CCC-KUMORI-02-04 - To Be The Very Best

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To Be the Very Best

Festival bells cut loud through the air! Adventurers are gathering to celebrate the Wild
Monster Capture Festival. Tame wild monsters, team up with them in honorable combat,
and you could win not only gold, but fame and renown! The spirit of the festival is about to
get disrupted, however, and you must prepare for trouble…

A 2‐Hour Adventure for 1st‐4th Level Characters

JAY AFRICA
Author

Adventure Code: CCC‐KUMORI‐02‐04


Optimized For: APL 3
Version: 2

Development and Editing: Jay Africa


Artwork: Jay Africa (Maps, Graphics, & Art: Axe Beak, Indigo Faerie Dragon, Griffon, Undead Minotaur Skeleton),
K Cypress (Art: Dire Wolf, Grick), Matthew Richmond (Art: Mimic), and provided by the DMs Guild (Art: other creatures)
Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett
D&D Adventurers League Administrators: Lysa Chen, Amy Lynn Dzura, Claire Hoffman, Greg Marks,
Alan Patrick, Travis Woodall

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.

©2017 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.
Introduction Before Play at the Table
Welcome to To Be the Very Best, a D&D Adventurers Before you start play, consider the following:
League™ adventure, part of the official D&D
Adventurers League™ organized play system. The  Read through the adventure, taking notes of
KUMORI series is Convention Created Content for anything you’d like to highlight or remind yourself
Kumoricon, Portland’s annual celebration of Anime of while running the adventure, such as a way
and Japanese pop culture. you’d like to portray an NPC or a tactic you’d like
This whimsical adventure is designed for three to to use in a combat. Familiarize yourself with the
seven 1st‐4th level characters and is optimized for adventure’s appendices and handouts.
five characters with an average party level (APL)  Gather any resources you’d like to use to aid you
of 3. It is a follow-up adventure for several learn-to- in running this adventure--such as notecards, a
play modules in the series, featuring alternatives to DM screen, miniatures, and battlemaps.
the conventional combat scenarios commonly found  Ask the players to provide you with relevant
in D&D. Characters outside this level range cannot character information, such as name, race, class,
participate in this adventure. and level; passive Wisdom (Perception), and
The adventure is set in the Border Forest, west of anything specified as notable by the adventure
the Ride plains in the Moonsea area. (such as backgrounds, traits, flaws, etc.)

Adjusting This Adventure Playing the Dungeon Master


This adventure provides suggestions in making You have the most important role—facilitating the
adjustments for smaller or larger groups, characters enjoyment of the game for the players. You provide
of higher or lower levels, and characters that are the narrative and bring the words on these pages to
otherwise a bit more powerful than the adventure is life.
optimized for. You’re not bound to these To facilitate this, keep in mind the following:
adjustments; they’re here for your convenience. You’re Empowered. Make decisions about how
To figure out whether you should consider the group interacts with the adventure; adjusting or
adjusting the adventure, add up the total levels of all improvising is encouraged, so long as you maintain
the characters and divide the total by the number of the adventure’s spirit. This doesn’t allow you to
characters (rounding .5 or greater up; .4 or less implement house rules or change those of the
down). This is the group’s APL. To approximate the Adventurers League, however; they should be
party strength for the adventure, consult the consistent in this regard.
following table. Challenge Your Players. Gauge the experience
level of your players (not the characters), try to feel
Determining Party Strength out (or ask) what they like in a game, and attempt to
Party Composition Party Strength deliver the experience they’re after. Everyone should
3‐4 characters, APL less than Very weak have the opportunity to shine.
3‐4 characters, APL equivalent Weak Keep the Adventure Moving. When the game
3‐4 characters, APL greater than Average starts to get bogged down, feel free to provide hints
5 characters, APL less than Weak and clues to your players so they can attempt to
5 characters, APL equivalent Average solve puzzles, engage in combat, and roleplay
interactions without getting too frustrated over a
5 characters, APL greater than Strong
lack of information. This gives players “little
6‐7 characters, APL less than Average
victories” for figuring out good choices from clues.
6‐7 characters, APL equivalent Strong
Watch for stalling—play loses momentum when this
6‐7 characters, APL greater than Very strong
happens. At the same time, make sure that the
players don’t finish too early; provide them with a
Some encounters may include a sidebar that offers full play experience.
suggestions for certain party strengths. If a
particular recommendation is not offered or
appropriate for your group, you don’t have to make
adjustments.

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-KUMORI-02-04 To Be the Very Best 3
Adventure Primer Adventure Overview
This section provides the adventure’s background, To Be the Very Best challenges adventurers to
an overview of the adventure in play, and hooks that capture monsters and compete in a coliseum battle.
you can use to introduce your players’ characters to The adventure is broken down into 3 acts:
the action. For a list of prominent NPCs featured in Act I. The adventurers gather at the Moonsea
this adventure, see Appendix B. Dramatis Personae. School for Homeless Children in order to participate
in the Wild Monster Capture Festival. They learn the
rules of the festival and each receive a Capture Orb.
Adventure Background Act II. The Leaves of Silvanus has converted an
Near the Border Forest, several days’ ride from the entire area on the fringes of the Border Forest into a
Moonsea’s westernmost shore, the Moonsea School number of Monster Capture Zones. The adventurers
for Homeless Children was established not long ago must venture into these zones, seek out wild
by the Vorisch family. A humble orphanage and monsters, and capture those monsters to pit them
boarding school, the establishment provides refuge against one another in the Monster Battle Arena.
and a proper education to the homeless, orphaned, Act III. The day of the competition has arrived and
or otherwise displaced children from Phlan, everyone gathers at the Monster Battle Arena. The
Mulmaster, Hillsfar, Yulash, Ylraphon, and other adventurers and their monsters compete, rising and
points on and around the Moonsea. falling in the ranks. As the competition heats up, it is
The school has been going through a hard stretch. suddenly interrupted by a gang of miscreants
All of the unfortunate events befalling the Moonsea’s looking to capture all of the monsters for evil
communities (from the Cult of the Dragon in Phlan purposes!
to the Rage of Demons in Hillsfar, among others)
have resulted in an influx of unfortunate children. As Adventure Hooks
the school’s dormitories filled, more
accommodations had to be built and more mouths This adventure begins under the assumption that
had to be fed. Though the Vorisch family’s sense of the characters are participating in the Wild Monster
charity never waned, the gold was getting tight. Capture Challenge. The following hooks can provide
It was fortunate, then, that a traveling order of the adventurers with reasons to find themselves in
charitable monks just happened to seek hospitality Ylraphon.
at the school. The Leaves of Silvanus, a Kozakuran For the Children. The plight of the Moonsea
sect dedicated to charitable acts, was making its way School for Homeless Children has drawn you to the
through the Border Forest on their way from the competition. The orphans are in need and you have
Moonsea region to the Greypeak Mountains. They nobly answered the call.
came upon the school, saw its impoverished state, To Be the Very Best. A competition such as this
and decided to settle down there to help raise the has never been undertaken. The adventurers who
orphanage back up. rise to the top of the festival will be the first of their
To raise funds and draw attention to the school, kind to do so. Such adventurers will see fame and
the Leaves of Silvanus is hosting the first Wild great renown throughout the region. What better
Monster Capture Challenge. The Wild Monster way to build a name for yourself is there?
Capture Challenge is a festival that calls for Eye on the Prize. The Wild Monster Capture
adventurers to tame and capture monsters with Festival promises not only fame and reputation, but
which to team up in arena combat. Adventurers from a cache of prize money to the winner of the
all across the region have traveled to the school to competition, as well. That prize money shall be
compete, and crowds of spectators have traveled to yours by the end of the competition!
watch the competition. Faction Directive. While the idea of the Wild
As the Leaves of Silvanus had planned, the Monster Capture Festival is entertaining, the factions
attention and commerce has been very beneficial to want to ensure that everything is on the level. The
the Moonsea School for Homeless Children. However, Emerald Enclave and the Harpers have concerns, in
as the adventurers prepare to compete in the festival, particular. Wanting in on the excitement, the Lord’s
other machinations are operating just out of sight. Alliance, Order of the Gauntlet, and Zhentarim have
All of the activity has attracted the attention of more also sent representatives to complete.
nefarious characters as well.

