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1254896-DC-WBW-DCAF01B Barangay Bound 1.1

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WBW-DC-DCAF03

Barangay Bound
A Maykanta Adventure

It’s time for Ali to follow her dream and head to the next big town, Barangay. But the Encanta
Forest is far too dangerous to traverse by oneself. Do you mind helping the young pixie move?
A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3.

CONTENT WARNING: violence against animals


CREDITS
Designer: Adrian Francisco
Domain of Delight: Maykanta

Editing: Nikki Francisco

D&D Adventurers League Guildmaster: Chris Lindsay

Art Director & Graphic Design: Adrian Francisco

D&D Adventurers League Wizards Team Brandy


Camel, Lea Helotis, Chris Lindsay, Chris Tulach

D&D Adventurers League Administrators Travis


Woodall, Ma’at Crook, Claire Hoffman, Greg Marks,
Bee Zelda. Toni Winslow-Brill

Playtesters: Ken Beckman, Tegan Hendrickson, Tristan


Kirkman, Rainar Manteuffel, Josh Taylor, Ken Van
Wey, Ashley Younker, Bart

I dedicate this module to every dance partner and teammate I


had during my time with the Filipino Cultural Association at
the University of Maryland, College Park. And to Don Verde,
who gave so much of his time to teach us the dances discussed
here so many years ago.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards
of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the
Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

©2020 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
ADVENTURE PRIMER
One step at a time, one hope then another, who knows • Call to Action: Help Me Move! As the adventurers walk
where this road may go? about the village of the Nilads, Ali approaches them a task.
—Anya, Anastasia (1998) She wants them to escort her through the Encanta Forest
to Barangay. This is the Call to Action.
• Part 1a: Dancing in the Street. The party meets groups
This adventure is designed for three to seven 1st- 5th-level
dedicated to performing dances. Each group presents
characters and is optimized for five characters with an
challenges that the adventurers must face to proceed.
average party level (APL) of 3. Characters outside this
This is Story Objective A.
level range cannot participate in this adventure.
• Part 1b: Sky High Dreams. If the everyone in the party
This adventure occurs in Maykanta, a Domain of Delight.
can fly, they can attempt to escort Ali as she flies in the
sky. This is Story Objective B.
BACKGROUND • Part 2: One Must Fall. An unseen antagonist sends her
elemental henchmen to take out Ali and the party out of
One hundred years ago, a jaded half-elf archmage named jealousy. The goal is to survive their wrath. This is Story
DOÑA LEA ran away from the SWORD COAST to THE Objective C.
FEYWILD. Through her magic abilities and her sheer will,
she creates a realm based on parts of herself, her mother's ADVENTURE HOOKS
heritage in the far east of TORIL, and her true desire to
become a performer. Her values resonated with numerous Factions in the Feywild. The Factions of Faerun struggle
fey creatures who have settled in the region. Together, they to get ahead of each other and pursue other means of
created MAYKANTA, a Domain of Delight. The domain is obtaining allies and resources. Members of the Harpers and
marked by lush rainforests, festive towns, and constant the Emerald Enclave may be interested in diplomatic ties to
singing. Maykanta.
Many fey creatures have settled in Maykanta since its Witchlight Carnival Scouts. Witchlight hands in the
inception. A group of eladrin have created a lively town service of the carnival may be interested in finding future
named BARANGAY along the BUGHAW LAKE at the talent for the Big Top. A Domain of Delight filled with
domain’s center. Further south at the mouth of the singing fey creatures is the perfect place to scout new
ENCANTA RIVER, pixies have created a village among the performers.
mangrove trees. The pixies named their village THE Singing in the Mist. On a misty morning, if an adventurer
NILADS. sings while on a boat in the mist, they may find that their
The young pixie ALI TAPTAP has just completed her rite party has been transported to this Domain of Delight.
of passage. Now she can leave the Nilads and move to Entertainer’s Delight. Characters with the Entertainer
Barangay. She has dreamed of dancing in the town’s background may willingly attempt to reach Maykanta. They
festivals and singing songs with the locals for as long as she may be seeking musical inspiration in the Feywild.
can remember. Friends of The Nilads. Adventurers who participated in
Unfortunately, the forest between the Nilads and WBW-DC-DCAF01 Pixie Dreams may already be in the Nilads.
Barangay is laden with danger and traps. Ali stands little Once again, Ali turns to them for help.
chance of making it to Barangay by herself. She is going to
need some more help for her dreams to come true.

OVERVIEW
The adventure’s story is spread over 3 parts and takes
approximately 2 hours to play. The adventure begins with
a Call to Action scene.

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WBW-DC-DCAF01B Barangay Bound 4
DOMAIN OF DELIGHT: MAYKANTA
was unfulfilling. Up to that point, she had not been true to
BACKGROUND herself. She then abandoned Toril and set up Maykanta for
herself.
One hundred years ago, a jaded half-elf archmage named
DOÑA LEA ran away from the SWORD COAST to THE Doña Lea embraces her life in the Feywild. In her palace
FEYWILD. Through her magic abilities and her sheer will, in Intramusica, she invites the best musicians in the realm
she creates a realm based on two parts of herself: her to perform. She visits the neighboring town of Barangay
mother's heritage in the far east of TORIL, and her true often as she hopes to meet the next great musicians of her
desire to become a performer. Her values resonated with domain. She and the inhabitants of Maykanta strive to
numerous fey creatures who have settled in the region. celebrate her mother’s homeland in everything they do. She
Together, they created MAYKANTA, a Domain of Delight. looks kindly on anyone who sets out to follow their dream,
This Domain of Delight is defined by lush rainforest with no matter what that dream may be.
brightly colored flowers and towering trees. The BUGHAW
LAKE sits at its center. A group of eladrin built their town FEY CROSSING
adjacent to the lake and named it BARANGAY. Further
south along the ENCANTA RIVER, pixies have established a People who arrive in Maykanta often describe how they
tiny village called the NILADS. On a nearby mountain, high were singing to themselves while traveling through calm
elf bards and monks have established a fortress named mist. When they wish to leave, they can take boats docked
MONTMARIA. The archfey herself has built a fortified city nearby and head into mist floating above the water. This
named INTRAMUSICA in the north of the region. At the magical mist only appears when a nearby fey creature is
city’s center is her palace. singing their heart out.
For Doña Lea, the domain mirrors a life unlived. The If an adventurer finds themselves in Maykanta, helping a
foliage and the towns reflect her understanding of her local fey creature with their problems is the easiest way to
mother’s homeland, but the towns may diverge wildly from leave. The fey creature’s song of celebration is enough to
her lack of understanding. The fey who live here break into summon the mist to return the adventurers back from
song to express their strongest emotions, and there are whence they came. That said, adventurers are not
opportunities abound for performances in every town. The pressured to leave. Bards and druids often have extended
most recognized musicians in the realm are offered the stays in Maykanta so they may enjoy the atmosphere and
opportunity to perform in Doña Lea’s palace. perfect their crafts.

