DL DC SDCC 01 - GreenShield - v1.2
DL DC SDCC 01 - GreenShield - v1.2
DL DC SDCC 01 - GreenShield - v1.2
A young adventurer has come into possession of a treasure map and enlists your aid to recover
the treasure.
A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 2.
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CREDITS
Project Leads: Chris Lindsay, Chris Tulach, Claire Hoffman, Greg Marks
Writer: Belinda Baldwin
Sensitivity Lead: Violet Fer
Editor: Shu Qing Tan
Graphic Design: Belinda Baldwin
Cover Illustrator: Belinda Baldwin / Midjourney AI
Interior Illustrators: Belinda Baldwin / Midjourney AI
Cartography: Belinda Baldwin
D&D STUDIO
Executive Producer: Ray Winninger
Director of Studio Operations: Kyle Brink
Game Architects: Jeremy Crawford, Chris Perkins
Design Manager: Steve Scott
Design Department: Justice Arman, Judy Bauer, Eytan Bernstein, Janica Carter, Makenzie De Armas, Dan Dillon, Amanda Hamon, Adrian Ng,
Ben Petrisor, F. Wesley Schneider, Jason Tondro, James Wyatt
Art Department: Matt Cole, Trystan Falcone, Bree Heiss, Kate Irwin, Bob Jordan, Emi Tanji, Trish Yochum
Senior Producers: Lisa Ohanian, Dan Tovar
Producers: Bill Benham, Robert Hawkey, Andy Smith
Director of Product Management: Liz Schuh
Product Managers: Natalie Egan, Chris Lindsay, Hilary Ross, Chris Tulach
MARKETING
Director of Global Brand Marketing: Brian Perry
Senior Global Brand Manager: Shelly Mazzanoble
Associate Global Brand Manager: Sara Chan
Senior Marketing Communications Manager: Greg Tito
Community Manager: Brandy Camel
Social Media Marketing Managers: Joshua Morris, Nicole Olson
ORGANIZED PLAY
D&D Adventurers League Wizards Team: Brandy Camel, Chris Lindsay, Chris Tulach
D&D Adventurers League Administrators: Ma’at Crook, Claire Hoffman, Greg Marks, Toni Winslow-Brill, Travis Woodall
Playtesters: Alexander the Mediocre, Diamond Geezer, JD McComb, duhwoo, Dean Norris, Ken Beckman, Russ Fontaine, Subhadip C., Patrick
Wilson
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DL-DC-SDCC-01 Greenshield v1.2 2
ADVENTURE PRIMER
“O, I am fortune’s fool!” Childhood Friend. Characters could have grown up in
― William Shakespeare, Romeo and Juliet Kalaman and known Ispin since childhood. Perhaps they
are influenced by Ispin and his wild antics to follow him
This adventure is designed for three to seven 1st – 4th- into the wilds, or perhaps they are equally adventurous.
level characters and is optimized for five characters with Outlander Background. As Ispin planned his excursion, he
an average party level (APL) of 2. Characters outside this realized he needed a guide. Growing up in an Estwilde
level range cannot participate in this adventure. tribe, your character saw the opportunity to make some
This adventure occurs in the world of Krynn in the nation coin.
of Estwilde. The adventure takes place in 311 AC, prior to
the events in Dragonlance: Shadow of the Dragon Queen and
the death of Ispin Greenshield.
BACKGROUND
Before retiring to the village of Vogler, ISPIN
GREENSHIELD traveled across ANSALON as a teacher,
trader, and adventurer. Along the way, he forged
friendships with other adventurers.
Ispin took his name from a distinctive green shield he
found early in his adventuring career. This adventure is the
story of how he found his shield.
In the markets of KALAMAN, the young Ispin discovers a
map that leads to a forgotten ruin in the swamps of
ESTWILDE to the east. He enlists other adventurers to join
him in finding the ruins and plundering its riches.
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.
