CCC-GSP01-01 - A Dragon's Breath
CCC-GSP01-01 - A Dragon's Breath
Ragvala, also known as the "Coinmaker," is an ancient gold dragon who wishes to mend his broken
friendship with his old adventuring buddy. Recently, he has heard rumors that his friend’s old
magical instrument has resurfaced in the Quivering Forest. Unable to change shape anymore, the
dragon needs the help of skilled adventurers who can join him on his quest.
Paul Gabat
Author
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
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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
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Introduction Before Play at the Table
Welcome to A Dragon’s Breath, a D&D Adven- Before you start play, consider the following:
turers League™ adventure, part of the official D&D
Adventurers League™ organized play system and ● Read through the adventure, taking note of
the Greasy Snitches’ Clover Group series. anything you’d like to highlight or remind
This adventure takes place mostly within the yourself of while running the adventure, such
Quivering Forest and the skies of the Moonsea as a way you’d like to portray an NPC or a tactic
region. you’d like to use in a combat. Familiarize
This adventure is designed for three to seven yourself with the adventure’s appendices and
1-4 level characters and is optimized for five handouts.
characters with an average party level (APL) of ● Gather any resources you’d like to use to aid
2. Characters outside this level range cannot you in running this adventure--such as
participate in this adventure. notecards, a DM screen, miniatures, and battle
maps.
● Ask the players to provide you with relevant
Adjusting This Adventure character information, such as name, race,
This adventure provides suggestions in adjusting class, and level; passive Wisdom (Perception),
for smaller or larger groups, characters of higher and anything specified as notable by the
or lower levels, and characters that are otherwise adventure (such as backgrounds, traits, flaws,
a bit more powerful than the adventure is etc.)
optimized for. You’re not bound to these
adjustments; they’re here for your convenience. Playing the Dungeon Master
To figure out whether you should consider
adjusting the adventure, add up the total levels of You have the most important role—facilitating
all the characters and divide the total by the the enjoyment of the game for the players. You
number of characters (rounding .5 or greater up; provide the narrative and bring the words on
.4 or less down). This is the group’s APL. To these pages to life.
approximate the party strength for the To facilitate this, keep in mind the following:
adventure, consult the following table. You’re Empowered. Make decisions about how
the group interacts with the adventure; adjusting
Determining Party Strength or improvising is encouraged, so long as you
Party Composition Party Strength maintain the adventure’s spirit. This doesn’t allow
3-4 characters, APL less than Very weak you to implement house rules or change those of
3-4 characters, APL equivalent Weak the Adventurers League, however; they should be
3-4 characters, APL greater than Average consistent in this regard.
5 characters, APL less than Weak Challenge Your Players. Gauge the experience
5 characters, APL equivalent Average level of your players (not the characters), try to
5 characters, APL greater than Strong feel out (or ask) what they like in a game, and
6-7 characters, APL less than Average attempt to deliver the experience they’re after.
Everyone should have the opportunity to shine.
6-7 characters, APL equivalent Strong
Keep the Adventure Moving. When the game
6-7 characters, APL greater than Very strong
starts to get bogged down, feel free to provide
hints and clues to your players so they can
Some encounters may include a sidebar that offers
attempt to solve puzzles, engage in combat, and
suggestions for certain party strengths. If a
roleplay interactions without getting too
recommendation is not offered or appropriate for
frustrated over a lack of information. This gives
your group, you don’t have to adjust.
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-GSP-01 A Dragon’s Breath 2
Adventure Primer Location and NPC Summary
“We don’t fear death the way humans do. We The following NPCs and locations feature prominently in
this adventure.
live our life to the fullest, so that we’re never Ragvala (RAG-va-la): An ancient gold dragon who has
left with regrets.” lived for more than 800 years. He likes to go on adventures
– Nevin, Mahoutsukai no Yome but due to old age, he mostly spends his time inside his
lair, somewhere at the edge of the Dragonspire
Adventure Background Mountains.
Vagabond Victor (Vag-a-bond VIK-ter): A mulan
The ancient gold dragon Ragvala, also known as human bard who likes to travel and find inspiration in
the “Coinmaker,” is already at the point of death secluded places. He is set to perform in Phlan and is
due to old age. Eight hundred years ago, he was currently in the Quivering Forest, writing a new song.
part of an adventuring group called the Five-Leaf Temman Dander (Te-MAN DAN-der): An old stout
Clover: a team of mostly super powered beings halfling monk who is a member of the Greasy Snitches.
Drunk and unpredictable, he usually causes more
disguised as ordinary folk. Ragvala used to
problems to the people he is with but when it counts, he
disguise himself a tabaxi ranger. One day, while he
can be a strong ally.
and his friends were in the Quivering Forest, he
Rokstasha (ROKS-ta-SHA): A powerful Djinni who is also
had a disagreement with Rokstasha, the Five-Leaf a member of Five-Leaf Clover. He used to go on
Clover’s Djinni, who was disguised as a gold adventures disguised as a gold dragonborn bard. He is the
dragonborn bard. Out of anger, Ragvala snatched owner of the lute, Dragon’s Sorrow and the one Ragvala is
Rokstasha’s magical lute, the “Dragon’s Sorrow”, seeking forgiveness from.
and threw it away. Their fight caused a rift Quivering Forest: Damp and chilly. The forest is full of
between the members of the Five-Leaf Clover; magic and one can easily get lost. Parts of it are covered
from then on, they went on to their separate ways. by the mist that every so often spill out creatures from
The Dragon’s Sorrow was lost and forgotten in the different realms.
forest.
Recently, rumor has spread that a magical lute
has been discovered by a wandering bard who
Adventure Overview
tried to take it with him on his way to Phlan. An The adventure is broken down into 5 parts:
old tree had grown around the lute, and for years, Part 1. Wherever the adventurers are currently
the magic item had been deeply entwined to its at, a teleported skeleton appears in front of them
roots; the bard shortly found his efforts to obtain and attacks! Everybody roll initiative.
Dragon’s Sorrow futile and time consuming. With Part 2. After passing Ragvala’s test, the
regret and disappointment, he proceeded to his adventurers are all teleported into his lair. The
journey to Phlan, leaving the item inside the ancient gold dragon informs the adventurers that
forest. he aims to go on one last adventure before he
The bard visits the Quivering Forest from time departs this life. His goal is to travel to the
to time, and through the use of magic, he extracts Quivering Forest to look for a magical lute that
lore from the lute. He uses the stories to create never breaks.
new songs. Part 3. The adventurers ride on the back of the
This information has reached Ragvala and it ancient gold dragon and travel towards the
was then that he made up his mind to retrieve Quivering Forest. During their journey in the sky,
Dragon’s Sorrow: a way of paying homage to his they meet a playful bunch of pixies and a hungry
friend, Rokstasha, of asking for his forgiveness griffon. How they interact with these creatures
and showing his remorse for what happened with can affect their adventure later.
the Five-Leaf Clover. Part 4. The adventurers explore the Quivering
Since he does not have the capability and Forest to find the lost magical lute. Here they
strength to change shape anymore, it would be might meet a bard named Vagabond Victor who
difficult for the ancient gold dragon to explore the can share to them the lore of the Five-Leaf Clover.
Quivering Forest and try to find a small item by Part 5. Rokstasha’s cloud has appeared above
himself. He now requests the help of adventurers the Moonsea. As they travel towards it to hand
to make his dying wish come true. back the magical lute, an enraged roc comes out
from the mist and attacks Ragvala. The ancient
gold dragon is gravely wounded and must reach
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CCC-GSP-01 A Dragon’s Breath 3
the cittern-shaped cloud of his friend before he
dies.
Adventure Hooks
Part 1 provides an alternative way of doing
adventure hooks. Except for characters who are
members of the Harpers faction, everyone else
can start at Part 1 of the adventure.
Harpers (Faction Assignment). Members of
this faction are asked to go to the nearest regional
office for a mission. There are rumors that 800
years ago, powerful beings banded together to go
on adventures and that some of them might still
be alive. Their leader is said to be a tabaxi ranger.
This story might be ludicrous but if true, the
Harpers need to determine if they are friend or
foe. Find out any information you can about the
group called the Five-Leaf Clover and its
members. A wandering bard named Vagabond
Victor, who was last spotted in Phlan, may know
something about this. Extract as much
information as you can from him about this
ancient adventuring group.
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CCC-GSP-01 A Dragon’s Breath 4
By no means are these the only actions that the
Part 1. Surprise Test creatures can take. Feel free to have them act
Estimated Duration: 15 minutes anyway you wish. The tricks above are only
The adventure begins wherever each character is suggestions.
presently at. Whatever the characters are doing,
they are surprised with a combat encounter sent Adjusting this Encounter
by the ancient gold dragon, Ragvala. Here are some suggestions for adjusting this encounter,
according to your group. These are not cumulative.
