TEXT: FENCES and SWORDS
  Part One of the RocSlide Series
  The Northern Moonsea region has recently been plagued by a mysterious pirate 
  ship, which is seemingly able to appear without warning and then simply vanish. 
  Instilling fear, and beginning to impact trade, those with vested interests in the area 
  need this thorn removed from their sides. First, however, they must first discover 
  where the mysterious ship calls home.
  A Two-Hour Adventure for 5th–10th Level Characters
             
  I
  R
  T
  THE ROLE
  INITIATIVE
  JAMES RePASS
  Adventure Designer
  Adventure Code: CCC-TRI-03 ROC1-1
  Optimized For: APL 7
  Version: 1.71
  Story Arc Coordinator: Garrett Colón
  Editors: Garrett Colón, Colin Pekruhn
  Playtesters: Garrett Colón, Maria RePass, Cam Dunaj, Daniel Hartman
  Art and Maps: James RePass
  Formatting and Layout: David Jedlinsky
  Organized Play: Chris Lindsay
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett
  D&D Adventurers League Administrators: Alan Patrick, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, 
  Lysa Chen
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  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.
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  CCC-TRI-03 ROC1-1 Fences and Swords
  2
  Introduction
  Welcome to Fences and Swords, a D&D 
  Adventurers League™ adventure, part of the official 
  D&D Adventurers League™ organized play system 
  and The Role Initiative’s RocSlide series.
  This adventure is set inside the city of Melvaunt, 
  where players have the opportunity to roleplay or 
  explore sections of the city in search of a criminal 
  contact.
  This adventure is designed for three to seven 
  5th–10th level characters and is optimized for five 
  characters with an average party level (APL) 
  of 7. 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 adjust-
  ments; 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 partic-
  ular 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 note cards, a 
  DM screen, miniatures, and battlemaps.
  • Ask the players to provide you with relevant char-
  acter 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-TRI-03 ROC1-1 Fences and Swords
  3
  Adventure Primer
  This is a handy cove, and a pleasant sittyated grog-
  shop. Much company, mate?
  —Robert Louis Stevenson, Treasure Island
  Adventure Background
  The Moonsea region of Faerûn has long been a 
  place of danger, fortune, glory, and despair. A civi-
  lized frontier, or sorts, it presents unique challenges, 
  and unique opportunities, to those willing to brave 
  it.
  One of the largest cities in the region, Melvaunt, 
  is a hub of merchants, metalworking, and the trade 
  of slaves. Ruled by powerful merchant families, 
  it stands as a formidable foe against both the 
  scheming Zhent, who have long had their eye on 
  conquering the city, and the savage orcs and ogres 
  of Thar, who wish to destroy it.
  Though piracy is an omnipresent threat in the 
  Moonsea region, with so much of its trade traveling 
  on the water, a new pirate threat has recently 
  emerged. This has agitated the rulers of Melvaunt, 
  and they now seek outside help to deal with the 
  threat.
  The mysterious ship Merchant Lords’ Folly, 
  captained by a pair of pirate siblings called the 
  Teshwave Siblings, seems to appear and vanish at 
  will, making it next to impossible to engage on the 
  open seas. Instead, Derlen Satleren, an ambitious, 
  up and coming agent of the Lords’ Alliance, has 
  offered to deal with the situation for the city, in the 
  hopes of bettering their view of his organization.
  Derlen has put out a call to adventurers to sniff 
  out rumors regarding a local pirate fence, Faeru 
  Peunig, who may have information regarding where 
  the Merchant Lords’ Folly calls home.
  Location and NPC Summary
  The following NPCs and locations feature prominently in this 
  adventure.
  Melvaunt (MELL-vont). A city on the northern shore of the 
  Moonsea, with smithing and mercantile services.
  Derlen Satleren (DUR-lin SAT-ler-in). Male half-elf Lord’s 
  alliance representative who hires the party.
  Faeru Peunig (FAIR-ooh poo-EH-neg). Female gnome fence 
  and former pirate; has the information the party seeks.
  Adventure Overview
  This short adventure is intended to be heavily 
  based on role playing and problem solving, and it is 
  possible for no combat to occur. There are two main 
  avenues the characters can take, based on desired 
  game type. See “Adventure Flowchart” in the appen-
  dix for a visual overview of the options.
  Part 1. The City of Swords—15 minutes. The 
  characters are summoned by Derlen Satleren 
  to the Lords’ Alliance Embassy in Melvaunt. He 
  wants them to talk to a local pirate fence, named 
  Faeru Peunig, who may have information he needs 
  regarding an elusive pirate ship, Merchant Lords’ 
  Folly. He shares with them two rumors about her 
  possible whereabouts.
  Part 2a. The Devil’s Fire Tavern—30 minutes. 
  The characters choose to investigate the Devil’s Fire 
  Tavern, where they must gather information from 
  the townsfolk about her location.
  Part 2b. The Seaside Cave—30 minutes. The 
  characters choose to investigate rumors of s secret 
  tunnel used by the fence, just outside of town, which 
  contains traps and puzzles.
  Part 3. The Pirate Fence—30 minutes. The char-
  acters encounter Faeru, and through roleplaying, 
  subterfuge, or combat, must retrieve the location of 
  the Merchant Lords’ Folly from her.
  Part 4. Saloon Showdown (Optional)—45 
  minutes. The characters are ambushed by Faeru’s 
  second in command, who is secretly working for the 
  Teshwave Siblings. This is intended to be used at 
  DM discretion.
  Adventure Hook
  The adventure begins with the characters traveling 
  to the Moonsea city of Melvaunt, having been 
  summoned by Lords’ Alliance Agent Derlen 
  Satleren to assist with a piracy issue. He has heard 
  rumors of possible locations of a pirate fence with 
  the information on the whereabouts of a particularly 
  troubling pirate vessel.
  Lords’ Alliance. The alliance is trying to further 
  its presence in the Moonsea region, and sees this as 
  a perfect opportunity to gain traction with the ruling 
  merchant families of Melvaunt.
  Altruism. The characters can deal with a new, 
  significant pirate threat, which will help stabilize 
  trade in the region.
  Fame and Fortune. The Lords’ Alliance is 
  offering a lucrative reward to help track down the 
  Merchant Lords’ Folly, and doing so would spread 
  renown of the characters’ deeds in the region, as 
  well as curry favor with the powerful merchant 
  families that rule Melvaunt.
  
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  CCC-TRI-03 ROC1-1 Fences and Swords
  4
  Running the Adventure
  This adventure focuses largely on roleplaying and/
  or puzzle solving, and can be completed without any 
  combat. It is encouraged to make clear to the play-
  ers what the two paths may entail, so they can help 
  make a choice that will be the most fun for them.
  The scenarios presented for the roleplaying, 
  particularly “The Devil’s Fire Tavern,” are purpose-
  fully left open ended, and are intended for heavy 
  DM modification and judgment. This encounter 
  should reward players for creative responses to the 
  personality types presented.
  The cave section provides an opportunity for 
  players to test themselves against traps and puzzles. 
  Hints should be avoided unless the party is truly 
  stuck, and remember that characters may under-
  stand things that players do not, so asking for rolls 
  for insight on puzzles and traps is a possibility.
  Due to the open-ended nature afforded to the DM, 
  running this adventure without preparation is not 
  recommended
  
