TEXT: CCC – FCC – 001  
   
   
   
   
   
  Isles of Moss 
  Part 1 of the Mystery of the Isles 
   
   
   
   
   
   
   
   
   
   
   
   
   
  The City of Hillsfar has endured continuous chaos since the Rage of Demons.  First Lord Vuhm 
  Yestral dreamed of stability the day he took office.  Five years later, the only real change is the 
  number of grey hairs on his head.  While xenophobia has reduced greatly, stability in the region 
  is no where in sight.  It has been a couple of months after the mighty beast was slayed and 
  Hillsfar is barely recovering of the major assault by multiple factions.  Now rumors of Red 
  wizards kidnapping farmers have spread across the city.  What could the Thayans be up to this 
  time? 
   
  A Two – Hour Adventure for Tier 1 Characters. Optimized for APL 3. 
   
   
  
   
  Credits 
   
  Designer: Jia Jian Tin 
   
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  Art Director & Graphic Design:  
  Character Art by  
  Dave Koo (https://davidkoo.deviantart.com/) or 
  (https://www.artstation.com/davidkoo/profile)  
   
  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, Ma’at Crook, LaTia Bryant 
   
  Playtesters: Alegandro Gonzalez, Brian Smith, Deidre 
  Douglas, Diana Zuniga, Michael Douglass 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
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  CCC – ELF – 05 Isles of Moss (Ver. 1.0) 
   
   
  3 
  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 in the Southern part of 
  the Moonsea near the City of Hillsfar. This 
  adventure is written as part of Extra Life 
  Fresno 2019.  
  Background 
  The CITY OF HILLSFAR has just survive another 
  major assault.  Since the incident of the Rage of 
  Demon, the city has endured one major assault 
  after another.  The most recent came from the 
  Thayans and the mystical beast.  Adventurers 
  rallied and fought off the threat, but the city 
  haven’t had time to rebuilt.  
   Now, rumors have spread of missing farmers 
  from around Hillsfar coupled with reports of 
  THAYAN activities on the abandoned ISLES OF 
  MOSS just north of HILLPICKET has caused 
  concerns among the factions and the leaders in 
  Hillsfar.  
   The Isles of Moss is a series of abandoned 
  small islands just north of Hillsfar.  Legends 
  speaks of a small humanoid tribe living on the 
  middle island were the ruin of a small fort could 
  be seen. The tribe angered the gods and were 
  cursed to undeath.  Now the island is filled with 
  undead creatures.  The factions decided to 
  acquire the services of bold adventurers to sneak 
  onto the island to spy on the Thayans and rescue 
  the farmers.  
  Overview 
  The adventure’s story is spread over three parts 
  and takes approximately 2 hours to play. The 
  adventure begins with a Call to Action scene. If 
  you’re planning to play the entire adventure at 
  once, you only need to introduce the Call to 
  Action once. However, if you plan to play them 
  over several sessions, you’ll want to revisit the 
  Call to Action each time you play. 
   Unlike traditional module, Part 2 and Part 3 
  occurs in the same area but some NPCs are not 
  accessible until Part 3. 
  • Part 1: The Legend (Call to Action). 
  Characters meet up at Hillpicket and prepare 
  for their journey to the Isles of Moss.  
  Characters can gather some rumors and meet 
  with faction contacts to learn about the history 
  of the Isles.  
  • Part 2: The Truce. Characters explore the 
  main isle and fines themselves in a tough spot.  
  There are too many guards on the island but 
  runs into a succubus serving Gaz’zt.  They 
  negotiate a truce with the succubus so both 
  could complete their mission.  This is Story 
  Objective A. 
  • Part 3: Enemy of my Enemy. Characters 
  strategize their attack on the Red Wizards with 
  the succubus.  They save the farmers but must 
  concede that Gaz’zt’s goal has also been 
  furthered.  This is Story Objective B.  
  Adventure Hooks 
   Hillfarians. Characters from Hillsfar are likely 
  invested in the wellbeing of its citizen and 
  stability of the region. Characters with 
  background like Folk Hero from Hillsfar are 
  especially keen to aid the farmers.  
   Faction Agents. Characters belonging to any of 
  the five factions answer the factions call for 
  assistant with the matter. 
   Explorers. If characters do not have an 
  invested interest in the region of the faction, the 
  opportunity to explore the Isles could be 
  intriguing enough to attract them.  
   
