TEXT: TOUCH the STARS
  Part One of the Siege of the Yellow Rose Series
  A battle rages in the sky above the Monastery of the Yellow Rose between illithid 
  and githyanki, as a novice of the Yellow Rose carrying crucial knowledge has 
  disappeared. As the Monastery of the Yellow Rose braces itself for the onslaught, 
  you must use your wits and resources to find the missing novice. Will you succeed 
  in time to save the Order of the Yellow Rose?
  A Four-Hour Adventure for 1st–4th Level Characters
             
  I
  R
  T
  THE ROLE
  INITIATIVE
  JAY AFRICA, MARK MERIDA, & ROBERT ADDUCCI
  Adventure Designer
  Adventure Code: CCC-TRI-26 ROSE1-1
  Optimized For: APL 3
  Version: 1.1
  Story Arc Coordinator: Jay Africa, Mark Merida
  Development: Robert Adducci
  Editor and Layout: Ruth Jedlinsky
  Senior Editor: David Jedlinsky
  Maps: Jay Africa
  Organized Play: 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
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all 
  other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
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  CCC-TRI-26 Touch the Stars
  2
  Introduction
  Welcome to Touch the Stars, a D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play system and 
  The Role Initiative’s Siege of the Yellow Rose series.
  This adventure takes place in the Monastery of 
  the Yellow Rose. The monastery is situated in the 
  northern reaches of the Earthspur Mountains, east 
  of the Glacier of the White Worm. The adventure is 
  meant to be run one of two ways:
  Interactive. Multi-table style with all three Parts 
  (Tiers) running simultaneously at separate tables, 
  with events at those tables affecting what occurs at 
  this table and vice versa. The timings of all three 
  modules are completely independent of one another 
  meaning the Tier 3 table could be in Act II while the 
  other tables are still in Act I. Listed timings are only 
  meant as a communication between the author and 
  the DM based on suggested run time.
  Standalone. Run this module independently, with 
  the following caveats:
  • “Boons” listed to give other Tiers (tables) are 
  ignored.
  • Run the module as if conditions for “boons” from 
  the other tiers (tables) have been met.
  • Insert the boons from the other tiers (tables) while 
  running the module as you, the DM, see fit.
  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.
  Adjusting This Adventure
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure 
  is optimized for. You’re not bound to these adjust-
  ments; they’re here for your convenience.
  To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate 
  the party strength for the adventure, consult the 
  following table.
  Determining Party Strength
  Party Composition Party   
  Strength
  3–4 characters, APL less than  
  Very weak
  3–4 characters, APL equivalent  
  Weak
  3–4 characters, APL greater than  Average
  5 characters, APL less than  
  Weak
  5 characters, APL equivalent  
  Average
  5 characters, APL greater than  
  Strong
  6–7 characters, APL less than  
  Average
  6–7 characters, APL equivalent  
  Strong
  6–7 characters, APL greater than  Very strong
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a partic-
  ular recommendation is not offered or appropriate 
  for your group, you don’t have to make adjustments.
  Before Play at the Table
  Before you start play, consider the following:
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiarize yourself with the 
  adventure’s appendices and handouts.
  • Gather any resources you’d like to use to aid you 
  in running this adventure—such as note cards, a 
  DM screen, miniatures, and battlemaps.
  • Ask the players to provide you with relevant char-
  acter information, such as name, race, class, and 
  level; passive Wisdom (Perception), and anything 
  specified as notable by the adventure (such as 
  backgrounds, traits, flaws, etc.)
  Playing the Dungeon Master
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.
  To facilitate this, keep in mind the following:
  You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting 
  or improvising is encouraged, so long as you 
  maintain the adventure’s spirit. This doesn’t allow 
  you to implement house rules or change those of 
  the Adventurers League, however; they should be 
  consistent in this regard.
  Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine.
  Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide 
  hints and clues to your players so they can attempt 
  to solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over 
  a lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when 
  this happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience.
  
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  CCC-TRI-26 Touch the Stars
  3
  Adventure Primer
  I’m a dreamer. I have to dream and reach for the 
  stars, and if I miss a star then I grab a handful of 
  clouds.
  —Mike Tyson
  This section provides the adventure’s background, 
  an overview of the adventure in play, and hooks that 
  you can use to introduce your players’ characters to 
  the action. For a list of prominent NPCs featured in 
  this adventure, see appendix, “Dramatis Personae.”
  Adventure Background
  The conflict between the gith and the mind 
  flayers—the alien race of brain-eaters known as 
  the illithids—has raged through the millennia 
  and across the planes. Since the fall of the illithid 
  empires, mind flayers have sought refuge in 
  enclaves throughout the worlds of the Multiverse. 
  Wherever they have sought refuge, the gith have 
  always followed in dogged pursuit.
  The monastic Order of the Yellow Rose is about 
  to feel the force of this conflict firsthand. A tenday 
  ago, a novice of the order discovered an abandoned 
  illithid laboratory in the depths of the mountains 
  beneath the monastery. The discovery caused the 
  long-dormant facility to awaken, sending pulses of 
  psionic energy throughout the planes like a beacon.
  From their fortresses in the Astral Plane, the 
  githyanki detected the psionic pulses. With gith 
  enmity towards the mind flayers transcending 
  time and space, the githyanki ventured to destroy 
  this source of mind flayer energy. They sent an 
  attack force into the Material Plane, emerging at 
  the Glacier of the White Worm and finding the 
  Monastery of the Yellow Rose before them.
  A gith scouting party was sent to the monastery, 
  where they were met by monks of the order. The 
  inability to communicate with one another, fueled 
  by the monks’ fear, led the gith to believe that the 
  monks were attempting to protect the mind flayer 
  laboratory. In anger, the gith regrouped to gather 
  their forces to march against the Order of the Yellow 
  Rose.
  Location Summary
  The following locations feature prominently in this adventure.
  The Monastery of the Yellow Rose. An ancient institution 
  run by an order of monks dedicated to Illmater. Founded over 
  a thousand years ago, the monastery stands in the isolation 
  of the Earthspur Mountains.
  The Stellar Experimentarium. An abandoned illithid 
  laboratory in the depths of the mountain below the 
  Monastery of the Yellow Rose. Rediscovered and awakened 
  by one of the monastery’s novices, it is the target of the 
  githyanki incursion.
  Adventure Overview
  Untrained to defend themselves against the 
  githyanki attack force, the monks of the Yellow 
  Rose have summoned adventurers to aid in the 
  monastery’s defense and individuals of all levels of 
  experience answered the call. Their efforts to save 
  the monastery play out in this adventure, as well as 
  in the others of its series.
  The adventure is broken down into an 
  Introduction and three Acts:
  Introduction. The adventurers are teleported 
  to the Monastery of the Yellow Rose, amidst an 
  aerial battle between an illithid nautiloid ship and 
  githyanki forces. They speak with one of the order’s 
  masters and learn of a missing novice.
  Act I. The party is immediately thrust into the 
  tumultuous scene, helping to keep the peace by 
  breaking up a fight, stopping a stampede, and 
  fighting illithid and githyanki.
  Act II. The party investigates the monastery, the 
  characters question a number of the residents and 
  track down clues. Eventually, the adventurers learn 
  where the novice was last seen.
  Act III. The adventures track the novice into the 
  awakened mind flayer laboratory. There, they must 
  save the novice from the facility’s ancient guardians 
  and deactivate a series of illithid devices.
  Adventure Hooks
  The adventure begins under the assumption that 
  the characters have already agreed to assist the 
  monks of the Yellow Rose. The following hooks can 
  provide the adventurers with reasons answer the 
  call of the order.
  Heroes of the Realms. The adventurers have 
  heard of the perils befalling the Order of the Yellow 
  Rose and have answered their call for aid. Helping 
  the order could save hundreds of innocent lives.
  Treasures of the Yellow Rose. The order of the 
  Yellow Rose has offered up a reward of gold. Should 
  the adventurers succeed in their mission, they will 
  receive not only payment, but the gratitude of the 
  order as well.
  Harpers (Faction Assignment). Those Who Harp 
  have learned that the novice who disappeared was 
  researching esoteric knowledge about the mon-
  astery. The Harpers would like to know precisely 
  what the novice was researching and have sent 
  adventurers to the monastery to find out.
  For the DM
  This module can be run one of two ways, as a 
  multi-table interactive or as a standalone module.
  Interactive. Multi-table style with all three parts 
  (Tiers) running simultaneously at separate tables, 
  with events at those tables affecting what occurs at 
  
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  CCC-TRI-26 Touch the Stars
  4
  this table and vice versa. The timings of all three 
  modules are completely independent of one another 
  meaning the Tier 3 table could be in Act II while the 
  other tables are still in Act I. Listed timings are only 
  meant as a communication between the author and 
  the DM based on suggested run time.
  Standalone. Run this module independently, with 
  the following caveats:
  • “Boons” listed to give other Tiers (tables) are 
  ignored.
  • Run the module as if conditions for “boons” from 
  the other tiers (tables) have been met.
  • Insert the boons from the other tiers (tables) while 
  running the module as you, the DM, see fit.
  
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  CCC-TRI-26 Touch the Stars
  5
  Introduction.
  She left a week to roam
  Your protector’s coming home
  Keep your secrets with you
  Safe from the outside
  —Fleet Foxes, “Your Protector”
  Estimated Duration: 5 Minutes
  Audience with the Matron of the Chisel
  At the story’s outset, the adventurers are teleported 
  to the Monastery of the Yellow Rose. There, 
  they speak with one of the order’s high-ranking 
  members.
  If you are running this module on its own, read or 
  summarize the following to the table to set the stage 
  for the battle. If you are playing this a multi-table 
  co-operative module, have one of the DMs read it to 
  all three tables at the same time.
  As the blinding flash of the teleportation circle recedes 
  from your vision, there is an explosion that knocks you 
  off your feet. As you come to, there are several illithid 
  and githyanki bodies lying twisted and contorted all 
  around you. Another set of explosions thunders high 
  above your heads. As you crane your neck to see what 
  it was, aloft you spy a fleet of gith ships battling with 
  several squid-like mind flayer battleships. Shrapnel 
  and bodies are falling from the sky as the monks of the 
  Yellow Rose gather together to prepare for battle. 
   A female, halfling monk quickly nods and addresses 
  herself to you, “I am Mother Rosinden of the Order of 
  the Chisel . . .” As she finishes her brief introduction, an 
  illithid drops in front of her, and in a flourished whirl, 
  she lays a roundhouse kick across the creature’s face 
  twisting it’s head. The crack of its neck tells you that 
  the creature is no longer a threat. 
   Mother Rosinden straightens her garb and motions 
  to two other monks. They each rush over to one of the 
  groups that appeared at the same time as yours and 
  hurries them in separate directions. She motions you 
  remaining adventurers to follow her as she runs off in 
  another direction.
  General Features
  The monastery has the following general features.
  The entire scene is chaotic and cacophonous. Monks and 
  adventurers, alike, rush all about as the battle is occurring 
  overhead. There are very few quiet spots to which one can 
  escape the tension in the air.
  Terrain. The Monastery of the Yellow Rose is built up along 
  the mountainside in a stretch of the Earthspur Mountains. 
  Some of the natural mountain paths have been retained 
  in the grounds, though some portions are paved over with 
  cut rock. The buildings of the monastery are austere stone 
  structures, dotted here and there by colorful ornaments: 
  flags, prayer cards, ad hoc shrines, large wind chimes, etc. 
  The monastery is surrounded by a 15-foot tall wall that 
  contains most of the complex. There are numerous places 
  where debris has fallen into the monastery from the fight 
  overhead.
  Weather. It should be snowy and cold at this elevation but 
  the monks have contracted with the wizards of Mulmaster 
  to control the elements around the monastery so they can 
  see the fight overhead and prepare better. Leftover snows do 
  cover the ground, rooftops, and ledges. Strong winds whip 
  through the monastery, howling quietly and growing stronger 
  in tight spaces.
  Light. The bright blue sky casts bright light on the 
  monastery during the day and allows for bright moonlight at 
  night.
   Smells and Sounds. Fresh snowfall, the strong scent of 
  burning censers and incense, blueberry wine and cinnamon 
  tea, running footfalls crunching on snow, clumps of snow 
  falling off rooftops with gentle thumps, wind whistling 
  through the monastery buildings, the echoes of monks 
  chanting or throat-singing from various locations throughout 
  the grounds, and the sounds of battle overhead.
  Mother Rosinden guides you towards an open door 
  just as a githyanki steps out of the doorway . . . with 
  a gleaming dagger sticking out of his abdomen. The 
  dagger is withdrawn and the body slumps to the 
  ground. 
   You look to see to whom the blade belonged, but you 
  see no one in the doorway. Mother Rosinden rushes 
  through, waits for you to rush through as well, and 
  then closes the door carefully so as not to make any 
  sudden noises.
  Mother Rosinden belongs to the Order of the 
  Chisel. Additionally, she is the monastery’s Master 
  of Quarters. She has the following information to 
  share with the characters:
  • A tenday ago, a recently inducted novice named 
  Natali confided in Mother Rosinden about a 
  discovery she made while researching the history 
  of the Tower of the Winds.
  • Natali was very tight-lipped about the knowledge 
  she’d gained, mentioning only that her discovery 
  
