TEXT:  
  
   
   
  CCC-WWC-9 
   
   
   
   
   
  Defenders of Est'ellma 
   
   
   
   
   
   
   
   
   
   
   
   
  Humanoid refugees have struggled to make Est'ellma a haven for all races. Sudden 
  disappearances have disturbed their sanctuary. Will you go to their aid? 
  A Two Hour Adventure for Tier 1 Characters. Optimized for APL 3. 
   
   
  
   
  Credits 
   
   
  Designer: Eric Bohm 
   
  Editing: Ginny Loveday 
   
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  Tactical Battlemaps: Eric Bohm using (commercial 
  licensed) DUNGEONFOG 
   
  Cover Art: Matthew Richmond 
   
  Cover Art Direction: Dave Zajac 
   
  D&D Adventurers League Wizards Team: Adam Lee, 
  Ari Levitch, Chris Lindsay, Mike Mearls 
   
  D&D Adventurers League Administrators: Alan 
  Patrick, Amy Lynn Dzura, Travis Woodall, Claire 
  Hoffman, Greg Marks, LaTia Bryant, Ma'at Crook 
   
  Playtesters: Daniel E. Stekloff, Jonathan Beskin 
   
  Stobbs and Est'ellma: Jason Etheridge's character and  
  choices in playing through CCC-WWC-06-Fear of Fiends. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
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  CCC-WWC-9 Defenders of Est'ellma (1.4) 
   
   
  4 
  Adventure Primer 
  This adventure is designed for three to seven 1-
  4-level characters and is optimized for five 
  characters with an average party level (APL) 
  of 3. Characters outside this level range cannot 
  participate in this adventure. 
   This adventure occurs on the northern coast of 
  the Moonsea a few days travel north of 
  Melvaunt. 
  Background 
  The village of Est’ellma was founded by a goblin 
  adventurer named Stobbs a few years ago as a 
  haven for a mixed group of humanoid survivors 
  of the demon incursions in CCC-WWC-06 Fear of 
  Fiends, and other monstrous humanoids needing 
  similar sanctuary. 
  Since that time the various humanoid races 
  have segmented themselves into various small 
  neighborhoods within Est'ellma. Whenever 
  Stobbs is in town, they all bow to his authority as 
  one united village. However, Stobbs is often 
  away for long periods as he adventures and finds 
  other humanoids to relocate to Est'ellma. While 
  he is away, the unified front falls apart and 
  Est'ellma is more like a half dozen separate small 
  villages smashed together. 
  These internal community fractures extend 
  all the way down to the smallest factions within 
  Est'ellma, like the goblin community. One goblin 
  couple, Sarli and Threl, have made a terrible 
  infernal bargain to take over Est'ellma. They 
  hope their child Grinnel, who is secretly a 
  barghest, will become powerful enough to 
  overthrow Stobbs so that they can take over 
  Est'ellma. Unfortunately for Sarli and Threl, 
  Grinnel almost has enough souls to return to the 
  infernal plane of Gehenna, so their spree of 
  secret murder and treachery will not accomplish 
  their goal of assuming power over Est’ellma. 
  Sarli and Threl's covert plan has not been 
  going entirely unnoticed as many other residents 
  of Est'ellma are worried about the many goblins 
  who have come to the village and then 
  mysteriously disappeared overnight. The 
  concerned residents have passed along word 
  with the few merchants who trade with 
  Est'ellma that they need help stopping these 
  mysterious disappearances.  
   
  Overview 
  The adventure’s story is spread over 6 parts and 
  takes approximately 2 hours to play. The 
  adventure begins with a Call to Action scene. 
  Each Part corresponds to at least one part of the 
  test. 
   This adventure provides several ways for the 
  characters to figure out the source of Est'ellma's 
  troubles.  The order below is the most likely 
  path. 
  • Call to Action: The troubles in Est'ellma draw 
  the characters in. On the way into town, they run 
  into some goblin parents trying to catch up with 
  their missing children. 
  • Part 1: Woad Rules. The wood woad will not 
  allow untrusted strangers to get past it to the 
  Cosvers’ cottage. 
  • Part 2: Cosver's Cottage. If things go well with 
  the Cosvers the characters should figure out 
  where to find the source of trouble. 
  • Part 3: Est'ellma. Investigations in the town 
  cast a new light on the situation. 
  • Part 4: Ambush. Either the characters head 
  out to find the unhappy couple and get 
  ambushed or they set up a trap and lie in wait. 
  • Part 5: Conclusion. Rewards are passed out 
  and any remaining mysteries revealed. 
  Adventure Hooks 
  The Adventurers may be Melvaunt for various 
  reasons.  They will hear about the situation in 
  Est'ellma.   
  For the Challenge.  The call presents an 
  opportunity to prove oneself. 
  For the Goblins. Humanoid adventurers seek 
  to save their sanctuary. 
   This I Gotta See. A civilized town of 
  humanoids? I'll believe it when I see it. 
  