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-KUMORI-02-04 To Be the Very Best 4
“Monster Battles will occur in teams. The team that wins
Act I. THE FESTIVAL! the most battles will be declared champion of the festival!
Hi! I like shorts! They’re comfy and easy to wear.
The festival champion receives not only prize money, but
― Youngster, “Pokémon Red & Blue”
fame and renown throughout the Moonsea, as well as the
gratitude of the orphans of the Moonsea School for
Like No One Ever Was Homeless Children.”
Estimated Duration: 15 minutes
General Features
It is a bright, early morning and festival bells ring out over the The Moonsea School for Homeless Children and the
largest gathering of adventurers in the Moonsea region. surrounding area have the following general features.
Hopefuls have traveled from all over the Realms, The Wild Monster Capture Festival is more than just a
congregating at the Moonsea School for Homeless Children competition. The Leaves of Silvanus have set it up as a
gathering celebrating the spirit of adventure. Inclusivity is
to compete in the Wild Monster Capture Festival! You stand
emphasized and a code of conduct has been established to
in the school’s main courtyard, waiting for the rules to be ensure the safety of the participants, the spectators, and the
announced and for the festival to officially begin. monsters involved. Thus, the general spirit of the occasion is
The crowd goes quiet as Porin Vorisch, the school jovial: martial characters conduct good‐natured tests of skill
headmaster, steps up to a podium to address the crowd. and prowess, spellcasters admire each others’ foci or
With a magically amplified voice, Headmaster Vorisch spellbooks, and individuals generally geek out over each
others’ shared interests.
welcomes everyone to the grounds.
Terrain. The school itself and the surrounding grounds are
“Adventurers and spectators, thank you for gracing the
well‐maintained. Small rolling hills dot the area, with the
Moonsea School for Homeless Children with your talents and evergreen and deciduous tree line of the Border Forest
presence. I hope that you are all as excited as I am to see matching the contours of the land nearby. The ground is
who rises to the top of the Arena in tomorrow’s battles.” generally firm and predictable.
The crowd cheers at the thought of tomorrow’s The school building is a bit shabby, but cared for. Its halls
competition! When the crowd quiets down again, the and chambers are sturdily built and, like the surrounding
grounds, safe and predictable.
headmaster welcomes a woman dressed in green robes to
Weather. Regardless of what time of year you set this
join him at the podium. adventure, it is a clear sunny day in this patch of the Border
Forest. Silvanus himself seems to have blessed this festive
The woman is Professor Yew (female Kozakuran day. If it was stormy with rain or snow before, the sun shines
human acolyte), leader of the Leaves of Silvanus. on a clear or beautifully cloudy sky now. If you are setting this
adventure in fall or winter, the ground may be covered in a
light layer of leaves, or softly crunching snow. This does not
“Greetings, all! I am Professor Yew.” She announces, with an
impede or otherwise affect the Monster Capture Zones or
excited quiver in her voice. “Here are the rules of the Wild other settings in the adventure.
Monster Capture Festival.” Light. Bright sunlight washes over the general area and
“A large area of land between the school and the fringe of filters into the windows of the school. The exceptions to this
the Border Forest has been converted into Monster Capture are the Woodland, Marsh, and Grave Zones in the Monster
Zones. These zones have been populated with a variety of Capture Zones—these three specific zones are enshrouded in
dim light.
monsters. A coliseum has been erected in the middle of the
Smells and Sounds. The school smelling somewhat of new
zones, which is where the monster battles are to take place wood, soap and herbs used in cleaning, the fresh air of a
tomorrow.” beautiful day, incense wafting in and out of various areas,
“Each of you participating in the contest will receive a burnt offerings of good fortune to a few dozen deities at pop‐
magical trinket called a Capture Orb. These orbs can be used up shrines, a vast range of smells at campsites and ad hoc
to capture the monsters encountered in the Monster Capture eateries and food wagons catering to the visiting crowd, the
Zones. A monster needs to be weakened before an orbs’ excited murmur of adventurers and spectators alike, bards
playing music throughout the camps and school grounds,
magic can capture it, however.”
adventurers sparring and trading spells and talking shop and
“You must enter the various zones to seek out monsters to inspecting goods at the vendor common
capture. Once you have each captured a monster, you shall
then pit that monster against the other participants’
monsters in honorable combat.”

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-KUMORI-02-04 To Be the Very Best 5
Roleplaying Headmaster Porin Vorisch Pokéba… Er, Capture Orbs
Porin is calm, agreeable, and friendly, if busy and concerned.
After the main announcements, the adventurers are
He moves constantly while talking, picking up books, waving
ushered into a pavilion where they each receive a
out windows or in the direction of current topics: to the
forest, up to the dorms or classrooms, westward to the
capture orb.
gardens, and so on. He gets to the point, answering questions
to the best of his ability and directing the adventurers to the You are each welcomed into a large, pavilion tent, in which
most likely source of answers he does not have. the entire back wall is lined with monks of the Leaves of
He is obviously proud of the School and his aunt, yet self‐ Silvanus. Surrounded by fellow adventurers, it takes some
effacing enough to know that the school is not truly time for you to reach the head of the line. When you do, a
‘important’ to the Moonsea Region—at least not yet.
monk of Silvanus waves you forward with a smile. She holds a
He is handsome, with muted elven features and a sly
smile, and is often found wearing a dress. If asked about his large sack before you, inside which dozens of fist‐sized crystal
clothes, he answers evenly and matter‐of‐factly. (“Why do orbs rattle. “Please,” the monk politely says. “Take an orb
you wear women’s clothes?” “I don’t. These are mine.”) If from within.”
pressed, he shows signs of growing tired of the question, but
will not grow angry.
There are six different colored orbs, each color
Quote: “It is good for the rash to see consequences.”
Traits: level‐headed, tolerant, warm, wise
being more effective in catching one of the six
Flaws: diminishing of his own accomplishments, humble to monster types found in the Monster Capture Zones.
a fault You may either have each player choose what color
they’d like to pick out or have them roll on the table
below to see what color they draw.
Roleplaying Professor Yew
CAPTURE ORB COLORS,
Professor Kumori Yew is a bright and ebullient individual. In
her mid‐thirties, she is one of the youngest individuals to MATERIALS, AND PROPERTIES
take up the mantle of leadership within the Leaves of 1d6 Color Material Effective vs.
Silvanus. As her title suggests, she is something of an 1 Red Cinnabar Monstrosity Type
academic. Her leadership instincts come from a strong need 2 Orange Carnelian Ooze Type
to teach those around her. She is humble, but enthusiastic in 3 Yellow Tiger’s Eye Undead Type
how she tackles the world around her. 4 Green Aventurine Beast Type
Professor Yew has a face of sharp, distinct features 5 Blue Azurite Dragon Type
surrounded by a head of auburn hair—one could almost 6 Indigo Tanzanite Fey Type
mistake her for a half‐elf, despite her being fully human. She
is often found dressed in the hunter and Kelly green robes of The Factions
her order. When she isn’t in the Leaves’ regalia, she dresses
in vibrant reds, oranges, yellows, and purples that echo the All five of the factions have representatives present
colors of autumn, her favorite time of year. at the Wild Monster Capture Festival, either as
Despite her general gregariousness, Yew carries a deep participants or as spectators.
secret: a criminal past in Kozokura from which she is running. The Lord’s Alliance is using this event as an
Her openness is something of a disguise, and she is ever‐ opportunity to see whether the Moonsea School for
concerned that her past will one day catch up to her.
Homeless Children is worth investing resources into.
Quote: “Be one with your Capture Monster. Respect one
Given the opportunity, the school could grow into a
another and learn from one another. Perhaps through them,
you can come to understand more about the wild world
full-fledged institution benefiting civilization and
around us.” order.
Traits: Gregarious, lively, warm, wise The Order of the Gauntlet wants to make sure
Flaws: All too desperate to escape her past, protective of that order is maintained. With this many
her secret adventurers and spectators gathered, evil is surely
just out of sight.
The Zhentarim are on the lookout for new
recruits. Additionally, they are also taking the
opportunity to feel out how easy it might be to
install operatives within the school. Places like these
are excellent venues for growing the ranks of the
Black Network.

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CCC-KUMORI-02-04 To Be the Very Best 6
The Emerald Enclave and Harpers have much Treasure
more specific agendas. Each adventurer receives a Capture Orb. The orbs
have no use outside of the Monster Capture Zones,
Faction Assignment: Emerald Enclave and the Leaves of Silvanus dispel them of their magic
As the adventurers mill about the pavilion, members properties at sundown the next day, after the festival
of the Emerald Enclave are approached by a male ends (see Conclusion).
half-orc named Buhrell Caah. Characters that played
DDEX1-1 Defiance in Phlan may have met Buhrell at
Madame Freona’s Tea Kettle.
While the Enclave is familiar with the Leaves of
Silvanus as a sect, they are concerned about the
monster-capturing nature of the festival.
Representing the Enclave, Buhrell spoke with
Professor Yew, who swore that the Capture
Monsters would all be released into their natural
habitats after the festival is over. However, the
Enclave would like to make sure that this proceeds.
Assignment. Oversee the release of the Capture
Monsters to ensure that every single one is properly
released from the festival’s binding magic.
Success Condition. Apprehend Azran, wizard of
the Wayseekers, in Act III before he sneaks away
with one of the Capture Monsters.