Combat Breakfast ● Very Weak: If it looks like all characters will lose and fall
unconscious from the Skeletons’ attack, the Skeleton
This part of the adventure intends to give the facing the last character standing malfunctions and self-
characters a different approach on adventure destructs leaving only its skull intact and giving that
hooks. Have each player describe where their character a free win.
characters are at and what they are doing at the
moment. Have them paint the location and
encourage them to give you as much detail as Developments
possible. One character might be eating breakfast Read the following to those who defeated the
at a local tavern, another is about to enter an Skeletons assigned to them once the whole
outhouse, etc. encounter is over:
The sun has just risen and as you go about your morning The broken bones of the skeleton falls to the ground, its
routine, a purple-hued magical circle silently appears skull still intact no matter how hard you hit it. The glowing
behind you. Gold-colored magic symbols and ancient red bead on the eye sockets of the skull suddenly shifts
runes rotate and flicker within the magic circle. A second into a bright blue color. Its jaw animates as a deep, and
later, the runes and symbols stop moving: at the center, a ancient voice escapes from it. In a slow pace, you hear the
short sword emerges with a skeletal hand wrapped around following “Amazing! Simply Amazing! Adventurers are the
its hilt, followed by an arm, an exposed rib cage, and finally greatest. My friends, I have a request. Will you aid me on
a skull with tiny flashing red beads floating in its eye a quest? This old fellow needs your help.”
sockets. The skeleton moves quietly as it positions its
weapon to stab you from behind. Everybody roll initiative! If one of the characters went unconscious, add
the following line when addressing the victorious
characters before teleporting everyone. It refers
This is a surprise round. Anyone with a Passive
to the unconscious character(s):
Perception of 12 and higher are not surprised.
There is one Skeleton that teleports behind each
character. Roll initiative like normal. Even if the “Also, I have prepared minion(s) for you to command.”
characters are on a different location, the flow of
combat should still be the same. On the Skeletons’ The magic infused on each skeleton disappears
turn, describe how each one of them attacks a as a magical portal opens underneath each
character, wherever he or she is. character
The skeletons fight until they are defeated. If a
skeleton manages to bring a character to 0 hit The light on the skull’s eyes vanishes as another magical
points, the attack is non-lethal. While uncon- circle appear on the ground with you in the center. Gold
scious, the Skeleton teleports the character to arrow-like symbols manifests within the circle, pointing at
Ragvala’s lair right away.
you, before a blinding flash of light consumes your whole
body and your belongings as you are teleported to an
Tricks of the Trade unknown destination.
If the encounter happens in a tight space, like
inside an outhouse, feel free to make the skeleton
assigned to that character get stuck on a wall, roof, Proceed to Part 2: How I Met a Dragon.
or on the ground, with only half of its body
functioning. The Skeleton will have 0 feet
movement speed and is considered prone, but still
has access to its shortbow if it needs to make
range attacks.
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CCC-GSP-01 A Dragon’s Breath 5
is real. There are also no traps or curses
Part 2. How I Met a Dragon. attached to any of the gold that they see.
Estimated Duration: 25 minutes Succeeding in this check by 5 or more also
This is where the characters are introduced to reveals that each item has been thoroughly
Ragvala. Use this part for heavy role-play cleaned, and any trace of its previous owner or
interaction since it’s not every day that tier 1 location where it was found has been removed.
adventurers gets to meet an ancient dragon! ● A successful DC 13 Intelligence (History) check
would reveal immediately that this is a hoard of
Ragvala’s Lair some sort, most probably a dragon’s.
● A successful DC 7 Wisdom (Perception) check
General Features lets a character find a mundane, non-living item
Ragvala’s Lair has the following general features: of their choice made of gold or at least fully
Terrain. The ground is made from layers upon layers of covered in it. A gilded greatsword with intricate
gold coins and other items covered or infused with gold. designs, gold rings and necklaces, a golden rope,
Light. The light provided by the ceiling and the walls a cape made from gold threads, their
provide the same effect as daylight. imagination is the limit! Allow the characters to
Smells and Sounds. Faint smell of iron and brimstone wear or use the items that they find while they
can be perceived coming from the dragon, but the gold on are in this room.
the ground does not emit any scent. It is eerily quiet in this ● A successful DC 15 Wisdom (Survival) check
room and the only noise that can be heard are from the
reveals that there is no pathway, entrance, or
adventurers and the clashing of gold coins and items as
exit in this room. Getting stuck here without
they step on it.
food or water will absolutely mean the end for
the adventurers. There are no traces of dead
Blinding white light flashes before you as you get bodies or skeletons in this room. There is
transported to an unknown location. The teleportation however, faint traces of a gargantuan creature
circle vanishes immediately when you arrive. When your being present.
eyes are able to adjust, what you see next is a jaw-
dropping sight! The Coinmaker
The ceiling and the walls are all smooth and glowing in
A few minutes after the characters have their
white. With light shining from all sides, it is hard to tell
fun and investigation, Ragvala comes out
where the wall ends and the ceiling begins. The room you
underneath a pile of gold somewhere near them.
are in feels impossible to measure: it might be a trick or
The ancient dragon introduces himself and asks
magic that fools your senses. There is no way that a room the adventurers to retrieve a lute in exchange for
as wide and as high as your eyes see can possibly exist. friendship and loot.
Right?
But that’s not all: as you look to the ground, you see The ground shifts as a massive pile of gold slowly rise in
gold. You’re stepping on a vast sea of gold. Gold coins, gold front of you. Coins and other items roll off from the body
bars, golden swords, golden thrones, golden chariots, of a gargantuan, golden scaled dragon. Long flexible
golden statues, and all manner of other golden or gold- spines, like whiskers, run down from above its mouth.
covered items imaginable. Wide and cracked horns sweep back from its nose and
brow, and two saggy frills run along the back of his long
Allow the characters to take this all in and enjoy neck. His scales are not as shiny as the items you see in this
what they are currently seeing. Use the following room though, his movements slow, and the color from his
points as they look around the area: eyes have almost faded to white.
● A successful DC 12 Intelligence (Arcana) check It does have one unique feature however; its front right
reveals that the room they are in is certainly as claws are covered in vibrant but harmless green flame.
vast as they currently see it. However, Abju- The dragon is majestic, but you can clearly see that this
ration magic can be felt all over the place. A one has endured for at least a millennium, if not longer.
smart guess would be that there is defensive The ancient gold dragon shifts its head and looks down
magic to prevent anyone without permission to at you, smiling “Greetings adventurers! Welcome to my
come in or to get out of this area. common room. I am Ragvala, the Coinmaker. I need your
● A successful DC 10 Intelligence (Investigation) help.”
check reveals that the gold they are stepping on
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CCC-GSP-01 A Dragon’s Breath 6
Ragvala, the Coinmaker, is an Ancient Gold instantly result in their deaths. The dragon
Dragon. He is on the verge of dying due to old age gives this warning in a friendly and upbeat tone.
and he knows it. The dragon has lived a fulfilling, (Reminder: These items will magically return to
joyful life and as normal dragons do, his mind has Ragvala’s lair as soon as he dies, so it’s okay to
been prepared to accept and not fear death. He let the characters borrow and use as much as
does have one regret however, and he wishes to they want).
remedy it before his time runs out. He gives the ● If asked for the name of Ragvala’s friend or who
following information to the characters: owns the lute, he politely informs them of his
name, Rokstasha. An annoying but loyal friend.
● Ragvala excitedly praise the adventurers who
● If asked if he is part of an ancient adventuring
passed his test and gives them comments about
group, he gives no answer and moves on to a
their impressive combat skills.
different topic immediately.
● The dragon does not apologize on his approach
● And yes, Ragvala does have other rooms beside
to test the characters, but he does explain that
this one if the characters ask. This is just the
he has no intention of killing any of them. He
common room.
only wants to prove that they are worthy of the
quest he is about to give. If anyone needs
healing, he can cast Heal through the use of Roleplaying Ragvala
scrolls to each character that needs it. Also known as the Coinmaker due to the amount of gold
● He mainly talks to the adventurers who passed coins and treasure that he was able to amass during his
time. This ancient gold dragon is full of positive attitude.
his test but wants all of them to join him for an
He is polite and likes to talk to everyone with a smile.
adventure. He is searching for an antique, a
Although it is hard to do all this while in the form of a
black, magical lute called Dragon’s Sorrow. This terrifying gargantuan creature, he always does his best to
lute never breaks and was once owned by a make those around him feel comfortable. He has a soft
friend. spot for adventurers and loves to go on adventures
● If one or more of the characters went himself.
unconscious in Part 1, Ragvala offers them to Some say that he is over 900 years old. During his youth,
the characters who passed the test as minions he used to disguise himself as a tabaxi ranger and go to
that can aid them on their adventure. different places as part of an adventuring group called the
● The last known location of the lute is Five-Leaf Clover. Before he dies of old age, he seeks to
somewhere within the Quivering Forest, near mend his friendship with a djinni whom he had a fight with
the Moonsea. He thought it is impossible, since centuries ago.
the lute was lost 800 years ago. But apparently,
news of a wandering bard had found this Quote: “Let’s go on an adventure, shall we?”
magical item. Someone named Vagabond Victor.
