TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-01
  1
  Finding the Rabbit Hole
  Pirates are pillaging and raiding more than usual along the Stojanow River and its tributaries, 
  prompting Aya Glenmiir to invite help from renowned adventurers. The journey toward 
  Greenhall is complicated by deeper issues in the Quivering Forest. The ever-malicious hag Jeny 
  Greenteeth makes an appearance, revealing the hidden source of activity and presenting a new 
  opportunity to the adventurers. Part 1 in the “At Jeny’s Request” series.
  A four-hour adventure for 5th-10th level characters
   Eric Weberg
  Adventure Designer
  Adventure Code: CCC-DES-01-01
  Version: 1.2
  This adventure was written for the 2018 Summit, a fundraiser convention held in 
  Illinois that benefits PADS of Illinois Valley.  PADS runs a network of homeless shelters, 
  as well as homes for women and families displaced by domestic violence.  For more 
  information on what you can do to help with this amazing organization, please contact 
  the Convention AL Coordinator at jonconnorself@gmail.com, or visit the PADS of 
  Illinois Valley website at ivpads.com. Your purchase helps support the charity effort.
  “When you game for charity, everybody wins.” – The D8 Summit
  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.
  ©2016 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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  CCC-DES-01-01
  2
  Introduction
  Any opening in sea or land – a whirlpool, a lake, a 
  cavern, a well – might mark the borders of 
  enchantment.
  —Time-Life Books, Fabled Lands
  Welcome to “Finding the Rabbit Hole,” a D&D 
  Adventurers League™ legal adventure designed for 
  the 2018 D8 Summit, and part of the official D&D 
  Adventurers League™ organized play system.
  This adventure is designed for three to seven 
  characters between levels 5 and 10, and is optimized 
  for five characters of level 8.  Characters outside this 
  level range cannot participate in this adventure.
  Adjusting This Adventure
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these adjustments; 
  they’re here for your convenience.
  To figure out whether you should consider adjusting 
  the adventure, add up the total levels of all the 
  characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength for the adventure, consult the 
  following table.
  Determining Party Strength
  Party Composition
  Party Strength
  3-4 characters, APL less than
  Very weak
  3-4 characters, APL equivalent
  Weak
  3-4 characters, APL greater than
  Average
  5 characters, APL less than
  Weak
  5 characters, APL equivalent
  Average
  5 characters, APL greater than
  Strong
  6-7 characters, APL less than
  Average
  6-7 characters, APL equivalent
  Strong
  6-7 characters, APL greater than
  Very strong
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a particular 
  recommendation is not offered or appropriate for 
  your group, you don’t have to make adjustments.
  Before Play at the Table
  Before you start play, consider the following:
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way you’d 
  like to portray an NPC or a tactic you’d like to use in 
  a combat. Familiarize yourself with the adventure’s 
  appendices and handouts.
   Gather any resources you’d like to use to aid you in 
  running this adventure--such as notecards, a DM 
  screen, miniatures, and battlemaps.
   Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.)
   
  Playing the Dungeon Master
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.
  To facilitate this, keep in mind the following:
  You’re Empowered. Make decisions about how the 
  group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard.
  Challenge Your Players. Gauge the experience level 
  of your players (not the characters), try to feel out (or 
  ask) what they like in a game, and attempt to deliver 
  the experience they’re after. Everyone should have 
  the opportunity to shine.
  Keep the Adventure Moving. When the game starts 
  to get bogged down, feel free to provide hints and 
  clues to your players so they can attempt to solve 
  puzzles, engage in combat, and roleplay interactions 
  without getting too frustrated over a lack of 
  information. This gives players “little victories” for 
  figuring out good choices from clues. Watch for 
  stalling—play loses momentum when this happens. 
  At the same time, make sure that the players don’t 
  finish too early; provide them with a full play 
  experience.
  
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  CCC-DES-01-01
  3
  Adventure Primer
   You may find the following information useful when 
  running this adventure.  However, this information 
  isn’t necessarily meant to be shared with players.
  Adventure Background
  Shortly after the Zhentarim liberated and assumed 
  control of Phlan, a pact was enacted between the 
  town and the dark fey of the Quivering Forest to the 
  north. In exchange for forbidding travel and logging 
  in the forest, the fey pledge to protect Phlan. The fey 
  would later honor their part of the bargain and spare 
  the town from destruction at the hand of the 
  Netherese; a fate that Zhentil Keep and the Citadel of 
  the Raven were less successful at avoiding.  This pact 
  would remain largely intact until a few years ago.  In 
  that time, a member of the Cult of the Dragon violated 
  the pact and, despite the best efforts of adventurers in 
  the area, Jeny canceled the agreement.  Not long after, 
  the town was conquered by Vorgansharax, the 
  Maimed Virulence, and not long after that, the Church 
  of Bane.  Finally free of such influences, the city of 
  Phlan has found the stability it needs to rebuild.
  Meanwhile, the rich and fertile lands along the 
  Stojanow River north of Phlan have always been 
  important as a source of food for the town. Farmers 
  grow crops while doing their best in fending off the 
  predations of wild beasts and other dangers that 
  roam the unsettled wilds. They know the only way 
  Phlan is to survive is if the people can eat. Each time 
  in its history Phlan has been razed, the outlying farms 
  suffered a similar fate. But just like the town itself, 
  these outlying farms are building anew.
  The Quivering Forest northeast of Phlan—an 
  enchanted wood known for its secretive denizens—
  has long been restricted; off limits to all travel and 
  woodcutting by the old decree. In backwater parts of 
  the Moonsea, such as the farms north of Phlan, the fey 
  within are the subject of more stories than one can 
  count; unruly children taken away by the fey, the 
  foolish farmer who didn't leave an offering from the 
  year’s first harvest, that sort of thing.
  In recent months, pirates have raided villages along 
  the Stojanow River and its tributaries in the 
  Quivering Forest. The Elven village named Greenhall, 
  frequented by Aya Glenmiir and safely nestled inside 
  the wood, has been raided several times. A letter from 
  Aya makes its way into the hands of the adventurers, 
  but Aya denies writing it.  The letter pleads for help 
  from the adventurers to fight the pirates and 
  reinforce the village defenses, and says that Aya 
  awaits their arrival in Greenhall. This is secretly a 
  manipulation by the hag, Jeny Greenteeth.
  Adventure Overview
  This adventure is divided into three parts.
  Part 1. Mirtul Showers The party's travel toward 
  Greenhall is interrupted by a nighttime flood that 
  swamps their camp. They meet Aya Glenmiir as she 
  escorts Elven families to safety, and she tasks them 
  with saving Greenhall from the pirates, who must 
  have dammed a tributary of the river Stojanow in 
  advance of a raid. Giant toads and mosquitoes 
  (stirges) plague the party.
  Part 2. Houseboat or Boathouse? Jeny Greenteeth's 
  coven sisters glide up in Jeny's house, overturned and 
  floating upside-down. Pirates and evil fey attack. The 
  party discovers the true source of the flood, coming 
  from the Feywild.
  Part 3. The Feygate Fountain. Aquatic creatures 
  assault the party as they reach the source of the 
  flooding, and an unwitting encounter with Jeny.
  Adventure Hook
  The adventure begins with the party in Phlan, 
  receiving a summons to meet Aya Glenmiir in 
  Greenhall. This summons was delivered and cleverly 
  forged by an agent of Jeny Greenteeth in Phlan, a 
  svirfneblin warlock named Brickcrystal.  He will play 
  a greater role in the events of DES-01-02.
  
