Road To Reconcilitaion
Road To Reconcilitaion
Road To Reconcilitaion
ROAD TO RECONCILIATION
CREDITS ABOUT THE AUTHOR
Lead Designer: Noah Grand Noah Grand (he/they) is a social scientist and
Original Concept: Jemma Hooper, Michael Balin
statistician by day, adventure writer and editor by
Editing: Ian Stamford night. They have written adventures for
conventions across the Western United States, PAX
Cartography: Noah Grand Unplugged, Australia, and leading online
Layout: Noah Grand
conventions. They also write supplements
designed to help DMs add more diversity to the
All art used under free commercial license from DMsGuild. game, including being a writer/editor on the best-
selling anthology Friends, Foes, and Other Fine Folks.
D&D Adventurers League Guildmaster: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris
Lindsay, Mike Mearls, Matt Sernett
D&D Adventurers League Administrators: Alan Patrick,
Travis Woodall, Claire Hoffman, Greg Marks, Amy Lynn
Dzura, LaTia Jacquise, Ma’at Crook
Playtesters: Eliza Hains, Stewart Horne, Travis Ritt, Joel
Curnow
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
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express written permission of Wizards of the Coast.
©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 3
EPISODE FLOWCHART
This section provides a basic understanding of not only the flow of the episode, but also the outline of the
different paths that your players may take in reaching their stated objective.
3 B
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 4
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 5
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 6
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 7
PREREQUISITES PREREQUISITES
Characters pursued the Eraka first. Characters resolved Algreth’s Caravan.
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 8
5. BARBARIAN NEGOTIATION
As the party feasts with Tarvel and her honour with a passive Perception of 11 or higher
guard, they must stop Lasva from making a final notices her sneaking towards Jereth, ritual bone
attempt to attack Jereth’s and complete the hag dagger in hand. Lasva starts 40 feet away from
ritual. Jereth, who is restrained. If she hits Jereth with
an attack, she succeeds in the ritual, and Jereth
PREREQUISITES provides less help when fighting Jodi.
Characters finished either Scene 3 or 4. Lasva risks injury, but retreats after suffering
AREA INFORMATION 30 damage or if grappled for two rounds. She
Dimensions & Terrain. The largest tent is fears “the Smokeshifter” (Jodi) has made other
used for a dining hall, with makeshift slabs of deals and can be bullied. Two berserkers from
Tarvel’s honour guard interpose themselves as
stone used for tables and logs for chairs.
she flees, to prevent all out war. Tribal custom
CHARACTERS/NPCS is to let cooler heads prevail.
Tarvel Bashar invites the party to feast outside Any character succeeding a DC 13 Dexterity
her tent along with her four person honour (Sleight of Hand) check can grab the dagger
guard (berserkers) and Soren, the tribal from Lasva’s hand. Then she flees.
shaman. Lasva (berserker) waits in the
distance to attack Jereth (spy), the attractive,
SENDING A MESSAGE (LOST BUCKING
slender youngest adult son of the Kolwyn family. STALLION)
Objectives/Goals. Tarvel assumes visitors are Lasva mocks the adventuring party’s chosen
adventurers, here for the captive Jereth contestants and accuses Tarvel of weakening
Kolwyn. She is looking for an excuse to return the tribe. She demands a pound of flesh from
him to safe hands. The honour guard protects Jereth before any talk of releasing him. Tarvel
Tarvel, avoiding killing blows. relents to this demand unless an adventurer
What Does Tarvel Know? Perpetual conflict reminds the honour guard of Lasva’s bullying
with the Kolwyn caravan is not sustainable their chief with a DC 13 Charisma
because the tribe is outnumbered. (Intimidation) check.
Whether Lasva is allowed to cut Jereth’s
SPOILS OF VICTORY cheek or not, a price must be paid for his
If the party has done something on Tarvel’s release. An adventurer who did not participate
behalf already, securing Jereth’s release is easy. in the Bucking Stallion can try to explain why
Won Bucking Stallion. The victors can releasing Jereth is in the tribe’s interests. A
request Jereth’s release as their “prize” for successful DC 12 Charisma (Persuasion) check
winning the trial. Soren explains that if the convinces the other Eraka. On a failure, Tarvel
Eraka were meant to keep Jereth, their demands two horses or a potion of healing as
champions would have won the trial. tribute (faction-donated potions are
Rescued Sluwaine, Killed Undead. Sluwaine acceptable).
may be with the party, or they could accurately
describe her tattoo, as a means of de-escalation. WHAT’S NEXT?
