TEXT: CCC-BFG01-01 
   
   
   
   
   
  A House Divided 
  An Avatar of Shar Adventure 
   
   
   
   
   
   
   
  A retired paladin’s disappearance and rumors of his manor being haunted cause the local 
  Temple of Selûne to hire adventurers to investigate. What secrets does the manor hold? 
   
  Part 1 of the Avatar of Shar Adventures 
   
  A Two to Four-Hour Adventure for Tier 2 Characters. Optimized for APL 8. 
  
   
  Credits 
   
  Designers: Ginny Loveday, Eli White, Katriel Paige, Charles Dunbar 
   
  Editing: Ginny Loveday, Eli White 
  Copyediting: Kara Ferguson 
  Cartographer: Eli White 
   
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  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 Jacquise 
   
  Playtesters: Heather White, Phil Evans, Dorese Evans, Issac Coffel, Alan Coffel, Steve Martin, Hamc, Kilter, Grave, 
  Shadowfire 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  CCC-BFG01-01 A House Divided (v1) 
   
   
  3 
  Adventure Primer 
  This adventure is designed for three to seven 5-
  10 level characters and is optimized for five 
  characters with an average party level (APL) 
  of 8. Characters outside this level range cannot 
  participate in this adventure. 
   This adventure begins in Thentia, and moves 
  to Valen Family Manor a few hours ride North. 
  Background 
  Several years back, CASSIUS VALEN, a retired 
  paladin, settled with his family near THENTIA. 
  Cassius and his family were well respected and 
  devoted to the TEMPLE OF SELÛNE.  They 
  formed a local group to study religious artifacts, 
  and styled themselves as the VALEN SOCIETY. 
   Rumors say that Cassius’ wife ALIA has 
  dabbled in DARK MAGIC. The priests of Selûne 
  are particularly distressed by rumors that Alia 
  had been channeling magic from SHAR. 
   Over the past tenday, travelers passing by 
  Valen Manor have reported sightings of 
  GHOSTLY APPARITIONS and tortured howling 
  emanating from somewhere on the grounds. 
  Selûne 
  Also known as the Moonmaiden, she is the goddess of 
  the moon. She presides over the moon, stars, and 
  navigation; she controls the tides and her followers find 
  great meaning the cycles of the moon. 
  Shar 
  The twin sister of Selûne, known as the Mistress of the 
  Night, Shar is the goddess of darkness, caverns, 
  forgetfulness, loss, night and secrets. The Underdark 
  and the Shadowfell are her realms. 
  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. It 
  also contains two optional bonus objectives—
  each taking an additional hour to play. 
  • Call to Action: Concern on the Moor. The 
  party is hired by the Temple of Selûne to 
  investigate happenings at Valen Manor.  
  • Part 1: Mind Your Manors. The adventurers 
  must explore the manor and discover several 
  clues about the family’s fate and a shadow 
  artifact located in a secret vault at the manor 
  (Story Objective A).  
  • Part 2: Broken Promises. The adventurers 
  must defeat the vault’s guardian and retrieve 
  the item to bring it back to the Temple for 
  research. (Story Objective B). 
  • Bonus Objective A: A Haunting.  Darius Valen, 
  son of Cassius, fell victim to a misguided 
  attempt by his mother to protect him. The 
  adventurers can find him and end what afflicts 
  him. (It is highly encouraged to have the party 
  tackle this objective as it explains many plot 
  points, it can happen at any point during the 
  course of Part 1 while the characters are 
  exploring the manor.) See Appendix 1.  
  • Bonus Objective 2: Cults and Confidences. 
  Members of a Dark Moon Cult came to Valen 
  Manor to recruit Cassius. They follow the party 
  and learn about the artifact. (This objected can 
  be easily skipped for time if needed. It is 
  designed to take place at any point of the 
  adventure.) See Appendix 2. 
   
  Adventure Hooks 
  If any character already played a later adventure 
  in this series (CCC-BFG01-02 or CCC-BFG01-03), 
  then Miri asks the party to investigate the manor 
  to discover the backstory. (The Shadow Shard 
  and map can already be retrieved at the end). 
   Adventure Hook 1. Followers of Selûne have 
  received a letter from the temple in Thentia 
  requesting urgent assistance to investigate 
  rumors of Shar asserting power in the city. 
   Adventure Hook 2. Any religious based 
  characters may have heard of dark tidings in 
  Thentia relating to the Temple of Selûne. 
   Adventure Hook 3. Rumors abound that 
  Thentia is the place to find high-paying jobs with 
  the bustle from the port.  
   
   
   
   
   
  
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  CCC-BFG01-01 A House Divided (v1) 
   
   
  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 your players may take in reaching their stated objective.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Mind your Manors 
  (Story Objective A) 
  Concern on the Moor 
  (Call to Action) 
  A Haunting 
  (Bonus Objective A) 
  Broken Promises 
  (Story Objective B) 
  Cults and Confidences 
  (Bonus Objective 2) 
  A 
  B 
  1 
  2 
  3 
  
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  CCC-BFG01-01 A House Divided (v1) 
   
   
  5 
  Call to Action: Concern on the Moor 
  Estimated Duration: 15 minutes  
   
  "We ask only to be reassured about the noises in 
  the cellar and the window that should not have 
  been open." 
    
   
   
   
  -T.S. Eliot 
  Thentia 
  Thentia is a city located on the north shore of the 
  Moonsea. Much of Thentia is rough and crude 
  but the city is noted for its powerful mage guild, 
  as well as its large Temple of Selûne.  
   General.  City sounds and smells abound – the 
  clapping of horses throughout the city, the cries 
  of sellers hawking local fruit, the sounds of boots 
  on rough stones.  
   Weather.  Arriving in the day, the sky is clear 
  with the sun shining brightly down on the 
  streets. If arriving at night, the moon is full and 
  shining brightly in the sky. The weather is 
  unusually good for Thentia. 
  Call to Action 
  The adventurers are in Thentia for their own 
  reasons, but in time are each approached by a 
  representative of the Temple of Selûne in 
  Thentia, an elven priestess named Miri Kirmani. 
  She arranges to meet the party at a small tavern 
  called the Ave Palma in the northeast of town 
  between the Winter and Mourning Gates to 
  discuss arrangements for the adventurers to 
  investigate rumors at Valen Manor. 
  The Ave Palma 
  The Ave Palma tavern is unassuming, with 
  peeling paint and a faded laurel emblem on its 
  sign.  
  Inside the tavern, the air is warm and the 
  tantalizing smell of food wafts past. The common 
  area is fairly empty when the party arrives and the 
  tavern keeper softly calls out, “Rooms still 
  available,” as she absently waves at a table for the 
  party to seat themselves.  
  Creature Information 
  At a table in the corner sit three figures in robes 
  adorned with the symbols of the Temple of 
  Selûne. A handful of other patrons are eating 
  meals and conversing. 
  The priestess you met sits with two other disciples. 
  She gestures you over. Once you all are seated, she 
  says, “A retired paladin of our order, named 
  Cassius Valen, who lived a few hours north of town 
  has gone missing for a tenday. We have also heard 
  strange reports from merchants passing his manor. 
  We wish to hire you to investigate this situation.” 
   Objectives and Goals. Miri and her 
  companions represent the Temple of Selûne and 
  wish to hire the party to investigate strange 
  happenings at Valen Manor. The church cannot 
  spare anyone to investigate themselves as they 
  have been busy preparing for the night stalk 
  rituals that accompany the full moon. 
   What Do They Know? Miri will convey the 
  following additional information when asked 
  appropriate questions: 
  • Cassius Valen and his family moved into town 
  several years ago.  
  • Cassius made local friends who joined him in 
  researching religious artifacts. They called 
  themselves the Valen Society. 
  • They were very philanthropic and well 
  regarded in the city. 
  • The temple is concerned that Cassius’s wife, 
  Alia, could have been dabbling in dark magic. 
  Rumors floated that she had been attempting 
  to channel magic from Shar. 
  • Alia and her son Darius have a close 
  relationship and he would be the most likely 
  person to lay those rumors to rest. 
  • No one has heard from Cassius, Alia, Darius or 
  any of the Valen Society for the last tenday. 
  • Merchants passing the manor reported seeing 
  ghostly apparitions and hearing howling 
  sounds emanating from the grounds.  
  