THE ARCHFEY: DOÑA LEA DOÑA LEA STAT BLOCK


A daughter of a high elf wizard and a traveler from the far When Doña Lea appears in this adventure, use the
east of Toril, Doña Lea was raised to follow her father’s archmage stat block. Change her creature type to be fey.
footsteps in Waterdeep. Throughout her childhood, she was
teased for her half-elf heritage. After being admonished by
her instructors for singing a song in her mother’s tongue,
she was taught to hide her heritage. When she ascended to
the status of archmage, she looked upon her life and felt it

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WBW-DC-DCAF01B Barangay Bound 5
CALL TO ACTION: HELP ME MOVE!
Estimated Duration: 20 minutes

In the Call to Action, the adventurers meet Ali Taptap the Bag of Holding. Ali moves an inordinate number of
pixie. She is preparing for her move to the town of Barangay belongings from her hut into a bag. The sheer volume of
and she is seeking an escort through the forest. material would defy logic without the knowledge of magic.
A DC 10 Intelligence (Arcana) check allows a confused
SETTING: THE NILADS character to discern the bag’s magical capabilities.
Ali’s Hut. Ali lives in a nest that hangs off the branch of
The pixies in Maykanta built a village for themselves on the one of the trees. Ali flitters back and forth between her hut
mouth of the Encanta River. Their houses are hung from and her bag.
either branches or raised roots of immense, 20-foot-tall
mangrove trees. At night, tiny lanterns, both stationary and CREATURE INFORMATION
carried by pixies, light up the village. To outsiders, these Much of the ruckus is caused by Ali Taptap (a female pixie).
lanterns resemble fireflies. She is packing her things in anticipation of her move to
For small- and medium-sized visitors, the town can be Barangay, the bigger town of Maykanta. Her mother, Inang
traversed either by boat or by the bamboo walkways Taptap (a female pixie) watches behind her.
installed between the trees. The mangrove roots are raised
so high that adventurers can paddle their boats underneath ALI TAPTAP
them. The air is filled with the sounds of insects chirping CG pixie
and tiny pixies laughing with each other. Ali Taptap is a sixteen-year-old pixie. Having completed her Rite of
Flight, she is excited to move from her home village to Barangay,
CALL TO ACTION the bigger town where people play music and dance at all hours of
As the adventurers walk about the village of the Nilads, Ali the day.
the pixie approaches them with a task. She wants them to • What She Wants. Ali wants to get to Barangay as soon as she
escort her through the Encanta Forest to Barangay. This is can. She knows that the forest is dangerous, and she shouldn’t
the Call to Action. traverse it by herself. She would fly over the forest to get there,
but she knows there are plenty of predatory birds in the sky.
MOVING DAY • Curious to a Fault. From the highest trees of the Nilads, the
brightest lights and loudest sounds of Barangay are just close
Read or paraphrase the following: enough to be seen. She has been fascinated with the far-off
town ever since.
The Nilads is a village built among giant mangrove trees at the
mouth of a river. All around you, you see pixies fluttering Ali is ecstatic to see adventurers because she wishes them
about, weaving through the vines and above-ground roots. to escort her to Barangay. The forest is too dangerous to
The village is tranquil, save for the sound of an exuberant pixie explore by oneself, but the skies above the forest are certain
singing a song while stuffing her bag of holding with an array death. She offers the group 100 gp to be split among the
of household goods. Her singing halts as she notices you party for their service.
nearby. She calls out, “Hoy! You there! A little help?”
DEVELOPMENT
The opening verse of “Journey to the Past” from Anastasia
(1997), without the “to the past” line, would be appropriate When the adventurers accept her quest, the group can
to sing here. follow Ali out of town and into the forest. She gives the
party a potion of healing to help the group last the journey.
AREA INFORMATION The goal of this story is for the party to make their way to
Barangay without losing Ali. Once the party accepts their
This area has the following features:
task, proceed to Part 1a. If everyone in the party can fly, or
Lights and Sounds. Sunlight shines through the forest
if the group would like more combat encounters, an
canopy. The light sound of water movement comes from the
alternate set of encounters are available in Part 1b.
moving river underneath the gangways.