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  CCC-TRI-03 ROC1-1 Fences and Swords
  5
  Part 1. The City of Swords
  Estimated Duration: 15 minutes
  The characters have been summoned to the Lords’ 
  Alliance Embassy in the city of Melvaunt, on the 
  northern shores of the Moonsea. A major center of 
  commerce, adventuring work, and slave trading, the 
  city is known for its metalworking and smithing. 
  This, combined with its penchant for hiring merce-
  naries, has earned Melvaunt the nickname ‘The City 
  of Swords.”
  General Features
  The general features of Melvaunt are as follows:
  Sights. A bustling port city, filled with scurrying merchants. 
  The sky is dimly lit by the plethora of forges working in the 
  city, joined by smoke and ash. Red shingled roofs with arched 
  upper story windows, and tightly packed buildings fill the city.
  Sounds. Sailors, tradesmen, and inhabitants conversing 
  loudly hawking their wares. Distant ship’s bells can be heard, 
  and the faint din of smithing hammers ring out everywhere.
  Smells. The city smells of brackish, shallow water, common 
  to industrial port cities, mixed with the smell of coal ash and 
  smoke from the many forges.
   Atmosphere. Melvaunt is perpetually cold and clammy, 
  wherever the forges’ heat does not reach. Oily residue coats 
  everything, and the people are austere in dress, and general 
  attitude.
  As the characters enter the city, use the above 
  information to set the atmosphere, and read the 
  following aloud:
  A cool mist partially obscures the arched, red roofs of 
  the City of Swords. Ash and oil cling to most surfaces, 
  and the droning, muffled sounds of hammer blows and 
  ship’s bells can be heard in the distance. 
   The skyline holds a reddish glow, and you are eyed 
  sternly by most as you make your way towards your 
  meeting with Derlen Satleren.
  The Embassy
  The characters have been told to meet their contact 
  in the Lords’ Alliance embassy, in the northern 
  central part of the city.
   The following describes the exterior and interior 
  of the embassy:
  • Three stories tall, with a red shingled roof
  • Similar to architecture seen in the rest of 
  Melvaunt, but newer and more elegant
  • Finely appointed furniture; luxurious, but not 
  ostentatious
  When the characters enter the embassy, read the 
  following:
  Standing across the room from you is a tall, handsome 
  half-eleven man. He is humming quietly to himself, 
  and going through several papers when he notices your 
  group. 
   Wearing a self-assured smile, he beckons you over 
  to a set of finely crafted tables and chairs, stating 
  “Welcome. I can’t tell you how happy I am that you 
  have accepted my summons. Please, sit, so we can 
  discuss the matter at hand.
  Roleplaying Derlen Satleren (Male Half Elf, LE)
  Derlen is an up-and-coming member of the Lords’ Alliance, 
  an organization his family has longstanding ties to, and a 
  tradition Derlen takes seriously.
  He is young, handsome, and strong in appearance, though 
  notably missing the first two fingers of his right hand—a 
  result of losing a fight with a basilisk.
  He speaks confidently, sure of his abilities, and always 
  looking to increase his—and his family’s—reputation
   He is a driven man, prone to being unscrupulous, and he 
  appreciates the decadent lifestyle his position provides. That 
  said, he is also curious in nature, and prone to getting off 
  topic when something interesting comes up in conversation.
  During the conversation, Derlen relays the following 
  information. If the party has chosen the Roleplaying 
  path, give them information pertaining to the Devil’s 
  Fire Tavern. If they have chosen the Exploration 
  path, give them information on the Seaside Cave:
  • A mysterious pirate vessel, Merchant Lords’ Folly, 
  has been disrupting local trade.
  • The pirate vessel seems uniquely capable of 
  appearing and vanishing without warning, making 
  it difficult to track
  • Lords’ Alliance intelligence indicates a local 
  fence, and former pirate, Faeru Peunig, may have 
  information about vessel and its whereabouts.
  • Faeru is difficult to find, but Derlen has heard 
  two credible rumors as to her whereabouts: The 
  Devil’s Fire Tavern, and a cave just east of the city 
  docks, along the water.
  • Faeru has been known to frequent the tavern, 
  so someone there may know her current 
  whereabouts
  • Known associates of Faeru’s have been spotted 
  near a cave east of the city. His agents tell him 
  it appears to be unguarded, which leads him to 
  suspect it may be protected by other means
  • A few of Faeru’s associates have been questioned, 
  but have proven surprisingly resistant to 
  interrogation. He currently holds none of them in 
  custody.
  • He wants the characters to discover the where-
  abouts of the Merchant Lords’ Folly.
  
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  CCC-TRI-03 ROC1-1 Fences and Swords
  6
  • He will pay the party 750 gp for this information. 
  This is negotiable up to 1,000 gp with a success-
  ful DC 20 Charisma (Persuasion) check.
  • He is uninterested in what becomes of Faeru, but 
  would prefer the characters not make a scene 
  while in his employ.
  Developments
  Once the character finish conversing with Derlen, 
  proceed to either part 2a, “The Devil’s Fire Tavern,” 
  or part 2b, “The Seaside Cave,” as appropriate.
  
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  CCC-TRI-03 ROC1-1 Fences and Swords
  7
  Part 2a. The Devil’s Fire Tavern
  Estimated Duration: 30 minutes
  If the characters have chosen The Devil’s Fire 
  Tavern, they will need to try and get information 
  out of people there with regards to Faeru Peunig’s 
  location. This is accomplished through roleplaying, 
  skill checks, or, potentially, a show of brute force.
  The Devil’s Fire Tavern is a famous drinking 
  hole in the city, founded by a former pirate about a 
  hundred years ago, and still run by his grandson, 
  Crispin Jaffe, due to the tunnel network beneath that 
  connects it to the shore line, just outside of the city.
  Characters will need to successfully accomplish 
  four skill checks of various types, or fail four of 
  them, before they will be shown to Faeru’s lair in 
  the Tavern’s basement. Failure, or brute force, still 
  allow the characters to advance, but will make the 
  subsequent section more difficult, which will be 
  detailed within.
  The characters find the tavern amongst a collec-
  tion of buildings along the Melvaunt docks. It looks 
  newer than the surrounding buildings, and has a 
  single, pointed black shingled roof.
  As the characters approach and enter the tavern, 
  read the following:
  As you open the door to the tavern and enter, you are 
  hit by the sounds of a slightly out of tune fiddle, and 
  the smell of cheap liquor and sweat. 
   It is surprisingly spacious, with about a dozen 
  tables and booths, and a long bar. Two mezzanines, 
  supported by wooden poles, overlook either side of the 
  hall. 
   The patrons, a motley mix of sailors, merchants, and 
  other colorful characters, pay you little heed as you 
  enter. A stout, middle-aged human male with thinning 
  red hair eyes you from behind the bar, polishing a 
  glass.
  There are several patrons and groups of patrons 
  throughout the tavern. The characters must suc-
  cessfully interact with them until either succeeding 
  or failing with four to advance. Only be as specific 
  as the players need, as they should be developing 
  solutions to each on their own.
  The DM is encouraged to allow the players to be 
  creative in their dealings with these NPCs, using 
  a mixture of roleplaying and skill checks (type and 
  DCs set by the DM at his discretion) to determine 
  success or failure.
  Crispin Jaffe (Human Male, LE). Crispin is the 
  grandson of Corwyn Jaffe, the founder of the 
  Devil’s Fire Tavern. He is middle aged, slightly 
  rotund, and with balding red hair. He owns the 
  establishment. He speaks in a blustering manner, 
  though not very intelligently. He greatly values the 
  tavern’s reputation, his customer’ happiness, and 
  the coin that those both bring. 
   Reveals. The Devil’s Fire Tavern is famous, and 
  is popular with both merchants and pirates.
  Acaza Lukan (Goliath Male, N). Acaza is a goliath 
  oddity, in that he is a Red Wizard of Thay, wearing 
  their customary robes. Even more confusingly, he 
  is currently dancing to the fiddler’s music, while 
  eyeing another patron, Aya, and trying to impress 
  her with his dancing ability. He is moderately 
  intoxicated, and while his faculties are still sharp, 
  his dancing seems to be suffering. 
   Reveals. Has purchased items from Faeru 
  before, and has heard she comes here, but has not 
  seen her in the Tavern.
  Aya Scosanar (Human Female, NE). Aya is a 
  young and strikingly beautiful cleric of Umberlee, 
  with sea foam green hair. She is awaiting contact 
  from Faeru to discuss a sale of stolen goods. She 
  is moderately intoxicated, and has a more than 
  passing interest in the large goliath in the Tavern, 
  Acaza. She absentmindedly plays with a piece 
  of paper that she will not reveal to anyone. The 
  paper is a note signed by Faeru telling her to meet 
  her in the “Depths of Hell” so she can buy some of 
  her goods. 
   Reveals. Is there to sell plundered goods, but 
  this is her first time here, and hasn’t been given 
  full instructions yet on how to speak to Faeru.
  Ighear and Ghim Safronan (Dwarf Males, NG). 
  Twin dwarven brothers, they are loud, boisterous, 
  and altogether friendly. They are celebrating a 
  recent purchase of a ‘hard to come by’ fine mithral 
  ale tankard, which they are currently using to 
  have a drinking content. They purchased the 
  tankard from Faeru, and are reticent to give up 
  their supplier, for fear of people buying similar 
  objects that they still want to purchase. They are 
  prone to breaking into drinking songs in mid 
  conversation. 
   Reveal. That many people know that the Devil’s 
  Fire Tavern is where you can go to buy and sell 
  ill-gotten goods, but that the tavern’s fame, and 
  well-placed bribes, prevent the authorities from 
  intervening.
  Osodress Kiscoarke (Halfing Female, NE).
  Ohu Ukapab (Aarakocra Male, LE).
  Iofino Fusre (Aasimar Female, LE). Osodress, 
  Ohu, and Iofino are three pirates currently enjoy-
  ing a game of Thabort (a Faerûnian dice game) 
  at one of the mezzanine level tables. Osodress is 
  an arrogant, fierce halfling, with her neck down 
  almost completely tattooed. Ohu has colorful garb 
  to match his colorful plumage, using an odd tenor 
  and flowery speech when speaking. Iofino is an 
  