Faction Assignment: Harpers


Members of the Harpers are approached by a male
half-elf named Sirge Wintermelt. Characters that
played DDEX1-9 Outlaws of the Iron Route or DDEX2-
4 Mayhem in the Earthspur Mines may recognize the
ranger, perhaps having freed him from the Grey
Patriots and the Cult of the Dragon at King’s Pyre.
The Harpers have gotten wind of a plot to disrupt
the Wild Monster Capture Festival. Unfortunately,
Those Who Harp have only heard murmurs
circulating through the camps and no further details
are known. Harpers must be vigilant and keep their
eyes open!
Assignment. Apprehend anyone who attempts to
disrupt the festival or otherwise gather proof of
their identity.
Success Condition. Capture Jakki or Jones of Team
Shade in Act III or retrieve one of the Team Shade
emblems they wear.

Moving Forward
Once the Faction Assignments have been given and
the adventurers have all picked out a Capture Orb,
the monks of Silvanus usher them out of the far side
of the pavilion where the Monster Capture Zones
await! Move on to Act II. I Choose You!

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CCC-KUMORI-02-04 To Be the Very Best 7
 An adventurer may spend 1 hour to move into an
Act II. I CHOOSE YOU! adjacent zone. When a character moves into a
A Caterpie may change into a Butterfree, but the heart zone, they roll on that zone’s Random Encounter
that beats inside remains the same. table. The resulting monster is what the character
― Brock, “Bye Bye, Butterfree” encounters in that zone and has the opportunity to
capture.
To Catch Them Is My Real Test  An adventure may also spend 1 hour to remain in
their current zone and roll on its Random
Estimated Duration: 45 minutes Encounter table. The resulting monster is what the
character encounters in that zone and has the
Having received your Capture Orbs, you step back out into opportunity to capture.
the sun. The Monster Capture Zones lay before you. A path  Once a random encounter is determined, a player
from the pavilion stretches out to a large coliseum in the may attempt to capture the resulting monster, or
center of all the zones. Adventurers are already venturing out avoid the monster to try to find another one. If
into the various zones to capture their monsters. Time to get
they opt to try to capture the monster, combat
begins for them (see Capturing Monsters below). If
catching!
they opt to avoid the monster, they may choose to
move into an adjacent zone, or stay in their
The following sections detail how the Monster current zone and roll again to encounter another
Capture Zones work and how to capture monsters. monster.
For easy reference, much of this information has
been collected in Appendix F. Monster Capture Zones.
Capturing Monsters
How Much Should the Players Know? Capturing monsters functions similarly to combat.
There are a number of details that affect how Capture Orbs You may resolve each capture attempt one character
and Capture Monsters interact with one another throughout at a time (one-on-one), or you may have everyone
the course of the game. determine each of their encounters first and run the
 Any capture orb can be used to capture any monster, but capture attempts as a group (with each character
each Capture Orb color is more effective against a specific facing a single enemy), going around the table as
Capture Monster Type each character faces off against their monster.
 Each Monster Capture Zone is associated with a particular During a capture attempt, use the Capture
Capture Monster Type Monster Cards provided in Appendix G. Capture
 Some Capture Monster Types are more effective in battle Monster Cards rather than a monster’s usual stat
against other specific Capture Monster Types block. To capture a monster, a character has 5
Optionally, a successful DC 10 Wisdom (Nature) check reveals rounds to accomplish the following conditions:
the above information to characters examining their orb or
observing other adventurers using the orbs.  Succeed in two checks against the monster OR
It’s up to you as the DM to tell your players as much or as successfully hit the monster twice (see the
little as you feel they need to know. Some players enjoy Capture Checks and Capture Attacks sidebars
figuring out how the mechanics work. Other players might below)
appreciate knowing more about how the Capture Orbs and  Successfully use their Capture Orb to capture
the Monster Capture Zones work before making decisions. the monster (see the Capture Orb sidebar below)
In order to streamline the capture process, during a
Searching Far and Wide capture attempt, a character may take one action,
after which the monster takes an action. If a
There are a total of 5 different zones for the character is unable to accomplish the conditions
adventurers to visit (see Appendix D. Monster above within 5 rounds, the monster flees into its
Capture Zones Map for reference): Grassland Zone, zone and the character must start the capture
Marsh Zone, Sea Zone, Woodland Zone, and Grave process again.
Zone. They may all stay in the same zone or visit An adventurer who has already caught a monster
separate zones. may continue to explore the zones until they run out
of time. They may also attempt to capture other
 Each character starts in the Woodland Zone and
monsters that they encounter, but an adventurer can
has 4 hours to capture a monster.

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CCC-KUMORI-02-04 To Be the Very Best 8
have only one Capture Monster in their Capture Orb If the throw fails, the character may make another attempt
at any given time. Each monster subsequently during the next round if there are any more rounds
caught takes the place of the previously caught remaining in the Capture Attempt.
monster. The Capture Monster Cards
Once the 4 hours are up, any adventurer that
Each Capture Monster in this adventure is represented by a
hasn’t yet succeeded in capturing a Capture Monster Capture Monster card. The cards are composed of the
captures a Giant Wolf Spider for the coliseum battle. following parts (see the image below for reference):

Capture Checks 1. Name – The Capture Monster’s name


In order to capture a monster, an adventurer must first gain 2. Challenge Rating – How strong the monster generally is
its trust or weaken it physically. If a character attempts to (the more stars, the stronger the monster)
gain its trust, ask them how they would like to do it and 3. Type – The Capture Monster’s type, generally used to
challenge them with an appropriate DC 12 skill check. Here determine Capture Orb effectiveness and whether
are some examples of the kind of actions them may take and another Capture Monster is strong against it or not
the suggested skill to associate with the action: 4. Illustration – A picture of the Capture Monster
 Offering a monster some food (Animal Handling or Nature) 5. AC – The Capture Monster’s Armor Class, which
 Mimicking a monster’s sound (Performance or Persuasion) determines how easy or difficult it is to hit the monster
 Making soothing noises and gestures (Animal Handling or 6. HP – The Capture Monster’s Hit Points, expressed in a
Persuasion) number (as it appears in the monster’s stat block) and in
the number of hits required to defeat the monster
 Making playful and inviting gestures (Animal Handling or
7. Actions – The various attacks and effects a Capture
Performance)
Monster may take in combat
 Searching the area for things the monster likes and
8. “Strong Against” – The type of monster the Capture
offering those things to it (Investigation or Nature)
Monster is strong against. Damage dealt to this type by
Keep an open mind and encourage creativity as the the capture monster is doubled.
characters make their capture attempts. 9. Description – A short description of the Capture Monster.

Capture Attacks
Alternatively, an adventurer may opt to physically weaken
a monster by attacking it. In order to speed things up in this
case, Hit Points aren’t tracked as in conventional combat.
Instead, a monster must simply be hit twice during the
course of the capture attempt.
During its turn, regardless of whether the character it’s
facing makes a check or an attack, a monster will generally
attack the character it’s facing. If a monster hits a character
during a capture attempt, it deals no damage. Instead, the
adventurer makes all checks and attacks at Disadvantage
during its next turn.

Capture Orbs
Once a character has succeeded in two checks or two attacks
as above, a Capture Monster is ready to be taken into a
Capture Orb. To do so, the adventurer must throw the
Capture Orb at the Capture Monster and invoke the orb’s
magic by yelling out “Capture Orb, GO!” The character must
make a basic ranged attack (adding their proficiency bonus
and any other modifiers) against the Capture Monster’s AC. If
the Capture Orb they’re using is effective against the Capture
Monster’s Type, they make that attack at Advantage.
If the Capture Orb throw is successful, a beam of light
shoots out of the orb and sucks in the Capture Monster. The
Capture Attempt is successful! ABOVE: An example of a Capture Monster Card