ADVENTURE HOOKS
As budding adventurers, there are many ways they could
have found themselves working with Ispin. Here are a
couple of suggestions:
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DL-DC-SDCC-01 Greenshield v1.2 3
CALL TO ACTION: ISPIN THE GREEN
Estimated Duration: 20 minutes
Ispin, a young adventurer from the city of Kalaman in the Dimensions and Terrain. The encampment is out in the
nation of Solamna, came across a map in the markets of open since there is no cover in the area. Scrub brush and
Kalaman. The map leads to a forgotten ruin in the swamps large stones blanket low hills. The night sky is clear
of Estwilde to the east. He recruits the party to join him on overhead. The entrance to the ruins is an unremarkable
his quest to find the ruins. hole in the hill to the left of the camp.
Lighting. A half-moon and a tapestry of stars overhead
ESTWILDE provide dim light. The campfire provides bright light in a
20-foot radius and dim light another 20 feet beyond that.
East of Kalaman, the lands of Estwilde hold inhospitable Sounds. The night is silent save for the crackling of the
terrain and peoples who have been unfriendly to Solamnia campfire and the chirping of crickets.
since the days of Istar. The nation covers a long, narrow
region, stretching from Kalaman Bay in the absolute
CREATURE INFORMATION
northern reaches of Ansalon, and then spreads downwards, This adventure is Ispin’s first, and he is filled with high
ending at the New Sea in the central part of the continent. hopes and excitement. He has been dreaming of this
The region is bordered by Lemish, Throt and Nightlund on moment ever since he found the map in Kalaman many
its western border, Taman Busuk on its eastern side, and months ago. Ispin is part of the party, controlled by the DM.
Nordmaar on its northeast border. Ispin’s stats can be found in the Creature Statistics section.
The people of Estwilde are split between the natives who
hail from the Lor-Tai tribe, the Lahutian tribe, who practice ISPIN
cannibalism, the wild mountain barbarians of Estwilde, and NG human (he/him) bard
the urban folk of the South Shore. Most outsiders deal with Ispin is a good-natured human adventurer from Solamnia. He is 20
the mountain barbarians, who offer themselves as foot years old, with very long, curled, red hair shaved on the right side
soldiers and mercenaries to those with enough money to and brown eyes.
hire their services. What He Wants. Ispin is driven by his desire to do good and
become a hero of the people.
Storyteller. Bighearted Ispin loves telling tall tales of his travels
ENCAMPMENT to anyone who will listen.
The adventure opens in the party’s camp outside the ruins. What Ispin can tell them about the ruins. If the party
The party travelled several days through Estwilde and has asks Ispin what he knows about the ruins, here is what he
finally come upon the ruins. Ispin is excited that his can tell them.
investment in the map was well-placed. The map is pre-cataclysm and leads to a small
temple to a now forgotten god.
Crickets chirp and swarms of gnats buzz in the swampy air The sages that he enquired with about the temple
while you and your companions sit around the fire waiting for told him that the god was somehow connected to
your meal to cook. dragons.
The leader of your little band is Ispin, a young bard from the The connection to dragons leads him to believe
city of Kalaman. You met him several days ago when he put that there will be treasure at the temple that
out a call for adventurers to help him explore and plunder would have been meant as a ‘horde’ for this
dragon deity.
ancient ruins in the wilds of Estwilde.
In the times before the cataclysm, magic was much
Ispin swats at the gnats as he regales you all for the
more prevalent. The party may find a magic relic
hundredth time about the treasures that he hopes to find in
in the ruins.
the pre-cataclysm ruins.
He will split any treasure found equally with the
party.
Ask the players to introduce their characters and explain
how and why they joined Ispin’s band. After their
introductions, award everyone inspiration.
AREA INFORMATION
The camp has the following features.
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DL-DC-SDCC-01 Greenshield v1.2 4
PART 1: INTO THE DARK
Estimated Duration: 65 minutes
In the morning, the party enters the ruins. They encounter Because the temple is dedicated to the copper dragon, the
puzzles and confront a tribe of copper kobolds, the Capricious Enigma, adherents were expected to be clever.
descendants of the original care takers of the temple, before The copper kobold priests set up a series of riddles and
finding the temple’s treasure horde. traps for adherents to solve to prove their worthiness
before being allowed into the inner sanctum.
THE TEMPLE OF THE CAPRICIOUS The first puzzle is the inscription on the back wall.