● He would’ve gone by himself to retrieve the lute
but at this point in time, he cannot use his ability Once the characters are ready to leave, Ragvala
to change shift due to his old age. Finding a takes out a unique spell scroll that will teleport
small item in his current form will be too him and the characters out of his lair. Read the
difficult while inside the Quivering forest. following:
● Ragvala offers the characters a once-in-a-
lifetime chance of having them ride on his back The ancient gold dragon coughs out a unique spell scroll
to transport them to the edge of the Quivering from its mouth. As the item floats into the air and unrolls
Forest. Once the lute is found, they can join him itself, a spell activates and a familiar magical circle of
in returning it to his old friend. purple-ish hue appears underneath the dragon. The gold
● Voluntarily, Ragvala offers the characters a part inscribed runes and symbols moving clockwise, the circle
of his treasure hoard as a reward for is massive enough to accommodate the dragon’s size.
successfully helping him. How much exactly, the Ragvala lowers his body to the ground and moves the end
dragon will not tell. He will simply say that some of his tail closer to its stomach for you to use a foothold.
things need to be kept a mystery to add fun to
He motions his head back a little while looking at the
the adventure.
adventurers with great delight, “Let’s go on an adventure,
● If the characters ask if they can keep wearing
the items that they got from Ragvala’s hoard, he shall we?”
playfully smiles at them as he agrees for them to
borrow it. Stealing it or selling these items will Proceed to Part 3: Fly in the Sky.
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CCC-GSP-01 A Dragon’s Breath 7
Part 3. Fly in the Sky The dragon dashes forth towards the Quivering Forest.
Estimated Duration: 60 minutes Above you is a thick layer of clouds; to the East, the sun
Travelling from Ragvala’s lair somewhere shows its massive spherical form while spreading its light
within the edge of Dragonspire Mountains to the to the land below.
The fresh morning air fills your nose as wonder and
Quivering Forest will take around 2 hours in-
excitement floods your heart. Looking down below, the
game. Each encounter in this part will take 1 hour
of the characters in-game time. region’s namesake glitters as it reflects the light from the
morning sun. The Moonsea is simply breathtaking.
General Features
The sky of the Moonsea region has the following general
features: Encounter A. Hungry Griffon
Terrain. The sky, 20,000 ft. above ground. Patches of
clouds can be seen below. On the ground, as seen A loud screeching noise can be heard behind you. As
between the clouds, the Stojanow River splits the land
you turn around to check, you see an unusually large eagle
before reaching the Moonsea. Above, thick blankets of
white clouds cover most of the sky. fly towards you at great speed. The strange thing about
Weather. Cloudy but occasionally the sun comes out this creature is that is has four legs. Its front legs look the
with its rays piercing the clouds. same as what an eagle should have, complete with long
Light. The morning sun is clearly present but enough talons. Its hind legs however look more like it belongs to a
clouds are in the sky, making the brightness of the sunlight land animal, a lion perhaps.
harmless to anyone’s eyes. The four-legged eagle creature flies higher than you and
Smells and Sounds. The cold wind makes it a bit difficult
the dragon. As soon as it is right above you, it folds its
to breathe at this altitude and it takes some getting used
to. Except for the howling of the wind, giant birds chirping wings to its sides, open its beak and dives toward your
can also be heard. direction while releasing an ear-shattering screeching
During their travel towards the Quivering noise.
Forest, the characters have the chance to meet a
wild Griffon, a group of playful pixies, or both! ● The creature is a lone hungry Griffon. It aims to
Ragvala will not help the characters unless he is make a character fall unconscious and lose its
asked. As much as possible, he wants the grip on the dragon’s back, letting it fall to the
characters to bond with these creatures and gain ground to die, before eating its dead remains.
experience on their own. ● This encounter can be solved with the
If you are not pressed for time, feel free to run characters making multiple skill checks. There
both encounters A and B. If you are in a is no need to roll initiative unless the characters
convention or strictly should end the module in 4 really wants to fight or kill the Griffon.
hours, you can just choose one of the encounters ● Ragvala will let the characters deal with this
before proceeding to Part 4. simple encounter as much as possible. For him,
This is also a great time to describe to the this experience will be great for budding
characters the beauty and wonders of the adventurers. He will give tips and advice on how
Moonsea region. The characters are currently to deal with the griffon, but he will not attack it
riding a benevolent ancient gold dragon flying at or participate in combat.
high speed, with a full birds-eye view of the ● Any player may roll a DC 8 Wisdom (Insight) to
Moonsea, the towns around it, and the mountains identify that the griffon is hungry and right now
that cradle the region. Feel free to add anything sees the characters as its morning meal. The roll
that will make the characters appreciate and is made with advantage if they are part of the
imagine the beauty of the area they are in right Emerald Enclave faction.
now. Read or paraphrase the following: ● Any player who attempts to tame the Griffon
may roll Wisdom (Animal Handling) with a DC
You get teleported right above the southern edge of the of 12. A success on this check will make their
Dragonspire Mountains. A strong gust of wind characters realize that they can feed the
continuously hits your skin as you ride on the ancient creature with their rations and can do so
dragon’s back, around 20,000 feet from the ground. without any problem. A failure on this check
will make the griffon angry and make a Beak
Attack on that character.
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CCC-GSP-01 A Dragon’s Breath 8
Feeding the Griffon successfully 3 times makes ● They love horse meat but they sometimes also
it calm and stop from attacking the characters. hunt hippogriffs.
Characters who successfully fed the griffon can ● They usually have their lairs in high rocky
make another Wisdom (Animal Handling) check. clifftop aeries. They are territorial and are very
The highest one creates an instant bond with the aggressive when it comes to defending their
creature and can ride it for a few minutes. Read or home.
paraphrase the following: ● They can become trained mounts. The griffons
in this area are mostly tamed by the Emerald
The griffon releases another screeching noise, however Enclave faction. They were very helpful during
this time, it moves its head forward and rubs it against the Reclamation of Phlan (You can know more
your chest while still flying. about it if you read the Epic adventure DDEP-04).
It lowers itself a little bit and adjusts its flying speed to
match Ragvala’s before exposing its back at you. The only Feel free to let the characters interact with the dragon
assumption that you can make is that it wants you to hop as much as possible. The more they befriend him, the
better. The goal of this section is to hopefully make them
on its back for a ride!
feel the loss of a friend once Ragvala passes away at the
end of the adventure.
If the character decides to ride the Griffon, read
or paraphrase the text below, otherwise, the XP Award
creature rubs its head against the character one
If the party successfully tames the hungry
last time before flying back to its nest.
griffon by feeding it, reward each character 50 XP.
With one strong flap of its wings, the Griffon soars
upward, flying at incredible speed until it enters the thick
Encounter B. Playing with the Pixies
layer of clouds. For a few seconds, you do not see anything
but white. You do your best to keep your eyes open while Getting near the Quivering forest, a shower of glittering
the wind hits your face. A second more and everything dust falls from above. Looking up, you hear giggles and
above you is blue in color. Not a single cloud can be seen laughter and you see a group of tiny creatures that
except when you look down. To the East, a majestic orb of resemble butterflies. They look like miniature elves with a
orange and yellow light blinds you until your eyes adjust. pair of wings on their backs.
You haven’t seen the sun this big. This massive orb is rising
in its own leisurely pace to light the world you are While still 20,000 ft. in the air, a number of
currently in. The griffon wanted to show you this Pixies equal to the number of adventurers show
magnificent sight. up above them. One of them is named Okki who
can speak Common, a red headed pixie with pure
white butterfly wings. She and all the other pixies
Once the character is done appreciating the
casts Polymorph on each of the characters. Those
scenery around him/her, the griffon senses it and
who failed a DC 12 Wisdom saving throw are
quickly returns to where the party is at. When the
transformed into either a Giant Goat, a Giant
character has secured itself on the back of the
Octopus, or a Giant Hyena. This will be entirely
dragon, Ragvala, the griffon flies back towards its
your choice. If all the characters failed their saving
nest.
throw, two pixies will release their concentration
on up to two random characters so that someone
Developments can play with them. However, if every character
This is a good chance to build a bond between rolled a 12 or higher on their saving throw, the
Ragvala and the adventurers. Ragvala asks the character with the lowest roll gets transformed.
character who tamed the griffon if that was Have the polymorphed character(s) roll a DC 15
his/her first time seeing one and asks how it felt Dexterity saving throw. Those who failed loses
when he/she saw the scenery above the blanket of balance and falls off the dragons back. The pixies
clouds. In return, Ragvala can share the following continue to chuckle while Okki approaches one of
knowledge to the characters: the characters who have not been transformed
● Griffons usually hunt in small groups. It is a little and says the following while doing her best to stop
unusual for that griffon to come to you all alone. from laughing:
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CCC-GSP-01 A Dragon’s Breath 9
Hello! Let’s play a game! Quick, quick! The first one to ● If a character attacks a pixie, they fly away if
touch all your falling friends win! If you win, you gain a they are not killed.
● The characters only have 30 seconds to win the
friend. If you lose, then you might also lose a friend!
game or else the pixies will get bored and fly off.
Hahahahaha! This is so fun! Hurry!
If Successful…
Roleplaying Okki Once all the characters are turned to normal
A very playful and cheery Pixie from the Quivering and are all flying, the pixies guide them down to
Forest with auburn hair and green fae eyes. Her wings are the edge of the Quivering Forest. Okki is
pure white in color, like a blank canvas or the snow on the impressed with the characters and tries to help
ground during winter. She wears fresh tiny green leaves them as much as possible by telling them where
that are stitched together. She spends most of her day they can find Vagabond Victor.
looking for creatures to play with; however, every time she
plays, she easily gets bored.