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CCC-KUMORI-02-04 To Be the Very Best 9
Into the Monster Capture Zones! Sea Zone
The following areas describe the different Monster
The sunlight above glimmers on the rippling surface of the
Capture Zones and present the Random Encounter
Sea Zone. The zone is actually a large lake that partially feeds
tables found in each one. For ease of reference, this
information has been collected in Appendix F. into the Marsh Zone. Adventurers are wading into its waters
Monster Capture Zones. and diving beneath its surface, trying to capture the monsters
When a character encounters a Capture Monster that have been released within.
within each zone, you may read the description of
the monster found in the various Capture Monster Roll on the table below to determine what monsters
Cards. the characters encounter in the Sea Zone.
SEA ZONE RANDOM ENCOUNTERS
Grassland Zone 1d8 Capture Monster Type CR
1‐2 Giant Constrictor Snake Beast 2
A large field just outside of the school has been parceled out 3‐4 Indigo Faerie Dragon Dragon 2
for the festival as the Grassland Zone. Already you can see 5‐6 Bronze Dragon Wyrmling Dragon 2
adventurers walking into the tall grass to find Capture 7‐8 Guard Drake Dragon 2
Monsters.
Woodland Zone
Roll on the table below to determine what monsters
the characters encounter in the Grassland Zone. The edge of the Border Forest makes the perfect setting for
the Woodland Zone. Trees rise dozens of feet overhead, the
GRASSLAND ZONE RANDOM ENCOUNTERS
rooftop of leaves blocking out much of the sun. The light that
1d8 Capture Monster Type CR
does filter in descends from above in shafts, dimly lighting
1‐2 Axe Beak Beast 1/4
3‐4 Darkling Fey 1/2 the forest floor below.
5‐6 Satyr Fey 1/2
7‐8 Meenlock Fey 2 Roll on the table below to determine what monsters
the characters encounter in the Woodland Zone.
Marsh Zone WOODLAND ZONE RANDOM ENCOUNTERS
1d8 Capture Monster Type CR
The Marsh Zone is a stretch of swampy land, brackish ponds, 1‐2 Dire Wolf Beast 1
and drooping trees just outside the Border Forest. The trees 3‐4 Mimic Monstrosity 2
grow tightly enough in some portions that the canopy 5‐6 Grick Monstrosity 2
overhead partially blocks the sunlight above, bathing the area 7‐8 Griffon Monstrosity 2
in dim light.
Grave Zone
Roll on the table below to determine what monsters
the characters encounter in the Marsh Zone. Gravestones, cold earth, and gnarled trees fill the Grave
Zone. The bright sunny day above is obscured by a thick mist,
MARSH ZONE RANDOM ENCOUNTERS
leaving the zone with only dim light to cover it.
1d8 Capture Monster Type CR
1‐2 Giant Frog Beast 1/4
3‐4 Grey Ooze Ooze 1/2 Roll on the table below to determine what monsters
5‐6 Gelatinous Cube Ooze 2 the characters encounter in the Woodland Zone.
7‐8 Ochre Jelly Ooze 2
GRAVE ZONE RANDOM ENCOUNTERS
1d8 Capture Monster Type CR
1‐2 Giant Centipede Beast 1/4
3‐4 Specter Undead 1
5‐6 Minotaur Skeleton Undead 2
7‐8 Will‐o’‐Wisp Undead 2

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What’s Next? Optional Encounter:
Once each character has captured a Capture Monster, The Wayseekers
it’s time to move on. If the players successfully
captured their monsters quickly and you have time The characters encounter an adventuring group that
remaining (or if time is not a constraint), you may is acting contrary to the good-natured spirit of the
run Optional Encounter: The Wayseekers to challenge festival.
your players.
Otherwise, the adventurers end the day with their As you leave the Monster Capture Zones and make your way
Capture Monsters. Regardless of a monster’s back to the school grounds, a series of angry shouts fill the
disposition, nature, or alignment, the magic of the air, rising above the noise. Further down the path, several
Capture Orbs make the Capture Monsters friendly monks of Silvanus are dealing with a hostile adventuring
towards their respective characters. Each monster group.
becomes a loyal companion for the duration of the “What do you mean you can’t lodge us?” barks a gruff
Wild Monster Capture Festival. wizard. “Don’t you know who we are?”
“My friends and I only stay in the best of
As the day comes to an end, you and your Capture Monsters accommodations,” a cleric coolly adds. “If you can’t grant us
train together, bond, and get to know one another. The that, we’ll just have to make ourselves at home, whether you
orphans of the school have been given free rein to wander like it or not.”
among your ranks, and many of them gaze in awe and
wonder at the monsters you’ve captured.
The antagonistic party (an adventuring group that
The excitement and anticipation for the following day’s call themselves the Wayseekers) are making
coliseum battles are palpable among the crowds. Night falls, unreasonable demands and threatening three monks
but many of the adventurers and spectators are still over their disagreement. Their adventuring group is
celebrating in the camps and in the school. As you take your composed of the following party members.
rest alongside your Capture Monster, dreams of honorable
combat and winning the competition fill your heads.
 Keyrah the Cleric, female Chultan human acolyte
 Azran the Wizard, male Tethyrian human
Move on to Act III. Prepare For Trouble! apprentice wizard
 Marifelle the Rogue, female moon (high) elf scout
XP Award  Balerios the Fighter, male Damaran human thug
For successfully ending the day with a Capture  Balerios’ 3 mastiffs
Monster, award each character 200 XP.
Developments
The Wayseekers are on a hair trigger, feeling
Roleplaying the Capture Monsters overwhelmed by the competition and a bit out of
This adventure uses traditional D&D monsters in an atypical their element. If the characters intervene, they take
fashion. While some of the creatures here are commonly that as an opportunity to prove their worth and
used as animal companions in other tables, some others used instigate combat.
as Capture Monsters here don’t usually interact with While antagonistic, the Wayseekers are not cold-
characters beyond being antagonists in combat encounters.
blooded killers and only knock out characters during
Since this adventure is a love letter to another series
combat. If the characters are defeated by the
involving characters befriending monsters, feel free to
roleplay the monsters accordingly. Perhaps each monster Wayseekers, they awaken in the school infirmary
communicates by saying its name (“Griff griff, Griffon…” or having taken a short rest.
“ooze ooooooze ooze” for example). Specters, satyrs, and If the adventurers defeat the Wayseekers, a group
dragons may actually speak, though that is largely up to you. of monks appear to drag the Wayseekers off the
Have fun playing up the relationships between the characters festival grounds. Despite their antagonistic behavior,
and their Capture Monsters! Wayseekers that are outright killed by the
characters are revived out charity by the Leaves of
Silvanus. The Wayseekers are not heard from again
until the end of the adventure.

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Treasure Adjusting this Encounter
For the trouble the Wayseekers have caused, the Here are some suggestions for adjusting this encounter,
monks of Silvanus don’t hesitate confiscating their according to your group. These are not cumulative.
valuables and awarding them to the characters.
 Very Weak: Remove the scout and the 3 mastiffs.
Keyrah and Azran carry a total of 75 gold pieces
 Weak: Remove 2 mastiffs.
between the two of them. Azran possesses an  Strong: Replace 2 mastiffs with 1 scout and 1 thug.
electrum cloak clasp adorned with an ivory goat-  Very Strong: Replace the scout with a spy, replace the
head silhouette, altogether worth 25 gold pieces. thug with a berserker, and remove 2 mastiffs.
Keyrah carries a potion of healing hanging from her
belt. Also hanging from Keyrah’s belt is a small tube
that contains Shadowneedle, an unbreakable arrow.
See Player Handout 3. Magic Items for more
information regarding this magic item.

Tricks of the Trade


Use the following guidance when running this
encounter. These are just possible ways the
encounter can play out, and you may run this
differently if you choose.
Combat Encounters. Azran stays away from the fight
and slings spells from a distance.
Balerios shouts out orders to his dogs, and the
mastiffs have fought along the fighter’s side long
enough to understand and obey his commands.
Balerios orders the mastiffs to either split up to
individually support each Wayseeker, or focus on
attacking one character and knocking them out before
moving onto the next.
The Wayseekers try to keep the adventurers alive
and, whenever possible, opt to knock adventurers out
when reducing them to 0 hit points. The mastiffs are
trained in combat and also knock out characters per
Balerios’ commands, rather than killing them.
When running a Strong encounter (as per
Adjusting the Encounter below), the Wayseekers are
joined by Herks the Ranger (male shield (mountain)
dwarf scout) and Amaree the Barbarian (female
Bedine human thug).
When running a Very Strong encounter (as per
Adjusting the Encounter below), Marifelle the Rogue
uses the spy stat block (rather than the scout stat
block) and Balerios the Fighter is replaced by Amaree
the Barbarian, who uses the berserker stat block. In
this case, the mastiff takes orders from Amaree.
Interaction Encounters. The Wayseekers are confident
that they can take the characters down, so attempts to
intimidate or parley with them are made at
Disadvantage.

