TEXT:  
  DC-PoA-SH01 A Thief in the White © Michael Valdez, 2021 
  1 
  DC-PoA-SH01 
   
   
   
   
  Something is causing a businessman in Easthaven to have the worst luck imaginable, and 
  he thinks it’s a ghost. As adventurers, you’re well equipped to handle just that sort of 
  thing and go to help this poor man. As usual for when things get weird in Icewind Dale, 
  there’s much more to the story than a simple “haunting,” and you find yourselves helping 
  an invisible town called Sunlit solve the bad luck mystery. 
   
  A 4-hour adventure for 1st-4th level characters, APL 1 
  Adventurer’s League Season 10. Plague of Ancients. Seed: I’d Like to Make a Return, Please 
   
   
   
   
  Credits 
  Writer / Designer: Michael Valdez 
  Version: 1.1  
   
  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. 
  
   
  DC-PoA-SH01 A Thief in the White © Michael Valdez, 2021 
  2 
  Table of Contents 
  Module Guide ........................................... 3 
  Adventurer’s League ............................... 3 
  Markers and Organization ...................... 3 
  Named Subhead ..................................... 3 
  Combat .................................................... 3 
  Appendices .............................................. 3 
  Separate Files .......................................... 3 
  Party Level Guidance .............................. 3 
  Adventure Preview .................................. 4 
  Important People .................................... 4 
  Important Places ..................................... 4 
  Part 1: Crime Scenes ................................ 5 
  Hoggin’s Den Storefront.......................... 5 
  Hoggin’s Den Basement .......................... 5 
  Werth’s Escape ........................................ 6 
  Combat: Escaping Noble ......................... 7 
  Further Crimes ........................................ 8 
  Part 2: Sunlit and A Bounty Hunt ............ 9 
  Arrival in Sunlit ........................................ 9 
  Werth’s Thievery .................................... 10 
  Back in the Dale .................................... 10 
  Tracking in the Dale .............................. 10 
  Optional Combat: Dutiful Guards ......... 11 
  Crevasse Descent .................................. 11 
  Part 3: Werth’s Hideout ......................... 12 
  The Hidey Hole ...................................... 12 
  Combat: Werth’s Hired Thugs ............... 13 
  Part 4: Werth Captured ......................... 14 
  Werth, Captured .................................... 14 
  In Sunlit Again ....................................... 14 
   ................................... 15 
  Creatures, Part 1 ................................... 15 
  Notes, Part 1: ......................................... 16 
  Maps, Part 1 .......................................... 17 
   .................................. 19 
  Creatures, Part 2 ................................... 19 
  Maps, Part 2 .......................................... 20 
   .................................. 20 
  Creatures, Part 3 ................................... 20 
  Maps, Part 3 .......................................... 21 
  Module Appendix 1: Magic Item Rewards
   ................................................................. 22 
  Module Appendix 2: Story Rewards ...... 23 
  Sunlit Hands Auxiliary ........................... 23 
  Module Appendix 3: Attribution ........... 24 
   
   
   
  
   
  DC-PoA-SH01 A Thief in the White © Michael Valdez, 2021 
  3 
  This is a Dungeons and Dragons Adventurer’s 
  League adventure. It adheres to Season 10 and 
  Plague of Ancients rules. Explanations of those 
  rulesets, limitations, and reward structures are 
  available from Wizards of the Coast: 
  https://dnd.wizards.com/ddal_general  
  The adventure itself is aimed at around 4 hours 
  in length and is Tier 1, meaning it is meant for 
  players levels 1-4. 
  Sections of this module are organized with a 
  (hopefully) sensible pattern, section by section. 
  “Parts” are larger sections, possibly with 
  multiple scenarios for players to roll dice and 
  play their characters. 
  The named subheads (if viewing this in color, 
  the headings are light blue with red letters) are 
  parts within a Part. They represent different 
  challenges, location changes, or combat 
  scenarios. 
  “Combat” headers (tan background with black 
  lettering) will start by explaining the combat 
  scenario’s enemies. Further explanation of 
  mechanics will follow. Stat blocks or maps with 
  be relegated to the Appendix sections for ease 
  of use. 
  The Appendix section will be separated by Part, 
  and will contain creature stat blocks and maps. 
  At the end of the module, further appendices 
  will also contain the rewards, necessary legal 
  attributions, and credits. 
  If this module is part of a downloaded folder, 
  there will be separate maps and notes for ease 
  of printing. 
   
  This module is APL 1. 
  • 
  APL 1 (2 players) is a Weak Party 
  • 
  APL 1 (3-4 players) is a Standard Party 
  • 
  APL 2+ (or more than 4 players) is a Strong 
  Party 
   
   
  
   
  DC-PoA-SH01 A Thief in the White © Michael Valdez, 2021 
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  Eight 
  Female human, Eldritch Knight, around 60 years 
  old.  
  Smart, capable, and respected, she is the only 
  member of the Sunlit Hands currently stationed 
  in the town, Sunlit, and is the town’s attuned 
  handler. While she is tight-lipped about her 
  fellow Hands, she wears her badge openly. 
  Eight is genuine about her simple desire to help 
  as she can around Ten Towns, her nature 
  clearly selfless. Though she is 60 years of age, 
  she carries herself with the vigor and strength 
  of someone much younger. 
  Werth 
  Male human, noble, middle-aged. 
  Werth is a merchant in Easthaven. While he at 
  one point seemed capable and hard-working, 
  he has fully dived into criminal acts for profit. 
  Ash, Dash, and Mash 
  Icewind Kobolds, gender open to interpretation.  
  These three Icewind Kobolds are working with 
  Eight Tides and Sunlit. While their origin is 
  unclear, they are obviously deeply respectful of 
  Eight. 
  The three of them are gladly helping the get 
  back the stolen Bad-Bad Rock, which was from 
  their original tribe. 
  Denver Hoggin 
  Male human, businessman, mid-thirties. 
  A tradesman in the busy town of Easthaven, 
  Denver specializes in protecting goods for all 
  manner of people in a private and respectable 
  manner. He is practically a bank unto his own. 
   