“Friends! We are now friends! Thank you for playing
Quote: “Hello! Let’s play!” with us! Since we are now friends, I can tell you where you
can hear good music inside the forest. Do you want to
If all the polymorphed creatures manage to stay know? Go down, down, upper left, up!”
at Ragvala’s back, the pixies pout and asks politely
if they can jump so they can play. If the characters If asked about the magical lute, Okki does not
refuse, the pixies leave the characters remember seeing one in the forest but an extra left
polymorphed until the spell ends and flies away wouldn’t hurt!
from them, disappointed. Ragvala lands in front of the characters, asking
If one of the characters fall, Okki and the other if they had fun with their new-found friends. The
pixies folds their wings on their backs and dives pixies bow to the ancient gold dragon before
down to catch up to the falling characters. flying off somewhere else.
If the characters hesitate to jump off the
dragon’s back, start counting. For every six Proceed to Part 4: The Quivering Forest.
seconds that pass, each polymorphed creature
falls 500 ft. down. If They Fail…
● Each character, including the ones who got If after 30 seconds, there are still characters
polymorphed, rolls a DC 8 Strength (Athletics) under the Polymorph spell, the pixies get bored,
or Dexterity (Acrobatics) check to try and catch releases their concentration on the transformed
up to one of their falling friends. Failing the characters, and flies away with Okki yelling out to
check, automatically makes the character fall, them:
but only by 300 ft. as the wind slows down their
fall. A success makes the character fall by 500 ft. “Booooo. You’re no fun! We’ll find someone else to play
If the result of the check succeeds by 5 or more, with. Enjoy your landing!”
the character falls by 700 ft.
● Unless the character can fly or hover, movement
All the characters who are not flying continue to
speed has no effect on the distance they fall
drop 500ft every 6 seconds. Let the players panic
during their turn.
a little bit and think of strategies on how to survive
● The pixies can reach the falling characters right
the fall.
away, but instead of touching them to win, they
Once they are about 100 ft. above ground,
wait for the non-polymorphed creatures to
Ragvala swoops down and catches all of them.
arrive.
Landing right at the edge of the Quivering Forest.
● If a character successfully catches up to a
Ragvala warns the characters how much of a
polymorphed creature and touches it, the
trickster the pixies are, but if they get to become
nearby pixie giggles and removes the
their friends, they can become powerful allies.
concentration on the Polymorph spell and casts
Fly afterwards. The pixie then calls on one of its
Proceed to Part 4: The Quivering Forest.
friends nearby to cast another Fly spell on the
other character.
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CCC-GSP-01 A Dragon’s Breath 10
XP Award
If the party wins the game and turns every
character back to normal, reward each character
50 XP.
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CCC-GSP-01 A Dragon’s Breath 11
Part 4. The Quivering Forest Light. The forest is dimly lit during the day. Most of the
sun’s light is being blocked by thick canopies.
Estimated Duration: 1 hour and 50 minutes Smells and Sounds. Freshly turned earth, rotting
Navigating through the Quivering Forest can be vegetation and meat can be smelled here. The forest itself
a challenge especially since the forest is trying to is a place of supernatural horror. The characters may hear
protect itself from outsiders. As the characters try babies laughing, a woman crying, or a creature groaning.
to search for the magical lute, use the map in Every now and then they can hear loud crack of a breaking
Appendix 1. Do not show it to the players. stick and rustling of a bush as if something just passed
beyond their vision. At times, everything becomes silent,
Not Enough Time? the only thing the characters can hear are the drumming
If you are pressed for time, feel free to skip the of their heartbeat, and it is deafening.
Navigating in the Forest mechanic and just choose which Follow the guidance below on how the
areas you want the characters to encounter. The only characters can navigate within the Quivering
important parts that they need to go to are the following: Forest:
● Area 9 to know more about the Five-Leaf Clover
● Area 10 where the magical lute, Dragon’s Sorrow, is ● Draw a hex on a piece of paper for your players
located to see. Indicate that they entered the forest from
This is where Ragvala needs help. He has the North. This first hex is Area 1.
searched the Quivering Forest time and time ● Each hex is about 1 mile worth of travel and
again, but unfortunately, he still cannot find the takes 1 hour to explore.
magical lute. Unable to Change Shape anymore, ● Let the players determine the direction they
the dragon does not want to enter the forest for want to go.
the fear of destroying some of the trees within due ● Have them assign a navigator.
to his size and it will be difficult for him to find a ● The navigator can make a DC 13 Wisdom
small object like the lute. (Survival) check. On a fail, the characters are
lost. Roll a d6 to randomly determine which
direction the party goes. On a success, the
“I believe this is where I will require your skills. I am too
characters go to the intended location.
old to transform into a smaller creature and I do not wish
● The check is made with advantage if the
to enter the forest in this form. I am too big and I might characters are currently in an area or going to
destroy the trees. This place is very special to me: a lot of an area they’ve been in before.
my adventures with my friends during the old days ● If the characters go to a direction, intentionally
happened here. I ask of you to find the magical lute, or not, that does not have an adjacent hex on it,
Dragon’s Sorrow and bring it back here. Doing so would they automatically arrive at Area 11.
mean a lot to me.” The dragon gives you a gentle smile.
However, the more you look at his ancient, milky eyes, the Area 1. Northern Border
more you see the sadness in him as he reminisces the
The characters enter the forest through this
times he was here.
area. If they turn around and head back north,
they can easily get out of the forest. Going on a
If asked about Ragvala’s friends, he tells the different direction though is a different story.
characters that hopefully someday he can tell the
story of his adventures and his friends. Thick fog covers the ground. Every step you make, you can
feel your foot being devoured by the mud. All around, tall
Navigating in the Forest grass and wild plants penetrate the fog and in every
direction, with large ancient trees that are too close to
General Features
each other: their crown prevents most, if not, all the
The Quivering Forest has the following general features:
Terrain. Overgrown trees with its thick roots escaping sunlight to pass through, covering the entire forest in dim
the earth fills this place. The ground itself is muddy but it light.
is usually covered by tall grass, underbrush, and other wild
plants. The wide crowns of the trees are around 30ft up.
If the navigator makes a Wisdom (Survival)
Small and tiny creatures like birds, squirrels, snakes, and
lizards can easily be seen throughout the forest. check to go to the next area without making a DC
Weather. Even with the morning sun out, it is damp and 15 Wisdom (Perception) check first, they
chilly within the forest. Clinging fog is forever present just automatically trigger the bear traps as they
above the forest grounds.
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CCC-GSP-01 A Dragon’s Breath 12
traverse through area 1. There is one Bear Trap at your table, feel free to give him/her advantage
present per character. on the roll or automatically pass the check.
Xvarts’ Bear Traps ● All the plants and leaves on the pathway to the
Simple Trap (Level 1-4, dangerous threat) north glows steadily in gray color. This path
Trigger. If the navigator makes a Wisdom (Survival) leads to Area 1.
check to move to the next area without someone making ● All the plants and leaves on the pathway to the
a Wisdom (Perception) check first, or if nobody detects the north east glows in red color in a pulsating
trap, they automatically step on it. manner. This path leads to Area 3.
Effect. The trap makes an attack against the triggering ● All the plants and leaves on the pathway to the
creature. The attack has +8 attack bonus and deals 5 south east pulsate and glows in gray color. This
(1d10) piercing damage on a hit. A creature hit by the trap path leads to Area 4.
has its speed reduced to 0. It can’t move until it breaks free ● All the plants and leaves on the pathway to the
of the trap, which requires a DC 15 Strength (Athletics) south rapidly pulsate and glows in gray color.
check by the creature or another creature adjacent to the
This path leads to Area 5. The plants are
trap.
pulsating rapidly because of the life forms
Countermeasures. Any character who succeeds in a DC 15
Wisdom (Perception) check sees the edge of the steel
present in Area 5 and Area 6.
teeth of the trap protruding from the fog on the ground. If ● All the plants and leaves in the pathway to the
the trap is seen, it can easily be avoided. A successful DC south west pulsate and glows in yellow color.
10 Dexterity check using Thieves’ Tools disables it. This path leads to Area 8.
● All the plants and leaves in the pathway to the
If the navigator or another character makes a
north west gently pulsates and glow green in
successful DC 15 Wisdom (Survival) check, they
color. This path leads to Area 9.
can detect that there are large bear tracks to the
west and small humanoid footprints heading to
the east. A roll of 17 or higher reveals that heading Tricks of the Trade
west is a dangerous path and therefore it is most Once the characters decide which path they are
probably an unexplored area with a higher chance going to take, you should remember that they still
of finding rare items. need to make a Wisdom (Survival) check as seen
in the “Navigating the Forest” section. However, if
you feel like you are limited in time or the
Area 2. Inner Forest Navigating mechanic is not providing the fun and
excitement that it is supposed to give, feel free to
Laughter of tiny old men can be heard from the south let them go to the direction they wish without
east while the sound of two large pieces of iron slowly making any skill check.
grinding against each other echoes through from the north
east. Area 3. Angry Red Caps
Brown feathered owls fly towards the west while in the
south, everything is eerily quiet. Getting deeper into the Mushrooms or all kinds and sizes litter the ground in this
forest, your eyes seem to be playing tricks on you as all the part of the forest. As you continue to move in this area,
plant life, including the leaves on the ground around you the mushrooms keep getting bigger and bigger. Most are
glows bright in different colors. at least 3 or 4 feet tall with its cap up to 8 feet wide,
making it difficult to go through since the mushrooms are
The plants in this area, including the grass, and now close to each other.
fallen leaves glows in different colors whenever However, something seems to be stranger than these
the characters make a noise. A successful DC 12 giant mushrooms. In front of you, there are deformed
Intelligence (Arcana) or Intelligence (Investi- mushrooms with moist caps that seems to be red in color.
gation) check reveals that the flora responds to Slowly, it gets closer to you with the sound of heavy
the characters voice. The more soothing their chunks of iron grinding against another.
voices are, the more it reveals a pattern in the way
the plants glow.
