have available! 
  Feel free to check them out at DMsGuild.com 
   
  CCC-GSP01-01 A Dragon’s Breath by Paul Gabat 
  CCC-GSP01-02 Brotherhood by by Paul Gabat 
  CCC-GSP-PHIL01-02 The Murmuring Hollow of the 
  Flooded Forest by Lanz Frago  
  CCC-GSP-PHIL01-03 The Whispering Shadows of the 
  Eldest Ruins by Niccolo Estrella 
  CCC-GSP-FEAR01-01 Beneath the Bleeding Tree by 
  Kristoff Alejo 
  CCC-GSP-NTHR01-01 A Night of Sorrows by Mikel 
  Alexander Barrenechea 
  CCC-GSP-OOZE01-01 Oozing Hunger by Nicholas Noel 
  Cavada-Guillermo 
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Greasy Snitches (GSP)/CCC-GSP-PHIL01-02 - The Murmuring Hollow of the Flooded Forest.pdf