   
   
   
  Easthaven 
  https://forgottenrealms.fandom.com/wiki/Easth
  aven 
  A successful fishing village in Ten Towns, 
  Easthaven is significantly larger than most of its 
  nine neighbors. 
  Sunlit 
  Sunlit is a town that is also a demi-plane and 
  able to travel all over the world, taken to places 
  its currently attuned handler is familiar with. 
  The strange town is made invisible by a magical 
  border, and anyone who enters seems to 
  disappear. 
  No matter where it is in the world, the 
  temperature is comfortable, and at least one of 
  its elite guard, the Sunlit Hands, keeps it safe. 
   
   
  
   
  DC-PoA-SH01 A Thief in the White © Michael Valdez, 2021 
  5 
  Even in the frozen north of Icewind 
  Dale, Easthaven thrives. A large 
  population and proximity to Lac 
  Dinneshere means the town is a haven 
  for trade, legal and otherwise. 
   
  You and your fellow adventurers have 
  taken on one of the many bounties 
  available to those willing to brave the 
  wilds, though this bounty was the last 
  remaining this morning, left to be 
  ignored for its unexciting nature. The 
  note’s posters want help dealing with 
  some sort of haunting, and this “job” 
  now falls to you. 
   
  The location of the haunting is 
  Hoggin’s Den, a nearby business, and 
  you head over to meet your patrons. 
  The players can introduce themselves now as 
  they prepare knock on the door of Hoggin’s 
  Den.  
  Hoggin’s Den is a converted general store 
  whose current purpose is the specialized, 
  secure storage of a wide variety of goods for 
  many clients. Carved wooden signs on the 
  windows inform passersby of the standard 
  rates for certain goods like knucklehead trout 
  bones, personal goods, clothing, tools, spare 
  parts, and so on. 
  The first floor is mostly a meeting and waiting 
  space with a few seats, close walls, and more 
  storage price notices. A man is pacing back and 
  forth behind the counter. The man is intensely 
  nervous, scared, and on seeing the adventurers 
  enter gets excited. 
  Denver Hoggin 
  • 
  Denver Hoggins is a human man in his early 
  thirties, strong and hale. 
  • 
  Denver asks party if they are here about the 
  notice. It’s been two days and no one has 
  come to help them. 
  • 
  Denver will say nothing about the reasons 
  for the notice, and only says that the 
  adventurers will need to see what’s wrong 
  for themselves. 
  • 
  He closes the store, locks the door, and 
  leads the party behind the counter and 
  down a set of stairs. 
   
  A map for this area is available in the Appendix. 
  The basement is full of marked crates in neat 
  places all along the edges and some in the 
  middle. In an open chest is a pile of locks and 
  keys. 
  Denver Hoggins explains that some sort of 
  ghost or apparition or whatever keeps breaking 
  his locks. In the last month, he’s had to change 
  the basement lock a dozen times. The lock 
  works perfectly fine for a day, maybe two, then 
  the key somehow doesn’t match it and the lock 
  doesn’t work anymore. He has no idea what’s 
  going on. He thinks his basement, or the door 
  itself, might be haunted. 
  Basement Tour 
  • 
  Along the edges are chests, crates, book 
  collections and other items with labels 
  above them. 
  • 
  In the middle are various other items, also 
  labeled. 
  • 
  The labels are all coded with animalistic 
  names such as “Weasel” and “Moo-Cow” 
   
  The Locks 
  The brass locks and their associated keys are in 
  a chest on the left side of the basement, near 
  some books. 
  • 
  None of the keys work for any of the locks 
  • 
  DC 10 Intelligence (Arcana) check or 
  other ways of detecting magic:  
  o 
  Something magical has definitely 
  affected the locks and keys 
  o 
  DC 13 Intelligence (Arcana): There is 
  an amalgam of divination, conjuration, 
  and transmutation magics on each lock 
  and each key. 
  
   
  DC-PoA-SH01 A Thief in the White © Michael Valdez, 2021 
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  Investigating 
  The items in this basement are widely varied. 
  Denver Hoggins will refuse to elaborate on any 
  of the items except for one. 
  • 
  DC 12 Persuasion check to ask about 
  stored items. 
  o 
  Hoggin will only speak about the most 
  recent item, a thick potion in a bottle. 
  o 
  This item is being held for a man named 
  Werth, an Easthaven merchant 
   
  The Potion 
  The DM will need to sooner or later point the 
  adventurers to investigating the glowing potion 
  on the left side of the basement, near the front. 
  Anyone that gets near the glowing potion will 
  need to make a saving throw. 
  • 
  DC 12 Intelligence, Charisma, or 
  Constitution saving throw 
  o 
  Success: the potion nearly makes an 
  adventurer touch the potion’s glass 
  bottle before backing off 
  o 
  Failure: an adventurer picks up the 
  bottle, nearly drops it, but holds onto it 
  at the last second. 
   
  • 
  Detect Magic finds that the potion is 
  magical, and contains an amalgam of 
  divination, conjuration, and transmutation 
  magics. 
  o 
  This is the same as the locks if anyone 
  has checked already. 
  • 
  DC 10 Arcana check on the potion. 
  o 
  It is a Philter of Love with the following 
  effect. If someone drinks it, they are 
  effected thusly: 
  o 
  The next time you see a creature within 
  10 minutes after drinking this philter, 
  you become charmed by that creature 
  for 1 hour. If the creature is of a species 
  and gender you are normally attracted 
  to, you regard it as your true love while 
  you are charmed. This potion’s rose-
  hued, effervescent liquid contains one 
  easy-to-miss bubble shaped like a heart. 
  o 
  DC 13 Arcana check: The potion is 
  tainted by a physical presence within the 
  liquid itself. 
  • 
  Checking or draining the potion reveals a 
  small black object at the bottom of the 
  bottle. 
   