Any character who makes a DC 13 Charisma
(Performance) check by singing or reciting a
poem, reveals the following light pattern on the
forest ground. If a player sings or recites a poem
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CCC-GSP-01 A Dragon’s Breath 13
Suddenly, giant mushrooms start to fall and under the Raxivort served under Grazz’t as his treasurer
red caps are hunched back gnomes wielding a sickle as tall before betraying him.
The xvarts all run away towards the east end of
as them. Their boots are made of iron, grinding against one
their camp as soon as the characters arrive. They
another whenever they walk. Blood drips down to their
left the shiny sword on purpose to lure the
face from their blood-soaked hats and with their characters in.
murderous eyes, they look at you and attack! If one of the characters can speak abyssal, they
pretend that they don’t understand him/her.
The xvarts do not attack the characters until one
There are 4 Redcaps in this area. They all fight of them activates one of their traps. Even if the
to the death. These creatures will kill everyone characters attack them first, they continue to put
and will not show any mercy. They need the up their act of being scared. Once there is only 1 of
characters’ blood to keep the color of their caps them left, it does its best to run away.
red.
Adjusting this Encounter
Adjusting this Encounter Here are some suggestions for adjusting this encounter,
Here are some suggestions for adjusting this encounter, according to your group. These are not cumulative.
according to your group. These are not cumulative.
● Very Weak: Remove 1 Xvart
● Very Weak: Remove 2 Redcaps ● Strong: Add 1 Xvart
● Weak: Remove 1 Redcap ● Very Strong: Add 1 Xvart and 1 Xvart Warlock of
● Very Strong: Add 2 Redcaps Raxivort
Once the redcaps have been defeated, the
characters may find one of them hiding a map of
this part of Quivering Forest inside their iron Xvarts’ Bear Traps
boots. The map is marked with locations of the Simple Trap (Level 1-4, dangerous threat)
other monsters currently in the forest. Give the
Trigger. A creature that steps on a bear trap triggers it.
players Player Handout 1. Characters are not
Effect. The trap makes an attack against the triggering
required to make Wisdom (Survival) checks creature. The attack has +8 attack bonus and deals 5
anymore to navigate inside the forest once they (1d10) piercing damage on a hit. A creature hit by the trap
have acquired the map. has its speed reduced to 0. It can’t move until it breaks free
of the trap, which requires a DC 15 Athletics (Strength)
Treasure check by the creature or another creature adjacent to the
One of the redcaps is carrying a pouch full of trap.
exotic tiny mushrooms. If sold to the right buyer, Countermeasures. A successful DC 10 Wisdom
the price is 100gp. (Perception) check while within 10 feet of the trap reveals
it. A successful DC 10 Dexterity check using thieves’ tools
disables it.
Area 4. Xvart Camp
Treasure
Arriving from the west, a small camp site can be seen up The shiny longsword is just that. It is not
ahead. As you get closer, you see blue-skinned creatures, magical. The Xvarts shines it every day and uses it
each one with vivid orange eyes and receding hairline. to lure adventurers to their traps. It can be sold as
The creatures are either taking care of their food by the if it is a brand-new longsword for 15gp.
fire pit or thoroughly cleaning the shiny longsword resting
on a wooden rack. Area 5. A Lost Snitch
As soon as they see you, they cowardly run back just
behind the camp, peeking at you from behind their tents
Continuing this path leads you to a clearing within the
or a boulder, worrying about the longsword they left
forest that seems to be a safe area to camp and rest.
behind.
To the south, you see a small bald figure, a halfling,
wearing a black cloak with a small white emblem printed
These creatures are Xvarts and there are 5 of on it: crossed swords with a polyhedron shape like icon
them in the camp (see Appendix 2 for the camp above.
layout). They are cowardly humanoids created by
a cowardly, and renegade demigod, Raxivort.
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CCC-GSP-01 A Dragon’s Breath 14
The man is facing a giant narra tree, whistling out loud If the party decides to attack Temman, he fights
while taking a leak. them in a non-lethal manner. Stabilizing all of
them right after combat, if he does manage to
After a full minute of peeing, he turns around in one
knock them all out. While fighting, he banters with
swift action while pulling his pants up and waving at you,
the characters:
knowing full well where you are at. With an annoying high-
pitched voice, he yells out, “What’s up witches! Are you ● “Hey! Hey! Why are we fighting? I have more
witches? No? Good! I am Temman Dander! Are you lost? stories to tell you!”
Because I am… help?” ● “Is that all you’ve got?! Seriously. Stop.”
● “Are you trying to kill me? You know that is not
lawful, right?”
Temman Dander has been trying his best to ● “I hope you are not an adventurer, because what
get out of the Quivering Forest. He is however, you’re doing is not very heroic at all.”
excited that he is not alone anymore. If the ● “You know that if I die, the local priest will just
characters attempt to make a short or long rest in raise me back up from the dead, right?”
this area, they do not gain its benefits. Temman ● “That is some very chaotic behavior you’re
will keep telling them stories, non-stop, of his doing pal.”
great adventures, some true, most are false. He
has no knowledge where the magical lute is Feel free to add more, but the goal of this banter is
located. to let the characters know that they are supposed
If he is asked to join the characters, he will agree to be heroes and killing an innocent man is not
immediately and will join them until he is acceptable. Let them question their alignment and
successfully out of the forest. All characters gain 1 remind them that Neutral Evil and Chaotic Evil are
level of exhaustion while Temman Dander is with not allowed in Adventurers League play. You can
them and they cannot benefit from a short or long even remind them through Temman’s lines! Be
rest. creative and have fun.
Every hour, any character can make a DC 15
Charisma (Persuasion) check to make the halfing Area 6. Guard Drake Lair
leave them alone. On a success, Temman, gives
them a sad, teary-eyed, and disappointed look,
before walking away. The smell of rotting corpses fills the air. Chewed off
bones with pieces of flesh still attached to it can be seen
Roleplaying Temman Dander all around.
An old bearded, homeless-looking halfling male wearing
Four-legged reptilian creatures with green dragon
an alcohol stained and tattered-looking gi with loose-
scales prowl towards your direction. Ready to pounce at a
fitting pants. He also wears a black cloak with the symbol
of the Greasy Snitches on it. A skilled monk trained in the moment’s notice.
Way of the Open Hand. Temman is a drunk; he is a curious,
and annoying fellow, but anyone who manages to get a
There are 3 Green Guard Drakes in the area.
good look at him can see the hopelessness in his eyes. He
They attack immediately if the characters do not
lives his life as happy-go-lucky as he can.
Rumors say that he is also part of the Black Network,
appear to be a threat to them.
the Zhentarim faction. If any character speaks Draconic, they can
attempt to make a DC 15 Wisdom (Intimidation)
Quote: “Hahaha. Is that all you’ve got?!” check to try to scare of the green guard drakes.
These creatures hatched from eggs left by
dragon cultists when Vorgansharax was defeated
Who are the Greasy Snitches?
One of the adventuring groups who became pseudo-
during DDEP4 Reclamation of Phlan.
famous after reclaiming the ancient town of Phlan from an
Adjusting this Encounter
evil dragon overlord named Vorgansharax. It is said that
the group has stopped taking on quests themselves: they Here are some suggestions for adjusting this encounter,
have taken a back seat and are using their connections according to your group. These are not cumulative.
within the five great factions to recruit other adventurers ● Very Weak: Remove 1 Green Guard Drake
to do their work. They earn coin without risking their lives. ● Strong: Add 2 Green Guard Drakes
The Greasy Snitches is NOT the group of adventurers the ● Very Strong: Add 3 Green Guard Drakes and change
Harpers are looking for. their Max HP to 77
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CCC-GSP-01 A Dragon’s Breath 15
Treasure Area 8. Animal Crossroads
A petrified egg of a green guard drake can be
found near the area. A collector is willing to
A bigger pond lies in this area of the Quivering Forest.
purchase it for 200gp. There’s also an intact spell
scroll of Comprehend Languages that was left by All the trees around it bear fruits, and plants on the ground
one of the dragon cultists. have produced what looks like unlimited supply of berries.
Different animals gather here to drink and eat. There
Special Certificate at Greasy Snitches Charity are no hunters or prey in this area. Each creature seems to
Events! have an understanding that this place is a haven for any
If you are played this during one of the charity events of animal.
the Greasy Snitches in 2018 or participated in the charity As you approach, some of the larger animals turn to
auction, the egg of the green guard drake loses its petrified you, but then goes back into their business. With all the
status and hatches as soon as somebody touches it. One
twisted things happening in the forest, this is the one area
player may receive the Green Guard Drake Companion
where you can truly feel safe.
certificate. Congratulations!