   
   
   
   
   
   
   
   
   
   
   
  
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  CCC – ELF – 05 Isles of Moss (Ver. 1.0) 
   
   
  4 
  Adventure Flowchart 
  This section provides a basic understanding of not only the flow of the adventure, but also the outline of 
  the different paths that your players may take in reaching their stated objective.  
   
   
   
   
  1 
  2 
  3 
  
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  CCC – ELF – 05 Isles of Moss (Ver. 1.0) 
   
   
  5 
  Part 1: The Legend (Call to Action) 
  Estimated Duration: 15 minutes 
  Hillpicket 
  The tiny village of Hillpicket is one of several 
  farming communities with a semi-fortified 
  warehouse for farmers to store goods in the way 
  to market.  The village also has a smithy, a tiny 
  shrine to Chauntea, and a newly built lighthouse 
  slightly outside the village.  On a normal day, 
  adventurers would not travel to this out of the 
  way village but today, duty demands they gather 
  here.  Characters can meet up anywhere in the 
  village.  Allow characters to make any purchases 
  before the missions starts.  
   Light. The entire region is cover in dim light at 
  the moment.  Storm clouds fill the region around 
  Hillsfar and the Moonsea.   
   Sound. The sound of heavy rain drops hitting 
  the pavement and buildings, coupled with 
  thunderous roar of the storm muffles out most 
  other noise.  
   Weather. Rain is coming down in buckets. 
  Strong wind and the year-long cold weather 
  mean the air is chilling.  Characters must endure 
  cold temperatures (around 15°C or 60°F) 
  though no special gear is required.  
  Call to Action 
  This is the call to action.  Characters have 
  received a letter instructing them to meet at the 
  beach near Hillpicket early the next morning 
  where they will be brief about their mission.  
  Characters has been informed they are to travel 
  to Isles of Moss for their mission but are 
  instructed to tell no one about their mission.  
  The Beach 
  When the characters are ready, read or 
  paraphrase: 
  As you climb down the cliff side, you notice two 
  individuals dressed in leather armor waiting for you 
  and a rowboat.  The woman in green armor 
  motions for you to approach.  
  Creature Information 
   
  The human female is named Traxex Davion (a 
  human) and is a high-ranking member of the 
  Order of the Gauntlet.  Her bright red hair is 
  iconic and acts as an identifier for herself and 
  her twin brother. 
   Objectives & Goals. Traxex was the leader of 
  the Valkyrie units who scouted the island.  She is 
  here to answer any questions the characters 
  have about the island and enemy movements.  
   What Do They Know? Traxex reports around 
  eight Red Wizards knight guard the area.  The 
  Red Wizards stay within the ruins and appear 
  uncomfortable with the rough weather of 
  Hillsfar.  Characters can use this to their 
  advantage. The knights answer to a captain and 
  the captain answers to a head mage.  The 
  captives are kept outside in the rain and in cages.  
  Attempting to land on the beach would be 
  suicide, as the knights have a defensive position 
  from that front.  Traxex recommend landing 
  from the back of the island though she is wary of 
  the undeads in the forest. Alternatively, 
  characters can try infiltrating the island from the 
  sewer. 
   The characters must avoid capture. If they are, 
  the factions will deny any involvement.  
   
  
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  CCC – ELF – 05 Isles of Moss (Ver. 1.0) 
   
   
  6 
   
  The human male is named Ajahad (a human) 
  and is a member of the Harpers.   
   Objectives & Goals. Ajahad is here to brief the 
  characters about their mission as the Harpers 
  are the main sponsors of this mission.  
   What Do They Know? The Harpers and Ajahad 
  are not clear what the Red Wizards are doing 
  here.  The Harpers want the characters to 
  retrieve any logs or information about the Red 
  Wizards mission here.  However, the main 
  objective is to free the farmers.  The Harpers are 
  willing to provide characters with a bag of Dust 
  of Disappearance for the mission and a Boots 
  of False Tracks if they retrieve any information 
  that provides answers to the goals of the Red 
  Wizard (i.e., a journal or log from the leading 
  wizard).   
   Once the character is ready, Ajahad will roll 
  the characters over to the sewer entrance.  He 
  also provides the character with the Sending 
  Stone to call for him once they are ready to be 
  evacuated.  
  Treasure 
  In additional to any gold reward the dungeon 
  master decides to offer, the Harpers offer the 
  characters a Dust of Disappearance to assist 
  the characters with the mission and a Boots of 
  False Tracks if the characters can recover any 
  material detailing the purpose of the Red 
  Wizards activities on the isles.  
   