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  CCC-TRI-03 ROC1-1 Fences and Swords
  8
  intense looking aasimar, with gray skin and stark 
  white eyes. She speaks very softly, and wastes few 
  words. All three pirates work for the Teshwave 
  Siblings, but are on shore leave. They will not 
  reveal this information under any circumstances. 
   Reveal. Faeru is a well-known fence, which 
  is both a lucrative and dangerous position, and 
  that she “might” have moved her operations very 
  nearby in the last month.
  Mont Earmo (Dragonborn Male, CN). Mont is 
  an eccentric green-skinned dragonborn bard, 
  dancing and playing the fiddle, and, in general, 
  doing his best to entertain the tavern. He is con-
  stantly making puns whenever possible, and quite 
  amused by the awkward flirting going on between 
  Aya and Acaza. He is from a distant dragonborn 
  clan, called Turnuroth, in the mountains of 
  Chessenta, and he speaks fondly of its windswept 
  beauty. 
   Reveals. He has played in the tavern for several 
  tendays, and there are commonly customers who 
  come and go, but don’t seem to buy any drinks, 
  even though they pay the bartender
  Codan Wornroot (Human Male, LN). Codan is a 
  well-read human merchant, who views himself 
  as something of a philosopher. He is early 
  middle-aged, with brown hair, and fine set of 
  merchant’s clothes. He speaks politely and well, 
  and (encouraged by alcohol) waxes philosophical 
  whenever given the chance. Codan quietly does a 
  decent amount of business with Faeru, whenever 
  the items he wishes to trade need to stay off the 
  books. 
   Reveals. Several well-known “merchants” 
  (pirates) frequent this establishment for both 
  business and pleasure.
  After either succeeding or failing at four of the 
  possible interactions, Crispin will approach the 
  characters:
  Success. “I see yee’ve made yourselves right at home 
  in my establishment, and folks seem to not mind ye. 
  I hear yer lookin’ to meet a certain someone. I can 
  facilitate that ther.” 
  Failure. “By the gods ye lot are as subtle as a tarrasque! 
  I know why ye’re here, and I’ll take ye to her, but I’d 
  learn to watch yerselves.”
  He will then show them to Faeru, in the basement 
  of the tavern. The entrance is concealed behind a 
  baker’s rack, with a specific combination of pots and 
  utensils being turned and pulled to reveal a secret 
  stairwell down.
  If combat breaks out, all present immediately 
  try to flee and alert the city guards, and will break 
  through windows to escape if the exit is blocked. All 
  individuals in the tavern use the veteran stat block.
  Only Crispin knows the location of the secret 
  basement entrance and the combination of pulls 
  and turns on the baker’s rack equipment. If Crispin 
  is captured, or otherwise coerced during or after 
  combat, he will give up this information with a 
  successful DC 15 Strength (Intimidation), DC 
  15 Charisma (Intimidation), or DC 20 Charisma 
  (Persuasion) check.
  If Crispin escapes, a successful DC 15 
  Intelligence (Investigation) or Wisdom (Perception) 
  check of the rear store room behind the bar area 
  is required to notice the baker’s rack is actually a 
  secret door, and a DC 20 Intelligence (Investigation) 
  check to determine the correct order of pots and 
  utensils to turn and pull to open it.
  Alternatively, it has AC 18 and 15 hit points, if the 
  characters attempt to break through it, and creative 
  magical means of bypassing it are acceptable as 
  well.
  If anyone inside the bar area escapes, the above 
  checks must be done in initiative order. After six 
  rounds, the authorities arrive and will try to arrest 
  anyone who directly attacked individuals in the 
  tavern. Three knights and three mages will arrive 
  every 1d4 rounds until the characters who were the 
  aggressors are subdued or surrender.
  Characters that are arrested or incapacitated are 
  taken into custody, which will be dealt with further 
  in the rewards section. Any means of entering the 
  secret staircase other than being shown there by 
  Crispin alerts Faeru and the pirates down below.
  Development
  When the characters are shown, or find their way, 
  down to the basement, proceed to part 3, “The 
  Pirate Fence.”
  XP Award
  For successfully finding the needed information, 
  each character receives 1,000 XP. Advancing 
  through failure earns each character 700 XP.
  Treasure
  The characters can earn a potion of water breathing 
  from Crispin if they successfully complete the 
  roleplaying encounters.
  