XP Award
For every character that is successful in making The man is a human bard named Vagabond
all his/her stealth checks and captures the giant Victor. He is currently in the Quivering Forest
elk, reward each of those character 100 XP for looking for inspiration for his new song. He is
being an excellent hunter. friendly to the characters and introduces himself
once he sees them.
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CCC-GSP-01 A Dragon’s Breath 16
He has a show in two nights at the city of Phlan, last adventure. How he should make the most of
more specifically, at the newly renovated place his life because the next adventure they go to
called Madame Freona’s Tea Kettle (check might be his last.
DDEX01-01 Defiance in Phlan if you wish to know ● One day the Coinmaker had enough of it and had
more about Madame Freona and the Tea Kettle a falling out with the dragonborn bard. In anger,
place). Adventurers visit that place to eat, drink, he accidentally threw the bard’s magical lute
sleep and get quests in exchange for coin. here in the Quivering forest, where it got lost
He is hoping to write a new song that can due to the twisted magic of this place.
capture the excitement and dangers of being an ● After that fight, the rest of the adventuring party
adventurer and hope that it’ll be a hit once they went on their separate ways and never got back
hear it. He will ask the characters if they have any together.
tips for him or anything he can add to his song.
Feel free to reward inspiration to anyone who Faction Assignment: Harpers
makes a great suggestion to Vagabond Victor. Now that the characters have encountered an NPC that
If asked about his lute, he will tell the characters has some knowledge about Ragvala’s adventuring group
that he just purchased it from a town in a far 800 years ago. Members of the Harpers faction can ask
eastern land when he was just starting out as a Vagabond Victor anything he knows about the initial five
bard. It is non-magical and it is not what the members of the Five-Leaf Clover.
characters are looking for. He does, however,
know a centuries old story about a magical lute If the characters ask if he knows anything about
that was thrown in the Quivering Forest by a the other members of Coinmaker’s adventuring
member of a mystical group of adventurers called party, he flips the pages of his journal and tells the
the Five-Leaf Clover. If the characters are willing following:
he asks for them to sit on a bed of grass nearby and ● The “Coinmaker” is the first member of their
starts to gently strum the strings of his lute while adventuring party obviously. A gold dragon
telling the story: disguised as a tabaxi ranger.
● Around 800 years ago there was an adventurer ● The next one is a wish granting creature who
with catlike features, a tabaxi ranger, who was disguised himself as a gold dragonborn bard.
so successful in finding and delving into ● Another is an angel they say, from the heavens,
dungeons all over the world that he was called who transformed herself into an awkward
the “Coinmaker.” Everywhere he walks, coins goliath priest.
just drop from his pockets and heavy pouches. ● Then there’s Rem, the Hero of the North. A
It was as if he had a never-ending supply of it. human knight blessed by the gods with eternal
● Rumors say that he was actually a young gold beauty and strong magical powers to turn her
dragon in disguise, seeking the thrill of enemies into ice. She was so strong that her hair
adventure and at the same time amassing his turned blue.
horde. ● Lastly, there is this halfling wizard apprentice
● Other strong creatures and individuals caught who just didn’t give up in joining the group. He
wind of this and joined the Coinmaker on his figured that he can improve his spellcasting if he
journey. They tackled more dangerous quests is with them and the more loot they get, the
and went inside deadlier dungeons. more he can smoke his pipe without worrying
● A creature that could grant wishes joined the of running out of what to put in it.
Coinmaker on his adventures. The creature ● These five are said to be the original members
wanted to live a life where he can gain of the group and they call themselves the “Five-
something by working hard for it. With the use Leaf Clover.”
of magic, he disguised himself as a gold ● A member of this group can be spotted when
dragonborn bard. It was to mock Coinmaker you see a black five-leaf clover tattooed at the
they say, but in truth, it was probably because back of his/her right hand.
he saw Coinmaker as his idol, his source of ● It was said that their first and last adventure
inspiration. together actually happened here in the
● The dragonborn bard created many songs. Quivering Forest. A very memorable spot for
Some are still famous even now: most are them, probably.
played at funerals. He likes to sing gloomy and
depressing songs, about the Coinmaker and his
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CCC-GSP-01 A Dragon’s Breath 17
Roleplaying Vagabond Victor 3. If the players do not have it yet, give them
Player Handout 1.
A middle-aged mulan human with brown eyes, short
black messy hair, and a thin black mustache. People
He can tell the characters that the most
usually recognize him because of the old, faded red coat unexplored area in this part of the forest is area 10
that he always wears. He is friendly, jolly, and upbeat and that’s where he found the magical lute. In
almost all the time. He likes to play his lute whenever he truth, he can’t get the lute for himself because it
tells someone a story. As a musician, he goes from one became a part of a tree and he doesn’t have the
town to another and has no permanent home. He gathers means and strength to remove it. He doesn’t join
inspiration from the places and people that he’s been the characters if asked, saying that he is about to
with. finish his new song and needs to stay here to
Vagabond Victor has amassed tons of information ever focus. He is familiar with the creatures and the
since he started to travel to different places. This was tricks of the forest and will be alright on his own.
noticed by the five great factions and from time to time, If the characters tell Vagabond Victor that they
they use him to provide intel about their secret missions, were sent here by Ragvala himself, he is ecstatic
in exchange for coin and protection, among other things. and immediately joins them. He is willing to let the
characters have the magical lute if they are here to
Quote: “You wanna hear my new song?”
bring it back to the ancient gold dragon.
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CCC-GSP-01 A Dragon’s Breath 18
and attack. The oni will try to escape if he has only Treasure
30 hit points left. The stuffed animal vanishes when Vid is
defeated. However, he does drop a ruby worth
Vid has the stats of an Oni with the following 100gp.
changes:
● He cannot use his Innate Spellcasting.
● He does not have the Regeneration ability
Area 11. Trapped in the Forest
active.
● He does not have the Multiattack action. Only thick mists can be seen in this area. Silhouettes of
Adjusting this Encounter wild animals and bipedal creatures that you cannot
Here are some suggestions for adjusting this encounter, identify stop for a second as soon as they detect your
according to your group. presence and then dives back into the mist, vanishing
● Very Weak: Vid does not have the ability to fly and his completely.
Max HP is reduced to 80. No matter which direction you go, you seem to be lost.
● Strong: Vid has the Regeneration ability active and
transforms into a Large Giant size instead once he
If the party moves to a direction where there is
dismisses his Change Shape form.
no adjacent hex as seen in Appendix 1, they arrive
● Very Strong: Vid can use his Innate Spellcasting and
Multiattack action.
at Area 11.
Roll a d10. After an hour of travelling, the
Once Vid has been defeated or manages to characters arrive at an area within the Quivering
escape, a character can make a DC 13 Wisdom Forest based on the result of your roll.
(Perception) check to find the magical lute or
Vagabond Victor can just point out its location if
he is with the party. Dragon’s Sorrow is partially
protruding out 20 feet up at the main body of the
tree where the oni was hiding.
A successful DC 18 Strength (Athletics) check
can pull out the lute from the tree, making a hole
in the tree where birds or small animals can live
in the future.
At the back of the lute, something is engraved on
it in Auran language using Dwarven script. It
reads:
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CCC-GSP-01 A Dragon’s Breath 19
Ragvala is an Ancient Gold Dragon with the
Part 5. His Final Moments following changes:
Estimated Duration: 30 minutes
Once the characters are reunited with Ragvala, ● He only has 432 HP left, after receiving the
he takes them to Rokstasha’s home on one of the wound from the Roc.
clouds above the Moonsea. On their journey, the ● His flying speed is only 40ft while there are
dragon and party are attacked by a Roc where characters still riding on his back to make sure
Ragvala receives a grave wound. If you are that they do not fall.
pressed for time, you do not have to run the ● He cannot use his Lair Actions since he is outside
combat encounter for it and just continue to of his home.
weave the story until you reach the conclusion. ● He cannot use his Change Shape action.
You can have Ragvala and the roc fight without
rolling for initiative. It’s up to you to describe the
Soaring High fight but at the end of it, Ragvala manages to
Ragvala points to a giant cloud at the north of defeat the Roc, although he is heavily wounded.
the Moonsea. Oddly enough, the cloud is shaped However, if you want to give the players a more
like a cittern. He tells the characters that his friend fun and exciting experience, have them join the
has a unique taste in things. combat and roll for initiative.
Flying high into the sky, Ragvala asks the ● Remember that they are currently 20,000 feet
characters about what happened in the Quivering above ground and cannot move at the back of
Forest. How they found the lute, if they found any the dragon unless they want to risk falling. A
treasures, and what are the other creatures they character who moves at the back of the dragon
encountered. must first make a DC 20 Strength (Athletics) or
If the characters point out what’s written at the Dexterity (Acrobatics) to hold on or keep
back of the magical lute or if they read it to his/her balance. Failure on the check means the
Ragvala, his eyes become watery and then gives characters fall off and would probably die once
everyone a beaming smile, thanking the they hit the ground.
characters for pointing it out or for reading it to ● The roc will only attack Ragvala and ignores the
him. characters.