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  CCC-BFG01-01 A House Divided (v1) 
   
   
  6 
  Miri seems reluctant to convey some other 
  information, but a successful DC 17 Charisma 
  (Persuasion) check can persuade her to add the 
  following details: 
  • Cassius and Darius were said to have gotten 
  into a very heated dispute recently. Cassius 
  was witnessed threatening his son and 
  accusing him of ignoring divine guidance. 
  • Cassius also was reportedly fighting with Alia, 
  causing Darius to fiercely defend his mother’s 
  honor. 
  • Darius sought guidance in the temple after this 
  row, before allegedly leaving the city. 
  Additional Rumors 
  The adventurers can uncover the following 
  specific rumors from the other patrons or the 
  tavern keeper with a successful DC 13 Charisma 
  (Persuasion)  
  • The Society actively sought out items of power 
  to add to a growing collection in the manor. 
  Items of holy renown were displayed proudly. 
  Items of evil repute were identified and locked 
  away to prevent others from abusing them.  
  • It is whispered that Alia Valen may have been 
  a warlock. Those close to her will speak of her 
  referencing a “Celestial Patron.”  
  • Alia was selfless and took it upon herself to 
  heal those in need who were unable to find aid 
  at the temple. The Temple of Selûne might not 
  have looked favorably upon her if she was 
  calling on some other power. 
   
  Once the party has finished speaking with 
  anyone they wish to talk to, continue to Part 1. 
  
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  CCC-BFG01-01 A House Divided (v1) 
   
   
  7 
  Part 1. Mind Your Manors 
  Estimated Duration: 60 minutes  
   
  "Dark spirits from the grave come forth. Lift us 
  from the black. And show us, show us the way 
  back.” 
    
   
  -Madame Leota, Haunted Mansion 
  Valen Manor 
  Situated several hours ride from the city of 
  Thentia, Valen Manor stands on the moors 
  overlooking the Moonsea.  
   
  Story Objective 
  In this section, the adventurers need to learn 
  about the Shadow Shard and that it is hidden in 
  the Chapel. This is Story Objective A. 
   
  Bonus Objectives. If time allows, the 
  adventurers can complete Bonus Objective A:  A 
  Haunting during this part. Darius will appear 
  while the party explores the manor. For more 
  detail, see Appendix 1. The other bonus 
  objective: Bonus Objective B: Cults and 
  Confidences can occur at any point. 
   
  Area Information 
   General.  The manor is a two-story stone 
  building with two wings branching off into u-
  shape surrounding a central courtyard in the 
  rear of the house. 
   Weather. Dense fog settles over the moors as 
  the party gets further from the city, obscuring 
  vision. An unnatural chill also hangs in the air. 
  I Need a Nap 
  The veil between Shadowfell and the Material Plane has 
  become thin here due to magic. A dense fog that cannot 
  be cleared covers the area even extending into the 
  manor itself, bringing an unnatural chill with it. If the 
  party wishes to take a rest while on the Valen property, 
  they must succeed on a DC 14 Constitution save or gain 
  one level of exhaustion. If the holy symbol of Selûne in 
  the foyer is discovered and restored, this effect is 
  removed from inside the manor, but still applies 
  outside. This effect also makes the light dim everywhere 
  it touches. 
  Arduous Journey  
  Travel to the manor can take up to three hours 
  on foot in poor weather conditions. Thickening 
  fog obscures most of the moor. The characters 
  will somehow always approach via the front of 
  the manor, drifting off course.  
  Creature Information 
  As they approach, they are confronted by two 
  shadows and a ghost. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very weak: Remove both shadows 
  • Weak: Remove 1 shadow 
  • Strong: Add 1 ghost 
  • Very strong: Add 2 ghosts 
   What Do They Want? They have crossed over 
  from the Shadowfell and want to destroy 
  anything from this world. 
   What Do They Know? The ghosts do not know 
  how they have crossed over, but only that the 
  veil is thin in this area for some reason. 
  Playing the Pillars 
  Here are some suggestions for this encounter: 
   Combat. This is designed to be an easy combat to for 
  the group to start off the adventure and set the scene of 
  the “haunting.” You can have the encounter take place 
  at any point leading up to the manor or on the front 
  steps. Have the creatures surround the characters. 
   Exploration. If the party wishes to make a DC 13 
  Wisdom (Survival) check, or casts pass without trace, 
  allow them to surprise the creatures yet still from close 
  quarters. If they are creative in methods, feel free to 
  allow them to skip the encounter completely. 
   Social. If the characters wish to talk with the ghost 
  and succeed an opposed Persuasion Check, it will 
  respond and hold off attacking at first, sharing what 
  little it knows. The shadows will continue to approach 
  and attack the party. The ghost cannot be completely 
  persuaded from leaving. 
   
  
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  CCC-BFG01-01 A House Divided (v1) 
   