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  CCC-DES-01-01
  4
  Part 1. Mirtul Showers
  Expected duration: 1 hour 15 minutes 
  The adventure begins in the newly rebuilt Madame 
  Freona’s Teakettle.  The establishment was destroyed 
  during the occupation by the Cult of the Dragon, but 
  with Phlan’s liberation (and adventurers smuggling 
  Freona out with her magical tea kettle), Freona has 
  erected a new building.  Others overlook new details 
  in the construction, but battle-hardy adventurers 
  note the new location has practical defenses built into 
  it – and no plants anywhere near the construction 
  itself.
  You are enjoying a pleasant spring day in the common room of 
  the recently rebuilt Madame Freona’s Teakettle in Phlan. Your 
  table is interrupted when a red-headed human boy enters the 
  establishment, spots you, and rushes over to hand you a 
  letter. It is written on aged parchment of high quality, and 
  decorated with flowery large letters. The child nods politely as 
  you take it, wishes you “g’day” in an odd accent, and then 
  scurries out of the establishment bouncing a ball.
  At this point, hand the players a copy of Player 
  Handout 1: Summons to Greenhall.  Allow them to 
  look over it, and gather supplies for the trek.  After 
  doing so, read them the following.
  You leave Phlan to meet Aya in Greenhall. Your journey 
  through the Quivering Forest is relatively peaceful, and the 
  forest bears little resemblance to the terrifying stories told to 
  frighten children. Light breezes typical of Mirtul hasten you 
  along the trail, which yields gently to your feet. Brilliant 
  sunbeams lance through gaps in the layered canopy overhead. 
  Birds chirp incessantly, celebrating the return of Spring. You 
  feel confident the recent time of weird mists and decorated 
  Gur and Vistani vardos is nothing more than an unpleasant 
  memory. Morning passes into afternoon, which passes into 
  evening. The sky begins to darken, and the day begins to cool. 
  The clouds descend and soak your clothing in a dewy mist. 
  When the clouds finally unleash a fierce driving rainstorm, 
  your thoughts turn toward setting up camp.
  Ask for a group Wisdom (Survival) check. This 
  determines how much information the party gains 
  from their surroundings during travel. Characters 
  with the Outlander background, or Rangers with 
  favored terrain of forest or swamp gain advantage on 
  the check. Inform the party of each entry for which 
  half the group succeeds on the DCs listed below.
   DC 10: On your journey, you notice the forest is 
  lacking most of its larger creatures.
   DC 13: The insects are unusually thick, and the 
  birds are feasting upon them. The birds’ loud cries 
  make it seem there are many more birds in the area.
   DC 15: Small creatures like mice and squirrels are 
  travelling away from the river.
   DC 17: Although they normally slumber through 
  the day, nocturnal beasts like raccoons and 
  opossums are also travelling uphill, away from the 
  river.
   DC 19: The ground mosses and lichens have grown 
  unusually dense, which typically indicates an 
  extreme excess of moisture.
  Early into the night, Aya Glenmiir, four elven scouts, 
  and seventeen elven commoners (two men, three 
  women, and twelve children) approach the camp.  
  The Elves might trigger physical or magical alarms 
  prepared by the party to ward their camp. Anyone on 
  guard can attempt a DC 12 Wisdom (Perception) 
  check to detect the group of elves before they hail the 
  camp.
  During the stormy night, your party is approached with respect 
  by a large group of elves- a mix of adults and children, all 
  wandering through the stormy night.
  During this break from their nighttime travels, the 
  adult elves tend to the children; comforting them and 
  seeing to minor injuries. They will address any 
  questions politely but curtly, and indicate that Aya 
  can answer the adventurers’ questions. After their 
  interaction with the party, the Elves continue their 
  nighttime journey through the storm even though 
  they risk becoming lost.
  If asked about the letter that summoned the 
  characters to meet her in Greenhall, Aya Glenmiir 
  denies writing the letter. All the same, she finds it 
  fortuitous the party arrived. Greenhall itself is in dire 
  need of their help. She marks up Player Handout 1: 
  Summons to Greenhall in detail with trails and 
  landmarks that can take them to Greenhall and the 
  most likely location of the dam causing the flood. 
  However, she points out that due to the capricious 
  nature of the Quivering Forest, the map will be 
  useless after this adventure. Aya Glenmiir provides a 
  handful of decorated purple woodcarvings made of 
  morcant burl and embedded emeralds worth a total 
  of 1,100 gp in compensation to save Greenhall by 
  destroying the pirate dam.  
  Aya provides the following information before the 
  Elves depart:
  
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  CCC-DES-01-01
  5
   Aya Glenmiir evacuated these elves from Greenhall 
  because the village is now underwater. They are 
  travelling toward an old, ruined village they believe 
  will be a safe until Greenhall is saved. 
   Aya believes the pirates dammed the river 
  downstream from Greenhall, because the river has 
  rapidly flooded the village and surrounding area. 
  She believes they intend to use the floods to force 
  people from their homes, making easy prey.
   While Aya notes that the Quivering Forest normally 
  takes a more active role defending against 
  outsiders bearing fire, she believes the forest could 
  be more tolerant of springtime flooding.
   The weather has been extremely damp this spring, 
  so much so that the ground is often saturated with 
  water like it is now. This amplified the effect of the 
  floodwaters.
   If asked about the behavior of animals noticed 
  during the earlier Survival check, the elves have 
  also noticed the behavior, but do not know the 
  cause.
   Aya does not know where the pirates dock. They 
  might have a camp outside of the Quivering Forest.
   The pirates have several ships. The largest, a 30' 
  long keelboat, bears a nameplate, "Rivermaid 2" 
  and is captained by a water genasi named Shoalar 
  Quanderil and crewed by a handful of humans and 
  a halfling named Pike. Characters who played in 
  Princes of the Apocalypse may have previously 
  encountered and dispatched these scoundrels. They 
  have apparently been returned to life for a 
  nefarious purpose.
   The Elven scouts with Aya fear the waters may 
  continue to rise if the dam is not destroyed, and 
  Greenhall may soon be lost.
   Aya discourages the party from journeying with the 
  elves, fearing any time lost could mean the 
  destruction of Greenhall. However, she advises the 
  party avoid travel during the fierce nighttime storm 
  because in such a storm the Quivering Forest can 
  be very deceptive, and even the map may prove 
  insufficient.
  After communicating the information, Aya and the 
  Elves leave the party’s camp and continue their 
  journey through the dangerous nighttime storm.
  Developments
  This section details four possible paths the party may 
  choose. If they choose another option, use your 
  discretion, modifying a listed option as detailed in the 
  Adventurers League Dungeon Masters Guide (ALDMG). 
  The four paths detailed include the party traveling 
  directly toward the pirates, escorting the Elves to 
  safety, camping without preparations, and preparing 
  their camp.
  If the party ignores Aya’s warning and travels 
  toward the pirates during the storm, they are 
  unable to prepare their campsite.
  If the party escorts the Elves, they are unable to 
  prepare their campsite. The Elves use small 
  hammocks to sleep in the trees. All of the Elves will be 
  present during the encounter. Add six giant frogs and 
  three giant toads that focus on the Elves to the 
  encounter below. The giant frogs will each swallow a 
  small child, the giant toads will each swallow adult 
  elves, and then the frogs and toads attempt to swim 
  away. The Elven scouts and Aya Glenmiir target the 
  additional frogs and toads, try to rescue the 
  swallowed Elves, and defend the other Elves. 
  Following the battle, Aya becomes distraught that 
  Greenhall faces intense danger from the pirates’ flood, 
  and also from another source. She fears she may have 
  made a grave error in asking Jeny Greenteeth to help 
  Greenhall. She fears the price she paid may be too 
  high to bear, but she will not explain in more detail. 
  She pleads with the party to proceed immediately to 
  Greenhall to save what they can.
  If the party stays in camp without taking special 
  precautions, the elven scouts string ropes between 
  three trees and inform the party. A DC 12 Strength 
  (Athletics) check allows a character to swing hand-
  over-hand from one tree to another using the rope, or 
  a DC 12 Dexterity (Acrobatics) check allows a 
  character to walk across a rope as if it were a 
  tightrope. Climbing or walking on a rope costs an 
  extra foot for every foot of movement. During the 
  encounter, the rope bridges are mere inches above 
  the top of the water.
  If the party takes their own precautions to prepare 
  camp, then before departing, the elves help them to 
  construct three platforms in trees, with rope bridges 
  strung between them. Each platform can hold one 
  medium-sized creature. The rope bridges are difficult 
  terrain but do not require a check to cross from one 
  platform to another. The party can attempt to 
  construct a similar platform with successful DC 15 
  Survival (Wisdom) or Intelligence (Nature) group 
  checks, with a minimum of two members 
  participating as a group on the check for each 
  platform. During the upcoming encounter, the rope 
  bridges and the platforms are mere inches above the 
  top of the water.
  
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  CCC-DES-01-01
  6
  During the night, the water grows deeper and deeper. 
  At daybreak, the water is ten feet deep. Any hopes of 
  a comfortable campsite are dashed unless the party 
  has a place to rest, such as a platform in a tree, tying 
  themselves into a tree, Leomund's Tiny Hut, or 
  similar effects. If caught in the flood, a character gains 
  a level of exhaustion.
  Encounter 1: Grown big around here
  Light: Dim.
  Weather: Heavy rain and wind, causing disadvantage 
  on ranged attack rolls further than 40 feet.
  As dawn breaks over the Quivering Forest and ends the night, 
  the heavy rain continues. Water covers the ground all around.
  Any characters with passive perception scores of 12 
  or higher hear extremely loud and deep frog croaking, 
  and characters with a score of 15 or higher can also 
  hear a high-pitched buzzing. As the characters break 
  camp, they are attacked by one giant crocodile, four 
  giant toads, and six stirges. As the stirges flit around, 
  the toads lazily strike at the creatures with their 
  tongues. The toads and crocodile start their turns 
  underwater, while the stirges fly overhead. 
  Tricks of the trade
  If the extra frogs and toads are targeting the elves, do 
  not roll it out. Simply describe it during the battle, or 
  state that the elves are busy dealing with problems of 
  their own.
  The battle difficulty can be adjusted by having the 
  toads and crocodile submerge, versus remaining at 
  the surface after attacking. If they submerge, the 
  battle is more difficult. If they stay at the surface, the 
  battle is easier.
  If the characters are in over their heads, the toads can 
  attack the stirges instead of the characters.
  Adjusting this Encounter
  The following recommendations are for DM’s to alter the 
  difficulty of the encounter based on party strength, as detailed 
  in the adventure introduction.
   Very Weak: Remove the giant crocodile.
   Weak: Remove three stirges and two giant toads.
   Strong: Remove one giant toad. Replace the giant crocodile 
  with a froghemoth.
   Very Strong: Add two stirges, and two giant toads. Replace 
  the giant crocodile with a froghemoth.
  Treasure
  Aya Glenmiir provides 1,100 gp worth of 
  woodcarvings.
  Fighting Underwater.  
  While making a melee weapon attack, a creature that doesn’t 
  have a swimming speed (either natural or granted by magic) 
  has disadvantage on the attack roll unless the weapon is a 
  dagger, javelin, shortsword, spear, or trident.  A ranged 
  weapon attack automatically misses a target beyond the 
  weapon’s normal range.  Even against a target within normal 
  range, the attack roll has disadvantage unless the weapon is a 
  crossbow, a net, or a weapon that is thrown like a javelin 
  (including a spear, trident, or dart).  Creatures and objects that 
  are fully immersed in water have resistance to fire damage.
  Surviving Underwater. 
  Movement through water requires an extra foot of movement 
  for every foot moved.  In addition, characters without water 
  breathing or another similar ability must hold their breath.  A 
  creature can hold its breath for a number of minutes equal to 
  1 + its Constitution modifier (minimum of 30 seconds).  When 
  a creature runs out of breath, it can survive for a number of 
  rounds equal to its Constitution modifier (minimum 1 round).  
  At the start of its next turn, it drops to 0 hit points and is dying.  
  A character without water breathing or another similar ability 
  cannot provide the verbal components of spells unless 
  surfaced.
  Roleplaying Aya Glenmiir
  Aya is a female elf of about 300 years. She has long, pale 
  blonde hair and radiant green eyes, along with a bit of an ego. 
  She’s well aware of the allure and mystery that her racial 
  heritage evokes, and has no reservations against capitalizing 
  on it. She is quick with a coy smile and a twist of the hair if it 
  gets her what she wants. But despite this, she is quite brilliant, 
  especially when the Weave is discussed. Aya was first 
  encountered in DDEX1-6 The Scroll Thief, when the characters 
  investigated the theft of her property.
  
