TEXT: 	
  
  	
  	
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  DDALCCC-Druids-03 In Tents (v.1.0) 
   
   
  2 
  	
  CREDITS   
  	
  Lead	Designer:	Tim	Kubik	
  	
  D&D	Adventurers	League	Guildmaster:	Chris	Lindsay	
  	
  Art	&	Graphic	Design:	Olivia	Oldwright	(Cover),	Tim	
  Kubik	(Maps)		
  	
  D&D	Adventurers	League	Wizards	Team:	Adam	Lee,	
  Chris	Lindsay,	Mike	Mearls,	Matt	Sernett	
  	
  D&D	Adventurers	League	Administrators:	Amy	Lynn	
  Dzura,	Alan	Patrick,	Travis	Woodall,	Lysa	Penrose,	
  Claire	Hoffman,	Greg	Marks	
  	
  Playtesters:	Ken	Kubik,	Blake	Miller,	Olivia	Oldwright,	
  Cheryl	Pierce,	Scott	Thorne,	Eric	Schubert,	Melissa	
  Schubert,	Michael	Tschampl,	Cindy	Kelly,	Jess	Hall,	and	
  Joel	Marsh	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
  of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the 
  Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
   
  ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
  	
  	
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  DDALCCC-Druids-03 In Tents (v.1.0) 
   
   
  3 
  Adventure Primer 
  	
  We	see	yonder	the	beginning	of	the	day,	but	I	think	we	
  shall	never	see	the	end	of	it.	Who	goes	there?*	
  Elres	Larke	
  Order	of	the	Gauntlet	
  Background 
  	 A	mighty	necromancer	has	raised	an	army	of	
  undead	in	the	old	Zhentil	Keep,	and	several	camps	
  have	settled	in	to	oppose	him.	The	Emerald	Enclave,	
  Harpers,	Lord’s	Alliance,	the	Order	of	the	Gauntlet,	and	
  even	the	Zhentarim	all	answered	the	call.	You	got	
  draggd	into	this	by	one	of	them,	and	now	that	you’re	
  outside	the	ruined	keep	things	look	bad.	
  	
  The	Moonsea	Army	is	led	by	a	dragonborn	Harper	
  named	Krenez.	Word	is	he’s	holed	up	in	the	Waypoint	
  Bindery	far	to	the	rear	of	the	battle	lines,	and	rumors	
  are	flying	in	his	absence.	
  	 	
  The	necromancer,	Marzellus—you	heard	some	captain	
  call	him	that—apparently	isn’t	satisfied	with	laying	
  claim	to	the	ruined	fortress.	What	Krenez	seems	
  worried	about	is	that	he’s	got	a	much	bigger	score	to	
  settle.	Marzellius	claims	to	be	divine!		Regardless,	his	
  undead	number	in	the	thousands,	if	not	tens	of	
  thousands.	The	Moonsea	Army	can	count	barely	5000,	
  and	it	could	shrink	if	Krenez’s	dithering	leads	some	to	
  become	Dashing	Defectors.	Worse	yet,	this	evening	
  there	are	reports	that	(Un)deadly	Assassins	creep	
  amidst	the	fog	that	seeps	from	the	Keep.		
  	
  	 The	rumors	aren’t	all	bad,	though.	Brave	
  Adventurers	on	Marzellus’	trail	are	expected	to	arrive	
  tonight	and,	though	they	are	a	bit	late,	the	region’s	
  leading	Druids	are	said	to	be	on	their	way	with	
  something	up	their	homespun	sleeves.		
  	
  The	camps	have	all	made	strong	preparations.	There	
  might	be	time	for	a	little	respite	tonight.	Then	again,	
  there	might	not.	You	do	want	to	do	everything	you	can	
  to	ensure	a	victory	for	the	factions,	don’t	you?		
  	
  	
  	
  	
  *	In	truth,	the	quote	belongs	to	Williams	from	Act	IV,	
  Scene	1	of	Shakespeare’s	Henry	V,	but	I’ve	borrowed	it	
  for	a	Larke.	
  In	Appendix	1,	you’ll	meet	quite	a	few	NPCs.		Don’t	
  worry!	At	most	you	will	need	two	of	them!	
  Episodes 
  This	adventure	should	take	approximately	two	(2)	
  hours	to	play,	spread	over	three	story	episodes.	The	
  episodes	are	introduced	by	several	rumors	randomly	
  distributed	in	the	Call	to	Action	Episode,	Rumors.	The	
  adventure	also	includes	two	1-hour	bonus	episodes	
  that	can	be	played	if	time	permits,	or	if	players	want	a	
  second	chance	to	save	the	day.	
  	 Call	to	Action:	Rumors.	After	a	hard	day	of	
  preparing	for	war,	the	characters	settle	in	for	the	night.	
  Each	player	draws	1d4	random	Rumor	Slips	cut	from	
  Appendix	4.	Players	introduce	their	characters,	share	
  their	rumors,	and	role-play	their	motivations	for	being	
  here	(Loyalty,	Survival,	Glory,	or	Gold).	The	players’	
  choice	of	motivations	and	rumors	in	this	episode	
  determine	which	Rumor	Track	they	will	play.	
  	
  	 Episode	1:	Rising.	The	players	must	rise	to	the	
  challenge	by	investigating	their	chosen	Rumor	Track	
  (Brave	Adventurers,	Dashing	Defectors,	Deviant	
  Druids,	or	(Un)deadly	Assassins)	in	order	to	learn	
  the	reality	behind	their	rumor	(Story	Objective	A).	
  This	is	primarily	an	exploration	episode,	but	brief	
  social	role-play	or	a	combat	is	possible.	Regardless,	
  along	the	way,	the	party	earns	Victory	or	Rout	Points	
  that	influence	Bonus	Objective	B:	Repercussions.	
  	
  	 Episode	2:	Realities.	Players	continue	to	explore,	
  role-play,	and/or	combat	the	realities	of	one	(1)	rumor.	
  Success	or	failure	here	determines	whether	they	
  accomplish	Story	Objective	B.	Doing	so	wins	them	an	
  internal	Story	Award,	AND	earns	more	Victory	or	Rout	
  Points.	These	points	let	the	players	know	if	they	won	
  the	shorter,	two	hour	version	of	the	adventure,	OR	can	
  influence	play	in	Bonus	Objective	B:	Repercussions.		
  LOCATIONS: 
   
  Zhentil Keep: A wretched ruin gapes open before your 
  encampments, its streets a labyrinth of rubble and debris. 
  Fear those who exit. Pity those who must enter! 
   
  The Spire: That black tower sure is tall. They say Marzellus 
  is up to something wicked in there. Maybe it’s a good thing 
  the fog obscures it now. 
   
  Waypoint Bindery: The headquarters for the Moonsea 
  Army lies behind the tents of the Harpers. Krenez (KREH-
  nezz), a Male dragonborn bard and former adventurer 
  opened the Bindery as a staging point for faction activities 
  against the Zhentil Keep. 
  
  	
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDALCCC-Druids-03 In Tents (v.1.0) 
   
   
  4 
  Bonus	Objectives	
  This	adventure	also	includes	two,	1-hour	bonus	
  objectives	the	characters	can	pursue	if	they	have	
  additional	time—earning	additional	advancement	
  and	treasure	checkpoints	in	the	process.	These	
  bonus	objectives	are	found	in	this	adventure’s	
  appendices,	as	follows:	
  	 Bonus	Objective	A:	Results	(Appendix	5).	If	players	
  were	successful	in	the	Realities	episode,	they	can	jump	
  to	Results	in	one	of	the	other	three	Rumor	Tracks	to	
  pursue	Bonus	Objective	A.		
  	
  	 Alternatively,	if	unsuccessful	in	the	Realities	
  episode,	players	may	opt	for	a	second	chance	to	face	
  the	Results	in	their	chosen	Rumor	Track.	Treat	this	
  second	chance	at	Objective	B	as	a	variant	of	Bonus	
  Objective	A.	
  	
  	 Bonus	Objective	B:	Repercussions	(Appendix	6).	
  In	this	optional,	final	episode,	the	characters’	actions	
  come	home	to	roost.	Army	Morale	is	checked	using	the	
  Repercussions	Tracker	(Appendix	7),	and	the	PCs	
  participate	in	Bonus	Objective	B:	either	an	heroic	
  “Rush	to	Victory”	in	battle,	or	saving	their	hides	from	
  the	panic	caused	by	an	“(Un)deadly	Rout!”	
  Episode Sequence 
  	 While	there	are	only	three	main	episodes	(Rumors,	
  Rising,	and	Realities),	each	episode	has	four	(4)	
  separate	Rumor	Tracks	that	tend	to	follow	a	Loyalty,	
  Survival,	Glory,	or	Gold	theme	(See	Appendix	7).	
  Role-play	in	the	Call	to	Action	Episode,	Rumors,	will	
  help	you	and	your	players	determine	which	Rumor	
  Track	to	play.	There	is	only	a	short	night	left	before	
  battle	in	the	morning.	As	the	DM,	you	should	keep	
  players	in	their	chosen	track	until	they	are	victorious.	
  It’s	not	railroading	if	they	chose	the	track,	right?	
  How	Will	You	Play? 
  The	duration	of	your	session	depends	on	how	much	of	
  this	adventure	you	utilize.	At	the	very	least,	your	
  session	will	last	approximately	two	(2)	hours.	
  However,	if	you	wish,	you	can	provide	a	longer,	four	
  (4)	hour	experience	for	your	players	(and	more	ACP!)	
  by	utilizing	the	bonus	objectives.		
  	
  	
  	
  	
  	
  	
  The Fog of War 
  In Tents takes place in a military camp in the early morning 
  hours before battle, and assumes that ALL of the various story 
  lines are ongoing even as the characters pursue their chosen 
  Rumor Track. As low-level characters, players have an option to 
  affect one, or at most two of the pathways. What happens 
  around them is really up to you!  
   
  Don’t be afraid to improvise! You may assume that there are 
  other low-level characters tackling the other rumors, but 
  players will not know what’s been going on with those rumors 
  unless they succeed in one track and jump to another as a 
  Bonus Objective. This is part of what should make the 
  adventure “intense.” Feel free to have an NPC drop any unused 
  rumors from Appendix 3 while players are focused on their 
  chosen rumor. This will create a sense of confusion and 
  urgency. A few opportunities to do so are placed here and 
  there in the episode text, but don’t limit yourself to these.  
   
  Finally, even if they succeed in their Rumor Track, it is also 
  perfectly fair to tell the players that the other tracks failed, and 
  the Moonsea Army is routing. In that case, there’s no hope but 
  to play Bonus Episode B: Repercussions using the (Un)deadly 
  Rout option. War is hell, and being a hero doesn’t usually make 
  it any less so! [Cue “evil DM laughter” sound track, now!
   
   
   
  	
  	
  
  	
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDALCCC-Druids-03 In Tents (v.1.0) 
   
   
  5 
   
  Episode Flowchart and Rumor Tracks 
  	
  The	following	flow	chart	and	table	provide	a	graphic	overview	of	the	adventure	and	outline	the	different	paths	that	
  your	players	may	take	in	reaching	their	chosen	objectives.		
  	
    
   
   
   
   
            Flowchart 
  	
  		
  	
  
  	
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDALCCC-Druids-03 In Tents (v.1.0) 
   
   
  6 
  In	the	Call	to	Action:	Rumors	episode	the	PCs	will	identify	one	track	of	rumors	to	follow	across	the	episodes	based	on	
  whether	the	GROUP	seems	to	be	motivated	by	Loyalty,	Survival,	Glory,	or	Gold.	If	there	is	no	common	motivation,	
  you,	the	DM,	may	pick	a	track.	
  	
  	
  	
  Episode/ 
  Rumor Track 
  Loyalty Track: Stop 
  the Dashing 
  Defector(s) 
  Survival Track: Stop the 
  (Un)Deadly Assassin(s) 
  Glory Track: Help the 
  Devious Druids(s) 
  Gold Track:   Help the 
  Brave Adventurers 
  Objective A: Rising 
  (50 mins) 
  One or more of the 
  camps could defect.  
   
  DM picks, or 
  randomly rolls 1d4 
  to determine which 
  NPC Dashing 
  Defector from 
  Appendix 1 is at risk.  
   
  PCs explore one of 
  the camps to learn of 
  the true Dashing 
  Defector. 
   
  If they fail, the Party 
  incurs 5 Rout points. 
   
   
  (Un)deadly Assassins 
  are using the Fog to 
  enter the camp and kill 
  a Dashing Defector (1-
  4), Deviant Druid (5-8), 
  or Brave Adventurer 
  (9-12). DM picks or 
  randomly rolls 1d12 to 
  determine which NPC 
  from Appendix 1 is the 
  target.  
   
  PCs explore the camps 
  to find the NPC before 
  the (Un)deadly 
  Assassins. 
   
  If they fail, the Party 
  incurs 5 Rout points. 
   
  Emerald Enclave 
  Druids are working to 
  weave “bits” of lore 
  to call forth a secret 
  weapon for Krenez.  
   
  DM picks or randomly 
  rolls 1d4 to determine 
  which NPC Druid from 
  Appendix 1 needs 
  help.  
   
  PCs explore the 
  camps to find that 
  Druid. 
   
  If they fail, the Party 
  incurs 5 Rout points. 
   