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CCC-KUMORI-02-04 To Be the Very Best 12
Monster card when running the Monster Battles.
Act III. PREPARE FOR Remember that a hit deals 1 hit point of damage
unless otherwise indicated on the monster’s card.
TROUBLE! Remember, too, to use the hit point boxes on the
I now see the circumstances of one's birth is irrelevant. Capture Monster Cards, rather than their hit point
It is what you do with the gift of life that determines total.
who you are.  The first Capture Monster to have their hit points
― Mewtwo, “Pokémon: The First Movie” reduced to 0 is eliminated from the Monster
Battles.
Our Courage Will  Once a character and their Capture Monster finish
combat, roll for the next opponent. An adventurer
Pull Us Through that has participated in a Monster Battle can’t
participate in another one until all of their fellow
Estimated Duration: 60 minutes party members have participated in a battle. This
allows everyone to get a turn to battle.
The dawn breaks on Monster Battle day! Greenhorn and  Tally up the party’s wins and losses. The more
grizzled veteran alike are all bright‐eyed hopefuls today, as wins they get, the better their rank!
everyone gathers by the Monster Battle Coliseum to hear the
first team pairings. With your Capture Orbs in hand, you MONSTER BATTLE COMPETITORS
eagerly await for your turn to battle. 1d12 Competitor Capture Monster Type
1 Beauty Indigo Faerie Dragon Dragon
The day of the main event has arrived! For the 2 Bird Keeper Axe Beak Beast
competition, the adventurers are part of the same 3 Bug Catcher Meenlock Fey
4 Burglar Darkling Fey
team and may name their team as they see fit.
5 Channeler Specter Undead
Alternatively, they may choose a name from or roll
6 Gambler Gelatinous Cube Ooze
on the table found in Appendix C. Monster Battle 7 Gentleman Griffon Monstrosity
Team Names. 8 Hiker Giant Constrictor Beast
Snake
Monster Battles 9 Lass Will‐o’‐Wisp Undead
For the sake of a 2-hour game, the party must battle 10 Sailor Grick Monstrosity
as many opponents as there are characters (ex. 3 11 Tamer Ochre Jelly Ooze
characters battle through 3 opponents, 5 characters 12 Youngster Bronze Dragon Dragon
Wyrmlling
battle through 5 opponents, etc.). Each battle occurs
in the center of the Monster Battle Coliseum, where
the two crescent shapes come together to form a Capture Monster Types
circle. Conduct the Monster Battles using the steps Some Capture Monsters are strong against other
below. Capture Monster Types. When a Capture Monster
deals damage against a Type it is strong against, the
 Before each battle, roll on the Monster Battle
damage dealt is doubled.
Competitors table below to see what opponent the
party faces. You may also choose a name from or  Dragon Type Capture Monsters are strong vs.
roll on the table found in Appendix C. Monster Ooze Type Capture Monsters
Battle Team Names to determine a team name for  Fey Type Capture Monsters are strong vs. Dragon
the opponent. Type Capture Monsters
 Once an opponent is determined, the party  Monstrosity Type Capture Monsters are strong
chooses which character faces that opponent. vs. Fey Type Capture Monsters
 The character and their opponent then roll  Ooze Type Capture Monsters are strong vs.
initiative (simply roll 1d20 with no bonuses, re- Undead Type Capture Monsters
rolling ties) and have their Capture Monsters face  Undead Type Capture Monsters are strong vs.
off in combat. Monstrosity Type Capture Monsters
 The active character and their opponent take
turns having their Capture Monsters trade blows.
Have the player use the corresponding Capture

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CCC-KUMORI-02-04 To Be the Very Best 13
OPTION: Running Capture Monster Battles Enter Team Shade!
Concurrently After all of the characters have had a turn at battling,
The method outlined above assumes that the party is battling the festival is interrupted.
one opponent at a time, with each player fully resolving their
Capture Monster Battle before moving onto the next battle.
As you finish your battle, a loud boom and a thick burst of
While this more evokes the spirit of the monster capturing
game this adventure pays homage to, it may be more fun for smoke fill the coliseum. Voices ring throughout the coliseum:
the entire table to participate in the battles concurrently, so a male voice, a female voice, and a… feline voice? …All
players don’t have to wait so long to take their turns. making a bombastic announcement:
If you choose to have everyone battle all at once, have “Prepare for trouble!
each player roll on the Monster Battle Competitors table Make that double!
above at the start of the round. In this case, the party does To protect the land from immolation...
not get to choose who battles who (forgoing the strategy of
To unify the Realms under one nation...
gaining advantage by pitting monsters against those weak to
their type). Rather, each party member risks fighting a To forego all love for our fellow man...
monster to which their own Capture Monster is weak! To expand our grasp on everything we can...
Go around the table and have each player and their Jakki!
respective opponent take one full turn of combat (who goes Jones!
first is based on the initiative they initially rolled at the top of Team Shade, flying high, 'cause we're wicked and tough
the battle). Then move onto the next player and their
Surrender now, or show us your stuff!
opponent. Continue in this fashion—recording wins and
losses—until all Capture Monster Battles have been resolved. Meowok, sho 'nuff!”
If a character’s Capture Monster is unfortunately knocked When the smoke clears, several figures stand in front of
out early, they may still participate in the round by cheering you: two humans dressed in dark clothing with large “S”
their friends on when their turn comes! Ask the player what symbols emblazoned on their chests and a motley collection
their character says to cheer their friends on, then have them of monsters by their side.
make a DC 12 Charisma (Performance) check. If their cheer
was particularly good, they may make this check at
Advantage. If they succeed in the check, the player after The two humans are Jakki, a female Damaran
them receives a +2 to the next attack roll made by their human spy, and Jones, a male Tethyrian human
Capture Monster during battle. acolyte. Tagging along with the duo is an awakened
cat named Meowok. Jakki is accompanied by Repiv,
her giant poisonous snake; while Jones is
OPTION: More Time, More Battles
accompanied by Rowlie, his death dog.
As mentioned above, for the sake of a two‐hour game, the Jakki and Jones are Shade Fanatics, agents of the
party must battle as many opponents as there are characters. fallen empire of Netheril. They have interrupted the
This gives each player a chance to participate in one battle.
festival in order to steal everyone’s Capture Orbs,
However, if everyone is enjoying the Monster Battle
intending to harness the orbs’ magic for various
mechanic and you find yourself with enough time (or if time
isn’t a constraint), feel free to have everyone participate in
Netherese rituals.
another round of monster battles. If playing with specific After they make their introduction, Team Shade
time constraints, just let your players know that if you start gets to work:
another round, not everyone may get to complete their
battle before moving onto the next part of the story. With a flourish, Jakki throws a large leather sack up into the
air. Arcane glyphs stitched throughout the sack glow a bright
blue light and the sack stops mid‐air, suspended overhead by
magic. A wave of energy bursts out of the sack, washing
through the area. Suddenly, Capture Orbs start launching
themselves from their owners, flying into the sack—yours
included. Team Shade is stealing everyone’s Capture
Monsters!

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CCC-KUMORI-02-04 To Be the Very Best 14
Developments Adjusting this Encounter
The adventurers must act quickly to subdue Team Here are some suggestions for adjusting this encounter,
Shade. Whether or not the characters instigate according to your group. These are not cumulative.
combat, Jakki and Jones go on the offensive,
 Very Weak: Remove the Death Dog. Jakki uses the Scout
attacking the adventurers. In this case, the stat block instead of the spy stat block.
adventurers must face Team Shade without their  Weak: Replace the death dog with a wolf. Jakki uses the
Capture Monsters and combat runs normally. Scout stat block instead of the spy stat block.
Unfortunately, Team Shade is working for more  Strong: Add 2 thugs.
sinister forces and has no interest in parleying with  Very Strong: Add 4 thugs.
the adventurers.
If the adventurers defeat Team Shade, a beam of
light shoots out of the sky, illuminating Jakki, Jones,
Conclusion
and their cohort. Their figures begin to float off the If the adventurers defeat Team Shade, read of
ground and the beam starts to teleport them away. paraphrase the following text.
To prevent any of Team Shade from being teleported,
a figure must be pulled out of the beam of light. The magical sack glows brightly for a moment before
However, the adventurers only have one round to exploding with a flash of light. All of the Capture Orbs are
respond before Team Shade teleports away. released, falling to the ground unharmed.
An adventurer must take an action and succeed in Headmaster Vorisch comes running gratefully onto the
a DC 16 Strength or Dexterity check to pull one of scene. “Adventurers! Thank you for defeating those
Team Shade out of the beam. If an adventurer fails troublemakers. The festival may have been interrupted, but
this check by 5 or less, they fail in pulling their target thanks to you, we can continue the contest!”
out of the beam, but manage to pull off an armband,
pendant, collar, or some other article of clothing
with the Team Shade “S” prominently displayed on it. At this point, the adventurers are done with their
Successfully pulling a member of Team Shade or battles, though the festival continues until the end of
an article of their clothing out of the beam counts as the day, allowing the other participants to compete.
a success towards the Harpers faction assignment. At the end of the day, the adventurers receive their
reward and ranking as per Treasure below.
Tricks of the Trade
Use the following guidance when running this Treasure
encounter. These are just possible ways the Tally up the party’s Monster Battle wins and losses.
encounter can play out, and you may run this Their reward is based on the results of the tally, with
differently if you choose. the possible results below.
If the adventurers won every Monster Battle
Combat Encounters. Jakki wades into melee combat, and suffered no losses, the party is the champion of
attacking aggresively. If she is in combat with a strong
frontline opponent, Repiv supports her, attacking her
the festival! Each character receives a prize of 100
target. Otherwise, she sends Repiv out to attack gold pieces. All of the adventurers also receive the
targets in the adventurers’ back line. Top of the Colisuem story award.
Jones keeps his distance, casting sacred flame If the adventurers have more wins than losses,
offensively, or using cure wounds to heal Jakki or their the party wins second place. Each character receives
monsters. Rowlie rushes out to attack the adventurers’ 80 gold pieces.
front line. If the adventurers have more losses than wins,
Meowok uses his actions to assist his allies in
they still manage to win third place. Each character
combat. See Appendix C. Monster Battle Team
names & Other Details for a list of quips Meowok can receives 60 gold pieces.
unleash during combat as he assists Team Shade. If the adventurers lost every Monster Battle and
If the Team Shade thugs are present, they team won no matches, they unfortunately do not place.
up 2-to-1 against a single target, defeating one However, in gratitude for defeating Team Shade, the
opponent before moving onto another. Moonsea School for Homeless Children awards each
adventurer 50 gold pieces.
Regardless of how much gold the adventurers
receive, they are also rewarded a potion of hill giant
strength.