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  CCC-DES-01-01
  7
  Part 2. Houseboat or 
  Boathouse?
  Expected duration: 1 hour 30 minutes.
  Light: Dim.
  Weather: Heavy rain and wind.
  On your journey toward Greenhall, water surrounds you on all 
  sides. The map led you along a path to somewhat higher 
  ground, but your clothes are thoroughly soaked and your 
  boots stick in the mud with each step. Fat raindrops leak from 
  the dark, overcast sky and pelt anything above the waterline. 
  Nobody but a water genasi could enjoy this. The sluggish 
  current flows along the general path of the river tributary, 
  leading southward toward the Stojanow River and eventually 
  Phlan and the Moonsea.
   
  While travelling, the water depth varies from knee 
  deep (or chest deep for smaller races) to a dozen feet 
  or more depending on the landscape. However, the 
  party is able to find enough places to rest to avoid 
  more exhaustion.
  Any character with a passive perception of 12 or 
  higher hears the splash of wave against boat, and two 
  human women arguing.  Any character with a passive 
  perception of 16 or higher hears they are complaining 
  about all the water forcing the rabbits into the briar 
  patch, extinguishing their cauldron fire, arguing 
  whether it is more important to preserve the 
  nightshade root or essence of frightweed, and 
  worrying that some parts of Greenhall could be 
  beyond saving.
  An unusual watercraft approaches you through a thicket of 
  thorny vines. Poles emerging from its sides push it along. As it 
  clears the thicket, the craft turns your direction and gives a 
  clear view of its front: two shuttered windows with 
  flowerboxes, all turned upside-down. Through some twist of 
  fate, the scraggly weeds in the flowerbox dangle downward 
  but do not fall. This seems to be a house, flipped over, using its 
  roof like the hull of a ship and somehow navigating the 
  shallow waters without trouble. The houseboat pulls within 
  hailing distance. The shuttered windows open and two old 
  human women smile and wave. "Hello there, dearies. Are you 
  enjoying the lovely weather? No?  Well then, won't you come 
  aboard to dry out? The fireplace is extra warm today!" Indeed, 
  you notice a plume of gray and green smoke from an upside-
  down chimney, bubbling through the water before rising into 
  the air. Your nose wrinkles when you detect a strong odor of 
  rancid goat butter.
  Characters that completed DDEX01-08 “Tales Trees 
  Tell” or DDAL04-06 “The Ghost” can roll a DC 15 
  Intelligence check to recognize the boat as the house 
  of Jeny Greenteeth, overturned and sailing upon its 
  roof. Characters that completed those adventures and 
  have the Observant feat automatically succeed on the 
  check.
  The thorny vines are Razorvine, described in the 
  sidebar Razorvine. Any character who has previously 
  encountered it can recognize it.
  If the characters enter or look into the houseboat, 
  they see a filthy home, upside-down. The floor is 
  missing, so there is nothing overhead. Nevertheless, 
  the very heavy rain seems to avoid falling into the 
  house. Two women inside are dressed in dirty 
  peasant dresses.
  Developments
  This section considers four possible paths the party 
  may choose. If they choose another option, use your 
  discretion, modifying a listed option as detailed in the 
  Adventurers League Dungeon Masters Guide (ALDMG). 
  It is important the party receive Player Handout 2: 
  Jeny’s Map to the Feygate and Player Handout 3: 
  Jeny’s Little Helpers. These handouts are provided 
  in encounters 2A and 2B, and all of the four paths lead 
  to one of those encounters. The four paths are:
   Part 2.a. Allies in the houseboat: the party enters the 
  houseboat and talks to the women inside.
   Part 2.b. Hostiles in the houseboat: the party enters 
  the houseboat and is hostile toward the women 
  inside.
   Part 2.c, I’m not getting in there: the party remains 
  outside the houseboat, and interacts with the 
  women.
   Part 2.d, I’ve got a bad feeling about this: the party 
  actively avoids the houseboat and does not interact 
  with it.
  Part 2.a. Allies in the houseboat
  If the party enters the houseboat and is not hostile 
  toward the hags, then use this section, followed by 
  Encounter 2B: See Hags!
  The two women, Agatha Burdock and Mildy 
  MacDogbreath, are green hags disguised by their 
  Illusory Appearance ability. They are the coven 
  sisters of Jeny Greenteeth.  Jeny is aware the 
  adventurers are in the Quivering Forest, and she sent 
  her sisters to deliver a missive from Jeny to the 
  Mistress of Tides. If the adventurers are fairly friendly 
  toward the hags, then Jeny herself speaks to the party 
  
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  8
  through a grimy mirror upon the wall, eventually 
  handing them a map directly through the mirror. 
  Otherwise, one of her sisters will hand the map to the 
  party.
  “Agatha Burdock”
  The hag calling herself “Agatha Burdock” hasn’t been a hag 
  long.  Characters that engage her in conversation for any 
  length of time, and have played through appropriate Season 1 
  or Season 4 adventures, will find her vaguely reminiscent.  In 
  fact, she was formerly Ixusasa Terrorsong, who was changed 
  by joining Jeny’s coven in DDAL4-06 “The Ghost.”  She will not 
  willingly put forth this information. Though if characters 
  mention it, she plays it off as “she hears that a lot.”
  The hags share the following information:
   This flood was not caused by pirates. The flood and 
  storms today are only the beginning.  The pirates 
  are a symptom of the flood, not the cause. The 
  pirates and their allies are roaming the forest, and 
  are looking for this very boat.
   The cause of the flood and storm is an uppity young 
  Seelie Fey power outside the Fallen City, who is 
  sending torrents of water from the Feywild through 
  a Feygate. The hags learned, while out innocently 
  harvesting some precious ingredients, of a deep 
  plot to replace the Mistress of Tides. The hag nods 
  knowingly toward her coven sister, who adds, 
  “That foolish creature believes her new power 
  comes without price, but everything has a price, 
  does it not, my sister?
   The hags advise the characters to treat well with 
  Salaster if they see him. The hags ask the party to 
  inform him that his foxy tricks seem to have chased 
  some rabbits through the hole. Those rabbit Fey 
  spirits are warding the Feygate and keeping it open 
  by remaining close by. The Feygate can be closed by 
  having Prime Material souls present at the Feygate, 
  instead of Feywild spirits. 
   The hags instruct the adventurers to speak with 
  Jeny, as she has more information for them.  After 
  all, Jeny doesn’t want her wood to be flooded either, 
  and she has entreated they seek her out. Her map 
  shows the way.
  Characters paying attention to the hags during 
  conversation may make a DC 14 Wisdom 
  (Perception) check to notice the hag patting a bag of 
  pixie wings when she mentions harvesting material 
  components. If the party makes a successful DC 19 
  Charisma (Persuasion) check then the hags, perhaps 
  accidentally, reveal the pixie Helestria told the hags 
  while they were removing her wings.
  As the conversation ends, the minions of the Mistress 
  of Tides find the houseboat, and attack. They have 
  been searching for their traitorous pixie ally, and the 
  hags slowed enough for them to catch up. 
  The floor suddenly bulges and bursts asunder as a 
  dark tide knight riding a hunter shark bursts 
  through the floor making a 5-foot hole with a floor 
  burst. Everyone within 10 feet of the hole, including 
  the rider and the shark, must make a DC 15 Dexterity 
  saving throw or take 8 piercing and bludgeoning 
  damage from pieces of wooden shrapnel, or half 
  damage on a successful saving throw. The hole 
  remains open, and the hunter shark can attack 
  creatures adjacent to it. The rider bellows, "We've 
  found them!" and you hear laughter all around as 
  creatures peer through the open floor above you. 
  Proceed to Encounter 2B: See Hags!, in which the 
  hunter shark can use the floor burst effect.
  Part 2.b. Hostiles in the houseboat
  If the party enters the houseboat and fights the hags, 
  then use Encounter 2A: Jeny’s Angry Sisters.
  If the party entered the hag’s houseboat, then the 
  fight takes place inside the houseboat. Otherwise, the 
  fight takes place in the open floodwater. See the 
  sidebars Fighting Underwater and Surviving 
  Underwater.
  Part 2.c. I’m not getting in there!
  If the party is hostile toward Jeny’s sisters, then use 
  Encounter 2A: Jeny’s Angry Sisters. Otherwise, use 
  encounter 2B: See Hags!
  This encounter occurs in the open floodwater. The 
  hunter shark does not have a floor burst effect, but 
  the party must deal with fighting in water. See the 
  sidebars Fighting Underwater and Surviving 
  Underwater.
  Part 2.d. I’ve got a bad feeling about this
  If the party avoids the houseboat entirely, use 
  Encounter 2B: See Hags!
  This encounter occurs in the open floodwater.  The 
  hunter shark does not have a floor burst effect, but 
  the party must deal with fighting in water. See the 
  sidebars Fighting Underwater and Surviving 
  Underwater.
  