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WBW-DC-DCAF01B Barangay Bound 6
PART 1A: DANCING IN THE STREET
Estimated Duration: 1 hour 20 minutes

In Part 1, the adventurers venture down a path from the


Nilads to Barangay.
KALIWA AND KANAN
SETTING: THE ENCANTA FOREST CN goblins
Kaliwa and Kanan are leaders of two opposing goblin groups that
The Encanta Forest has lush green foliage, beautiful flowers, reside in the forest. Their clans have a rivalry for resources like
and singing campestris. Different patches of the forest are coconuts. They tend to resolve their differences with dance
overgrown with bamboo. When appropriate, the forest battles, but they are not above resorting to coconut violence.
resounds with music played by awakened creatures in the • What They Want. They want to best each other in any and
brush. every competition, especially when it comes to coconuts.
Ali was informed of the way so getting lost is unlikely. • A Friendly Rivalry. While they’ve competed for their entire lives,
The party may take a long rest at any point. There is no the feud between their clans rarely resorts to violence. Both
timetable for arriving at Barangay. Ali is familiar with the prefer dance competitions.
dances but has not interacted with any of these forest
creatures. She offers advice to the party when she can.
Playing the Pillars. Suggestions for this encounter:
STORY OBJECTIVE A • Combat. A goblin will throw a coconut at the first
The party meets groups dedicated to performing dances. character who approaches the tree. Use the shortbow
Each group presents challenges that the adventurers must attack but replace the piercing damage with bludgeoning.
face to proceed. This is Story Objective A. The leaders jump out of the bushes to convince the party
to participate in a dance battle. In lieu of dancing, the
MAGLALATIK ATTACK party may side with either group to eliminate the other
or fight both groups simultaneously.
Use Appendix 1 for the map of this area. The road leads the • Exploration. A successful DC 12 Strength (Athletics)
adventurers to a clearing with a coconut tree in the center. check allows a character to climb the tree and reach the
Thick brush borders the clearing on all sides. Read or coconut. A successful AC 15 ranged attack could also
paraphrase the following: bring the coconut to the ground. The coconut is sturdy
and does not break upon impact. A successful DC 15
Wisdom (Perception) check allows a character to see the
In the middle of a clearing, a simple coconut tree stands at the
goblins in the bushes.
center. A strange golden coconut is hanging from the tree.
• Social. The goblins want to challenge the party and each
Heavy foliage borders each side of the clearing, while the road other to a dance battle. Have one member of each group
continues beyond the tree. participate in three opposing Dexterity (Acrobatics) or
Charisma (Performance) checks. Allow the party to make
AREA INFORMATION their checks as a group if desired. Reward descriptive
and imaginative explanations with advantage.
This area has the following features:
Lights and Sounds. The clearing is lit brightly by the sun. ADJUSTING THE SCENE
The sound of birds chirping and campestris singing Here are some suggestions for adjusting the scene:
emanates from the forest. The forest canopy hides much of
the brush in shadow. • Very Weak: Remove two goblins from each group
The Golden Coconut. The coconut functions as a potion of • Weak: Remove a goblin from each group
climbing if its coconut water is consumed. Ali can intuit its • Strong: Replace one goblin with a bugbear
magical properties from its appearance. • Very Strong: Add two bugbears
Goblins in Shadow. Overgrown vines in one corner of the
clearing shroud a hidden passageway to another clearing Once the party has either finished the dance challenge or
where an even bigger, non-sentient tree resides. killed either (or both) groups of goblins, they can proceed
to the next challenge. If they win the dance challenge, the
goblins allow them to take the golden coconut.
CREATURE INFORMATION
Two groups of four goblins are hidden on either side of the DANCE TRIVIA
clearing. The group to the left are led by Kaliwa (a male Maglalatik is a folk dance from the Philippines where the dancers
goblin) while the group to the right are led by Kanan (a wear and wield coconut shells. The dancers beat their own
female goblin). Each goblin is adorned in coconut armor coconut shells to a rhythm, beginning with their kneepads and
that behaves like leather. moving on to their chest, back, and hips. The dance is meant to
depict two groups fighting over coconuts.

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WBW-DC-DCAF01B Barangay Bound 7
TREASURE don’t want to attack the party. The axe beaks are
approaching the party because they want to dance with
If the party wins the dance-off against the goblins, Kaliwa them.
and Kanan allow them to take the golden coconut. It works
as a potion of climbing if its coconut water is consumed. Whether or not the party fight the axe beaks, so long as they
make it to the opposite side of the clearing, they can
TINIKLING STING proceed to the next section.

Use Appendix 2 for the map of this area. The party finds a DANCE TRIVIA
clearing where bamboo poles are scattered everywhere. Tinikling is a folk dance from the Philippines where the dancers
Read or paraphrase the following: jump between and around bamboo poles. The dancers imitate
birds dodging farmers’ bird traps.
As the party proceeds forward, the trees give way to thick
bamboo thickets on either side of the road. Eventually the LONG REST?
path opens to a strange 30-foot radius clearing, where every
At this point, the sun will begin to go down. Ali will suggest
five-foot square has a pair of parallel five-foot-long bamboo
that party take a long rest to save up energy for the next
poles. day. Have the party designate who will take watch and
when.
AREA INFORMATION During the first watch, the character on-duty can hear
Ali’s soft singing. Use Appendix 5 for her lyrics. If a
This area has the following features: character asks Ali how she is feeling, she will explain that
Lights and Sounds. The clearing is flanked on every side she has been waiting for opportunity to move to Barangay
by thick bamboo thicket. The party can hear birds chirping for her entire life. She believes that this journey is the start
and squawking in the distance. of all her dreams coming true.
The Tinikling Poles. Detect magic reveals that each of When the adventurers wish to continue the adventure,
these bamboo poles are subject to enchantment magic. If a proceed to Jota with Josefina.
creature walks 15 feet into the area, the poles activate. That
creature must make a successful DC 13 Dexterity
(Acrobatics) check or take 1d4 damage as the poles hit their
standing leg.
Bamboo Thicket. The upright bamboo around the
clearing is too thick to walk through, but they are easy to
climb. A successful DC 13 Strenght (Athletic) check allows a
character to climb the bamboo and avoid the tinikling poles.

CREATURE INFORMATION
When the first character walks 15 feet into the area, four
axe beaks jump out of the thicket.