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  CCC-WWC-9 Defenders of Est'ellma (1.4) 
   
   
  5 
   
  Adventure Flowchart 
   
   
   
  CALL TO ACTION:  
  EST'ELLMA NEEDS 
  YOU 
  (CALL TO ACTION) 
  PART 1:  
  WOAD RULES 
  PART 2:  
  COSVER'S COTTAGE 
  PART  3:  
  EST'ELLMA 
  PART 5:  
  CONCLUSION 
  PART  4:  
  AMBUSH 
  
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  CCC-WWC-9 Defenders of Est'ellma (1.4) 
   
   
  6 
  Call to Action : Est'ellma Needs You 
  Estimated Duration: 10 minutes 
   
  In this section, the characters hear about 
  Est'ellma and the recent disappearances there, 
  along with the promise of a reward from the 
  Cosvers. After accepting the job, the characters 
  travel several days north of Melvaunt into the 
  Moonwatch Hills that mark the edge of Thar. 
   A few miles short of where they expect to find 
  Est'ellma, they hear shouting in the trees on both 
  sides of the path ahead.  Those who understand 
  goblin can deduce that several goblin couples are 
  in the midst of a search for their missing 
  children. 
   
   
  The Search Party 
  The goblins in the search party are: Jurn, Frik, 
  Sneev, and Dairy.  If questioned they can provide 
  the following information: 
  • They are searching for Hini, Nurl, and Slar.  
  • Jurn and Frik are searching for their child Hini, 
  who they know snuck out last night. 
  •  Hini had been telling a crazy story about a 
  goblin that eats goblins. 
  •  Hini and the other missing children all ran off 
  somewhere together instead of doing their 
  chores. 
  • Tracks led roughly this direction, but when 
  Jurn and Frik tried to follow them towards the 
  Cosvers’ cottage, a scary tree blocked their path. 
  • A few other adults have continued searching in 
  other directions to see if the children doubled 
  back and went elsewhere.   
  • The Cosvers are an elderly couple who have 
  always  lived in the woods nearby. They are 
  childless and have always been kind to the 
  children of Est'ellma. 
  The search party also has the general 
  knowledge provided in the Est'ellma rumors 
  sidebar in Part 3. However, those details will 
  only emerge if the party engages in direct 
  questioning on those topics, as these parents are 
  much more concerned about the whereabout of 
  their children. 
  Jurn is the one who was driven off by the 
  tree creature.  He can direct them to the 
  trailhead leading to that confrontation and is 
  easily persuaded to accompany the party if none 
  of them have displayed anti-goblin sentiments. 
  He will describe it as a club wielding tree trunk 
  covered with flowers. He did not recognize that 
  it was warning him away in Sylvan. 
  Note: If the party starts engaging in a long 
  interrogation, the goblin parents will interrupt 
  with ever more strident pleas that they get on 
  with the urgent matter of finding the missing 
  children.
   
   
  
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  CCC-WWC-9 Defenders of Est'ellma (1.4) 
   
   
  7 
  Part 1: Woad Rules 
  Estimated time: 25 minutes 
   
  Prompted by Hini's story, the Cosvers have sent 
  their guardian wood woad out to protect the 
  area.  It will block the way for anyone attempting 
  to get to the Cosvers.   
  Your walk through the thickly forested area is 
  interrupted by the sudden appearance of a strange 
  tree creature.  Standing slightly taller than a 
  human, it looks like a moving tree trunk. Oddly, 
  there are many different kinds of flowers growing 
  out of its thick bark exterior. 
  It moves towards you while menacing you with 
  a large club and gestures for to you go back while 
  making a forbidding sound 
  The Woad only speaks Sylvan and it is 
  attempting to tell anyone it encounters to go 
  back due to the dangerous monster lurking in 
  the woods.  It has heard Hini's story (see 
  sidebar), but it has no real knowledge about 
  Est'ellma.   
  Area Information 
  The area has the following features. 
   Dimensions & Terrain. The area is heavily 
  forested. The area off the path is difficult terrain. 
  See Appendix 1 : Forest Map 
   Lighting. Lanterns ring the yard, but the 
  primary lighting is from the blue sky above. 
  Playing the Pillars 
  Here are some suggestions for this encounter: 
  Combat.  If they do not turn back, the wood woad 
  will attack the characters to drive them away.  It will flee 
  to the Cosvers’ if brought below one quarter of its hit 
  points. 
  Exploration. Careful study of the creature, DC 13 
  Intelligence (Nature, or Arcana) check, will reveal that 
  wood woads are generally peaceful guardians. 
  Characters could use that knowledge to switch to a 
  social interaction or they could use its fire vulnerability 
  against it. 
  Social. Characters who speak Sylvan could attempt 
  to convince the woad that they are here to help. If they  
  succeed, the Woad will cautiously escort them to the 
  Cosvers’ cabin.  Allow a group DC 13 Charisma 
  (Persuasion) check to earn a degree of trust. Those who 
  cannot speak Sylvan make that check with disadvantage 
  unless they can find a way to demonstrate their 
  devotion to nature. 
   