If present, Sluwaine won’t mention the hag yet, If the party has already rescued Sluwaine, they
fearing Lasva’s spies. have completed the secondary objective. Go to
Part 2, or the bonus objectives if you are using
A DESPERATE BARGAIN them. If the party has not rescued Sluwaine yet,
If the adventurers can easily secure Jereth’s go to Scene 6. Either way, they can rest here
release, Lasva knows she has one last chance to unless they tried to fight Tarvel.
fulfill her deal with Jodi the night hag. Anyone
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 9
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 10
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 11
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 12
WRAPPING UP
Now that Glum Jodi Smokeshifter is dead,
Tarvel Bashar agrees to peace with Kolwyn
Caravans. If the party has not attempted Bonus
Objectives A or B, they are free to do so now if
you have enough time left in the session.
If characters completed Bonus Objective B,
Jereth is in charge and the peace seems stable. If
Algreth is in charge, the mood is oddly tense, as
people worry about Algreth’s aggression. Each
side gives the party a gift.
• Tarvel gives each character a custom saddle.
• Jereth, realizing adventurers are often more
comfortable on foot than in the saddle, offers
them Boots of False Tracks.
• If neither Jereth nor Sluwaine was scarred as
part of a hag ritual in Episode 2, characters
gain the Eraka Peacemaker story award. See
Appendix 7. If one of the abductees was
harmed, they notice even a tenday later that
the wound does not fully heal due to the hag’s
foul curse.
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 13
REWARDS
At the end of the session, the characters receive rewards based upon their accomplishments.
CHARACTER REWARDS DUNGEON MASTER REWARDS
The characters earn the following rewards: For running this adventure, one of your
character gains a level. That character receives
ADVANCEMENT gold based on their tier prior to advancement:
Upon successfully completing this adventure,
each character gains a level. At their discretion, Tier GP Earned
they may choose to decline advancement. 1 80 gp
Remind your players that the amount of gold 2 240 gp
that their characters can earn per level is 3 1,600 gp
limited; declining advancement means that they
4 6,000 gp
may reach a point where they earn no gold.
GOLD You may also complete DM Quests for running
Award each character gold for each hour of the this adventure. See the Adventurers League
session. Adventures typically features cues for Dungeon Master’s Guide for more information.
this, but you can add it where you see fit. The
maximum gold that you can award a character
per hour is determined by their tier, as follows:
STORY AWARDS
During this adventure, the characters may earn
the following story awards, which are described
in Appendix 7:
• Eraka Peacemaker
• Benevolent Takeover
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 14
DRAMATIS PERSONAE
The following NPCs feature prominently in this adventure.
Tarvel Bashar (TAR-vehl buh-SHAR). NG advantage of humans’ greed and willingness to
Human female, high chieftain of the Eraka clan. make obviously evil deals.
Risks losing her leadership position due to her
daughter Sluwaine’s capture. • What They Want. To bring down Tarvel
Bashar and any other powerful woman who
• What They Want. Her daughter’s safe return builds others up in healthy relationships.
and putting down the uprising among her • Know Your Place. “Every relationship should
people. In that order. have the powerful (me) and the subservient
• Pride of Leadership. “All of my people must (you).”
learn to defend themselves. But only my
precious Sluwaine gets to know how I stay in Hakira Myixi (hah-KEY-rah me-ICK-see). LN
the big saddle.” female bronze dragonborn, captain of the Black
Fist. Hires adventurers to rescue abducted
Sluwaine Bashar (slew-WANE buh-SHAR). CN Jereth and Sluwaine.
human female, held prisoner by Algreth.
Dispatched by her mother to represent the tribe • What They Want. An end to the violence. All
in back-channel diplomacy before being laws are important, but preserving life must
captured. come before others.