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  CCC-TRI-26 Touch the Stars
  6
  revealed an as-yet unknown aspect of the monas-
  tery’s past—a revelation involving the alien hand 
  of mind flayers. Unfortunately, Natali disappeared 
  several days ago.
  • Coincidentally, a force of otherworldly creatures 
  named githyanki appeared shortly after Natali’s 
  disappearance making demands to be led to the 
  illithid location. The monks did not know what 
  they were talking about and the githyanki force 
  left believing the monks were protecting or hiding 
  the location.
  • A day later nautiloid-like craft started streaking 
  across the sky towards the monastery.
  • Other craft started popping up into existence and 
  the two forces started fighting almost immediately 
  above the monastery.
  • The situation is very confusing as the monks do 
  not know what either side wants, how to stop the 
  fighting, or how to stop the monastery from being 
  their battleground.
  • One group of adventurers has been dispatched to 
  the Glacier of the White Worm to try and contact 
  allies, discover the githyanki base of operations, 
  and possibly find a correlation between either the 
  combatants and a mass of dragons that is quickly 
  growing in number at the edge of the glacier.
  • Another group is being utilized to fortify the 
  monastery and dispatch any unwanted visitors 
  while . . .
  • This group searches for the whereabouts of Natali 
  as they believe that she may have uncovered 
  something that is drawing both sides here. Try to 
  piece the puzzle together, discover what is going 
  on, and try to save Natali.
  Roleplaying Mother Rosinden
  Leader of the Order of the Chisel, Mother Rosinden also acts 
  as the order’s quartermaster, treasurer, and chief liaison. She 
  is calm under pressure, authoritative but warm in demeanor, 
  and speaks in confident tones to both strangers and 
  acquaintances, alike. A head of half-gray hair and pronounced 
  crow’s feet around her eyes reveal her to be middle-aged, 
  adding to her matronly image. Though typically stoic and 
  unflappable, Mother Rosinden is an open book when her 
  emotions do surface.
  Quote: “We of the Yellow Rose follow paths of pacifism, only 
  ever raising our fists in self-defense. We hope to avoid raising our 
  fists in violence at this time, as well.”
  Traits: even-tempered, good judge of character, stoic, warm
   Flaws: prone to frustration when outside her comfort zone
  Mother Rosinden’s Leads
  Unfortunately, Mother Rosinden has few leads 
  regarding Natali’s disappearance, but the monks 
  were able to piece together some clues before the 
  PCs arrived.
  Main Gate. Father Hern, doorkeeper of the 
  monastery, generally keeps meticulous records of 
  those who arrive and depart from the monastery 
  complex, whether through the main gate or 
  otherwise. He has been swamped with the influx of 
  newcomers recently, but may be persuaded to look 
  through his records for signs of Natali’s passage. 
  If the adventurers decide to question Father Hern, 
  details regarding encountering the doorkeeper can 
  be found in act II, area A, “Main Gate.”
  Library. Prior to her disappearance, Natali spent 
  a good portion of her time in the order’s library. 
  Perhaps one of the librarians can provide insight to 
  Natali’s whereabouts. Details about the library can 
  be found in act II, area E, “Main Monastery.”
  Natali’s Bed. If the characters ask, Mother 
  Rosinden allows them to investigate Natali’s bed 
  in the novices’ common sleeping area. Mother 
  Rosinden has left Natali’s bed and personal 
  area undisturbed in order to ensure a proper 
  investigation. The common sleeping area is located 
  in the Hall of the Chisel—the same building that 
  contains Mother Rosinden’s office. Details regarding 
  investigating Natali’s bed can be found in act II, area 
  C, “Hall of the Chisel.”
  After imparting what information she knows, 
  Mother Rosinden offers the adventurers a reward 
  (see “Treasure,” below) and gives each character a 
  copper token stamped with the seal of the Order of 
  the Chisel. This token grants the adventurers access 
  to most locations within the monastery complex. 
  Afterwards, she excuses herself to take care of 
  matters elsewhere in the monastery. From here, 
  the characters may choose how to conduct their 
  investigation. Hand the players Player Handout 1.
  Treasure
  As a gesture of good faith, Mother Rosinden offers 
  the adventurers an up-front reward of 70 gp, with 
  an additional 180 gp if they are successful in their 
  jobs. She also offers the adventurers one of the few 
  magic items in the order’s possession: Shoes of the 
  Glacier Walker (the information about this magic 
  item can be found in Player Handout 3. This item 
  may come in handy later on in the adventure.
  
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  CCC-TRI-26 Touch the Stars
  7
  What’s Going on with Natali?
  In her scholastic pursuits at the monastery, Natali discovered 
  accounts of magical surges that originated from some point 
  in the earth below the Tower of the Winds. She approached 
  Mother Rosinden, expressing a desire to reconstruct the 
  foundation of the Tower of the Wind, perhaps to make it 
  somehow useful to the order once again. In truth, she wanted 
  access to the tower with the hopes of discovering more about 
  the source of the surges.
  Natali spent several weeks splitting her attention between 
  her research and working on the tower’s foundation. Having 
  nearly exhausted her avenues of research, the nature and 
  purpose of the surges were still unknown. By piecing 
  together details from different accounts, Natali was able to 
  see a pattern: the surges occurred every two hundred years. 
  Based on the pattern, she determined that the next surge 
  was to occur about a tenday from when she pieced all the 
  information together.
  She dug deeper into the tower’s foundation. A few days 
  later, she was pleasantly surprised to unearth a long-forgotten 
  hatch, sealed and buried under the earth when the tower’s 
  foundation was laid. She cracked the hatch open, and delved 
  into a long, narrow corridor below. At the end of the corridor, 
  she discovered an alien-looking doorway, the opening 
  mechanism of which was missing several key parts: gears of 
  particular shapes and sizes.
  Spurred on by her discoveries and desiring to be the 
  novice who solved the mystery of the surges, Natali set out 
  to recreate the gears needed to open the door. After days of 
  study and trial-and-error, she managed to create the gear 
  mechanism needed to open the door.
   Several days ago, Natali descended into the hatch, letting 
  the covering she’d laid down close behind her. Using the 
  gears she’d fabricated, she opened the door, accidentally 
  awakening the dormant mind flayer laboratory below. The 
  spectral and physical guardians of the laboratory seized her 
  and now use her as an arcane conduit, drawing upon her life 
  force in order to send a signal out to the Far Realm.
  
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  CCC-TRI-26 Touch the Stars
  8
  Act I. Aftermath of an Aerial Battle
  Estimated Duration: 90 Minutes
  After speaking to Mother Rosinden, you enter the main 
  courtyard of the monastery while above you in the 
  sky, the battle still rages. The courtyard is chaotic as 
  monks calmly run from one location to another moving 
  debris that has fallen from the sky, trying to keep the 
  courtyard clear. Repeatedly, there are either illithid or 
  githyanki bringing the battle into the courtyard, but the 
  monks and other adventurers seem to take care of the 
  situation as soon as it begins. 
   To your left towards the front gate, you see a group of 
  adventurers you had not seen before and they seem to 
  be arguing with some monks, with the potential for it 
  to escalate. 
   To your right is a group of monks that just rushed 
  a herd of rothé from grazing, into the monastery. The 
  rothé seem to be in a state of nervous excitement. 
   Above you, whistling like a rock thrown through the 
  sky, is a plummeting githyanki vessel. As it crashes on 
  a wall of the monastery, the other party’s argument 
  with the monks has escalated to battle. The rothé are 
  thrown into a frenzied stampede. Your search for Natali 
  will have to wait. Do you help with the rothé or help the 
  monks against the other adventuring party? You have 
  but a moment to decide. What do you do?
  As the adventurers explore the monastery, you 
  have the opportunity of presenting them with the 
  following combat challenges. Two location maps 
  have been provided in the adventure’s appendices 
  for whichever path the characters take.
  Encounter A: The Wayseekers
  The characters encounter an adventuring group that 
  has grown violent during negotiations gone sour.
  As you move towards the group of adventurers, angry 
  shouts fill the air coming from the hostile adventuring 
  group. 
   “That’s not enough,” barks a haughty, old man 
  wearing wizardly robes. 
   “Our fees are . . . slightly higher,” a man of the cloth 
  coolly adds. “We require 500 gold pieces up front, or 
  we take our reward from wherever we can, whether you 
  like it or not.” 
   “The order cannot afford that,” the monk pleads. 
  With a surprisingly rough hand, the wizard pushes the 
  monk to the ground, shouting, “not good enough!”
  The antagonistic party (an adventuring group that 
  call themselves the Wayseekers) are making unrea-
  sonable demands and threatening three monks over 
  their disagreement.
  Their adventuring group is composed of the 
  following party members:
  • Keyrah the Cleric, female Chultan human acolyte
  • Azran the Wizard, male Tethyrian human appren-
  tice wizard
  • Marifelle the Rogue, female moon (high) elf scout
  • Balerios the Fighter, male Damaran human thug
  • Balerios’ three mastiffs
  Developments
  The Wayseekers are on a hair trigger, feeling 
  overwhelmed by the dire circumstances. If the char-
  acters intervene, they take that as an opportunity 
  to prove their worth and instigate combat. They are 
  confident that they can take the characters down, so 
  attempts to intimidate or parlay with them are made 
  at disadvantage.
  If the characters are defeated by the Wayseekers, 
  they awaken in the Medicka (area C), having taken a 
  short rest.
  Treasure
  Keyrah and Azran carry a total of 20 gold pieces 
  between the two of them. Azran carries a large 
  scroll case that contains a spell scroll of cause fear. 
  The scroll case itself is worth 10 gp, being made of 
  fine leather with goat head emblems stamped on 
  either end. Finally, also tucked into the scroll case is 
  Shadowneedle, an unbreakable arrow. See Player 
  Handout 3 for more information regarding this 
  magic item.
  Tricks of the Trade
  Use the following guidance for this encounter. 
  These are possible ways the encounter can play out. 
  You may run this differently if you choose.
  Azran stays away from the fight and slings spells from a 
  distance.
  Balerios shouts out orders to his dogs and the mastiffs have 
  fought along the fighter’s side long enough to understand 
  and obey his commands. Balerios orders the mastiffs to 
  either split up to individually support each Wayseeker, or 
  focus on attacking one character and knocking them out 
  before moving onto the next.
  The Wayseekers try to keep the adventurers alive and, 
  whenever possible, opt to knock adventurers out when 
  reducing them to 0 hit points. The mastiffs are trained 
  in combat and also knock out characters per Balerios’ 
  commands, rather than killing them.
  When running a Strong encounter (as per “Setting up the 
  Encounter” below), the Wayseekers are joined by Herks 
  the Ranger (male mountain dwarf scout) and Amaree the 
  barbarian (female Bedine human thug).
  When running a Very Strong encounter (as per “Setting up 
  the Encounter” below), Marifelle the Rogue uses the spy 
  stat block (rather than the scout stat block) and Balerios 
  the Fighter is replaced by Amaree the Barbarian, who uses 
  the berserker stat block. In this case, the mastiff takes 
  orders from Amaree.
  