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene:  
  • Very Weak: The wood woad does not use multiattack 
  • Weak: The wood woad hit points decrease to 50 
  • Strong: The wood woad’s hit points increased to  110 
  • Very Strong: add one awakened tree  
   
  Hini's Story 
  Hini wants to become a great hunter, but her father has 
  said she is too young to go hunting. In order to learn, 
  she snuck out in the night to observe the best (goblin) 
  hunter in the village, Murat. 
  Hini found Murat at his hunting camp north of 
  Est'ellma where he was dressing a large rabbit carcass. 
  Suddenly an enormous beast leapt out of the shadows 
  and attacked Murat. Murat fought briefly, but the beast 
  easily defeated him. The beast then spent many minutes 
  devouring Murat’s entire corpse, from head to feet, like 
  a snake swallowing prey. 
  Paralyzed with fear, Hini was only shaken out of her 
  stunned silence by the beast turning into a small goblin 
  that walked towards town. Hini fled by another route.  
  Unable to get her parents to believe her, she gathered 
  the other children and ran off to the Cosvers for safety. 
  If the characters are driven off by the Woad, 
  continue with Part 3 as they journey to Est'ellma 
  and can resume the adventure there.  If they get 
  past the Woad, or make peace with it, continue 
  with Part 2. 
   
   
   
  
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  CCC-WWC-9 Defenders of Est'ellma (1.4) 
   
   
  8 
  Part 2. Cosvers Cottage 
  Estimated time: 15 minutes 
  The Cosvers live in a cozy hillside cottage 
  overlooking a pond. This is only possible due to 
  their connections with the primal forces of 
  nature in the area. 
   
  Area Information 
  The area has the following features. 
   Dimensions & Terrain. The area is heavily 
  forested with a steep slope above the clearing 
  around the Cosvers garden and a steep slope 
  below. See Appendix 2: Cosvers Cottage Map 
   Lighting. The area outside it brightly lit by 
  sunlight.  Within  the cottage, it is lit by windows 
  and a cheery cookfire in the hearth. 
   Creatures. Eleanor is a Druid; Benjamin is an 
  Acolyte.  The area around their home is guarded 
  by three awakened shrubs and two awakened 
  trees, and possibly the wood woad if it escaped 
  from the prior encounter.  The goblin children 
  are non-combatants. 
  The sort of reception that the characters find 
  here depends greatly on how they dealt with the 
  guardian wood woad.  If they drove it away, or 
  destroyed it, then the entire hillside will be 
  primed to defend against a hostile group of 
  outsiders. Eleanor and Benjamin will have taken 
  up defensive positions and the children will be 
  hiding down in the root cellar. 
  If the party interacted peacefully with the 
  woad, then the woad will hail the house in 
  Sylvan that it was escorting potential allies.  
  Eleanor Cosver will open the garden door to 
  greet them. As long as they're respectful and 
  display interest in the welfare of Est'ellma and 
  the children, she will invite them in for tea and 
  cookies. Even in the antagonistic case, Eleanor 
  will open with a demand that they explain 
  themselves, providing an opportunity for the 
  characters to shift to a neutral and eventually 
  friendly stance. In the latter case, the encounter 
  should be an amicable roleplay session over tea 
  and cookies.  
  If the party maintains a hostile footing, then 
  the Cosvers and their forest allies will do what is 
  necessary to defeat them. If the Cosvers are 
  victorious, they will turn the unconscious 
  characters over to Est'ellma. This is a deadly 
  encounter that can and should be avoided by a 
  party with good intentions. 
   
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene:  
  • Very Weak: no adjustment 
  • Weak: no adjustment 
  • Strong: add a Wood Woad 
  • Very Strong: add Wood Woad  and Awakened Tree  
   
  What The Cosvers Know 
  • See Hini's story sidebar in Part 1. 
  • There have been approximately sixteen goblin 
  disappearances over the past few weeks. 
  • The goblin children know Est'ellma rumors 
  from the sidebar in Part 3. 
  • The Cosvers are not familiar with the Est'ellma 
  rumors. 
  • Eleanor knows a divinatory ritual (tea leaf 
  reading) that should point out the location of any 
  fiend, undead, celestial within five miles. 
  After discussing Hini's story, and the nature of 
  Murat's killer a character making a successful  
  DC 13 Intelligence (Arcana or Religion) is able to 
  conclude that what Hini described is likely to be 
  fiendish in nature. A result above a DC 20 should 
  allow for specific knowledge of barghest (see 
  Barghest sidebar in Part 4). 
  If the characters are on good terms with the 
  Cosvers by the time they depart, the Cosvers will 
  offer them a Spell Scroll of Protections vs Evil and 
  Good and a Potion of Animal Friendship. Eleanor 
  will also offer to perform the locating ritual.  A 
  successful group DC 10 Nature, Arcana, or 
  Religion check will show that  the tea leaves 
  point northwest, meaning that the beast is 
  probably west of Est'ellma. If the characters 
  proceed directly to follow that sign, proceed to 
  Part 4. If they choose to go to Est'ellma next, 
  proceed to Part 3. 
   