ADJUSTING THE SCENE


Here are some suggestions for adjusting this scene:
• Very Weak: Remove two axe beaks
• Weak: Remove an axe beak
• Strong: Add an axe beak
• Very Strong: Add three axe beaks
Playing the Pillars. Suggestions for this encounter:

• Combat. Combat is always an option. The axe beaks close


the distance between themselves and the centered
character, but do not attack on their first turn.
• Exploration. The bamboo is thick, but a character can
detect the axe beaks with a successful DC 18 Wisdom
(Perception) check alerts. A successful DC 17 Intelligence
(Deception) check allows a character to discern the
dance pattern and give the party advantage against the
tinikling poles.
• Social. The axe beaks can’t talk, but if a character can
communicate with them, they learn that the axe beaks

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WBW-DC-DCAF01B Barangay Bound 8
Playing the Pillars. Suggestions for this encounter:
JOTA WITH JOSEFINA
• Combat. Combat is always an option, but it is not the
Use Appendix 3 for the map of this area. Read or
point of this encounter. If the party defeats the dryads,
paraphrase the following:
Ali is ashamed of them. The party must then clear or
traverse the bamboo in their path by themselves.
The forest gives way for another clearing. The ground is paved • Exploration. Characters fed up with dancing may try to
with stone, but three five-foot-diameter circles are carved in a clear the bamboo along the path with a three successful
triangle formation. In each circle lies a bamboo cone hat and DC 15 Strength (Athletics) checks. There is no limit to
two sets of bamboo castanets. A musical rhythm is etched in attempting these checks, but on a failed check, the
stone nearby, as is a riddle. The way forward is overgrown character receives one point of exhaustion. A character
with bamboo. A stone chest rests along the eastern edge of may also traverse between the bamboo with a successful
the clearing. DC 15 Dexterity (Acrobatics) check.
• Social. They beckon the party to dance a slow waltz with
them. Music breaks out of the During the waltz, have the
AREA INFORMATION dancers alternate between DC 12 group Dexterity
This area has the following features: (Acrobatics) checks and DC 12 group Charisma
Lights and Sounds. Sunlight shines through the leaves. (Persuasion) checks for a total of six checks. The dryads
When the dryad’s jota begins, awakened animals play a attempt to make small talk while waltzing. Reward
slow waltz with tiny stringed instruments. creative conversations and dance moves with advantage.
Carved Circles. Three five-foot-diameter circles are Once the checks are complete, the waltz concludes, and
carved in the stone. Each contain a conical hat and two the impeding bamboo clears away. If the group succeeds
castanets. A rhythm is presented around the circles. This on at least half of these checks, the stone chest opens, and
rhythm is reflected in Appendix 6. A player must correctly the group can take the gold.
clap the rhythm, or their character must succeed on a DC 10
Charisma (Performance) check to play the rhythm correctly TREASURE
in-game. Each time the rhythm is played using the castanets,
one of the circles begins to glow. 100 gp sits in a bag in the stone chest. The chest opens only
if the dryads feel like they had a good time dancing with the
Overgrown Bamboo. The path forward is overgrown
party.
with thick bamboo. A character may spend an hour clearing
the bamboo with a successful DC 18 Strength (Athletics)
check. With a successful check, that character takes one DANCE TRIVIA
point of exhaustion. With a failed check, they take two A jota is a dance performed in ¾ time originating from Spain. It
points of exhaustion. incorporates castanets and stomping. The Philippines has its own
take on it called la jota manileña, where the men use bamboo
castanets. The men are clad in bamboo hats and barong tagalog
CREATURE INFORMATION formal apparel, while the ladies wear fine white Maria Clara
Once the rhythm is played three times, three dryads appear dresses.
in the circles. Three satyrs jump out of the bamboo and
play the guitar, the bandurria, and the double bass. PROGRESSING FORWARD
Once all three are encounters have been completed, the
JOSEFINA, CECILIA, AND JOANA party may proceed to Part 2.
CG dryad
Josefina and her siblings Cecilia and Joana are wardens of the
forest, placed there by Doña Lea to protect it from would-be
vandals. Outside of this capacity, the dryads entertain themselves
by causing mischief for travelers and flirting with them.
• What She Wants. Josefina and her siblings wish to pass the
time with dancing and conversation.
• Playful Yet Vindictive. Whether or not travelers can bring her
joy, she finds ways to entertain herself by inconveniencing
them with physical obstacles.

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WBW-DC-DCAF01B Barangay Bound 9
PART 1B. SKY HIGH DREAMS
Estimated Duration: 1 hour 10 minutes

SETTING: ABOVE THE ENCANTA FOREST STILL FLYING HIGH?


Only a party where everyone can fly could embark on this Read or paraphrase the following:
path. Under current Adventurers League rules, it is
plausible that every character in the party can fly. As the bats fall to the ground, another threat approaches.
Unlike Part 1a, this part is combat heavy. At any point, Bursting from the trees is a scaly green dragon.
the party can decide to descend lower to the ground to
avoid the onslaught of flying creatures. If they do, move to
the corresponding encounter in Part 1. The party should CREATURE INFORMATION
only take one long rest over the course of this adventure.
Mahirap (a male young green dragon) bursts out of the
trees three hundred feet away from the party.
STORY OBJECTIVE 1B
If the everyone in the party can fly, they can attempt to MAHIRAP
escort Ali as she flies in the sky. This is Story Objective B. CE young green dragon
Mahirap is a young dragon born in the deepest parts of the
WARM-UP Encanta Forest. He stays away from the larger towns but snacks
on unsuspecting travelers in the forest.
Read or paraphrase the following: • What He Wants. Mahirap wants to take down easy prey for
both food and gold.
As the party takes flight, they see the vast rainforest • Unsuited for the Forest. He is just getting used to his wide
underneath them. A small but bustling village sits towards the wings. He won’t risk damaging them going through branches of
edge of the horizon. The screams of bats can be heard as they trees.
ascend from the trees towards the party. Playing the Pillars. Suggestions for this encounter:

• Combat. Mahirap does his best to try to kill at least one


CREATURE INFORMATION member of the party. Once he is at half hit points, he
Five swarms of bats fly within 30 feet of the party. retreats into the forest.
• Exploration. Retreating underneath the trees is an
ADJUSTING THE SCENE option. The canopy offers visible cover, and Mahirap
Here are some suggestions for adjusting this scene: would not trouble himself by descending into the brush.
• Social. Mahirap wants gold. If a party were to offer 50 gp
• Very Weak: Remove three swarms of bats
in exchange for their lives, Mahirap would accept that
• Weak: Remove two swarms of bats
offer.
• Strong: Add two swarm of bats
• Very Strong: Add four swarms of bats
ADJUSTING THE SCENE
The swarms are drawn to pixies and will eat Ali without Here are some suggestions for adjusting this scene:
question. There is no diplomatic solution.
• Very Weak: Replace the dragon with three green dragon
If the party tires of flying, they can proceed to Tinikling
wyrmlings
Sting in Part 1a. Otherwise proceed to the next section.
• Weak: Replace the dragon with four green dragon wyrmlings
• Strong: Add a green dragon wyrmling
• Very Strong: Add a young green dragon

PROGRESSING FORWARD
If the party retreats under the trees before the dragon can
reach them, they can proceed to Jota with Josefina in Part
1a. If the party defeats the dragon, they may proceed to the
conclusion in Part 2.

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WBW-DC-DCAF01B Barangay Bound 10
PART 2. ONE MUST FALL
Estimated Duration: 30 minutes

SETTING: BARANGAY FALLS CREATURE INFORMATION


When either someone is halfway up the waterfall, or when
Barangay Falls is a thirty-foot-tall, thirty-foot-wide the party is split between the bottom of the waterfall and
waterfall. It is where the water from the Bughaw Lake flows the top of the cliff, two water weirds spring out of the river
into the Encanta River. Either side of the waterfall is jagged to attack.
rock that is difficult to climb for those without a climbing
speed. Due to the water splashing at the bottom, everything ADJUSTING THE SCENE
within thirty feet of the waterfall is soaked in water. Stone Here are some suggestions for adjusting this scene:
platforms jut out of the waterfall, each connected with rope
ladders. • Very Weak: Replace the water weirds with three steam
Water weirds are lurking in the waterfall. Gariel, a bitter mephits
hag first introduced in Pixie Dreams, ordered these • Weak: Replace the water weird with four steam mephits
creatures to attack anyone climbing the falls. The • Strong: Add a water weird
precipitation allows them to explore 30 feet beyond the • Very Strong: Replace one water weird with a water elemental
waterfall and the river. These creatures have little will of
Playing the Pillars. Suggestions for this encounter:
their own and carry out her bidding without question.
• Combat. The water weirds wait for when the party is
STORY OBJECTIVE C most at risk before attacking. They do not retreat unless
An unseen antagonist sends her elemental henchmen to the party comes out of reach.
take out Ali and the party out of jealousy. The goal is to • Exploration. Fighting isn’t compulsory. If the party can
survive their wrath. This is Story Objective C. escape the water weirds and retreat from the river, they
can find an alternative route up the cliff with a DC 10
COLD SPLASH OF WATER Wisdom (Survival) check.
• Social. The water weirds do not respond to characters,
Use Appendix 4 for the map of this area. Read or even if they speak Aquan. Their intent is to kill.
paraphrase the following:
TREASURE
As the party emerges from the jungle, they see a thirty-foot- If the players open the hidden chest, they will find 100 gp.
tall waterfall flow into a thirty-foot-wide river. Stone platforms Each water weird will drop a glowing green pebble marked
jut out of the waterfall while rope ladders connect between with the letter G. Ali and any character who played Pixie
these platforms and the clifftop. Dreams may recognize it as Gariel’s first initial.

AREA INFORMATION CONCLUDING THE ADVENTURE


This area has the following features. If Ali and the group manage to get past the falls safely, she is
Dimensions and Terrain. The river is three feet deep grateful for their assistance. She gives them the 100gp she
and it counts as difficult terrain. The ropes can be climbed promised to them. She then dumps out the contents of her
to ascend to the top. An old chest rests in a shallow cave bag of holding and gives the group her bag. Now that she is
behind the waterfall. in Barangay, she will dedicate her time to becoming a
Lights and Sounds. Sounds of birds and insects chirping singing and dancing star.
can barely be heard over the crash of water. Bright sunlight Ali will sing lyrics to Journey to the Past from Anastasia,
covers everything, though the treetops and the waterfall causing a magical boat to appear in the nearby lake. A party
may offer shelter from the rays. member may take the boat back to Faerun. Characters who
Precipitation. The water crashing in the falls sends mist wish to continue their time in Maykanta do not have to
flying through the area. The moisture allows the water board the boat.
weirds to move 30 feet beyond the river.

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REWARDS
At the end of the session, the characters receive rewards based upon their accomplishments.

• Dungeon Master Rewards


CHARACTER REWARDS
For running this adventure, you earn a DM Reward. See the
The characters earn the following rewards:
Adventurers League Dungeon Master’s Guide for more
information.
ADVANCEMENT
A character participating in this adventure gains one level.

GOLD
If found during the adventure the following items are
converted to gold and added to any coins found during the
adventure. The gold is split among the party members. If
someone wants to keep an item in particular that character
can either take it as part of their share, or pay for it with
their own gold. Mundane items are not duplicated nor
included in this.
Item Gold Value
Josefina’s Chest 100 gp
Hidden Chest 100 gp
Ali’s Reward 100 gp

MAGIC ITEM(S)
If found during the adventure, the characters can keep the
following magic items; these items are described in
Appendix 5:

• Bag of holding
• Potion of climbing
• Potion of healing

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DRAMATIS PERSONAE
The following NPCs feature prominently in this adventure.

Ali Taptap. Ali Taptap is a sixteen-year-old pixie. Having


completed her Rite of Flight, she is excited to move from
her home village to Barangay, the bigger town where
people play music and dance at all hours of the day.