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  CCC-TRI-03 ROC1-1 Fences and Swords
  9
  Part 2b. The Seaside Cave
  Estimated Duration: 30 minutes
  The seaside cave is the entrance to tunnel network 
  that connects to the basement of the Devil’s Fire 
  Tavern, and was the reason the original tavern 
  owner (also a pirate) purchased the property. It’s 
  difficult to notice, without already knowing it is 
  there, and Faeru has chosen to leave the entrance 
  unguarded, to not draw attention to it.
  The cave is, however, protected by traps and puz-
  zles. Faeru was a successful pirate, and is an even 
  more successful fence. She has spent significant 
  amounts of money (and taken out a significant 
  amount in loans) to procure traps and other mecha-
  nisms to keep out unwanted visitors.
  When the characters reach the area, just to the 
  east of the town docks, read the following:
  The smell of ash mixes strongly with that of stale 
  water, as you see, ahead of you; a stout and sheer rocky 
  outcropping. Waves lap gently into tidal pools, and the 
  muted sounds of the city behind you provide the only 
  noise in the area, with nothing moving other than tall 
  reeds in the breeze.
  The cave entrance is concealed behind the reeds 
  along this rocky outcropping, and by a natural fold 
  in the rocks that camouflages the fact that it is not 
  a solid rock face. The entrance can be discovered 
  with a DC 13 Intelligence (Investigation) or DC 18 
  Wisdom (Perception) check.
  1. The Mirror Puzzle
  Once the cave is discovered, and the characters 
  enter, read the following:
  The cave entrance in front of you is unlit, and appears 
  to wind and turn in on itself. A slight breeze emanates 
  from the entrance, As you make your way farther in, 
  eventually a larger, torch-lit cavern opens before you. 
   Flickering light is provided by sconces along a 
  semicircular wall, illuminating a domed ceiling above 
  you. There are piles of random objects—chairs, bowls, 
  and other sundries, scattered throughout the room. 
  Ahead of you, on the left, is an ornate, metallic-gold 
  framed mirror, five feet or so in height. 
   To the right of it are three other mirrors, similar 
  in height, but with frames only painted gold, spaced 
  about 15 feet apart. 
   Directly ahead, protruding from the far wall, you see 
  a stone circle, several feet across, with a purple inlay in 
  the center in the approximate shape of a human hand.
  The mirrors are part of a magical lock system that 
  Faeru acquired from her pirating days. The mirrors 
  all show different reflections, and the characters 
  must pass objects into the three right mirrors to 
  match the reflected scene in the left. As an added 
  complication, the first character who steps to look 
  at the left most mirror becomes part of the scene, 
  and must be the one to correct the other three.
  The room is littered with plates, cups, and chairs, 
  along with cheap silverware, costume jewelry, 
  plastic fruit, and other assorted items that might 
  be found at a dinner table. All are worthless, save 
  for a potion of water breathing that can be found 
  with a successful DC 18 Intelligence (Investigation) 
  check of the piles of knickknacks. Everything the 
  characters need for the puzzle can be found in these 
  piles.
   The mirrors can be seen in Player Handouts 
  1a–d and function as follows:
  Magic Mirror Puzzle
  The leftmost mirror is the ‘key’ mirror to which the others 
  must be matched, inclusive of the first character who 
  approaches it. Objects may be passed into the mirror and 
  placed in it, though characters may not step full inside, 
  and the objects seen in the reflection have several copies 
  scattered throughout the room, along with other junk.
  Left Mirror (Key Mirror). The character, a table and chair, a 
  bowl on the table with a wooden spoon sitting in it, a goblet 
  (full of red wine), a plate with nothing on it, and a knife and 
  fork to either side of the plate. If other characters approach 
  the mirror again, the first character to have done so is 
  reflected still.
  Middle Left Mirror. The character who first approached the 
  leftmost mirror, or the character standing in front of this one 
  if that has not yet occurred, a table, a bowl on the table with a 
  wooden spoon sitting in it, a goblet (full of red wine), a plate 
  with nothing on it, and a knife and fork to either side of the 
  plate.
  Middle Right Mirror. The character who first approached 
  the leftmost mirror, or the character standing in front of this 
  one if that has not yet occurred, a table and chair, a bowl on 
  the table, a goblet full of red wine, and a plate with nothing 
  on it.
   Far Right Mirror. The character who first approached the 
  leftmost mirror, or the character standing in front of this one 
  if that has not yet occurred, a table, a bowl on the table with a 
  wooden spoon sitting in it, a goblet, a plate with nothing on 
  it, and a knife and fork the left side of the plate, with a napkin 
  under it.
  The character who first approaches the leftmost 
  mirror must be the one to correct the other three, 
  or, if someone else has done so, must approach it. 
  Once this occurs, his reflection will remain in that 
  mirror no matter who approaches it afterwards.
  Once the mirrors are matched, any character may 
  place their hand in the imprint in the stone circle, 
  and the wall will lower to reveal a tunnel behind 
  it. A successful DC 18 Intelligence (Investigation) 
  check can be used to reveal the nature of the puzzle 
  
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  to a character. A DC 15, 20, and 25 Intelligence 
  (Investigation) or Wisdom (Perception) check on the 
  Middle Left, Middle Right, and Far Right mirrors, 
  respectively, may be allowed to notice the differ-
  ences between the mirrors, if the players become 
  stuck.
  If anything is out of place between the mirrors, 
  the character who places his hand in the circle must 
  make a DC 20 Wisdom saving throw, taking 7 (2d6) 
  psychic damage on a failed save, or half as much 
  damage on a successful one.
  A mirror can be broken with ease, but the char-
  acter doing so must make a DC 18 Wisdom saving 
  throw, taking 9 (2d8) psychic damage on a failed 
  save, or half as much damage on a successful one.
  A creature who breaks the leftmost mirror must 
  make a DC 20 Wisdom saving throw. On a failure, 
  the creature takes 22 (5d8) psychic damage and is 
  knocked prone. On a success, the creature takes 
  half the psychic damage and is not knocked prone. 
  Any creature reduced to 0 hit points by this damage 
  is immediately stabilized but put into a catatonic 
  state. Their Wisdom score is also permanently 
  reduced to 1. This effect and score reduction can 
  be removed only with a greater restoration or wish 
  spell.
  Once any mirror is broken, the puzzle can only be 
  bypassed by breaking all the remaining mirrors.
  If all mirrors are broken, or the characters solve 
  the puzzle, the far wall will rumble and lower, 
  revealing the path forward.
  XP Reward
  If the mirror puzzle is completed successfully, 
  award each character with 250 XP. If they fail to do 
  so, award the characters 175 XP each.
  Treasure
  A potion of water breathing may also be found in the 
  pile of knickknacks.
  2. The Pivoting Hallway
  Leading from the mirror room is a hallway, approx-
  imately 80 feet long and 5 feet across. The ceiling 
  is 40 feet high at the near end, and slopes down 
  to 10 feet high at the far end of the hall. The walls 
  and floors are made from tan-colored, large stone 
  blocks, while the ceiling is rough, natural looking 
  stone.
  The entire hallway is resting on a pivoting axle. 
  When the weight beyond the halfway point in the 
  hallway exceeds the weight of the first half, the 
  entire hall rotates and tilts downwards. Characters 
  in the hallway when this happens slide out of the 
  end and off a ledge, dropping 20 feet to a cave floor, 
  taking 7 (2d6) bludgeoning damage from the fall.
  Any character who slides down the hallway must 
  make a DC 15 Dexterity saving throw to attempt to 
  grab onto something before falling from the ledge. 
  A character who fails the save takes 10 (3d6) blud-
  geoning damage from the slide and fall. Characters 
  at the end of the hallway have disadvantage on this 
  saving throw, due to the short time to react, and 
  characters at the start of the hallway have advantage 
  on this saving throw, due to having more time to 
  react
  A DC 17 Wisdom (Perception) check reveals 
  subtle movement of the floor, as the characters 
  move down the hallway, and a DC 18 Intelligence 
  (Investigation) check reveals arced scrape marks 
  long the walls of the hallway, from where the floor 
  has rotated up and down in the past. Any character 
  may attempt to wedge the trap in place with a 
  DC 18 Dexterity (Sleight of Hand) or Strength 
  (Athletics) check to prevent the hall from rotating.
  From the ledge, there is narrow ladder inset into 
  the end of the hallway that allows descent of those 
  who make it to the end without the hall rotating.
  XP Rewards
  If the characters bypass or successfully navigate the 
  pivoting hallway, award each with 250 XP. If they fail 
  to do so, award the characters 175 XP each.
  3. The Spiked Wall
  This section of the have has stairs descending 30 
  feet along the south wall, from the pivoting hallway. 
  In the center of the room are three chests, arrayed 
  next to each other. Beyond them is a large stone 
  console adorned with symbols, and beyond even 
  that is a huge, sheer wall, 100 feet in height, and 
  covered in spikes that stick out anywhere from 1 to 
  3 feet from it horizontally. A doorway, illuminated 
  by sconces with candles, is visible from across the 
  room at the top of the wall.
  The three chests are plain, wooden, and are not 
  locked or trapped. The left most chest has written 
  upon it in inlaid letters “FLIES.” If it is opened, a 
  large swarm of flies escape and anyone within 10 
  feet of the chest must make a DC 12 Constitution 
  saving throw, taking 7 (2d6) poison damage on a 
  failed save, or half as much damage on a successful 
  one.
  The middle chest is much like the first, but 
  instead has the word “GUN” written on it. A DC 25 
  Wisdom (Perception) check reveals smudging has 
  partially covered the last letter, and that it actually 
  says “GUM.” If the chest is opened, a small ball of a 
  tacky substance is found, which, though useless, is 
  quite minty to chew on for a short time. Shutting the 
  chest also knocks loose the smudging dirt, revealing 
  the full word.
  The right chest is identical to the first two, with 
  the word “STONE” written in inlaid wooden letters 
  upon it. This chest contains an oblong onyx stone, 
  