  
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  CCC – ELF – 05 Isles of Moss (Ver. 1.0) 
   
   
  7 
  Part 2: The Truce 
  Estimated Duration: 50 minutes 
  The Isles of Moss 
  Most of the isles are too small to hold any 
  buildings, except for the main isle in the center.  
  An old stone fort was built here housing canons 
  defending the bay of Hillsfar and a lighthouse. 
  Most of the canon placement has been destroyed 
  by nature but part of the main fort and the 
  lighthouse still exist. 
   Light. Outside the ruins the storm clouds 
  ensure there’s only dimlight.  Within the ruins, 
  bright light is available as the Thayans ensure 
  most of the hallways are well lit but the rooms, 
  do not have light as strong winds blows through 
  too often for torches or lanterns to stay lit.    
   Sound. The sound of heavy rain drops hitting 
  the stone buildings, coupled with thunderous 
  roar of the storm muffles out most other noise. 
  This gives creatures advantage on any Dexterity 
  (Stealth) checks.   
   Weather. Rain is coming down in buckets. 
  Strong wind and the year-long cold weather 
  mean the air is chilling.  Characters must endure 
  cold temperatures (around 15°C or 60°F) 
  though no special gear is required.  
  Story Objective A 
  As characters explore the main isle, they quickly 
  discover their mission is impossible to complete 
  until they encounter the succubus.  Characters 
  have to accept necessary loses and agree to a 
  truce with the succubus.   
  The Beach 
  The beach starts out flat but quickly climbs to a 
  steep slope.  The beach sand and the angle to 
  climb makes it nearly impossible for a frontal 
  assault to charge up the ruins easily.  
   At the top of the beach is a courtyard area 
  where the farmers are held in cages exposed to 
  the rain.  This courtyard leads directly into the 
  ruin fort.  
  Creature Information 
  The farmers are kept out in the courtyard 
  exposed to the rain.  They have not been 
  properly fed or kept.  The farmers are the 
  halfling family, Mr. and Mrs. Pennywise 
  (halfling), their adopted son Micky (a human 
  wererat) and adopted daughter Avariella (a 
  tiefling apprentice wizard) and two of their 
  children.  The other two farmers are farmhands 
  working on the Pennywise farm.  
   Objectives & Goals. The farmers are exhausted 
  and struggling to stay awake from enduring cold 
  weather and lack of food.  All the farmers have 
  four levels of exhaustion.   
   What Do They Know? The farmers don’t know 
  much.  They were picked up from their farm 
  about five days ago.  They know little about why.  
  The rain has made it impossible to hear what the 
  Red Wizards are discussing.  None of the Thayan 
  Knights have been kind to them.  
  The Sewers 
  The sewers are covered with vegetation from 
  being abandoned for a long time.  There are 
  three exist from this sewers, one leading to the 
  barracks (has a lot more feces and urine flushed 
  down here), another to the office (clearly only 
  one person here), and the third exit leads to an 
  open room (rain water flowing down the 
  tunnels).  There are strange symbols painted on 
  the walls of the sewers that are clearly made 
  recently.  A DC 13 Intelligent (Religion) check 
  identifies the association of the symbols with 
  Shar the goddess of darkness.  If a character 
  makes a DC 17 check, they identify the symbols 
  as part of the Dark Moon Monks, a group of 
  heretic Shar worshippers.  A strange note craved 
  into the walls of the sewer stating “We have 
  infiltrated the wizards’ rank” written in cipher 
  needing a DC 15 Intelligent check to 
  understand.  
   A DC 17 Intelligent (Investigation) check 
  reveals a secret door sealed with strange runes.  
  Characters can identify the runes and open the 
  door with a DC 15 Charisma (Nature) check to 
  appease the fey spirits in the runes.  Characters 
  
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  CCC – ELF – 05 Isles of Moss (Ver. 1.0) 
   