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  9
  Encounter 2A: Jeny’s Angry Sisters
  Light: Dim.
  Weather: Heavy rain and wind, causing disadvantage 
  on ranged attack rolls further than 30 feet.
  During the battle, the two green hags are joined by 
  two redcaps, two boggles, and one ogre. They join 
  the battle as it begins, emerging covered in white and 
  yellow goo from tears in the houseboat walls or floor. 
  The tears immediately re-seal themselves.
  The upside-down roof slopes toward its ridgeline at 
  the center of the room. Creatures standing on the 
  sloping roof at the start of their turn must make a DC 
  12 Dexterity (Acrobatics) check or fall prone and 
  slide toward the center of the room. The redcaps and 
  boggles are able to run along the roof beams to avoid 
  this effect, and the house itself stabilizes the footing of 
  the green hags.
  Tricks of the trade
  If the party struggles with this encounter, eliminate 
  the sliding effect. Simply have affected characters fall 
  prone. If the party still struggles, after a character 
  falls prone then they are immune to the effect.
  Adjusting this Encounter
  The following recommendations are for DM’s to alter the 
  difficulty of the encounter based on party strength, as detailed 
  in the adventure introduction.
   Very Weak: Remove the redcaps and the ogre. Add two 
  boggles.
   Weak: Remove one redcap.
   Strong: Add one redcap and two boggles.
   Very Strong: Add one redcap, three boggles, and an ogre.
  Award treasure, and then proceed to Part 3: The 
  Feygate Fountain.
  Treasure
  After the battle, the party finds a glamoured map on 
  or near one of the hag's bodies or near the mirror. 
  The map has a spot clearly marked “Feygate Flood 
  Source”.  
  On or near the body of the other hag, the characters 
  find three ivory statues of goats: Jeny’s little helpers 
  (Figurine of Wondrous Power - Ivory Goats). The 
  statues are always coated with a gritty film, and smell 
  like rancid goat butter when fey creatures are within 
  50 feet. These are the same statues that appear in 
  Encounter 2B.
  On or near the bodies of the fallen, the party finds 500 
  gp in loose coins and gems, and two Potions of Greater 
  Healing. 
  Give Player Handout 2: Jeny’s Map to the Feygate 
  to the players. The map is Jeny’s missive disguised as 
  a map. The map has a spot clearly marked “Feygate 
  Flood Source”.
  Give Player Handout 3: Jeny’s Little Helpers to the 
  players. 
  Proceed to Part 3: The Feygate Fountain.
  Fighting Underwater.  
  While making a melee weapon attack, a creature that doesn’t 
  have a swimming speed (either natural or granted by magic) 
  has disadvantage on the attack roll unless the weapon is a 
  dagger, javelin, shortsword, spear, or trident.  A ranged 
  weapon attack automatically misses a target beyond the 
  weapon’s normal range.  Even against a target within normal 
  range, the attack roll has disadvantage unless the weapon is a 
  crossbow, a net, or a weapon that is thrown like a javelin 
  (including a spear, trident, or dart).  Creatures and objects that 
  are fully immersed in water have resistance to fire damage.
  Surviving Underwater. 
  Movement through water requires an extra foot of movement 
  for every foot moved.  In addition, characters without water 
  breathing or another similar ability must hold their breath.  A 
  creature can hold its breath for a number of minutes equal to 
  1 + its Constitution modifier (minimum of 30 seconds).  When 
  a creature runs out of breath, it can survive for a number of 
  rounds equal to its Constitution modifier (minimum 1 round).  
  At the start of its next turn, it drops to 0 hit points and is dying.  
  A character without water breathing or another similar ability 
  cannot provide the verbal components of spells unless 
  surfaced.
  
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  CCC-DES-01-01
  10
  Encounter 2B: See hags!
  Light: Dim.
  Weather: Heavy rain and wind, causing disadvantage 
  on ranged attack rolls further than 30 feet.
  Two sea hags, two boggles, two one-eyed shiver, 
  and a dark tide knight with its mount, a hunter 
  shark, attack the party on the houseboat. 
  The upside-down roof slopes toward its ridgeline at 
  the center of the room. Creatures standing on the 
  sloping roof at the start of their turn must make a DC 
  12 Dexterity (Acrobatics) check or fall prone and 
  slide toward the center of the room.
  Tricks of the trade
  If the party struggles with this encounter, eliminate 
  the sliding effect. Simply have affected characters fall 
  prone. If the party still struggles, after a character 
  falls prone then they are immune to the effect.
  Adjusting this Encounter
  The following recommendations are for DM’s to alter the 
  difficulty of the encounter based on party strength, as detailed 
  in the adventure introduction.
   Very Weak: Remove a sea hag, a boggle, and both one-
  eyed shivers.
   Weak: Remove one boggle and one one-eyed shiver.
   Strong: Add a dark tide knight and its mount, a hunter 
  shark.
   Very Strong: Add a sea hag as a coven (see sidebar), four 
  boggles, a dark tide knight and its mount, a hunter shark. 
  Remove both One-eyed Shivers.
  If the encounter occurs within Jeny’s houseboat, then 
  the shark can lunge through the floor to attack 
  anyone adjacent to the hole, or it can use its action to 
  create a new 5-foot hole in the floor by a floor burst 
  effect, sending wooden shrapnel throughout the room. 
  Creatures within 10 feet of the new hole must make a 
  DC 15 Dexterity saving throw or take 8 piercing and 
  bludgeoning, or half damage on a successful saving 
  throw. The holes created by floor burst effects 
  shimmer with an oily film, which seems to prevent 
  the water from flowing in.
  Even if the party is friendly toward Jeny’s sisters, the 
  hags will not take sides in the fight. Instead, they 
  cackle gleefully during battle as if watching a 
  fireworks display, “Ooh, nice shot!” “Aah, that looks 
  painful!”
  Tactics
  If present, the sea hags will use their death glare 
  against apparent Barbarians, Fighters, Rogues, or 
  Rangers, in that order. Note that one-eyed shivers 
  have a fear spell that can make targets susceptible to 
  death glare.
  After the initial attack, the Dark Tide Knight will 
  unmount from the hunter shark and attempt to 
  reach obvious spellcasters.
  The hunter shark will attack creatures adjacent to its 
  holes, or use the floor burst effect if no creatures are 
  adjacent.
  Treasure
  If the party was friendly to Jeny’s sisters and they are 
  present, then after the battle the hags give the party 
  Jeny’s map and three ivory statues of goats: Jeny’s 
  little helpers (Figurine of Wondrous Power - Ivory 
  Goats). Otherwise, the map and statues are found 
  among the items of a boggle or a sea hag. The statues 
  are always coated with a gritty film, and smell like 
  rancid goat butter when fey creatures are within 50 
  feet. These are the same statues that appear in 
  Encounter 2A.
  On or near the bodies of the fallen, the party finds 500 
  gp in loose coins and gems, and two Potions of Greater 
  Healing. 
  Give Player Handout 2: Jeny’s Map to the Feygate 
  to the players. The map is Jeny’s missive disguised as 
  a map. The map has a spot clearly marked “Feygate 
  Flood Source”.
  Give Player Handout 3: Jeny’s Little Helpers to the 
  players. 
  Razorvine
  Razorvine is a plant that grows in wild tangles and hedges. It 
  also clings to the sides of buildings and other surfaces as ivy 
  does. A 10-foot-high, 10-foot-wide, 5-foot-thick wall or hedge 
  of razorvine has AC 11, 25 hit points, and immunity to 
  bludgeoning, piercing, and psychic damage.
  When a creature comes into direct contact with razorvine for 
  the first time on a turn, the creature must succeed on a DC 10 
  Dexterity saving throw or take 5 (1d10) slashing damage from 
  the razorvine's bladelike thorns.
  Hag Covens
  When hags must work together, they form covens, in spite of 
  their selfish natures. A coven is made up of hags of any type, 
  all of whom are equals within the group. However, each of the 
  hags continues to desire more personal power.
  