   
  
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  CCC-WWC-9 Defenders of Est'ellma (1.4) 
   
   
  9 
  Part 3. Est'ellma 
  Estimated time: 15 minutes 
  The fledgling village of Est'ellma is a mish mash 
  of huts, longhouses, and lean-tos customary to 
  each of the races of humanoid residents. Stobbs 
  efforts to unify them into a cohesive whole have 
  had mixed results.  The various races co-exist 
  relatively peacefully, but each race has self-
  segregated into their own small neighborhoods, 
  as the only thing they truly have in common is 
  their refugee status. 
  The characters may interact with any of the 
  villagers (see Appendix 5: People of Est'ellma).  
  They will find that each group considers 
  themselves the most important part of Est'ellma. 
  Most of the goblins are out hunting and 
  gathering or searching for the children.  The 
  goblin boss Vigtar is in town, knows the usual 
  rumors, and can be convinced via a successful DC 
  10 Charisma (Persuasion) check to summon the 
  rest of the goblins back to town by blowing his 
  war horn.  Note: Sarli, Threl and Grinnel will not 
  report in when the horn is blown. 
   
  Area Information 
  The village is laid out as five small clusters 
  arranged around a central fire pit. On the east 
  side sits the hobgoblin longhouse. The north side 
  has two huts of orcs, the west side has two large 
  huts of gnolls, and the south has three small huts 
  for goblins.  To the northeast lies the lean-to of 
  Barraha the ogress. 
  Threl's Hut: Searching through this structure, 
  a successful DC 9 Intelligence  (Investigation) 
  reveals Sarli's Journal hidden amongst a pile of 
  items (see Appendix 4: Journal) along with a 
  Decanter of Endless Water.  
  Firepit: A casual inspection of the firepit will 
  reveal that it is damp as if a fire had been doused 
  recently.  Closer inspection finds that the wood 
  and ground in the firepit is soaked through with 
  what appears to be just pure water.  
  Unfinished Palisade: East of the hobgoblin 
  longhouse there is about 50' of defensive trench 
  and wooden palisade; a project the hobgoblins 
  started on before Stobbs redirected them to start 
  building shelter first. 
   
   
  Est'ellma Rumors 
  • Goblins arriving for sanctuary have been leaving in the 
  middle of the night.  
  • The firepit is cursed and any fire lit in it quickly dies. 
  • Someone has been urinating in the firepit (each group 
  will implicate a different group). 
  • Murat hasn't returned from his hunting trip. 
  • Some goblin child said a beast ate Murat and then the 
  beast became a goblin. 
  • The Cosvers are kind to the children, but they are 
  standoffish with everyone else. 
  • The woods south of the village are haunted. 
  • Stobbs is in Waterdeep, or possibly Chult, or maybe 
  Baldur’s Gate.  
  • Sarli and Threl’s child is strange and doesn’t like the 
  other goblin children. 
  Development 
  After hanging around the village for a bit, the 
  characters discover that  Sarli, Threl, and their 
  child Grinnel are missing.  No one knows where 
  they are. If the characters searched Threl's Hut, 
  then the journal should provide enough 
  information for the party to figure out that Sarli, 
  Threl, and Grinnel are behind the 
  disappearances. 
  Murat's Camp. Murat's hunting camp is  a 
  few miles north of the village. A successful DC 13 
  Wisdom (Perception or Survival) check confirms 
  that a struggle took place here, as Hini described.  
  A successful DC 15 Wisdom (Perception or 
  Survival) check further reveals that a body sized 
  like Murat’s was dragged about by a beast, and 
  that only smaller goblin-sized footprints carry on 
  from the point where the body was dragged to. 
  The second successful check also reveals that the 
  goblin-sized prints enter the camp, only to be 
  replaced with those of the beast. 
  Note: If the characters are fixated on luring 
  the barghest into an ambush it is important to 
  realize that the barghest will be digesting Murat 
  until very late in the evening and has no reason 
  to do any hunting until that is completed. Sarli's 
  Journal places their ritual site in the woods west 
  of town, which if they recall it might lead the 
  characters to proceed to Part 4. If the characters 
  decide to wait, encourage them to formulate a 
  plan to trap the barghest when it emerges. 
  