   
  8 
  that speak Druidic automatically succeed on this 
  check.  If opened, the characters find a small 
  study.  The only notable object in the study is a 
  black goldfish in a bowl.  
  The Ruin Fort 
  The ruin fort is made up of five main areas.  The 
  barrack, the office, the stairway, the hallway, 
  and the lighthouse.  
   The barrack has eleven luxury bedrolls layout 
  on the ground.  At the end of each bedroll is a 
  wooden box with personal belongings of each 
  knight but no notable valuables. This area has 
  dim light.  
   The hallway right outside the barrack has 
  access to the stairway and the courtyard.  This 
  area is well lit.   
   The stairway leads from the hallway up to the 
  office and the lighthouse.  This area is covered 
  in rainwater and has dim light.   
   The office is where the lead wizard rest and 
  works.  The room has expensive furniture 
  including a comfortable large bed and a desk 
  with papers and documents on it.  
   The lighthouse is partly destroyed.  Half of the 
  tower is exposed to the rain and rainwater pours 
  into the towers flowing down the stairway.  
  Creature Information 
  There is a total of ten Thayan Knights (human 
  guards).  One of the guards stays in the 
  lighthouse and he stays out of the rain.  The 
  other nine stays in the hallway area guarding 
  the farmers and keeping themselves warm.  
   Objectives & Goals. The guards stay out of the 
  storm while keeping an eye over the hostage.  
  They do not expect any intruders and do not 
  expect the farmers to break free at all. Every two 
  hours, a guard from the hallway travels up to 
  relief the guard in the lighthouse.  The knights 
  avoid the mage unless a threat is clearly present. 
   What Do They Know? The knights, if captured 
  refuse to talk.  They know the eternal wrath of 
  the Zulkirs are worse than anything the 
  characters can do to them. 
   
   The captain of the Thayan Knights (human 
  knight) named Jake is meeting with the lead 
  wizard (human mage) named Red Wizard Azor.  
   Objectives & Goals. The lead wizard is 
  experimenting on necromancy with the goal of 
  controlling the undead creatures in the Forest of 
  Death.  Red Wizard Azor is attempting to earn 
  the favor of the Zulkirs by creating an army to 
  invade Hillsfar. Thayan Knight Jake was assigned 
  to Azor.  While he absolutely hates Azor, he takes 
  his job seriously and knows angering the Zulkir 
  would mean eternal suffering.  
   What Do They Know? The knight or the 
  wizard, if captured refuse to talk.  They know the 
  eternal wrath of the Zulkirs are worse than 
  anything the characters can do to them. 
   
   A succubus named Kelsea lingers in the ruin 
  fort waiting for an opportunity to complete her 
  mission.  
   Objectives & Goals. Kelsea was sent by Gaz’zt 
  to capture eight humanoids.  She initially 
  planned to steal the farmers but did not expect 
  the vigilance from the Thayan Knights.   
   What Do They Know? The succubus has been 
  studying the pattern of the knights.  The knights 
  are vigilant but uncomfortable in the cold 
  weather.  This means they avoid going outdoors 
  into the storm.  They have a good schedule and 
  the size of the fort makes it difficult to split them 
  off individually.  The weak points, however, is 
  the guard in the lighthouse and the mage-knight 
  duo.   
   The succubus highlights the fact that the 
  characters can not take on all the guards or the 
  wizard-knight duo themselves.  The characters 
  clearly need the farmers alive, so the succubus is 
  willing to compromise.  If the characters help her 
  capture at least eight of the Thayans (ie., 
  knocking them out), she will help the characters 
  rescue the farmers.  
   The succubus know Gaz’zt is experimenting 
  with enchantments and needs humanoids as test 
  subjects.  She makes use of the hatred towards 
  Thayans and the fact that she is not in a rush to 
  negotiate with the characters.  She reveals as 
  little information about herself and her mission 
  when negotiating, identifying Gaz’zt simply as 
  her “master.” 
   If the characters agree to assist, the succubus 
  suggest starting with the mage-knight duo in the 
  office.  She will charm the mage while the 
  characters take care of the knight.  She will 
  
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  CCC – ELF – 05 Isles of Moss (Ver. 1.0) 
   