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  about 4 inches in length. This fits into a similarly 
  shaped depression on the nearby stone console, and 
  is used to activate it.
  If players investigate the console, a DC 10 
  Wisdom (Perception) or Intelligence (Investigation) 
  check will let them notice the oblong depression in 
  it. If the stone from the chest marked “STONE” is 
  inserted into this depression, a set of the spikes in 
  the wall retract, leaving a staircase-like arrangement 
  of spikes that can be traversed up the wall.
   If the characters decide, they may use the spikes 
  as handholds to climb the wall. Each player who 
  climbs the wall must make a Dexterity (Acrobatics) 
  check. A result of 18 or above results in no damage 
  taken, a 14 to 17 takes 5 (2d4) piercing damage, 
  and a 13 or below takes 7 (3d4) piercing damage. 
  Scaling the wall to bypass the puzzle counts as 
  a failure for the sake of tallying successes and 
  failures.
  At the top of the wall is an arched, wooden set 
  of double doors that are unlocked. Once the last 
  character moves through it, the door behind the 
  characters is magically transformed into a stone 
  wall, due to the magical nature of the door, and 
  cannot be passed back through.
  XP Rewards
  If the party solves the puzzle and causes the spikes 
  to retract, award each character 250 XP. If they fail 
  to do so, award the characters 175 XP each.
  4. The Weighted Plate Puzzle
  This room is a rectangular stone room with 20 foot 
  ceilings. Torches in sconces light the room, which 
  has tightly mortared stone walls, floors, and ceil-
  ings. At the far end of the room is a locked, wooden 
  door, with no apparent locking mechanism and that 
  resists all magical attempts to open it,
  In the middle of the room, slightly to either side, 
  are two large stone, circular sections of block, about 
  5 inches in height, sticking out of the floor like 
  daises.
  The corners of the room contain several medium 
  sized jugs, weighing 25 or 50 pounds each. Invest-
  igation of their contents reveals they contain only 
  water, and are not magical in nature. The two 
  circular stone blocks are plates of a scale that are 
  part of a weight-based puzzle, described below.
  Weighted Plate Puzzle
  As soon as a character steps on one of these plates, have the 
  party roll initiative. If any person, or object, is on one of the 
  plates and more than 50 pounds, initiative order applies.
  As soon 50 lbs. or more are put on one of the plates, it will 
  slowly start to lower, while the other will slowly start to rise.
  The characters must place equal weight of at least 150 lbs, 
  on both plates by the end of the 3rd round to disable this trap 
  and unlock the door to this room.
  After 3 rounds, if the weight on both plates is not greater 
  than 150 lbs and roughly equal, the following occurs:
  The heavier plate immediately drops to the bottom of 
  its shaft, and all creatures on must make a DC 15 Dexterity 
  saving throw, taking 10 (3d6) bludgeoning damage on a failed 
  save, or half as much damage on a successful one.
   The lighter plate slams upward into the ceiling, and all 
  creatures on it must make a DC 17 Dexterity saving throw, 
  taking 16 (3d10) bludgeoning damage on a failed save, or 
  half as much damage on a successful one.
  The door will unlock and open once the trap is 
  triggered. If triggered, the door creaks open from 
  the force, apparently not properly installed.
  The door leading from this room opens to a set of 
  stone stairs, leading up two stories. Once the last 
  character passes through the door from this room, 
  it seals behind them. The is an unlocked door at the 
  top of the stairs. This leads to the basement rooms 
  of the Devil’s Fire Tavern, where Faeru runs her 
  fencing business.
  XP Rewards
  If the characters balance the plates before time runs 
  out, award each character 250 XP. If they fail to do 
  so, award the characters 175 XP each.
  
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  Part 3. The Pirate Fence
  Estimated Duration: 30 minutes
  The area under the Devil’s Fire Tavern is where 
  Faeru Peunig runs her lucrative fence business, 
  buying and selling illicit goods. Her wide-ranging 
  business dealings involve many unsavory char-
  acters, and through these contacts that she has 
  learned the whereabouts of the Merchant Lords’ 
  Folly.
  Depending on the party’s means of entry, 
  Faeru and her gang will be at differing degrees 
  of readiness. She is expecting a delivery via her 
  tunnel network, so she cannot be surprised by the 
  characters. Faeru is one of several monster types, 
  based on party strength, with Quade Gornjarrel, her 
  second in command (identical stats to Faeru) and 
  her gang flanking her.
  As the characters enter the room, read the follow-
  ing (note: the incorrect word use in her dialogue is 
  intentional):
  The basement of The Devil’s Fire Tavern is large and 
  well appointed for a basement, with a few sets of fine 
  chairs and tables scattered throughout. Shelves and 
  barrels line the walls, containing a wide assortment of 
  goods and sundries. 
   As you approach, Faeru regards you with a quiet 
  confidence, as her gang looks on more sternly, with a 
  steely tension filling the room. 
   “Well now, this is not the group I was indeed 
  expecting this day. Nonetheless, I’m sure we can come 
  to some sort of mutually olfactory business dealings.”
  Roleplaying Faeru Peunig (Female Gnome, NE)
  Faeru is a gnomish pirate, with ruddy red skin and black hair, 
  who has given up the plundering business for the illicit goods 
  business.
  Business has been very good, and she had made a few 
  well-placed bribes to ensure she is ignored by the Melvaunt 
  authorities. She is quick to anger when disrespected, but will 
  not risk her life unless she feels she has a clear advantage.
  • Faeru is not a particularly good leader, or business woman, 
  but uses a plundered rod of rulership to exert charm effects 
  on both her gang and customers.
  • She tries to hide her lack of intelligence and business savvy 
  by using complicated language and large words, often 
  incorrectly.
  • Worshiper of Bane, and respects those who can take and 
  use power, which she feels she has done.
  • She will not give up the information on the location of the 
  Merchant Lords’ Folly for free, but is not above bribes or 
  trades for it.
  Depending on the characters’ method of entry, 
  Faeru is either relaxed or preparing for trouble, but 
  is not overly hostile, unless she feels threatened by 
  them.
  The second-in-command, Quade Gornjarrel, 
  will go upstairs the moment that the character’s 
  intentions are known. If combat with Faeru does not 
  occur, he lays a trap for the characters upstairs for 
  when they exit the basement.
  While skill checks can be used to adjudicate 
  the outcome of this encounter, players should be 
  encouraged to use roleplaying. Characters will be 
  successful in obtaining the information they need by 
  trying to appeal to her ego, greed, need for respect, 
  or fear of failure.
  Suggested skill check DCs are 16 for a group that 
  either succeeded in the checks in the Devil’s Fire 
  Tavern above, or who successfully completed three 
  or more of the puzzles. If the characters failed in the 
  tavern, or they failed two or more of the puzzles, the 
  DCs should increase by 5.
  Setting up the Encounter
  Very Weak
  • Faeru (Swashbuckler): AC 17, 66 hp, Init +4
  • Bandit Captain (2): AC 12, 11 hp, Init +1
  • Bandit (2): AC 12, 11 hp, Init +1 
  Add 4 bandits for prior failures (see text).
  Weak
  • Faeru (Master Thief): AC 16, 84 hp, Init +4
  • Bandit Captain (2): AC 15, 65 hp, Init +3
  • Bandit (2): AC 12, 11 hp, Init +1 
  Add 4 bandits for prior failures (see text).
  Average
  • Faeru (Master Thief): AC 16, 84 hp, Init +4
  • Swashbuckler (3): AC 15, 65 hp, Init +3
  • Bandit Captain (3): AC 15, 65 hp, Init +3
  • Bandit (0): AC 12, 11 hp, Init +1 
  Add 4 bandits for prior failures (see text).
  Strong
  • Faeru (Assassin): AC 15, 78 hp, Init +3
  • Swashbuckler (3): AC 15, 65 hp, Init +3
  • Bandit Captain (3): AC 17, 58 hp, Init +1
  • Bandit (3): AC 12, 11 hp, Init +1 
  Add 4 bandits for prior failures (see text).
  Very Strong
  • Faeru (Assassin): AC 15, 78 hp, Init +3
  • Master Thief (2): AC 12, 11 hp, Init +1
  • Swashbuckler (2): AC 12, 11 hp, Init +1
  • Bandit Captain (3): AC 17, 58 hp, Init +1
  • Bandit (0): AC 12, 11 hp, Init +1 
  Add 4 bandits for prior failures (see text).
  If combat should break out, Faeru will attempt to 
  use her rod of rulership to subdue the party, and will 
  make every effort to try to capture the characters. 
  Should the party have failed in either the tavern or 
  the cave on more than half of their encounters, or 
  