  Once the potion is revealed to be tainted in 
  some way, Denver Hoggins becomes suspicious 
  and reveals that the item was dropped off by 
  adventurers under the employ of Werth, an 
  Easthaven merchant. Werth said the “simple” 
  healing potion was found during some mission 
  to explore an old cavern, but Denver now very 
  much doubts that. 
  Denver now realizes that he was asked to store 
  that potion at about the same time his locks 
  began to fail. 
  With these coincidences revealed and the 
  potion not what he was told it was, Denver 
  decides to tell the party where they can find 
  Werth, in case the merchant had something to 
  do with his problems.  
  He also allows the party to keep the Philter of 
  Love if they wish, as technically it is not in his 
  inventory and he wants the tainted item gone. 
  A map of the general area around Werth’s 
  Home is available in the Appendix. 
  The party can take the short trip to Werth’s 
  home and place of business, just southwest of 
  Hoggin’s Den. The house is locked, the windows 
  drawn, and no one answers any knocks or calls. 
  Soon after the party arrives, they hear a 
  window crash, the flapping of humongous 
  wings, and they see a Giant Owl take flight from 
  the rear alley with a well-dressed fellow on its 
  back. 
  Three gnomes appear on nearby roofs, hooting 
  and howling with joy. 
  One of the gnomes says:  
   
  “There he is! The stolen Bad-Bad! Get 
  it back!” 
  
   
  DC-PoA-SH01 A Thief in the White © Michael Valdez, 2021 
  7 
  The gnomes throw weighted ropes at the Giant 
  Owl, which wrap around the bird’s talons. In a 
  panic, Werth screams from his place on his 
  getaway creature, digs into his bag, and throws 
  out three small clumps of fur at the ground. 
  The three clumps of fur land near the 
  adventuring party and turn into creatures that 
  immediately attack the party.                            
  Roll Initiative 
   
  Combat Encounter: Mountain Goats and 
  Walruses 
  Weak Party: 2x Mountain Goats; 
  Giant Owl Swing mechanic every 
  other full combat turn 
  Standard Party: 2x Mountain Goats, 
  1x Walrus; Giant Owl Swing 
  mechanic every other full combat 
  turn 
  Strong Party: 2x Mountain Goats, 2x 
  Walrus; Giant Owl Swing mechanic 
  every other full combat turn 
  Map Details 
  Werth’s home is marked on the map that is 
  available in the appendix. The alley he escaped 
  to is behind the house, with plenty of space for 
  the giant owl to have taken off. 
  Owl Details 
  • 
  The Giant Owl carrying Werth has ropes 
  around its feet and the three gnomes that 
  wrangled the creature are swinging from 
  them 
  • 
  The owl will be desperately trying to shake 
  off the three gnomes as the party fights the 
  Mountain Goats 
  • 
  The Giant Owl is not fully participating in 
  battle and therefore does not have a stat 
  block in the Part 1 Appendix. It is instead 
  available in the Part 2 Appendix. 
  o 
  For reference: Armor Class 12, Hit 
  Points 19, and Speed 5 ft., fly 60 ft. 
  • 
  The owl cannot be killed in this encounter. 
  If bloodied will shake loose the gnomes and 
  fly away immediately 
   
  Giant Owl Swing 
  • 
  As the owl tries to shake off the gnomes, it 
  swings the ropes wide across the field of 
  play 
  • 
  DC 12 Dexterity check to avoid getting hit 
  by a screaming gnome 
  • 
   DC 12 Strength check to take the gnome 
  head on 
  • 
  A failure on either of these checks knocks a 
  character prone but deals no damage. 
  • 
  The swinging gnomes can be grabbed, cut 
  down, or otherwise interacted with, but 
  cannot be hurt. 
   
  Combat ends when the enemy creatures are 
  reduced to 0 hit points, after which they revert 
  to clumps of fur. 
  When the enemies are dead, Werth’s owl frees 
  itself from the ropes and the three gnomes are 
  hurled into the street or sides of houses as the 
  bird flies off. 
   
   
  
   
  DC-PoA-SH01 A Thief in the White © Michael Valdez, 2021 
  8 
  Evidence Left Behind 
  Though Werth is getting away, several pieces of 
  parchment fly out of his satchel as he goes. The 
  party can collect these papers. Most are 
  standard fare for merchants, receipts and such. 
  However, a particular note stands out that 
  reads (handout version available in Appendix):  
  “-D. Hoggin: last chance at anything from 
  storage space, getting suspicious. 
   
  -Havver Fen: captain of the Poninosa fishing 
  barge. Shard placed inside fish on hatch does 
  not work. Maybe Captain Fen has some magical 
  skill? 
  -Saw those same three gnomes near my house 
  again. Are those little weirdos following me, or 
  am I paranoid? 
   -Note: I think I need to keep actual ledgers at 
  the crevasse. Random notes in my pockets is 
  bound to get me in trouble some day.” 
  A New Ally 
  The gnomes are also scouring the area, 
  gathering the loose papers that fell from 
  Werth’s satchel, when a knightly woman shows 
  up at the scene. The gnomes immediately 
  salute and greet her. She calls them by their 
  names: Ash, Dash, and Mash, and gives them 
  orders: 
  “You know what to do. Get those cats 
  ready and catch this noble’s scent 
  before he ends up in some hidey-hole 
  that we’ll never get to.” 
  The three gnomes salute again with a hearty 
  “Yes, Ma’am!” and run off in different directions. 
  The knightly woman greets the party, 
  introduces herself as Eight Tides, and asks if 
  Werth had stolen from them or sold them faulty 
  goods. Once the characters answer, she reveals 
  that Werth has also stolen from her and from a 
  local kobold tribe that need to be found. 
   