  Krenez has found 
  brave adventurers 
  willing to assault the 
  Spire.  
   
  DM picks or rolls 1d4to 
  determine which of 
  the NPC Brave 
  Adventurers from 
  Appendix 1 the party 
  will help.  
   
  PCs explore the camps 
  to find that Brave 
  Adventurer. 
   
  If they fail, the Party 
  incurs 5 Rout points. 
   
   
  Objective B: 
  Realities 
  (50 mins) 
  The PCs must develop 
  and execute a plan to 
  stop a camp from 
  defecting. 
   
  If they fail, the Party 
  incurs 5 Rout points. 
   
  The PCs have a chance 
  to stop a first 
  assassination attempt. 
   
  If they fail, the Party 
  incurs 5 Rout points. 
   
  The PCs must scout a 
  way through the camps 
  with their Druid while 
  bolstering morale and 
  defeating those who 
  might stop them.   
   
  If they fail, the Party 
  incurs 5 Rout points. 
  The PCs must scout a 
  way through the camps 
  with their Brave 
  Adventurer while 
  bolstering morale and 
  defeating those who 
  might stop them.   
   
  If they fail, the Party 
  incurs 5 Rout points. 
   
  *Bonus Objective A: 
  Results 
  (50 mins) 
   
  PCs may either gain 
  a second chance at 
  Objective B in their 
  chosen track, OR 
  may tackle 
  Objective B in 
  another Rumor 
  Track. 
  The PCs must develop 
  and execute another 
  plan to stop a camp 
  from defecting. 
   
   
  If they fail, the Party 
  incurs 5 Rout points. 
   
  The PCs have a chance 
  to stop another 
  assassination attempt. 
   
  If they fail, the Party 
  incurs 5 Rout points. 
   
  The PCs must scout a 
  way through the camps 
  with their Druid while 
  bolstering morale and 
  defeating those who 
  might stop them.   
   
  If they fail, the Party 
  incurs 5 Rout points. 
   
  The PCs must scout a 
  way through the camps 
  with their Brave 
  Adventurer while 
  bolstering morale and 
  defeating those who 
  might stop them.   
   
  If they fail, the Party 
  incurs 5 Rout points. 
   
  *Bonus Objective B: 
  Repercussions  
  (60 mins)	
  Total the number of Victory Points and Rout Points.  
   
  If Victory Points are greater, play Bonus Episode Scene A: Rush to Victory.  
   
   If Rout Points are greater, play Bonus Episode Scene B: (Un)deadly Rout.	
  
  	
  	
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  DDALCCC-Druids-03 In Tents (v.1.0) 
   
   
  7 
  Episode 1: Call to Action (Rumors) 
  Estimated	Duration:	20	Minutes	
  A Moment’s Rest 
  The	characters	have	just	returned	to	[the	camp	of	
  their	choice;	share	Map	A	in	Appendix	3.]	at	the	end	
  of	a	very	long	day.	Indeed,	it	is	nearly	midnight	
  before	they	get	their	first	rest	of	the	day!	Gear	
  clutters	the	area,	but	everyone	is	too	hungry	to	care.	
  The	pot	of	soup	on	the	fire	smells	delicious!	
  Adventure Hooks 
  Why	does	someone	join	an	army?	Have	each	player	
  choose	one	of	the	following	motivations	prior	to	
  introducing	their	character:	
  	
  Loyalty:	You	owe	someone	your	service.		
  Survival:	You’re	not	sure	how	you	got	here,	but	
  you’re	getting	out	alive!	
  Glory:	You’ve	longed	for	the	chance	to	make	a	name	
  for	yourself.	This	is	it!	
  Gold:		They	promised	you	more	loot	than	you	can	
  imagine	when	you	signed	up,	and	you	can	imagine	a	
  lot!	
  	
  When	the	players	are	ready,	have	each	roll	a	d4	and	
  give	them	that	many	Rumor	Slips	(Appendix	4).		
  Area	Information	
  Weather:	There	is	a	chill	in	the	air.	Fog	has	started	
  to	roll	out	of	the	Zhentil	Keep.	
  	 Dimensions	&	Terrain.	Characters	sit	around	a	
  campfire	surrounded	by	a	ring	of	four	(4)	two-
  person	tents—poles	with	large	tarps—measuring	10’	
  square.	The	area	around	the	campfire	is	littered	with	
  supplies	and	equipment,	making	it	Difficult	Terrain.	
  	 Lighting.	The	area	between	the	tents	is	lit	only	by	
  a	waning	campfire,	and	is	thus	Dim.	There	is	no	light	
  in	the	tents,	unless	players	create	it.		
  NPC:	Mutt	(MOOT)	
  The	campsite	is	tended	by	Mutt,	an	old	camp	
  follower.	She	is	a	gossip-mongering	Commoner,	and	
  exists	solely	so	the	DM	has	a	voice	for	egging	on	
  certain	rumors.	It	would	be	a	shame	if	anything	
  happened	to	her,	but	she	doesn’t	matter	after	this	
  Episode,	unless	you	want	her	to.		
  	
  As	the	players	read	over	their	random	Rumor	Slips,	
  read	aloud:	
  	
  When	a	common	motivational	theme	emerges	from	
  the	players’	character	introductions,	begin	the	
  adventure	and	follow	that	Rumor	Track.		
  	
  	 Objectives/Goals.	Players	should	consider	their	
  motivations	(Loyalty,	Survival,	Glory,	or	Gold)	to	
  decide	which	rumor	(Brave	Adventurers	(NPC),	
  (Un)deadly	Assassins,	Dashing	Defectors	(NPC),	
  or	Deviant	Druids	(NPC)),	they	feel	is	most	vital	to	
  the	success	of	the	Army.	Once	chose,	they	then	
  decide	what	they	will	do	to	defeat	or	assist	the	
  rumor.	Use	Mutt	to	egg	on	their	choices,	but	if	they	
  spend	more	than	20	minutes,	they	incur	three	(3)	
  Rout	Points	on	the	Repercussions	Tracker	
  (Appendix	7)!		Dawn	will	break	soon,	and	with	it,	
  the	battle!	
  	
  	
   
   
   
   
  Your camp reeks of sweaty bodies tired after a 
  long, long day’s work. Mutt’s soup rises above that, 
  however, and the chill of the night. As you claim 
  your meager fare, you and your new friends 
  exchange a few knowing glances. Yesterday, you 
  hardly knew these people. Tonight, nay, almost 
  tomorrow now, you can tell there’s something 
  gnawing on everyone’s mind. Rumors abound 
  foretelling disaster! Anxiety has gotten the best of 
  you. What news did your friends hear while they 
  were preparing for battle, and who are they talking 
  about? Can you get it all straightened out by 
  morning? 
  
  	
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDALCCC-Druids-03 In Tents (v.1.0) 
   
   
  8 
  Episode 2: Rising (Story Objective A) 
  Estimated	Duration:	50	minutes	
  Setting Description 
  You’ve	chosen	to	seek	out	the	truth	of	a	rumor	in	one	
  of	the	camps.	You	arrive	on	one	edge	of	that	camp	
  (see	the	generic	Faction	Camp	Map	in	Appendix	3B),	
  and	must	work	your	way	through	Scenes	A-C	until	
  you	learn	the	truth.	
  Story	Objective	A	
  Characters	must	learn	the	truth	about	a	chosen	
  rumor,	i.e.,	they	must	find	one	of	the	Brave	
  Adventurers	or	Deviant	Druids	or	learn	the	truth	
  about	a	Dashing	Defector	or	(Un)Deadly	Assassin.	
  Area	Information	
  The	following	information	is	used	for	all	scenes	in	
  this	Episode.	
  Weather:	There	is	a	chill	in	the	air.	A	Fog	has	
  started	to	creep	into	the	camps.	Place	some	cotton	
  balls	on	the	edge	of	the	map,	and	expand	the	fog	
  into1d4	random	squares	each	turn.		
  	 Dimensions	&	Terrain.	Use	the	Faction	Camp	Map	
  (Appendix	3B)	regardless	of	which	Rumor	the	
  players	choose.	The	camp	includes	dozens	of	tents	
  scattered	with	gear	that	makes	the	terrain	Difficult	
  going.	
  	 Lighting.	The	area	between	the	tents	is	lit	only	by	
  waning	campfires,	and	is	Dim.	There	is	no	light	in	
  the	tents,	save	the	HQ	tent,	unless	players	create	it.	
  High Alert! 
  Everyone is on high alert. As characters move through the 
  camp they are confronted frequently by 1d4 Guards who 
  want to know their business, and will likely tell them to mind 
  their own. If interactions between the characters and guards 
  get tense, or too loud, call for a group Stealth Check where 
  an average of 12 is a success. If the party fails this check, a 
  Mob will form to settle things. Roll a d12 to determine how 
  many are in the mob, and refer to “Handling Mobs” in DMG 
  Ch. 8.  
  	
  	
  	
   
  In Tents Random Mini-Encounters 
  	
  No	matter	where	the	players	are	in	the	camp,	there	
  will	always	be	tents	in	their	vicinity.	You	can	use	
  folded	index	cards	spread	about	randomly	to	
  indicate	their	position	on	a	map.	If	at	any	time	
  characters	opt	to	duck	into	a	tent,	roll	a	d6	and	play	
  out	the	following.	Have	fun,	but	don’t	waste	too	
  much	time	on	these	mini-encounters!	
  	
  d6dr 
  Mini-Encounter 
  1 
  A successful DC12 Medicine Check reveals 1d4 dead 
  bodies! The Fog strikes again. Players may want to 
  make sure these dead don’t rise as Zombies. 
  2 
  A successful DC12 Medicine Check reveals 1d4 
  drunken “heroes.” It is the eve of battle, after all. 
  3 
  This tent is empty. 
  4 
  This tent is a storage tent. Roll a d4 and the players 
  find 1) ordinary arms 2) ordinary ammunition (i.e., 
  bolts, arrows); 3) food rations; 4) wine and grog 
  rations.  Characters may loot at will! 
  5 
  An (Un)deadly Assassin lurks here! A Specter makes 
  one (1) attack on a character at random. After that, 
  all characters near the tent get an opportunity 
  attack as it flees, outnumbered. 
  6 
  A successful DC12 Perception Check reveals 1-2 
  couples engaged in one last night of pleasure before 
  the battle. Role-play as appropriate for your table. 
   
  	
   
   
   
   
   
  
  	
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDALCCC-Druids-03 In Tents (v.1.0) 
   
   
  9 
  Scene A.  Who Goes There? 
  As	the	characters	enter	a	camp	in	search	of	the	truth	
  about	their	chosen	rumor,	they	encounter	various	
  guards	like	themselves,	nervously	waiting	for	the	
  battle	to	be	joined	in	a	few	hours.		
  Creatures/NPCs	
  Treat	the	NPCs	the	characters	encounter	in	this	
  scene	as	a	Guard,	in	any	random	number	from	1-4	
  Guards.		
  	
  	 Objectives/Goals.	Characters	must	work	their	
  way	into	their	chosen	camp	while	engaging	in	
  exploration	that	confirms	or	denies	the	rumors	they	
  have	heard.	They	must	do	so	in	a	way	that	doesn’t	
  arouse	suspicion	or	undue	attention.	Failure	means	a	
  Mob	gathers	around	them.	
  	
  	 What	Do	They	Know?	The	Guards	have	heard	
  rumors,	too,	and	being	humanoids,	are	as	anxious	as	
  the	player	characters.		
  	
  All	Persuasion	rolls	made	by	characters	who	are	
  not	members	of	the	Guards’	faction	are	thus	made	
  with	Disadvantage.		
  	
  In	general,	the	Guards	know	the	following	about	the	
  four	main	rumors:	
  • Brave	Adventurers:	there	is	a	30%	chance	the	
  Guards	have	seen	the	person	they	seek.	Add	
  +20%	for	each	new	group	of	Guards	the	
  characters	meet.	
  • Dashing	Defectors:	Roll	a	die.	If	ODD,	the	Guards	
  are	concerned	about	their	leader.	If	EVEN,	they	
  are	not.	Go	with	the	majority	of	the	checks.	If	the	
  Rumor	is	not	true,	the	party	may	go	after	
  another	Dashing	Defector	in	a	different	camp.	
  • (Un)Deadly	Assassins:	The	closer	the	characters	
  get	to	the	Fog,	the	more	likely	the	Guards	have	
  seen	someone	die	from	it.	Roll	a	die.	If	<3	they	
  saw	that	person	rise	as	a	Zombie.	If	>3,	they	
  swear	they	saw	a	Specter	in	the	mists.	Add	or	
  subtract	+1	to	these	rolls	depending	on	the	
  characters’	proximity	to	the	Fog.		
  • Deviant	Druids:	there	is	a	30%	chance	the	
  Guards	have	seen	the	person	they	seek.	Add	
  +20%	for	each	new	group	of	Guards	the	
  characters	meet.	
  	