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  CCC-TRI-03 ROC1-1 Fences and Swords
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  entered by nonstandard means, an additional four 
  bandits are also present to assist Faeru.
   If Faeru is reduced to 20 hit points or less, she 
  will attempt to surrender, offering the information 
  and rod of rulership in exchange for her life. If she 
  is killed, the rod will be on her person, and a ledger 
  containing the location of the Merchant Lords’ Folly 
  in a small locker on the west side of the room.
  In either case, once the situation is resolved, the 
  way to the tunnels will be sealed and impassible 
  from this side, and characters must exit upstairs to 
  the Devil’s Fire Tavern main area.
  XP Award
  If the characters successfully talk their way through 
  this situation, and gather the needed information, 
  they received 1,250 XP.
  Treasure
  If they fight through this situation, they receive the 
  appropriate combat experience, and will receive the 
  rod of rulership from Faeru. Multiple rods shall not 
  be awarded.
  
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  Part 4. Saloon Showdown
  Estimated Duration: 45 minutes
  Optional Combat Encounter
  This encounter is intended to be used at DM discretion if 
  the party seems to be itching for a combat encounter, if extra 
  play time is desired, or if the party moves quickly through the 
  other sections of the adventure. Quade is not the negotiating 
  type; if this encounter is run, it is intended to be a combat 
  encounter.
   It cannot be run if combat occurs in the basement of the 
  tavern with Faeru.
  Faeru’s second-in-command, Quade Gornjarrel, 
  is secretly a triple agent, working for Faeru, the 
  Teshwave Siblings, and the Lords’ Alliance simulta-
  neously. He prefers the Teshwave Siblings to Faeru, 
  and takes this opportunity to get rid of Faeru and 
  take over her operation.
  As you enter the bar room, you are surprised to find 
  it empty, and eerily quiet. Across the room, you see 
  Quade grinning wolfishly at you, murderous intent 
  clear in his eyes. 
   “Faeru’s telling things to people she shouldn’t be, 
  and now its cost her her life, and yours. You ever hear 
  the saying, chaps? Loose lips sink ships!”
  Quade has cleared out the tavern, and plans an 
  ambush for the characters when they come back 
  upstairs, so that he can deal with Faeru unmolested 
  afterwards. He has managed to steal her rod of 
  rulership, and will use it on the party at the first 
  opportunity.
  Setting up the Encounter
  Very Weak
  • Quade Gornjarrel (Swashbuckler): AC 17, 66 hp, Init +4
  • Bandit Captain (2): AC 12, 11 hp, Init +1
  • Bandit (2): AC 12, 11 hp, Init +1 
  Add 4 bandits for prior failures (see text).
  Weak
  • Quade Gornjarrel (Master Thief): AC 16, 84 hp, Init +4
  • Bandit Captain (2): AC 15, 65 hp, Init +3
  • Bandit (2): AC 12, 11 hp, Init +1 
  Add 4 bandits for prior failures (see text).
  Average
  • Quade Gornjarrel (Master Thief): AC 16, 84 hp, Init +4
  • Swashbuckler (3): AC 15, 65 hp, Init +3
  • Bandit Captain (3): AC 15, 65 hp, Init +3
  • Bandit (0): AC 12, 11 hp, Init +1 
  Add 4 bandits for prior failures (see text).
  Strong
  • Quade Gornjarrel (Assassin): AC 15, 78 hp, Init +3
  • Swashbuckler (3): AC 15, 65 hp, Init +3
  • Bandit Captain (3): AC 17, 58 hp, Init +1
  • Bandit (3): AC 12, 11 hp, Init +1 
  Add 4 bandits for prior failures (see text).
  Very Strong
  • Quade Gornjarrel (Assassin): AC 15, 78 hp, Init +3
  • Master Thief (2): AC 12, 11 hp, Init +1
  • Swashbuckler (2): AC 12, 11 hp, Init +1
  • Bandit Captain (3): AC 17, 58 hp, Init +1
  • Bandit (0): AC 12, 11 hp, Init +1 
  Add 4 bandits for prior failures (see text).
  At least two of the enemies will conceal themselves 
  of the raised mezzanines. After the first round 
  of combat these concealed enemies will reveal 
  themselves and attack the party.
  While Quade and his men will fight to the death, 
  they will make every effort to capture, rather than 
  kill the party, as they are worth more as captives to 
  be sold.
  Treasure
  In addition to combat experience, if the party did 
  not receive it from Faeru, Quade is carrying the rod 
  of rulership. Multiple rods cannot be awarded.
  
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  CCC-TRI-03 ROC1-1 Fences and Swords
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  Part 5. Conclusion
  If the party has successfully obtained the necessary 
  information from Faeru, they will return to an elated 
  Derlen, whose reputation will see a significant gain 
  due to this endeavor. If the party did not already 
  obtain one from either Faeru or Quade, he offers 
  them the original agreed upon amount, as well as a 
  rod of rulership.
  He says the Lords’ Alliance produced it to give to 
  her second in command, Quade Gornjarrel, who 
  is secretly working for him (and, unbeknownst to 
  Derlen, also the Teshwave Siblings). Derlen had 
  planned to have Quade take over Faeru’s organiza-
  tion to find information about the Merchant Lords’ 
  Folly, but that no longer seems necessary.
  If the party is successful, all members present at 
  the conclusion receive the story award, “Friends in 
  High Places”.
  It is possible that during this adventure one or 
  more party members may be arrested or captured. 
  If that occurs, they earn the story award “Capture!” 
  Adjudicate it as shown on Player Handout 3.
  
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  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
  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.
  Combat Awards
  Name of Foe 
   
   
  XP Per Foe
  Assassin 
   
   
  3,900
  Bandit  
   
   
  25
  Bandit Captain 
   
   
  450
  Master Thief 
   
   
  1,800
  Swashbuckler 
   
   
  700
  Veteran  
   
   
  700
  Non-Combat Awards
  Task or Accomplishment  
  XP Per Character
  Devil’s Fire Tavern or
  Seaside Tunnel   
   
  1,000
  Pirate Fence Hideout 
   
  1,250
  The minimum total award for each character 
  participating in this adventure is 1,875 experience 
  points.
  The maximum total award for each character 
  participating in this adventure is 2,500 experience 
  points.
  Treasure
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided 
  as evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.
  Treasure Awards
  Item Name 
   