  If the adventurers are available, Eight could use 
  the help and is willing to pay the Adventurer’s 
  League costs to help get Werth back to Ten 
  Towns tom pay for his crimes of selling 
  dangerous, faulty magic devices to locals. 
  • 
  If no one took the potion from Hoggin’s Den 
  basement, Eight volunteers to take it and 
  keep it secured. 
   
  The “Gnomes” 
  • 
  The gnomes don’t act like gnomes almost at 
  all because they are actually Icewind 
  Kobolds (Icewind Dale: Rime of the 
  Frostmaiden , pg. 296) 
  • 
  A DC 13 Perception, Investigation, or 
  Arcana check reveals the fact that these 
  are kobolds in disguise with the help of the 
  Masquerade Tattoo magic item (Tasha’s 
  Cauldron of Everything , pg. 131) 
  • 
  If Eight is confronted by this, she admits 
  that she knew and, in fact, supplied them 
  with their tattoo needles. 
   
  If the party ignores Eight’s invitation, they can 
  start to chase down Werth on their own, with 
  DMs discretion. The Giant Owl headed straight 
  east, into the cold of the dale. If the party heads 
  that way, they will ultimately get lost only to be 
  saved by Eight as she appears out of nowhere 
  to let them enter her town, Sunlit. 
   
   
  
   
  DC-PoA-SH01 A Thief in the White © Michael Valdez, 2021 
  9 
  Eight, the knightly woman that wants 
  help finding Werth, leads you out of 
  Easthaven. You head south to absolutely 
  nowhere, though Eight walks in the 
  freezing cold with confidence. 
   
  After a few minutes, you see the air 
  shimmer, and Eight vanishes. She calls 
  to you, seemingly from the void. 
   
  “Come on, then. You can’t be an 
  adventurer and be afraid of the 
  occasional invisible wall.” 
   
  When you walk on, you pass through a 
  barrier and end up in a town that was 
  previously hidden from sight. This 
  place is warm and comfortably, unlike 
  the dale, and sun is peeking through 
  cloud cover as if this was an entirely 
  different part of the world. Eight, a 
  welcoming smile on her says: 
   
  “Welcome to Sunlit.” 
   
  She tilts her head in a direction and 
  leads you along again. 
  Sunlit is essentially a town and camp in one.  
  There are several houses and a few more 
  structures under construction. 
  There are about 40 people in the town. 
  Humans, goblins, halflings, some elves, a few 
  dwarves, a firbolg, a few kobolds, and a tiefling 
  are all busy with random efforts involving 
  construction, or other specific craftwork.  
  There is even a table being run by a dwarf that 
  seems to have bounties setup for various tasks. 
  Another adventuring party with a barbarian, a 
  bard, and a rogue appears to be accepting a job 
  and negotiating payment. 
  Once inside the borders of Sunlit, Eight walks 
  over to a war table of sorts out in the open with 
  plans on it. 
  Note: Charm and/or social spells of any kind do 
  not work in Sunlit. Nothing stops people from 
  doing skill checks, but things like Disguise Self, 
  Friends, Charm Person, and so on fail to 
  activate within the secret town’s borders. 
  Sunlit (explained by Eight if asked) 
  The town of Sunlit is basically a demi-plane, 
  tethered to the material plane, able to move 
  around, appearing and disappearing based on 
  whoever is attuned to its nature. For now, Eight 
  holds its reins, and she has kept it in Icewind 
  Dale for three months, dealing with locals, 
  securing bounties for adventurers, and helping 
  Ten Towns in secret. 
  No more information will be revealed about 
  Sunlit in this module, and Eight is very tight-
  lipped if asked to say more. 
  Eight 
  Eight goes by the full name Eight Tides. She is a 
  dark-skinned woman with gray hair, about sixty 
  years old but in incredible shape. She is an 
  Eldritch Knight, intelligent and knowledgeable 
  of the arcane. 
  Eight is de-facto leader of Sunlit, but wouldn’t 
  call herself a mayor so much as a commander. 
  The Sunlit Hands 
  The Sunlit Hands are the town’s other guards 
  and leaders besides Eight. For now, they are all 
  elsewhere, adventuring or otherwise, and only 
  Eight is still with the town. Nothing else is 
  available on this topic in this module. 
   
   
   
   
  
   
  DC-PoA-SH01 A Thief in the White © Michael Valdez, 2021 
  10 
  The merchant Werth had been one of people of 
  Ten Towns working with Sunlit, trading 
  materials for local bounties. Unfortunately, he 
  has taken it upon himself to steal from those he 
  dealt with. 
  Werth, to start, stole the Bad-Bad Rock from a 
  tribe of kobolds. This ancient artifact is a 
  tangible essence of bad luck, and Werth stole it 
  about a year ago, carving slivers of it and 
  placing it where he needs things to go wrong.  
  • 
  If a character or Eight has the Philter of 
  Love from Hoggin’s Den, Eight can confirm 
  that the piece of black stone inside the 
  liquid is a piece of the Bad-Bad Rock. 
   