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  A coven consists of three hags so that any arguments between 
  two hags can be settled by the third. If more than three hags 
  ever come together, as might happen if two covens come into 
  conflict, the result is usually chaos.
  Shared Spellcasting. While all three members of a hag 
  coven are within 30 feet of one another, they can each cast 
  the following spells from the wizard's spell list but must share 
  the spell slots among themselves:
  1st level (4 slots): identify, ray of sickness
  2nd level (3 slots): hold person, locate object
  3rd level (3 slots): bestow curse, counterspell, lightning bolt
  4th level (3 slots): phantasmal killer, polymorph
  5th level (2 slots): contact other plane, scrying
  6th level (1 slot): eye bite
  For casting these spells, each hag is a 12th-level spellcaster 
  that uses Intelligence as her spellcasting ability. The spell save 
  DC is 12 +the hag's Intelligence modifier, and the spell attack 
  bonus is 4 +the hag's Intelligence modifier.
  Hag Eye. A hag coven can craft a magic item called a hag eye, 
  which is made from a real eye coated in varnish and often 
  fitted to a pendant or other wearable item. The hag eye is 
  usually entrusted to a minion for safekeeping and transport. A 
  hag in the coven can take an action to see what the hag eye 
  sees if the hag eye is on the same plane of existence. A hag 
  eye has AC 10, 1 hit point, and darkvision with a radius of 60 
  feet. If it is destroyed, each coven member takes 3d10 psychic 
  damage and is blinded for 24 hours.
  A hag coven can have only one hag eye at a time, and creating 
  a new one requires all three members of the coven to perform 
  a ritual. The ritual takes 1 hour, and the hags can't perform it 
  while blinded. During the ritual, if the hags take any action 
  other than performing the ritual, they must start over.
  Roleplaying Jeny Greenteeth
  Jeny Greenteeth is the living and breathing personification of 
  hate and malice. She loathes humanity with every fiber of her 
  being and lives to make it miserable. However, she is an 
  exceptional actor and plays the sweet, doting grandmother 
  without fail. Only when she is certain that her audience is not 
  receptive to her act does she break character and reveal her 
  true form and demeanor.
  Quote: "Hush now dearie, or I'll carve out your eyes, too." 
  Fighting Underwater.  
  While making a melee weapon attack, a creature that doesn’t 
  have a swimming speed (either natural or granted by magic) 
  has disadvantage on the attack roll unless the weapon is a 
  dagger, javelin, shortsword, spear, or trident.  A ranged 
  weapon attack automatically misses a target beyond the 
  weapon’s normal range.  Even against a target within normal 
  range, the attack roll has disadvantage unless the weapon is a 
  crossbow, a net, or a weapon that is thrown like a javelin 
  (including a spear, trident, or dart).  Creatures and objects that 
  are fully immersed in water have resistance to fire damage.
  Surviving Underwater. 
  Movement through water requires an extra foot of movement 
  for every foot moved.  In addition, characters without water 
  breathing or another similar ability must hold their breath.  A 
  creature can hold its breath for a number of minutes equal to 
  1 + its Constitution modifier (minimum of 30 seconds).  When 
  a creature runs out of breath, it can survive for a number of 
  rounds equal to its Constitution modifier (minimum 1 round).  
  At the start of its next turn, it drops to 0 hit points and is dying.  
  A character without water breathing or another similar ability 
  cannot provide the verbal components of spells unless 
  surfaced.
  
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  CCC-DES-01-01
  12
  Part 3: The Feygate 
  Fountain
  Expected duration: 1 hour 
  Light: Dim.
  Weather: Heavy rain and wind, causing disadvantage 
  on ranged attack rolls further than 20 feet.
  You left the houseboat long ago, and have been struggling on 
  foot. After slogging for what feels like hours through merciless 
  currents of floodwater and debris you are nearing the point of 
  exhaustion. The forest is very dense here- unnaturally dense, 
  and the floodwater makes travel slow and difficult even for all 
  but the most experienced rangers. The canopy overhead 
  blocks all direct sunlight. Several times you've heard calls of 
  enormous birds and the flapping of powerful wings far 
  overhead, but the canopy shields you from their sight. You 
  hope the Feygate is not much further. 
  The hags’ map begins to glow with an increasingly strong 
  green light, and radiates a dull heat. As you proceed further, it 
  begins to emit a sound that reminds you of waves upon a 
  beach.
   
  Over the past half-hour you began to feel vibrations in the 
  ground beneath your boots. You see occasional ripples all 
  around in the water as if something very large were moving 
  underground, or the Quivering Forest itself were awakening. 
  Occasional powerful blasts of wind assail you with strong 
  scents of springtime pollen and verdant growth. Your ears 
  reverberate with a roar, as from a great waterfall. This must 
  surely be the power of nature emanating from the Feywild.
   
  After several more minutes of travel you finally reach your 
  destination. Ahead glows brightly a rainbow pattern, wildly 
  spinning around in a wide area filled with dark water and 
  debris, all swirling around a central whirlpool. Directly above 
  the whirlpool is a marvel rarely seen outside of the Elemental 
  Plane of Water.
  A powerful jet of purest water is rocketing out of the Feygate 
  and into the world. The column blasts straight upward through 
  the rain, up to the forest canopy, out of sight and possibly as 
  high as the clouds themselves. Meanwhile, the torrent of 
  muddy water and flotsam rushes deep into the whirlpool, 
  falling downward out of sight. Rings of logs caught in the 
  current could provide a place to stand, and some are slowed 
  briefly by a mass of vegetation.
  The hags’ map indicates this exploding vortex of 
  water is where Jeny awaits them.  The vortex itself 
  shimmers with a rainbow pattern.  It is obviously the 
  source of the flood waters on the Material Plane.
  The vortex is surrounded by three rings of logs, all 
  spinning rapidly around a whirlpool nexus. Due to the 
  rapid rotation and unstable footing, the logs are 
  difficult terrain. Leaping to each ring of logs 
  (including the first ring) requires a move action and a 
  DC 15 Strength (Athletics) check or fall into the water. 
  Climbing onto a ring requires a DC 10 Strength 
  (Athletics) check or a DC 10 Dexterity (Acrobatics) 
  check. A character who misses a leap or climb can be 
  stabilized or lifted by an adjacent character who uses 
  their reaction.
  The rainbow pattern is a targeted hypnotic pattern 
  effect that randomly targets 1d3 creatures above or 
  below water within 40 feet of the vortex each round, 
  including one or more flying creatures if any are 
  present. The rainbow pattern extends to the second 
  ring of logs, but not the most distant third ring. 
  Targeted creatures must succeed on a DC 14 Wisdom 
  saving throw against a charm effect or become 
  incapacitated until the end of their next turn. New 
  targets are chosen each round on initiative 20.
  Characters who investigate the mass of vegetation 
  and are proficient in Survival or Arcana can make a 
  DC 12 Wisdom (Survival) or DC 15 Intelligence 
  (Arcana) check to identify a partially-eaten patch of 
  waterweed, a rare Feywild plant that grants 1 minute 
  of waterbreathing if eaten. If present, the otyugh 
  begins its turn underwater beneath the waterweed.
  During the battle, describe that the opponents 
  sometimes flash briefly with an illusory image of 
  giant, monstrous rabbits with sharp, pointy teeth.
  When the first character leaps onto the second ring, 
  the creatures in the water below become aware of 
  their presence. An otyugh, four swarms of quippers, 
  and five giant octopi attack the party. Roll initiative!
  Tricks of the trade
  If the party struggles with this encounter, reduce the 
  number of characters affected each round by the 
  hypnotic pattern effect from 1d3 to 1d2.
  If the party is optimized, each character standing on a 
  log must make a DC 10 Dexterity (Acrobatics) or fall 
  prone on the log. If the check is missed by 5 or more, 
  the character falls off the log into the water.
  
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  13
  Adjusting this Encounter
  The following recommendations are for DM’s to alter the 
  difficulty of the encounter based on party strength, as detailed 
  in the adventure introduction.
   Very Weak: Remove all swarms of quippers and four giant 
  octopi.
   Weak: Remove two swarms of quippers and three giant 
  octopi.
   Strong: Add one otyugh.
   Very Strong: Replace the otyugh with a froghemoth.
  Fighting Underwater.  
  While making a melee weapon attack, a creature that doesn’t 
  have a swimming speed (either natural or granted by magic) 
  has disadvantage on the attack roll unless the weapon is a 
  dagger, javelin, shortsword, spear, or trident.  A ranged 
  weapon attack automatically misses a target beyond the 
  weapon’s normal range.  Even against a target within normal 
  range, the attack roll has disadvantage unless the weapon is a 
  crossbow, a net, or a weapon that is thrown like a javelin 
  (including a spear, trident, or dart).  Creatures and objects that 
  are fully immersed in water have resistance to fire damage.
  Surviving Underwater. 
  Movement through water requires an extra foot of movement 
  for every foot moved.  In addition, characters without water 
  breathing or another similar ability must hold their breath.  A 
  creature can hold its breath for a number of minutes equal to 
  1 + its Constitution modifier (minimum of 30 seconds).  When 
  a creature runs out of breath, it can survive for a number of 
  rounds equal to its Constitution modifier (minimum 1 round).  
  At the start of its next turn, it drops to 0 hit points and is dying.  
  A character without water breathing or another similar ability 
  cannot provide the verbal components of spells unless 
  surfaced.
  