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  CCC-WWC-9 Defenders of Est'ellma (1.4) 
   
   
  10 
  Part 4. Ambush 
  Estimated time: 30 minutes 
   
  Sarli and Threl have heard that a witness to 
  Murat's murder reported the event.  They are 
  hiding out outside of town until Grinnel is ready 
  to eat again.  Threl and Sarli think the next victim 
  will result in his apotheosis into a mighty goblin 
  who will take over Est'ellma. They lurk in the 
  trees to defend him against anyone foolish 
  enough to come looking.   
  Area Information 
  The area has the following features. 
   Dimensions & Terrain. This heavily forested 
  area (see Appendix 3: Forest Ambush),  
    Lighting Sunshine if the characters move to 
  the ritual site or moonlight if they wait until 
  Grinnel returns to the campsite. 
  Creature Information 
  The goblins (Sarli and Threl) will remain 
  spread out back in the trees and snipe at anyone 
  who seems easiest to shoot, hiding to avoid 
  retaliation.  The Barghest will use Suggestion to 
  try to send the most foolish looking  character 
  back to Est'ellma. It will reserve its Dimension 
  Door for  getting out of bad situations. Otherwise 
  it will cooperate with its parents to try to take 
  down the opposition one by one. 
   
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene:  
  • Very Weak: Remove both goblins 
  • Weak: Remove one  goblin 
  • Strong: replace one goblin with goblin witch 
  • Very Strong: as strong, also replace other goblin with 
  goblin scout 
   
  Development 
  If characters start losing, and they're on good 
  terms with the Cosvers, reinforce them with a 
  wood woad unless they destroyed it in Part 2.   
  If the Barghest is defeated, Sarli and Threl will be 
  devasted and will attempt to flee. 
  Part 5. Conclusion 
  Estimated time: 5 minutes 
  Once they destroy the barghest, the threats to 
  Est'ellma have been resolved.  The Cosvers will 
  escort the goblin children back to town and 
  reward the characters with the gold fragments of 
  an old relic they found in the pond, worth 40 gp 
  per character.  If they haven't already provided 
  the spell scroll of Protections vs Evil and Good and 
  Potion of Animal Friendship, they will do so now.  
  See Appendix 6: Player Rewards handout for 
  details. 
  The residents of Est'ellma will celebrate 
  their victory with a feast around a mighty 
  bonfire as they finally managed to come up with 
  a way to dry out the soaked firepit. They are 
  happy for the party to take away the Decanter of 
  Endless Water that Grinnel was using to "curse" 
  their firepit. 
  Their likenesses will be carved into the posts 
  of the palisade to honor them as Defenders of 
  Est'ellma. 
   
   
   
   
  
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  CCC-WWC-9 Defenders of Est'ellma (1.4) 
   
   
  11 
  Rewards 
  At the end of the session, the characters receive rewards based upon their accomplishments. 
   
  Character Rewards 
  The characters earn the following rewards: 
  Advancement 
  Upon successfully completing this adventure, 
  each character gains a level. At their discretion, 
  they may choose to decline advancement. 
  Remind your players that the amount of gold 
  that their characters can earn per level is 
  limited; declining advancement means that they 
  may reach a point where they earn no gold. 
  Gold 
  Award each character gold for each hour of the 
  session. Adventures typically features cues for 
  this, but you can add it where you see fit. The 
  maximum gold that you can award a character 
  per hour is determined by their tier, as follows: 
  Tier 
  Hourly GP Award 
  GP Limit per Level 
  1 
  20 gp 
  80 gp 
  2 
  30 gp 
  240 gp 
  3 
  200 gp 
  1,600 gp 
  4 
  750 gp 
  6,000 gp 
   
  Magic Item(s) 
  If found during the adventure, the characters can 
  keep the following magic items; these items are 
  described in Appendix 6: 
  • Potion of Animal Friendship 
  • Decanter of Endless Water 
  • Spell Scroll of Protection from Evil and 
  Good 
  Dungeon Master Rewards 
  For running this adventure, one of your 
  character gains a level. That character receives 
  gold based on their tier prior to advancement: 
  Tier 
  GP Earned 
  1 
  80 gp 
  2 
  240 gp 
  3 
  1,600 gp 
  4 
  6,000 gp 
   
  You may also complete DM Quests for running 
  this adventure. See the Adventurers League 
  Dungeon Master’s Guide for more information.
   
   
  
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  CCC-WWC-9 Defenders of Est'ellma (1.4) 
   
   
  12 
  Dramatis Personae 
  The following NPCs feature prominently in this adventure.  
   
  Benjamin Cosver, gruff old human male 
  Male hill dwarf wagon driver 
  • 
  I must protect Eleanor 
  • 
  I'm a pretty good brewer 
  Eleanor Cosver. Kind elderly human female  
  • We must protect the children 
  • The forest is sacred 
   
  Hini. Female goblin child 
  • 
  I want to be a great hunter 
  • 
  Traumatized 
  by 
  witnessing 
  Murat's Death 
  Jurn. Goblin patrol leader 
  • 
  I know the area around Est'ellma 
  • 
  I don't like hobgoblins 
  Vigtar. Male goblin boss 
  • 
  Touchy about hobgoblins pulling 
  rank 
  • 
  Stobbs told me I was in charge 
  while he was away 
   
  See the Appendix 5: People of Est'ellma 
  for other residents who know some of the 
  Rumors of Est'ellma and may have various 
  opinions as to what is going on.  
   