• Ends and Means. “Whatever it takes to
• What They Want. To convince others to deal prevent bloodshed is worth it. This is my
with the threat of Jodi, Algreth and Lasva. obligation as a dragonborn in a city once
Then running away with Jereth on hijinks- leveled by a dragon.”
filled adventures.
• Bored With Battle. “I’m a great warrior, but Lasva (LUSS-vah). NE human female. A rising
it’s a lot more fun to wink and get people to star of the Eraka tribe who tries to use
fight for me.” “I’m really bad at telling people Sluwaine’s capture to become the new high
how I truly feel when I’m not enraged.” chieftain and lead the Eraka to war.
Algreth Kolwyn (ALL-greth COAL-win). NE • What They Want. To lead the Eraka to glory,
human male, merchant trying to expand in to by raiding and conquering neighbours.
The Ride. Happy to deal with a fiend. • Cull the Herd. “Weak leaders must be
challenged before they kill us all. Tarvel’s
• What They Want. Gold, platinum and gems. diplomacy shows she is until to lead!”
• What Are You Worth? “I place monetary
value on every relationship. Now let’s make a Soren (SORE-en). N non-binary human. A
deal, shall we?” shaman who watches over the tribe’s history,
standing above the fray of any political strife.
Jereth Kolwyn (JER-eth COAL-win). CG human
male, Algreth’s youngest son. Expert rider. • What They Want. To preserve Eraka
traditions.
• What They Want. To be a hero, eventually. • Code of Neutrality. “Balance comes before
But that’s a lot of risk to try without justice. I only deal with issues once others
Sluwaine’s support. bring them to me.”
• Best Left Alone. “I don’t think I can take big
risks, because things always go wrong when
people are watching.”
Glum Jodi Smokeshifter (glum joe-DEE
smoak-shift-err). NE night hag trying to take
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 15
CREATURE STATISTICS
Acolyte Ankheg
Medium humanoid (any race), any alignment Large monstrosity, unaligned
Armor Class 10 Armor Class 14 (natural armor), 11 while prone
Hit Points 9 (2d8) Hit Points 39 (6d10 + 6)
Speed 30 ft. Speed 30 ft., burrow 10 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0) 17 (+3) 11 (+0) 13 (+1) 1 (-5) 13 (+1) 6 (-2)
Skills Medicine +4, Religion +2 Senses darkvision 60 ft., tremorsense 60 ft., passive
Senses passive Perception 12 Perception 12
Languages any one language (usually Common) Languages --
Challenge 1/4 (50 XP) Challenge 2 (450 XP)
Spellcasting. The acolyte is a 1st-level spellcaster. Its Actions
spellcasting ability is Wisdom (spell save DC 12, +4 to Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
hit with spell attacks). The acolyte has the following target. Hit: 10 (2d6+3) slashing damage plus 3 (1d6)
cleric spells prepared: acid damage. If the target is a Large or smaller creature,
Cantrips (at will): light, sacred flame, thaumaturgy it is grappled (escape DC 13). Until this grapple ends,
1st level (3 slots): bless, cure wounds, sanctuary the ankheg can bite only the grappled creature and has
advantage on attack rolls to do so.
Actions Acid Spray (Recharge 6). The ankheg spits acid in a line
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one that is 30 ft. long and 5 ft. wide, provided that it has no
target. Hit: 2 (1d4) bludgeoning damage. creature grappled. Each creature in that line must
make a DC 13 Dexterity saving throw, taking 10 (3d6)
acid damage on a failed save, or half as much damage
on a successful one.
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
Senses passive Perception 10 Saving Throws Str +4, Dex +5, Wis +2
Languages any one language (usually Common) Skills Athletics +4, Deception +4
Challenge 1/8 (25 XP) Senses passive Perception 10
Languages any two languages
Actions Challenge 2 (450 XP)
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6+1) slashing damage. Actions
Multiattack. The captain makes three attacks: two
Light Crossbow. Ranged Weapon Attack: +3 to hit,
with its scimitar and one with its dagger. Or the captain
range 80/320 ft., one target. Hit: 5 (1d8+1) piercing
makes two ranged attacks with its daggers.
damage.