• What She Wants. Ali wants to get to Barangay as soon as


she can. She knows that the forest is dangerous, and she
shouldn’t traverse it by herself. She would fly over the
forest to get there, but she knows there are plenty of
predatory birds in the sky.
• Curious to a Fault. From the highest trees of the Nilads,
the brightest lights and loudest sounds of Barangay are
just close enough to be seen. She has been fascinated
with the far-off town ever since.

Josefina. Josefina and her siblings are wardens of the forest,


placed there by Doña Lea to protect it from would-be
vandals. Outside of this capacity, the dryads entertain
themselves by causing mischief for travelers and flirting
with them.

• What She Wants. Josefina and her siblings wish to pass


the time with dancing and conversation.
• Playful Yet Vindictive. Whether or not travelers can
bring her joy, she finds ways to entertain herself by
inconveniencing them with physical obstacles.

Kaliwa and Kanan. Kaliwa and Kanan are leaders of two


opposing goblin groups that reside in the forest. Their clans
have a rivalry for resources like coconuts. They tend to
resolve their differences with dance battles, but they are
not above resorting to coconut violence.

• What They Want. They want to best each other in any


and every competition, especially when it comes to
coconuts.
• A Friendly Rivalry. While they’ve competed for their
entire lives, the feud between their clans rarely resorts to
violence. Both prefer dance competitions.

Mahirap. Mahirap is a young dragon born in the deepest


parts of the Encanta Forest. He stays away from the larger
towns but snacks on unsuspecting travelers in the forest.

• What He Wants. Mahirap wants to take down easy prey


for both food and gold.
• Unsuited for the Forest. He is just getting used to his
wide wings. He won’t risk damaging them going through
branches of trees.

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CREATURE STATISTICS

AXE BEAK DRYAD


Large beast, unaligned Medium fey, neutral
Armor Class 11 Armor Class 11 (16 with Barkskin)
Hit Points 19 (3d10 + 3) Hit Points 22 (5d8)
Speed 50 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 2 (-4) 10 (+0) 5 (-3) 10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4)
Senses Passive Perception 10 Skills Perception +4, Stealth +5
Languages -- Senses Darkvision 60 ft., Passive Perception 14
Challenge 1/4 (50 XP) Languages Elvish, Sylvan
Challenge 1 (200 XP)
ACTIONS Tree Stride. Once on her turn, the dryad can use 10 feet of her
movement to step magically into one living tree within her reach
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
and emerge from a second living tree within 60 feet of the first
6 (1d8 + 2) slashing damage.
tree, appearing in an unoccupied space within 5 feet of the second
tree. Both trees must be Large or bigger.
BUGBEAR
Medium humanoid (goblinoid), chaotic evil ACTIONS
Armor Class 16 (Hide Armor, Shield)
Hit Points 27 (5d8 + 5) Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh),
Speed 30 ft. reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8
STR DEX CON INT WIS CHA + 4) bludgeoning damage with shillelagh.
15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1) Fey Charm. The dryad targets one humanoid or beast that she can
Skills Stealth +6, Survival +2 see within 30 feet of her. If the target can see the dryad, it must
Senses Darkvision 60 ft., Passive Perception 10 succeed on a DC 14 Wisdom saving throw or be magically
Languages Common, Goblin charmed. The charmed creature regards the dryad as a trusted
Challenge 1 (200 XP) friend to be heeded and protected. Although the target isn't
Brute. A melee weapon deals one extra die of its damage when under the dryad's control, it takes the dryad's requests or actions
the bugbear hits with it (included in the attack). in the most favorable way it can.

Surprise Attack. If the bugbear surprises a creature and hits it with Each time the dryad or its allies do anything harmful to the target,
an attack during the first round of combat, the target takes an it can repeat the saving throw, ending the effect on itself on a
extra 7 (2d6) damage from the attack. success. Otherwise, the effect lasts 24 hours or until the dryad
dies, is on a different plane of existence from the target, or ends
the effect as a bonus action. If a target's saving throw is successful,
ACTIONS the target is immune to the dryad's Fey Charm for the next 24
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one hours.
target. Hit: 11 (2d8 + 2) piercing damage.
The dryad can have no more than one humanoid and up to three
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or beasts charmed at a time.
range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in
melee or 5 (1d6 + 2) piercing damage at range.

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GOBLIN SATYR
small humanoid (goblinoid), neutral evil Medium fey, chaotic neutral
Armor Class 15 (Leather Armor, Shield) Armor Class 14 (Leather Armor)
Hit Points 7 (2d6) Hit Points 31 (7d8)
Speed 30 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1) 12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2)
Skills Stealth +6 Skills Perception +2, Performance +6, Stealth +6
Senses Darkvision 60 ft., Passive Perception 9 Senses Passive Perception 12
Languages Common, Goblin Languages Common, Elvish, Sylvan
Challenge 1/4 (50 XP) Challenge 1/2 (100 XP)
Nimble Escape. The goblin can take the Disengage or Hide action Magic Resistance. The satyr has advantage on saving throws
as a bonus action on each of its turns. against spells and other magical effects.