This happy moment is cut short though as mists ● This is a golden opportunity for low level
starts to form in the middle of the sky, in front of characters, especially new characters to
everyone. The mist starts to expand until experience combat of this scale. Feel free to be
something comes out and attacks the dragon! creative in describing how the characters are
fighting alongside an ancient gold dragon to
Thick mists start to form in front of you in the middle of defeat a gargantuan roc. Make it memorable!
the sky. The mist continues to pour out from its point of ● Ragvala will always prioritize the character’s
safety and make sure that they are not harmed.
origin and rapidly expands. Within the mist, a shadowy
● You can also use this opportunity to make the
figure can be seen, its wings moving at great speed before
characters build a stronger bond with the
anyone can react to it.
dragon.
In a split second, a gargantuan bird with feathers as ● Ragvala and the characters should win this
black as night emerges from the mist. Flying towards the fight. But if for some reason, the dragon is losing
first thing that it sees, it attacks Ragvala with its talons, and only has 80 or lower hit points left, a giant
each one almost the size of a human guard tower. whirlwind form from the cittern-shaped cloud
The bird manages to surprise the old dragon and to and descends on the roc, hurling it away from
severely wound him on the chest. everybody and ending the combat.
Large amounts of blood falls from Ragvala’s wound and
continues to travel down the sky and into the Moonsea. Allies in the Sky
The dragon, with all its might, roars at the enemy and If the characters are successful in befriending
starts to fight back. the griffon, the pixies, or both, they arrive at the
first round of combat and is willing to provide
assistance on Initiative 20, losing ties.
This is a fight between Ragvala and a black-
The Griffon will get close to the characters and
feathered Roc, who seems to have come from the
let one of them ride her, acting as a controlled
Demiplane of Dread and just attacked the first one
it sees out of panic.
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CCC-GSP-01 A Dragon’s Breath 20
mount. Check p.198 of the Player’s Handbook to The dragon can barely keep his eyes open as it lies on
know more how a controlling a mount works. the ground, blood slowly escaping him and crawling
A number of Pixies equal to the number of
outward on the floor.
players available, including Okki, arrive and help “Thank you.” With a final whisper, the dragon stops
the characters by casting Fly on them. They will resisting. He closes his eyes, takes his last breath, and his
stay away from the roc to make sure that it doesn’t mouth forms a smile. The green flame around his right
break their concentration. If the characters are talon slowly vanishes, revealing the black mark of a five-
smart enough to ask the pixies if they can cast
leaf clover. The life of the dragon has faded. Ragvala is no
other spells, Okki will tell them immediately what
more.
they know and they are willing to cast them if
needed.
These allies are willing to stay with the Treasure
characters until the end of the adventure. They The items that the characters borrowed from
also show great concern about Ragvala being Ragvala’s hoard emits a bright light before
wounded and helps the characters fly towards the vanishing and teleporting back into his lair.
cittern-shaped cloud at the end of combat. A wooden chest in return appears in front of
them once the bright light dissipates. Inside the
Goodbye, My Friend chest is 1,000gp that came from Ragvala’s hoard
and an Instrument of the Bards – Mac-Fuirmidh
Ragvala barely has enough strength to fly Cittern called Dragon’s Lullaby.
towards the massive cittern-shaped cloud but A small note is also included in the chest and it
manages to do so anyway. He will carry all the reads, “To the new generation of adventurers. It is
characters if they do not have any allies with them. time to create and sing new songs of your own
adventures.” – Ragvala of the Five-Leaf Clover.
A tall fortified structure can be seen on top of the
massive cittern-shaped cloud: a castle made of clouds. The
walls are light blue in color and the front gates open
Conclusion
immediately upon your arrival. From within, a large With Ragvala gone, Rokstasha now needs to
creature comes out. prepare for the funeral of his friend. During his
The top half of his body looks humanoid, but the bottom free time, he asks the characters about their
part only has black smoke instead of legs. The creature has adventure and how they were able to retrieve
red eyes and a short, trimmed white beard. He wears a
Dragon’s Sorrow.
Rokstasha is impressed with them and gives
black turban decorated with jewels and gold trinkets.
those who are willing, a chance to become part of
With a booming voice, he says “Come inside. Quick.”
their adventuring group and return it to its former
glory. Those who accepts it receive the Five-Leaf
The large creature is a djinni named Rokstasha. Clover Initiate story award.
He is one of the founding members of the Five-
Leaf Clover.
Ragvala, who is on the verge of death, asks one
of the characters to bring Dragon’s Sorrow to
Rokstasha. The djinni accepts without hesitation,
but his focus is still in trying to find a way to heal
the dragon.
Any healing magic or potions are not enough to
save the dragon. He is dying. Ragvala asks
forgiveness from Rokstasha and hopes that by
returning Dragon’s Sorrow, he will be forgiven.
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CCC-GSP-01 A Dragon’s Breath 21
Consumable magic items should be divided up
Rewards however the group sees fit. If more than one
Make sure players note their rewards on their character is interested in a specific consumable
adventure log sheets. Give your name and DCI magic item, the DM can determine who gets it
number (if applicable) so players can record who randomly should the group be unable to decide.
ran the session. Permanent magic items are divided according
to a system detailed in the D&D Adventurers
Experience League Dungeon Master’s Guide.
Total up all combat experience earned for
defeated foes, and divide by the number of
Dragon’s Lullaby
(Instrument of the Bards – Mac-Fuirmidh
characters present in the combat. For non-combat
Cittern)
experience, the rewards are listed per character.
Wondrous Item, uncommon (requires attunement
Combat Awards by a bard)
Name of Foe XP Per Foe A Description of this item can be found in the
Skeleton 50 Dungeon Master’s Guide with the following
Griffon 450 changes; the cittern is pure white in color which
Pixie 50 makes it look like its components are made from
Redcap 700 pearls. A cloud like design of shou origin is
Xvart 25 engraved on the instrument’s body, filled in light
Green Guard Drake 450 blue color, and outlined in black. When the
Temman Dander 700 instrument is used to cast a spell, tiny pink flower
Roc 7,200 petals swirls around the caster’s body as it gets
blown away by a harmless gust of wind. The
Non-Combat Awards petals’ movement matches the tempo of the music
Task or Accomplishment XP Per Character being played from the Cittern. This item can be
Taming the Griffon 50 found in Player Handout 4.
Winning the Pixie Game 50
Hunting the Elk 100 Scroll of Comprehend Languages
Scroll, common
The minimum total award for each character This item can be found in the Dungeon Master’s
participating in this adventure is 450 experience Guide.
points.
The maximum total award for each character
participating in this adventure is 600 experience Story Awards
points. During the course of this adventure, the
characters may earn the following story award:
Treasure Five-Leaf Clover Initiate. A senior member of
the Five-Leaf Clover has taken a liking of you and
The characters receive the following treasure, made you a junior member of their adventuring
divided up amongst the party. Treasure is divided group. A magical tattoo of a five-leaf clover has
as evenly as possible. Gold piece values listed for been permanently placed at the back of your right
sellable gear are calculated at their selling price, hand. When you put your will to it, harmless green
not their purchase price. flame erupts from the tattoo and engulfs your
Treasure Awards hand. The flame can provide dim light within 5
Item Name GP Value feet of you. More information can be found in
Exotic Tiny Mushrooms 100 Player Handout 3.
Shiny Longsword 15
Petrified Green Guard Drake Egg 200
Gold Antlers 100
Vid’s Ruby 100
Ragvala’s Coins from his Hoard 1,000
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CCC-GSP-01 A Dragon’s Breath 22
Renown
Each character receives one renown at the
conclusion of this adventure.
Members of the Harpers that manages to talk
to Vagabond Victor and gain all the information he
knows about the Five-Leaf Clover earns one
additional renown point.
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).
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CCC-GSP-01 A Dragon’s Breath 23
Appendix. Dramatis
Personae
The following NPCs are featured prominently in
this adventure:
Ragvala (RAG-va-la). An ancient gold dragon
who has lived for more than 800 years. He likes to
go on adventures but due to old age, he mostly
spends his time inside his lair, somewhere at the
edge of the Dragonspire Mountains.
Okki (Oh-ki): A very playful and cheerful pixie
from the Quivering Forest with auburn hair and
green fae eyes. Her wings are pure white in color
with no pattern on it. Like a blank canvass or the
snow on the ground during winter. She wears
fresh tiny green leaves that are stitched together.
She spends most of her day looking for creatures
to play with, however every time she plays, she
easily gets bored.
Vagabond Victor (VIK-ter). A mulan human
bard who likes to travel and find inspiration in
secluded places for his new songs. He is about to
perform in Phlan and is currently in the Quivering
Forest, writing a new song.
Temman Dander (Te-MAN DAN-der). An old
stout halfling monk who is a member of the Greasy
Snitches. Drunk and unpredictable, he usually
causes more problems to the people he’s with but
he can be a strong ally when it counts.
Rokstasha (ROKS-ta-SHA). A powerful djinni
who is also a member of Five-Leaf Clover. He used
to go on adventures disguised as a gold
dragonborn bard. He is the owner of the lute,
Dragon’s Sorrow and the one Ragvala is seeking
forgiveness from.
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CCC-GSP-01 A Dragon’s Breath 24
Actions
Appendix. Monster/NPC
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Statistics one target. Hit: 8 (2d4 + 3) bludgeoning damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) 16 (+3) 14 (+2) 14 (+2) 2 (-4) 12 (+1) 7 (-2)
Giant Goat
Large beast, unaligned
Armor Class 11 (natural armor)
Hit Points 19 (3d10 + 3)
Speed 40 ft.