  As	they	work	through	a	camp,	players	may	rely	on	
  any	combination	of	the	three	pillars	of	play	to	
  accomplish	their	objective.	
  Social	
  Characters	may	role-play	their	way	through	the	
  Guards	by	offering	a	reason	they	need	to	see	one	of	
  their	chosen	NPCs.	If	they	do	so	in	a	way	that	
  reassures	the	Guards,	they	may	continue	on	their	
  mission.	If	they	do	so	in	a	way	that	makes	the	Guards	
  more	anxious,	a	Mob	will	surround	them.	
  Exploration		
  The	characters	are	trying	to	learn	whether	their	
  chosen	rumor	is	true.	This	may	take	several	visits	
  with	different	groups	of	Guards	at	different	sites	
  within	a	camp.	Each	visit	increases	the	likelihood	of	
  a	confrontation.	When	the	characters	are	successful	
  in	finding	the	truth	of	the	rumor,	move	to	the	next	
  scene.	
  Combat	
  Characters	should	avoid	combat	with	Guards	if	at	all	
  possible.	They’re	on	the	same	side,	after	all!	If	they	
  do	opt	for	combat,	a	Mob	joins	in	against	them.	Refer	
  to	“Handling	Mobs”	in	DMG	Ch.	8.	
  Adjusting the Scene	 
  Here are some suggestions for adjusting this scene: 
  • Very Weak: 1d4 of the Guards flees (to get help) 
  • Weak: One of the Guards flees (to get help) 
  • Strong: A Mob of 1d12 Guards forms on Round 2 of the 
  Combat, led by a Rumormeister 
  • Very Strong: A Mob of 1d12 Guards forms on Round 1 of 
  the Combat, led by a Hur’nwebel. 
  	
  	 Development:	A	party	earns	1	Victory	Point	each	
  time	they	successfully	interact	with	or	evade	Guards.	
  A	party	that	provokes	a	Mob	in	incurs	three	(3)	Rout	
  Points.	
   
   
   
   
   
   
   
  
  	
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDALCCC-Druids-03 In Tents (v.1.0) 
   
   
  10 
  Scene B.  You Don’t Say  
  Once	characters	get	a	solid	lead	on	their	chosen	
  rumor,	they	find	the	NPC	they’re	looking	for,	or	they	
  confront	the	Fog	for	the	first	time.	Neither	are	very	
  happy	to	be	disturbed!	
  Creatures/NPCs	
  Whom	the	characters	meet	will	depend	on	their	
  chosen	rumor.	They	might	not	meet	an	NPC	at	all	if	
  they	are	exploring	the	Fog.	
  	
  	 Objectives/Goals.	Characters	must	convince	their	
  chosen	NPC	(Brave	Adventurer,	Dashing	Defector,	
  or	Deviant	Druid)	to	spare	valuable	time	with	them.	
  It	will	not	be	easy	to	do,	as	the	characters	are	lowly	
  by	comparison.		
  	
  Alternatively,	if	they	are	confronting	the	Fog,	
  characters	must	determine	whether	it	is	the	Fog	that	
  is	killing	soldiers,	or	whether	there	is	
  something/someone	else	operating	within	the	Fog.	
  	
  	 What	Do	The	NPCs	Know?	Yes,	the	NPCs	have	
  heard	the	rumors,	too,	but	their	first	instinct	will	be	
  to	dismiss	them	haughtily,	or	to	argue	nervously	
  that:	“there’s	plenty	of	time	for	that.”		
  	
  In	general,	the	NPCs	know	the	following	hints	about	
  the	four	main	rumors:	
  • Brave	Adventurers:	Yes,	of	course	I’m	needed,	
  but	if	I’m	going	to	put	my	life	at	risk,	first	I	must	
  [insert	something	you	think	appropriate	for	the	
  NPC];	
  • Dashing	Defectors:	Yes,	it’s	true	I’m	concerned	
  about	our	odds.	Why	should	my	people	suffer	a	
  bad	plan?	
  • (Un)deadly	Assassins:	The	Fog	is	killing	people.	
  Characters	see	the	dead	bodies,	and	may	even	
  see	them	rise	up!		
  • Deviant	Druids:	Of	course	I’m	needed,	but	the	
  ritual	won’t	work	unless	all	of	us	are	together.	I	
  need	to	find	the	others!	
  	
  As	they	work	through	a	camp,	players	may	rely	on	
  any	combination	of	the	three	pillars	of	play	to	
  accomplish	their	objective.	
  Social	
  Characters	must	win	the	trust	of	their	chosen	NPC.	If	
  their	negotiations	get	tense,	however,	a	Mob	will	
  surround	them.	
  Exploration		
  Not	all	the	characters	need	to	be	engaged	in	
  negotiations	with	their	chosen	NPC.	Those	who	do	
  not	negotiate	with	the	NPC	may	make	active	
  Perception	or	Investigation	Checks	around	them,	or	
  related	to	the	Fog.	If	successful,	they	may	roll	with	
  advantage	in	negotiations	with	the	NPC.	Allow	the	
  players	to	be	creative	here—	perhaps	they	find	
  evidence	of	plans	to	defect	lying	on	the	NPC’s	field	
  desk,	or	they	notice	something	about	the	Fog	that	
  aids	their	case.		
  Combat	
  There	should	be	no	combat	in	this	scene	unless	the	
  party	provokes	a	Mob	(use	the	Mob	from	Scene	A,	
  but	make	it	one	level	stronger!).	If	they	engage	the	
  Fog	in	this	scene	alone,	they	should	have	their	hands	
  full,	and	will	be	lucky	to	escape	with	their	lives.	
  Adjusting the Scene	 
  Here are some suggestions for adjusting this scene if the 
  party engages the Fog: 
  • Very Weak: The Fog remains stationary throughout, and 
  only attacks if the characters enter it. 
  • Weak: The Fog remains stationary, but will attack 
  characters that move adjacent to it. 
  • Strong: The Fog attacks the characters by expanding 1d4 
  squares per round toward a character as soon as the 
  characters approach within two (2) squares of it. 
  • Very Strong: The Fog attacks the characters by expanding 
  1d4 squares toward a character as soon as the characters 
  approach within three (3) squares of it. A Specter will also 
  emerge from the Fog! 
   
  You might also choose to have the Fog drift randomly if the 
  party engages it. If playing on a hex map, roll a d6 for 
  direction and a d4 for drift at the start of the Fog’s turn. 
  	
  Development:	A	party	wins	2	Victory	Points	if	
  they	win	the	trust	of	their	NPC.	A	party	incurs	three	
  (3)	Rout	Points	if	they	provoke	a	Mob.	
  	
  	
  	
   
   
   
  
  	
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDALCCC-Druids-03 In Tents (v.1.0) 
   
   
  11 
  Optional Scene C., OK, Now What? 
  Having	won	the	trust	of	an	heroic	NPC,	or	
  determined	the	truth	about	the	Fog,	the	party	may	
  opt	to	rethink	its	plan.	This	optional	scene	allows	
  them	a	few	minutes	to	do	so,	but	time	is	running	out!	
  Creatures/NPCs	
  While	the	character’s	chosen	NPC	is	now	open	to	
  hearing	ideas	about	how	to	proceed,	he	or	she	is	also	
  a	headstrong,	independent	hero.	Don’t	have	the	NPC	
  go	along	with	a	plan	you	don’t	think	they’d	like.	
  Make	it	a	tense	negotiation.	Lives	are	at	stake!	
  	
  	 Objectives/Goals.	Characters	devise/revise	a	plan	
  to	help	their	chosen	NPC.	However,	they	must	do	so	
  in	a	way	that	doesn’t	arouse	suspicion	or	undue	
  attention.	Failure	resulting	in	loud	disagreements	
  means	a	Mob	gathers	around	them.		
  	
  	 What	Does	that	NPC	Know?	As	the	characters	are	
  planning	their	next	move,	an	NPC	may	offer	one	(1)	
  Rumor	Slip	from	those	still	in	the	original	pile.	This	
  may,	or	may	not,	help	make	things	clearer,	so	use	
  discretion	before	sharing	the	rumor.	
  	
  As	they	work	through	a	camp,	players	may	rely	on	
  any	combination	of	the	three	pillars	of	play	to	
  accomplish	their	objective.	
  Social	
  This	scene	is	primarily	social,	and	as	the	DM	you	
  should	role-play	the	NPC	in	a	way	that	makes	them	
  seem	self-absorbed	and	self-important	(as	your	
  higher	Tier	characters	undoubtedly	tend	to	be	when	
  you’re	not	DM’ing!).	Raise	all	the	objections	to	the	
  party’s	plan	that	you	think	would	be	appropriate	to	
  the	NPC,	and	don’t	be	afraid	to	be	disagree	with	
  them.	Raise	your	voice,	if	need	be.	If	it	gets	to	that	
  point,	keep	track	of	how	many	times	the	NPC	must	
  do	so,	as	it	will	affect	the	Mob	that	will	gather	
  around	them	out	of	concern	for	the	NPC.	
  Exploration		
  There	should	not	be	any	need	for	further	
  Exploration	in	this	scene,	but	reward	creativity	if	it	
  occurs.	
  Combat	
  Characters	should	avoid	combat	if	at	all	possible.	If	
  they	do	opt	for	combat	with	their	NPC,	a	Mob	will	
  join	in	against	them.	Refer	to	“Handling	Mobs”	in	
  DMG	Ch.	8.,	but	consider	adjusting	the	scene	as	
  indicated	below.	After	all,	if	the	character	got	to	an	
  important	NPC,	there	are	likely	other	NPCs	of	note	
  nearby.	
  	
  Adjusting the Scene	 
  Here are some suggestions for adjusting this scene: 
  • Very Weak: A Mob of 1d12 Guards forms the second time 
  an NPC raises his or her voice in objection to the Party. 
  • Weak: A Mob of 1d12 Guards forms the first time an NPC 
  raises his or her voice in objection to the Party. 
  • Strong: A Mob of 1d12 Guards forms the second time an 
  NPC disagrees with the Party, led by a Rumormeister. 
  • Very Strong: A Mob of 1d12 Guards forms the first time an 
  NPC disagrees with the Party, led by a Hur’nwebel. 
  	
  Development:	A	party	earns	2	Victory	Points	if	they	
  persuade	the	NPC	to	go	along	with	their	plan.	If	the	
  party	fails	to	persuade	the	NPC,	they	incur	five	(5)	
  Rout	Points!	A	party	incurs	three	(3)	additional	Rout	
  Points	if	they	provoke	a	Mob.	
  	
  	
  	
  	
  	
  	
  	
   
   
  
  	
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDALCCC-Druids-03 In Tents (v.1.0) 
   
   
  12 
  Episode 3: Realities 
  Estimated	Duration:	50	minutes	
   
   
   
  Setting Description 
  You’ve	chosen	to	aid	or	defeat	a	rumor	in	order	to	
  influence	the	now	immanent	battle.	
  Story	Objective	B	
  Depending	on	the	players’	chosen	rumor,	the	
  characters	must	either	escort	their	NPC	(Adventurer	
  or	Druid)	to	Krenez’s	HQ	in	the	Waypoint	Bindery	
  without	drawing	undue	attention	(Exploration);	rally	
  the	troops	to	their	Dashing	Defector	(Role	Play),	or	
  defeat	the	(Un)deadly	Assassins	(Combat)	in	the	
  Fog.	
  Area	Information	
  The	following	information	is	used	for	all	scenes	in	this	
  Episode.	
  Weather:	There	is	a	chill	in	the	air,	and	a	fog	has	
  started	to	creep	into	the	camps.	Place	some	cotton	
  balls	on	the	edge	of	the	map,	and	expand	the	fog	
  into1d4	random	squares	each	turn.		
  	 Dimensions	&	Terrain.	Use	the	Faction	Camp	Map	
  regardless	of	which	Rumor	the	players	choose.	The	
  camp	includes	dozens	of	tents	scattered	with	gear	
  that	makes	the	terrain	Difficult	going.	
  	 Lighting.	The	area	between	the	tents	is	lit	only	by	
  waning	campfires,	and	is	Dim.	There	is	no	light	in	the	
  tents,	save	the	HQ	tent,	unless	players	create	it.	
  High Alert! 
   
  Everyone is on high alert. As characters move through the 
  camp they are confronted frequently by 1d4 Guards who want 
  to know their business, and will likely tell them to mind their 
  own. If interactions between the characters and guards get 
  tense, or too loud, call for a group Stealth Check where an 
  average of 12 is a success. If the party fails this check, a Mob 
  will form to settle things.  Roll a d12 to determine how many 
  are in the mob, and refer to “Handling Mobs” in DMG Ch. 8. 
  	
   
  	
  In Tents Random Mini-Encounters 
  No	matter	where	the	players	are,	there	will	always	be	
  others	in	their	vicinity.	As	they	work	to	resolve	the	
  Realities	in	this	episode,	a	larger	crowd	may	be	an	
  obstacle.	As	characters	move	across	the	camp,	roll	a	
  d6dr	on	the	following	table	as	often	as	you	like!	
  	