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  Setting up the Encounter
  Very Weak
  • Acolyte: AC 10, 9 hp, Init +0
  • Apprentice Wizard: AC 10, 9 hp, Init +0
  • Thug: AC 11, 32 hp, Init +0
  Weak
  • Acolyte: AC 10, 9 hp, Init +0
  • Apprentice Wizard: AC 10, 9 hp, Init +0
  • Scout: AC 13, 16 hp, Init +2
  • Thug: AC 11, 32 hp, Init +0
  • Mastiff: AC 12, 5 hp, Init +2
  Average
  • Acolyte: AC 10, 9 hp, Init +0
  • Apprentice Wizard: AC 10, 9 hp, Init +0
  • Scout: AC 13, 16 hp, Init +2
  • Thug: AC 11, 32 hp, Init +0
  • Mastiff (3): AC 12, 5 hp, Init +2
  Strong
  • Acolyte: AC 10, 9 hp, Init +0
  • Apprentice Wizard: AC 10, 9 hp, Init +0
  • Scout (2): AC 13, 16 hp, Init +2
  • Thug (2): AC 11, 32 hp, Init +0
  • Mastiff: AC 12, 5 hp, Init +2
  Very Strong
  • Acolyte: AC 10, 9 hp, Init +0
  • Apprentice Wizard: AC 10, 9 hp, Init +0
  • Spy: AC 12, 27 hp, Init +2
  • Berserker: AC 13, 67 hp, Init +1
  • Mastiff: AC 12, 5 hp, Init +2
  Interactive Point
  If this module is being run concurrently with the Tier 2 and 
  Tier 3 tables, deliver “Wayseeker’s Boon” to either a Tier 2 or 
  Tier 3 table upon successfully defeating the Wayseekers.
  Encounter B: Rothé Stampede
  A herd of cattle being led through the monastery 
  panic and run wild.
  As you make your way to the stampeding rothé that 
  the monks were trying to herd into the order’s barn, 
  you feel the ground beneath your feet jolt as the beasts 
  of burden are in a panic. As you approach closer, the 
  herd turns in your direction and you find yourselves 
  caught in the middle of the stampede! A few dozen of 
  the large beasts plow across pathways, out of control. 
  Several beasts remain behind, driven by fear and attack 
  indiscriminately.
  The adventurers find themselves facing seven rothé 
  (use the cow stat block), which attack the charac-
  ters. The animals are panicked and driven by fear. 
  Any attempts to placate or control them are made at 
  disadvantage.
  Developments
  Some adventurers may opt to chase down rest of 
  the stampeding cattle in order to prevent injury to 
  the monks and damage to the monastery. Call for a 
  series of ability and skill checks as the adventurers 
  chase after the animals, attempting to either calm 
  them down or subdue them.
  If the adventurers successfully stop the stampede, 
  the herd’s handlers approach the adventurers and 
  reward them in thanks (see “Treasure” below).
  If the characters are defeated by the rothé, they 
  awaken in the Medicka (act II, area C), having taken 
  a short rest.
  Treasure
  The herd’s handlers reward the adventurers with 
  20 gold pieces if they successfully stopped the 
  stampede. They also give the characters a large 
  scroll case that contains a spell scroll of cause fear. 
  The scroll case itself is worth 10 gp, being made of 
  fine leather with goat head emblems stamped on 
  either end. Finally, also tucked into the scroll case is 
  Shadowneedle, an unbreakable arrow. See Player 
  Handout 3 for more information regarding this 
  magic item.
  Tricks of the Trade
  Use the following guidance for this encounter. 
  These are possible ways the encounter can play out. 
  You may run this differently if you choose.
  To give the players an extra challenge, start the rothé at least 
  20 feet away from the adventurers so that they may use 
  their Charge ability.
  If the adventurers are having a difficult time with the 
  encounter, you may have the cattle knock characters out, 
  rather than causing lethal damage.
  
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  Setting up the Encounter
  Very Weak
  • Rothé (4): AC 10, 15 hp, Init +0
  Weak
  • Rothé (5): AC 10, 15 hp, Init +0
  Average
  • Rothé (7): AC 10, 15 hp, Init +0
  Strong
  • Rothé (10): AC 10, 15 hp, Init +0
  Very Strong
  • Rothé (12): AC 10, 15 hp, Init +0
  Rothé
  Rothé are a breed of cattle indigenous to the Forgotten 
  Realms. The typical variety of rothé (such as those found 
  in this adventure) resembles large musk oxen and has 
  darkvision out to a range of 30 feet.
  Interactive Point
  If this module is being run concurrently with the Tier 2 and 
  Tier 3 tables, deliver “Rothé Boon” to either a Tier 2 or Tier 3 
  table upon successfully ending the stampede.
  
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  Act II. Exploring the Monastery
  Estimated Duration: 75 Minutes
  As they investigate, the party encounters trouble 
  among the harried occupants of the complex. Areas 
  can be referenced from the “Monastery of the 
  Yellow Rose Map.”
  From the information that the monks have gathered, 
  you question a number of individuals around the 
  Monastery of the Yellow Rose.
  Falling “debris”
  During the battle debris and combatants from the 
  aerial battle above fall to the monastery, causing 
  trouble for the adventurers.
  For every area the characters enter, run one of the 
  following encounters, especially if you are ahead of 
  time.
  Encounter 1
  An illithid (use thug statistics) falls to the ground, 
  narrowly missing the characters:
  Plummeting from the battle in the sky and crashing at 
  your feet is an illithid. It looks injured as its tentacles 
  are either completely severed or barely hanging on by 
  skin. It looks to attack, but realizes that it is at a severe 
  disadvantage.
  Encounter 2
  A githyanki plummets to the ground narrowly miss-
  ing the characters. It survives the fall, but is injured.
  Crashing at your feet is a githyanki, it looks injured as 
  its sword is missing and it seems to have taken a lot of 
  damage from battle. It looks to attack, but realizes that 
  it is at a severe disadvantage.
  Encounter 3
  Debris from the battle above rains down (or through 
  the roof). Each creature must succeed on a DC 12 
  Dexterity saving throw or take 4 (1d6 + 1) bludgeon-
  ing damage.
  A thunderous boom is heard close by as debris rains 
  down on your group.
  Locations Within the Monastery
  The following sections detail the various areas 
  within the monastery complex and what the 
  adventurers may find therein. Use them to guide the 
  characters’ various interactions as they explore the 
  monastery and question its residents.
  The last portion of this act details two encounters 
  that can befall the adventurers as they explore. If 
  time is not a concern or if the players resolved the 
  first encounter quickly enough, you may run the 
  second encounter as well.
  Most of the monks encountered in the monastery 
  are commoners, but occasionally, another stat block 
  may be used:
  Alternate Yellow Rose Monk Stat Blocks
  d100
  Stat Block Used
  01
  martial arts adept
  02–05
  acolyte
  06–00
  commoner
  A. Main Gate
  The monastery’s main gate is huge and imposing, 
  the twin doors standing 20 feet tall and 10 feet wide 
  apiece. They are open currently, allowing entry to a 
  cadre of adventurers, as well as a group of monks 
  leading a herd of cattle into the inner monastery to 
  keep them safe from the battle in the sky. With the gate 
  being open, you see that the outward facing panels 
  are carved with large depictions of Saint Sollars, the 
  Twice-Martyred.
  Father Hern (male, Damaran human, commoner) 
  unerringly watches the main gates of the monastery. 
  He opens and closes the gates, keeping meticulous 
  track of those either entering or exiting the grounds. 
  If asked to look into his records for signs of Natali’s 
  passage, the doorkeeper scoffs—the records are 
  merely a formality. Father Hern remembers and 
  keeps track of everyone who comes and goes by 
  memory, recording everything at the end of the 
  day before he retires (a successful DC 10 Wisdom 
  (Insight) check confirms this boast). Father Hern 
  knows the following information:
  • Father Hern hasn’t seen Natali leave the monas-
  tery grounds in a number of tendays.
  • From talk that has passed through the gates, he 
  knows that Natali has been spending time in the 
  library, the kitchen, and the Order of the Chisel’s 
  workshop.
  • The library and kitchen are found in the Main 
  Monastery (area E), while the workshop can be 
  found in the Hall of the Chisel (area C), where the 
  adventurers started.
  Roleplaying Father Hern
  Father Hern, the Doorkeeper, is an old, tired man whose 
  passions have slowly been ground down by the suffering he 
  has witnessed over a lifetime. He is depressed, caring little 
  about the outside world, only doing the barest necessary to 
  carry out his duty. There has been some talk about replacing 
  him, but he has been doing his work well for decades and 
  few are willing to admit it is time for the man to retire. Given 
  
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  the right motivation, the characters can inflame his passions 
  again if only for a brief time. Working on his guilt is best.
  Quote: “Welcome to the Monastery of the Yellow Rose. By the 
  suffering of Saint Sollars, what brings you here?”
  Traits: impeccable memory, keenly observant, speaks in 
  monotone
   Flaws: emotionally detached, humorless, jaded
  B. Shrines
  Three shrines to Illmater and Saint Sollars are 
  located throughout the monastery grounds. They 
  are all structured similarly: each one is a tall spire 
  built over a covered worship area, surrounded by a 
  ring of stone columns. They are covered in carvings 
  depicting Illmater and Saint Sollars in various 
  tableaux of suffering.
  At any time of day, a handful of monks can be 
  found worshipping or meditating at each of the 
  shrines.
  C. Hall of the Chisel
  This building houses the Order of the Chisel. Within 
  lie the order’s chapels, offices, common rooms, 
  living quarters, and workshops. Mother Rosinden 
  leads the order and her office can be found within 
  the hall. The adventurers may investigate a couple 
  of locations within this building.
  The Order of the Yellow Rose owns a number 
  of mounts and beasts of burden: horses to carry 
  traveling monks down the mountain, donkeys 
  and mules to use as pack animals, and goats and 
  cattle that provide meat and milk. These animals 
  live in this structure, which doubles as stables and 
  barn, where novices and acolytes from every order 
  (though primarily from the Order of the Chisel) care 
  for the beasts.
  Natali’s Bed. If the adventurers ask, Mother 
  Rosinden allows them to investigate Natali’s bed in 
  the novices’ common sleeping area.
  A hundred or so beds occupy the Novices’ common 
  sleeping area. The sleeping area is empty at this time; 
  the order’s novices are out and about assisting with 
  the defense preparations outside. A monk leads you 
  through the room, past several rows of beds, towards 
  a bed in the center of the room. The monk gestures 
  towards the bed with an open hand, saying “This is 
  Natali’s bed. Please examine it as you see fit.”
  Mother Rosinden has left Natali’s bed and personal 
  area undisturbed, in order to ensure a proper 
  investigation.
  The adventurers find a series of notes tucked into 
  Natali’s mattress about her investigations into mag-
  ical surges that have been documented throughout 
  the monastery’s history (give the players Player 
  Handout 2). These surges recur every few decades 
  and are centered beneath the Tower of the Winds 
  (area D). Finding these notes is part of completing 
  the Harper’s faction assignment.
  Medicka. This large, sparsely furnished room 
  contains beds, an apothecary, an examination 
  room, and a humble shrine to Illmater. Few of the 
  Medicka’s monks are capable of magical healing, 
  but a cleric of Chauntea (who, like the adventurers, 
  answered the order’s call for aid) has taken up res-
  idence at the Medicka and can provide spellcasting 
  services.
  If the adventurers desire a short rest while on 
  the monastery grounds, they are directed to the 
  Medicka, where they may rest in comfort and 
  without interruption. Also, should the adventurers 
  inquire, the Medicka can provide them one potion of 
  healing.
  The Workshop. The Hall of the Chisel houses the 
  order’s main workshop and supply quarters. While 
  various workshops can be found elsewhere in the 
  monastery, the most complex work and the most 
  rigid training occurs here.
  Rows of work tables line the largest workshop in the 
  complex. A vast collection of tools line one far wall, 
  while forges and smith-works line another. Monks work 
  to hurriedly craft weapons, simple armor, and ammuni-
  tion in preparation for the encroaching siege. 
    A monk approaches you, cleaning off hands black-
  ened from smithing. “My name is Sister Avilda,” she 
  greets you. “What brings you here today?”
  Sister Avilda (female, Chondathan human, com-
  moner) is the monastery’s Master Crafter and head 
  of the order’s artisans. If asked about Natali, she has 
  the following information to offer:
  • Natali had been spending plenty of time in the 
  workshops under Sister Avilda’s supervision.
  • Natali had expressed interest in renovating the 
  foundation of the Tower of the Winds (area D), the 
  foundations having been exposed when the tower 
  broke free of the ground in a ritual to transform 
  it into an elemental beacon. Sister Avilda encour-
  aged this work, seeing Natali’s efforts as her 
  contribution towards expanding the monastery.
  • Sister Avilda had noticed that, in addition to 
  requisitioning supplies, Natali was also working 
  on a prototype of some contraption: a series of 
  interlocking wooden gears that spin in mesmeriz-
  ing patterns. Sister Avilda dismissed this device 
  as part of a personal, artistic pursuit, but perhaps 
  there was something more to it.
  • If asked, Sister Avilda leads the adventurers to 
  the workspace Natali had been using. Resting 
  on the workspace are a number of gears, most 
  of which have been painted over with a red X. 
  A cluster of gears have been mounted together 
  on a board. Turning these gears causes them 
  