   
  9 
  remind the characters to use non-lethal damage 
  and she will stay out of combat herself to make 
  sure she is healthy and, in a position, to fight the 
  characters if they try to betray her.   
  The Forest of Death 
  The forest covers most of the isle and is flooded 
  with undead creatures wandering aimlessly.  
  Entering the forest is unnecessary and likely 
  suicidal.   
  Creature Information 
  The forest is filled with zombies and zombie 
  ogres with the occasionally beholder zombies.  
  There is no reason for the characters to enter 
  this area.  If the characters attempt to past 
  through the area briefly, allow them to do so, the 
  storm and low perception from zombies makes it 
  easy for characters to travel through the area 
  briefly instead of walking in the ruin.  However, 
  do not allow exploration of this area.  Make it 
  clear it is not safe to be exploring the forest.  
   
  
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  CCC – ELF – 05 Isles of Moss (Ver. 1.0) 
   
   
  10 
  Part 3: Enemy of my Enemy 
  Estimated Duration: 55 minutes 
  The Mage-Knight Duo 
  Red Wizard Azor stands behind his desk as he 
  angrily lectures Knight Jake about the 
  ineffectiveness of hire mercenaries.  He 
  complains about needing more humanoids but 
  stated the mercenaries are too afraid of the Red 
  Plume.  He highlights how ironic it is that the 
  Red Plumes vigilance comes from funding of the 
  Red Wizards when they were still accepted in 
  the walls of Hillsfar.  
   The characters can easily surprise the duo and 
  the succubus charms the mage on her turn.  For 
  the purpose of this combat the mage 
  automatically fails his save.  The succubus then 
  quickly retrieves the plans and store it in a 
  pocket dimension to ensure she holds the high 
  ground in the truce.  However, the succubus will 
  never betray the characters. She merely does not 
  trust the characters.  
  Treasure 
  Red Wizard Azor wears a Helm of Comprehend 
  Languages. 
  Combat Balancing 
  Here are some suggestions for this encounter: 
   Very weak and weak. Knight Jake has an AC of 16 
  instead of 18 as he is wearing chainmail instead of plate. 
   Strong and very strong. Knight Jake has maximum 
  hitpoints (80 instead of 52).  
  Playing the Pillars 
  Here are some suggestions for this encounter: 
   Combat. Knight Jake fights to the death.  He tries to 
  get out of the room and to the stairways to alert the 
  guards.  
   Exploration. Characters can climb the outer walls of 
  the ruins and enter through holds in the wall or 
  windows to gain access to the stairway area to block the 
  knight’s path.  
   Social. Azor and Jake will not surrender and will fight 
  to their death.  
  The Guards 
  The succubus can charm the lone guard in the 
  lighthouse and a second one before the other 
  guards begin to get suspicious.  The succubus 
  could also charm one or two guards as they take 
  short breaks in the barracks.  The number of 
  guards charmed is based on the party balancing. 
  Once the guard notice the anomaly the 
  characters are forced to fight the guards.  If the 
  characters time it well, they can surprise the 
  remaining guards as well.  The succubus stays 
  out of direct combat to ensure she remains in a 
  dominant position in the truce.  At no time 
  should the succubus betray the characters. The 
  guards fight to their death and refuse to 
  surrender.   
   Once at least eight guards are captured, the 
  succubus opens and portal to moves the bodies 
  into an unknown realm.  As agreed, she allows 
  the characters to leave and hands over the Red 
  Wizards plans.  
  Combat Balancing 
  Here are some suggestions for this encounter: 
   Very weak: Characters fight a maximum of four 
  guards at once 
   Weak. Characters fight a maximum of six guards at 
  once 
   Strong and very strong. Characters fight a maximum 
  of eight guards at once 
  Playing the Pillars 
  Here are some suggestions for this encounter: 
   Combat. The guards fight to the death.  
   Exploration. Allow characters to get creative at 
  thinning the numbers of the guards out.  
   Social. The guards will not surrender and will fight to 
  their death.  
   