  Subtract	one	(1)	for	each	if	the	party	is	using	Stealth,	
  Deception,	or	Disguise.	If	they	use	bright	light,	or	
  make	a	lot	of	noise,	add	one	(1).	Nothing	happens	on	
  a	zero	or	less.	
  	
  d6dr 
  Mini-Encounter 
  1 
  Guards. Characters must deal with Guards in the 
  area as in Episode 1.  
  2 
  Band-wagoning! A Mob flocks to the NPC the 
  characters are escorting, drawing unwanted 
  attention. If the characters cannot dispel them with 
  successful Persuasion Checks (DC13), they incur 
  one (1) Rout Point. 
  3 
  Pickpockets! Players roll opposed Perception 
  Checks vs. NPC Sleight of Hand Checks. If the 
  pickpockets win, “steal” an item from characters 
  who fail. The pickpocket who robbed them then 
  disappears in the crowd. 
  4 
  Old friends! A member of the camp recognizes the 
  NPC the players are escorting, drawing unwanted 
  attention. If the PCs cannot break up the reunion 
  with role-play Persuasion Checks (DC13), they incur 
  one (1) Rout Point. 
  5 
  The Fog has killed people in this area! The survivors 
  are begging for help to prevent the dead from rising 
  against them. 
  6 
  An (Un)deadly Assassin strikes! A Deathlock makes 
  two attacks on an NPC the characters are escorting. 
  Then all characters get an opportunity attack as it 
  flees, out-numbered. 
   
   
   
   
   
  
  	
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDALCCC-Druids-03 In Tents (v.1.0) 
   
   
  13 
  Scene A. No Plan Survives First 
  Contact (NPC)  
  ____________________________________________	
  In	this	scene,	characters	complete	Story	
  Objective	B	by	helping	an	NPC.	However,	the	
  DM	may	use	the	(Un)deadly	Assassins	from	
  the	next	scene	IF	they	wish	to	make	this	scene	
  more	difficult	for	the	players.	
  Prerequisites	
  Players	MUST	have	learned	the	truth	of	their	
  chosen	rumor	in	order	to	address	the	reality	
  of	that	rumor.	If	they	did	not,	consider	giving	
  them	one	last	chance	using	Bonus	Objective	
  A	(Appendix	5).	
  Story	Objective	B	
  IF	players	learned	the	truth	of	their	rumor,	
  they	must	aid	or	defeat	the	reality	of	that	
  rumor.			
  Creatures/NPCs	
  The	NPC	will	go	along	with	the	plan	worked	
  out	in	Episode	1,	Scene	C,	but	is	also	a	
  headstrong	hero	who	will	defect	from	the	plan	
  if	it	is	not	working.	People	along	the	way	may	
  also	distract	the	NPC.	Role-play	as	
  appropriate	for	that	NPC.	
  	
  	 Objectives/Goals.	IF	players	have	chosen	to	
  aid	an	NPC,	they	must	either	get	that	Brave	
  Adventurer	or	Deviant	Druid	to	Krenez’s	HQ	
  in	the	Waypoint	Bindery,	or	help	a	Dashing	
  Defector	rally	their	troops	for	battle.	
  However,	the	objective	must	be	pursued	in	a	
  way	that	doesn’t	arouse	suspicion	or	attention.	
  Failure	means	a	Mob	gathers	around	them.		
  	
  	 What	Does	He	Know?	The	NPC	joins	the	
  party	in	their	efforts.	You,	the	DM,	will	role-
  play	this	NPC	in	a	way	you	deem	appropriate.	
  Use	the	NPC’s	combat	abilities	as	a	means	of	
  last	resort,	and	do	NOT	let	the	NPC	win	the	
  scene	for	the	players!	If	that	happens,	the	
  players	have	failed!		
  	
  As	they	work	through	a	camp,	players	may	
  rely	on	any	combination	of	the	three	pillars	of	
  play	to	accomplish	their	objective.	
  	
  Social	
  If	a	Mob	forms,	the	players	could	resolve	the	
  situation	with	role-play.		
  Exploration		
  This	scene	focuses	on	the	characters’	plan	to	
  get	their	chosen	NPC	to	Kerenz’s	HQ.	Use	the	
  Mini-Encounter	Table,	(above,	p.	12).	Success	
  will	allow	the	players	to	get	their	NPC	to	
  Kerenz’s	HQ.	Failure	results	in	a	Mob,	and	the	
  NPC	is	delayed	in	a	way	that	affects	
  Development	in	this	Scene.	
  Combat	
  There	should	be	no	combat	unless	a	Mob	
  forms	as	a	result	of	their	plan.	
  Adjusting the Scene	 
  Here are some suggestions for adjusting this scene if 
  a Mob forms 
  Here are some suggestions for adjusting this scene: 
  • Very Weak: A Mob of 1d12 Guards forms the 
  second time an NPC raises his or her voice in 
  objection to the Party. 
  • Weak: A Mob of 1d12 Guards forms the first time 
  an NPC raises his or her voice in objection to the 
  Party. 
  • Strong: A Mob of 1d12 Guards forms the second 
  time an NPC disagrees with the Party, led by a 
  Rumormeister. 
  • Very Strong: A Mob of 1d12 Guards form the first 
  time an NPC disagrees with the Party, led by a 
  Hur’nwebel. Alternatively, have a Shadow Assassin 
  jump the party to get at their NPC if you really want 
  to bring the pain. 
  	
  Development:	A	party	wins	three	(3)	Victory	
  Points	if	they	get	their	NPC	to	Krenez’s	HQ.	If	
  they	fail	(with	or	without	the	help	of	the	NPC),	
  they	incur	five	(5)	Rout	Points!	A	party	also	
  incurs	three	(3)	Rout	Points	if	they	provoke	a	
  Mob.	
  Treasure	&	Rewards	
  IF	the	characters	are	successful	in	this	Scene,	
  award	one	(1)	of	the	Magic	Item	Unlocks	as	a	
  “gift”	depending	on	which	NPC	they	helped,	
  and	the	Adventure	Story	Award	at	the	end	of	
  the	adventure
  
  	
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDALCCC-Druids-03 In Tents (v.1.0) 
   
   
  14 
  Scene B. No Plan Survives First Contact 
  ((Un)deadly Assassins)  
  In	this	scene,	characters	complete	Story	Objective	B	
  by	defeating	the	(Un)deadly	Assassins.	This	Scene	
  is	not	used	if	players	are	not	pursuing	that	“Rumor	
  Track.”	However,	the	DM	may	use	the	(Un)deadly	
  Assassins	from	this	scene	IF	they	wish	to	make	
  Scene	A	more	difficult	for	the	players.	
  Prerequisites	
  Players	MUST	have	discerned	the	truth	of	this	
  rumor—that	there	are	(Un)deadly	Assassins	
  lurking	in	the	Fog—in	order	to	address	the	reality	of	
  that	rumor.	If	they	did	not,	consider	giving	them	one	
  last	chance	using	Bonus	Objective	A	(Appendix	5).	
  Story	Objective	B	
  IF	players	got	to	the	truth	of	their	chosen	rumor,	
  they	must	defeat	the	(Un)deadly	Assassins	in	the	
  Fog.	
  Creatures/NPCs	
  The	Fog	will	not	attack	the	PCs	unless	they	get	
  within	ten	feet	of	it.	However,	the	(Un)deadly	
  Assassins	may	attack	the	PCs	if	they	get	near	the	
  Fog.	
  	
  	 Objectives/Goals.	The	players	must	attack	the	
  (Un)deadly	Assassins	in	the	Fog,	in	order	to	
  succeed.		However,	the	objective	must	be	pursued	in	
  a	way	that	doesn’t	arouse	suspicion	or	attention.	
  Failure	means	a	Mob	gathers	around	them,	and	may	
  attempt	to	“sacrifice”	them	to	the	Fog	to	solve	their	
  suspicions!	
  	
  	 What	Does	He	Know?	The	(Un)deadly	Assassins	
  are	focused	on	one	of	the	more	important	NPCs	and	
  would	prefer	to	flee	rather	than	be	defeated	
  (obviously!).	The	players’	plan	should	take	this	into	
  account,	and	should	deny	an	escape	route.	If	the	
  (Un)deadly	Assassins	escape,	the	players	fail.			
  	
  As	they	work	through	a	camp,	players	may	rely	on	
  any	combination	of	the	three	pillars	of	play	to	
  accomplish	their	objective.	
  Social	
  	If	a	Mob	forms,	the	players	should	attempt	to	
  resolve	the	situation	with	role-play.	
  Exploration		
  Players	should	explore	the	terrain	in	order	to	deploy	
  so	as	to	deny	the	(Un)deadly	Assassins	an	escape	
  route.	
  Combat	
  This	scene	is	the	characters’	chance	to	combat	the	
  (Un)deadly	Assassins.		
  Adjusting the Scene	 
  Here are some suggestions for adjusting this scene if a Mob 
  forms 
  • Very Weak: Use only the Fog and one Specter.  
  • Weak: Use only the Fog and two (2) Specters. 
  • Strong: The Fog expands 1d4 squares toward the 
  characters as soon as the characters approach within ten 
  feet of it. Two (2) Specters, and the Deathlock lurk within 
  waiting to strike. 
  • Very Strong, including if an NPC is present: The Fog 
  expands 1d4 squares toward the characters as soon as the 
  characters approach within 20’ of it. A Shadow Assassin 
  lurks within, waiting to strike at an NPC. 
  		 Development:	A	party	wins	five	(5)	Victory	Points	
  if	they	defeat	the	(Un)deadly	Assassins.	If	they	fail,	
  they	incur	five	(5)	Rout	Points!	A	party	also	incurs	
  three	(3)	Rout	Points	if	it	provokes	a	Mob.	
  Treasure	&	Rewards	
  If	the	characters	are	successful	in	this	Scene,	award	
  the	Magic	Item	Unlock	from	the	(Un)deadly	
  Assassins,	and	the	Adventure	Story	Award.		
  Wrap-Up: Concluding the Adventure 
  If	players	stop	here,	calculate	their	Victory	or	Rout	
  Points	using	the	Repercussions	Tracker	
  (Appendix	7).	Let	them	know	if	they	saved	the	
  Moonsea	Army,	or	contributed	to	its	demise.	If	they	
  choose	to	go	on	to	the	Bonus	Episodes,	don’t	share	
  how	it’s	going.	Keep	it	“intense!”	
  
  	
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDALCCC-Druids-03 In Tents (v.1.0) 
   
   
  15 
  Adventure Rewards 
  	
  At	the	end	of	the	session,	the	characters	each	receive	
  rewards	based	upon	their	accomplishments,	as	
  follows:	
  Advancement and Treasure Checkpoints 
  The	characters	receive	1	advancement	checkpoint(s)	
  and	1	treasure	checkpoint(s)	for	each	story	
  objective	that	they	complete,	as	follows:		
  • Story	Objective	A:	Players	get	to	the	truth	of	their	
  chosen	rumor.	
  • Story	Objective	B:	Players	aid	or	defeat	their	
  chosen	rumor.	
  The	characters	receive	1	advancement	checkpoint(s)	
  and	1	treasure	checkpoint(s)	for	each	bonus	
  objective	that	they	complete,	as	follows:	
  • Bonus	Objective	A:	Get	to	the	truth	of	and	aid	or	
  defeat	a	rumor	they	failed	to	address	in	Story	
  Objective	B,	OR	get	to	the	truth	of	and	aid	or	defeat	
  an	additional	rumor.	
  • Bonus	Objective	B:	Survive	the	“Heroic	Rush	to	
  Victory”	or	the	“(Un)deadly	Rout!”	
  Player Rewards 
  The	characters	earn	the	following	player	rewards	for	
  completing	the	adventure:	
  Magic	Item	Unlock	
  Characters	completing	the	adventure	unlock	the	
  following	depending	on	which	NPC(s)	they	helped,	or	
  which	Monsters	they	defeated:	
  Brave Adventurer:  Lantern of Revealing 
  (Uncommon) 
  This	lantern	belonged	to	a	vampire	hunter	known	to	
  the	Brave	Adventurer	in	times	past.	It	burns	olive	
  oil,	and	has	a	little	basket	above	the	flame	for	roasting	
  garlic.	Bella!	
  Dashing Defector: Veteran’s Cane 
  (Common) 
  This	sword	cane	belonged	to	the	Dashing	Defector	
  characters	prevented	from	defecting.	The	handle	has	
  that	faction’s	crest.	
   
  Deviant Druid: Potion of Greater 
  Healing (Uncommon) 
  Though	the	vial	seems	rather	archaic,	sniffing	the	
  potion	seems	to	indicate	it	has	not	yet	passed	its	
  expiration	date.		
  (Un)deadly Assassin: Walloping 
  Ammunition (1-Common) 
  This	arrow	has	a	broad,	blunt	point	shaped	like	a	
  mailed	fist,	a	prize	for	service	faithful	to	the	Order	of	
  the	Gauntlet.	
  Story	Awards	
  If	players	succeed	with	Story	Objective	B,	their	
  characters	gain		
  	
  • Adventure	Story	Award—Rising	Hero.		
  Your	name	travels	ahead	of	you,	resulting	in	
  favorable	treatment	in	your	FIRST	reactions	with	
  strangers	in	the	Moonsea	region.	More	
  information	can	be	found	in	Appendix	8.	
  Dungeon Master Rewards 
  In	exchange	for	running	this	adventure,	you	earn	
  advancement	and	treasure	checkpoints	and	
  downtime	as	though	you	played	the	adventure,	but	
  none	of	the	adventure’s	player	rewards.	
  	 However,	this	adventure	may	qualify	for	rewards	
  earned	by	completing	DM	Quests.	See	the	ALDMG	
  (Adventurers	League	Dungeon	Master’s	Guide)	for	
  more	information	about	DM	Quests.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
  	
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDALCCC-Druids-03 In Tents (v.1.0) 
   
   
  16 
  Appendix 1: NPCs   
  	
  Part	of	what	makes	this	adventure	intense	is	that	it	
  has	a	lot	of	possibilities	depending	on	what	rumors	
  the	players	find	interesting.	Don’t	let	that	feel	too	
  intense	for	you	as	the	DM!	See	it	as	an	opportunity	for	
  you	to	run	this	adventure	many	times	over	and	play	a	
  different	NPC	every	time!	
  	