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  CCC-DES-01-01
  14
  Conclusion
  After the fight, Jeny Greenteeth’s house drifts nearby. 
  As it lodges near a large tree, Jeny herself steps out 
  from behind it. Read the following to your players:
  As the jet of water diminishes and eventually halts, your 
  attention is captured by a rasping sound like thousands of 
  wooden fingers scraping across a slate roof. A familiar-looking 
  houseboat inexplicably navigates through impossibly tight 
  gaps between trees to lodge against a large purple-hued tree. 
  The heavy rain seems to stop falling near you, though you can 
  see rain is still falling across the clearing. You hear the sound 
  of someone clapping. 
  Out from behind the tree an old woman comes into view, 
  stepping into the upside-down doorway of the house.  Her 
  face is friendly, her smile genuine, but her eyes bear a cold 
  malice that discomforts you to your core.  “Why yes, you have 
  come.  Do I have a tale to tell you, indeed!  This isn’t a tree’s 
  tale – this is a tale I intend to tell you myself.  Although I do 
  appreciate your efforts and have a tidy contribution for you, 
  I’m dreadfully sorry to admit that your task is only beginning. I 
  need you to deliver… a missive.  ‘Tis a small trifle really, and 
  certainly no challenge to any as capable as I just saw.”
  She stops for a moment, then adjusts her colorfully patched 
  frock and glances inside the houseboat.  “I’m so sorry, dearies.  
  Where are my manners?  I’m Nana Jeny, and welcome to my 
  home.”
  Jeny gives 1,400 gp to the party.
  The purple-hued tree is morcant burl, a hardwood 
  found only in the Quivering Forest.
  The adventure continues in DES01-02, “A Sanity 
  Never Questioned.”  Intermission.  Go out to the lobby 
  and get yourself a snack.
  Treasure
  Jeny Greenteeth provides 1,400 gp to the party.
  
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  CCC-DES-01-01
  15
  Rewards
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who ran 
  the session.
  Experience (Min: 4,500 / Max: 6,000 
  Each)
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character. Give all characters in 
  the party non-combat experience awards unless 
  otherwise noted.
  Combat Awards
  Name of Foe 
  XP per Foe
  Bandit
  25
  Boggle
  25
  Commoner
  10
  Dark Tide Knight
  700
  Froghemoth
  5,900
  Giant Crocodile
  1,800
  Giant Frog
  50
  Giant Octopus
  200
  Giant Toad
  200
  Green Hag
  700
  Hunter Shark
  450
  One-Eyed Shiver
  450
  Otyugh
  1,800
  Redcap
  700
  Sea Hag
  450
  Stirge
  25
  Swarm of Quippers
  200
  The minimum total award for each character 
  participating in this adventure is 4,500 experience 
  points.
  The maximum total award for each character 
  participating in this adventure is 6,000 experience 
  points.
  Treasure
  The characters receive the following treasure, divided 
  up amongst the party. Characters should attempt to 
  divide treasure evenly whenever possible. Gold piece 
  values listed for sellable gear are calculated at their 
  selling price, not their purchase price.
  Treasure Awards
  Item Name
  GP Value
  Aya Glenmiir’s woodcarvings
  1,100
  Loose coins and gems 
  500
  Jeny’s Contribution
  1,400
  Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable magic 
  item, the DM can determine who gets it randomly 
  should the group be unable to decide.
  Permanent magic items are divided according to the 
  system provided in the Adventurers League Dungeon 
  Master’s Guide.
  Potion of Greater Healing
  Potion, Uncommon
  You regain 4d4+4 hit points when you drink this 
  potion.
  Figurine of Wondrous Power (Ivory Goats)
  Wondrous item, Rare (requires attunement)
  The statues are always coated with a gritty film, and 
  smell like rancid goat butter when fey creatures are 
  within 50 feet.  This magical item is described in the 
  Dungeon Masters Guide.
  Renown
  All faction members earn one renown point for 
  participating in this adventure.
  Downtime
  Each character receives ten downtime days at the 
  conclusion of this adventure.
  DM Rewards
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG).
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-01
  16
  Appendix A. Monster/NPC 
  Statistics
  Boggle
  Small fey, chaotic neutral
  Armor Class 14
  Hit Points 18 (4d6 + 4)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  18 (+4) 13 {+1) 6 (-2)
  12 (+1) 7 (-2)
   
  Skills Perception +3, Sleight of Hand +6, Stealth +6
  Damage Resistances fire
  Senses darkvision 60 ft., passive Perception 13
  Languages Sylvan
  Challenge 1/8 (25 XP)
  Boggle Oil. The boggle excretes nonflammable oil from 
  its pores. The boggle chooses whether the oil is slippery 
  or sticky and can change the oil on its skin from one 
  consistency to another as a bonus action.
  Slippery Oil: While coated in slippery oil, the boggle 
  gains advantage on Dexterity (Acrobatics} checks made 
  to escape bonds, squeeze through narrow spaces, and 
  end grapples.
  Sticky Oil: While coated in sticky oil, the boggle gains 
  advantage on Strength (Athletics) checks made to 
  grapple and any ability check made to maintain a hold 
  on another creature, a surface, or an object. The boggle 
  can also climb difficult surfaces, including upside down 
  on ceilings, without needing to make an ability check.
  Dimensional Rift. As a bonus action, the boggle can 
  create an invisible and immobile rift within an opening 
  or frame it can see within 5 feet of it, provided that the 
  space is no bigger than 10 feet on any side. The 
  dimensional rift bridges the distance between that 
  space and any point within 30 feet of it that the boggle 
  can see or specify by distance and direction (such as "30 
  feet straight up"). While next to the rift, the boggle can 
  see through it and is considered to be next to the 
  destination as well, and anything the boggle puts 
  through the rift (including a portion of its body) emerges 
  at the destination. Only the boggle can use the rift, and 
  it lasts until the end of the boggle's next turn.
  Uncanny Smell. The boggle has advantage on Wisdom 
  (Perception) checks that rely on smell.
  ACTIONS
  Pummel. Melee Weapon Attack: +1 to hit, reach 5 ft., 
  one target. Hit: 2 (1d6 - 1) bludgeoning damage.
  Oil Puddle. The boggle creates a puddle of oil that is 
  either slippery or sticky (boggle's choice). The puddle is 
  1 inch deep and covers the ground in the boggle's space. 
  The puddle is difficult terrain for all creatures except 
  boggles and lasts for 1 hour.
  If the oil is slippery, any creature that enters the 
  puddle's area or starts its turn there must succeed on a 
  DC 11 Dexterity saving throw or fall prone.
  If the oil is sticky, any creature that enters the puddle's 
  area or starts its turn there must succeed on a DC 11 
  Strength saving throw or be restrained. On its turn, a 
  creature can use an action to try to extricate itself from 
  the sticky puddle, ending the effect and moving into the 
  nearest safe unoccupied space with a successful DC 11 
  Strength check.
  Commoner
  Medium humanoid (any race), any alignment
  Armor Class 10
  Hit Points 4 (1d8)
  Speed 30ft.
  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)
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-01
  17
  Dark Tide Knight
  Medium humanoid (human), lawful evil
  Armor Class 13
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 16 (+3) 14 (+2) 10 (+0) 11 (+0) 11 (+0)
   
  Skills Athletics +7, Stealth +7
  Senses passive Perception 10
  Languages Common
  Challenge 3 (700 XP)
  Bonded Mount. The knight is magically bound to a beast 
  with an innate swimming speed trained to serve as its 
  mount. While mounted on this beast, the knight gains 
  the beast’s senses and ability to breathe underwater. 
  The bonded mount obeys the knight’s commands. If its 
  mount dies, the knight can train a new beast to serve as 
  its bonded mount, a process requiring a month.
  Sneak Attack. The knight deals an extra 7 (2d6) damage 
  when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is 
  within 5 feet of an ally of the knight that isn’t 
  incapacitated and the knight doesn’t have disadvantage 
  on the attack roll.
  Actions
  Multiattack. The knight makes two shortsword attacks.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 9 (1d12 + 3) piercing damage.
  Reactions
  Uncanny Dodge. When an attacker the knight can see 
  hits it with an attack, the knight can halve the damage 
  against it.
  Froghemoth
  Huge monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 184 (16d12 + 80)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 13 (+1) 20 (+5) 2 (-4)
  12 (+1) 5 (-3)
   