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 80/320 ft., one target. Hit: 5
(1d4+3) piercing damage.
Reactions
Parry. The captain adds 2 to its AC against one melee
attack that would hit it. To do so, the captain must see
the attacker and be wielding a melee weapon.
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 17
Berserker Darkling
Medium humanoid (any race), any chaotic alignment Small fey, chaotic neutral
Armor Class 13 (hide armor) Armor Class 14 (leather armor)
Hit Points 67 (9d8 + 27) Hit Points 13 (3d6 + 3)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1) 9 (-1) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
Senses passive Perception 10 Skills Acrobatics +5, Deception +2, Perception +5,
Languages any one language (usually Common) Stealth +7
Challenge 2 (450 XP) Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 15
Reckless. At the start of its turn, the berserker can gain Languages Elvish, Sylvan
advantage on all melee weapon attack rolls during that Challenge 1/2 (100 XP)
turn, but attack rolls against it have advantage until the
start of its next turn. Death Flash. When the darkling dies, non-magical light
flashes out from it in a 10-foot radius as its body and
Actions possessions, other than metal or magic objects, burn to
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., ash. Any creature in that area and able to see the
one target. Hit: 9 (1d12+3) slashing damage. bright light must succeed on a DC 10 Constitution
saving throw or be blinded until the end of that
creature’s next turn.
Light Sensitivity. While in bright light, the darkling has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 80/320 ft., one target. Hit: 5
(1d4+3) piercing damage. If the darkling has advantage
on the attack roll, the attack deals an extra 7 (2d6)
piercing damage.
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 18
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2) 16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1)
Skills Arcana +3, Deception +4, Perception +3, Stealth Damage Resistances necrotic
+3 Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 14 Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic, Sylvan Languages Common
Challenge 3 (700 XP) Challenge 2 (450 XP)
Amphibious. The hag can breathe air and water. Stench. Any creature that starts its turn within 5 feet of
the ghast must succeed on a DC 10 Constitution saving
Innate Spellcasting. The hag's innate spellcasting
throw or be poisoned until the start of its next turn. On
ability is Charisma (spell save DC 12). She can innately
a successful saving throw, the creature is immune to
cast the following spells, requiring no material
the ghast's Stench for 24 hours.
components:
Turn Defiance. The ghast and any ghouls within 30 feet
At will: dancing lights, minor illusion, vicious mockery
of it have advantage on saving throws against effects
Mimicry. The hag can mimic animal sounds and that turn undead.
humanoid voices. A creature that hears the sounds can
tell they are imitations with a successful DC 14 Wisdom Actions
(Insight) check. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 12 (2d8+3) piercing damage.
Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6+3) slashing damage. If the target is
target. Hit: 13 (2d8+4) slashing damage.
a creature other than an elf or undead, it must succeed
Illusory Appearance. The hag covers herself and on a DC 10 Constitution saving throw or be paralyzed
anything she is wearing or carrying with a magical for 1 minute. The target can repeat the saving throw at
illusion that makes her look like another creature of the end of each of its turns, ending the effect on itself
her general size and humanoid shape. The illusion ends on a success.
if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to
physical inspection. For example, the hag could appear
to have smooth skin, but someone touching her would
feel her rough flesh. Otherwise, a creature must take
an action to visually inspect the illusion and succeed on
a DC 20 Intelligence (Investigation) check to discern
that the hag is disguised.
Invisible Passage. The hag magically turns invisible
until she attacks or casts a spell, or until her
concentration ends (as if concentrating on a spell).
While invisible, she leaves no physical evidence of her
passage, so she can be tracked only by magic. Any
equipment she wears or carries is invisible with her.
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 19
Ghoul Goblin
Medium undead, chaotic evil Small humanoid (goblinoid), neutral evil
Armor Class 12 Armor Class 15 (leather armor, shield)
Hit Points 22 (5d8) Hit Points 7 (2d6)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2) 8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 10 (+0) 14 (+2) 10 (+0) 14 (+2) 17 (+3) 16 (+3) 17 (+3) 7 (-2) 12 (+1) 8 (-1)
Skills Acrobatics +5, Intimidation +4, Religion +4 Senses darkvision 60 ft., passive Perception 11
Senses passive Perception 10 Languages Common
Languages Auran, Common Challenge 3 (700 XP)
Challenge 2 (450 XP)
Tail Spike Regrowth. The manticore has twenty-four
Hold Breath. The priest can hold its breath for 30 tail spikes. Used spikes regrow when the manticore
minutes. finishes a long rest.