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  all to spin in a highly coordinated and precise 
  fashion. Since the adventurers are investigating 
  at Mother Rosinden’s request, Sister Avilda 
  allows the adventurers to take any of these gears 
  at their discretion. The board itself is quite large 
  and would be difficult to carry around, though 
  the individual gears may be removed and carried 
  around easily. There are seven gears in all.
  • The adventurers need these gears to open the 
  Stellar Experimentarium door at the Tower of the 
  Winds (area D).
  Roleplaying Sister Avilda
  Sister Avilda, the Master Crafter, is a stout woman in her 
  mid-thirties. She is sharp-featured with a face framed by 
  ruddy brown hair tied back tightly behind her. She is generally 
  jovial, even while she works, and even the grimmest of 
  circumstances rarely pull her out of that state of mind. She 
  is most happy when working on the various artisanal needs 
  of the monastery and is constantly covered with traces of 
  her work (blackened hands from forging, stain and sawdust 
  covered clothing from woodworking, etc.) She speaks in a 
  bellowing tone accustomed to projecting over the noise of 
  the workshops.
  Quote: “We’re always busy here . . . TURN THE FIRE DOWN 
  IN THAT KILN, BROTHÉR PENG! . . . but I can take a moment 
  to answer your questions.”
  Traits: enthusiastic, hard-working, optimistic, organized
   Flaws: boisterous when inappropriate, optimistic to a fault, 
  unnecessarily loud
  D. Tower of the Winds
  Adjacent to the Main Monastery, the Tower of the 
  Winds is the strangest building in the entire complex. 
  Some time ago, the Cult of the Howling Hatred—an 
  elemental cult dedicated to Evil Air—infiltrated the 
  Order of the Yellow Rose and turned the tower into 
  an elemental beacon. Before they could tap into the 
  beacon’s power, however, the cult presence in the 
  monastery was eliminated by brave adventurers. Now, 
  the 5-story tower floats 60 feet above the ground, its 
  conical spire glowing brightly with elemental light. 
  The building’s foundations still remain on the ground, 
  a scar on the monastery grounds. The westernmost 
  half of the foundation closest to the mountainside has 
  been tented off and closed from sight. Around the tent 
  are an assortment of crates and building supplies.
  The Tower of the Winds used to be a practice hall 
  for the Order of the Rose. Within its multiple floors, 
  monks practiced the Wind form of the order’s 
  martial arts. The building has remained unoccupied 
  since it was wrenched from the ground and thrust 
  into the air.
  The tented area is where Natali was conducting 
  her repairs and excavation. If the adventurers enter 
  the tent, they see that a good one-third of the foun-
  dation has been worked on. A large, wooden plank 
  has been laid across the ground at an excavated 
  patch on the far side of the work area.
  Under the plank is the hatch Natali discovered. 
  The hatch descends down into a tunnel which leads 
  to the door of the illithid laboratory. In the door 
  there are several gears that interlock, but there are 
  several missing. On the ground by the character’s 
  feet there are several relatively new and recently 
  broken gears that may have been used to open the 
  door.
  Once the characters come back here a second 
  time with new gears, proceed to act III, “The Illithid 
  Laboratory.”
  E. Main Monastery
  Resting against the Earthspur mountainside is the 
  immense structure of the Main Monastery. The austere, 
  ocher building sits on a ledge 150 feet above the lowest 
  tier of the monastery complex. Standing four stories 
  tall, domed towers rise at each corner of the building, 
  surrounding a large central dome that glitters in the 
  sunlight and reflects the Tower of the Wind’s elemental 
  glow at night. The monastery’s massive doors move 
  slowly, laboriously pushed open by two monks that 
  allow you entry.
  The oldest, largest, most imposing, and most 
  impressive building in the complex, the Main 
  Monastery was the first building built by the 
  disciples of Saint Sollars when they settled upon 
  the mountainside. Over the centuries, the monks 
  expanded upon the original structure, building 
  additions to the monastery both outward from and 
  inward into the mountain. Eventually, the monks 
  spread out beyond the main monastery, building 
  structures elsewhere along the mountainside, 
  resulting in the complex that now exists today.
  This building houses the main cloister, chapels, 
  offices, tiring halls, laboratories, dormitories, and 
  other functional spaces and living quarters. The 
  order’s extensive and world-renowned library is 
  located in the main monastery, extending deep 
  into the rock of the mountain. Also found here are 
  the monastery’s main dining hall (where the entire 
  order sits to dine and commune at the end of the 
  day) and its massive kitchens.
  During their investigation, the adventurers may 
  find leads to the following locations below.
  
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  Library. Prior to her disappearance, Natali 
  had been spending much of her time looking 
  up historical tomes in the depths of the Library. 
  Only members of the Order of the Scroll have 
  unrestricted access to the library, but with Mother 
  Rosinden’s copper tokens, the adventurers 
  may enter and investigate under the librarians’ 
  supervision.
  The heart of the Main Monastery houses the Library 
  of the Yellow Rose. The bulk of the library is functional 
  and Spartan, but a pleasant enough place to do 
  research. Catacomb-like halls and corridors, lined 
  with hundreds upon hundreds of tomes and scrolls, 
  stretch deep into the earth of the mountainside. Many 
  of the Library’s works are buried in its depths and 
  long-forgotten except by the scribes who have taken on 
  the never-ending task of maintaining and transcribing 
  the oldest works. They attempt to keep them from 
  being consumed by time. Librarians silently shuffle 
  through the Library’s shelves, halls, and tiers. The quiet 
  of the Library stands in stark contrast to the chaos of 
  the harried monastery outside.
  If the adventurers inquire about Natali’s activities, 
  they are directed to speak to Brothér Santir (male, 
  human Rashemi, commoner), one of the senior 
  librarians. Brothér Santir knows the following 
  information.
  • Brothér Santir was overseeing Natali’s research 
  and is familiar with the books Natali was reading, 
  though he had not pried nor looked over Natali’s 
  shoulder.
  • He knows that Natali has pieced together the 
  existence of a mind-flayer facility deep in the heart 
  of the Earthspur Mountains below the monastery.
  • He also knows that Natali has been spiriting 
  supplies off to the former location of the Tower 
  of the Winds (area D). The supplies are overseen 
  by Sister Avilda in the Order of the Chisel’s 
  workshops (area C).
  • Brothér Santir has kept meticulous records of 
  the books Natali read for her research. If asked, 
  he can provide the adventurers with a list of 
  those books. Obtaining this list of books is part of 
  completing the Harper’s faction assignment.
  If the adventurers speak with Brothér Santir 
  regarding Natali, make a note of it as this may grant 
  the characters an additional reward at the end of 
  the adventure.
  Roleplaying Brothér Santir
  Brothér Santir is a 30-year old scrawny human male with an 
  elven ancestry. He is the librarian most commonly assigned 
  to guide and supervise outsiders, so characters requiring a 
  librarian get to work with him. Santir is a bit of an anomaly 
  in the library. He loves to talk, is a bit of a gossip and very 
  interested in any stories the characters might tell. He is 
  wise enough to realize he is not cut out to be an adventurer 
  himself, preferring the relative luxury and safety of the library 
  and books to the real thing. He is a man of his word though, 
  and if pressed by anyone not to talk about the research they 
  are conducting, he keeps his mouth shut even to his fellow 
  monks.
  Quote: “Shhh. I’m more than happy to speak with you, but 
  we must respect the Library and lower our voices. Now, before we 
  begin, could you tell me a bit about you.”
  Traits: curious, meticulous, patient, worldly
   Flaws: can’t help but pry, can talk endlessly if allowed
  Kitchens. The kitchens are fairly large and busy, 
  having to serve all the residents of the monastery. 
  With the added activity from the recent events, it is 
  a lot more frenzied than usual. Yet the monks still 
  manage to exude a sense of calm in the midst of the 
  bustle.
  A monk guides you through the monastery’s halls, 
  past its immense common dining area, and into the 
  bustling kitchens. With the influx of adventurers and 
  refugees from the elsewhere on mountain, the order’s 
  cooks have been busy around the clock. Gruel bubbles, 
  goat meat and root vegetables stew, and milk heats at 
  numerous pots lining the kitchen walls. Monks rush to 
  and fro cutting ingredients and preparing dishes for the 
  next meal.
  Upon entering, the adventurers are greeted by the 
  Master Cook, Brothér Borovik (male, Chondathan 
  human, acolyte). He has the following information 
  to share with the characters.
  • Brothér Borovik has been spurring on Natali’s 
  interest in cooking, while benefiting from her 
  enthusiasm in helping prepare the monks’ meals.
  • He had noticed that she had been excitable 
  recently, due to some sort of breakthrough she’d 
  made in researching some of the monastery’s 
  history.
  • She was spending plenty of time in the Order of 
  the Chisel’s workshop (area C) and the Tower of 
  the Winds (area D).
  
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  Roleplaying Brothér Borovik
  Brothér Borovik, a man in his mid 40s, has only been a 
  monk for a little over a decade. Originally from Mulmaster, 
  the Master Cook bears the weight of a criminal past, having 
  spent much of his childhood and adulthood locked up in one 
  garrison or another in the City of Danger. After his last stint in 
  jail, he left Mulmaster and journeyed to the Monastery of the 
  Yellow Rose to join its monastic order to correct his criminal 
  ways. He found a home in the Kitchens among the order’s 
  cooks and now spends his days serving the monastery’s 
  monks and guests. Brothér Borovik is generally fit, but bears 
  a slight paunch. He sweats the day away among the heat of 
  the Kitchen’s cauldrons and cooking fires.
  Quote: “I have told you all I know. Please excuse me. The stew 
  isn’t flavored quite right and requires my attention.”
  Traits: dedicated to his work, friendly, warm
   Flaws: constantly concerned that his past will catch up with 
  him, slow to trust outsiders
  Wrapping Up the Investigation and Moving On
  The adventurers may move on to act III once they 
  gather up the gears from the Order of the Chisel’s 
  workshop (area C) and discover the hatch at Natali’s 
  work area at the Tower of the Winds (area D).
  If the adventurers descend into the tunnel, read 
  them the description of the door found in the 
  beginning of act III. If they have the gears from the 
  workshop, they may progress forward. Otherwise, 
  they will need to return to the surface to investigate 
  further.
  