Solving the riddle will cause the wall to the north to lower
ENIGMA revealing the hallway leading into the temple. The
inscription on the back wall reads “Only the enlightened
During the Age of Might, a young adult copper dragon, will be allowed to enter.” Provide the players with Handout
Ciondray, distinguished herself in the Second Dragon War. 1 in Appendix B.
As a reward, Paladine granted her a race of small copper The party must light a torch or cast light to lower the
dragon folk. Over the years, Ciondray grew in power and secret door to the north.
prestige, eventually becoming known as the Capricious The wall to the south has peep holes allowing the
Enigma. descendants of the original copper kobold priests to spy on
Worshippers of the Capricious Enigma were her copper the party. They have a lookout posted here at all times.
kobolds and tribes local to the area that eventually became When the party arrives, the lookout runs to Room 6 to
known as the Estwilde. Her worshippers built several inform the tribe of the intruders’ presence.
temples dedicated to collecting tribute for her. All the
temples have been lost to time, except one.
Temple locations are marked on the DM’s map in 02. ROOM OF COURAGE
Appendix A.
The tunnel from the entrance slopes gently downward into the
01. TEMPLE ENTRANCE first room. The small room is made of rough stone and an
engraved stone pillar rests in the center.
The party followed the map to an unremarkable hole in an
equally unremarkable hill in the middle of northern
Estwilde. AREA INFORMATION
The room has the following features.
The map indicates that the temple lies beyond a small hole in
the side of a hill that looks the same as all the others in the Dimensions and Terrain. The approximately 15-foot-by-
area. 15-foot room walls are rough stone and the floor is
Climbing into the hole, a tight tunnel leads downward ten packed dirt. The pillar is made of the same stone as the
feet before opening into a dimly lit ten-foot by ten-foot walls.
chamber. The back wall contains an inscription and is Lighting. Without the light the party brings with them, this
engraved with the head of a dragon. room is pitch-black.
Ispin exclaims in reverence, “This is it!” Sounds. The tunnel and room are silent.
Smells. The tunnel and room smell of slightly damp earth.
Secret Door. The wall to the north-east contains a secret
AREA INFORMATION door. Solving the riddle on the pillar will lower the wall,
revealing a path to the east. A character can spot the
The entrance has the following features.
secret door with a successful DC 15 Wisdom (Perception)
check.
Dimensions and Terrain. The small 10-foot by 10-foot
entrance chamber walls are rough stone and the floor is To continue, the party must solve another riddle:
packed dirt. An inscription is carved into the back wall.
Lighting. Daylight filters into the tunnel and chamber,
The south face of the pillar has an inscription that reads,
generating dim light.
“Fortune favors the . . .”. The east face of the pillar has an
Sounds. The chamber is silent.
Smells. The chamber smells of earth. engraving depicting a warrior striking down his foe. The north
Secret Door and Peep Hole. The wall to the north contains face of the pillar depicts a scholar reading a book. The west
a secret door. Solving the riddle on the back wall will face of the pillar depicts a peasant entering a dark cave
lower the wall, revealing a path to the north. The wall to without a light.
the south contains peep holes at the correct height for a
small humanoid. A character can spot the holes and the Provide the players with Handout 2 in Appendix B.
secret door with a successful DC 15 Wisdom (Perception)
check.
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DL-DC-SDCC-01 Greenshield v1.2 5
When the party dowses their light, the stone wall to the
north-east lowers, revealing a passage beyond (for those
04. ROOM OF COLORS
that can see in the dark).
Past the secret door, stairs lead further down. The passageway
03. ROOM OF NUMBERS ends at another small chamber. An engraved pillar stands in
the middle of the room, each side emitting a different colored
light.
Past the secret door, stairs lead further down. The passageway In the center of the south and east walls is a carving of a
ends at another small chamber. An engraved pillar stands in dragon head, its mouth opened wide in a roar.
the middle of the room.
A skeleton of a warrior lies on the ground south of the pillar.
His clothes and belongings have rotted away, and his armor AREA INFORMATION
and weapons are rusted beyond use, but a green round shield The room has the following features.
lies untouched by time near him.