Spellcasting. The priest is a 5th-level spellcaster. Its
Actions
spellcasting ability is Charisma (spell save DC 12, +4 to
hit with spell attacks). It knows the following sorcerer Multiattack. The manticore makes three attacks: one
spells: with its bite and two with its claws or three with its tail
spikes.
Cantrips (at will): blade ward, gust, light,
prestidigitation, shocking grasp Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
1st level (3 slots): feather fall, shield, witch bolt target. Hit: 7 (1d8+3) piercing damage.
2nd level (3 slots): dust devil, gust of wind Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
3rd level (2 slots): gaseous form target. Hit: 6 (1d6+3) piercing damage.
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 21
Night Hag this effect reduces the target's hit point maximum to 0,
Medium fiend, neutral evil the target dies, and if the target was evil, its soul is
trapped in the hag's soul bag. The reduction to the
Armor Class 17 (natural armor) target's hit point maximum lasts until removed by
Hit Points 112 (15d8 + 45) the greater restoration spell or similar magic.
Speed 30 ft.
Actions
Claws (Hag Form Only). Melee Weapon Attack: +7 to
hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing
damage.
Change Shape. The hag magically polymorphs into a
Small or Medium female humanoid, or back into her
true form. Her statistics are the same in each form. Any
equipment she is wearing or carrying isn't transformed.
She reverts to her true form if she dies.
Etherealness. The hag magically enters the Ethereal
Plane from the Material Plane, or vice versa. To do so,
the hag must have a heartstone in her possession.
Nightmare Haunting (1/day). While on the Ethereal
Plane, the hag magically touches a sleeping humanoid
on the Material Plane. A protection from evil and
good spell cast on the target prevents this contact, as
does a magic circle. As long as the contact persists, the
target has dreadful visions. If these visions last for at
least 1 hour, the target gains no benefit from its rest,
and its hit point maximum is reduced by 5 (1d10). If
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 22
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 12 (+1) 12 (+1) 13 (+1) 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
Senses darkvision 60 ft., passive Perception 11 Skills Deception +5, Insight +4, Investigation +5,
Languages Aquan, Common, Giant Perception +6, Persuasion +5, Sleight of hand +4,
Challenge 2 (450 XP) Stealth +4
Senses passive Perception 16
Amphibious. The hag can breathe air and water. Languages any two languages
Challenge 1 (200 XP)
Horrific Appearance. Any humanoid that starts its turn
within 30 feet of the hag and can see the hag's true
Cunning Action. On each of its turns, the spy can use a
form must make a DC 11 Wisdom saving throw. On a
bonus action to take the Dash, Disengage, or Hide
failed save, the creature is frightened for 1 minute. A
action.
creature can repeat the saving throw at the end of
each of its turns, with disadvantage if the hag is within Sneak Attack (1/turn). The spy deals an extra 7 (2d6)
line of sight, ending the effect on itself on a success. If damage when it hits a target with a weapon attack and
a creature's saving throw is successful or the effect has advantage on the attack roll, or when the target is
ends for it, the creature is immune to the hag's Horrific within 5 feet of an ally of the spy that isn't
Appearance for the next 24 hours. incapacitated and the spy doesn't have disadvantage
on the attack roll.
Unless the target is surprised or the revelation of the
hag's true form is sudden, the target can avert its eyes
Actions
and avoid making the initial saving throw. Until the
start of its next turn, a creature that averts its eyes has Multiattack. The spy makes two melee attacks.
disadvantage on attack rolls against the hag. Shortsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6+2) piercing damage.
Actions
Hand Crossbow. Ranged Weapon Attack: +4 to hit,
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
range 30/120 ft., one target. Hit: 5 (1d6+2) piercing
target. Hit: 10 (2d6+3) slashing damage.
damage.