  The	NPCs	come	in	three	categories,	Brave	
  Adventurers,	Dashing	Defectors,	and	Deviant	
  Druids.	Players	may	be	drawn	to	a	category	(“We	
  must	stop	the	defectors!”)	or	to	a	particular	
  adventurer	(Let’s	meet	Roger	D’Ounne	and	get	
  famous!).	Once	they’ve	chosen,	that	character	is	your	
  NPC	to	role-play	based	on	your	interpretation.	
  	
  If	you	like,	you	can	create	a	character	sheet	for	that	
  NPC	while	the	players	are	debating	their	plan.	Use	
  D&D	Beyond	or	any	other	number	of	quick-character	
  creation	tools	online.	This	basically	gives	you	the	
  chance	to	run	a	character	in	the	adventure,	without	
  seeing	it	killed	in	the	end.		
  	
  The	NPCs	should	never	fight	the	player	characters.	If	
  the	player	characters	try,	the	NPCs	will	just	turn	and	
  walk	away	as	they	are	more	than	a	match	for	what	
  the	players	can	handle	with	Tier	1	characters.		
  	
  Neither	are	the	NPC’s	meant	to	help	the	players	
  mechanically	(save	in	an	emergency).	Instead,	the	
  NPCs	provide	you,	the	DM,	with	a	haughty,	over-the-
  top	opportunity	to	role	play	these	prima	donnas,	
  much	as	you	might	end	up	role-playing	your	own	high	
  level	characters.	No	NPC	at	this	level	would	join	a	
  fight	that	is	“beneath	them”	unless	their	own	life	is	at	
  stake,	and	may	even	mock	characters	that	aren’t	up	to	
  the	challenge	of	escorting	them.	If	an	NPC	has	to	
  save	the	characters,	the	players	have	failed	to	
  achieve	their	objective!	
  Brave Adventurers 
  Characters	may	have	heard	rumors	about	all	four,	but	
  will	likely	only	interact	with	one	(1).	If	they	dither,	
  roll	a	d4.	
  	
  Maad	Maggotbreath	(MAHD)	A	female	Half-Orc	
  Champion	who	wields	a	mighty	greatsword;	her	
  breath	may	kill	you	first.	She	has	a	temper	to	match	
  her	name,	but	her	anger	can	be	managed	if	you	keep	
  her	well-fed	with	rotten	meat—the	more	maggot-
  ridden	the	better!	Quote:	“Tastes	like	week	old	
  chicken!”	
  	
  Nahjuat	(Nah-what)	A	Yuan-Ti	Pureblood	Diviner	
  who	thinks	he	has	seen	it	all.	Maybe	he	has!	Nahjuat	
  is	known	to	change	the	events	around	him	like	
  snakes	change	skin.	He	is	certain—he	would	say	
  infallible—regarding	his	visions,	and	as	such	will	
  never	slink	away	from	trouble.	Quote:	“Isss	that	
  really	all	you	sssee?”	
  	
  Isopheelia	(EYE-so-feel-yah)	A	noble	female	
  Aquatic	Elf	who	abandoned	her	underwater	life	to	
  escape	a	bad	marriage.	Now	a	swift-tongued	
  Assassin,	she’s	as	quick	to	point	out	others’	flaws	as	
  she	is	to	cut	them	down	with	her	swords.	Quote:	“Is	
  that	ALL	you’ve	got?”	
  	
  Roger	D’Ounne	(RODJ-er	DOON)	Darker	and	
  sneakier	than	most	Halflings,	Roger	is	a	frisky	Bard	
  whose	skills	on	the	lute	are	matched	by	his	pluck	
  with	a	bow.	He	tends	to	sing	about	those	he	meets,	
  so	every	adventurer	within	ten	miles	wants	on	his	
  bandwagon.	Quote:	“You’re	just	another	cock-robbin,	
  a	sighin’	and	a	sobbin’.”	
  Dashing Defectors 
  Characters	may	have	heard	rumors	about	all	four,	but	
  will	only	interact	with	the	one	(1).	If	they	dither,	roll	a	
  d4.	
  	
  Serie	Mithrime	(SEAR-ee	MITH-rime).	
  The	leader	of	the	Emerald	Enclave	is	a	female	half-elf	
  Enchanter.	Aloof	and	detached,	she	was	promised	
  “reinforcements”	from	a	Druid	Circle	in	Yulash,	but	
  these	have	not	arrived.	She	fears	she	cannot	hold	
  without	them.	Quote:	“These	deviant	druids	will	
  surely	be	our	defeat.”	
  	
  Minain	Firebeard	(Mih-NANE)	
  The	leader	of	the	Lord’s	Alliance	is	an	excitable	male	
  dwarf	Champion.	Young	for	this	honor,	he’s	likely	to	
  become	ensnared	in	the	rumors	afoot	more	easily	
  than	most	(Characters	make	Charisma	checks	with	
  him	at	Disadvantage).	If	spooked,	he’ll	bolt.	Quote:	
  “Does	ya	think	it	coulda	be	true?”	
  	
  Elres	Larke	(EL-raze	LARK).	
  The	leader	of	the	Order	of	the	Gauntlet	is	an	aged	
  human	Champion	with	thinning	white	hair	and	not	
  a	few	close,	handsome	aides.	Hardly	his	first	battle,	
  he	knows	when	he	is	outnumbered,	and	guesses	he	
  is.	If	proved	right,	he	knows	discretion	is	the	better	
  part	of	valor.	Quote:	“I	didn’t	rise	to	my	position	by	
  rolling	the	dice!”	
  	
  
  	
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDALCCC-Druids-03 In Tents (v.1.0) 
   
   
  17 
  Karrin	Tragidore	(CAR-rin	TRAG-e-door)	
  The	leader	of	the	Zhentarim	is	an	Enchanter;	a	
  human	woman	in	a	black	silk	robe	worked	with	deep	
  purple	gems.	She	watched	as	the	Fog	transformed	
  dozens	of	her	Zhentarim	soldiers	into	undead.		She	is	
  concerned	she	may	have	to	pull	her	forces	back	from	
  the	wall	to	preserve	them.	Quote:	“My	job	is	to	lure	
  the	living,	not	the	dead!”	
  Deviant Druids 
  Characters	may	have	heard	rumors	about	all	four,	but	
  will	only	interact	with	the	one	(1).	If	they	dither,	roll	a	
  d4	.	
  	
  Yavendel	(YA-ven-del)—A	Female	Gnome	Druid	
  living	on	the	outskirts	of	Mulmaster.	Urbane	for	a	
  druid,	she	seems	to	have	connections	with	everyone	
  and	simply	must	stop	to	catch	up	with	them!	Quote:	
  “My	dear,	it’s	been	too	long!	We	simply	must	catch	
  up.”	
  	
  Ilasera	(ee-la-SAR-ah)	–	An	auburn-haired,	olive-
  skinned	female	Half-Elf	Druid	clad	in	robes	of	the	
  autumn	maple.	She	HATES	people!	Preferring	
  animals	and	plants,	she	is	horrified	to	see	both	
  trampled	down	by	this	army	and	will	want	to	offer	
  aid	whenever	she	can.	Quote:	“Oh	that	poor	creature!	
  Someone	must	do	something,	and	I,	I	AM	someone!”	
  	
  Dreena	Dellmon	(DREE-na	DEL-mohn)	A	tan-
  skinned	female	human	Druid	with	two	different	
  colored	eyes;	she’s	twin-spirited	to	match.	She	was	
  summoned	down	from	the	Savage	Frontier	in	the	
  north	in	order	to	assist	the	Emerald	Enclave,	but	
  finds	this	camp	a	little	too	closed	in	for	her	liking.	
  Quote:	“Do	you	have	to	stand	so	close	to	us?”	
  	
  Mourntarn	(MORN-Tarn)	–	Is	a	male	human	Druid	
  from	the	south	answering	the	call	of	his	friends	in	
  the	Enclave.	He	is	a	middle-aged	man	with	a	dark,	
  rock-like	cloak	and	face,	the	latter	clouded	even	
  more	by	his	serious	skepticism.	Quote:	“Well	I	
  suppose	I	could,	but	I	don’t	know	what	good	it	will	do.”	
  	
  Note:	the	druids	are	largely	“deviant”	because	they	
  are	late,	but	you	can	play	them	any	way	you	like!	
  	
  	
  	
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  	
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDALCCC-Druids-03 In Tents (v.1.0) 
   
   
  18 
  Appendix 2: 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 Resistances Poison	
  Senses Passive Perception 13 
  Languages Thieves’ cant plus any two languages 
  Challenge 8 (3,900 XP)	
  	
  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. 
  Bard (Davil Starsong) 
  Medium humanoid (any race), neutral 
  Armor Class 15 (Chain Shirt) 
  Hit Points 82(15d8 + 15) 
  Speed 30 ft. 
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 10	(+5)	
  15	(+2)	
  14	(+2)	
  10	(+0)	
  14	(+2)	
  12	(+1)	
  	
  Saving Throws DEX +5, CHA +6 
  Skills Arcana +6, History +6, Insight +4, Perception +4, Per
  formance +6 
  Senses Darkvision 60 ft., Passive Perception 14 
  Languages Common, Draconic, Dwarvish, Elvish 
  Challenge 6 (2,300 XP) 
   
  Fey Ancestry. Davil has advantage on saving throws 
  against being charmed, and magic can’t put him to sleep. 
   
  Spellcasting. Davil is a 12th-level spellcaster. His 
  spellcasting ability is Charisma (spell save DC 14, +6 to hit 
  with spell attacks). He has the following bard spells 
  prepared: 
   
  Cantrips (at will): mage hand, mending, minor 
  illusion, vicious mockery 
  1st level (4 slots): cure wounds, disguise self, sleep 
  2nd level (3 slots): crown of 
  madness, invisibility, suggestion 
  3rd level (3 slots): nondetection, sending, tongues 
  4th level (3 slots): compulsion, freedom of 
  movement, polymorph 
  5th level (2 slots): dominate person, greater restoration 
  6th level (1 slot): Otto’s irresistible dance 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage. 
  For the purposes of this adventure, the Bard is a Halfling. 
  Replace Fey Ancestry and Dagger with: 
  • 
  Lucky. When you roll a 1 on the d20 for an attack 
  roll, ability check, or saving throw, you can reroll 
  the die and must use the new roll.  
  • 
  Short bow. Ranged Weapon Attack: +5 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6+2) piercing 
  damage. 
  
  	
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDALCCC-Druids-03 In Tents (v.1.0) 
   
   
  19 
  Davil Starsong appears in Waterdeep: Dragon Heist 
   
  Champion 
  Medium humanoid (any race), any alignment 
  Armor Class 18 (plate) 
  Hit Points 143 (22d8 + 44) 
  Speed 30 ft. 
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 20	(+5)	
  15	(+2)	
  14	(+2)	
  10	(+0)	
  14	(+2)	
  12	(+1)	
  	
  Saving Throws STR +9, CON +6 
  Skills Athletics +9, Intimidation +5, Perception +6 
  Senses Passive Perception 16 
  Languages any one language (usually Common) 
  Challenge 9 (5,000 XP) 
   
  Indomitable (2/Day). The champion rerolls a failed 
  saving throw. 
  Second Wind (Recharges after a Short or Long Rest). As 
  a bonus action, the champion can regain 20 hit points. 
  Actions 
  Multiattack. The champion makes three attacks with its 
  greatsword or its shortbow. 
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 
  (2d6) slashing damage if the champion has more than 
  half of its total hit points remaining. 
  Shortbow. Ranged Weapon Attack: +6 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, 
  plus 7 (2d6) piercing damage if the champion has more 
  than half of its total hit points remaining. 
   
  Commoner 
  Medium humanoid (any race), any alignment 
  Armor Class 10  
  Hit Points 4 (1d8) 
  Speed 30 ft. 
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 10	(+0)	
  10	(+0)	
  10	(+0)	
  10	(+0)	
  10	(+0)	
  10	(+0)	
  Senses  Passive Perception 10 
  Languages Any one language (usually Common) 
  Challenge 0 (10 XP) 
   
  Deathlock 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with Mage Armor) 
  Hit Points 36 (8d8) 
  Speed 30 ft. 
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 11	(+0)	
  15	(+2)	
  10	(+0)	
  14	(+2)	
  12	(+1)	
  16	(+3)	
  Saving Throws INT +4, CHA +9	
  Skills Arcana +4, History +4 
  Damage Resistances Necrotic; Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks that aren’t Silvered 
  Damage Immunities Poison 
  Condition Immunities Exhaustion, Poisoned 
  Senses Darkvision 60 ft., Passive Perception 11 
  Languages the languages it knew in life 
  Challenge 4 (1,100 XP) 
  Innate Spellcasting. The deathlock’s innate spellcasting 
  ability is Charisma (spell save DC 13). It can innately cast 
  the following spells, requiring no material components: 
  At will: detect magic, disguise self, mage armor 
  Spellcasting. The deathlock is a 5th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, +5 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): chill touch, eldritch blast, mage hand 
  1st–3rd level (2 3rd-level slots): arms of Hadar, dispel 
  magic, hold person, hunger of Hadar, invisibility, spider 
  climb 
  Turn Resistance. The Deathlock has advantage on saving 
  throws against any effect that turns undead. 
  Actions 
  Deathly Claw. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 9 (2d6 + 2) necrotic damage. 
   