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  Act III. The Illithid Laboratory
  Come to the edge.
  We might fall.
  Come to the edge.
  It’s too high!
  Come to the edge!
  And they came
  And he pushed
  And they flew.
  —Christopher Logue, “Come to the Edge”
  Estimated Duration: 60 minutes
  Questions and Answers
  At the Tower of the Winds, the adventurers delve 
  down a tunnel leading into the depths of the 
  Earthspur Mountains.
  The hatch beneath the Tower of the Winds descends 
  into a tight, claustrophobic tunnel. The tunnel pierces 
  deep into the rock of the Earthspur Mountains before 
  opening up to a smooth-walled cavern, obviously con-
  structed by sentient hands. Orbs that glow in unsettling 
  hues of green, blue, and violet are inset into the walls 
  and shed dim light. A large, circular, stone door about 
  10 feet in diameter caps the far end of the cavern. The 
  stone of the door is carved to resemble a top view of a 
  brain’s two hemispheres. Above and on either side of 
  the door, a complicated array of stone gears has been 
  built into the wall. 
   An empty space in the middle of the gear array indi-
  cates a number of missing gears. On the floor below 
  the empty space lie wooden shards that appear to be 
  broken replicas of the gears above.
  Natali had successfully created functioning wooden 
  replicas of the missing stone gears. She placed 
  them into the empty gear slots and the door opened. 
  However, the wooden gears could not withstand the 
  tension of the stone gears for long. The stress broke 
  all of the wooden gears and Natali’s replicas fell 
  uselessly to the floor.
  If the adventurers found the prototype gears in 
  the Order of the Chisel’s workshop (area C), they 
  may use these gears to open the door. It requires 
  a successful DC 14 Intelligence check to place the 
  gears correctly. Success or failure on this check 
  produces two different results:
  If the check to install the gears is successful. 
  The door opens smoothly.
  When you place the final wooden gear, the array 
  activates. Gears spin, click, and whir. With the sound 
  of stone moving against stone, the door slides open 
  into a recess in the wall. Beyond the threshold, eerily 
  decorated corridors lit by the same green, blue, and 
  violet orbs stretch out into the unknown.
  The adventurers may proceed into the facility.
  If you are running this as a 3 or 4-hour adventure 
  and are well within your time constraints, you may 
  run the optional encounter, “Shadows of the Far 
  Realm.” Otherwise, continue with “The Stellar 
  Experimentarium.”
  If the check to install the gears is unsuccessful. 
  The door’s defenses are triggered.
  When you place the final wooden gear, the array 
  activates. Gears spin, click, and whir, but something 
  isn’t quite right. The mechanism strains, gears grinding 
  against one another. The door slides aside haltingly, 
  opening only a sliver of the way. A sickly green light 
  flares along the grooves of the brain pattern etched on 
  the door faster than you can act, lashing out in lances 
  of energy that assault your mind!
  Each character in the room must succeed on a DC 
  12 Intelligence saving throw or take 4 (1d8) psychic 
  damage. Once the psychic energy is released, the 
  door slides open the rest of the way.
  The green light dies down. With the sound of stone 
  moving against stone, the door slides open the rest of 
  the way into a recess in the wall. Beyond the threshold, 
  eerily decorated corridors lit by the same green, blue, 
  and violet orbs stretch out into the unknown.
  The adventurers may proceed into the facility.
  If you are running this as a 3 or 4 hour adventure 
  and are well within your time constraints, you may 
  run the optional encounter, “Shadows of the Far 
  Realm.” Otherwise, continue with “The Stellar 
  Experimentarium.”
  General Features
  The illithid laboratory has the following general features:
  The Stellar Experimentarium was hollowed out of the 
  mountain rock millennia ago. Within its walls, illithids 
  multiplied, imprisoned captives, created thralls, and 
  conducted experiments that reached out to the Far Realm.
  Terrain. The Experimentarium’s floors and walls are 
  smooth, curving gracefully from chamber to chamber. The 
  facility spreads out throughout a single floor laid out in 
  concentric circles with connecting passageways.
  Light. Recently reactivated, the walls of the 
  Experimentarium are dotted with glowing glass orbs every 
  few feet. The orbs glow green, blue, and violet; casting dim 
  light throughout the facility.
  Smells and Sounds. Stale air, unidentifiable acidic 
  tangs, unplaceable smells of rot occasionally wafting from 
  somewhere-or-other, the echoing of the characters’ footsteps, 
  an otherworldly thrum that comes and goes throughout the 
  facility
  
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  Optional Encounter: Shadows of the Far Realm
  You step through the doorway into an antechamber, 
  from which several corridors extend. Before you can 
  move deeper into the facility, the orbs on the wall grow 
  brighter, casting your shadows harshly against the walls 
  around you. 
   A voice speaking an alien tongue echoes through 
  your minds, unintelligible at first, then the words 
  twist into phrases you can understand. “INTRUDERS 
  DETECTED IN LABORATORY . . . DEFENSES 
  ACTIVATED.” 
   As the lights return to their more subdued level, 
  several shadows begin to move of their own accord, 
  taking the form of indistinct mind flayers—tall and 
  gangly, with wicked tentacles sprouting from their jaws. 
  After the transformation, the shadows peel themselves 
  off the walls and attack!
  Shadows come to life and attack the adventurers. 
  The glowing orbs continue to bathe the chamber in 
  dim light.
  Augmented Shadows
  The shadows are fueled by the animus of the mind flayers’ 
  past victims and augmented by residual psionic energies. 
  They make saving throws against Turn Undead with 
  advantage and fight to the death.
  Tricks of the Trade
  Use the following guidance when running this 
  encounter. These are just possible ways the encoun-
  ter can play out, and you may run this differently if 
  you choose.
  At the beginning of their turns, the shadows use their Shadow 
  Stealth ability to blend into the walls and floor. This 
  allows them to make attack rolls with advantage against 
  characters from which they’ve successfully hidden.
  The shadows’ Strength Drain attacks can be particularly 
  deadly to tier 1 characters. If needed, spread out the 
  shadows’ attacks rather than focusing fire on a single 
  character.
  Setting up the Encounter
  Very Weak
  • Shadow (2): AC 12, 16 hp, Init +2
  Weak
  • Shadow (3): AC 12, 16 hp, Init +2
  Average
  • Shadow (4): AC 12, 16 hp, Init +2
  Strong
  • Shadow (6): AC 12, 16 hp, Init +2
  Very Strong
  • Shadow (8): AC 12, 16 hp, Init +2
  The Stellar Experimentarium
  The adventurers push through the twisting corridor 
  of the illithid facility, finally discovering Natali’s 
  whereabouts.
  The corridors of the mind flayer facility twist through 
  empty rooms and spaces, each adorned with eerie, 
  alien imagery: tentacle-like lines that twist and flow 
  one into another, decorative panels carved to resemble 
  brains and intestines, and concentric circles lined with 
  teeth. 
   As you explore, a scream of anguish echoes through 
  the passageways. Someone is suffering up ahead. 
  Following the scream to its source, you come upon 
  a corridor that terminates at the only stairway you’ve 
  seen here—one that seemingly ascends up to another 
  level of the facility. 
   Another scream echoes down the stairway as you 
  draw close. The air between you and the stairway 
  ripples, as if some membrane were stretched across 
  the passageway in front of you.
  There is a barrier of psionic force covering the 
  bottom of the stairway that prevents objects from 
  the Stellar Experimentarium above from acciden-
  tally falling into the facility. The barrier is harmless 
  when touched and allows characters to safely pass 
  through. Until the devices above are deactivated, 
  however, the barrier is one-way. A character cross-
  ing through the barrier towards the stairway may 
  not cross back through to the corridor from which 
  they came.
  Climbing the stairway, the adventurers find an 
  incredible sight.
  The stairs stretch upward for several stories, by your 
  estimation. The temperature begins to drop as you 
  climb, and the light grows strange—dimming until you 
  can just barely see the steps in front of you. 
   Suddenly, an unearthly vista opens up in front of 
  you. The steps terminate on a platform that floats in 
  the middle of nothingness! Before you stretches an 
  infinite sea of black, dotted by innumerable stars. In the 
  far distance, large orbs of rock float suspended in the 
  blackness, and strange clouds of color phase in and out 
  of existence. Trails of light cut thin, fleeting, illuminated 
  lines in the space just beyond reach, like stars being 
  flung to various corners of an endless night. A series 
  of platforms float ahead of you, forming a path of sorts 
  from the platform you’re on to a larger platform in the 
  distance. 
   A scream cuts through the space from the large, far 
  platform. On the far platform, a young girl in the garb 
  of a Yellow Rose novice is restrained against a large 
  globe that pulses with a bright, yellow light. It appears 
  to be Natali! Black tentacles bind her, and she cries out 
  in pain as vaporous lines of light trace paths from her 
  
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  figure into the globe—as if the globe is drawing energy 
  from the novice’s body. Arcs of that same energy lance 
  out from the yellow orb onto smaller, orange orbs 
  scattered among the floating platforms.
  The adventurers must traverse these platforms to 
  reach and rescue Natali from the device to which 
  she is bound.
  What’s Going On Here?
  The Stellar Experimentarium was created by the mind 
  flayers in order to study space and its connection to the Far 
  Realm. They used the magic devices located on the floating 
  platforms to send signals of psionic energy out into the 
  various planes, hoping to contact other illithids in their 
  unending quest to find a new home. Some unforeseen event 
  caused the mind flayers to abandon the facility, and it lay 
  dormant for millennia, sending out its psionic signal every 
  couple of hundred years in an automatic routine.
  Exploring the facility, Natali’s life energies reactivated the 
  devices. The Experimentarium’s guardians reactivated as well, 
  capturing Natali and restraining her against the main device 
  (located on platform D in “Appendix. Stellar Experimentarium 
  Map”). The device is using Natali as a battery, slowly sapping 
  her life force to power the signal boosting globes built into 
  the platforms. Deactivating these globes has beneficial 
  effects, should the adventurers attempt to do so (see “illithid 
  Devices” below).
  The Floating Platforms
  There are a total of 13 floating platforms in front 
  of the adventurers. Magical, orange globes rest on 
  three of the platforms (platforms C on appendix, 
  “Stellar Experimentarium Map”) into which Natali’s 
  life force is being siphoned by the main device (on 
  platform D).
  If you are playing on a grid, you may cut out 
  and use the platform tiles provided in appendix, 
  “Stellar Experimentarium Map Tiles” to represent 
  the floating platforms. Various tiles found in the 
  Dungeon Tiles Reincarnated: Dungeon set are also 
  well suited for this.
  At the top of initiative, all of the non-lettered 
  platforms drift. Roll 1d10 and refer to the “Platform 
  Movement” table below. For the sake of platform 
  movement, the top of the map is considered north, 
  with the other cardinal directions corresponding 
  with the map’s left (west), right (east), and bottom 
  (south) sides. You may make one roll and move all 
  the platforms in the resulting direction, or you may 
  roll once for each platform in order to move them 
  in various directions. The results of the table are 
  also represented on the map in appendix, “Stellar 
  Experimentarium Map.”
  Platform Movement
  d10
  Direction of Movement
  1
  5 feet NORTHWEST
  2
  5 feet NORTH
  3
  5 feet NORTHEAST
  4
  5 feet WEST
  5 or 6
  No movement
  7
  5 feet EAST
  8
  5 feet SOUTHWEST
  9
  5 feet SOUTH
  10
  5 feet SOUTHEAST
  Traversing the Platforms
  The most straightforward way to get from platform 
  to platform is jump across the gaps that span them. 
  The rules for making long jumps are included below 
  for ease of reference (more information regarding 
  jumping can be found in the Player’s Handbook).
  Since the platforms are shifting, creatures 
  jumping from one platform to another must succeed 
  in a DC 10 Dexterity saving throw or slip off the 
  platform, falling into the void (see the sidebar below 
  for information regarding the nature of the void). A 
  creature that slips off a platform feels the panicked 
  sensation of falling a great distance, but finds itself 
  teleported back to the start (platform A), appearing 
  at any space adjacent to the stairs.
  In order to keep the adventure moving, if the char-
  acters are having a tough time making the jumps, 
  consider moving the platforms closer to them at the 
  top of initiative in order to allow standing jumps.
  Flight and teleportation (either via abilities or 
  spells) are also effective. Adventurers who fly or 
  teleport do not face the risk of slipping off and do 
  not need to make the Dexterity saving throw.
  Encourage creative ideas for traversing the 
  platforms as well! Let characters throw each other 
  across, jump off mounts to clear distances (falling 
  mounts reappear on Platform A, as mentioned 
  above), use ropes to yank one another across, etc. 
  Use ability and skill checks to increase the tension 
  of the scene.
  The Void
  The vast space within the Stellar Experimentarium is merely 
  an illusion. The Experimentarium was hollowed out of the 
  mountain and is, indeed, a large space, but it isn’t as endless 
  as the illusions show. The ceiling, ground, and walls extend 
  a mere 40 feet above, below, and to all sides of the floating 
  platforms.
   Falling off a platform down towards the floor produces the 
  effect mentioned above. If a character manages to somehow 
  reach the ceiling or walls, the illusion maintains itself and 
  that character feels the sensation of pushing against an 
  invisible barrier.
  