   
  8 
  Crossing the moor towards the coast once more, 
  the fog suddenly dissipates, and you see a stately 
  manor house which looks strangely dilapidated 
  given what you know of the Valens and that only a 
  tenday has passed since their disappearance. Vines 
  cling to rotting wood while dirt and mold streak 
  the stones of the house. The front door hangs 
  open. 
  1A. First-Floor Foyer  
  This area has the following features: 
   General. Entering from the front door, a grand 
  staircase to the north splits off into two branches 
  leading to the upper floor. Two small doors to 
  the northwest and northeast, accessible 
  underneath either side of the staircase, lead 
  through a short hall which connects the ground 
  floor rooms and 1D: The Courtyard. To the west 
  is a wood-paneled door leading to 1B: Dining 
  Hall. To the east, another wood-paneled door 
  leading to 1C: Kitchen and Servants’ Quarters.  
   A few mirrors and paintings are hung here, but 
  the room’s walls are lined with glass display 
  cases. All of them now lie empty, with marks in 
  the dust showing items have been recently 
  removed. One case is smashed open, the shards 
  of glass stained red with blood. 
   Lighting. Small lanterns set into the side walls 
  provide bright light throughout the room, 
  though occasionally the lights sputter. 
   Valen Family portrait. A formal family 
  portrait hangs centered above the central 
  staircase landing. The family looks happy and 
  affectionate.  
   Holy Symbol of Selûne. A 5-foot circular 
  symbol of Selûne has been drawn on the floor 
  near the staircase. It has been disturbed with 
  streaks of blood, causing any magic it was 
  creating to fail. It still faintly radiates abjuration 
  magic. A successful DC 14 Intelligence (Religion 
  or Arcana) check can be made to determine this 
  was a form of protective magic. The party may 
  make one attempt to restore the symbol which 
  removes the I Need a Nap effect from the inside 
  of the manor. This will require a DC 14 
  Intelligence (Religion) check for success. Clerics 
  and paladins have advantage on this check. 
  1B. Dining Hall  
  This area has the following features: 
   General. The Dining Hall is a formal 30 feet 
  long by 20 feet wide dining hall meant for events 
  or company. The room is dominated by a huge 
  table with a dozen high backed chairs. At the 
  head of the table, a silver goblet sits in front of 
  the most ornate chair, both are decorated with 
  the Valen Society crest. The goblet still bears red 
  stains. To the right sits the remains of a smaller 
  similar chair that has been smashed to pieces. 
  The other chairs, all nondescript in appearance, 
  are in one piece. 
   There is a door to the south leading to 2A: The 
  Foyer and a door to the northeast leading to 2D: 
  The Courtyard. 
   Lighting. Ornate candleholders are placed 
  along the corners of the room and upon the 
  dining table, though only the candles in the 
  corners are lit. Dim light fills the room.  
  Creature Information 
  As the characters are investigating, or 
  attempting to leave the room, four sword 
  wraith warriors appear and attack. Each wraith 
  has a vague image of the Valen crest on their 
  form.  (If the party is completing Bonus 
  Objective A and has Darius with them already, 
  he seems to recognize the faces of the wraiths.) 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very weak: Remove 2 sword wraith warriors 
  • Weak: Remove 1 sword wraith warrior 
  • Strong: Remove 2 sword wraith warriors and add 1 
  sword wraith commander 
  • Very strong: Add 1 sword wraith warrior and add 1 
  sword wraith commander 
   What Do They Want? They desire to keep 
  anyone from gaining access to the shard. 
   What Do They Know? They are former 
  members of the Valen Society who were slain by 
  Cassius. They know Cassius began acting weirdly 
  and craving more power after obtaining a 
  magical relic called the Shadow Shard. They 
  know it is still here, though not where it is. 
  
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  CCC-BFG01-01 A House Divided (v1) 
   
   
  9 
  Playing the Pillars 
  Here are some suggestions for this encounter: 
   Combat. This is designed to be a medium difficulty 
  combat for the party. Have the creatures appear at a 
  good point in the narrative the characters are creating. 
  Perhaps when they touch the goblet, or as they attempt 
  to leave the room towards the courtyard. This will be a 
  very tight quarters combat, so be prepared for the party 
  to retreat to other rooms of the building. 
   Exploration. The party should be free to explore the 
  room a while before the combat happens. If your party 
  has quickly moved from the initial combat directly to 
  here, feel free to delay combat and give the players 
  another reason to return here later. 
   Social. The players can choose to speak with the 
  wraiths, but they are intent on stopping anyone from 
  claiming the shard. It would take an extremely powerful 
  and creative effort to somehow convince them that the 
  party’s intentions are pure and to let them pass, as 
  Cassius’s were as well and he killed them.  
  1C. Kitchen and Servants’ 
  Quarters  
  This area has the following features, feel free to 
  describe the two rooms together, with the door 
  between the rooms open, to shorten the 
  investigation of this space. 
   General. The kitchen and servants’ quarters 
  are each approximately 15 x 20 feet. 
   The kitchen is sparse; herbs dry on rafters and 
  in bunches along the counters and worktables, 
  providing a sweet woodsy scent to the room. No 
  other food or utensils are here. A large oven is 
  set into the eastern wall. A plain door to the 
  north opens into the servants’ quarters. 
   Musty beds take up the eastern wall of the 
  servant’s quarters. No people or personal effects 
  remain aside from a footlocker crammed into a 
  corner and a hand mirror next to a broken 
  wooden washbasin. Set into the western wall is a 
  door opening to 2D: Courtyard. To the north is a 
  plain door opening to a cramped stairwell 
  leading to the 2nd floor, exiting next to 2G: 
  Master Bedroom. 
   Lighting. Large lanterns are set into walls to 
  provide bright light throughout the kitchen and 
  are lit. The servants’ quarters have simple candle 
  sconces that while lit could go out soon. 
   
  Treasure 
  The footlocker contains a dust-covered potion of 
  greater healing. 
  1D. Courtyard  
  This area has the following features: 
   General.  Covered in ragged brown grasses 
  with patterns worn into the dirt, the courtyard 
  appears to more recently have been used for 
  combat drills and other physical exercises. In the 
  center is an ornate outbuilding decorated with 
  holy symbols, 3A: The Chapel.  
  Note for the DM 
  If time is running short, players can proceed to the 
  Chapel sooner in order to move to Part 3. If play is 
  moving fast, there are plenty of options to explore in 
  every room of the manor. 
  2G. Master Bedroom  
  From the stairs in 1C: Kitchen and Servants’ 
  Quarters, the adventurers exit to a hallway on 
  the second floor. Immediately to the south is a 
  door opening to the master bedroom.  
   General. The master bedroom is spacious, a 
  15x25-foot wood-paneled room containing 
  ornate candle stands, a large bed, two 
  nightstands and a long table with a standing 
  mirror and washbasin. Drawers inset into the 
  bottom of the bed reveal bedding and several 
  changes of fine clothes. A small family painting 
  hangs above the bed. In the painting, the faces of 
  all three Valens have been scratched out. Aside 
  from the defacing on the painting, the room is in 
  pristine condition.  
   Alia’s Diary. One of the nightstands contains a 
  book. It is written in a cipher, but inscribed on 
  the rear cover in Common are the words “altar 
  successful, Darius will be safe for now.” 
  2H. Study  
  From the hallway, the adventurers enter a small 
  study. A fine set of double doors leads further on 
  to 2I: The Library.  
   General. This 10-foot-square wood-paneled 
  room contains an ornate candle stand, a wooden 
  chair with the Valen crest worked into the back 
  
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  CCC-BFG01-01 A House Divided (v1) 
   