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CCC-KUMORI-02-04 To Be the Very Best 15
Additionally, the Leaves of Silvanus bestow If any of the adventurers succeed in the check,
another reward to the adventurers, either as a prize the adventurers notice Azran, wizard of the
for their ranking or as a gesture of gratitude if they Wayfinders, attempting to sneak away with his
did not place. The monks give one of the adventurers Capture Orb. If attention is drawn to Azran, there are
a set of Wild Monster Capture Cards. See Player enough monks around to apprehend him and relieve
Handout 3. Magic Items for more information him of his Capture Orb. This counts as a success
regarding this magic item. towards the Emerald Enclave faction assignment.
The adventurers may also retain their Capture Orb, If none of the adventurers succeed in the check,
however the Capture Monster within must first be the adventurers notice nothing out of the ordinary.
released. Releasing a Capture Monster within Azran and the other Wayfinders are unfortunately
removes an orb’s magic powers, rendering it a able to sneak away with his Capture Orb.
simple trinket valued at 1 silver piece. However this matter is resolved, read of
paraphrase the following text to end the adventure.
Wrapping Up the Adventure
Night falls on the final few moments of the Wild Monster
After the Monster Battle winners are announced, Capture Festival. The adventurers and spectators are already
there is one last matter to take care of. beginning to migrate out of the area. The ad hoc camps tear
down, vendors stow their goods for the journey home, and
The Leaves of Silvanus approach each of the Monster Battle the school staff and monks begin their work restoring
competitors. The monks lay their hands on the various everything back to normal working order.
Capture Orbs, utter a magic phrase, and the Capture Monster Even as you reflect on the events of the past couple of
contained within is magically sent back to its place of origin. days, your mind looks to the future. The festival was a unique
Your turn comes eventually, and you are given a moment experience. But surely, greater adventures lie ahead of you.
to say goodbye to your capture monster. As your adventuring days unfold, you will surely have more
opportunities to be the very best!
If you have time, feel free to have the players
roleplay their farewells to their Capture Monsters.
After everyone has had a chance to do so, have each XP Award
character make a DC 14 Wisdom (Perception) check. For competing in the Wild Monster Capture Festival,
Characters who are specifically overseeing the award each character 200 XP.
release of the Capture Monsters make this check at
Advantage.

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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 League
Dungeon Master’s Guide.
Experience
Total up all combat experience earned for defeated Wild Monster Capture Cards
foes, and divide by the number of characters present
in the combat. For non-combat experience, the
(Deck of Illusions)
rewards are listed per character. Wondrous item, uncommon
This small deck of playing cards comes wrapped in a
Combat Awards shiny envelope. One never knows which card they
Name of Foe XP Per Foe will receive! The cards inside are brightly colored,
Acolyte 50 featuring a variety of creatures in dynamic poses. A
Apprentice Wizard 50 small Kozakuran signature on the lower left-hand
Berserker 450 corner of the card reads “Sugimori K.” One rare foil
Cat 10 card guaranteed in each pack! This item can be
Death Dog 200 found in Player Handout 3. Magic Items.
Giant Poisonous Snake 50
Mastiff 25 Shadowneedle (Unbreakable Arrow)
Scout 100 Weapon (arrow), common
Spy 200
Thug 100 One of twenty unbreakable arrows crafted with
Wolf 50 Shadowsong, when this arrow is nocked onto the
Oathbow and leveled at an opponent, a gentle hum
fills the wielder’s mind, steadying their hand and
Non-Combat Awards steeling their focus (this feature bears no mechanical
Task or Accomplishment XP Per Character effect). When fired from Shadowsong, the wielder
Act II: Capture a capture monster 200 may say the words, “Needles, return to your thread”
Act III: Complete the festival 200 to make this arrow (and any other in its set loosed
from the wielder’s hand) reappear in the wielder’s
The minimum total award for each character quiver. This item can be found in Player Handout 3.
participating in this adventure is 450 experience Magic Items.
points.
The maximum total award for each character Potion of Hill Giant Strength
participating in this adventure is 600 experience
Potion, uncommon
points.
When drinking this potion, the character feels a
Treasure surge of power coursing through their veins,
compelling them to shout out a loud “HAHHHHHH!”
The characters receive the following treasure, Their hair turns blond and spiky for the duration of
divided up amongst the party. Treasure is divided as the potion’s effect.
evenly as possible. Gold piece values listed for This item can be found in the Dungeon Master’s
sellable gear are calculated at their selling price, not Guide.
their purchase price.
Potion of Healing
Treasure Awards
Potion, common
Item Name GP Value
Act II: Wayfinders’ valuables 100 This item can be found in the Dungeon Master’s
Act III: Prize money 150‐700 Guide.

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CCC-KUMORI-02-04 To Be the Very Best 17
Scroll of Absorb Elements
Scroll, common
This item can be found in the Dungeon Master’s
Guide.

Story Awards
During the course of this adventure, the characters
may earn the following story awards:
Caught Them All! If the adventurers successfully
capture all the creatures of a single Capture Monster
type found in this adventure (beast, dragon, fey,
monstrosity, ooze, or undead), each character that
survives receives this story award.
Top of the Coliseum. If the adventurers
successfully battle their way through the arena
without suffering any loses, each character that
survives receives this story award.
More information can be found in Player
Handout 2. Story Awards.

Renown
Each character receives one renown at the
conclusion of this adventure.
Members of the Emerald Enclave that
apprehend Azran in Act III earn one additional
renown point.
Members of the Harpers that successfully
capture Jakki and Jones or retrieve one of their Team
Shade emblems earn 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-KUMORI-02-04 To Be the Very Best 18
Appendix A. Monster/NPC Statistics
Acolyte Apprentice Wizard
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
Armor Class 10 Armor Class 10
Hit Points 9 (2d8) Hit Points 9 (2d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT IWS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 11 (+0)

Skills Medicine +4, Religion +2 Skills Arcana +4, History +2


Senses passive Perception 10 Senses passive Perception 10
Languages any one language (usually Common) Languages any one language (usually Common)
Challenge 1/4 (50 XP) Challenge 1/4 (50 XP)
Spellcasting. The acolyte is a 1st‐level spellcaster. Its Spellcasting. The apprentice is a 1st‐level spellcaster.
spellcasting ability is Wisdom (spell save DC 12, +4 to Its spellcasting ability is Intelligence (spell save DC 12,
hit with spell attacks). The acolyte has the following +4 to hit with spell attacks). The apprentice has the
cleric spells prepared: following wizard spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy Cantrips (at will): fire bolt, mending, prestidigitation
1st level (3 slots): bless, cure wounds, sanctuary 1st level (2 slots): burning hands, disguise self, shield

Actions Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one Dagger. Melee or Ranged Weapon Attack: +2 to hit,
target. Hit: 2 (1d4) bludgeoning damage. reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4)
piercing damage.

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CCC-KUMORI-02-04 To Be the Very Best 19
Berserker Death Dog
Medium humanoid (any race), any chaotic alignment Medium monstrosity, neutral evil
Armor Class 13 (hide armor) Armor Class 12
Hit Points 67 (9d8 + 27) Hit Points 39 (6d8 + 12)
Speed 30 ft. Speed 40ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 9 (−1) 11 (+0) 9 (−1) 15 (+2) 14 (+2) 14 (+2) 3 (-4) 13 (+1) 6 (-2)

Senses passive Perception 10 Skills Perception +5, Stealth +4


Languages any one language (usually Common) Senses darkvision 120ft., passive Perception 15
Challenge 2 (450 XP) Languages —
Reckless. At the start of its turn, the berserker can gain Challenge 1 (200 XP)
advantage on all melee weapon attack rolls during Two‐Headed. The dog has advantage on Wisdom
that turn, but attack rolls against it have advantage (Perception) checks and on saving throws against
until the start of its next turn. being blinded, charmed, deafened, frightened,
stunned, or knocked unconscious.
Actions
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 9 (1d12 + 3) slashing damage. Multiattack. The dog makes two bite attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage. Lf the target is
a creature, it must succeed on a DC 12 Constitution
saving throw against disease or become poisoned until
Cat the disease is cured. Every 24 hours that elapse, the
Tiny beast, unaligned creature must repeat the saving throw, reducing its hit
point maximum by 5 (1d1O) on a failure. This reduction
Armor Class 12
lasts until the disease is cured. The creature dies if the
Hit Points 2 (1 d4)
disease reduces its hit point maximum to 0.
Speed 40ft., climb 30ft.