  The criminal appears unaffected by the Bad-
  Bad Rock himself, as is anyone with any hint of 
  arcane knowledge. He also used slivers of the 
  rock in Sunlit and stole several things from the 
  town. 
  Once this is explained, an excited kobold runs 
  up to Eight and the adventurers and says that 
  the cats got the scent. If they hurry, they can 
  chase down Werth. 
  Eight acknowledges this and hopes the party is 
  willing to help find not only Werth, but anything 
  he has stolen from the people of Ten Towns. 
  She leads the party back to the border of Sunlit. 
  Outside the magical border of the town, Ash, 
  Dash, and Mash are here, no longer disguised 
  as gnomes but in their normal kobold shapes. 
  The kobolds are wrangling several impressive, 
  white-furred Crag Cats, as many as they need 
  for themselves and the adventurers. 
  Eight Tides tells the kobolds to help the 
  adventurers as their cats track the criminal 
  Werth, and wishes them luck before returning 
  to the hidden town.  
  There are as many Crag Cats as the party needs 
  to ride, and an additional three for the kobolds. 
  With the cats using their senses to track the 
  owl, the heroes venture into the frozen dale. 
  The adventurers will ride the Crag Cats and 
  track down their escaped prey.  
  Using Skill Checks 
  The flow of the checks is as follows: 
  1. A Crag Cat slows down near something 
  odd. 
  2. The player decides on a check that will 
  allow them to find something not quite 
  right in their surroundings. 
  3. Perception, Investigation, Nature, and 
  Survival are the standards, and other 
  checks or skills can be used at DMs 
  discretion. 
  4. The check is passed or failed, and 
  another player has a chance to try 
  5. A player must try to check the same 
  area if a previous player failed, until 
  someone succeeds and they continue 
  the chase. 
  Tracking Table 
  AC 
  Found Object 
  Points 
  10 
  Wing Beaten snow drift  
  3 
  14 
  Dropped papers 
  5 
  17 
  Owl feather 
  7 
  20 
  Any combo of above 
  10 
   
  • 
  The characters need to collect a total of 20 
  points worth of information before they 
  move on to the next section. 
  • 
  The Crag Cats have +4 Perception and can 
  be aided with either Perception or Animal 
  Handling 
   
   
   
   
   
  
   
  DC-PoA-SH01 A Thief in the White © Michael Valdez, 2021 
  11 
  Before the adventurers reach the next part of 
  the adventure, there is a chance that some 
  Werth’s own and some hired thugs will show up 
  at the entrance to the crevasse to try and stop 
  the party from advancing. 
  This section is optional and the adventurers can 
  choose to avoid the fight or defeat the hired 
  guards, or the DM can opt out of mentioning it 
  at all.  
  The combat scenario is balanced for medium 
  difficulty all-around. 
  Combat Encounter: Giant Owl, Apprentice 
  Wizard, Guard 
  Weak Party: Giant Owl, 2x Guard 
  Standard Party: Giant Owl, 
  Apprentice Wizard, Guard 
  Strong Party: Giant Owl, Apprentice 
  Wizard, 2x Guard 
   
  In a few more minutes of following the trail, the 
  party find themselves at a crevasse. 
  The crevasse is a shunt in the ice, part natural 
  and part carved for use by humanoids. There 
  are small metal plates at random spots all the 
  way down as far as anyone can see. There are 
  also occasional torches stuck on the walls 
  creating bright light throughout. 
  • 
  DC 12 Perception check  
  o 
  Those metal plates and covers will likely 
  be traps. 
  o 
  DC 18 Perception or perfect vision: A 
  trap has a mark that reads: 
   
  Thank you for choosing HyperTrap, LLC 
  for your protection needs! All traps 
  come with 5 varying formations that 
  shift at random. Our motto: “Bet they 
  didn’t see that comin’!” 
  • 
  The DC 12 check also reveals a few giant 
  owl feathers visible, hinting that they are at 
  the right pace. 
   
  The kobolds inform the party that the Crag Cats 
  they are riding are great climbers, so going 
  down shouldn’t be too hard. 
  Refer to Part 2 Appendix Map below for a visual 
  aid.  
  • 
  Sections of the map, such as some of the 
  side paths that can be used as shortcuts, 
  can be hidden at DMs discretion 
  • 
  The side areas of the map, whether they 
  lead to a shortcut or not, can be used by 
  the party to hide from traps until their next 
  turn. 
   
   
   
   
   
  This climb down can be done in initiative order 
  or round-the-table. 
  • 
  Attempting to fly down looks like a very bad 
  idea, as it would be extremely difficult to 
  avoid traps. 
  • 
  Any player attempting this will immediately 
  have an arrow trap fire on them. 
  • 
  All traps have AC 18 and 20 HP in case of 
  players trying to destroy them. 
   
  Movement and Activating Traps 
  This climb down can be done in initiative order 
  or round-the-table. 
  • 
  The players can use the Crag Cats’ climb 
  speed of 30ft., and a free mounted 
  movement to Dash 60ft. each turn. 
  • 
  The players can use their own movement if 
  they wish. 
  • 
  A trap is sprung every 30ft. of movement. 
  • 
  All doors on the map are unlocked, but 
  each is trapped. 
   
   
   
   
   
   
   
  
   
  DC-PoA-SH01 A Thief in the White © Michael Valdez, 2021 
  12 
  The Traps 
  • 
  The DM rolls a 1d8 to see which trap attacks 
  a player that goes up to 30ft into the 
  crevasse. 
   
  1. Rock Trap 
  2. Grease Trap 
  3. Poison Arrow Trap 
  4. Spiky Trap 
  5. Push Trap 
  6. Nothing happens 
  7. Nothing happens 
  8. Nothing happens 
   
   
  Rock Trap 
  A rock is shot from the trap 
  Hit: +3 to hit, 1d4 bludgeoning damage. 
  Grease Trap 
  DC 12 Dexterity save or the Crag Cat must 
  regain balance and cannot Dash next turn. 
  Poison Arrow Trap 
  An arrow is shot from the trap 
  Hit: +3, 1d4 piercing damage 
  DC 13 Constitution check on hit. Failure 
  takes 1d4 poison damage at the start of the 
  next turn. Poison ends after one proc. 
  Spiky Cliff Trap 
  DC 13 Animal Handling, Acrobatics, or 
  Intelligence check to immediately jump 
  up and avoid spikes after they shoot out 
  and land after they retract. Failure takes 
  1d4 piercing damage. 
  Push Trap 
  DC 12 Athletics check to hold onto a 
  metal ram as it pushes the player off a cliff. 
  Failure results in another random trap roll. 
   