   
  10 
  of the chair, and a large writing desk with 
  drawers. The desk has a small mirror, and blank 
  paper scattered on it. An inkstand on the desk 
  holds dried-up ink and a pen bearing ink stains 
  is on the floor by the desk. The drawers of the 
  desk are locked, requiring a successful DC 13 
  Dexterity (Thieves’ Tools) check to unlock. 
   Valen Society Papers. If the drawers are 
  unlocked, the adventurers will find a bundle of 
  crumpled letters written between Darius and 
  various members of the Valen Society. The 
  letters express concern about Darius’ parents.  
  When read they convey the following details: 
   After one mission, where they found an evil 
  artifact that looked like a shard of glass, Cassius 
  began to change. He started craving more power, 
  forsaking his sacred Oath to gain it, and began 
  wielding some of the artifacts he had sworn to 
  keep safe. 
   Alia, they fear, has made a pact with Shar to 
  gain more power herself, though one writer 
  states she was “purely motivated by a mother’s 
  love for their child.” Many in the society are 
  upset that Darius has been defending his 
  mother’s actions.  
   Everyone is frightened by these changes, and 
  there is concern about the safety of the artifacts 
  in the Vault. One letter states that they are 
  hopeful since “She Who Guides” guards the vault. 
  2I. The Library  
  From 2H: The Study, a fine set of double doors 
  swing outward and lead here. As the party enters 
  the library, the doors open with a cloud of dust. 
  Must, mold, and a foul stench greet their senses. 
   General. This 20x30-foot room contains 
  candle stands and a few chairs but is otherwise 
  full of floor to ceiling shelves crammed with 
  books. The rug in the center of the floor is 
  covered in dust, just like everything else. 
   The Shelves. Investigating the shelves yields 
  titles related to fiendish pacts, magical rituals, 
  the rites of Selûne, and several personal journals 
  of knights in the Valen Society.  
   A Single Book. Strangely, a single book lying 
  open on a chair is the only item not covered in 
  dust. The book is entitled The Unholy Records. It 
  contains drawings of every artifact the Valen 
  Society has acquired since inception, however, 
  several pages have been torn from it. The book is 
  open to a page with a drawing of what looks like 
  a chunk of obsidian with magical symbols on it.  
  The item is labeled as the “Shadow Shard”.  
   A successful DC 16 Intelligence (Investigation) 
  check allows the adventurers to notice a gap on 
  the shelves where this the book should go. 
  Placing the book into its spot, an audible click is 
  heard and then the shelf swings open, revealing 
  a secret altar that has been placed in a carved 
  recess.  
   Secret Altar. The scent of incense and sulfur is 
  revealed as the altar is unsealed. There are small 
  blue-flamed candles that appear to be frozen in 
  time, their flames barely flickering. On the altar 
  sits both a symbol of Selûne and one of Shar, 
  each covered in inscriptions in an elegant 
  handwriting along with a small sketch of Darius 
  Valen that has been stained with several drops of 
  blood. A successful DC 14 Intelligence (Arcana or 
  Religion) check identifies that a strange ritual 
  has been performed here, combining the magic 
  of both goddesses. The altar radiates both 
  abjuration and evocation magic. 
   Bonus Objective A. If you are doing this bonus 
  objective, refer to Appendix 1 for additional 
  information. Otherwise, state that the magic is 
  immune to being dispelled and the altar cannot 
  be damaged. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-BFG01-01 A House Divided (v1) 
   
   
  11 
  Part 2. Broken Promises 
  Estimated Duration: 45 minutes  
   
  “Magic is really very simple, all you've got to do is 
  want something and then let yourself have it.” 
   
  -Aggie Cromwell, Halloweentown 
  The Chapel  
  The chapel is a small building at the center of the 
  courtyard, and from its holy symbols and its 
  colors, it is clearly devoted to Selûne. 
   Objectives. In this section, the adventurers 
  must find the Shadow Shard to take back to Miri. 
   Bonus Objectives. If time allows and you have 
  not yet run Bonus Objective 2: Cults and 
  Confidences, you might choose to run it either 
  before the adventurers enter the chapel, right as 
  they find the entrance to the vault, or even after 
  the final combat, being ambushed on their way 
  back to the temple. For more detail, see 
  Appendix 2. 
  The Story Unfolds 
  By this point, the party should realize Cassius has been 
  corrupted by the evil in the Shadow Shard he found, and 
  they need to find the hidden vault where it is stored. 
  They should have discovered a hint pointing towards the 
  chapel but it’s also the only place left to look. It is 
  suggested that you encourage the players to explore the 
  manor before entering the chapel, adding an 
  appropriate plot device if needed. 
  3A. The Chapel  
  The chapel is a 25-by-20-foot room with dressed 
  stone, expensive imported woods, and large 
  windows on both the walls and the ceiling to 
  allow a view of the night sky. There are rugs on 
  the floor to help keep warmth and coziness in 
  the building. Simple benches line the walls to 
  allow people to sit and reflect.  
   Lighting. A soft glow fills the room from an 
  invisible source but is meant to evoke a sense of 
  calm. The windows help create a feeling of 
  openness and peace. The fog does not penetrate 
  here. 
   Statue of Selûne. A statue of Selûne sits along 
  the northern wall, along with an altar. Upon 
  closer inspection, the statue’s face has been 
  scarred by something heavy that left black stains 
  on the formerly polished marble. A successful DC 
  14 Intelligence (Investigation) check reveals 
  marks on the floor as if the statue had been 
  dragged aside multiple times.  Pushing the statue 
  in that direction reveals a trapdoor that leads to 
  3B: The Secret Room. 
  3B. The Secret Room   
  Spiral stairs descend 20-feet into an unnaturally 
  dark room. Cold dry air mixed with mold and rot 
  drift upward towards the exit, leaving the 
  adventurers with a chill. At the bottom of the 
  stairs, a room is dimly illuminated by purple 
  candlelight. Worked into the walls are glass 
  cases, all open or smashed with their contents 
  removed except for one along the southern wall, 
  containing a sword.  
   Eerie Feeling. Crossing the threshold of the 
  room requires a successful DC 13 Wisdom 
  Saving Throw or the character becomes 
  frightened for ten minutes, unable to enter the 
  room. 
   The Sword Case. The case is locked, and the 
  glass is protected by a magical barrier with AC 
  19 and 75 hit points. If the attack that destroys 
  the barrier does so by at least 10 points over the 
  HP, the glass is smashed. The case will radiate 
  abjuration and evocation magic, and once the 
  barrier is down, the sword itself will shows 
  abjuration magic. 
   The barrier can also be removed with dispel 
  magic. If the case is not destroyed, a successful 
  DC 17 Dexterity (Thieves’ Tools) check can 
  unlock the case once the barrier is removed, or 
  the glass can be easily smashed.  
   The Alcove. When the glass is smashed 
  (causing the sword to fall) or the sword is 
  removed, an audible click will resonate through 
  the room. The bottom panel of the display case 
  flips up revealing a smaller recess containing a 
  worn and stained map along with the Shadow 
  
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  CCC-BFG01-01 A House Divided (v1) 
   