  Saving Throws Con +9, Wis +5
  Skills Perception +9, Stealth +5
  Damage Resistances fire, lightning
  Senses darkvision 60 ft., passive Perception 19
  Languages -
  Challenge 10 (5,900 XP)
  Amphibious. The froghemoth can breathe air and water.
  Shock Susceptibility. If the froghemoth takes lightning 
  damage, it suffers several effects until the end of its 
  next turn: its speed is halved, it takes a -2 penalty to AC 
  and Dexterity saving throws, it can't use reactions or 
  Multiattack, and on its turn, it can use either an action 
  or a bonus action, not both.
  ACTIONS
  Multiattack. The froghemoth makes two attacks with 
  its tentacles. It can also use its tongue or bite.
  Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., 
  one target. Hit: 19 (3d8 + 6) bludgeoning damage, and 
  the target is grappled (escape DC 16) if it is a Huge or 
  smaller creature. Until the grapple ends, the 
  froghemoth can't use this tentacle on another target. 
  The froghemoth has four tentacles.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 22 (3dl0 + 6) piercing damage, and the target 
  is swallowed if it is a Medium or smaller creature. A 
  swallowed creature is blinded and restrained, has total 
  cover against attacks and other effects outside the 
  froghemoth, and takes 10 (3d6) acid damage at the start 
  of each of the froghemoth's turns. 
  The froghemoth's gullet can hold up to two creatures at 
  a time. If the froghemoth takes 20 damage or more on a 
  single turn from a creature inside it, the froghemoth 
  must succeed on a DC 20 Constitution saving throw at 
  the end of that turn or regurgitate all swallowed 
  creatures, each of which falls prone in a space within 10 
  feet of the froghemoth. If the froghemoth dies, a 
  swallowed creature is no longer restrained by it and can 
  escape from the corpse using 10 feet of movement, 
  exiting prone.
  Tongue. The froghemoth targets one Medium or smaller 
  creature that it can see within 20 feet of it. The target 
  must make a DC 18 Strength saving throw. On a failed 
  save, the target is pulled into an unoccupied space 
  within 5 feet of the froghemoth, and the froghemoth 
  can make a bite attack against it as a bonus action.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-01
  18
  Giant Crocodile
  Huge beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 85 (9d12 + 27)
  Speed 30ft., swim 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 9 (-1)
  17 (+3) 2 (-4)
  10 (+0) 7 (-2)
   
  Skills Stealth +5
  Senses passive Perception 10
  Languages -
  Challenge 5 (1,800 XP)
  Hold Breath. The crocodile can hold its breath for 30 
  minutes.
  Actions
  Multiattack. The crocodile makes two attacks: one with 
  its bite and one with its tail.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 21 (3d10 + 5) piercing damage, and the 
  target is grappled (escape DC 16). Until this grapple ends, 
  the target is restrained, and the crocodile can't bite 
  another target.
  Tail. Melee Weapon Attack: +8 to hit, reach 10ft., one 
  target not grappled by the crocodile. Hit: 14 (2d8 + 5) 
  bludgeoning damage. If the target is a creature, it must 
  succeed on a DC 16 Strength saving throw or be knocked 
  prone.
  Giant Frog
  Medium beast, unaligned
  Armor Class 11
  Hit Points 18 (4d8)
  Speed 30ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 13 (+1) 11 (+0) 2 (-4)
  10 (+0) 3 (-4)
  Skills Perception +2, Stealth +3
  Senses darkvision 30ft., passive Perception 12
  Languages -
  Challenge 1/4 (50 XP)
  Amphibious. The frog can breathe air and water.
  Standing Leap. The frog's long jump is up to 20 feet 
  and its high jump is up to 10 feet, with or without a 
  running start.
  ACTIONS
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) piercing damage, and the target 
  is grappled (escape DC 11). Until this grapple ends, the 
  target is restrained, and the frog can't bite another 
  target.
  Swallow. The frog makes one bite attack against a 
  Small or smaller target it is grappling. If the attack hits, 
  the target is swallowed, and the grapple ends. The 
  swallowed target is blinded and restrained, it has total 
  cover against attacks and other effects outside the frog, 
  and it takes 5 (2d4) acid damage at the start of each of 
  the frog's turns. The frog can have only one target 
  swallowed at a time.
  If the frog dies, a swallowed creature is no longer 
  restrained by it and can escape from the corpse using 5 
  feet of movement, exiting prone.
  Giant Octopus
  Large beast, unaligned
  Armor Class 11
  Hit Points 52 (8d10 + 8)
  Speed 10ft., swim 60ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 13 (+1) 13 (+1) 4 (-3)
  10 (+0) 4 (-3)
   
  Skills Perception +4, Stealth +5
  Senses darkvision 60ft., passive Perception 14
  Languages -
  Challenge 1 (200 XP)
  Hold Breath. While out of water, the octopus can hold 
  its breath for 1 hour.
  Underwater Camouflage. The octopus has advantage 
  on Dexterity (Stealth) checks made while underwater.
  Water Breathing. The octopus can breathe only 
  underwater.
  ACTIONS
  Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., 
  one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the 
  target is a creature, it is grappled (escape DC 16). Until 
  this grapple ends, the target is restrained, and the 
  octopus can't use its tentacles on another target.
  Ink Cloud (Recharges after a Short or Long Rest). A 20-
  foot radius cloud of ink extends all around the octopus if 
  it is underwater. The area is heavily obscured for 1 
  minute, although a significant current can disperse the 
  ink. After releasing the ink, the octopus can use the 
  Dash action as a bonus action.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-01
  19
  Giant Toad
  Large beast, unaligned
  Armor Class 11
  Hit Points 39 (6d10 + 6)
  Speed 20 ft., swim 40ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 13 (+1) 13 (+1) 2 (-4)
  10 (+0) 3 (-4)
   
  Senses darkvision 30ft., passive Perception 10
  Languages -
  Challenge 1 (200 XP)
  Amphibious. The toad can breathe air and water.
  Standing Leap. The toad's long jump is up to 20 feet 
  and its high jump is up to 10 feet, with or without a 
  running start.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) 
  poison damage, and the target is grappled (escape DC 
  13). Until this grapple ends, the target is restrained, and 
  the toad can't bite another target.
  Swallow. The toad makes one bite attack against a 
  Medium or smaller target it is grappling. If the attack 
  hits, the target is swallowed, and the grapple ends. The 
  swallowed target is blinded and restrained, it has total 
  cover against attacks and other effects outside the toad, 
  and it takes 10 (3d6) acid damage at the start of each of 
  the toad's turns. The toad can have only one target 
  swallowed at a time.
  If the toad dies, a swallowed creature is no longer 
  restrained by it and can escape from the corpse using 5 
  feet of movement, exiting prone.
  Green Hag
  Medium fey, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 82 (11d8 + 33)
  Speed 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2)
   
  Skills Arcana +3, Deception +4, Perception +4, Stealth +3
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Draconic, Sylvan
  Challenge 3 (700 XP)
  Amphibious. The hag can breathe air and water.
  Innate Spellcasting. The hag's innate spellcasting 
  ability is Charisma (spell save DC 12). She can innately 
  cast the following spells, requiring no material 
  components:
  At will: dancing lights, minor illusion, vicious mockery
  Mimicry. The hag can mimic animal sounds and 
  humanoid voices. A creature that hears the sounds can 
  tell they are imitations with a successful DC 14 Wisdom 
  (Insight) check.
  ACTIONS
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) slashing damage.
  Illusory Appearance. The hag covers herself and 
  anything she is wearing or carrying with a magical 
  illusion that makes her look like another creature of her 
  general size and humanoid shape. The illusion ends if 
  the hag takes a bonus action to end it or if she dies.
  The changes wrought by this effect fail to hold up to 
  physical inspection. For example, the hag could appear 
  to have smooth skin, but someone touching her would 
  feel her rough flesh. Otherwise, a creature must take an 
  action to visually inspect the illusion and succeed on a 
  DC 20 Intelligence (Investigation) check to discern that 
  the hag is disguised.
  Invisible Passage. The hag magically turns invisible 
  until she attacks or casts a spell, or until her 
  concentration ends (as if concentrating on a spell). 
  While invisible, she leaves no physical evidence of her 
  passage, so she can be tracked only by magic. Any 
  equipment she wears or carries is invisible with her.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-01
  20
  Hunter Shark
  Large beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 45 (6d10 + 12)
  Speed 0 ft., swim 40ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 13 (+1) 15 (+2) 1 (-5)
  10 (+0) 4 (-3)
   
  Skills Perception +3
  Senses blindsight 30 ft., passive Perception 12
  Languages -
  Challenge 2 (450 XP)
  Blood Frenzy. The shark has advantage on melee 
  attack rolls against any creature that doesn't have all its 
  hit points.
  Water Breathing. The shark can breathe only 
  underwater.
  ACTIONS
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) piercing damage.
  Ogre
  Large giant, chaotic evil
  Armor Class 11 (hide armor)
  Hit Points 59 (7d10 + 21)
  Speed 40ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 8 (-1)
  16 (+3) 5 (-3)
  7 (-2)
  7 (-2)
   
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Giant
  Challenge 2 (450 XP)
  ACTIONS
  Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage.
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 
  4) piercing damage.
  One-Eyed Shiver
  Medium humanoid (human), chaotic evil
  Armor Class 12 (15 with mage armor)
  Hit Points 49 (9d8 + 9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 12 (+1) 13 (+1) 13 (+1) 17 (+3)
   