   
   
  
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  CCC – ELF – 05 Isles of Moss (Ver. 1.0) 
   
   
  11 
  Rewards 
  At the end of the session, the characters receive rewards based upon their accomplishments. 
  Player Rewards 
  The characters can earn the following rewards: 
  Advancement  
  Upon completing this adventure, each character 
  gains a level.  At their discretion, they may 
  choose to decline advancement.  Remind those 
  that express and interest in this that they have a 
  limit to how much gold they can earn per level; 
  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 Unlock 
  If found during the adventure, the characters can 
  keep the following magic items; these items are 
  described in Appendix 1. 
  • Helm of Comprehend Languages 
  • Boots of False Tracks 
  DM Note 
  The Dust of Disappearance can not be kept if 
  not used during the adventure.  
  Dungeon Master Rewards 
  For running this adventure, you gain a DM 
  Reward. This reward can be redeemed for 
  levels, magic items, and other season-themed 
  things.  See the Adventurers League DM Rewards 
  document for more info.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  CCC – ELF – 05 Isles of Moss (Ver. 1.0) 
   
   
  12 
  Dramatis Personae 
  The following NPCs and locations feature 
  prominently in this adventure.  
  • Red Wizard Azor. A young red wizard (chaotic 
  evil) who is climbing the wizardry leader in the 
  house of necromancy, Azor works day and 
  night to leave a mark on the Thayans plan of 
  total domination. 
  Personality: I will stop at nothing to achieve 
  my goals. 
  Ideal: No limits.  Nothing should fetter the 
  infinite possibility inherent in all existence. 
  Bond: I would throw away my life if it means 
  gaining the attention of the Zulkirs.  
   Flaw: I always push blame onto my 
  subordinate.  
  • Thayan Knight Jake. An experience veteran in 
  the field, Jake (lawful evil) was overlooked for 
  promotion on multiple occasions because his 
  family lacked influence.  However, he sees this 
  as part of the order of the Thay that he 
  dedicated his life to protect.  
  Personality: I’m rude to people who lack my 
  commitment to hard work and fair play.  
  Ideal: Responsibility.  It is my duty to respect 
  the authority of those above me, just as those 
  below me must respect mine.  
  Bond: I must serve to maintain my family 
  honors and loyalty to the Thayan Kingdom.  
  Flaw: I have little respect for those who are 
  not proven warriors.  
  • Succubus Kelsea. After the failure of his trio 
  incubi, the Succubus Kelsea (lawful evil) began 
  to climb the ladder of leadership.  Unlike most 
  fiend, Kelsea knows the art of a sly diplomat.  
  She confidently shares her name to built trust 
  and never betrays humanoid who she forms 
  contracts with.  
  Personality: The enemy of my enemy is my 
  friend. For now… 
  Ideal: Honor.  I do not break contracts I have 
  agreed to.  
  Bond: Disposing of the incubi is my goal.  We 
  succubus can be more than toys to Gaz’zt.  
  Flaw: I share my name to gain trust from 
  humanoids though it puts me at risk of arcane 
  bondage.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC – ELF – 05 Isles of Moss (Ver. 1.0) 
   
   
  13 
  Creature Statistics 
   
  Knight 
  Medium humanoid (any race), any alignment 
  Armor Class 18 (plate) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  11 (+0) 
  15 (+2) 
   
  Saving Throws Con +4, Wis +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
   
  Brave. The knight has advantage on saving throws against being 
  frightened. 
  Actions 
  Multiattack. The knight makes two melee attacks. 
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 
  100/400 ft., one target. Hit: 5 (1d10) piercing damage. 
  Leadership (Recharges after a Short or Long Rest). For 1 minute, 
  the knight can utter a special command or warning whenever a 
  nonhostile creature that it can see within 30 feet of it makes an 
  attack roll or a saving throw. The creature can add a d4 to its roll 
  provided it can hear and understand the knight. A creature can 
  benefit from only one Leadership die at a time. This effect ends if 
  the knight is incapacitated. 
  Reactions 
  Parry. The knight adds 2 to its AC against one melee attack that 
  would hit it. To do so, the knight must see the attacker and be 
  wielding a melee weapon. 
  Guard 
  Medium humanoid (any race), any alignment 
    
  Armor Class 16 (chain shirt, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
    
  Actions 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage. 
  Succubus 
  Medium fiend (shapechanger), neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft., fly 60 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  8 (-1) 
  17 (+3) 
  13 (+1) 
  15 (+2) 
  12 (+1) 
  20 (+5) 
   