   
  12 
  Shard. Just as the stone is revealed, the sword 
  pulses with energy and a section of the south 
  wall opens to reveal a small alcove revealing a 
  woman with a haunted expression on her face. 
  Creature Information 
  The woman, Alia (Warlock of the Fiend), 
  moves forward from the alcove and initiates 
  combat, but her movements are jerky and her 
  face has a look of pain on it. 
   Objectives & Goals. Characters need to subdue 
  or kill Alia, and deal with the additional 
  creatures that appear.  
   The Curse. Alia is acting under the effects of a 
  curse Shar placed on her, betraying Alia in favor 
  of Cassius. This causes her to fight to the death to 
  defend the Shadow Shard. A successful DC 15 
  Wisdom (Insight) check will show that Alia 
  seems to be under an effect she is struggling 
  against. If a character casts remove curse on her, 
  it only has a partial chance of working due to this 
  being the work of Shar. Have that character 
  make a DC 15 check using their primary 
  spellcasting stat. On success, the curse is lifted 
  and Alia drops to the ground, unconscious, and 
  unable to be revived until she is returned to the 
  Temple of Selûne. 
   Shar’s Shadows. Once three rounds of combat 
  have passed, or the curse has been broken on 
  Alia, a shadow mastiff alpha and four shadow 
  mastiffs appear, intent on stopping the 
  characters from leaving with the Shadow Shard. 
  Darius and Alia 
  If Darius is with the party when combat begins, roll him 
  into initiative. On his first turn, he will cast Remove 
  Curse to try and help free his mother. He has +5 on his 
  DC check. After that Darius will then spend all of his 
  actions trying to protect his mother, regardless of the 
  success of the spell. 
  Alia tries to eliminate any divine casters first and 
  then the strongest member of the party. She is 
  compelled to fight to defend the shard but is 
  trying to fight against the compulsion.  
   What Do They Know?  Alia is not only under 
  the effects of a curse, she also summoned two 
  fiends in a last desperate attempt to stop 
  Cassius. The demons have been waiting for the 
  wards to be removed from the shard so they can 
  take it.  
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very weak: Have Alia instead be a Warlock of the 
  Archfey, and have all five mastiffs instead be shadows 
  • Weak: Have Alia instead be a Warlock of the Archfey 
  • Strong: Add 4 shadow mastiffs to the second wave 
  • Very strong: Add 4 ghosts to the second wave 
   What Do They Want? Alia is compelled to 
  protect the shard and kill all intruders. She will 
  focus on divine casters then whoever appears 
  strongest in the party.  The other creatures that 
  appear want to regain control of the Shadow 
  Shard; they will attack whoever is holding it or 
  pick it up themselves 
   What Do They Know? Alia is fighting against 
  the curse;she doesn’t want to hurt anyone 
  (especially her son). She knows that Cassius was 
  corrupted by the Shadow Shard and was 
  becoming violent, including towards Darius. In 
  an attempt to protect her son, she made a pact 
  with Shar, that she would serve her, if Shar 
  would not hurt Darius. Shar accepted the bargain 
  but didn’t do anything to stop Cassius. In a last 
  ditch attempt, Alia tried to protect her son, 
  combining magic of Shar and Selûne to send him 
  somewhere he couldn’t be hurt. It worked 
  (partially), he vanished, but was trapped halfway 
  between the Shadowfell and this plane. Shar 
  discovered this, and cursed Alia to defend the 
  shard while Cassius went out on a mission that 
  he never returned from. 
   The shadow beings who join the fight, only 
  know that they must return with the shard. 
  Playing the Pillars 
  Here are some suggestions for this encounter: 
   Combat. This is designed to be a hard difficulty 
  combat for the party. However, it might get suddenly 
  much easier if Alia is quickly nullified. Be prepared to 
  adjust the encounter on the fly if so, to still give the 
  characters a challenge. The secret room is small, so 
  players may attempt to go upstairs to continue the 
  battle. You can have the creatures sent by Shar appear 
  in the secret room, or outside the chapel stopping the 
  players from leaving. They won’t first appear inside the 
  chapel due to the light. Be careful playing the Warlock 
  
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  CCC-BFG01-01 A House Divided (v1) 
   
   
  13 
  of the Fiend, planeshifting a Tier 2 character can quickly 
  mean unrecoverable player death. 
   Exploration. The party can explore the grounds 
  outside but will find no other entrances. Looking around 
  the Chapel and the Secret Room will reveal no other 
  clues until the sword is moved and the shard revealed. 
   Social. The players can attempt to communicate with 
  Alia but while under her curse she is unable to respond. 
  If Darius is there, he will plea for the characters to 
  subdue his mother instead of killing her. If Alia is saved, 
  she will share everything she knows back at the Temple 
  of Selûne. 
  Treasure 
  The sword in the case is a weapon of warning 
  (longsword). Additional information on this item 
  can be found in the player handout: Appendix 4. 
  Conclusion 
  Once the fiends have been defeated, if Alia still 
  lives, the party will need to take her back to the 
  town to be healed and blessed by the priestesses 
  of Selûne. Alia, once healed, will share all 
  knowledge she has about what happened in the 
  manor. 
   Miri is relieved to see Alia alive but disturbed 
  by what the adventurers saw at the manor and 
  thanks them profusely for their help. She takes 
  the Shadow Shard and map for safe keeping. Miri 
  pledges to research the shard and discover 
  whatever dark secrets it contains. Perhaps the 
  map may lead to some additional clues. 
   
  The adventure is completed – for now. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  CCC-BFG01-01 A House Divided (v1) 
   
   
  14 
  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 4: 
  • Weapon of Warning (Longsword) 
  • Potion of Greater Healing 
  • Potion of Heroism 
  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-BFG01-01 A House Divided (v1) 
   
   
  15 
  Dramatis Personae 
  The following NPCs feature prominently in this adventure.  
   
  Alia Valen (Ah LEE A Val En). Wife of Cassius 
  Valen: once a cleric, now a warlock. Still alive.  
  • What They Want: Alia wants to protect her 
  son at all costs. 
  • Highway to Hell Sometimes you have to do 
  whatever you need to do to protect those that 
  are most important to you. How far would you 
  go? 
  Darius Valen (Dar E US Val En). A twenty-five-
  year-old paladin and son of Cassius and Alia.  
  • What do they want: Darius wants to rescue 
  his mother from making a horrible mistake. 
  • Blind Faith Honor, Loyalty and the Valen way, 
  these are the most important things in life? 
  Miri Kirmani (Mer Ee Kir Mon Ee). An Elven 
  Priestess of Selûne. 
  • What They Want: Miri wants to know what 
  has become of the Valen family and why there 
  are strange reports coming from where they 
  live.  
  • I seek to know in order to serve: Miri has 
  dedicated her life to Selûne and seeks to be the 
  best vessel of her will in the service to her 
  fellows as she can. 
   
   
   
  
   
   
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  CCC-BFG01-01 A House Divided (v1) 
   
   
  16 
  Creature Statistics 
   
  Assassin 
  Medium humanoid (any race), any non-good alignment 
  Armor Class 15 (Studded Leather) 
  Hit Points 78 (12d8 + 24) 
  Speed 30 ft 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0) 
  Saving Throws Dex +6, Int +4 
  Skills Acrobatics +6, Deception +3, Perception +3, 
  Stealth +9 
  Damage Resistance Poison 
  Senses Passive Perception 13 
  Languages Thieves’ Cant plus any two languages 
   
  Assassinate. During its first turn, the assassin has 
  advantage on attack rolls against any creature that 
  hasn't taken a turn. Any hit the assassin scores against a 
  surprised creature is a critical hit. 
  Evasion. If the assassin is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only 
  half damage, the assassin instead takes no damage if it 
  succeeds on the saving throw, and only half damage if it 
  fails. 
  Sneak Attack. Once per turn, the assassin deals an extra 
  14 (4d6) 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 assassin that isn't 
  incapacitated and the assassin doesn't have 
  disadvantage on the attack roll. 
  Actions 
  Multiattack. The assassin makes two shortsword 
  attacks. 
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the 
  target must make a DC 15 Constitution saving throw, 
  taking 24 (7d6) poison damage on a failed save, or half 
  as much damage on a successful one. 
  Light Crossbow. Ranged Weapon Attack: +6 to hit, range 
  80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, 
  and the target must make a DC 15 Constitution saving 
  throw, taking 24 (7d6) poison damage on a failed save, 
  or half as much damage on a successful one. 
  Cult Fanatic 
  Medium humanoid (any race), any non-good alignment 
  Armor Class 13 (Leather Armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) 
  Skills Deception +4, Persuasion +4, Religion +2 
  Senses Passive Perception 11 
  Languages: Any one language (usually Common) 
   
  Dark Devotion. The fanatic has advantage on saving 
  throws against being charmed or frightened. 
  Spellcasting. The fanatic is a 4th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 11, +3 to hit 
  with spell attacks). The fanatic has the following cleric 
  spells prepared: 
  Cantrips (at will): light, sacred flame, thaumaturgy 
   
  1st level (4 slots): command, inflict wounds, shield of 
  faith 
   
  2nd level (3 slots): hold person, spiritual weapon 
  Actions 
  Multiattack. The fanatic makes two melee attacks. 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 
  2) piercing damage. 
   