   
  GP Value
  Derlen’s Contract  
   
  750/1,000
  Consumable magic items should be divided up 
  however the group sees fit. If more than one char-
  acter 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 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide.
  Rod of Rulership
  Rod, rare (requires attunement)
  This ornate wooden rod is a dark green hue, about 
  two and a half feet in length. The head of the rod is 
  a circular, heavy scepter head, with green banding 
  and rubies interlaid into a gold crown. The base 
  of the rod is a gold-leafed leather pommel with a 
  tassel. This item can be found in Player Handout 4.
  Potion of Water Breathing
  Potion, uncommon
  A description of this item can be found in the 
  Dungeon Master’s Guide.
  Story Awards
  During the course of this adventure, the characters 
  may earn the following story awards:
  Friends in High Places. Due to your savvy 
  completion of Derlen’s task, you have begun to 
  make a name for yourself in the Moonsea region, 
  and have gained a small bit of favor with a member 
  of the Lords’ Alliance. In the future, you may gain 
  advantage on a Charisma-based skill check for 
  an interaction involving a member of the Lords’ 
  Alliance, or a city, town, or other type of government 
  official in the Moonsea Region. This story award 
  can be used once. More information can be found in 
  Player Handout 2.
  Capture! During the course of your adventure, 
  you were captured by pirates. Before leaving the 
  table, the DM will assign an effect per the table 
  below.
  d6 Result
  Effect
  1
  Greasing Palms
  2
  Sold into Slavery
  3
  Impressment
  4
  Hard Time
  5
  Prison Break
  6
  Better Lucky than Good
  More information can be found in Player Handout 
  3.
  Renown
  Each character receives one renown at the conclu-
  sion of this adventure.
  DM Reward
  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-TRI-03 ROC1-1 Fences and Swords
  17
  Appendix. Dramatis Personae
  The following NPCs are featured prominently in 
  this adventure:
  Acaza Lukan (ah-KAH-zah LOO-can). Male 
  goliath Red Wizard of Thay; tavern patron.
  Aya Scosanar (A-vah SKO-sa-nar). Female 
  human cleric of Umberlee; tavern patron.
  Codan Wornroot (ko-DAN WORN-root). Male 
  human merchant and philosopher; tavern patron.
  Crispin Jaffe (CRISP-in JAFF). Male human 
  proprietor of the Devil’s Fire Tavern.
  Derlen Satleren (DUR-lin SAT-ler-in). Male 
  half-elf Lord’s alliance representative who hires the 
  party.
  Faeru Peunig (FAIR-ooh poo-EH-neg). Female 
  gnome fence and former pirate; has the information 
  the party seeks.
  Ighear (E-ger) and Ghim Safronan (GIM 
  sah-FRO-nan). Male dwarf twin merchants; tavern 
  patrons.
  Iofino Fusre (eye-OH-fee-no foo-SREE). Female 
  aasimar pirate with grey skin and white eyes; tavern 
  patron.
  Mont Earmo (mont EAR-mo). Male dragonborn 
  bard with green skin; tavern entertainment.
  Osodress Kiscoarke (oh-SO-dress kiss-co-AR-
  key). Female halfing and heavily tattooed pirate; 
  tavern patron.
  Ohu Ukapab (O-hu OOH-ka-pab). Male aara-
  kocra pirate with flamboyant clothes and plumage; 
  tavern patron.
  Quade Gornjarrel (ku-ADE GORN-jar-el). Male 
  halfling fence, second in command to Faeru.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-03 ROC1-1 Fences and Swords
  18
  Appendix. Monster/NPC 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 +7, Int +5
  Skills Acrobatics +7, Deception +4, Perception +4, 
  Stealth +11
  Damage Resistances poison
  Senses passive Perception 14
  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 (1/Turn). The assassin deals an extra 
  13 (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: +7 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: +7 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.
  Faeru Peunig/Quade Gornjarrel as Assassin
  Rod of Rulership. Faeru/Quade can use an action to present 
  the rod and command obedience from each creature of its 
  choice that it can see within 120 feet of it. Each target must 
  succeed on a DC 15 Wisdom saving throw or be charmed by 
  it for 8 hours. While charmed in this way, the creature regards 
  Faeru/Quade as its trusted leader. If harmed by Faeru/Quade 
  or its companions, or commanded to do something contrary 
  to its nature, a target ceases to be charmed in this way. The 
  rod can’t be used again until the next dawn.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-03 ROC1-1 Fences and Swords
  19
  Bandit
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 12 (leather armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  Actions
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 
  80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage.
  Bandit Captain
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 15 (studded leather)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  16 (+3) 
  14 (+2) 
  14 (+2) 
  11 (+0) 
  14 (+2)
  Saving Throws Str +4, Dex +5, Wis +2
  Skills Athletics +4, Deception +4
  Senses passive Perception 10
  Languages any two languages
  Challenge 2 (450 XP)
  Actions
  Multiattack. The captain makes three melee attacks: 
  two with its scimitar and one with its dagger. Or the 
  captain makes two ranged attacks with its daggers.
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 
  (1d5 + 3) piercing damage.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-03 ROC1-1 Fences and Swords
  20
  Master Thief*
  Medium humanoid (any race), any alignment
  Armor Class 16 (studded leather)
  Hit Points 84 (13d8 + 26)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  18 (+4) 
  14 (+2) 
  11 (+0) 
  11 (+0) 
  12 (+1)
  Saving Throws Dex +7, Int +3
  Skills Acrobatics +,7, Athletics +3, Perception +3, 
  Sleight of Hand +7, Stealth +7
  Senses passive Perception 13
  Languages any one language (usually Common) plus 
  thieves’ cant
  Challenge 5 (1,800 XP)
  Cunning Action. On each of its turns, the thief can use 
  a bonus action to take the Dash, Disengage, or Hide 
  action.
  Evasion. If the thief is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only 
  half damage, the thief instead takes no damage if it 
  succeeds on the saving throw, and only half damage if 
  it fails.
  Sneak Attack (1/Turn). The thief 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 thief that isn’t 
  incapacitated and the thief doesn’t have disadvantage 
  on the attack roll.
  Actions
  Multiattack. The thief makes three attacks with its 
  shortsword.
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +7 to hit, range 
  80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  Reactions
  Uncanny Dodge. The thief halves the damage that it 
  takes from an attack that hits it. The thief must be able 
  to see the attacker.
  Faeru Peunig/Quade Gornjarrel as Master Thief
  Rod of Rulership. Faeru/Quade can use an action to present 
  the rod and command obedience from each creature of its 
  choice that it can see within 120 feet of it. Each target must 
  succeed on a DC 15 Wisdom saving throw or be charmed by 
  it for 8 hours. While charmed in this way, the creature regards 
  Faeru/Quade as its trusted leader. If harmed by Faeru/Quade 
  or its companions, or commanded to do something contrary 
  to its nature, a target ceases to be charmed in this way. The 
  rod can’t be used again until the next dawn.
  Swashbuckler*
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 17 (leather armor)
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  18 (+4) 
  12 (+1) 
  14 (+2) 
  11 (+0) 
  15 (+2)
  Skills Acrobatics +8, Athletics +5, Persuasion +6
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Lightfooted. The swashbuckler can take the Dash or 
  Disengage action as a bonus action on each of its 
  turns.
  Suave Defense. While the swashbuckler is wearing light 
  or no armor and wielding no shield, its AC includes its 
  Charisma modifier.
  Actions
  Multiattack. The swashbuckler makes three attacks: 
  one with a dagger and two with its rapier.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft., or range 20/60 ft., one target. Hit: 6 
  (1d4 + 4) piercing damage.
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage.
  Faeru Peunig/Quade Gornjarrel as Swashbuckler
  Rod of Rulership. Faeru/Quade can use an action to present 
  the rod and command obedience from each creature of its 
  choice that it can see within 120 feet of it. Each target must 
  succeed on a DC 15 Wisdom saving throw or be charmed by 
  it for 8 hours. While charmed in this way, the creature regards 
  Faeru/Quade as its trusted leader. If harmed by Faeru/Quade 
  or its companions, or commanded to do something contrary 
  to its nature, a target ceases to be charmed in this way. The 
  rod can’t be used again until the next dawn.
  *Source: Volo’s Guide to Monsters
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-03 ROC1-1 Fences and Swords
  21
  Veteran
  Medium humanoid (any race), any alignment
  Armor Class 17 (splint)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0)
  Skills Athletics +5, Perception +2
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Actions
  Multiattack. The veteran makes two longsword 
  attacks. If it has a shortsword drawn, it can also make a 
  shortsword attack.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 
  (1d10 + 3) slashing damage if used with two hands.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage.
  