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CCC-GSP-01 A Dragon’s Breath 25
Giant Octopus Actions
Large beast, unaligned Multiattack. The griffon makes two attacks: one
with its beak and one with its claws.
Armor Class 11
Hit Points 52 (8d10 + 8) Beak. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Speed 10 ft. swim 60ft. one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA one target. Hit: 11 (2d6 + 4) slashing damage.
17 (+3) 13 (+1) 13 (+1) 4 (-3) 10 (+0) 4 (-3)
Skills Perception +5
Senses darkvision 60ft., passive Perception 15
Languages --
Challenge 2 (450 XP)
Keen Sight. The griffon has advantage on Wisdom
(Perception) checks that rely on sight.
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CCC-GSP-01 A Dragon’s Breath 26
Redcap least one of the xvart’s allies is within 5 feet of the
Small fey, chaotic evil target and the ally isn’t incapacitated.
Raxivort’s Tongue. The xvart can communicate with
Armor Class 13 (natural armor) ordinary bats and rats, as well as giant bats and giant
Hit Points 45 (6d6 + 24) rats.
Speed 25 ft.
Actions
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 18 (+4) 10 (+0) 12 (+1) 9 (-1) Shortsword. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Skills Athletics +6, Perception +3 Sling. Ranged Weapon Attack: +4 to hit, range
Senses darkvision 60ft., passive Perception 13 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning
Languages Common, Sylvan damage.
Challenge 3 (700 XP)
Iron Boots. While moving, the redcap has Xvart Warlock of Raxivort
disadvantage on Dexterity (Stealth) checks.
Small humanoid (xvart), chaotic evil
Outsize Strength. While grappling, the redcap is
considered to be Medium. Also, wielding a heavy Armor Class 12 (15 with mage armor)
weapon doesn’t impose disadvantage on its attack Hit Points 22 (5d6 + 5)
rolls. Speed 30 ft.
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CCC-GSP-01 A Dragon’s Breath 27
Actions Unarmored Strike. Melee Weapon Attack: +5 to hit,
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning
ft., one target. Hit: 5 (1d6 + 2) slashing damage. damage. If the target is a creature, the adept can
choose one of the following additional effects:
● The target must succeed a DC 13 Strength
Green Guard Drake
saving throw or drop one item it is holding
Medium dragon, unaligned (adept’s choice).
Armor Class 14 (natural armor) ● The target must succeed on a DC 13 Dexterity
Hit Points 52 (7d8 + 21) saving throw or be knocked prone.
Speed 30 ft., swim 30ft. ● The target must succeed on a DC 13
Constitution saving throw or be stunned until
STR DEX CON INT WIS CHA
the end of the adept’s next turn.
16 (+3) 11 (+0) 16 (+3) 4 (-3) 10 (+0) 7 (-2)
Dart. Ranged Weapon Attack: +5 to hit, range 20/60
Skills Perception +2 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Damage Resistances poison
Senses darkvision 60ft., passive Perception 12 Reactions
Languages understands Draconic but can’t speak Deflect Missile. In response to being hit by a ranged
Challenge 2 (450 XP) weapon attack, the adept deflects the missile. The
Amphibious. The green guard drake can breathe air damage it takes from the attack is reduced by 1d10
and water. + 3. If the damage is reduced to 0, the adept catches
the missile it it’s small enough to hold in one hand
Actions and the adept has a hand free.
Multiattack. The green guard drake makes two
attacks: one with its bite and one with its tail. Elk
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Large beast, unaligned
target. Hit: 7 (1d8 + 3) piercing damage.
Armor Class 10
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one Hit Points 13 (2d10 + 2)
target. Hit: 6 (1d6 + 3) bludgeoning damage. Speed 50 ft.
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CCC-GSP-01 A Dragon’s Breath 28
Vid (Oni) Roc
Large Giant, lawful evil Gargantuan Monstrosity, unaligned
Armor Class 16 (chain mail) Armor Class 15 (natural armor)
Hit Points 110 (13d10 + 39) Hit Points 248 (16d20 + 80)
Speed 10 ft., fly 30ft. Speed 20 ft., fly 120ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 16 (+3) 14 (+2) 12 (+1) 15 (+2) 28 (+9) 10 (+0) 20 (+5) 3 (-4) 10 (+0) 9 (-1)
Saving Throws Dex +3, Con +6, Wis +4, Cha +5 Saving Throws Dex +4, Con +9, Wis +4, Cha +3
Skills Arcana +5, Deception +8, Perception +4 Skills Perception +4
Senses darkvision 60ft., passive Perception 14 Senses passive Perception 14
Languages Common, Giant Languages --
Challenge 7 (2,900 XP) Challenge 11 (7,200 XP)
Keen Sight. The roc has advantage on Wisdom
*See page 16 for the changes in Vid’s statistics. (Perception) checks that rely on sight.
Actions
Multiattack. The oni makes two attacks, either with
its claws or its glaive.
Claw (Oni Form Only). Melee Weapon Attack: +7 to
hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing
damage.
Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 15 (2d10 + 4) slashing damage, or 9
(1d10 + 4) slashing damage in Small or Medium
form.
Change Shape. The oni magically polymorphs into a
Small or Medium humanoid, into a Large giant, or
back into its true form. Other than its size, its
statistics are the same in each form. The only
equipment that is transformed is its glaive, which
shrinks so that it can be wielded in humanoid form.
If the oni dies, it reverts to its true form, and its
glaive reverts to its normal size.
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CCC-GSP-01 A Dragon’s Breath 29
Ragvala (Ancient Gold Dragon) on Strength-based attack rolls, Strength checks, and
Gargantuan dragon, lawful good Strength saving throws for 1 minute. A creature can
repeat the saving throw at the end of each of its
Armor Class 22 (natural armor) turns, ending the effect on itself on a success.
Hit Points 546 (16d20 + 80)
Speed 20 ft., fly 120ft.
*Ragvala does not have the ability to Change Shape
STR DEX CON INT WIS CHA anymore.
28 (+9) 14 (+2) 29 (+9) 18 (+4) 17 (+3) 28 (+9) Change Shape. The dragon magically polymorphs
into a humanoid or beast that has a challenge rating
Saving Throws Dex +9, Con +16, Wis +10, Cha +16 no higher than its own, or back to its true form. It
Skills Insight +10, Perception +17, Persuasion+16, reverts to its true form if it dies. Any equipment it is
Stealth +9 wearing or carrying is absorbed or borne by the new
Damage Immunities fire form (the dragon’s choice).
Senses blindsight 60ft., darkvision 120ft., passive
In a new form, the dragon retains its alignment, hit
Perception 27
points, Hit Dice, ability to speak, proficiencies,
Languages Common, Draconic
Legendary Resistance, lair actions, and Intelligence,
Challenge 24 (36,500 XP)
Wisdom, and Charisma scores, as well as this action.
Amphibious. The dragon can breathe air and water. Its statistics and capabilities are otherwise replaced
Legendary Resistance (3/Day). If the dragon fails a by those of the new form, except any class features
saving throw, it can choose to succeed instead. or legendary actions of that form.
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CCC-GSP-01 A Dragon’s Breath 30
Appendix 1.
1
9 3
10 2
8 4
5
11
7
W E
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CCC-GSP-01 A Dragon’s Breath 31
Appendix 2.
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CCC-GSP-01 A Dragon’s Breath 32
Player Handout 1.
5. Rest Area 6. Dragon Dogs 7. Gold Horn Animals 8. Meh, Nothing There
9. Rest Area 10. Night Bear! Leave or die! 11. Forest Magic! Do not go or will get lost!
1
9 3
10 2
8 4
5
11
7
W E
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CCC-GSP-01 A Dragon’s Breath 33
Player Handout 2.
CR Beast Fly/Swim
0 Baboon -
0 Badger -
0 Cat -
0 Deer -
0 Hyena -
0 Owl Fly
1/8 Blood Hawk Fly
1/8 Flying Snake Fly
1/8 Giant Rat -
1/8 Giant Weasel -
1/8 Poisonous Snake Swim
1/8 Mastiff -
¼ Boar -
¼ Constrictor Snake Swim
¼ Elk -
¼ Giant Badger -
¼ Giant Frog Swim
¼ Giant Lizard -
¼ Giant Owl Fly
¼ Giant Poisonous Snake Swim
¼ Panther -
¼ Wolf -
½ Ape -
½ Black Bear -
1 Brown Bear -
1 Dire Wolf -
1 Giant Hyena -
1 Tiger -
2 Giant Boar -
2 Giant Constrictor -
Snake
2 Auroch -
*The stat blocks or these beasts can be found in Monsters Manual and Volo’s Guide to Monster.
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CCC-GSP-01 A Dragon’s Breath 34
Player Handout 3. Story
Award
During the course of this adventure, the
characters may earn the following story award. If
you are printing these out for your players, print
as many as you may need to ensure that any
eligible character receives a copy:
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CCC-GSP-01 A Dragon’s Breath 35
Player Handout 4. Magic
Item
During the course of this adventure, the
characters may find the following permanent
magic item:
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CCC-GSP-01 A Dragon’s Breath 36