  
   
   
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  CCC-BFG01-01 A House Divided (v1) 
   
   
  17 
  Ghost 
  Medium undead, any alignment 
  Armor Class 11 
  Hit Points 45 (10d8) 
  Speed 0 ft., fly 40 ft. (hover) 
   STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (-2) 
  13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) 
  Damage Resistances Acid, Fire, Lightning, Thunder; 
  Bludgeoning, Piercing, and Slashing from Nonmagical 
  Attacks 
  Damage Immunities Cold, Necrotic, Poison 
  Condition Immunities Charmed, Exhaustion, Frightened, 
  Grappled, Paralyzed, Petrified, Poisoned, Prone, 
  Restrained 
  Senses Darkvision 60 ft., Passive Perception 11 
  Languages Any languages it knew in life 
  Ethereal Sight. The ghost can see 60 feet into the 
  Ethereal Plane when it is on the Material Plane, and vice 
  versa. 
  Incorporeal Movement. The ghost 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. 
  Actions 
  Withering Touch. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic 
  damage. 
  Etherealness. The ghost enters the Ethereal Plane from 
  the Material Plane, or vice versa. It is visible on the 
  Material Plane while it is in the Border Ethereal, and vice 
  versa, yet it can't affect or be affected by anything on 
  the other plane. 
  Horrifying Visage. Each non-undead creature within 60 
  feet of the ghost that can see it must succeed on a DC 
  13 Wisdom saving throw or be frightened for 1 minute. 
  If the save fails by 5 or more, the target also ages 1d4 × 
  10 years. A frightened target can repeat the saving 
  throw at the end of each of its turns, ending the 
  frightened condition on itself on a success. If a target's 
  saving throw is successful or the effect ends for it, the 
  target is immune to this ghost's Horrifying Visage for the 
  next 24 hours. The aging effect can be reversed with a 
  greater restoration spell, but only within 24 hours of it 
  occurring. 
   
  Possession (Recharge 6). One humanoid that the ghost 
  can see within 5 feet of it must succeed on a DC 13 
  Charisma saving throw or be possessed by the ghost; 
  the ghost then disappears, and the target is 
  incapacitated and loses control of its body. The ghost 
  now controls the body but doesn't deprive the target of 
  awareness. The ghost can't be targeted by any attack, 
  spell, or other effect, except ones that turn undead, and 
  it retains its alignment, Intelligence, Wisdom, Charisma, 
  and immunity to being charmed and frightened. It 
  otherwise uses the possessed target's statistics, but 
  doesn't gain access to the target's knowledge, class 
  features, or proficiencies. 
  The possession lasts until the body drops to 0 hit points, 
  the ghost ends it as a bonus action, or the ghost is 
  turned or forced out by an effect like the dispel evil and 
  good spell. When the possession ends, the ghost 
  reappears in an unoccupied space within 5 feet of the 
  body. The target is immune to this ghost's Possession 
  for 24 hours after succeeding on the saving throw or 
  after the possession ends. 
   
   
  
   
   
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  CCC-BFG01-01 A House Divided (v1) 
   
   
  18 
  Shadow  
  Medium undead, chaotic evil 
  Armor Class 12 
  Hit Points 12 (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 
  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 -- 
  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. 
   
  
   
   
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  CCC-BFG01-01 A House Divided (v1) 
   
   
  19 
  Shadow Mastiff Alpha 
  Medium monstrosity, neutral evil 
  Armor Class 12 
  Hit Points 42 (6d8 + 6) 
  Speed 40 ft 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 14 (+2) 13 (+1) 
  6 (-2) 
  12 (+1) 
  5 (-3) 
  Skills Perception +3, Stealth +6 
  Damage Resistances Bludgeoning, Piercing, and Slashing 
  from Nonmagical Attacks while in Dim Light or 
  Darkness 
  Senses Darkvision 60 ft., Passive Perception 13 
  Languages -- 
   
  Ethereal Awareness. The shadow mastiff can see 
  ethereal creatures and objects. 
  Keen Hearing and Smell. The shadow mastiff has 
  advantage on Wisdom (Perception) checks that rely on 
  hearing or smell. 
  Shadow Blend. While in dim light or darkness, the 
  shadow mastiff can use a bonus action to become 
  invisible, along with anything it is wearing or carrying. 
  The invisibility lasts until the shadow mastiff uses a 
  bonus action to end it or until the shadow mastiff 
  attacks, is in bright light, or is incapacitated. 
  Sunlight Weakness. While in bright light created by 
  sunlight, the shadow mastiff has disadvantage on attack 
  rolls, ability checks, and saving throws. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage. If the target is 
  a creature, it must succeed on a DC 13 Strength saving 
  throw or be knocked prone. 
  Terrifying Howl. The shadow mastiff howls. Any beast 
  or humanoid within 300 feet of the mastiff and able to 
  hear its howl must succeed on a DC 11 Wisdom saving 
  throw or be frightened for 1 minute. A frightened target 
  can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. If a 
  target’s saving throw is successful or the effect ends for 
  it, the target is immune to any shadow mastiff’s 
  Terrifying Howl for the next 24 hours. 
   
  Shadow Mastiff 
  Medium monstrosity, neutral evil 
  Armor Class 12 
  Hit Points 33 (6d8 + 6) 
  Speed 40 ft 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 14 (+2) 13 (+1) 
  5 (-3) 
  12 (+1) 
  5 (-3) 
  Skills Perception +3, Stealth +6 
  Damage Resistances Bludgeoning, Piercing, and Slashing 
  from Nonmagical Attacks while in Dim Light or 
  Darkness 
  Senses Darkvision 60 ft., Passive Perception 13 
  Languages -- 
   
  Ethereal Awareness. The shadow mastiff can see 
  ethereal creatures and objects. 
  Keen Hearing and Smell. The shadow mastiff has 
  advantage on Wisdom (Perception) checks that rely on 
  hearing or smell. 
  Shadow Blend. While in dim light or darkness, the 
  shadow mastiff can use a bonus action to become 
  invisible, along with anything it is wearing or carrying. 
  The invisibility lasts until the shadow mastiff uses a 
  bonus action to end it or until the shadow mastiff 
  attacks, is in bright light, or is incapacitated. 
  Sunlight Weakness. While in bright light created by 
  sunlight, the shadow mastiff has disadvantage on attack 
  rolls, ability checks, and saving throws. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage. If the target is 
  a creature, it must succeed on a DC 13 Strength saving 
  throw or be knocked prone. 
   