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  Jumping
  Your Strength determines how far you can jump.
  Long Jump. When you make a long jump, you cover a 
  number of feet up to your Strength score if you move at least 
  10 feet on foot immediately before the jump. When you make 
  a standing long jump, you can leap only half that distance. 
  Either way, each foot you clear on the jump costs a foot of 
  movement.
  This rule assumes that the height of the jump doesn’t 
  matter, such as a jump across a stream or chasm. At the 
  DM’s option, a character must succeed on a DC 10 Strength 
  (Athletics) check to clear a low obstacle (no taller than a 
  quarter of the jump’s distance), such as a hedge or low wall. 
  Otherwise, the character hits it.
   When you land in difficult terrain, you must succeed on 
  a DC 10 Dexterity (Acrobatics) check to land on your feet. 
  Otherwise, you land prone.
  The Experimentarium’s Guardians
  The first time an adventurer sets foot on one of the 
  lettered platforms (platforms C or D), 2 gazer con-
  structs appear—one on each of platforms C closest 
  to the start (platform A)—and a specter appears on 
  platform D, all of which attack the characters.
  • The gazer constructs use the gazer stat block, 
  but their type becomes construct, and they have 
  Damage Immunities poison, psychic.
  • The specter takes the form of a mind flayer 
  apparition. The apparition isn’t truly a spirit of a 
  mind flayer, merely the essence of one bound to 
  the illithid laboratory as a guardian.
  These opponents protect the Experimentarium 
  from intruders and fight to the death. Defeating 
  the guardians does not deactivate the psionic 
  signal array, nor free Natali, however. To do that, 
  the adventurers must destroy the main device (see 
  “Illithid Devices” below).
  Setting up the Encounter
  Very Weak
  • Gazer Construct (2): AC 13, 13 hp, Init +3
  Weak
  • Gazer Construct (3): AC 13, 13 hp, Init +3
  Average
  • Gazer Construct (2): AC 13, 13 hp, Init +3
  • Specter: AC 12, 22 hp, Init +2
  Strong
  • Gazer Construct (3): AC 13, 13 hp, Init +3
  • Specter (2): AC 12, 22 hp, Init +2
  Very Strong
  • Gazer Construct (4): AC 13, 13 hp, Init +3
  • Specter (2): AC 12, 22 hp, Init +2
  Illithid Devices
  The psionic signal array is composed of three scin-
  tillating orange globes (each located on platforms C) 
  and a larger, main yellow globe (located on platform 
  D) to which Natali is restrained. The orbs are pow-
  ered by twisted magic beyond comprehension and 
  cannot be dispelled. However, they are susceptible 
  to attacks, magical or otherwise.
  • Each orange globe has AC 10, 20 hit points 
  (with a damage threshold of 5 hit points), and is 
  immune to necrotic, poison, and psychic damage.
  • Whenever an orange globe is destroyed, each 
  gazer construct becomes restrained until the end 
  of their next turn.
  • The main yellow globe has AC 14, 30 hit points 
  (with a damage threshold of 5 hit points), and is 
  immune to necrotic, poison, psychic, and radiant 
  damage.
  • When the yellow globe is destroyed, the specter 
  or wraith becomes restrained until the end of its 
  next turn and each orange globe loses 5 hit points. 
  Additionally the bonds release Natali and she 
  crumples to the ground
  Interactive Point
  If this module is being run concurrently with the Tier 2 
  and Tier 3 tables, and the PCs destroy all 4 globes of the 
  Psionic Signal Array deliver “Signal Array Boon” to all tables, 
  including this one.
  Developments
  If the adventurers defeat the guardians, they may 
  explore the Experimentarium freely, destroying 
  globes and freeing Natali unabated. Once they 
  destroy the yellow globe and free Natali, they may 
  simply leave or you may run them through the 
  “Escape Sequence” below (time allowing). Natali 
  is eager to leave and refrains from talking until she 
  has escaped. If the adventurers simply leave, move 
  onto “Leaving the Experimentarium” below.
  If they destroy the yellow globe before defeating 
  the guardians, the adventure may play out in several 
  ways.
  Combat continues. The adventurers must defeat 
  the guardians. Once they defeat the guardians, they 
  may simply leave or you may run them through the 
  “Escape Sequence” below (time allowing). If the 
  adventurers simply leave, move onto “Leaving the 
  Experimentarium” below.
  Combat continues while the adventurers 
  attempt to escape. Run the characters through the 
  “Escape Sequence” below. However, the guardians 
  continue to attack the adventurers. In this case, the 
  adventurers do not need to defeat the guardians to 
  leave. Any adventurer who makes it to the starting 
  stairway (on platform A) is considered to have 
  
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  CCC-TRI-26 Touch the Stars
  20
  escaped, and the guardians do not pursue the 
  characters out of the Experimentarium. Once all 
  of the adventurers escape, move onto “Leaving the 
  Experimentarium” below.
  Combat ends. Destroying the yellow globe 
  reduces all of the guardians to 0 hit points. The 
  adventurers may simply leave or you may run them 
  through the “Escape Sequence” below. This is a 
  good option if you need to resolve the scenario 
  quickly. If the adventurers simply leave, move onto 
  “Leaving the Experimentarium” below.
  Tricks of the Trade
  Use the following guidance when running this 
  encounter. These are just possible ways the encoun-
  ter can play out, and you may run this differently if 
  you choose.
  The gazer constructs use their Bite attacks as last resorts. 
  Instead they use their eye rays to halt the adventurers’ 
  progress as the characters attempt to cross the field of 
  platforms. When they use their Telekinetic Ray, they push 
  characters off platforms, causing those characters to suffer 
  the effects of falling into the void. The gazer constructs 
  generally use their fly speeds to move away from the 
  adventurers, keeping their distance and shooting the 
  characters with their eye rays.
  The specter and wraith have fly speeds that will most 
  likely allow them to reach the adventurers before the 
  adventurers can make it very far. Their Life Drain attack 
  can be devastating to tier 1 characters. If you want to give 
  the party a good, fighting chance, focus the specter’s or 
  wraith’s attacks on the characters with the most hit points, 
  working from one character to another as the action 
  demands.
  Leaving the Experimentarium
  Descending the stairway from the 
  Experimentarium, the adventurers finally make 
  their way out of the illithid laboratory.
  A loud thrum rumbles through the stairway behind 
  you as a shock wave erupts from above, throwing 
  you to the ground. A spray of debris comes crashing 
  down the stairway as bits of stone and fragments of 
  the once-scintillating globes are ejected from the void 
  above. The stairway beyond collapses on itself and the 
  void above disappears from sight.
  If the adventurers escaped with Natali. The 
  novice is grateful for being rescued and recounts 
  her story to the adventurers. While under the illithid 
  device’s restraint, visions were injected into her 
  mind: scenes of mind flayer enclaves in alien cas-
  tles, readying unearthly weapons to attack unknown 
  targets.
  If the adventurers escaped without Natali. 
  They still may collect treasure from the 
  Experimentarium.
  In either case, the return to the surface is unevent-
  ful. Proceed to “Conclusion.”
  Treasure
  Characters can collect globe fragments from 
  the Psionic Signal Array. These materials are of 
  unknown crystalline makeup and are worth 500 gp 
  to the Order of the Scroll.
  
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  CCC-TRI-26 Touch the Stars
  21
  Conclusion
  When everyone resurfaces at Natali’s work site at 
  the Tower of the Wind’s foundation, they emerge to 
  an odd sight.
  The monastery is quiet. Night has fallen, though by 
  your estimation, the sun should still be up. Several 
  structures lie devastated and huge gaping holes erupt 
  out from the earth below. Throughout the monastery 
  complex, monks and adventurers tend to one another, 
  binding limbs and nursing wounds.
  Unbeknownst to the adventurers, time moves 
  slower within the Experimentarium. In the short 
  time the characters were in the illithid laboratory, 
  hours passed and the siege of the monastery played 
  out.
  Mother Rosinden is either ecstatic or heartbro-
  ken, depending on whether Natali was successfully 
  rescued or not. She listens to the adventurers 
  accounts of what had happened in the illithid 
  laboratory then fills them in on what occurred in 
  the monastery while they were gone. The story ends 
  in several different ways, depending on whether 
  or not this adventure is being played concurrently 
  with CCC-TRI-27, “In the Vault of Stars” and CCC-
  TRI-28, “Siege of the Yellow Rose.”
  Concurrent Play
  Successful Defense. If the adventures are being 
  played concurrently and the tables playing “Siege 
  of the Yellow Rose” succeeded in defending the 
  monastery, read or paraphrase the following text.
  Casting grim looks around the damaged monastery, 
  Mother Rosinden then turns to you. “While you were 
  gone, the armies arrived and attacked the monastery. 
  It was horrific. Many lost their lives. But thanks to you 
  and your fellow adventurers’ combined efforts, our 
  enemies have been driven away. You have the Order of 
  the Yellow Rose’s gratitude.”
  Failed Defense. If the tables playing “Siege of the 
  Yellow Rose” failed to defend the monastery, read or 
  paraphrase the following text.
  Casting grim looks around the damaged monastery, 
  Mother Rosinden then turns to you. “While you were 
  gone, the armies arrived and attacked the monastery. 
  It was horrific. Many lost their lives and much of the 
  monastery fell. Just as things were at their bleakest 
  though, a wave of energy ripped through the grounds. 
  The attackers seemed to sense this, and as quickly as 
  they fell upon us, they were gone.”
  Standalone Play
  If the adventures are being played in sequence or 
  this adventure is being played as a standalone story, 
  read or paraphrase the following text.
  Casting grim looks around the damaged monastery, 
  Mother Rosinden then turns to you. “While you were 
  gone, the armies arrived and attacked the monastery. 
  It was horrific. Many lost their lives. But thanks to you 
  and your fellow adventurers’ combined efforts, our 
  enemies have been driven away. My intuition tells me 
  that they may not yet be done with us. But for now, you 
  have the Order of the Yellow Rose’s gratitude.”
  This Story Ends
  Mother Rosinden accompanies the characters to 
  the Medicka, where they may rest and have their 
  injuries tended to. The adventurers have survived 
  the siege of the Yellow Rose.
  The chill wind that greeted you when you first arrived 
  here continues to whip through the monastery. Its howl 
  fills your ears as you drift off for the night. As you fall 
  into a state of rest, however, your mind is filled with 
  images of strange corridors, of stars stretching out into 
  infinity, and of gaunt, alien figures with wicked tentacles 
  sprouting from their jaws. You shake the images off 
  as best you can, but their traces leave you ill-at-ease. 
  Outside, the wind continues to howl. 
   The Monastery of the Yellow Rose is safe for now. 
  Whether it remains so is a tale for another day.
  Treasure
  Mother Rosinden awards the adventurers 180 gp in 
  addition to the 70 gp that she gave them earlier.
  