  Diviner 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with Mage Armor) 
  Hit Points 99 (18d8 + 18) 
  Speed 30 ft. 
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 9	(-1)	
  14	(+2)	
  11	(+0)	
  18	(+4)	
  12	(+1)	
  11	(+0)	
  	
  Saving Throws INT +7, WIS +4	
  Skills Arcana +7, History + 7 
  
  	
  	
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  Senses Passive Perception 11 
  Languages any four languages 
  Challenge 8 (3,900 XP) 
  Spellcasting. The diviner is a 15th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 15, +7 to 
  hit with spell attacks). The diviner has the following 
  wizard spells prepared: 
  Cantrips (at will): fire bolt, light, mage 
  hand, message, true strike 
  1st level (4 slots): detect magic,* feather fall, mage 
  armor2nd level (3 slots): detect thoughts,* locate 
  object,* scorching ray 
  3rd level (3 slots): clairvoyance,* fly, fireball 
  4th level (3 slots): arcane eye,* ice storm, stoneskin 
  5th level (2 slots): Rary’s telepathic bond,* scrying* 
  6th level (1 slot): mass suggestion, true seeing* 
  7th level (1 slot): delayed blast fireball, teleport 
  8th level (1 slot): maze 
  *Divination spell of 1st level or higher 
  Portent (Recharges after the Diviner Casts a Divination 
  Spell of 1st Level or Higher). When the diviner or a 
  creature it can see makes an attack roll, a saving throw, 
  or an ability check, the diviner can roll a d20 and choose 
  to use this roll in place of the attack roll, saving throw, or 
  ability check. 
  Actions 
  Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 
  ft., one target. Hit: 2 (1d6 – 1) bludgeoning damage, or 3 
  (1d8 – 1) bludgeoning damage if used with two hands. 
   
  Druid (Elizar Dryflagon) 
  Medium humanoid (any race), any alignment 
  Armor Class 14 (hide) 
  Hit Points 71 (11d8 + 22) 
  Speed 30 ft. 
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 13	(+1)	
  15	(+2)	
  14	(+2)	
  11	(+0)	
  18	(+4)	
  10	(+0)	
  	
  Skills Arcana +3, Deception +3 
  Senses Passive Perception 14 
  Languages Common, Druidic 
  Challenge 5 (1,800 XP) 
  Spellcasting. The Druid is a 7th-level spellcaster. His 
  spellcasting ability is Wisdom (spell save DC 15, +7 to hit 
  with spell attacks). They have the following druid spells 
  prepared: 
  Cantrips (at will): druidcraft, guidance, poison 
  spray, produce flame 
  1st level (4 slots): animal friendship, faerie fire, healing 
  word, jump, thunderwave 
  2nd level (3 slots): flame blade, spike growth 
  3rd level (3 slots): dispel magic, stinking cloud 
  4th level (2 slots): blight, wall of fire 
  Summon Mephits (Recharges after a Long Rest). The 
  Druid can use an action to cast conjure minor elementals. 
  If they do so, they summon four smoke 20ephitis. 
  Elizar Dryflagon appears in Princes of the Apocalypse 
  Actions 
  +1 Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) 
  piercing damage. 
   
  Enchanter 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with Mage Armor) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 9	(-1)	
  14	(+2)	
  11	(+0)	
  17	(+3)	
  12	(+1)	
  11	(+0)	
  	
  Saving Throws INT +6, WIS +4	
  Skills Arcana +6, History +6 
  Senses Passive Perception 11 
  Languages any four languages 
  Challenge 5 (1,800 XP) 
  Spellcasting. The enchanter is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 to 
  hit with spell attacks). The enchanter has the following 
  wizard spells prepared: 
  Cantrips (at will): friends, mage hand, mending, message 
  1st level (4 slots): charm person,* mage armor, magic 
  missile 
  2nd level (3 slots): hold person,* invisibility, suggestion* 
  3rd level (3 slots): fireball, haste, tongues 
  4th level (3 slots): dominate beast,* stoneskin 
  5th level (2 slots): hold monster* 
  *Enchantment spell of 1st level or higher 
  
  	
  	
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  21 
  Actions 
  Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 
  ft., one target. Hit: 2 (1d6 – 1) bludgeoning damage, or 3 
  (1d8 – 1) bludgeoning damage if used with two hands. 
   
  Reactions 
  Instinctive Charm (Recharges after the Enchanter Casts 
  an Enchantment Spell of 1st Level or Higher). The 
  enchanter tries to magically divert an attack made 
  against it, provided that the attacker is within 30 feet of 
  it and visible to it. The enchanter must decide to do so 
  before the attack hits or misses. 
  The attacker must make a DC 14 Wisdom saving throw. 
  On a failed save, the attacker targets the creature closest 
  to it, other than the enchanter or itself. If multiple 
  creatures are closest, the attacker chooses which one to 
  target. 
  Fog (Vampiric Mist) 
  Medium undead, chaotic evil 
  Armor Class 13 
  Hit Points 30 (4d8 + 12) 
  Speed 0 ft. (fly 30 ft., hover) 
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 6	(-2)	
  16	(+3)	
  16	(+3)	
  6	(-2)	
  12	(+1)	
  7	(-2)	
  	
  Saving Throws WIS +3 
  Damage Resistances Acid, Cold, Lightning, Necrotic, 
  Thunder; Bludgeoning, Piercing, and Slashing from 
  Nonmagical Attacks 
  Damage Immunities Poison 
  Condition 
  Immunities Charmed, Exhaustion, Grappled, Paralyzed, P
  etrified, Poisoned, Prone, Restrained 
  Senses Passive Perception 11 
  Languages – 
  Challenge 3 (700 XP) 
  Actions 
  Life Drain. The mist touches one creature in its space. 
  The target must succeed on a DC 13 Constitution saving 
  throw (undead and constructs automatically succeed), or 
  it takes 10 (2d6 + 3) necrotic damage, the mist regains 10 
  hit points, and the target’s hit point maximum is reduced 
  by an amount equal to the necrotic damage taken. This 
  reduction lasts until the target finishes a long rest. The 
  target dies if its hit point maximum is reduced to 0. 
  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. 
   
  Hur’nwebel (Thug) 
  Medium humanoid (any race), any alignment 
  Armor Class 11 (Leather Armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 15	(+2)	
  11	(+0)	
  14	(+2)	
  10	(+0)	
  10	(+0)	
  11	(+0)	
  	
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge ½ (100 XP) 
   
  Pack Tactics. The thug has advantage on an attack roll 
  against a creature if at least one of the thug’s allies is 
  within 5 feet of the creature and the ally 
  isn’t incapacitated. 
  Actions 
  Multiattack. The Hur’nwebel makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) bludgeoning damage damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
  Hur’nwebeln (Hoorn-WAY-bulln) back up Guards or 
  Rumormeisters to quell rumors in a military camp. 
  
  	
  	
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  Rumormeister (Lord’s Alliance Guard) 
  Medium humanoid, chaotic good 
  Armor Class 16 (Chain shirt, shield) 
  Hit Points 11 (2d8) 
  Speed 30 ft. 
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 14	(+2)	
  12	(+1)	
  12	(+1)	
  10	(+0)	
  11	(+0)	
  10	(+0)	
  	
  Skills Perception +2 
  Damage Resistances Poison 
  Senses Dark Vision 60 ft., Passive Perception 12 
  Languages Common, Dwarvish 
  Challenge ¼ (50 XP) 
  Actions 
  Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft. 
  Hit: 7 (1d10+2) slashing damage. 
   
  Rumormeisters (roo-mor-MY-sters) are halberd-wielding 
  dwarf toughs who move through camps quelling rumors 
  among the camp followers. 
  Shadow Assassin 
  Medium undead, chaotic evil 
  Armor Class 14 (leather) 
  Hit Points 78 (12d8 +24) 
  Speed 30 ft. 
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 6	(-2)	
  19	(+4)	
  14	(+2)	
  13	(+1)	
  12	(+1)	
  14	(+2)	
  	
  Saving Throws DEX +8, INT +5	
  Skills Perception +9, Stealth +12 
  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 Dark Vision 60 ft., Passive Perception 19 
  Languages understands the languages it knew in life, but 
  can’t speak 
  Challenge 9 (5,000 xp) 
   
  Amorphous. The assassin can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  Shadow Stealth. While in dim light or darkness, the 
  assassin can take the Hide action as a bonus action. 
   
  Sunlight Weakness. While in sunlight, the assassin has 
  disadvantage on attack rolls, ability checks, and saving 
  throws. 
  Actions 
  Multiattack. The assassin makes two Shadow Blade 
  attacks. 
  Shadow Blade. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 
  (3d6) necrotic damage. Unless the target is immune to 
  necrotic damage, the target’s Strength score is reduced 
  by 1d4 each time it is hit by this attack. The target dies if 
  its Strength is reduced to 0. The reduction lasts until the 
  target finishes a short or long rest. 
  If a non-evil humanoid dies from this attack, a shadow 
  (see the Monster Manual) rises from the corpse 1d4 
  hours later. 
   
  Skeleton 
  Medium undead, lawful evil 
  Armor Class 13 (Armor Scraps) 
  Hit Points 13 (2d8+4) 
  Speed 30 ft. 
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 10	(+0)	
  14	(+2)	
  15	(+2)	
  6	(-2)	
  8	(-1)	
  5	(-3)	
  	
  Damage Vulnerabilities Bludgeoning	
  Damage Immunities Poison 
  Condition Immunities Exhaustion, Poisoned 
  Senses Darkvision 60 ft., Passive Perception 9 
  Languages Understands all languages it knew in life but 
  can’t speak 
  Challenge ¼ (50 XP) 
  Actions 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  Specter 
  Medium undead, chaotic evil 
  Armor Class 12 
  Hit Points 22 (5d8+0) 
  Speed 0ft., fly 50 ft. 
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 1	(-5)	
  14	(+2)	
  11	(+0)	
  10	(+0)	
  10	(+0)	
  11	(+0)	
  
  	
  	
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  23 
  	
  Damage Resistances Acid, Cold, Fire, Lightning, Thunder; 
  Bludgeoning, Piercing, and Slashing from Nonmagical 
  Attacks 
  Damage Immunities Necrotic, Poison 
  Condition 
  Immunities Charmed, Exhaustion, Grappled, Paralyzed, P
  etrified, Poisoned, Prone, Restrained, Unconscious 
  Senses Darkvision 60 ft., Passive Perception 10 
  Languages Understands all languages it knew in life but 
  can’t speak 
  Challenge 1 (200 XP) 
   
  Incorporeal Movement. The specter can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object. 
  Sunlight Sensitivity. While in sunlight, the specter has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 10 (3d6) necrotic damage. The target must 
  succeed on a DC 10 Constitution saving throw or its hit 
  point maximum is reduced by an amount equal to the 
  damage taken. This reduction lasts until the creature 
  finishes a long rest. The target dies if this effect reduces 
  its hit point maximum to 0. 
   
  Zombie 
  Medium undead, neutral evil 
  Armor Class 8 
  Hit Points 22 (3d8 + 9) 
  Speed 20 ft.	
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 13	(+1)	
  6	(-2)	
  16	(+3)	
  3	(-4)	
  6	(-2)	
  5	(-3)	
  	
  Damage Immunities Poison 
  Condition Immunities Poisoned 
  Senses Darkvision 60 ft., Passive Perception 8 
  Languages Understands the languages of its creator but 
  can’t speak 
  Challenge ¼ (50 XP) 
   
  Undead Fortitude. If damage reduces the zombie to 0 hit 
  points, it must make a Constitution saving throw with a 
  DC of 5 + the damage taken, unless the damage is radiant 
  or from a critical hit. On a success, the zombie drops to 1 
  hit point instead. 
  Actions 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage. 
  		
  
  	
  	
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  Appendix 3: Map A, The Faction Encampments 
  	
  
  	
  	
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  Appendix 3: Map B, Generic Camp Map
  	
  
  	
  	
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  DDALCCC-Druids-03 In Tents (v.1.0) 
   
   
  26 
  Appendix 4:  Rumor Slips 
  	
  At	the	beginning	of	the	Call	To	Action:	Rumors	episode,	players	roll	a	d4	and	receive	that	number	of	Rumor	Slips	for	
  their	characters.	Pre-cut	the	Rumor	Slips	on	the	next	four	pages	so	players	may	draw	randomly	from	a	pile.	
  	