  Once any character is at the bottom of the 
  crevasse, there is a lever that will turn off the 
  traps and allow all others down safely. 
  There is also a metal door near the lever that 
  leads to the next section. 
  With the traps deactivated, Ash, Dash, and 
  Mash can act as lookouts if the party needs to 
  take a short rest. One of the kobolds will go 
  back up and make sure their enemy doesn’t 
  escape from another exit. 
  The next part begins whenever the adventurers 
  are ready. 
  Past the open metal door in the crevasse wall is 
  a space that looks like a long-forgotten temple. 
  There are oil-lamps on the floor throughout the 
  hideout, creating bright light throughout. The 
  smoke curls up and then out through a small 
  hole above the entryway door, going out into 
  the crevasse. The ceiling is about 15ft. tall. 
  Where the adventurers walk in is a space with 
  two large crates that say “valuables,” “trade 
  goods,” and a smaller box that says 
  “promissory.” 
  Valuables 
  In this crate are various items that include 
  jewelry, coins, personalized trinkets, delicate 
  scrimshaw carvings, and more. They are 
  organized in either soft leather bags, satchels, 
  or their own separate smaller boxes to keep 
  everything safe. 
  Trade Goods 
  This crate contains tools, ingots, gems, 
  unworked ivory-like bones from knucklehead 
  trout, and similar sellable goods. This is laid out 
  in compartments separated by wooden slats. 
  Promissory 
  This smaller box is full of paperwork that 
  includes receipts, handwritten notes, promises 
  of payment, I.O.U.s, and other such official and 
  unofficial items. The papers are from all over 
  Ten Towns.  
   
   
   
  
   
  DC-PoA-SH01 A Thief in the White © Michael Valdez, 2021 
  13 
  The Buried Temple 
  There are no words, relics, altars, or glyphs of 
  any kind that reveal who built this place or why. 
  It is in ruins, old and decrepit. 
  • 
  DC 13 check using Mason’s Tools  
  o 
  This temple must have been built 
  around 200 years ago. 
  • 
  DC 12 Perception or Survival checks 
  o 
  The area is not heavily trafficked, but 
  there are some new-ish footprints in 
  dust. 
  • 
  DC 15 Perception or Survival checks 
  o 
  Footprints on the ground on the old 
  stone dust reveal different people have 
  been here, not just one, and very 
  recently. 
  o 
  On the Survival check, a character can 
  see that the footprints are hefty boots 
  and split up once they are past the 
  rectangular entry area marked as “1” on 
  the map in the appendix. 
   
  In the section labeled “2” are 2 (two) doors. The 
  one to the left is partly destroyed and can’t be 
  opened. The one on the right is intact but 
  locked. 
  • 
  DC 14 Sleight of Hand or DC 12 with 
  Thieves Tools checks: 
  o 
  The character trying to unlock the door 
  does so, but when they try to open it 
  seems locked again. 
  o 
  A character can continue to try and open 
  this door, and if they succeed on the 
  check the lock seems to reset itself and 
  change, needing another check. 
  • 
  DC 12 Arcana check 
  o 
  The lock is affected by a combination of 
  divination, conjuration, and 
  transmutation magics. 
  • 
  If someone kept the Philter of Love, the 
  potion is still radiating an aura of bad luck 
  that can affect objects but not people 
  o 
  Pouring the potion on the lock makes 
  the good luck of the latch return to 
  normal, allowing lockpicking to work as 
  expected 
  o 
  Doing this will also cause an ambush 
  and the enemies from the upcoming 
  battle attack the adventurers 
   
  Past the hard-to-open door are two alcoves and 
  a set of intact double doors. The first character 
  that walks past the two pillars in Section 2 gets 
  hit with a pebble. This character sneezes so 
  suddenly and violently that they are nearly 
  doubled over. 
  Someone near the entry section screams 
  “Now!” and the party is attacked.  
  Roll Initiative. 
  Combat Encounter: Guards, Bandits 
  Weak Party: 1 Guard, 1 Bandit 
  Average Party: 2 Guards, 2 Bandits 
  Strong Party: 3 Guards, 3 Bandits 
  No matter the strength of the party, at least one 
  guard will come from top-right alcove and a 
  bandit will begin shooting using ranged attacks 
  from the top-left. 
  The bandit(s) will target races that traditionally 
  don’t have dark vision in order to get advantage 
  by not being seen. 
  If no one is of a known race that has dark 
  vision, the bandit(s) will choose targets 
  randomly while the Guard(s) provide a frontline 
  assault. 
  Top Right Alcove 
  The Guard enemies will come from this 
  position. 
  • 
  The centered furniture is a table that is 
  three feet high. 
  • 
  An oil lamp on that table give that space 
  bright light everywhere except under the 
  table. 
  o 
  The guard was hiding either around the 
  corner or under the table. 
   
   
   
  
   
  DC-PoA-SH01 A Thief in the White © Michael Valdez, 2021 
  14 
  Top Left Alcove 
  This is where at least one Bandit enemy may 
  come from. 
  • 
  The space is completely dark, requiring 
  darkvision to see inside. 
  • 
  Bandits within will take pot shots and 
  immediately return to cover. 
  • 
   The stone rubble makes the space difficult 
  terrain, as well. 
   
  Combat ends when all enemies are defeated or 
  incapacitated. 
   