ACTIONS ACTIONS
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
Hit: 5 (1d6 + 2) slashing damage. 6 (2d4 + 1) bludgeoning damage.
Shortbow. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
or range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. target. Hit: 6 (1d6 + 3) piercing damage.
Shortbow. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.
or range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
GREEN DRAGON WYRMLING
Medium dragon, lawful evil
Armor Class 17 (Natural Armor)
Hit Points 38 (7d8 + 7)
STEAM MEPHIT
small elemental, neutral evil
Speed 30 ft., fly 60 ft., swim 30 ft.
Armor Class 10
STR DEX CON INT WIS CHA
Hit Points 21 (6d6)
15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1)
Speed 30 ft., fly 30 ft.
Saving Throws DEX +3, CON +3, WIS +2, CHA +3
STR DEX CON INT WIS CHA
Skills Perception +4, Stealth +3
5 (-3) 11 (+0) 10 (+0) 11 (+0) 10 (-1) 12 (+1)
Damage Immunities Poison
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Condition Immunities Poisoned
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Senses Darkvision 60 ft., Passive Perception 10
Languages Draconic
Languages Aquan, Ignan
Challenge 2 (450 XP)
Challenge 1/4 (50 XP)
Amphibious. The dragon can breathe air and water.
Death Burst. When the mephit dies, it explodes in a cloud of
steam. Each creature within 5 feet of the mephit must succeed on
ACTIONS a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 Innate Spellcasting (1/Day). The mephit can innately cast blur,
(1d10 + 2) piercing damage plus 3 (1d6) poison damage. requiring no material components. Its innate spellcasting ability is
Poison Breath (Recharge 5-6). The dragon exhales poisonous gas Charisma.
in a 15-foot cone. Each creature in that area must make a DC 11
Constitution saving throw, taking 21 (6d6) poison damage on a ACTIONS
failed save, or half as much damage on a successful one.
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.
Steam Breath (Recharge 6). The mephit exhales a 15- foot cone of
scalding steam. Each creature in that area must succeed on a DC
10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed
save, or half as much damage on a successful one.

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takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it
SWARM OF BATS is also grappled (escape DC 14). Until this grapple ends, the target
Medium swarm of Tiny beasts, unaligned is restrained and unable to breathe unless it can breathe water. If
Armor Class 12 the saving throw is successful, the target is pushed out of the
Hit Points 22 (5d8) elemental's space.
Speed 0 ft., fly 30 ft.
STR DEX CON INT WIS CHA The elemental can grapple one Large creature or up to two
5 (-3) 15 (+2) 10 (+0) 2 (-4) 12 (+1) 4 (-3) Medium or smaller creatures at one time. At the start of each of
Damage Resistances Bludgeoning, Piercing, Slashing the elemental's turns, each target grappled by it takes 13 (2d8 + 4)
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, bludgeoning damage. A creature within 5 feet of the elemental
Petrified, Prone, Restrained, Stunned can pull a creature or object out of it by taking an action to make a
Senses Blindsight 60 ft., Passive Perception 11 DC 14 Strength check and succeeding.
Languages --
Challenge 1/4 (50 XP)
Echolocation. The swarm can’t use its blindsight while deafened. WATER WEIRD
Large elemental, neutral
Keen Hearing. The swarm has advantage on Wisdom (Perception)
Armor Class 13
checks that rely on hearing.
Hit Points 58 (9d10 + 9)
Swarm. The swarm can occupy another creature’s space and vice Speed 30 ft., swim 60 ft.
versa, and the swarm can move through any opening large STR DEX CON INT WIS CHA
enough for a Tiny bat. The swarm can’t regain hit points or gain 17 (+3) 16 (+3) 13 (+1) 11 (+0) 10 (+0) 10 (+0)
temporary hit points. Damage Resistances Fire; Bludgeoning, Piercing, Slashing from
Nonmagical Attacks
ACTIONS Damage Immunities Poison
Condition Immunities Exhaustion, Grappled, Paralyzed, Poisoned,
Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in Prone, Restrained, Unconscious
the swarm’s space. Hit: 5 (2d4) piercing damage, or 2 (1d4) Senses Blindsight 30 ft., Passive Perception 10
piercing damage if the swarm has half of its hit points or fewer. Languages Aquan understands but doesn’t speak
Challenge 3 (700 XP)
Invisible in Water. The water weird is invisible while fully
WATER ELEMENTAL immersed in water.
Large elemental, neutral Water Bound. The water weird dies if it leaves the water to which
Armor Class 14 (Natural Armor) it is bound or if that water is destroyed.
Hit Points 114 (12d10 + 48)
Speed 30 ft., swim 90 ft.
STR DEX CON INT WIS CHA
ACTIONS
18 (+4) 14 (+2) 18 (+4) 5 (-3) 10 (+0) 8 (-1) Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one
Damage Resistances Acid; Bludgeoning, Piercing, Slashing from creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is
Nonmagical Attacks Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet
Damage Immunities Poison toward the water weird. Until this grapple ends, the target is
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, restrained, the water weird tries to drown it, and the water weird
Petrified, Prone, Restrained, Stunned can’t constrict another target.
Senses Blindsight 60 ft., Passive Perception 10
Languages Aquan
Challenge 5 (1,800 XP)
Water Form. The elemental can enter a hostile creature's space
and stop there. It can move through a space as narrow as 1 inch
wide without squeezing.
Freeze. If the elemental takes cold damage, it partially freezes; its
speed is reduced by 20 feet until the end of its next turn.

ACTIONS
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
13 (2d8 + 4) bludgeoning damage.
Whelm (Recharge 4-6). Each creature in the elemental's space
must make a DC 15 Strength saving throw. On a failure, a target

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YOUNG GREEN DRAGON ACTIONS
Large dragon, lawful evil Multiattack. The dragon makes three attacks: one with its bite
Armor Class 18 (Natural Armor) and two with its claws.
Hit Points 136 (16d10 + 48)
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:
Speed 40 ft., fly 80 ft., swim 40 ft.
15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.
STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2) Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
Saving Throws DEX +4, CON +6, WIS +4, CHA +5 11 (2d6 + 4) slashing damage.
Skills Deception +5, Perception +7, Stealth +4
Damage Immunities Poison Poison Breath (Recharge 5–6). The dragon exhales poisonous gas
Condition Immunities Poisoned in a 30-foot cone. Each creature in that area must make a DC 14
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 17 Constitution saving throw, taking 42 (12d6) poison damage on a
Languages Common, Draconic failed save, or half as much damage on a successful one.
Challenge 8 (3,900 XP)
Amphibious. The dragon can breathe air and water.