Dimensions and Terrain. The approximately 15-foot-by-
15-foot room walls are rough stone and the floor is
AREA INFORMATION packed dirt. The pillar is made of the same stone as the
The room has the following features. walls. In the center of the south and east walls is a
carving of a dragon head, its mouth opened wide in a
Dimensions and Terrain. The approximately 15-foot-by- roar.
15-foot room walls are rough stone and the floor is Lighting. The north face of the pillar has a small blue gem
packed dirt. The pillar is made of the same stone as the emitting a dim blue light. The east face of the pillar has a
walls. small glowing yellow gem. The south face of the pillar has
Lighting. Without the light the party brings with them, this a small red gem and the west face has a green one.
room is pitch-black. Combined, the gems emit enough light to make the room
Sounds. The tunnel and room are silent. brightly lit.
Smells. The tunnel and room smell of slightly damp earth. Sounds. The tunnel and room are silent.
Secret Door. The wall to the south contains a secret door. Smells. The tunnel and room smell of slightly damp earth.
Solving the riddle on the pillar will lower the wall, Secret Door. The wall to the west contains a secret door.
revealing a path to the south. A character can spot the Solving the riddle on the pillar will lower the wall,
secret door with a successful DC 15 Wisdom (Perception) revealing a path to the south. A character can spot the
check. secret door with a successful DC 15 Wisdom (Perception)
check.
To continue, the party must solve another riddle. The west
face of the pillar has an inscription that reads, “A To continue, the party must solve another riddle. The north
grandmother, two mothers, and two daughters went to face of the pillar has an inscription that reads, “The Sun and
town together and bought one apple each. How many Rain sustain the Forest, but Fire destroys it.” Beneath the
apples did they buy in total?” The north face of the pillar inscription is a glowing blue gem. The east face of the pillar
depicts two apples, the east face depicts three apples, and has a yellow gem, the south face has a small red gem, and
the south face depicts five apples. Provide the players with the west face has a green one. Provide the players with
Handout 3 in Appendix B. Handout 4 in Appendix B.
When the party pushes on the engraving of three apples, When the party pushes on the gems in the correct order,
the stone wall to the south lowers, revealing a passage the stone wall to the west lowers, revealing a passage
beyond. If the party chooses any other answer, acid shoots beyond. The order is yellow, blue, green, and red. If the
forth from the small holes in the pillar. Any creature within party gets the order wrong, the party members that
5 feet of the pillar must succeed on a DC 12 Dexterity saving interacted with the puzzle must succeed on a DC 12
throw or take 4 (1d8) acid damage. Any party member Charisma saving throw or become overwhelmed with bad
searching for traps can find tiny holes slightly corroded by luck, suffering the effects of bane for 10 minutes.
acid on all three sides of the pillar depicted apples with a Any party member searching for traps can spot small
successful DC 14 Wisdom (Perception) check. arcane runes at the base of the pillar a successful DC 14
Wisdom (Perception) check.
TREASURE
If the party searches the warrior’s corpse, they find a 05. SECRET PASSAGE
handful of coins and the green round shield. The shield is
not magical, but it is made of adamantine. Convinced that This area is a secret passage, was designed to allow the
the shield is magical, Ispin claims the shield as his portion original copper kobold priests to keep track of pilgrims
of the treasure (invoking first dibs as the leader of the entering the temple and be prepared for them when they
expedition). entered inner sanctum. The current tribe uses it for defense
and has a sentry posted in the north and east ends to
monitor the progress of the party through the peep holes.
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DL-DC-SDCC-01 Greenshield v1.2 6
This allows them to be ready to ambush the characters To access the hoard chamber, the party must solve a final
when they enter Room 06. riddle. The north face of the pillar has an inscription that
reads, “To acquire great wealth, you must be willing to
AREA INFORMATION make a great sacrifice.” Underneath the inscription is the
engraved image of a dragon flying over a hoard of gold.
The secret passage has the following features. Provide the players with Handout 5 in Appendix B.