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  CCC-TRI-03 ROC1-1 Fences and Swords
  22
  Appendix. Adventure Flowchart
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-03 ROC1-1 Fences and Swords
  23
  Appendix. Encounter Setup
  The Pirate Fence
  Very Weak Party Strength (1,650 or 1,750 XP)
  • Faeru (Swashbuckler): AC 17, 66 hp, Init +4
  • Bandit Captain (2): AC 12, 11 hp, Init +1
  • Bandit (2): AC 12, 11 hp, Init +1 
  Add 4 bandits for prior failures (see text).
  Weak Party Strength (2,750 or 2,850 XP)
  • Faeru (Master Thief): AC 16, 84 hp, Init +4
  • Bandit Captain (2): AC 15, 65 hp, Init +3
  • Bandit (2): AC 12, 11 hp, Init +1 
  Add 4 bandits for prior failures (see text).
  Average Party Strength (5,250 or 5,350 XP)
  • Faeru (Master Thief): AC 16, 84 hp, Init +4
  • Swashbuckler (3): AC 15, 65 hp, Init +3
  • Bandit Captain (3): AC 15, 65 hp, Init +3
  • Bandit (0): AC 12, 11 hp, Init +1 
  Add 4 bandits for prior failures (see text).
  Strong Party Strength (7,425 or 7,525 XP)
  • Faeru (Assassin): AC 15, 78 hp, Init +3
  • Swashbuckler (3): AC 15, 65 hp, Init +3
  • Bandit Captain (3): AC 17, 58 hp, Init +1
  • Bandit (3): AC 12, 11 hp, Init +1 
  Add 4 bandits for prior failures (see text).
  Very Strong Party Strength (10,250 or 10,350 XP)
  • Faeru (Assassin): AC 15, 78 hp, Init +3
  • Master Thief (2): AC 12, 11 hp, Init +1
  • Swashbuckler (2): AC 12, 11 hp, Init +1
  • Bandit Captain (3): AC 17, 58 hp, Init +1
  • Bandit (0): AC 12, 11 hp, Init +1 
  Add 4 bandits for prior failures (see text).
  Saloon Showdown
  Very Weak Party Strength (1,650 XP)
  • Quade Gornjarrel (Swashbuckler): 
  AC 17, 66 hp, Init +4
  • Bandit Captain (2): AC 12, 11 hp, Init +1
  • Bandit (2): AC 12, 11 hp, Init +1
  Weak Party Strength (2,750 XP)
  • Quade Gornjarrel (Master Thief): 
  AC 16, 84 hp, Init +4
  • Bandit Captain (2): AC 15, 65 hp, Init +3
  • Bandit (2): AC 12, 11 hp, Init +1
  Average Party Strength (5,250 XP)
  • Quade Gornjarrel (Master Thief): 
  AC 16, 84 hp, Init +4
  • Swashbuckler (3): AC 15, 65 hp, Init +3
  • Bandit Captain (3): AC 15, 65 hp, Init +3
  Strong Party Strength (7,425 XP)
  • Quade Gornjarrel (Assassin): 
  AC 15, 78 hp, Init +3
  • Swashbuckler (3): AC 15, 65 hp, Init +3
  • Bandit Captain (3): AC 17, 58 hp, Init +1
  • Bandit (3): AC 12, 11 hp, Init +1
  Very Strong Party Strength (10,250 XP)
  • Quade Gornjarrel (Assassin): 
  AC 15, 78 hp, Init +3
  • Master Thief (2): AC 12, 11 hp, Init +1
  • Swashbuckler (2): AC 12, 11 hp, Init +1
  • Bandit Captain (3): AC 17, 58 hp, Init +1
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-03 ROC1-1 Fences and Swords
  24
  Appendix. Devil’s Fire Tavern Map
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-03 ROC1-1 Fences and Swords
  25
  Appendix. Seaside Cave Map
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-03 ROC1-1 Fences and Swords
  26
  Appendix. The Fence’s Hideout Map
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-03 ROC1-1 Fences and Swords
  27
  Player Handout 1a. The Mirrors Puzzle—Left Mirror
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-03 ROC1-1 Fences and Swords
  28
  Player Handout 1b. The Mirrors Puzzle—Left Center Mirror
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-03 ROC1-1 Fences and Swords
  29
  Player Handout 1c. The Mirrors Puzzle—Right Center Mirror
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-03 ROC1-1 Fences and Swords
  30
  Player Handout 1d. The Mirrors Puzzle—Right Mirror
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-03 ROC1-1 Fences and Swords
  31
  Player Handout 2. Story Award
  During the course of this adventure, the characters 
  may earn the following story award. If you are print-
  ing these out for your characters, print as many as 
  you may need to ensure that any eligible character 
  receives a copy:
  Story Award
  Friends in High Places. Due to your savvy com-
  pletion of Derlen’s task, you have begun to make a 
  name for yourself in the Moonsea region, and have 
  gained a small bit of favor with a member of the 
  Lords’ Alliance. When playing adventures published 
  by The Role Initiative (TRI), you may gain advantage 
  on a Charisma-based skill check for an interaction 
  involving a member of the Lords’ Alliance, or a city, 
  town, or other type of government official in the 
  Moonsea Region. This story award can be used 
  once.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-03 ROC1-1 Fences and Swords
  32
  Player Handout 3. Story Award
  During the course of this adventure, the characters 
  may earn the following story award. If you are print-
  ing these out for your characters, print as many as 
  you may need to ensure that any eligible character 
  receives a copy:
  Story Award
  Capture! During the course of your adventure, you 
  were captured by pirates. Before leaving the table, 
  adjudicate the result with the DM per the table 
  below.
  Capture!
  Characters captured or arrested during this 
  adventure must spend 60 downtime days to free 
  themselves from captivity, in addition to one of the 
  effects listed below:
  d6
  Effect
  Notes
  1
  Greasing 
  Palms
  The character can bribe their way 
  to freedom for 500 gold. If the 
  character cannot afford this, roll 
  another d6 and take that result.
  2
  Sold into 
  Slavery
  The character is sold into slavery, 
  and branded with a small triangular 
  face tattoo to mark this. Gains a 
  trait of a strong dislike for slavery 
  and empathy for those enslaved.
  3
  Impressment
  The character is forced into naval 
  service in Melvaunt as part of their 
  sentence. The character picks up 
  the coarse language and behavior 
  of a sailor.
  4
  Hard Time
  Prison almost psychologically 
  breaks the character, but they 
  emerge harder and more cynical, 
  and is prone to sharing stories of 
  his time behind bars.
  5
  Prison Break
  Although it takes a long time, the 
  character manages to orchestrate 
  an elaborate prison break, gaining 
  notoriety for their brazen escape.
  6
  Better Lucky 
  than Good
  Through a fortunate paperwork 
  mishap, you are instead released 
  from custody instead of placed into 
  it. Some unfortunate soul suffers 
  the opposite bad luck, and now 
  hates you for life.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-03 ROC1-1 Fences and Swords
  33
  Player Handout 4. Magic Item
  During the course of this adventure, the characters 
  may find the following permanent magic item:
  Rod of Rulership
  Rod, rare (requires attunement)
  You can use an action to present the rod and com-
  mand obedience from each creature of your choice 
  that you can see within 120 feet of you. Each target 
  must succeed on a DC 15 Wisdom saving throw 
  or be charmed by you for 8 hours. While charmed 
  in this way, the creature regards you as its trusted 
  leader. If harmed by you or your companions, or 
  commanded to do something contrary to its nature, 
  a target ceases to be charmed in this way. The rod 
  can’t be used again until the next dawn.
  This ornate wooden rod is a dark green hue, 
  about two and a half feet in length. The head of the 
  rod is a circular, heavy scepter head, with green 
  banding and rubies interlaid into a gold crown. The 
  base of the rod is a gold-leafed leather pommel with 
  a tassel.
  This item can be found in the Dungeon Master’s 
  Guide.
  
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