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APPENDIX 1: MAGLALATIK ATTACK

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APPENDIX 2: TINIKLING STING

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APPENDIX 3: JOTA WITH JOSEFINA

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APPENDIX 4: COLD SPLASH OF WATER

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APPENDIX 5: ALI’S SONG
From the top of the trees above all the leaves
I could see lights at the edge of the sky
The music would play in such a merry way
that I felt like I wanted to fly

I would dance on that branch


As I dreamed of the chance
To join in on their magic parade
It didn't take one more glance
I assumed my new stance
I would make Barangay my home someday

From the top of the trees above all the leaves


I could see lights at the edge of the sky
The far city seemed to be the place of my dreams
and I knew that it had to be mine

Author’s Note: This isn’t written to any pre-existing tune. Come up with your own melody!

APPENDIX 6: JOSEFINA’S RHYTHM

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APPENDIX 7: CHARACTER REWARDS
If found during the adventure, the characters can keep the following magic items; it’s suggested that you print off enough copies
of this page to be able to give one to each of your players (crossing out rewards they didn’t receive during the session):

BAG OF HOLDING
Wondrous Item, uncommon
This bag has an interior space considerably larger than its
outside dimensions, roughly 2 feet in diameter at the mouth
and 4 feet deep. The bag can hold up to 500 pounds, not
exceeding a volume of 64 cubic feet. The bag weighs 15
pounds, regardless of its contents. Retrieving an item from
the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is


destroyed, and its contents are scattered in the Astral Plane.
If the bag is turned inside out, its contents spill forth,
unharmed, but the bag must be put right before it can be
used again. Breathing creatures inside the bag can survive
up to a number of minutes equal to 10 divided by the
number of creatures (minimum 1 minute), after which time
they begin to suffocate.

Placing a bag of holding inside an extradimensional space


created by a handy haversack, portable hole, or similar item
instantly destroys both items and opens a gate to the Astral
Plane. The gate originates where the one item was placed
inside the other. Any creature within 10 feet of the gate is
sucked through it to a random location on the Astral Plane.
The gate then closes. The gate is one-way only and can’t be
reopened.

This item never gets dirty. Its silky blue exterior is


embroidered with the image of a mirrored alto clef
resembling a butterfly.

POTION OF CLIMBING
Potion, common
When you drink this potion, you gain a climbing speed
equal to your walking speed for 1 hour. During this time,
you have advantage on Strength (Athletics) checks you
make to climb. The potion is separated into brown, silver,
and gray layers resembling bands of stone. Shaking the
bottle fails to mix the colors.
This potion tastes like coconut water. Its container is a
golden coconut.

POTION OF HEALING
Potion, common
A character who drinks the magical red fluid in this vial
regains 2d4 + 2 hit points. Drinking or administering a
potion takes an action.

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APPENDIX 8. DUNGEON MASTER TIPS
To DM an adventure, you must have 3 to 7 players—each Point players to the D&D Adventurers League Players
with their own character within the adventure’s level range Guide for reference. If players wish to spend downtime days
(see Adventure Primer). Characters playing in a hardcover and it’s the beginning of an adventure or episode, they can
adventure may continue to play too, but if they play a declare their activity and spend the days now, or they can
different hardcover adventure, they can’t return to the first do so at the end of the adventure or episode. Players should
if they level beyond its level range. select their characters’ spells and other daily options prior
to the start of the adventure, unless the adventure specifies
NEW TO D&D ADVENTURERS LEAGUE? otherwise. Feel free to reread the adventure description to
help give players hints about what they might face.
http://dnd.wizards.com/playevents/organized-play
ADJUSTING THIS ADVENTURE
https://yawningportal.dnd.wizards.com/
To determine whether you should consider adjusting the
https://discord.gg/dnd adventure, add up the total levels of all the characters and
divide the result by the number of characters (rounding .5
or greater up; .4 or less down). This is the group’s average
PREPARING THE ADVENTURE party level (APL). To approximate the party strength for
the adventure, consult the table below.
Before you start play, consider the following:
DETERMINING PARTY STRENGTH
• Read through the adventure, taking notes of anything Party Composition Party Strength
you’d like to highlight or remind yourself of while 3–4 characters, APL less than Very Weak
running the adventure, such as a way you’d like to 3–4 characters, APL equivalent Weak
portray an NPC or a tactic you’d like to use in a combat. 3–4 characters, APL greater than Average
Familiarize yourself with the adventure’s appendices and 5 characters, APL less than Weak
handouts. 5 characters, APL equivalent Average
• Gather any resources you’d like to use to aid you in 5 characters, APL greater than Strong
running this adventure—such as notecards, a DM screen, 6–7 characters, APL less than Average
miniatures, and battlemaps. 6–7 characters, APL equivalent Strong
6–7 characters, APL greater than Very Strong
• Ask the players to provide you with relevant character
information, such as name, race, class, and level; passive
Perception score, and anything the adventures specifies
as notable (such as backgrounds, traits, and flaws). SAFETY TOOLS
Safety tools ensure that players aren’t pushed beyond their
Players can play an adventure they previously played as a comfort levels. They let your players know that you want them to
player or Dungeon Master but may only play it once with a have a positive experience. Some common safety tools are
given character. Ensure each player has their character’s provided below—each with a summary of how they work. Make
adventure logsheet (if not, get one from the organizer) with sure you discuss them with your players before the game.
their starting values for level, magic items, gold and There are a broad range of safety tools available for you and
downtime days. These are updated at the conclusion of the your players online, but for more information reach out to your
Event Organizer or to community@dndadventurersleague.org.
session. The adventure information and your information
are added at the end of the adventure session—whether
they completed the adventure or not.
Each player is responsible for maintaining an accurate
logsheet. If you’ve time, you can do a quick scan of a
player’s character sheet to ensure nothing looks out of
order. If you see magic items of very high rarities or strange
arrays of ability scores, you can ask players to provide
documentation for the irregularities. If they cannot, feel free
to restrict item use or ask them to use a standard ability
score array.

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