To solve the riddle, the image of the gold must be
Dimensions and Terrain. The tunnel walls are made of touched by a living creature. Using mage hand or a tool will
rough stone and the floor is packed dirt. not work. To reach the image, a character must wade
Lighting. The tunnel is dark. through the acidic pond, forcing a DC 12 Constitution saving
Sounds. The tunnel is silent. throw or take 3 (1d6) acid damage (half on save). When the
Smells. The tunnel smells of damp earth. image is touched, the secret door leading to the hoard room
Secret Door and Peep Hole. The walls to the north and east rises.
contain peep holes at the height of a small humanoid. The
peep holes allow the kobolds to view the entry way
(Room 01) and the passage on the other side of the secret CREATURE INFORMATION
door exiting (Room 04). A secret door is set into the Waiting in ambush are six kobolds and one kobold scale
northeast wall. A pressure plate in the ground on both sorcerer, the descendants of the original copper kobold
sides of the door allows it to be opened. A character can priests. These kobolds have been isolated in the temple
spot the holes and the secret door with a successful DC area for generations and do not speak Common, only
15 Wisdom (Perception) check. Draconic.
The kobolds get a surprise round unless one or more of
When the party enters Room 01 or exit Room 04, have them
the characters perceived them in Room 01 or outside Room
makea DC 14 Wisdom (Perception) check. On a success,
04. They are aware of the acidity of the pond and will try to
they feel like they are being watched.
maneuver the characters close enough to push them in,
taking advantage of pack tactics and the help action to do
06. INNER SANCTUM so.
If the party takes one or more of the kobolds alive for
questioning, they soon realize the kobolds know nothing of
A long spiraling tunnel descends into a large cavern with high the hoard, but they do have a legend that the Capricious
ceilings. In the center of the cavern is a pond, whose water Enigma will someday return. The kobolds believe it is their
gives off a pungent odor. Rising from the center of the pond is duty to repel all intruders from the temple.
an engraved pillar.
As you step into view of the cavern you are assaulted by ADJUSTING THE SCENE
several small copper-skinned dragon folk. Here are some suggestions for adjusting this scene (adjustments
are not additive):
AREA INFORMATION Very Weak: Remove the kobold scale sorcerer.
The sanctum has the following features. Weak: Remove two kobolds.
Strong: Replace a kobold with a kobold scale sorcerer.
Dimensions and Terrain. The sanctum is 35-foot by 30- Very Strong: Replace two kobolds with a kobold scale sorcerer
foot and the ceiling is domed 30 feet above. The walls are and a kobold dragonshield.
rough stone, and the floor is packed dirt. The pillar is
made of the same stone as the walls.
Lighting. Without the light the party brings with them, this
room is pitch-black. 07. THE ENIGMA’S HOARD
Sounds. The tunnel and room are silent.
Smells. The tunnel and room smell of damp earth and a Having solved the final puzzle and defeated the temple’s
strong pungent odor. kobold protectors, the party gains access to a magnificent
Secret Door. The wall to the south contains a secret door. dragon’s hoard.
Solving the riddle on the pillar will lower the wall,
revealing a path to the south. A character can spot the The chamber is lit by thin rays of light filtering in from above.
secret door with a successful DC 15 Wisdom (Perception) Fresh air brushes against your face, carrying with it the faint
check. scent of ancient stone and treasure. The cavern stretches
Acidic Pond. The pond in the center of the sanctum is before you, its rough walls shimmering with traces of precious
acidic. A pungent odor from the pond fills the room and gemstones embedded within.
causes the character’s eyes to water unless resistant to Beneath your feet, the floor is littered with a layer of
acid. Anyone who enters the pond must make a DC 12 glittering coins. The coins glimmer in the dim light, reflecting
Constitution saving throw or take 3 (1d6) acid damage. If hues of gold, silver, and bronze, captivating the eye with their
they succeed on their save, they only take half. sheer brilliance.
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DL-DC-SDCC-01 Greenshield v1.2 7
AREA INFORMATION
The chamber has the following features.
Proceed to Part 2.
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DL-DC-SDCC-01 Greenshield v1.2 8
PART 2: RUN FOR YOUR LIVES!
Estimated Duration: 30 minutes
Plundering the Capricious Enigma’s hoard triggers a OPENING SCENE: ESCAPING THE CHAMBER
collapse of the temple. The party is in a race against time to
exit safely! You only have 30 minutes to run this section and The scene begins while the players are still in the hoard
you want the escape to feel harrowing, so keep pressure on chamber. The door to the chamber is closing rapidly,
the characters to move through their turns quickly. threatening to trap the party inside.