STR DEX CON INT WIS CHA


3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +3, Stealth +4


Senses passive Perception 13
Languages —
Challenge 0 (10 XP)
Keen Smell. The cat has advantage on Wisdom
(Perception) checks that rely on smell.

Actions
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one
target. Hit: 1 slashing damage.

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Giant Poisonous Snake Mastiff
Medium beast, unaligned Medium beast, unaligned
Armor Class 14 Armor Class 12
Hit Points 11 (2d8 + 2) Hit Points 5 (1d8 + 1)
Speed 30ft., swim 30ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 13 (+1) 2 (- 4) 10 (+0) 3 (-4) 13 (+1) 14 (+2) 12 (+1) 3 (−4) 12 (+1) 7 (−2)

Skills Perception +2 Skills Perception +3


Senses blindsight 10ft., passive Perception 12 Senses passive Perception 13
Languages — Languages —
Challenge 1/4 (50 XP) Challenge 1/8 (25 XP)
Keen Hearing and Smell. The mastiff has advantage on
Actions Wisdom (Perception) checks that rely on hearing or
Bite. Melee Weapon Attack: +6 to hit, reach 10ft., one smell.
target. Hit: 6 (1d4 + 4) piercing damage, and the target
Actions
must make a DC 11 Constitution saving throw, taking
10 (3d6) poison damage on a failed save, or half as Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
much damage on a successful one. target. Hit: 4 (1d6 + 1) piercing damage. If the target is
a creature, it must succeed on a DC 11 Strength saving
throw or be knocked prone.

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CCC-KUMORI-02-04 To Be the Very Best 21
Scout Spy
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
Armor Class 13 (leather armor) Armor Class 12
Hit Points 16 (3d8 + 3) Hit Points 27 (6d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0) 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)

Skills Nature +4, Perception +5, Stealth +6, Survival +5 Skills Deception +5, Insight +4, Investigation +5,
Senses passive Perception 15 Perception +6, Persuasion +5, Sleight of Hand +4,
Languages any one language (usually Common) Stealth +4
Challenge 1/2 (100 XP) Senses passive Perception 16
Keen Hearing and Sight. The scout has advantage on Languages any two languages
Wisdom (Perception) checks that rely on hearing or Challenge 1 (200 XP)
sight. Cunning Action. On each of its turns, the spy can use a
bonus action to take the Dash, Disengage, or Hide
Actions action.
Multiattack. The scout makes two melee attacks or Sneak Attack (1/Turn). The spy deals an extra 7 (2d6)
two ranged attacks. damage when it hits a target with a weapon attack
and has advantage on the attack roll, or when the
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 target is within 5 feet of an ally of the spy that isn’t
ft., one target. Hit: 5 (1d6 + 2) piercing damage. incapacitated and the spy doesn’t have disadvantage
Longbow. Ranged Weapon Attack: +4 to hit, ranged on the attack roll.
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage. Actions
Multiattack. The spy makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit,
range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.

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CCC-KUMORI-02-04 To Be the Very Best 22
Thug Wolf
Medium humanoid (any race), any non‐good alignment Medium beast, unaligned
Armor Class 11 (leather armor) Armor Class 13 (natural armor)
Hit Points 32 (5d8 + 10) Hit Points 11 (2d8 + 2)
Speed 30 ft. Speed 40ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Skills Intimidation +2 Skills Perception +3, Stealth +4


Senses passive Perception 10 Senses passive Perception 13
Languages any one language (usually Common) Languages —
Challenge 1/2 (100 XP) Challenge 1/4 (50 XP)
Pack Tactics. The thug has advantage on an attack roll Keen Hearing and Smell. The wolf has advantage on
against a creature if at least one of the thug’s allies is Wisdom (Perception) checks that rely on hearing or
within 5 feet of the creature and the ally isn’t smell.
incapacitated. Pack Tactics. The wolf has advantage on attack rolls
against a creature if at least one of the wolf's allies is
Actions within 5 feet of the creature and the ally isn't
Multiattack. The thug makes two melee attacks. incapacitated.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one Actions
creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
target. Hit: 7 (2d4 + 2) piercing damage. If the target is
range 100/400 ft., one target. Hit: 5 (1d10) piercing
a creature, it must succeed on a DC 11 Strength saving
damage.
throw or be knocked prone.

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CCC-KUMORI-02-04 To Be the Very Best 23
Appendix B. Dramatis Personae
The following NPCs are featured prominently in this adventure:

Porin Vorisch (POH‐rin VOH‐rish). Male


Damaran human. Headmaster of the Moonsea School
for Homeless Children.
Kumori Yew (KOO‐moh‐ree YOO). Female
Kozakuran human. Scholar and leader of the Leaves
of Silvanus.

Team Shade
Jakki (JAH‐kee). Female Damaran human.
Jones (JOWNZ). Male Tethyrian human.
Meowok (mee‐OW‐awk). Male calico cat.

The Wayseekers
Keyrah the Cleric (KAY‐ruh). Female Chultan
human.
Azran the Wizard (AZZ‐ran). Male Tethyrian
human.
Marifelle the Rogue (mah‐ruh‐FELL). Female
moon (high) elf.
Balerios the Fighter (buh‐LEH‐ree‐OHs). Male
Damaran human.
Herks the Ranger (HURKS). Male shield
(mountain) dwarf.
Amaree the Barbarian (uh‐MAH‐ree). Female
Bedine human.

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CCC-KUMORI-02-04 To Be the Very Best 24
Appendix C. Monster Battle Team Names & Other Details

Monster Battle Team Names Monster Battle Competitors


Roll for or choose from the table below to determine For convenience, the Monster Battle Competitors
opposing team names. Players may also choose a table is provided below as well.
name for their team from the list below.
MONSTER BATTLE COMPETITORS
MONSTER BATTLE TEAM NAMES & QUALITIES 1d12 Competitor Capture Monster Type
3d12 Team Name Quality 1 Beauty Indigo Faerie Dragon Dragon
3 A Thousand Tiny Deaths Playful 2 Bird Keeper Axe Beak Beast
4 Aumar’s Army Serious 3 Bug Catcher Meenlock Fey
5 The Cloaks and Shadows Devious 4 Burglar Darkling Fey
6 Curses of Strahd Intimidating 5 Channeler Specter Undead
7 Fire, Ash, and Ruination Savage 6 Gambler Gelatinous Cube Ooze
8 Gout of the Abyss Crazy 7 Gentleman Griffon Monstrosity
9 Horde of the Dragon Queen Ambitious 8 Hiker Giant Constrictor Beast
10 Moonsea Marauders Bestial Snake
11 Murderhole! Jovial 9 Lass Will‐o’‐Wisp Undead
12 Never Split the Party Skillful 10 Sailor Grick Monstrosity
13 No Foolish Matters Eccentric 11 Tamer Ochre Jelly Ooze
14 The Outlaws of the Iron Route Calculating 12 Youngster Bronze Dragon Dragon
15 Princes of the Apocalypse Aloof Wyrmlling
16 Shadowdale’s Best Competitive
17 Skyhold Enthusiastic
18 Storm King’s Thunderers Bombastic
Meowok Quotes
19 Team Darkwing Determined Finally, a below is a list of quips for Team Shade’s
20 Team Edgedancer Confident Awakened Cat, Meowok.
21 Team Far‐Fetched Mysterious
22 Team Marblehead Noble QUIPS FOR MEOWOK, THE AWAKENED CAT
23 Team of Annihilation Cold 1d12 Quote
24 Team Slay Wicked 1 “You little twerps will never get the best of us!”
25 Team Spellfire Nervous 2 “We’ll get that promotion for sure one the boss sees
26 Team Waterdeep Classy us take care of the likes of you.”
27 The Baldur’s Gate Brawlers Aggressive 3 “I’m not even breaking a sweat here.”
28 The Chill Table Relaxed 4 “You’ll never stop us from getting our hands on all of
29 The Chultan Crusaders Whimsical these Capture Monsters.”
30 The Executioners Cutthroat 5 “Behold the power of my Furry Swipes!”
31 The Magic Missiles Spunky 6 “You look like you’ve never seen a talking cat before.”
32 The Orbslingers Worried 7 “What are you staring at, ya little punk?”
33 The Power Bottoms Raucous 8 “Quit wasting our time! Just stand back and let us
34 The Sly & Avaricious Greedy snag these Capture Orbs.”
35 The Uninvited Guests Brutish 9 "Attack cities one after another!! Devastate them!!
36 Ylraphon’s Elite Intense We are the fangs of evil!!"
10 "Ya know, maybe if we started looking at what's the
same instead of always looking at what's different…
Nahhhh?"
11 “Never give up. Never surrender!”
12 “MEOWOK!”

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CCC-KUMORI-02-04 To Be the Very Best 25
Appendix D. Monster Capture Zones Map

(This map is designed to fit in one D&D Adventure Grid)

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CCC-KUMORI-02-04 To Be the Very Best 26
Appendix E. Monster Battle Coliseum Map

(This map is designed to fit in one D&D Adventure Grid)

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CCC-KUMORI-02-04 To Be the Very Best 27
Appendix F. Monster Capture Zones
For ease of reference, details about the Monster Capture mechanics and Monster Capture Zones appear below. The
information here is the same as those found throughout this adventure.