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  CCC-TRI-26 Touch the Stars
  22
  Rewards
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session.
  Experience
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character.
  Combat Awards
  Name of Foe 
   
   
  XP Per Foe
  Acolyte  
   
   
  50
  Apprentice Wizard 
   
  50
  Berserker 
   
   
  450
  Commoner 
   
   
  10
  Gazer 
   
   
   
  100
  Martial Arts Adept 
   
  700
  Mastiff  
   
   
  25
  Rothé (Cow) 
   
   
  50
  Scout 
   
   
   
  100
  Shadow  
   
   
  100
  Specter  
   
   
  200
  Spy 
   
   
   
  200
  Thug 
   
   
   
  100
  Wraith  
   
   
  1,800
  The minimum total award for each character 
  participating in this adventure is 900 experience 
  points.
  The maximum total award for each character 
  participating in this adventure is 1,200 experience 
  points.
  Treasure
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided 
  as evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.
  Treasure Awards
  Item Name 
   
   
  GP Value
  Initial reward 
   
   
  70
  The Wayseeker’s valuables 
  30
  Rothé herders’ reward 
   
  30
  Final reward 
   
   
  180
  Illithid relics 
   
   
  500
  Consumable magic items should be divided up 
  however the group sees fit. If more than one char-
  acter is interested in a specific consumable magic 
  item, the DM can determine who gets it randomly 
  should the group be unable to decide.
  Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide.
  Shoes of the Glacier Walker 
  (Boots of Striding and Springing)
  Wondrous item, uncommon (requires attunement)
  These tall, leather boots are wrapped in fur tied on 
  with brightly dyed rawhide. They expand or contract 
  to fit the wearer snugly, giving the wearer a sense of 
  sure-footedness in snowy or icy terrain (there is no 
  mechanical benefit to this). This item can be found 
  in Player Handout 3.
  Shadowneedle (Unbreakable Arrow)
  Weapon (arrow), common
  One of twenty unbreakable arrows crafted with 
  Shadowsong the oathbow, when this arrow 
  is nocked onto the oathbow and leveled at an 
  opponent, a gentle hum fills the wielder’s mind, 
  steadying their hand and steeling their focus (this 
  feature bears no mechanical effect). When fired 
  from Shadowsong, the wielder may say the words, 
  “Needles, return to your thread” to make this arrow 
  (and any other in its set loosed from the wielder’s 
  hand) reappear in the wielder’s quiver. This item can 
  be found in Player Handout 3.
  Potion of Healing
  Potion, common
  This item can be found in the Player’s Handbook.
  Scroll of Cause Fear
  Scroll, common
  This item can be found in the Dungeon Master’s 
  Guide.
  Renown
  Each character receives one renown at the conclu-
  sion of this adventure.
  Members of Harpers that find Natali’s hidden 
  notes (from her bed in area C) and obtain the list of 
  her research books (from the library in Area C) earn 
  one additional renown point.
  DM Reward
  In exchange for running this adventure, you earn 
  DM Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG).
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-26 Touch the Stars
  23
  Appendix. Dramatis Personae
  The following NPCs are featured prominently in 
  this adventure:
  The Order of the Yellow Rose
  Mother Rosinden (ROSE-in-din). Female light-
  foot halfling. Leader of the Order of the Chisel. The 
  order’s quartermaster, treasurer, and chief liaison.
  Father Hern (HURN). Male Damaran human. 
  Order of the Rose. Doorkeeper of the Monastery 
  who tends the Main Gate and runs the Guesthouse.
  Sister Avilda (UH-fill-duh). Female Chondathan 
  human. Order of the Chisel. Master Crafter and 
  head of the Order of the Chisel’s workshops and 
  artisans.
  Brothér Santir (SAN-teer). Male human 
  Rashemi. Order of the Scroll. Senior Librarian at 
  the Yellow Rose Library who commonly supervises 
  library guests.
  Brothér Borovik (BORE-oh-vik). Male 
  Chondathan human. Order of the Chisel. Master 
  Cook who is in charge of the monastery’s kitchens 
  and cooks.
  Natali (NAT-uh-lee). Female Damaran human 
  commoner. Novice aspiring to join the Order of the 
  Chisel who disappears while doing research on the 
  monastery’s history.
  The Wayseekers
  Keyrah the Cleric (KAY-ruh). Female Chultan 
  human.
  Azran the Wizard (AZZ-ran). Male Tethyrian 
  human.
  Marifelle the Rogue (mah-ruh-FELL). Female 
  moon (high) elf.
  Balerios the Fighter (buh-LEH-ree-OHs). Male 
  Damaran human.
  Herks the Ranger (HURKS). Male shield (moun-
  tain) dwarf.
  Amaree the Barbarian (uh-MAH-ree). Female 
  Bedine human.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-26 Touch the Stars
  24
  Appendix. Monster/NPC Statistics
  Acolyte
  Medium humanoid (any race), any alignment
  Armor Class 10
  Hit Points 9 (2d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  14 (+2) 
  11 (+0)
  Skills Medicine +4, Religion +2
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 1/4 (50 XP)
  Spellcasting. The acolyte is a 1st-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 to 
  hit with spell attacks). The acolyte has the following 
  cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (3 slots): bless, cure wounds, sanctuary
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage.
  Apprentice Wizard
  Medium humanoid (any race), any alignment
  Armor Class 10
  Hit Points 9 (2d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  10 (+0) 
  14 (+2) 
  10 (+0) 
  11 (+0)
  Skills Arcana +4, History +2
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/4 (50 XP)
  Spellcasting. The apprentice is a 1st-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 12, 
  +4 to hit with spell attacks). The apprentice has the 
  following wizard spells prepared:
  Cantrips (at will): fire bolt, mending, prestidigitation
  1st level (2 slots): burning hands, disguise self, shield
  Actions
  Dagger. Melee or Ranged Weapon Attack: +2 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) 
  piercing damage.
  Source: Volo’s Guide to Monsters
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-26 Touch the Stars
  25
  Berserker
  Medium humanoid (any race), any chaotic alignment
  Armor Class 13 (hide armor)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  17 (+3) 
  9 (−1) 
  11 (+0) 
  9 (−1)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Reckless. At the start of its turn, the berserker can gain 
  advantage on all melee weapon attack rolls during that 
  turn, but attack rolls against it have advantage until the 
  start of its next turn.
  Actions
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12 + 3) slashing damage.
  Commoner
  Medium humanoid (any race), any alignment
  Armor Class 10
  Hit Points 4 (1d8)
  Speed 30 ft.
   
  STR  
  DEX 
  CON  
  INT  
  WIS 
  CHA 
   10 (+0)  
  10 (+0)  
  10 (+0)  
  10 (+0)  10 (+0)  
  10 (+0)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 0 XP
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-26 Touch the Stars
  26
  Gazer
  Tiny aberration, neutral evil
  Armor Class 13
  Hit Points 13 (3d4 + 6)
  Speed 0 ft., fly 30 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   3 (−4) 
  17 (+3) 
  14 (+2) 
  3 (−4) 
  10 (+0) 
  7 (−2)
  Saving Throws Wis +2
  Skills Perception +4, Stealth +5
  Condition Immunities prone
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 1/2 (100 XP)
  Aggressive. As a bonus action, the gazer can move up 
  to its speed toward a hostile creature that it can see.
  Mimicry. The gazer can mimic simple sounds of 
  speech it has heard, in any language. A creature that 
  hears the sounds can tell they are imitations with a 
  successful DC 10 Wisdom (Insight) check.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 1 piercing damage.
  Eye Rays. The gazer shoots two of the following 
  magical eye rays at random (reroll duplicates), 
  choosing one or two targets it can see within 60 feet of 
  it:
  1. Dazing Ray. The targeted creature must succeed 
  on a DC 12 Wisdom saving throw or be charmed until 
  the start of the gazer’s next turn. While the target is 
  charmed in this way, its speed is halved, and it has 
  disadvantage on attack rolls.
  2. Fear Ray. The targeted creature must succeed on a 
  DC 12 Wisdom saving throw or be frightened until the 
  start of the gazer’s next turn.
  3. Frost Ray. The targeted creature must succeed on 
  a DC 12 Dexterity saving throw or take 10 (3d6) cold 
  damage.
  4. Telekinetic Ray. If the target is a creature that 
  is Medium or smaller, it must succeed on a DC 12 
  Strength saving throw or be moved up to 30 feet 
  directly away from the gazer. If the target is an object 
  weighing 10 pounds or less that isn’t being worn 
  or carried, the gazer moves it up to 30 feet in any 
  direction. The gazer can also exert fine control on 
  objects with this ray, such as manipulating a simple 
  tool or opening a container.
  Source: Volo’s Guide to Monsters
  Martial Arts Adept
  Medium humanoid (any race), any alignment
  Armor Class 16
  Hit Points 60 (11d8 + 11)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  17 (+3) 
  13 (+1) 
  11 (+0) 
  16 (+3) 
  10 (+0)
  Skills Acrobatics +5, Insight +5, Stealth +5
  Senses passive Perception 13
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Unarmored Defense. While the adept is wearing no 
  armor and wielding no shield, its AC includes its 
  Wisdom modifier.
  Actions
  Multiattack. The adept makes three unarmed strikes or 
  three dart attacks.
  Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. 
  If the target is a creature, the adept can choose one of 
  the following additional effects:
  • The target must succeed on a DC 13 Strength saving 
  throw or drop one item it is holding (adept’s choice).
  • The target must succeed on a DC 13 Dexterity saving 
  throw or be knocked prone.
  • The target must succeed on a DC 13 Constitution 
  saving throw or be stunned until the end of the 
  adept’s next turn.
  Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., 
  one target. Hit: 5 (1d4 + 3) piercing damage.
  Reactions
  Deflect Missile. In response to being hit by a ranged 
  weapon attack, the adept deflects the missile. The 
  damage it takes from the attack is reduced by 1d10 + 3. 
  If the damage is reduced to 0, the adept catches the 
  missile if it’s small enough to hold in one hand and the 
  adept has a hand free.
  Source: Volo’s Guide to Monsters
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-26 Touch the Stars
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  Mastiff
  Medium beast, unaligned
  Armor Class 12
  Hit Points 5 (1d8 + 1)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  14 (+2) 
  12 (+1) 
  3 (−4) 
  12 (+1) 
  7 (−2)
  Skills Perception +3
  Senses passive Perception 13
  Languages —
  Challenge 1/8 (25 XP)
  Keen Hearing and Smell. The mastiff has advantage 
  on Wisdom (Perception) checks that rely on hearing or 
  smell.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) piercing damage. If the target is 
  a creature, it must succeed on a DC 11 Strength saving 
  throw or be knocked prone.
  Rothé (Cow)
  Large beast, unaligned
  Armor Class 10
  Hit Points 15 (2d10 + 4)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  10 (+0) 
  14 (+2) 
  2 (−4) 
  10 (+0) 
  4 (−3)
  Senses darkvision 30 ft., passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Charge. If the cow moves at least 20 feet straight 
  toward a target and then hits it with a gore attack on 
  the same turn, the target takes an extra 7 (2d6) piercing 
  damage.
  Actions
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage.
  Source: Volo’s Guide to Monsters
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-26 Touch the Stars
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  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 any one language (usually 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 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Longbow. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage.
  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.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-26 Touch the Stars
  29
  Specter
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 22 (5d8)
  Speed 0 ft., fly 50 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (−5) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
  11 (+0)
  Damage Resistances acid, cold, fire, lightning, 
  thunder; bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages understands all languages it knew in life but 
  can’t speak
  Challenge 1 (200 XP)
  Incorporeal Movement. The specter 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.
  Sunlight Sensitivity. While in sunlight, the specter has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 10 (3d6) necrotic damage. The target 
  must succeed on a DC 10 Constitution saving throw 
  or its hit point maximum is reduced by an amount 
  equal to the damage taken. This reduction lasts until 
  the creature finishes a long rest. The target dies if this 
  effect reduces its hit point maximum to 0.
  Spy
  Medium humanoid (any race), any alignment
  Armor Class 12
  Hit Points 27 (6d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3)
  Skills Deception +5, Insight +4, Investigation +5, 
  Perception +6, Persuasion +5, Sleight of Hand +4, 
  Stealth +4
  Senses passive Perception 16
  Languages any two languages
  Challenge 1 (200 XP)
  Cunning Action. On each of its turns, the spy can use 
  a bonus action to take the Dash, Disengage, or Hide 
  action.
  Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) 
  damage when it hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is 
  within 5 feet of an ally of the spy that isn’t incapacitated 
  and the spy doesn’t have disadvantage on the attack 
  roll.
  Actions
  Multiattack. The spy makes two melee attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage.
  