Ispin realizes that the chamber door will close before the
party can escape, so he uses his newly acquired shield to
RUNNING THE TEMPLE COLLAPSE wedge the closing wall open, giving everyone time to
escape. Once everyone has escaped, he retrieves his shield
The temple will fully collapse in 1 minute. The characters and runs with the rest of the party.
must overcome five obstacles in their path by making group
checks to reach safety without accumulating three Delay
Points. Allow the party to use resources or ingenuity to
TREASURE
grant advantage to their skill checks. The hoard contains over 3,000 gp in various coins and
Any time the party fails a group check, they gain a Delay gems. Additionally, the hoard contains pearl of power and a
Point. Acquiring three or more Delay Points results in potion of acid resistance.
death. If the characters leave the chamber immediately, they
will end the adventure with 25 gp each. If the party decides
ESCAPE COMPLICATIONS to take time to gather up more treasure before leaving the
chamber, they will end the adventure with 50 gp, but start
Obstacle Complication the chase with one Delay Point.
1 Rushing water. Jets of water spring forth from
cracks in the walls filling the area with rushing As the characters run out of the hoard chamber and into
water. Have the party make a DC 10 Strength the rooms and tunnels beyond, read the following out loud:
(Athletics) group check. If the party fails, they are
knocked about by the rushing water.
2 Falling debris. Large stones and debris fall from the
A low rumble begins to resonate through the stone,
ceiling as the party passes through the area. Have reverberating with an ominous intensity. Dust dances in the
the party decide what skill they would like to use flickering torchlight as hairline cracks snake their way along
to avoid the falling debris. Have them make a DC the walls, like ancient veins pulsating with impending doom.
10 group check with that skill. Ispin raises his shield The very foundation upon which this subterranean maze was
and grants advantage to one character’s roll built trembles, weakened by the weight of time and the
(party’s choice). erosion of its structural integrity.
3 Separation and disorientation: In the chaos of the
collapsing passage, the party becomes separated
from one another, losing sight and communication. TOTAL COLLAPSE
Finding their comrades and regrouping becomes a After a minute the temple fully collapses. If the party
priority amidst the chaos, requiring teamwork and collects three Delay Points, they are trapped and crushed.
clear strategies to reunite. Have the party make a
DC 10 Intelligence or Wisdom group check (party’s Read the following aloud:
choice).
4 Noxious fumes. Acidic fumes leak in from cracks in
Finally, with a roar of tortured stone, the temple gives in to its
the walls. Have the party make a DC 10 group
inevitable fate. The weakened structure gives way, and the
Constitution saving throw. If the party fails the
group check, they become sickened and blinded
temple passageways and rooms collapse upon themselves
from the fumes, reducing their speed. If they with a cataclysmic crash. Dust billows forth, engulfing
succeed, they are unaffected. Characters with acid everything in a haze of debris. The ancient temple of the
or poison resistance have advantage on the saving Capricious Enigma now lies in ruins, reduced to a heap of
throw. rubble.
5 Sinkholes. Section of the temple tunnels crumble
away beneath the characters' feet, creating pitfalls
and sinkholes. They must carefully choose their
steps, testing the ground before placing their
weight and finding secure footing to avoid falling
or becoming trapped. Have the party make a DC 10
Dexterity (Acrobatics) or Wisdom (Perception)
check (party’s choice).
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DL-DC-SDCC-01 Greenshield v1.2 9
PART 3: WRAP-UP
Estimated Duration: 5 minutes
Having survived the ruins, Ispin bids the party farewell, but
promises they will be remembered in song and story.
FAREWELL, MY FRIENDS
The return trip to Kalaman can be one of celebration or of
sorrow depending on how the escape concluded.
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DL-DC-SDCC-01 Greenshield v1.2 10
REWARDS
At the end of the session, the characters receive rewards based upon their accomplishments.
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
Treasure Hoard – 25 gp each
Min
Treasure Hoard – 50 gp each
Max
MAGIC ITEM(S)
If found during the adventure, the characters can keep the
following magic items; these items are described in
Appendix C:
Pearl of power
Potion of acid resistance
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DL-DC-SDCC-01 Greenshield v1.2 11
CREATURE STATISTICS
The following creatures appear in this adventure.