   
   
   
  
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  CCC-WWC-9 Defenders of Est'ellma (1.4) 
   
   
  13 
  Creature Statistics 
   
  Acolyte (Benjamin) 
  Medium Humanoid), 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) 
  Challenges ¼ (50XP) 
   
   
  Spellcasting. The acolyte is a 1st level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 to hit 
  with spell attacks). It knows the following spells.  
  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. 
   
  Awakened Tree 
  Huge plant,  unaligned 
  Armor Class 13 (Natural Armor) 
  Hit Points 59 (7d12 + 14) 
  Speed 20 ft., 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  6 (-2) 
  15 (+2) 
  10 (0) 
  10 (0) 
  7(-2) 
  Damage Vulnerabilities fire 
  Damage Resistances Bludgeoning, Piercing 
  Senses Passive Perception 10 
   
  Languages one language know to its creator 
  Challenges 2 (450 XP) 
   
  False appearance. While the tree remains motionless, it 
  is indistinguishable from a normal tree.  
  Actions 
  Slam. Melee Weapon Attack: +6 to hit, reach 10 ft. one 
  target. Hit: 14 (3d6+ 4) bludgeoning damage. 
   
  Awakened Shrub 
  small plant,  unaligned 
  Armor Class 9 
  Hit Points 10 (3d6) 
  Speed 20 ft., 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   3 (-4) 
  8 (-2) 
  11 (+0) 
  10 (0) 
  10 (0) 
  6 (-2) 
  Damage Vulnerabilities fire 
  Damage Resistances Piercing 
  Senses Passive Perception 10 
  Languages one language know to its creator 
  Challenges 0(10XP) 
   
  False appearance. While the tree remains motionless, it 
  is indistinguishable from a normal shrub.  
  Actions 
  Slam. Melee Weapon Attack: +1 to hit, reach 5 ft. one 
  target. Hit: 1 (1d4 -1) slashing damage.
   
  
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  CCC-WWC-9 Defenders of Est'ellma (1.4) 
   
   
  14 
  Barghest (Grinnel) 
  Large fiend (shapechanger), neutral evil 
  Armor Class 10 
  Hit Points 16 (3d8+3) 
  Speed 60 ft., walk 30 ft. (in goblin form) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 15 (+2) 14 (+2) 13 (+1) 12 (+1) 14 (+2) 
  Skills Deception +4, Intimidation +4, Perception +4, 
  Stealth +4 
  Damage Resistances Cold, Fire, Lightning: 
  Bludgeoning, Piercing, and Slashing from Nonmagical 
  Attacks 
  Damage Immunities Acid, Poison 
  Condition Immunities Poisoned 
  Senses Blindsight 60 ft., Darkvision 60 ft., Passive 
  Perception 15 
  Languages Abyssal, Common, Goblin, Infernal, 
  Telepathy 60 ft. 
  Challenges 4(1,100 XP) 
   
  Shapechanger. The barghest can use its action to 
  polymorph into a Small goblin or back into its true form. 
  Other than its size and speed, its statistics are the same 
  in each form. Any equipment it is wearing or carrying 
  isn't transformed. The barghest reverts to its true form 
  if it dies. 
  Fire Banishment. When the barghest starts its turn 
  engulfed in flames that are at least 10 feet high or wide, 
  it must succeed on a DC 15 Charisma saving throw or be 
  instantly banished to Gehenna. Instantaneous bursts of 
  flame (such a red dragon's breath, or a fireball spell) 
  don't have this effect on the barghest. 
  Keen Smell. The scout has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Innate Spellcasting. The barghest's innate spellcasting 
  ability is Charisma (spell save DC 12) . The barghest can 
  innately cast the following spells, requiring no material 
  components.  
  At will:  levitate, pass without trace 
  1/day each:  charm person, dimension door, 
  suggestion 
  Actions 
  Bite. Melee Weapon Attack (true form only): +6 to hit, 
  reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8+ 4) slashing damage 
  Goblin 
  Small Humanoid goblinoid), neutral evil 
  Armor Class 15 
  Hit Points 7 (2d6) 
  Speed 30 ft, 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (-2) 
  14 (+2) 10 (+0) 
  10 (0) 
  10(-1) 
  8 (-1) 
  Skills Stealth +6, 
  Senses Darkvision 60 ft., Passive Perception 9 
  Languages Common, Goblin 
  Challenges ¼ (50XP) 
   
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns. 
  Actions 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6+ 2) slashing damage. 
  Short bow. ranged weapon attack: +4 to hit,  range 
  80/320 ft.., one target. Hit: 6 (1d6 + 2) piercing damage 
  Goblin Scout (Scout) 
  Small Humanoid goblinoid), neutral evil 
  Armor Class 13 
  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) 
  Challenges 1/2 (100XP) 
   