Death Glare. The hag targets one frightened creature
she can see within 30 feet of her. If the target can see
the hag, it must succeed on a DC 11 Wisdom saving
throw against this magic or drop to 0 hit points.
Illusory Appearance. The hag covers herself and
anything she is wearing or carrying with a magical
illusion that makes her look like another creature of
her general size and humanoid shape. The illusion ends
if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to
physical inspection. For example, the hag could appear
to have smooth skin, but someone touching her would
feel her rough flesh. Otherwise, a creature must take
an action to visually inspect the illusion and succeed on
a DC 16 Intelligence (Investigation) check to discern
that the hag is disguised.
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 23
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 13 (+1) 11 (+0) 12 (+1) 8 (-1) 11 (+0) 8 (-1)
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 18 (+4) 12 (+0) 15 (+2) 2 (-4) 8 (-1) 5 (-3)
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 25
Worg Zombie
Large monstrosity, neutral evil Medium undead, medium evil
Armor Class 13 (natural armor) Armor Class 8
Hit Points 26 (4d10 + 4) Hit Points 22 (3d8 + 9)
Speed 50 ft. Speed 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 13 (+1) 7 (-2) 11 (+0) 8 (-1) 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 26
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 27
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4. UNNATURAL ORDER
Sluwaine suggests going to Soren the shaman that adventurer’s cheek and the next closest
with their accusation that Lasva made a deal adventurer’s cheek. Each targeted character
with a hag. Lasva arrives, potentially looking for must attempt a DC 13 Dexterity saving throw.
a violent confrontation to clear her name. On a failure they suffer necrotic damage equal
to twice their level and have disadvantage on
PREREQUISITES Charisma checks until they take a rest, as the
Characters must decide how they want to deal hag’s magic pulses from the wound.
with Lasva before starting this scene. Once inside, characters can find other dead
• Non-violent. If they want to try and undercut beetles not native to the area, which contain
Lasva’s power, recruit her followers, exile her, residue from the ward and other hag magic.
etc. they must complete Scenes B and C first. LASVA RETURNS TO CAMP
• Violence. If the party decides Lasva needs to After characters complete their investigation,
be put to death for her evil deeds, skip to Lasva (berserker) returns from her scouting
Lasva Returns to Camp below. mission, flanked by her two most loyal
AREA INFORMATION followers (thugs). Lasva is riding a warhorse
unless characters succeeded at the races in
Dimensions & Terrain. A 50 x 50 outdoor
Scene 2. Osamu (stats of howling hatred
area with tables along the outside.
priest) joins the fight against the foreigners if
CHARACTERS/NPCS Jereth did not prove himself in Scene 3.
Soren, a shaman of Silvanus, wears hides and an Objectives/Goals. Lasva wants to crush any
oak leaf necklace. They watch over the camp, threats to her growing power. If she hasn’t lost
trying to ensure waste does not pile up. any support she attacks immediately. If she
Objectives/Goals. Soren sees themselves as returns to see her power diminished, Lasva
caretaker of the Eraka tribe and its history. The could be bullied in to exile to save her life.
shaman’s role is to guide, to aid, and to heal. What Do They Know? Lasva violated Eraka
Like their predecessors, Soren wants to avoid tradition by making a deal with a hag. Death or
getting involved in power struggles for exile is the traditional punishment.
leadership of the tribe unless someone has
committed a truly evil act. Adjusting the Scene
What Do They Know? Soren healed Jereth Here are some suggestions for adjusting this scene,
after he was captured, because all prisoners are according to your group.
to be treated humanely until the chief carries
out any punishments. The shaman knows • Very Weak: Replace the thugs with bandits. If Osamu
nothing of Lasva’s deal with a hag and requires is present, he casts shield of faith on Lasva but does
not otherwise fight.
evidence beyond Jereth and Sluwaine’s claims.
• Weak: If Osamu is present, he uses acolyte statistics.
INSPECTING LASVA’S TENT • Strong: Lasva uses statistics of a veteran.
The ladybugs along the tent flap are wards. • Very Strong: Lasva is a veteran. Add a veteran.