  Once his guards and bandits are done for, 
  Werth can be heard past the now wide-open 
  impossible to unlock door of the Temple 
  Hideout. He is begging for his life, promising to 
  pay handsomely if he is let go. 
  • 
  The players can speak to Werth before 
  taking him in, but all he does is admit to 
  crimes the party can already tell he did. 
  • 
  The large piece of the Bad-Bad Rock Werth 
  stole is in the small alcove with him. 
  o 
  It has evenly sliced pieces missing from 
  it. 
  o 
  Also in this alcove is a Grey Bag of Tricks, 
  which Werth had on him, this 
  adventure’s magic item reward. 
  • 
  The bandits and guards were going to help 
  Werth take his stolen goods and leave 
  Icewind Dale since he was found out by the 
  adventurers. 
  o 
  They have nothing of value on them 
   
  With the criminal Werth in hand, the party can 
  leave and meet the kobolds outside. Once 
  safely at the top of the crevasse, they are met 
  by Eight, who was summoned via messenger 
  raven by Ash, Dash, and Mash. 
  Sunlit is here as well, and the party can go 
  inside the more mobile demi-plane 
  immediately along with their captured enemy. 
  Eight thanks the party for their help. For now, 
  Ash, Dash, Mash, and others from Sunlit will 
  use the Crag Cats to help bring up the goods 
  from Werth’s hideout and they can go back to 
  Ten Towns. 
  Eight also recognizes the Grey Bag of Tricks as 
  one of the items Werth stole, and tells the 
  characters they can go ahead and keep it as 
  part of their payment. In additional, she will 
  add in one of the masquerade tattoo needles 
  her kobold friends use as a gesture of good will. 
  She says it is good to see competent 
  adventurers all the way up here, and is willing 
  to let them call themselves deputies of the 
  Sunlit Hands while the town remains in Icewind 
  Dale. 
  Eight and Sunlit will likely have need of 
  adventurers again soon, and will be on the 
  lookout for the characters in the future. 
   
   
   
   
   
   
   
  
   
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  Mountain Goat 
   
  Medium beast, unaligned 
  Armor Class 11 
  Hit Points 13 (2d8+4) 
  Speed 40 ft., climb 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  12 (+1) 
  14 (+2) 
  1 (-4) 
  10 (+0) 
  5 (-3) 
  Senses Passive Perception 10 
   
  Languages – 
   
  Challenge 1/8 Proficiency Bonus +2 
  Charge. If the goat moves at least 20 feet 
  straight toward a target and then hits it with 
  a ram attack on the same turn, the target 
  takes an extra 3 (1d6) bludgeoning damage. 
  If the target is a creature, it must succeed on 
  a DC 12 Strength saving throw or be knocked 
  prone. 
  Sure-Footed. The goat has advantage on 
  Strength and Dexterity saving throws made 
  against effects that would knock it prone. 
   
  Actions 
  Ram. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning 
  damage 
  Walrus 
   
  Large beast, unaligned 
  Armor Class 9 
  Hit Points 22 (3d10 + 6) 
  Speed 20 ft., swim 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  9 (-1) 
  14 (+2) 
  3 (-4) 
  11 (+0) 
  4 (-3) 
  Senses Passive Perception 10 
   
  Languages – 
   
  Challenge 1/4 Proficiency Bonus +2 
  Hold Breath. The walrus can hold its breath 
  for 10 minutes. 
  Actions 
  Tusks. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 7 (2d4 + 2) piercing 
  damage. 
  
   
  DC-PoA-SH01 A Thief in the White © Michael Valdez, 2021 
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  Werth’s Note 
   
   
   
   
   
  
   
  DC-PoA-SH01 A Thief in the White © Michael Valdez, 2021 
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  Hoggin’s Den Basement 
   
  
   
  DC-PoA-SH01 A Thief in the White © Michael Valdez, 2021 
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  Werth’s Escape 
   
  
   
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  19 
   
  Apprentice Wizard 
  Medium Elf, lawful good 
  Armor Class 10 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
   
  Skills Arcana +4, History +4 
  Senses Passive Perception 10 
  Languages Common 
  Challenge ¼ Proficiency Bonus +2 
  Spellcasting. The apprentice is a 1st-level 
  spellcaster. Its spellcasting ability is 
  Intelligence (spell save DC 12, +4 to hit with 
  spell attacks). It has the following wizard 
  spells prepared: 
   
  Cantrips (at will): fire bolt, mending, 
  prestidigitation 
   
  1st level (2 slots): burning hands, disguise 
  self, shield 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +2 
  to hit, reach 5 ft. or range 20/60 ft., one 
  target. Hit: 2 (1d4) piercing damage 
   
   
   
   
   
   
   
   
   
   
   
   
  Giant Owl 
  Large beast , neutral 
  Armor Class 12 
  Hit Points 19 (3d10 + 3)   
  Speed 5 ft., fly 60 ft. 
  Roll Initiative! +2 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  15 (+2) 
  12 (+1) 
  8 (-1) 
  13 (+1) 
  10 (+0) 
   
  Skills Perception +5, Stealth +4 
  Senses Darkvision 120 ft., Passive 
  Perception 15 
  Languages Understands Common, Elvish, 
  and Sylvan but can’t speak them 
  Challenge 1/4 Proficiency Bonus +2 
  Flyby. The owl doesn't provoke opportunity 
  attacks when it flies out of an enemy's 
  reach. 
   
  Keen Hearing and Sight. The owl has 
  advantage on Wisdom (Perception) checks 
  that rely on hearing or sight. 
  Actions 
  Talons. Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 8 (2d6 + 1) 
  slashing damage. 
  Guard 
  Medium human, neutral 
  Armor Class 16 (Chain Shirt) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
  Roll Initiative! +1 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills: Perception +2 
  Senses Passive Perception 12 
  Languages Common 
  Challenge 1/8 Proficiency Bonus +2 
  Actions 
  Spear. Melee or Ranged Weapon Attack: +3 
  to hit, reach 5 ft. or range 20/60 ft., one 
  target. Hit: 4 (1d6 + 1) piercing damage, or 5 
  (1d8 + 1) piercing damage if used with two 
  hands to make a melee attack. 
  