  Category 
  Rumor Description 
  Brave 
  Adventurers! 
  Brave Adventurers were on the Necromancer Marzellus’ trail before the fog 
  rose up and scattered them throughout the camps.  
  Brave 
  Adventurers! 
  The Champion, Maad Maggotbreath, was spotted in the Zhentarim camp. It 
  had to be her; you can’t miss that stench! 
  Brave 
  Adventurers! 
  The Diviner, Najhuat, was spotted in the Lord’s Alliance Camp. You can’t miss 
  him, but if you do, he’ll see you! 
  Brave 
  Adventurers! 
  The Brave Adventurer, Roger D’Ounne was last seen in the Harper’s camp with 
  several “band-wagoners” in tow. 
  Brave 
  Adventurers! 
  Krenez’s loyal Assassin, Isopheelia, is said to have docked her ship in the river 
  near the Emerald Enclave camp. 
  Brave 
  Adventurers! 
  Marzellus’ (un)deadly assassins are after the Brave Adventurers. They need to 
  get to Krenez before one of them gets killed. 
  Brave 
  Adventurers! 
  Krenez needs the Brave Adventurers to reassemble at the Bindery as soon as 
  possible. 
   
   
   
   
   
   
   
  
  	
  	
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  Category 
  Rumor Description 
  Dashing 
  Defectors! 
  The fog has killed so many of Karrin Tragidore’s Zhentarim that she’s ordered 
  her pickets in. She may be preparing to pull up and leave. 
  Dashing 
  Defectors! 
  Lady Serie Mihrime, the leader of the Emerald Enclave, was promised support 
  from several leading druids. They haven’t shown up, and she may not wait for 
  them! 
  Dashing 
  Defectors! 
  Minain Firebeard, the young dwarf Champion leading the Lord’s Alliance, is in 
  over his head. There are those in his camp plotting to withdraw before battle is 
  joined. 
  Dashing 
  Defectors! 
  Lord Elres Larke has seen many a battle with the Order of the Gauntlet, but he 
  doesn’t like the odds here. It’s said he doesn’t want to stay and fight when 
  others might defect. 
  Dashing 
  Defectors! 
  Commander Krenez is betting everything on sneaking his “Brave Adventurers” 
  into the Keep, but if they fail, some camps may defect before battle is joined. 
  Dashing 
  Defectors! 
  Commander Krenez is betting everything on sneaking his “Brave Adventurers” 
  into the Keep, but if they fail, some camps may defect before battle is joined. 
  Dashing 
  Defectors! 
  Karrin Tragiodore is an Enchanter not to be trusted despite her ‘close’ ties to 
  Krenez. Her loyalty is to the Zhentarim, and isn’t it the Zhentarim who are 
  attacking out of the fog? 
  	
  	
   
   
  	
  	
  	
  
  	
  	
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  Category 
  Rumor Description 
  (Un)deadly 
  Assassins!! 
  Since the fog started to rise from the Keep, guards are finding dead bodies in 
  its wake. They don’t stay dead for long, though. 
  (Un)deadly 
  Assassins!! 
  One of the guards told you he watched the fog swallow a friend. 
  (Un)deadly 
  Assassins!! 
  One of the guards told you he watched the fog pass over a friend, who turned 
  into a zombie. 
  (Un)deadly 
  Assassins!! 
  Some say the fog is a smoke screen to help the Necromancer Marzellus’ 
  undead infiltrate the Moonsea Army!  
  (Un)deadly 
  Assassins!! 
  One of the mounted troopers told you his horse spooks whenever he gets too 
  close to the fog. The animals know what’s what! 
  (Un)deadly 
  Assassins!! 
  Undead soldiers aren’t the only undead in that fog!  The enemy is already on 
  the move! 
  (Un)deadly 
  Assassins!! 
  Marzellus the Necromancer has raised all the dead Zhents of the Keep, and 
  their captains are coming for our leaders! We’ll be a disorganized mob come 
  morning. 
  	
  	
  	
  	
   
  	
  	
  	
  	
  
  	
  	
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  Category 
  Rumor Description 
  Deviant 
  Druids! 
  The fog is making it difficult and dangerous for anyone to find their way 
  around the camps—even powerful druids. They need an escort. 
  Deviant 
  Druids! 
  Lady Serie Mihrime, the leader of the Emerald Enclave, was promised support 
  from several leading druids, but they haven’t shown up. 
  Deviant 
  Druids! 
  A great druid named Yavendel is said to have crossed the picket lines of the 
  Lord’s Alliance camp, and is chatting away while waiting for the others. 
  Deviant 
  Druids! 
  A great druid named Ilasera is said to have crossed the picket lines of the 
  Order of the Gauntlet camp and is angrily demanding an escort. 
  Deviant 
  Druids! 
  A renowned druid named Dreena Dellmon is said to have crossed the picket 
  lines of the Emerald Enclave camp, then gone back into the woods until she 
  can connect with another Druid, Serie Mihrime, alone. 
  Deviant 
  Druids! 
  A grumpy druid named Mourntarn is rumored to have been detained. Seems 
  the Zhentarim want his help with the mysterious fog. 
  Deviant 
  Druids! 
  The fog is making it difficult and dangerous for anyone to find their way 
  around the camps—even powerful druids. They need an escort. 
  	
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDALCCC-Druids-03 In Tents (v.1.0) 
  30
  Appendix 5: Results (Bonus Objective A) 
  Estimated	Duration:	50	minutes	
  Setting Description 
  Depending	on	how	it’s	going,	players	may	need	to	
  make	a	second	attempt	at	their	chosen	Reality	(if	
  unsuccessful),	or	they	may	jump	to	one	of	the	other	
  three	Rumor	Tracks	if	they	succeeded	with	the	first.	
  Story	Objective	B,	Take	2	
  Depending	on	their	chosen	rumor,	the	characters	
  must	either	escort	their	NPC	through	the	other	camps	
  to	Krenez’s	HQ	in	the	Waypoint	Bindery	without	
  drawing	undue	attention	(Exploration);	rally	the	
  troops	to	their	Dashing	Defector	NPC	(Role	Play),	or	
  defeat	the	“(Un)deadly	Assassin	(Combat)	in	the	Fog.	
  Area	Information	
  The	following	information	is	used	for	all	scenes	in	this	
  Episode.	
  Weather:	There	is	a	chill	in	the	air,	and	a	fog	has	
  started	to	creep	into	the	camps.	Place	some	cotton	
  balls	on	the	edge	of	the	map,	and	expand	the	fog	
  into1d4	random	squares	each	turn.	
  	 Dimensions	&	Terrain.	Use	the	Faction	Camp	Map	
  regardless	of	which	Rumor	the	players	choose.	The	
  camp	includes	dozens	of	tents	scattered	with	gear	
  that	makes	the	terrain	difficult	going.	
  	 Lighting.	The	area	between	the	tents	is	lit	only	by	
  waning	campfires,	and	is	dim.	There	is	no	light	in	the	
  tents,	save	the	HQ	tent,	unless	players	create	it.	
  High Alert! 
  Every one is on high alert. As characters move through the 
  camp they are confronted frequently by 1d4 Guards who want 
  to know their business, and will likely tell them to mind their 
  own. If interactions between the characters and guards get 
  tense, or too loud, call for a group Stealth Check where an 
  average of 12 is a success. If the party fails this check, a Mob 
  will form to settle things. Roll a d12 to determine how many 
  are in the Mob, and refer to “Handling Mobs” in DMG Ch. 8. 
  In Tents Random Mini-Encounters 
  No	matter	where	the	players	are,	there	will	always	be	
  a	crowd	in	their	vicinity.	As	they	work	to	resolve	the	
  realities	in	this	episode,	that	crowd	may	be	an	
  obstacle.	As	characters	move	across	the	camp,	roll	the	
  following	as	often	as	you	like!	
  If	the	party	is	using	Stealth,	Deception,	or	Disguise,	
  subtract	one	(1)	for	each	from	the	d6dr.	A	d6dr	of	
  zero	(0)	means	nothing	happens.	
  d6dr 
  Mini-Encounter 
  1 
  Guards. Characters must deal with Guards in the 
  area as in Episode 1.  
  2 
  Band-wagoning! A Mob flocks to the NPC the 
  players are escorting, drawing unwanted attention. 
  If the characters cannot dispel the Mob with 
  successful Persuasion Checks (DC13), they incur 
  one (1) Rout Point. 
  3 
  Pick-pockets! Players roll Perception Checks vs. 
  NPC Sleight of Hand Checks. If the pick-pockets win, 
  “steal” an item from characters who fail. The pick-
  pockets then disappear into the crowd. 
  4 
  Old friends! A member of the crowd recognizes the 
  NPC the players are escorting, drawing unwanted 
  attention. If the PCs cannot break up the re-union 
  with successful Persuasion Checks (DC13), they 
  incur one (1) Rout Point. 
  5 
  The Fog has killed people in this area! The survivors 
  are begging for help to prevent the dead from 
  rising, but 1d3 do rise as Zombies! 
  6 
  An (Un)deadly Assassin strikes! The Shadow 
  Assassin makes one surprise attack on an NPC the 
  characters are escorting. After that, all characters 
  get an opportunity attack as it flees, out-numbered. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDALCCC-Druids-03 In Tents (v.1.0) 
  31
  Appendix 6: Repercussions 
  (Bonus Objective B) 
  Setting Description 
  In	this	bonus	objective,	battle	is	joined.	How	
  the	battle	goes	will	depend	on	the	ratio	of	
  Victory	to	Rout	points	tallied	prior	to	playing	
  this	Bonus	Episode.	A	positive	ratio	means	the	
  players	join	the	“Rush	to	Victory!”	A	negative	
  ratio	means	the	players	must	survive	the	
  “(Un)deadly	Rout.”	
  Bonus	Objective	B	
  Characters	must	fight	in	the	battle,	either	
  joining	the	“Rush	to	Victory,”	or	running	for	
  their	lives	in	the	“(Un)deadly	Rout.”	
  Area	Information	
  The	following	information	is	used	for	all	
  scenes	in	this	Episode.	
  Weather:	There	is	a	chill	in	the	air,	and	a	
  fog	has	started	to	creep	into	the	camps.	Place	
  some	cotton	balls	on	the	map,	and	expand	the	
  fog	into1d4	random	squares	each	turn.	
  	 Dimensions	&	Terrain.	Use	an	open	space	
  map,	decorated	with	rubble	on	one	end	but	
  otherwise	open	ground.	The	open	ground	is	
  scattered	with	bodies	and	cast	off	weapons,	all	
  of	which	makes	the	terrain	difficult	going.	
  	 Lighting.	The	battlefield	is	lit	only	by	the	
  dawn’s	early	light,	making	it	dim.		
  Scene A. Rush to Victory 
  ____________________________________________
  Prerequisites	
  Players	may	only	play	this	scene	if	their	
  Victory	Point	total	is	greater	than	their	Rout	
  Point	total.	
  Bonus	Objective	B	
  Characters	fight	in	the	long-awaited	battle,	
  joining	the	“Rush	to	Victory.”		
  	 Objectives/Goals.	Players	must	conduct	
  deeds	of	heroism	against	six	fleeing	Zombies	
  and,	perhaps,	a	Dealthlock	and	his	Specters	
  attempting	to	rally	them.		
  Although	there	is	really	no	exploration	in	this	
  scene,	players	may	rely	on	any	combination	of	
  the	other	two	pillars	of	play	to	accomplish	
  their	objective.	
  Social	
  		If	they	prefer,	players	may	role-play	some	of	
  this	scene	with	you.	They	describe	their	
  heroic	actions,	and	you	as	the	DM	respond	
  with	whether	their	actions	win	them	glory,	or	
  dishonor.		
  Combat	
  		If	they	prefer,	players	may	fight	out	a	specific	
  portion	of	this	final	battle.	Their	odds	are	
  good,	as	their	heroic	deeds	have	aided	their	
  cause.	
  Adjusting the Scene	 
  Here are some suggestions for adjusting this scene 
  • Very Weak: The characters chase down five (4) 
  straggling Zombies on the fringe of the battle. 
  • Weak: The characters chase down six (6) straggling 
  Zombies on the fringe of the battle. 
  • Strong: The characters find themselves in the thick 
  of battle with eight (8) Zombies, when two (2) 
  Specters swoop down on them! 
  • Very Strong: The characters breakthrough the thick 
  of battle, and find themselves face to face with a 
  Deathlock rallying three (3) Specters to retreat into 
  the Fog. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDALCCC-Druids-03 In Tents (v.1.0) 
  32
  Scene B. (Un)deadly Rout 
  ____________________________________________	
  Prerequisites	
  Play	this	scene	if	the	players	Rout	Point	total	
  is	greater	than	their	Victory	Point	total.	
  Bonus	Objective	B	
  Because	of	their	less	than	heroic	deeds,	
  characters	must	survive	the	long-dreaded	
  battle,	now	turned	into	an	“(Un)deadly	Rout.”	
  	 Objectives/Goals.	Pursued	by	six	(6)	
  Skeletons,	three	(3)	Specters,	and	possibly	a	
  Deathlock,	players	must	survive	the	
  “(Un)deadly	Rout.”	A	TPK	may	be	too	much,	
  but	one	or	two	characters	lost,	well,	that’s	the	
  price	of	war.	
  Although	there	is	really	no	exploration	in	this	
  scene,	players	may	rely	on	any	combination	of	
  the	other	two	pillars	of	play	to	accomplish	
  their	objective.	
  Social	
  		If	they	prefer,	players	may	role-play	some	of	
  this	scene	with	you.	They	describe	their	
  heroic	actions,	and	you	as	the	DM	respond	
  with	whether	their	actions	win	them	glory,	or	
  dishonor.		
  Combat	
  		If	they	prefer,	players	may	fight	out	a	specific	
  portion	of	this	final	battle.	Their	odds	are	
  good,	as	their	heroic	deeds	have	aided	their	
  cause.	
  Adjusting the Scene	 
  Here are some suggestions for adjusting this scene 
  • 
  • Very Weak: Six (6) Skeletons swarm around the 
  characters on the fringe of the battle. 
  • Weak: Eight (8) Skeletons and a Specter swarm 
  around the characters on the fringe of the battle. 
  • Strong: Overrun by Skeletons, the characters are 
  suddenly surrounded by four (4) Specters who 
  press them up againts the Fog. 
  • Very Strong: The characters are surrounded by the 
  thick of battle, and find themselves face to face 
  with a Deathlock and four (4) Specters who press 
  them against the Fog. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDALCCC-Druids-03 In Tents (v.1.0) 
  33
  Appendix 7: Repercussions Tracker 
  Print	this	handy	tracker	to	record	Victory	and	Rout	Points	throughout	the	episodes.	While	you	should	not	share	the	
  “score”	with	the	players,	heavy	sighs	of	relief	or	evil	laughter	as	you	keep	score	will	help	to	make	the	adventure	feel	
  even	more	intense.		
  Victory Points 
  Episode 
  Rout Points 
  Rumors: If players do not complete this Episode in 20 
  minutes, assign 3 Rout Points 
  Rising A: A party earns 1 Victory Point each time they 
  successfully interact with or evade Guards. A party 
  that provokes a Mob in a camp incurs 3 Rout Points. 
  Rising B: A party wins 2 Victory Point if they win the 
  trust of their NPC. A party incurs 3 Rout Points if they 
  provoke a Mob in a camp. 
  Rising C: A party earns 2 Victory Points if they persuade 
  their NPC to go along with their plan. If they fail, they 
  incur five (5) Rout Points! A party incurs 3 Rout Points if 
  they provoke a Mob. 
  Realities A: A party wins 3 Victory Points if they get 
  their NPC to Krenez’s HQ. If they fail, they incur 5 Rout 
  Points! A party also incurs 3 Rout Points if they provoke 
  a Mob. 
  Realities B: A party wins 5 Victory Points if they defeat 
  the (Un)deadly Assassins. If they fail, they incur 5 Rout 
  Points! A party also incurs 3 Rout Points if they provoke 
  a Mob. 
  *Results A: A party wins 3 Victory Points if they get
  their NPC to Krenez’s HQ. If they fail, they incur 5 Rout 
  Points! A party also incurs three (3) Rout Points if they 
  provoke a Mob. 
  *Results B: A party wins 5 Victory Points if they defeat 
  the (Un)deadly Assassins. If they fail, they incur 5 Rout 
  Points! A party also incurs 3 Rout Points if it provokes a
  Mob. 
  Total 
  *Repercussions: Total the number of Victory Points and
  Rout Points. If Victory Points are greater, play Bonus
  Episode Scene A: Rush to Victory.  If Rout Points are
  greater, play Bonus Episode Scene B: (Un)deadly Rout.
  Total 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDALCCC-Druids-03 In Tents (v.1.0) 
  34
  Appendix 8a: Magic Items 
  Characters	completing	this	adventure’s	Story	
  Objective	B	unlock	one	or	more	of	the	following	magic	
  items	depending	on	which	Rumor	Track	they	pursue.		
  Brave Adventurer:  Lantern of Revealing 
  (Uncommon) 
  Wondrous	item,	uncommon	
  While	lit,	this	hooded	lantern	burns	for	6	hours	on	1	
  pint	of	oil,	shedding	bright	light	in	a	30-foot	radius	
  and	dim	light	for	an	additional	30	
  feet.	Invisible	creatures	and	objects	are	visible	as	long	
  as	they	are	in	the	lantern’s	bright	light.	You	can	use	an	
  action	to	lower	the	hood,	reducing	the	light	to	dim	
  light	in	a	5-foot	radius.	
  This	item	is	found	on	Magic	Item	Table	B	in	the	
  Dungeon	Master’s	Guide.	
  This	lantern	belonged	to	a	vampire	hunter	known	to	
  the	Brave	Adventurer	in	times	past.	It	burns	olive	
  oil,	and	has	a	little	basket	above	the	flame	for	roasting	
  garlic.	Bella!	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDALCCC-Druids-03 In Tents (v.1.0) 
  35
  Appendix 8b: Magic Items 
  Characters	completing	this	adventure’s	Story	
  Objective	B	unlock	one	or	more	of	the	following	magic	
  items	depending	on	which	Rumor	Track	they	pursue.		
  Dashing Defector: Veteran’s Cane 
  (Common) 
  Wondrous	Item,	common	
  When	you	grasp	this	walking	cane	and	use	a	bonus	
  action	to	speak	the	command	word,	it	transforms	into	
  an	ordinary	longsword	and	ceases	to	be	magical.	
  Notes:	Utility	
  This	item	is	found	on	Minor	Items,	Common	Table	
  in	the	Xanathar’s	Guide	to	Everything.	
  This	sword	cane	belonged	to	the	Dashing	Defector	
  whom	characters	prevented	from	defecting.	The	
  handle	has	the	faction	crest	of	that	Defector’s	faction.	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDALCCC-Druids-03 In Tents (v.1.0) 
  36
  Appendix 8c: Magic Items 
  Characters	completing	this	adventure’s	Story	
  Objective	B	unlock	one	or	more	of	the	following	magic	
  items	depending	on	which	Rumor	Track	they	pursue.		
  Deviant Druid: Potion of Greater 
  Healing (Uncommon) 
  Potion,	common	
  You	regain	hit	points	when	you	drink	this	potion.	The	
  number	of	hit	points	depends	on	the	potion’s	rarity,	
  as	shown	in	the	Potions	of	Healing	table.	Whatever	its	
  potency,	the	potion’s	red	liquid	glimmers	
  when	agitated.	
  Notes:	Bonus:	Hit	Points,	Healing,	Consumable	
  This	item	is	found	on	Magic	Item	Table	B	in	the	
  Dungeon	Master’s	Guide.	
  Though	the	vial	seems	rather	archaic,	sniffing	the	
  potion	seems	to	indicate	it	has	not	yet	passed	its	
  expiration	date.		
  