  Skills Arcana +3, Perception +3, Intimidation +5
  Damage Immunities cold
  Senses passive Perception 13
  Languages Common
  Challenge 3 (700 XP)
  Chilling Mist. While it is alive, the one-eyed shiver 
  projects an aura of cold mist within 10 feet of itself. If 
  the one-eyed shiver deals damage to a creature in this 
  area, the creature also takes 5 (1d10) cold damage.
  Spellcasting. The one-eyed shiver is a 5th-level 
  spellcaster. Its spellcasting ability is Charisma (spell save 
  DC 13, +5 to hit with spell attacks). It knows the 
  following sorcerer spells:
  Cantrips (at will): chill touch, mage hand
  1st level (4 slots): fog cloud, mage armor, thunderwave
  2nd level (3 slots): mirror image, misty step
  3rd level (2 slots): fear
  Actions
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing 
  damage.
  Eye of Frost. The one-eyed shiver casts ray of frost 
  from its missing eye. If it hits, the target is also 
  restrained. A target restrained in this way can end the 
  condition by using an action, succeeding on a DC 13 
  Strength check.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-01
  21
  Otyugh
  Large aberration, neutral
  Armor Class 14 (natural armor)
  Hit Points 114 (12d10 + 48)
  Speed 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 11 (+0) 19 (+4) 6 (-2)
  13 (+1) 6 (-2)
   
  Saving Throws Con +7
  Senses darkvision 120 ft., passive Perception 11
  Languages Otyugh
  Challenge 5 (1,800 XP)
  Limited Telepathy. The otyugh can magically transmit 
  simple messages and images to any creature within 120 
  feet of it that can understand a language. This form of 
  telepathy doesn't allow the receiving creature to 
  telepathically respond.
  ACTIONS
  Multiattack. The otyugh makes three attacks: one with 
  its bite and two with its tentacles.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) piercing damage. If the target is 
  a creature, it must succeed on a DC 15 Constitution 
  saving throw against disease or become poisoned until 
  the disease is cured. Every 24 hours that elapse, the 
  target must repeat the saving throw, reducing its hit 
  point maximum by 5 (1d10) on a failure. The disease is 
  cured on a success. The target dies if the disease 
  reduces its hit point maximum to 0. This reduction to 
  the target's hit point maximum lasts until the disease is 
  cured.
  Tentacle. Melee Weapon Attack: +6 to hit, reach 10ft., 
  one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 
  (1d8) piercing damage. If the target is Medium or 
  smaller, it is grappled (escape DC 13) and restrained 
  until the grapple ends. The otyugh has two tentacles, 
  each of which can grapple one target.
  Tentacle Slam. The otyugh slams creatures grappled by 
  it into each other or a solid surface. Each creature must 
  succeed on a DC 14 Strength saving throw or take 10 
  (2d6 + 3) bludgeoning damage and be stunned until the 
  end of the otyugh's next turn. On a successful save, the 
  target takes half the bludgeoning damage and isn't 
  stunned.
  Redcap
  Small fey, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 45 (6d6 + 24)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 13 (+1) 18 (+4) 10 (+0) 12 (+1) 9 (-1)
   
  Skills Athletics +6, Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Sylvan
  Challenge 3 (700 XP)
  Iron Boots. While moving, the redcap has disadvantage 
  on Dexterity (Stealth) checks.
  Outsize Strength. While grappling, the redcap is 
  considered to be Medium. Also, wielding a heavy 
  weapon doesn't impose disadvantage on its attack rolls.
  ACTIONS
  Multiattack. The redcap makes three attacks with its 
  wicked sickle.
  Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
  lronbound Pursuit. The redcap moves up to its speed 
  to a creature it can see and kicks with its iron boots. The 
  target must succeed on a DC 14 Dexterity saving throw 
  or take 20 (3d10 + 4) bludgeoning damage and be 
  knocked prone.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-01
  22
  Sea Hag
  Medium fey, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 52 (7d8 + 21)
  Speed 30ft., swim 40ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 13 (+1) 16 (+3) 12 (+1) 12 (+1) 13 (+1)
   
  Senses darkvision 60 ft., passive Perception 11
  Languages Aquan, Common, Giant
  Challenge 2 (450 XP)
  Amphibious. The hag can breathe air and water.
  Horrific Appearance. Any humanoid that starts its 
  turn within 30 feet of the hag and can see the hag's true 
  form must make a DC 11 Wisdom saving throw. On a 
  failed save, the creature is frightened for 1 minute. A 
  creature can repeat the saving throw at the end of each 
  of its turns, with disadvantage if the hag is within line of 
  sight, ending the effect on itself on a success. If a 
  creature's saving throw is successful or the effect ends 
  for it, the creature is immune to the hag's Horrific 
  Appearance for the next 24 hours. 
  Unless the target is surprised or the revelation of the 
  hag's true form is sudden, the target can avert its eyes 
  and avoid making the initial saving throw. Until the start 
  of its next turn, a creature that averts its eyes has 
  disadvantage on attack rolls against the hag.
  ACTIONS
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage.
  Death Glare. The hag targets one frightened creature 
  she can see within 30 feet of her. If the target can see 
  the hag, it must succeed on a DC 11 Wisdom saving 
  throw against this magic or drop to 0 hit points.
  Illusory Appearance. The hag covers herself and 
  anything she is wearing or carrying with a magical 
  illusion that makes her look like an ugly creature of her 
  general size and humanoid shape. The effect ends if the 
  hag takes a bonus action to end it or if she dies. 
  The changes wrought by this effect fail to hold up to 
  physical inspection. For example, the hag could appear 
  to have no claws, but someone touching her hand might 
  feel the claws. Otherwise, a creature must take an 
  action to visually inspect the illusion and succeed on a 
  DC 16 Intelligence (Investigation) check to discern that 
  the hag is disguised.
  Stirge
  Tiny beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 2 (1d4)
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  16 (+3) 11 (+0) 2 (-4)
  8 (-1)
  6 (-2)
   
  Senses darkvision 60 ft., passive Perception 9
  Languages -
  Challenge 1/8 (25 XP)
  ACTIONS
  Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d4 + 3) piercing damage, and the 
  stirge attaches to the target. While attached, the stirge 
  doesn't attack. Instead, at the start of each of the 
  stirge's turns, the target loses 5 (1 d4 + 3) hit points due 
  to blood loss.
  The stirge can detach itself by spending 5 feet of its 
  movement. It does so after it drains 10 hit points of 
  blood from the target or the target dies. A creature, 
  including the target, can use its action to detach the 
  stirge.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-01
  23
  Swarm of Quippers
  Medium swarm of Tiny beasts, unaligned
  Armor Class 13
  Hit Points 28 (8d8 - 8)
  Speed 0 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 16 (+3) 9 (-1)
  1 (-5)
  7 (-2)
  2 (-4)
   
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned
  Senses darkvision 60 ft., passive Perception 8
  Languages -
  Challenge 1 (200 XP)
  Blood Frenzy. The swarm has advantage on melee 
  attack rolls against any creature that doesn't have all its 
  hit points.
  Swarm. The swarm can occupy another creature's space 
  and vice versa, and the swarm can move through any 
  opening large enough for a Tiny quipper. The swarm 
  can't regain hit points or gain temporary hit points.
  Water Breathing. The swarm can breathe only 
  underwater.
  ACTIONS
  Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one 
  creature in the swarm's space. Hit: 14 (4d6) piercing 
  damage, or 7 (2d6) piercing damage if the swarm has 
  half of its hit points or fewer.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-01
  24
  Player Handout 1: Summons to Greenhall
   
  Greetings, renowned adventurers!
  I have been following the tales of your accomplishments, 
  and I am hopeful that we together may save a nearby 
  Elven village from destruction. I am Aya Glenmiir, and 
  you may know me from such sagas as The Scroll Thief, 
  Tyranny in Phlan, and Breath of the Yellow Rose.
  In recent months, pirates have infested the Stojanow 
  River and its tributaries in the Quivering Forest. The 
  village Greenhall lies near one of the tributary rivers, and 
  the pirates have been raiding and pillaging mercilessly. 
  Greenhall is dear to me, and I need assistance to fortify 
  and defend the village, and end the pirate threat! I 
  beseech you to hasten to meet me at Greenhall in the 
  Quivering Forest as soon as possible. I can pay you 1,400 
  gp when you reach Greenhall. Use the map below to find 
  your way through the Quivering Forest. Remember to be 
  cautious with fire and axe, or you may find the forest 
  finds a way to make your map useless.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-01
  25
  Player Handout 2: Jeny’s Map to the Feygate
  Fey spirits, very likely in the form of 
  animals, surround the Feygate. They are 
  keeping the gate open. Eliminate them to 
  allow the gate to collapse. I tire of this 
  drenching. Help an old woman to dry her 
  bones, then find your reward.   - Nana Jeny
  Flood 
  source!
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-01
  26
  Player Handout 3: Jeny’s Little Helpers
  Figurine of Wondrous Power (Ivory Goats)
  Wondrous item, Rare (requires attunement)
  The statues are always coated with a gritty film, and smell like rancid goat butter when fey creatures are within 50 
  feet.  This magical item is described in the Dungeon Masters Guide.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-01
  27
  Encounter 1 map: Grown Big Around Here!
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-01
  28
  Encounter 2 map: Houseboat or Boathouse?
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-01
  29
  Encounter 3 map: The Feygate Fountain 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/D8 Summit (DES)/CCC-DES-01-01 - Finding the Rabbit Hole v1.3.pdf