  
   
   
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  CCC-BFG01-01 A House Divided (v1) 
   
   
  20 
  Sword Wraith Commander 
  Medium undead, lawful evil 
  Armor Class 18 (Breastplate, Shield) 
  Hit Points 127 (15d8 + 60) 
  Speed 30 ft 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 14 (+2) 18 (+4) 
  11 (-0) 12 (+1) 14 (+2) 
  Skills Perception +4 
  Damage Resistances Necrotic; Bludgeoning, Piercing, 
  and Slashing from Nonmagical Attacks 
  Damage Immunities Poison 
  Condition Immunities Exhaustion, Frightened, Poisoned, 
  Unconscious 
  Senses Darkvision 60 ft, Passive Perception 14 
  Languages the languages it knew in life 
   
  Martial Fury. As a bonus action, the sword wraith can 
  make one weapon attack, which deals an extra 9 (2d8) 
  necrotic damage on a hit. If it does so, attack rolls 
  against it have advantage until the start of its next turn. 
  Turning Defiance. The sword wraith and any other 
  sword wraiths within 30 feet of it have advantage on 
  saving throws against effects that turn undead. 
  Actions 
  Multiattack. The sword wraith makes two weapon 
  attacks. 
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 
  + 4) slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +5 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. 
  Call to Honor (1/Day). To use this action, the sword 
  wraith must have taken damage during the current 
  combat. If the sword wraith can use this action, it gives 
  itself advantage on attack rolls until the end of its next 
  turn, and 1d4 + 1 sword wraith warriors appear in 
  unoccupied spaces within 30 feet of it. The warriors last 
  until they drop to 0 hit points, and they take their turns 
  immediately after the commander's turn on the same 
  initiative count. 
  Sword Wraith Warrior 
  Medium undead, lawful evil 
  Armor Class 16 (Chain Shirt, Shield) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 12 (+1) 17 (+3) 
  6 (-2) 
  9 (-1) 
  10 (+0) 
  Damage Resistances Necrotic; Bludgeoning, Piercing, 
  and Slashing from Nonmagical Attacks 
  Damage Immunities Poison 
  Condition Immunities Exhaustion, Frightened, Poisoned, 
  Unconscious 
  Senses Darkvision 60 ft., Passive Perception 9 
  Languages the languages it knew in life 
   
  Martial Fury. As a bonus action, the sword wraith can 
  make one weapon attack. If it does so, attack rolls 
  against it have advantage until the start of its next turn. 
  Actions 
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 
  + 4) slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +3 to hit, range 
  150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. 
   
   
  
   
   
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  Warlock of the Fiend 
  Medium humanoid (any race), any alignment  
  Armor Class 12 (15 With Mage Armor) 
  Hit Points 78 (12d8 + 24) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 18 (+4) 
  Saving Throws Wis +4, Cha +7 
  Skills Arcana +4, Deception +7, Religion +4, Perception 
  +7 
  Damage Resistances Bludgeoning, Piercing, and Slashing 
  from Nonmagical Attacks that aren't Silvered 
  Senses Darkvision 60 ft., Passive Perception 11 
  Languages any two languages (usually Abyssal or 
  Infernal) 
   
  Innate Spellcasting. The warlock’s innate spellcasting 
  ability is Charisma. It can innately cast the following 
  spells (spell save DC 15), requiring no material 
  components: 
  At will:  alter self, false life, levitate (self only), mage 
  armor (self only), silent image 
   
  1/day: feeblemind, finger of death, plane shift 
  Spellcasting. The warlock is a 17th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 15, +7 to 
  hit with spell attacks). It regains its expended spell slots 
  when it finishes a short or long rest. It knows the 
  following warlock spells: 
  Cantrips (at will): eldritch blast, fire bolt, friends, mage 
  hand, minor illusion, prestidigitation, shocking grasp 
   
  1st–5th level (4 5th-level slots): banishment, burning 
  hands, flame strike, hellish rebuke, magic circle, 
  scorching ray, scrying, stinking cloud, suggestion, wall 
  of fire 
  Dark One’s Own Luck (Recharges after a Short or Long 
  Rest). When the warlock makes an ability check or 
  saving throw, it can add a d10 to the roll. It can do this 
  after the roll is made but before any of the roll’s effects 
  occur. 
  Actions 
  Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) 
  fire damage. 
  Warlock of the Archfey 
  Medium humanoid (any race), any alignment  
  Armor Class 11 (14 With Mage Armor) 
  Hit Points 49 (11d8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  13 (+1) 11 (+0) 11 (+0) 12 (+1) 18 (+4) 
  Saving Throws Wis +4, Cha +6 
  Skills Arcana +2, Deception +6, Nature +2, Persuasion +6 
  Condition Immunities Charmed 
  Senses Passive Perception 11 
  Languages any two languages (usually Sylvan) 
   
  Innate Spellcasting. The warlock’s innate spellcasting 
  ability is Charisma. It can innately cast the following 
  spells (spell save DC 15), requiring no material 
  components: 
  At will:  disguise self, mage armor (self only), silent 
  image, speak with animals 
   
  1/day: conjure fey 
  Spellcasting. The warlock is a 11th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 14, +6 to 
  hit with spell attacks). It regains its expended spell slots 
  when it finishes a short or long rest. It knows the 
  following warlock spells: 
  Cantrips (at will): dancing lights, eldritch blast, friends, 
  mage hand, minor illusion, prestidigitation, vicious 
  mockery 
   
  1st–5th level (3 5th-level slots): blink, charm person, 
  dimension door, dominate beast, faerie fire, fear, hold 
  monster, misty step, phantasmal force, seeming, sleep 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage. 
  Reactions 
  Misty Escape (Recharges after a Short or Long Rest). In 
  response to taking damage, the warlock turns invisible 
  and teleports up to 60 feet to an unoccupied space it 
  can see. It remains invisible until the start of its next 
  turn or until it attacks, makes a damage roll, or casts a 
  spell.
  
   
   
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  22 
  Appendix 1: Bonus Objective A, A Haunting 
  Estimated Duration: 60 minutes  
   
  “Maybe all the people who say ghosts don't exist 
  are just afraid to admit that they do.” 
    
  ― Michael Ende, The Neverending Story 
  Still in Valen Manor 
  This bonus objective takes place during Part 1, 
  as the players are exploring Valen Manor 
   Prerequisites. The adventurers should have 
  explored a room or two of the house before this 
  begins. You should not wait until they are in the 
  library, or else some of the mystery is lost.  
  Bonus Objective A 
  In this section, the adventurers encounter Darius 
  Valen at the Manor and must free him from the 
  magical effect put upon him by destroying the 
  hidden altar. This is Bonus Objective A. 
  Encountering Darius 
  As the party is exploring the manor, have the 
  character with the highest Passive Perception 
  catch a fleeting glimpse of a figure in a mirror. 
  When they try to look back, they can’t see the 
  figure anymore. In the next area, have multiple 
  members of the party see him. He looks 
  pleadingly at the adventurers through the 
  mirror. 
   Darius attempts to convince the party to follow 
  him upstairs by using hand gestures only which 
  can be seen in the mirror, or directly if Darius is 
  revealed. No matter what actions are taken, 
  Darius is unable to speak to the party, 
  communicate telepathically, or interact with the 
  environment other than walking on floors. 
   If the party follows Darius, he will lead them 
  upstairs to the library where he points out a 
  stack of books sitting atop a desk. All of the 
  books focus on rituals of varying types. A small 
  hand mirror can be found laying on a table in the 
  library. 
   A successful DC 16 (Intelligence) Arcana or 
  (Wisdom) Religion check will allow the 
  adventurers to deduce that a ritual has caused 
  Darius to exist in his current state and that he 
  wants the party’s help in ending the effects. 
   