Capture Orbs Monster Capture Zones


There are six different colored orbs, each color being
more effective in catching one of the six monster Grassland Zone
types found in the Monster Capture Zones. You may GRASSLAND ZONE RANDOM ENCOUNTERS
either have each player choose what color they’d like 1d8 Capture Monster Type CR
to pick out or have them roll on the table below to 1‐2 Axe Beak Beast 1/4
see what color they draw. 3‐4 Darkling Fey 1/2
5‐6 Satyr Fey 1/2
 Any capture orb can be used to capture any 7‐8 Meenlock Fey 2
monster, but each Capture Orb color is more
effective against a specific Capture Monster Type
 Each Monster Capture Zone is associated with a
Marsh Zone
particular Capture Monster Type MARSH ZONE RANDOM ENCOUNTERS
 Some Capture Monster Types are more effective in 1d8 Capture Monster Type CR
1‐2 Giant Frog Beast 1/4
battle against other specific Capture Monster
3‐4 Grey Ooze Ooze 1/2
Types
5‐6 Gelatinous Cube Ooze 2
7‐8 Ochre Jelly Ooze 2
Capture Orb Colors, Materials, and Properties
1d6 Color Material Effective vs.
Sea Zone
1 Red Cinnabar Monstrosity Type
SEA ZONE RANDOM ENCOUNTERS
2 Orange Carnelian Ooze Type
3 Yellow Tiger’s Eye Undead Type 1d8 Capture Monster Type CR
4 Green Aventurine Beast Type 1‐2 Giant Constrictor Snake Beast 2
5 Blue Azurite Dragon Type 3‐4 Indigo Faerie Dragon Dragon 2
6 Indigo Tanzanite Fey Type 5‐6 Bronze Dragon Wyrmling Dragon 2
7‐8 Guard Drake Dragon 2

Capture Monster Types Woodland Zone


Some Capture Monsters are strong against other WOODLAND ZONE RANDOM ENCOUNTERS
Capture Monster Types. When a Capture Monster 1d8 Capture Monster Type CR
deals damage against a Type it is strong against, the 1‐2 Dire Wolf Beast 1
damage dealt is doubled. 3‐4 Mimic Monstrosity 2
5‐6 Grick Monstrosity 2
 Dragon Type Capture Monsters are strong vs. 7‐8 Griffon Monstrosity 2
Ooze Type Capture Monsters
 Fey Type Capture Monsters are strong vs. Dragon Grave Zone
Type Capture Monsters
GRAVE ZONE RANDOM ENCOUNTERS
 Monstrosity Type Capture Monsters are strong 1d8 Capture Monster Type CR
vs. Fey Type Capture Monsters 1‐2 Giant Centipede Beast 1/4
 Ooze Type Capture Monsters are strong vs. 3‐4 Specter Undead 1
Undead Type Capture Monsters 5‐6 Minotaur Skeleton Undead 2
 Undead Type Capture Monsters are strong vs. 7‐8 Will‐o’‐Wisp Undead 2
Monstrosity Type Capture Monsters

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Appendix G. Capture Monster Cards

(Page 1 of 4: Beast Types)

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CCC-KUMORI-02-04 To Be the Very Best 29
Appendix G. Capture Monster Cards

(Page 2 of 4: Dragon & Fey Types)

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CCC-KUMORI-02-04 To Be the Very Best 30
Appendix G. Capture Monster Cards

(Page 3 of 4: Monstrosity & Ooze Types)

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CCC-KUMORI-02-04 To Be the Very Best 31
Appendix G. Capture Monster Cards

(Page 4 of 4: Undead Types)

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CCC-KUMORI-02-04 To Be the Very Best 32
Player Handout 1. Wild Monster Capture Festival Guide
Hand this sheet out to players if they need to reference how Capture Orbs work.

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CCC-KUMORI-02-04 To Be the Very Best 33
Player Handout 2. Monster Battle Tracker
Use this sheet to track your progress through the Monster Battle Arena! Print out multiple sheets to track more
battles!

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Player Handout 2. Story Awards
During the course of this adventure, the characters may earn the following story awards. If you are printing these
out for your characters, print as many as you may need to ensure that any eligible character receives a copy:

Caught Them All! Top of the Coliseum


You have all worked together as a team, successfully You successfully battled your way up the ranks in
capturing all of one type of Capture Monster the Monster Capture Battle Coliseum, winning every
throughout the course of the festival (circle that type match and suffering no loses. Adventurers speak of
in the list below). You may have even captured all of you as they spread out through the Moonsea, and
two types! you are recognized at the various inns and taverns
The students at the Moonsea School for Homeless you visit there.
Children look at you in awe. Even the faculty regard You’ve become something of a celebrity! People
you highly. talk about you, buy you drinks, and ask for you to tell
stories of your Capture Monster battles when you
stay at town with an inn, tavern, or other form of
Capture Monster Type/s: lodging.
Beast Dragon Fey

Ooze Monstrosity Undead

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Player Handout 3. Magic Items
During the course of this adventure, the characters may find the following permanent magic items:

Playing Card Illusion


Wild Monster Capture Cards Ace of hearts Darkling
King of hearts Satyr
(Deck of Illusions) Queen of hearts Meenlock
Jack of hearts Axe Beak
Wondrous item, uncommon Ten of hearts Dire Wolf
This box contains a set of parchment cards. A full Ace of diamonds Grey Ooze
deck has 34 cards. A deck found as treasure is King of diamonds Gelatinous Cube
Queen of diamonds Ochre Jelly
usually missing 1d20 - 1 cards.
Jack of diamonds Giant Frog
The magic of the deck functions only if cards are
Ten of diamonds Mimic
drawn at random (you can use an altered deck of Ace of spades Indigo Faerie Dragon
playing cards to simulate the deck). You can use an King of spades Bronze Dragon Wyrmling
action to draw a card at random from the deck and Queen of spades Guard Drake
throw it to the ground at a point within 30 feet of Jack of spades Giant Constrictor Snake
you. Ten of spades Grick
An illusion of one or more creatures forms over Ace of clubs Specter
the thrown card and remains until dispelled. An King of clubs Minotaur Skeleton
illusory creature appears real, of the appropriate Queen of clubs Will‐o’‐Wisp
size, and behaves as if it were a real creature (as Jack of clubs Giant Centipede
presented in the Monster Manual), except that it can Ten of clubs Griffon
do no harm. While you are within 120 feet of the
illusory creature and can see it, you can use an Shadowneedle
action to move it magically anywhere within 30 feet
of its card. Any physical interaction with the illusory (Unbreakable Arrow)
creature reveals it to be an illusion, because objects
Weapon (arrow), common
pass through it. Someone who uses an action to
visually inspect the creature identifies it as illusory This arrow can’t be broken, except when it is within
with a successful DC 15 Intelligence (Investigation) an antjmagic field.
check. The creature then appears translucent. One of twenty unbreakable arrows crafted with
The illusion lasts until its card is moved or the Shadowsong, when this arrow is nocked onto the
illusion is dispelled. When the illusion ends, the Oathbow and leveled at an opponent, a gentle hum
image on its card disappears, and that card can't be fills the wielder’s mind, steadying their hand and
used again. steeling their focus (this feature bears no mechanical
The version of the deck that appears in this effect). When fired from Shadowsong, the wielder
adventure contains the cards and forms the illusions may say the words, “Needles, return to your thread”
listed in the table to the right. to make this arrow (and any other in its set loosed
This small deck of illustrated playing cards comes from the wielder’s hand) reappear in the wielder’s
wrapped in a shiny envelope. One never knows quiver.
which card they will receive! The cards inside are This item can be found in Xanathar’s Guide to
brightly colored, featuring a variety of creatures in Everything.
dynamic poses. A small Kozakuran signature on the
lower left-hand corner of the card reads “Sugimori K.”
One rare foil card guaranteed in each pack!
This item can be found in the Dungeon Master’s
Guide.

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About the Author About Kumoricon
Jay Africa is a freelance game designer, graphic Kumoricon is Portland’s annual celebration of
designer, theatre designer, and occasional actor and Anime and Japanese pop culture.
musician. He lives in Los Angeles CA, United States,
and is the father of two cool kids.
Jay was a Local & Regional Coordinator for the
D&D Adventurers League and has designed several
published adventures for the organized play
program. He continues to run games and design
adventures for the Adventurers League, taking great
joy in playing D&D nationwide and meeting players
from all walks of life.

Download Jay’s adventures from


Gaining its namesake (kumori) from the Japanese
the DMs Guild word "cloudy", Kumoricon embodies everything it
 CCC‐BMG‐10 HILL1‐1 Arrival means to live in the Pacific Northwest and love this
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have gathered together for an amazing annual event,
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