ACTIONS
ACTIONS Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one Hit: 4 (1d4 + 2) piercing damage.
target. Hit: 6 (1d6 + 2) piercing damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or target. Hit: 4 (1d4 + 2) bludgeoning damage.
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one
target. Hit: 6 (1d8 + 2) piercing damage.
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DL-DC-SDCC-01 Greenshield v1.2 12
KOBOLD DRAGONSHIELD KOBOLD SCALE SORCERER
Small Dragon, Any Alignment Small Humanoid (Kobold), Any Alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 14 (+2) 8 (−1) 9 (−1) 10 (+0) 7 (−2) 15 (+2) 14 (+2) 10 (+0) 9 (−1) 14 (+2)
Dragon’s Resistance. The kobold has resistance to a type of Pack Tactics. The kobold has advantage on an attack roll against a
damage based on the color of dragon that invested it with power creature if at least one of the kobold’s allies is within 5 feet of the
(choose or roll a d10): 1–2, acid (black or copper); 3–4, cold (silver creature and the ally isn’t incapacitated.
or white); 5–6, fire (brass, gold, or red); 7–8, lightning (blue or
Sunlight Sensitivity. While in sunlight, the kobold has
bronze); 9–10, poison (green).
disadvantage on attack rolls, as well as on Wisdom (Perception)
Heart of the Dragon. If the kobold is frightened or paralyzed by an checks that rely on sight.
effect that allows a saving throw, it can repeat the save at the
Spellcasting. The Kobold Scale Sorcerer’s spellcasting ability is
start of its turn to end the effect on itself and all kobolds within 30
Charisma (spell save DC 12, +4 to hit with spell attacks). It has the
feet of it. Any kobold that benefits from this trait (including the
following bard spells prepared:
dragonshield) has advantage on its next attack roll.
At will: mage hand, prestidigitation
Pack Tactics. The kobold has advantage on an attack roll against a
2/day: charm person, fog cloud, levitate
creature if at least one of the kobold’s allies is within 5 feet of the
creature and the ally isn’t incapacitated.
ACTIONS
Sunlight Sensitivity. While in sunlight, the kobold has
disadvantage on attack rolls, as well as on Wisdom (Perception) Multiattack. The kobold makes two Dagger or Chromatic Bolt
checks that rely on sight. attacks. It can replace one attack with a use of Spellcasting.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
ACTIONS range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Multiattack. The kobold makes two Spear attacks. Chromatic Bolt. Ranged Spell Attack: +4 to hit, range 60 feet, one
target. Hit: 9 (2d6 + 2) of a type of the kobold’s choice: acid, cold,
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
fire, lightning, poison, or thunder.
range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5
(1d8 + 1) piercing damage if used with two hands to make a melee
attack.
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APPENDIX A: DM’S MAP – TEMPLE OF THE CAPRICIOUS ENIGMA
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APPENDIX A: PLAYER’S MAP – TEMPLE OF THE CAPRICIOUS
ENIGMA
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APPENDIX B: HANDOUT 1
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APPENDIX B: HANDOUT 2
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APPENDIX B: HANDOUT 3
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APPENDIX B: HANDOUT 4
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APPENDIX B: HANDOUT 5
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APPENDIX C: 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):
PEARL OF POWER
Wondrous Item, Uncommon (Requires Attunement by a
Spellcaster)
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APPENDIX D. DUNGEON MASTER TIPS
To DM an adventure, you must have 3 to 7 players—each
with their own character within the adventure’s level range
ADJUSTING THIS ADVENTURE
(see Adventure Primer). Characters playing in a hardcover To determine whether you should consider adjusting the
adventure may continue to play too, but if they play a adventure, add up the total levels of all the characters and
different hardcover adventure, they can’t return to the first divide the result by the number of characters (rounding .5
if they level beyond its level range. or greater up; .4 or less down). This is the group’s average
party level (APL). To approximate the party strength for
NEW TO D&D ADVENTURERS LEAGUE? the adventure, consult the table below.
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