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  CCC-TRI-26 Touch the Stars
  30
  Thug
  Medium humanoid (any race), any non-good alignment
  Armor Class 11 (leather armor)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  11 (+0)
  Skills Intimidation +2
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/2 (100 XP)
  Pack Tactics. The thug has advantage on an attack 
  roll against a creature if at least one of the thug’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated.
  Actions
  Multiattack. The thug makes two melee attacks.
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) bludgeoning damage.
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage.
  Wraith
  Medium undead, neutral evil
  Armor Class 13
  Hit Points 67 (9d8 + 27)
  Speed 0 ft., fly 60 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (−2) 
  16 (+3) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  15 (+2)
  Damage Resistances acid, cold, fire, lightning, 
  thunder; bludgeoning, piercing, and slashing from 
  nonmagical attacks that aren’t silvered
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 12
  Languages the languages it knew in life
  Challenge 5 (1800 XP)
  Incorporeal Movement. The wraith 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.
  Sunlight Sensitivity. While in sunlight, the wraith has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. 
  The target must succeed on a DC 14 Constitution 
  saving throw or its hit point maximum is reduced by 
  an amount equal to the damage taken. This reduction 
  lasts until the target finishes a long rest. The target dies 
  if this effect reduces its hit point maximum to 0.
  Create Specter. The wraith targets a humanoid within 
  10 feet of it that has been dead for no longer than 1 
  minute and died violently. The target’s spirit rises as 
  a specter in the space of its corpse or in the nearest 
  unoccupied space. The specter is under the wraith’s 
  control. The wraith can have no more than seven 
  specters under its control at one time.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-26 Touch the Stars
  31
  Appendix. Encounter Setup
  Encounter A. The Wayseekers
  Very Weak Party Strength (200 XP)
  • Acolyte: AC 10, 9 hp, Init +0
  • Apprentice Wizard: AC 10, 9 hp, Init +0
  • Thug: AC 11, 32 hp, Init +0
  Weak Party Strength (325 XP)
  • Acolyte: AC 10, 9 hp, Init +0
  • Apprentice Wizard: AC 10, 9 hp, Init +0
  • Scout: AC 13, 16 hp, Init +2
  • Thug: AC 11, 32 hp, Init +0
  • Mastiff: AC 12, 5 hp, Init +2
  Average Party Strength (375 XP)
  • Acolyte: AC 10, 9 hp, Init +0
  • Apprentice Wizard: AC 10, 9 hp, Init +0
  • Scout: AC 13, 16 hp, Init +2
  • Thug: AC 11, 32 hp, Init +0
  • Mastiff (3): AC 12, 5 hp, Init +2
  Strong Party Strength (525 XP)
  • Acolyte: AC 10, 9 hp, Init +0
  • Apprentice Wizard: AC 10, 9 hp, Init +0
  • Scout (2): AC 13, 16 hp, Init +2
  • Thug (2): AC 11, 32 hp, Init +0
  • Mastiff: AC 12, 5 hp, Init +2
  Very Strong Party Strength (775 XP)
  • Acolyte: AC 10, 9 hp, Init +0
  • Apprentice Wizard: AC 10, 9 hp, Init +0
  • Spy: AC 12, 27 hp, Init +2
  • Berserker: AC 13, 67 hp, Init +1
  • Mastiff: AC 12, 5 hp, Init +2
  Encounter B. Rothé Stampede
  Very Weak Party Strength (200 XP)
  • Rothé (4): AC 10, 15 hp, Init +0
  Weak Party Strength (250 XP)
  • Rothé (5): AC 10, 15 hp, Init +0
  Average Party Strength (350 XP)
  • Rothé (7): AC 10, 15 hp, Init +0
  Strong Party Strength (500 XP)
  • Rothé (10): AC 10, 15 hp, Init +0
  Very Strong Party Strength (600 XP)
  • Rothé (12): AC 10, 15 hp, Init +0
  
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  CCC-TRI-26 Touch the Stars
  32
  Act III: Shadows of the Far Realm
  Very Weak Party Strength (200 XP)
  • Shadow (2): AC 12, 16 hp, Init +2
  Weak Party Strength (300 XP)
  • Shadow (3): AC 12, 16 hp, Init +2
  Average Party Strength (400 XP)
  • Shadow (4): AC 12, 16 hp, Init +2
  Strong Party Strength (600 XP)
  • Shadow (6): AC 12, 16 hp, Init +2
  Very Strong Party Strength (800 XP)
  • Shadow (8): AC 12, 16 hp, Init +2
  Augmented Shadows
  The shadows are fueled by the animus of the mind flayers’ 
  past victims and augmented by residual psionic energies. 
  They make saving throws against Turn Undead with 
  advantage and fight to the death.
  Act III: Touch the Stars
  Very Weak Party Strength (200 XP)
  • Gazer Construct (2): AC 13, 13 hp, Init +3
  Weak Party Strength (300 XP)
  • Gazer Construct (3): AC 13, 13 hp, Init +3
  Average Party Strength (400 XP)
  • Gazer Construct (2): AC 13, 13 hp, Init +3
  • Specter: AC 12, 22 hp, Init +2
  Strong Party Strength (700 XP)
  • Gazer Construct (3): AC 13, 13 hp, Init +3
  • Specter (2): AC 12, 22 hp, Init +2
  Very Strong Party Strength (800 XP)
  • Gazer Construct (4): AC 13, 13 hp, Init +3
  • Specter (2): AC 12, 22 hp, Init +2
  Deadly Party Strength (2,200 XP)
  Deadly is an optional choice for DMs and players 
  who decide to take on an additional challenge.
  • Gazer Construct (4): AC 13, 13 hp, Init +3
  • Wraith: AC 12, 22 hp, Init +2
  Gazer Construct
  The Illithid creators of the Stellar Experimentarium created 
  the gazer constructs as defense mechanisms for the 
  facility. They use the gazer stat block with the following 
  modifications.
  • Its type changes from aberration to construct.
  • It gains Damage Immunities poison, psychic
  
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  CCC-TRI-26 Touch the Stars
  33
  Appendix. Boons
  Wayseeker’s Boon (Give to either a Tier 2 or 3 table):
  Tier 2: You make good time, proceed as if moving at a fast pace across the 
  Glacier of the White Worm.
  Tier 3: With the commotion around you lessened, you are able to pay 
  closer attention to preparations. Begin either the “Siege of the Mountain 
  Pass” or “Defend the Wall” with advantage.
  Rothé Boon (Give to either a Tier 2 or 3 table):
  Tier 2: You make good time, proceed as if moving at a fast pace across the 
  Glacier of the White Worm.
  Tier 3: With the commotion around you lessened, you are able to pay 
  closer attention to preparations. Begin either the “Siege of the Mountain 
  Pass” or “Defend the Wall” with advantage.
  Signal Array Boon (Give to all tables):
  When the last signal array globe is destroyed, there is a powerful rush 
  of wind that whips around the room, followed by a shrill sound that gives 
  everyone a headache. Unfortunately for those within 10 miles of the 
  monastery who are not immune to psychic damage, the sound is much more. 
  There is a psychic backlash that stuns all creatures for the next round.
  
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  CCC-TRI-26 Touch the Stars
  34
  Appendix. Monastery of the Yellow Rose Map (Keyed)
  (This map is designed to fit in two D&D Adventure Grids)
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-26 Touch the Stars
  35
  Appendix. Stellar Experimentarium Map
  (This map is designed to fit in one D&D Adventure Grid)
  A
  B
  B
  B
  C
  D
  E
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-26 Touch the Stars
  36
  Appendix. Stellar Experimentarium Map Tiles (page 1)
  (Cut out these tiles for use with the Stellar Experimentarium scenario)
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-26 Touch the Stars
  37
  Appendix. Stellar Experimentarium Map Tiles (page 2)
  (Cut out these tiles for use with the Stellar Experimentarium scenario)
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-26 Touch the Stars
  38
  Appendix. Stellar Experimentarium Map Tiles (page 3)
  (Cut out these tiles for use with the 
  Stellar Experimentarium scenario)
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-26 Touch the Stars
  39
  Appendix. Stellar Experimentarium Map Tiles (page 4)
  (Cut out these tiles for use with the Stellar Experimentarium scenario)
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-26 Touch the Stars
  40
  Appendix. Stellar Experimentarium Map Tiles (page 5)
  (Cut out these tiles for use with the Stellar Experimentarium scenario)
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-26 Touch the Stars
  41
  Player Handout 1. Monastery of the Yellow Rose Leads
  Unfortunately, Mother Rosinden has only a few leads regarding Natali’s 
  disappearance. This is what the monks were able to piece together.
  Main Gate
  Father Hern is the doorkeeper of the monastery and keeps records of those who 
  arrive and depart from the monastery complex, no matter which route they take. 
  He may be willing to look through his records for signs of Natali’s passage.
  Shrines
  There are three shrines to Illmater and Saint Sollars located throughout the 
  monastery grounds. They are all structured similarly with a tall spire built over 
  a covered worship area, surrounded by a ring of stone columns. Each one is 
  covered in carvings depicting Illmater and Saint Sollars while they are suffering. 
  At all times of the day monks can be found worshipping or meditating at each of 
  the shrines.
  Natali’s Bed
  Natali’s bed and personal area have been left undisturbed in order to ensure a 
  proper investigation. It is in the novices’ common sleeping area, which is located 
  in the Hall of the Chisel—the same building that houses Mother Rosinden’s 
  office.
  The Workshop
  Natali had been spending plenty of time in the workshops under Sister Avilda’s 
  supervision. Nobody outside the workshops seems to know what it is she was 
  working on.
  Library
  Before she disappeared, Natali spent a lot of her time in the order’s library. It’s 
  possible that some of the librarians can provide insight to Natali’s whereabouts.
  Tower of the Winds
  Natali requested to start a project reconstructing the foundation of the tower. It is 
  unknown whether she had assistance in this task or not.
  Kitchens
  Brothér Borovik has been teaching Natali how to cook. She seemed to enjoy it 
  and he benefitted from her enthusiasm and company while she helped him to 
  prepare the monks’ meals. Perhaps she discussed her plans with him as they 
  cooked together?
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-26 Touch the Stars
  42
  Player Handout 2. Natali’s Notes
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-26 Touch the Stars
  43
  Player Handout 3. Magic Items
  During the course of this adventure, the characters 
  may find the following permanent magic items:
  Shoes of the Glacier Walker 
  (Boots of Striding and Springing)
  Wondrous item, uncommon (requires attunement)
  While you wear these boots, your walking speed 
  becomes 30 feet, unless your walking speed is 
  higher, and your speed isn’t reduced if you are 
  encumbered or wearing heavy armor. In addition, 
  you can jump three times the normal distance, 
  though you can’t jump farther than your remaining 
  movement would allow.
  These tall, leather boots are wrapped in fur 
  tied on with brightly dyed rawhide. It expands or 
  contracts to fit the wearer snugly, giving the wearer 
  a sense of sure-footedness in snowy or icy terrain 
  (there is no mechanical benefit to this).
  This item can be found in the Dungeon Master’s 
  Guide.
  Shadowneedle (Unbreakable Arrow)
  Weapon (arrow), common
  This arrow can’t be broken, except when it is within 
  an antimagic field.
   One of twenty unbreakable arrows crafted 
  with Shadowsong the oathbow, when this arrow 
  is nocked onto the oathbow and leveled at an 
  opponent, a gentle hum fills the wielder’s mind, 
  steadying their hand and steeling their focus (this 
  feature bears no mechanical effect). When fired 
  from Shadowsong, the wielder may say the words, 
  “Needles, return to your thread” to make this arrow 
  (and any other in its set loosed from the wielder’s 
  hand) reappear in the wielder’s quiver.
   This item can be found in Xanathar’s Guide to 
  Everything.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-26 Touch the Stars
  44
  About the Author
  Jay Africa is a freelance game designer, graphic 
  designer, theatre designer, and occasional actor 
  and musician. He lives in Los Angeles CA, United 
  States, and is the father of two cool kids.
   Jay was a Local & Regional Coordinator for 
  the D&D Adventurers League and has designed 
  several published adventures for the organized play 
  program. He continues to run games and design 
  adventures for the Adventurers League, taking great 
  joy in playing D&D nationwide and meeting players 
  from all walks of life.
  Download Jay’s adventures from the DMs Guild
  • CCC-BMG-10 HILL1-1 Arrival 
  http://www.dmsguild.com/product/184953
  • DDAL05-04 In Dire Need 
  http://www.dmsguild.com/product/195810
  • CCC-YLRA01-03 Bound By Duty 
  http://www.dmsguild.com/product/215508
  Follow Jay on social media
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/TotalCon (TRI)/CCC-TRI-26 - Touch the Stars v1.1 (1-4).pdf