   
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  20 
  Crevasse Descent 
   
   
   
   
  “Guard” stat block is available in the Part 2 
  Appendix. 
  Bandit 
   
  Medium human, neutral 
  Armor Class 12 (Leather Armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
  Roll Initiative! +1 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  Senses Passive Perception 10 
   
  Languages Common 
   
  Challenge 1/8 Proficiency Bonus +2 
  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. 
  
   
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  Temple Hideout 
   
   
   
  
   
  DC-PoA-SH01 A Thief in the White © Michael Valdez, 2021 
  22 
  Grey Bag of Tricks 
  Wondrous Item, uncommon 
  Rewarded to all players 
  This ordinary bag, made from gray, rust, or tan 
  cloth, appears empty. Reaching inside the bag, 
  however, reveals the presence of a small, fuzzy 
  object. The bag weighs 1/2 pound. 
  You can use an action to pull the fuzzy object 
  from the bag and throw it up to 20 feet. When 
  the object lands, it transforms into a creature 
  you determine by rolling a d8 and consulting 
  the table that corresponds to the bag's color. 
  See the Monsters Listing for the creature's 
  statistics. The creature vanishes at the next 
  dawn or when it is reduced to 0 hit points. 
  The creature is friendly to you and your 
  companions, and it acts on your turn. You can 
  use a bonus action to command how the 
  creature moves and what action it takes on its 
  next turn, or to give it general orders, such as to 
  attack your enemies. In the absence of such 
  orders, the creature acts in a fashion 
  appropriate to its nature. 
  Once three fuzzy objects have been pulled from 
  the bag, the bag can't be used again until the 
  next dawn. 
  Grey Bag of Tricks 
  d8 
  Creature 
  1 
  Weasel 
  2 
  Giant rat 
  3 
  Badger 
  4 
  Boar 
  5 
  Panther 
  6 
  Giant badger 
  7 
  Dire wolf 
  8 
  Giant elk 
   
   
   
   
  Masquerade Tattoo 
  Wondrous Item, common (requires 
  attunement) 
  Common, rewarded to one person per table 
  Produced by a special needle, this magic tattoo 
  appears on your body as whatever you desire. 
  Tattoo Attunement. To attune to this item, you 
  hold the needle to your skin where you want 
  the tattoo to appear, pressing the needle there 
  throughout the attunement process. When the 
  attunement is complete, the needle turns into 
  the ink that becomes the tattoo, which appears 
  on the skin. 
  If your attunement to the tattoo ends, the 
  tattoo vanishes, and the needle reappears in 
  your space. 
  Fluid Ink. As a bonus action, you can shape the 
  tattoo into any color or pattern and move it to 
  any area of your skin. Whatever form it takes, it 
  is always obviously a tattoo. It can range in size 
  from no smaller than a copper piece to an 
  intricate work of art that covers all your skin. 
  Disguise Self. As an action, you can use the 
  tattoo to cast the disguise self spell (DC 13 to 
  discern the disguise). Once the spell is cast 
  from the tattoo, it can’t be cast from the tattoo 
  again until the next dawn. 
  Magic Tattoo Coverage 
  Tattoo Rarity 
  Area Covered 
  Common 
  One hand or foot or 
  a quarter of a limb 
   
  Walloping Ammunition (Arrow) x10 
  Weapon, common 
  Common, rewarded to one person per table 
  This ammunition packs a wallop. A creature hit 
  by the arrow must succeed on a DC 10 Strength 
  saving throw or be knocked prone. 
   
   
   
  
   
  DC-PoA-SH01 A Thief in the White © Michael Valdez, 2021 
  23 
  Philter of Love 
  Potion, uncommon 
  Only available for this module. 
  The next time you see a creature within 10 
  minutes after drinking this philter, you become 
  charmed by that creature for 1 hour. If the 
  creature is of a species and gender you are 
  normally attracted to, you regard it as your true 
  love while you are charmed. This potion's rose-
  hued, effervescent liquid contains one easy-to-
  miss bubble shaped like a heart. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
                    
   
   
  After a job well done, Eight Tides is happy to let 
  the adventurers use Sunlit as a camp of sorts if 
  any of them wish to be auxiliaries of the Sunlit 
  Hands. The reward comes with two boons. 
  • 
  A small steel badge of the Sunlit Hands 
  symbol (seen above) is given as a gift. 
  • 
  A Crag Cat can be borrowed once for a total 
  of 30 minutes for Plague of Ancients 
  adventures. 
  o 
  The DM has the right to refuse this gift’s 
  use if it would be detrimental to an 
  adventure. 
  o 
  The cat must be borrowed at the 
  beginning of an adventure. 
   
  This reward can be collected up to three times, 
  once for each Tier 1 Sunlit Hands module. 
   
   
   
   
  
   
  DC-PoA-SH01 A Thief in the White © Michael Valdez, 2021 
  24 
  Maps 
  Software:  
  • 
  “Other World Mapper” from Three Minds 
  Software 
  • 
  “Tiled” from Thorbjørn Lindeijer 
  • 
  “RPG Map Editor 2” from Deepnight Games 
   
  Art / Assets:  
  • 
  Pipoya (pipoya.itch.io) 
  • 
  Max Heyder Art / GoldenSkull (itch.io) 
  • 
  Screaming Brain Studios (itch.io) 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Plague of the Ancients (PoA)/DC-PoA SH01 Sunlit Hands 01.pdf