  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 
  
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  CCC-WWC-9 Defenders of Est'ellma (1.4) 
   
   
  15 
  Short Sword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 6 (1d6+ 2) piercing damage. 
  Short bow. ranged weapon attack: +4 to hit,  range 
  80/320 ft.., one target. Hit: 6 (1d6 + 2) piercing damage 
  Stat Block Modifications 
  This creature has the following modifications: 
  Due to  goblin racial abilities 
  • Darkvision 60 
  • Nimble Escape 
  • Languages: common, goblin 
   
  Goblin Witch (Barovian Witch) 
  Medium Humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 16 (3d8+3) 
  Speed 30 ft, 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (-1) 
  11 (0) 
  13 (+1) 14 (+2) 11 (+0) 12 (+1) 
  Skills Arcana +4. Perception +2 
  Senses Passive Perception 12, Darkvision 60 ft 
  Languages common 
  Challenges 1/2 (100 XP) 
   
  Spellcasting. The witch is a 3rd level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 12, +4 to 
  hit with spell attacks). It knows the following spells.  
  Cantrips (at will):  mage hand, prestidigitation, ray of 
  frost 
  1st level (4 slots): ray of sickness, sleep, Tasha's 
  hideous laughter 
  2nd level (2 slots): alter self,  invisibility 
  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  
  Claw (Requires Alter Self). Melee weapon attack: +3 to 
  hit, reach 5 ft.,  one target. Hit: 4 (1d6 +1) slashing 
  damage. This attack is magical. 
  Stat Block Modifications 
  This creature has the following modifications: 
  Due to  goblin racial abilities 
  • Darkvision 60 
  • Nimble Escape 
  • Languages: common, goblin 
   
  Wood Woad 
  Medium plant,  unaligned 
  Armor Class 18 (Natural Armor, Shield) 
  Hit Points 75 (10d6 + 30) 
  Speed 30 ft, climb 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 12 (+1) 16 (+3) 
  10 (0) 13 (+1) 
  8 (-1) 
  Skills athletics +7. Perception +4, Stealth +4 
  Damage Vulnerabilities fire 
  Damage Resistances Bludgeoning, Piercing 
  Condition Immunities Charmed, Frightened 
  Senses Darkvision 60 ft., Passive Perception 14 
  Languages Sylvan 
  Challenges 5 (1800 XP) 
   
  Magic Club. In the wood woad's hand, its club is magical 
  and deal 7 (3d4) extra damage (included in its attacks). 
  Plant Camouflage. The wood woad has advantage on 
  Dexterity (Stealth) checks it makes in any terrain with 
  ample obscuring plant life.  
  Regeneration. The wood woad regains 10 hit points at 
  the start of its turn if it is in contact with the ground. If 
  the wood woad takes fire damage, this trait doesn't 
  function at the start of the wood woad's next turn. The 
  wood woad dies only if it starts its turn with 0 hit points 
  and doesn't regenerate.  
  Tree Stride. Once on each of its turns, the wood woad 
  can use 10 feet of its movement to step magically into 
  one living tree within 5 feet of it and emerge from a 
  second living tree within 60 feet of it that it can see, 
  appearing in an unoccupied space within 5 feet of the 
  second tree. Both trees must be Large or bigger. 
  Actions 
  Multiattack. The wood woad makes two melee attacks 
  with its club. 
  Club. Melee Weapon Attack: +7 to hit, reach 5 ft. one 
  target. Hit: 14 (4d4 + 4) bludgeoning damage. 
   
   
  
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  CCC-WWC-9 Defenders of Est'ellma (1.4) 
   
   
  16 
  Appendix 1: Forest Map. 
   
   
  Scale = 5' 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-WWC-9 Defenders of Est'ellma (1.4) 
   
   
  17 
  Appendix 2: Cosvers Cottage Map. 
   
   
  Scale = 5' 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-WWC-9 Defenders of Est'ellma (1.4) 
   
   
  18 
  Appendix 3: Forest Ambush
   
  Scale = 5' 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-WWC-9 Defenders of Est'ellma (1.4) 
   
   
  19 
  Appendix 4: Handout 1 Journal. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-WWC-9 Defenders of Est'ellma (1.4) 
   
   
  20 
  Appendix 5: People of Est'ellma. 
   
  The leader of the Razor Fist orc tribe, Krutchak, is reasonable. The eight surviving orcs look to him for 
  leadership. 
   
  Gnoll pack lord, Gnash, of the Howling Ravagers is abrasive and unconvinced that Est’ellma is a good long-
  term solution, but his band (four gnolls) is too small to break out on its own. 
   
  Hobgoblin Captain Norsin is recovering from trauma and having trouble coping. The seven surviving 
  hobgoblins of the Long Knives look to him, but he is too shattered to provide reliable leadership. 
   