Characters must actively investigate for traps
and succeed a DC 12 Intelligence (Investigation) NON-VIOLENCE?
check or cast detect magic before entering to Characters can bully Lasva in to exile with a
see them. Grant advantage if the party found the successful group DC 13 Intimidation check
similar ward in Bonus Objective B. They can be using Charisma or Strength. Grant advantage if
safely scraped off the tent with a successful DC they succeeded on all three scenes. Impose
12 Dexterity (Sleight of Hand) check. disadvantage if they failed all three.
If someone walks in to the tent without
scraping off the ladybugs, they burrow inside
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 29
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 30
2. NOTES ON A CONSPIRACY
Jereth tells the party that his father is the type COLLATERAL DAMAGE
to write everything down, even records of Algreth’s desk has three neatly arranged books:
illegal activities. He asks the party to find
Algreth’s ledger and something describing a • A blue book “All The Pieces Matter” and an
deal with a hag in Algreth’s trapped office. icon of a griffon carrying a puzzle piece.
• A red book with the title “No, It’s The Other
AREA INFORMATION Way” and an icon of a sword. Anyone
Dimensions & Terrain. A small, 25 foot spending an action to investigate it can
square office off a back alley in the Noble’s reverse the arrow slot.
Quarter. A sign reading “Kolwyn’s Caravan” is • A green book – Algreth’s journal – titled “Spit
painted in gold letting on the door. See You Back Out” and an icon of a beetle.
Appendix 4 for a map of Kolwyn Caravan’s
Office and the surrounding area. Any character examining the books can make a
Lighting. An oil lamp on Algreth’s desk. DC 12 Intelligence (Arcana or History) check,
Arrow Slit. An arrow slit looks out from the recognizing the role of beetles in hag magic on a
left side of the room in to the alley. Anyone success. Grant advantage if characters found the
shooting from behind the slit has partial cover similar ward in Bonus Objective A. The beetle is
from return fire. A trap can reverse the one of Jodi’s wards. Adventurers recognizing
direction of this allow slit! the ward can scrape it off with no complications.
If a character opens the journal without
ALGRETH’S DETAIL scraping the beetle off, they feel a jolt of energy
Jereth gives the party his key to Algreth’s office. and must make a DC 13 Constitution saving
A young human female spy is on the roof of the throw. On a failure they suffer 7 (2d6) thunder
building across the street, keeping watch. Any damage and have disadvantage on initiative. On
character with a passive Perception of 14 or a success they take half damage and no
higher or passing a DC 14 Wisdom (Perception) additional effects. Then roll initiative!
check notices her.
The spy scrambles away to warn of intruders RIP AND RUN
unless the party passes a group DC 12 Charisma When characters pick up Jereth’s journal, or
(Deception) check to fit in. Grant advantage if two turns after triggering the wall safe trap,
characters know they are being watched. Jereth’s security detail arrives. Each group has
one spy and one thug, working together. Both
WALL SAFE groups arrive immediately if the lookout caught
Algreth’s ledger is in a three foot cubic safe the party’s entrance. Otherwise the second
along the wall, opposite the arrow slit. There is group arrives at the start of round 3.
a keyhole on the front panel and depictions of
various winged monstrosities along the sides:
griffons, harpies, manticores, and rocs. Anyone
Adjusting This Scene:
Here are some suggestions for adjusting this scene,
passing a DC 12 Intelligence (Investigation) according to your group.
check notices the griffon image closest to the
wall can be depressed. Jereth’s key fits perfectly. • Very Weak: Remove the shocking trap. The first
Anyone opening the safe without pressing the group is one spy. The second group is two bandits.
button triggers a trap. Characters hear a bolt • Weak: The second group arrives one round later than
shoot through the door, sealing it for a minute expected, even if the party was spotted.
or until someone succeeds a DC 15 Strength • Strong: Replace a thug with a bandit captain in the
(Athletics) check. The arrow slit reverses first group.
direction, letting security shoot intruders. • Very Strong: Replace both thugs with a bandit
captains. Add a spy to the first group.
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 32
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 33
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 34
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 35
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 36
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CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 37
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