  Skills Deception +9, Insight +5, Perception +5, Persuasion +9, 
  Stealth +9 
  Damage Resistances cold, fire, lightning, poison; bludgeoning, 
  piercing, and slashing from nonmagical attacks 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Abyssal, Common, Infernal, telepathy 60 ft. 
  Challenge 4 (1,100 XP) 
  Telepathic Bond. The fiend ignores the range restriction on its 
  telepathy when communicating with a creature it has charmed.  
  The two don’t even need to be on the same plane of existence. 
  Shapechanger. The fiend can use its action to polymorph into a 
  Small or Medium humanoid, or back into its true form.  Without 
  wings, the fiend loses its flying speed.  Other than its size and 
  speed, its statistics are the same in each form.  Any equipment it 
  is wearing or carrying isn’t transformed. It reverts to its true 
  form if it dies.  
  Actions 
  Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) slashing damage. 
  Charm. One humanoid the fiend can see within 30 feet of it must 
  succeed on a DC 15 Wisdom saving throw or be magically 
  charmed for 1 day.  The charmed target obeys the fiend’s verbal 
  or telepathic commands. If the target suffers any harm or receives 
  a suicidal command, it can repeat the saving throw, ending the 
  effect on a success.  If the target successfully saves against the 
  effect, or if the effect on its ends, the target is immune to this 
  fiend’s Charm for the next 24 hours. 
   The fiend can have only one target charmed at a time. If it 
  charms another, the effect on the previous target ends.  
  Draining Kiss. The fiend kisses a creature charmed by it or a willing 
  creature.  The target must make a DC 15 Constitution saving 
  throw against this magic, taking 32 (5d10 + 5) psychic damage on 
  a failed save, or half as much damage on a successful one.  The 
  target’s 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.  
  Etherealness. The fiend magically enters the Ethereal Plan from 
  the Material plane, or vice versa.  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC – ELF – 05 Isles of Moss (Ver. 1.0) 
   
   
  14 
  Appendix 1: Character Rewards 
  Helm of Comprehend 
  Languages 
  Wondrous item, Uncommon 
   
  While wearing this helm, you can use an action 
  to cast the Comprehend Languages spell from it 
  at will.  
   Magical runes and symbols similar to that of 
  the Red Wizards are painted over this ordinary 
  looking helm.  It is unclear if the runes imbued 
  the helm with its magic property or further 
  power can be extracted by the right user. 
  Boots of False Tracks 
  Wondrous item, Common 
   
  Only humanoid can wear these boots.  While 
  wearing the boots, you can choose to have them 
  leave tracks like those of another kind of 
  humanoid of your size.  
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC – ELF – 05 Isles of Moss (Ver. 1.0) 
   
   
  15 
  Appendix 2: Maps 
  First Floor of Ruin Fort 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC – ELF – 05 Isles of Moss (Ver. 1.0) 
   
   
  16 
  Second Floor of Ruin Fort 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC – ELF – 05 Isles of Moss (Ver. 1.0) 
   
   
  17 
  Lighthouse  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC – ELF – 05 Isles of Moss (Ver. 1.0) 
   
   
  18 
  Appendix 3: Dungeon Master Tips 
  To DM an adventure, you must 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 
   
  New to the Annual Storyline? 
  http://dnd.wizards.com/story/waterdeep 
   
  http://dndadventurersleague.org/storyline-
  seasons/waterdeep-adventures/ 
  Preparing the Adventure 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind 
  yourself of while running the adventure, such 
  as a way you’d like to portray an NPC or a 
  tactic you’d like to use in a combat. Familiar 
  yourself with the adventure’s appendices and 
  handouts. 
  • Gather any resources you’d like to use to aid 
  you in running this adventure--such as 
  notecards, a DM screen, miniatures, and 
  battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, 
  class, and level; passive Wisdom (Perception), 
  and anything specified as notable by the 
  adventure (such as backgrounds, traits, flaws, 
  etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master but may 
  only play it once with a given character. Ensure 
  each player has their character’s adventure 
  logsheet (if not, get one from the organizer) 
  with their starting values for advancement and 
  treasure checkpoints, downtime days, and 
  renown. These are updated at the conclusion of 
  the session. The adventure information and 
  your information is 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 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/CCC-FCC-001 - Isle of Moss.pdf