  Barraha the ogre has been maimed, she is missing her left eye and left arm. Her left arm has been replaced 
  by a hook.  Brutish and dim, she mostly does what Stobbs or Krutchak tells her to do. 
   
  Goblin boss : Vigtar (see Dramatis Personae) leads the surviving goblins. 
  Murat, Jurn, Frik, Sneev, Drai, Hini, Nurl, Slar, Threl, Sarli, Grinnel,  
   
   
   
   
   
   
   
  
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  CCC-WWC-9 Defenders of Est'ellma (1.4) 
   
   
  21 
  Appendix 6: Character Rewards 
  If found during the adventure, the characters can keep the following magic items; it’s suggested that 
  you print off enough copies of this page to be able to give one to each of your players (crossing out 
  rewards they didn’t receive during the session): 
   
  Decanter of Endless Water 
  Wondrous Item, Uncommon 
  This stoppered flask sloshes when shaken, as if it 
  contains water. The decanter weighs 2 pounds. 
  You can use an action to remove the stopper and 
  speak one of three command words, whereupon 
  an amount of fresh water or salt water (your 
  choice) pours out of the flask. The water stops 
  pouring out at the start of your next turn. Choose 
  from the following options: 
  • 
  "Stream" produces 1 gallon of water. 
  • 
  "Fountain" produces 5 gallons of water. 
  • 
  "Geyser" produces 30 gallons of water 
  that gushes forth in a geyser 30 feet long 
  and 1 foot wide. As a bonus action while 
  holding the decanter, you can aim the 
  geyser at a creature you can see within 
  30 feet of you. The target must succeed 
  on a DC 13 Strength saving throw or take 
  1d4 bludgeoning damage and fall prone. 
  Instead of a creature, you can target an 
  object that isn't being worn or carried 
  and that weighs no more than 200 
  pounds. The object is either knocked 
  over or pushed up to 15 feet away from 
  you. 
  • 
   
  This item is found in the Dungeon Master's Guide 
  Potion of Animal Friendship 
  potion, uncommon, consumable 
  When you drink this potion, you can cast the 
  Animal Friendship spell (save DC 13) for 1 hour 
  at will. Agitating this muddy liquid brings little 
  bits into view: a fish scale, a hummingbird 
  tongue, a cat claw, or a squirrel hair. 
   
  This item is found in the Dungeon Master's Guide 
  Spell Scroll of Protection 
  From Evil and Good 
  scroll, common, consumable 
  This 1st level spell scroll contains the words of 
  the spell Proteciton From Evil and Good 
   
  This item is found in the Dungeon Master's Guide 
   
   
   
   
   
   
   
   
   
   
   
  
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  CCC-WWC-9 Defenders of Est'ellma (1.4) 
   
   
  22 
  Appendix 7: Dungeon Master Tips 
  To DM an adventure, it is recommended to have 
  3 to 7 players—each with their own character 
  within the adventure’s level range (see 
  Adventure Primer). Characters playing in a 
  hardcover adventure may continue to play to 
  but if they play a different hardcover adventure, 
  they can’t return to the first if outside its level 
  range. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
   
  Preparing the Adventure 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind 
  yourself of while running the adventure, such as 
  a way you’d like to portray an NPC or a tactic 
  you’d like to use in a combat. Familiar yourself 
  with the adventure’s appendices and handouts. 
  • Gather any resources you’d like to use to aid 
  you in running this adventure--such as 
  notecards, a DM screen, miniatures, and 
  battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Perception score, and anything 
  the adventures specifies as notable (such as 
  backgrounds, traits, flaws, etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master but may 
  only play it once with a given character. Ensure 
  each player has their character’s adventure 
  logsheet (if not, get one from the organizer) with 
  their starting values for level, magic items, gold 
  and downtime days. These are updated at the 
  conclusion of the session. The adventure 
  information and your information are added at 
  the end of the adventure session—whether the 
  completed the adventure or not. 
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to ensure 
  that nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of 
  ability scores, you can ask players to provide 
  documentation for the irregularities. If they 
  cannot, feel free to restrict item use or ask them 
  to use a standard ability score array.  
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to 
  spend downtime days and it’s the beginning of 
  an adventure or episode, they can declare their 
  activity and spend the days now, or they can do 
  so at the end of the adventure or episode. 
  Players should select their characters’ spells and 
  other daily options prior to the start of the 
  adventure, unless the adventure specifies 
  otherwise. Feel free to reread the adventure 
  description to help give players hints about what 
  they might face. 
  Adjusting This Adventure 
  To determine whether you should consider 
  adjusting the adventure, add up the total levels 
  of all the characters and divide the result by the 
  number of characters (rounding .5 or greater 
  up; .4 or less down). This is the group’s average 
  party level (APL). To approximate the party 
  strength for the adventure, consult the table 
  below. 
  Determining Party Strength 
  Party Composition Party  
   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  Weak 
  3-4 characters, APL greater than  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  Strong 
  6-7 characters, APL greater than  Very strong 
   
  
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