  Revealing Darius 
  Darius is currently trapped halfway between the 
  Shadowfell and the Material Plane. He also has 
  an enchantment on him, similar to an invisibility 
  spell, that makes him invisible except in mirrors, 
  and undetectable by magic. 
   Deduction. A successful DC 14 Intelligence 
  (Arcana) check will reveal there is illusion magic 
  cloaking the figure standing in the room with 
  you that could perhaps be removed. 
   Dispel. A dispel magic can be cast on Darius to 
  make him visible, although he is still trapped 
  between planes and will appear slightly 
  translucent, similar to a ghost. They will have to 
  end the ritual.  
  Ending the Ritual 
  If the party shares information they find in the 
  books in the library with Darius, he nods and 
  gestures helplessly around the room. A DC 13 
  Wisdom (Insight) check allows the party to 
  understand that Darius doesn’t know how to end 
  the curse on himself.  
   If the party questions Darius on how this 
  happened to him, he will lead them to the 
  nearest family portrait and point at his mother 
  before making a wide gesture at his 
  surroundings and shrugging his shoulders. 
   Once the adventurers find the altar in 2i: The 
  Library, a successful DC 14 Intelligence (Arcana 
  or Religion) check shows them that it was used 
  to try and place a protective spell on Darius and 
  that destroying the altar will likely end the spell.  
  Destroying the Altar 
  The altar is made of a hard-black stone. It has an 
  AC of 20 and 80 hit points. Anytime the altar is 
  attacked in any way, it will deal half the damage, 
  rounded down, back to the attacker as force 
  
   
   
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  23 
  damage. (Maximum 15 damage per hit). It is 
  vulnerable to radiant and lightning damage. 
  Darius Returns 
  Once the altar is destroyed, Darius returns to his 
  normal state. He explains the enchantment must 
  have been intended to keep danger from 
  noticing him: it was not a curse, but a misguided 
  protective enchantment that he believes his 
  mother cast to protect him from his father. 
   Filling in the Gaps. If the party is not already 
  aware of Cassius’s misdeeds, Darius shares the 
  following information: The Valen Society had 
  been collecting magical artifacts to safeguard 
  innocents, but recently Cassius acquired the 
  artifact they called the Shadow Shard and began 
  acting strangely afterwards. He became hostile, 
  lashing out, and wanted to use the evil artifacts 
  that had been collected. 
   Darius’ Fate. Darius and his father had a 
  terrible fight, where Darius demanded the 
  artifacts be destroyed. His mother witnessed 
  that fight, and shortly thereafter Darius found 
  himself in his previous state.  He was unable to 
  find his parents nor other members of the 
  Society, so had been in the tavern listening for 
  information. He heard that the adventurers were 
  going to be investigating the manor so followed 
  them. 
   
  Continuing Onward 
  Darius is grateful to the adventurers for their 
  help and entreats them to help him find his 
  mother as he fears she is in grave danger. He will 
  travel with the party but not take part in any 
  encounters until the encounter in 3B: The 
  Secret Room, with his mother.  There Darius 
  will cast remove curse the first round of combat 
  and otherwise endeavor to remove Alia from 
  harm.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  CCC-BFG01-01 A House Divided (v1) 
   
   
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  Appendix 2: Bonus Objective B, Cults & Confidences
  Estimated Duration: 60 minutes  
   
  "When one consorts with assassins, one must 
  expect to dance along the edge of a knife once or 
  twice." 
    
   
   
   
  - R.L. LaFevers  
  The Setting 
  This bonus objective is flexible and designed to 
  take place at almost any point of this adventure. 
  Suggested spots might be: 
  • At any point the party takes a rest 
  • In any room of the manor while exploring 
  • In the chapel, just as the stairs are revealed 
  • At the end, on the way back to the Temple 
  Bonus Objective B 
  In this section, the adventurers must defeat a 
  group of cultists who have traveled to Valen 
  Manor to look into rumors of powerful magic 
  artifacts. This is Bonus Objective B.  
  Encountering the Cultists 
  Having heard rumors of a fallen paladin of 
  Selûne, members of a Dark Moon Cult have come 
  to Valen Manor in hopes of recruiting Cassius to 
  the order. The cultists shadow the players and 
  soon learn about the magical artifacts. They trail 
  the players in the hopes of simply using the 
  party to do “the dirty work” of discovery and 
  fighting and then to steal any artifacts the party 
  uncovers. 
   If the party attempts to take a short rest during 
  the adventure, immediately trigger this combat. 
  If a long rest, then the attackers get a guaranteed 
  surprise round. 
  Creature Information 
  When the party doesn’t expect it, they are 
  attacked by two Cult Fanatics accompanied by 
  an Assassin. Unless someone in the party has a 
  Passive Perception of 18 or higher, the party is 
  surprised by this attack. 
   
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very weak: Remove both cult fanatics 
  • Weak: Remove 1 cult fanatic 
  • Strong: Add 1 assassin 
  • Very strong: Add 2 assassins 
   What Do They Want? The cultists desire any 
  magical artifacts that remain at the manor. 
   What Do They Know? They are members of 
  the Dark Moon Cult (but will not reveal that 
  willingly). Their orders had been to recruit 
  Cassius. They had not expected him to be 
  missing, nor for the adventurers to be here. They 
  changed their plans when it seemed the party 
  was ripe for picking. 
  Playing the Pillars 
  Here are some suggestions for this encounter: 
   Combat. This is designed to be a hard difficulty 
  combat for the party. The assassins will make use of the 
  surprise round to assassinate what appear to be the 
  most powerful characters. They fight to the death to not 
  let their cult be exposed.   
   Exploration. Reward the players for being extremely 
  cautious in their actions, for example, having one 
  member not rest and be on purely lookout duty could 
  get an active perception check. Resting in a Leomund’s 
  Tiny Hut or moving with Pass Without Trace could also 
  reward them by removing the surprise round. 
   Social. The cultists will be unwilling to discuss 
  anything during combat. However, if one is captured, a 
  successful DC 16 Charisma (Intimidation or Persuasion) 
  attempt can convince them to start talking. 
  Continuing Onward 
  If the party brings a cultist or their back to the 
  temple, Miri goes into a panic, immediately 
  recognizing the regalia of the Dark Moon Cult. 
  She thanks party profusely for bringing the 
  serious threat to their attention.  
  Treasure 
  An assassin is carrying a potion of heroism on 
  their belt.  
   
  
   
   
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  CCC-BFG01-01 A House Divided (v1) 
   
   
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  Appendix 3: Maps 
   
   
   
   
  
   
   
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  CCC-BFG01-01 A House Divided (v1) 
   
   
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  Appendix 4: Character Rewards 
  This appendix includes descriptions of the various character rewards that might be earned for completing 
  the adventure including magic item unlocks, story awards, and downtime activities.  
  Weapon of Warning 
  (Longsword) 
  Uncommon, requires attunement.  
  This magic weapon warns you of danger. While 
  the weapon is on your person, you have 
  advantage on initiative rolls. In addition, you and 
  any of your companions within 30 feet of you 
  can’t be surprised, except when incapacitated by 
  something other than nonmagical sleep. The 
  weapon magically awakens you and your 
  companions within range if any of you are 
  sleeping naturally when combat begins. This 
  item can be found on Magic Item Table F in the 
  DMG. 
  Potion of Heroism 
  Rare  
  For 1 hour after drinking this potion, you gain 10 
  temporary hit points that last for 1 hour. For the 
  same duration, you are under the effect of the 
  bless spell (no concentration required). This 
  blue potion bubbles and steams as if boiling. This 
  item can be found on Magic Item Table C in the 
  DMG. 
  Potion of Greater Healing 
  Uncommon 
  You regain 4d4+4 hit points when you drink this 
  potion. The potion’s red liquid glimmers 
  when agitated. This item can be found on Magic 
  Item Table B in the DMG. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Appendix 5: Dungeon Master Tips 
  To DM an adventure, you are recommended to 
  have 3 to 7 players—each with their own 
  character within the adventure’s level range 
  (see Adventure Primer).  
  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 note 
  cards, 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 
   
  
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