  	
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDALCCC-Druids-03 In Tents (v.1.0) 
   
   
  37 
  Appendix 8d: Magic Items 
  Characters	completing	this	adventure’s	Story	
  Objective	B	unlock	one	or	more	of	the	following	magic	
  items	depending	on	which	Rumor	Track	they	pursue.		
   (Un)deadly Assassin: Walloping 
  Ammunition (1-Common) 
  Weapon	(any	ammunition),	common	
  	
  This	ammunition	packs	a	wallop.	A	creature	hit	by	the	
  ammunition	must	succeed	on	a	DC	10	Strength	saving	
  throw	or	be	knocked	prone.	
  	
  This	item	is	found	on	Minor	Items,	Common	Table	
  in	the	Xanathar’s	Guide	to	Everything.	
  	
  This	single	arrow	has	a	broad,	blunt	point	shaped	like	
  a	mailed	fist,	a	prize	for	service	faithful	to	the	Order	of	
  the	Gauntlet.	
  	
  
  	
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDALCCC-Druids-03 In Tents (v.1.0) 
   
   
  38 
  Appendix 8e: Adventure Story 
  Award 
  Characters	successfully	completing	one	or	more	of	
  this	adventure’s	objectives	receive	the	following	story	
  award	regardless	of	which	“Rumor	Track”	they	
  pursue.		
  	
  • Adventure	Story	Award—Rising	Hero.		
  Your	name	travels	ahead	of	you,	resulting	in	
  favorable	treatment	in	your	FIRST	reactions	with	
  strangers	in	the	Moonsea	region.		
  	
  	
  	
  	
  
  	
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDALCCC-Druids-03 In Tents (v.1.0) 
   
   
  39 
  Appendix 9: Dungeon Master Tips 
  	
  This	adventure	is	designed	for	three	to	seven	1st-
  4th	level	characters	and	is	optimized	for	five	
  characters	with	an	average	party	level	(APL)	of	3.	
  Characters	outside	this	level	range	cannot	
  participate	in	this	adventure.	
  	
  To	DM	an	adventure,	you	must	have	3	to	7	players—
  each	with	their	own	character	whose	level	is	within	
  the	adventure’s	level	range.	Characters	playing	in	a	
  hardcover	adventure	may	continue	to	play	to	but	if	
  they	play	a	different	hardcover	adventure,	they	can’t	
  return	to	the	first	one	if	they’re	outside	its	level	
  range.	
  Preparing the Adventure 
  Before	you	start	play,	consider	the	following:	
  • Before	you	read	through	the	adventure,	take	a	
  look	at	the	“Flow	Chart”	and	“Rumor	Tracker”	
  provided	at	the	beginning	of	the	adventure.	This	
  will	give	you	a	sense	of	the	big	picture.	Then	read	
  the	whole	thing.	Taking	notes	of	anything	you’d	
  like	to	highlight	or	remind	yourself	of	while	
  running	the	adventure,	such	as	a	way	you’d	like	to	
  portray	an	NPC	or	a	tactic	you’d	like	to	use	in	a	
  combat.	Familiarize	yourself	with	the	adventure’s	
  appendices	and	handouts.	
  • Gather	any	resources	you’d	like	to	use	to	aid	you	
  in	running	this	adventure--such	as	note	cards,	a	
  DM	screen,	miniatures,	and	battle	maps.	Folded	
  index	cards	make	cheap	and	easy	tents!	
  • Ask	the	players	to	provide	you	with	relevant	
  character	information,	such	as	name,	race,	class,	
  and	level;	passive	Wisdom	(Perception),	and	their	
  motivation	for	being	here	(Gold,	Glory,	Loyalty,	
  or	Survival)	
  Players	can	play	an	adventure	they	previously	
  played	as	a	Player	or	Dungeon	Master,	and	while	
  they	may	only	play	it	once	with	a	given	character,	
  the	adventure	is	designed	so	that	it	will	likely	be	
  different	each	time.		
  	
  		Ensure	each	player	has	an	adventure	logsheet	for	
  their	character	(if	not,	get	one	from	the	organizer).	
  The	players	fill	out	the	adventure	name,	session	
  number,	date,	and	your	name	and	DCI	number.	In	
  addition,	the	player	also	fills	in	the	starting	values	
  for	advancement	and	treasure	checkpoints,	
  downtime	days,	and	renown.	These	values	are	
  updated	at	the	conclusion	of	the	session.		
  	
  	 Each	player	is	responsible	for	maintaining	an	
  accurate	logsheet.	If	you	have	time,	you	can	do	a	
  quick	scan	of	a	player’s	character	sheet	to	ensure	
  that	nothing	looks	out	of	order.	If	you	see	magic	
  items	of	very	high	rarities	or	strange	arrays	of	ability	
  scores,	you	can	ask	players	to	provide	
  documentation	for	the	irregularities.	If	they	cannot,	
  feel	free	to	restrict	item	use	or	ask	them	to	use	a	
  standard	ability	score	array.		
  	
  	 Point	players	to	the	D&D	Adventurers	League	
  Players	Guide	for	reference.	If	players	wish	to	
  spend	downtime	days	and	it’s	the	beginning	of	an	
  adventure	or	episode,	they	can	declare	their	activity	
  and	spend	the	days	now,	or	they	can	do	so	at	the	end	
  of	the	adventure	or	episode.	Players	should	select	
  their	characters’	spells	and	other	daily	options	prior	
  to	the	start	of	the	adventure,	unless	the	adventure	
  specifies	otherwise.	Feel	free	to	reread	the	
  adventure	description	to	help	give	players	hints	
  about	what	they	might	face.	
  Adjusting This Adventure 
  When	combat	is	a	possibility,	the	adventure	will	
  provide	a	sidebar	that	helps	you	to	determine	the	
  best	mix/number	of	opponents	to	provide	them	with	
  to	create	an	appropriate	challenge.	While	you’re	not	
  bound	to	these	adjustments;	they’re	here	for	your	
  convenience	and	consideration.	
  	
  	 To	determine	whether	you	should	consider	
  adjusting	the	adventure,	add	up	the	total	levels	of	all	
  the	characters	and	divide	the	result	by	the	number	
  of	characters	(rounding	.5	or	greater	up;	.4	or	less	
  down).	This	is	the	group’s	average	party	level	(APL).		
  	
  	 To	approximate	the	party	strength	for	the	
  adventure,	consult	the	table	below.	
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than            Very weak 
  3-4 characters, APL equivalent         Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than                Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than      Very strong 
   
  
  	
  	
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  DDALCCC-Druids-03 In Tents (v.1.0) 
   
   
  40 
  		NPC’s	in	this	adventure	are	much	stronger	than	the	
  players.	How	you,	the	DM,	will	play	an	NPC	in	this	
  adventure	will	also	factor	in	to	a	considerable	degree.	
  If	you	play	an	NPC	actively,	consider	adjusting	APL	
  upward	by	one	level.	If	an	NPC	has	to	save	the	
  characters,	the	characters	have	failed	to	achieve	
  their	objective!	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Druids & Dragons (DRUID)/CCC-DRUIDS-03 - In Tents.pdf