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A SCREAM IN

THE NIGHT
M. SEAN MOLLEY
Adventure Designer
Adventure Code: CORE 1-1

Melvaunt is a city of merchants and metalsmiths. The docks are constantly


filled with ships from Hillsfar, Mulmaster, and more distant ports. The
northern coast of the Moonsea is an inhospitable place, and its people
have a reputation for being rough and unfriendly. But they don’t go around
murdering one another in the streets. At least, not usually.
Was that a scream you just heard? Part One of The Chaos in Melvaunt.

A four-hour adventure for 1st-4th level characters

Producer: Baldman Games


Core Administrator: Shawn Merwin
Editing and Layout: Encoded Designs
Cartography: Andrew Smith
Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall,
Claire Hoffman, Greg Marks, Alan Patrick

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.
©2016 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
Welcome to A Scream in the Night, a D&D Adventurers
League adventure, Part one of The Chaos in Melvaunt Trilogy

“We adore chaos because we love to produce order.”


— M. C. Escher
This adventure is designed for three to seven 1st-4th level characters, and is optimized
for five 1st-level characters. The adventure is set in the Moonsea region of the
Forgotten Realms, in the city of Melvaunt.

The D&D Adventurers League for the D&D Adventurers League, please visit the
D&D Adventurers League home at:
www.dndadventurersleague.org
This adventure is official for D&D Adventurers
League play. The D&D Adventurers League is the
official organized play system for DUNGEONS &
DRAGONS®. Players can create characters and
Preparing the Adventure
participate in any adventure allowed as a part of
the D&D Adventurers League. As they adventure, Before you show up to Dungeon Master this
players track their characters’ experience, treasure, adventure for a group of players, you should do the
and other rewards, and can take those characters following to prepare.
through other adventures that continues their story. • Make sure to have a copy of the most current
If you’re running this adventure as a part of a version of the D&D Basic Rules or the Player’s
store event or at certain conventions, you’ll need a Handbook.
DCI number. This number is your official Wizards of • Read through the adventure, taking notes
the Coast organized play identifier. If you don’t have of anything you’d like to highlight or remind
a number, you can obtain one at a store event. Check yourself while running the adventure, such as a
with your organizer for details. way you’d like to portray an NPC or a tactic you’d
D&D Adventurers League play is broken up into like to use in a combat.
storyline seasons. When players create characters, • Get familiar with the monster statistics in the
they attach those characters to a storyline season, Appendix.
which determines what rules they’re allowed to • Gather together any resources you’d like to
use to create and advance their characters. Players use to aid you in running this adventure--such
can continue to play their characters after the as notecards, a DM screen, miniatures, and
storyline season has finished, possibly participating battlemaps.
in a second or third storyline with those same • If you know the composition of the group
characters. A character’s level is the only limitation beforehand, you can make adjustments as noted
for adventure play. A player cannot use a character throughout the adventure.
of a level higher or lower than the level range of a
D&D Adventurers League adventure.
For more information on playing, running
games as a Dungeon Master, and organizing games

C O R E 1 - 1 / A S C R E A M I N T H E N I G H T:
2 INTRODUCTION
Before Play at the Table the adventure description to help give players hints
about what they might face.
Ask the players to provide you with relevant
character information:
Adjusting the Adventure
• Character name and level
• Character race and class Throughout this adventure, you may see sidebars
• Passive Wisdom (Perception)—the most to help make adjustments for smaller/larger
common passive ability check groups, and characters of higher/lower levels than
• Anything notable as specified by the adventure the optimized group. Most of the time, this is used
(such as backgrounds, traits, flaws, etc.) for combat encounters.
Players that have characters outside the You may adjust the adventure beyond the
adventure’s level range cannot participate in guidelines given. For example, if you’re playing
the adventure with those characters. Players with a group of inexperienced players, you might
with ineligible characters can make a new 1st-level want to make the adventure a little easier; for
character or use a pregenerated character. Players very experienced players, you may want to make
can play an adventure they previously played or it a little harder. Therefore, five categories of
ran as a Dungeon Master, but not with the same party strength have been created for you to use
character. as a guide. Feel free to use a different adjustment
Ensure that each player has an official during the adventure if the recommended party
adventure logsheet for his or her character (if not, strength feels off for the group.
get one from the organizer). The player fills out This adventure is optimized for a party of
the adventure name, session number, date, and five 6th-level characters. To figure out whether
your name and DCI number. In addition, the player you need to adjust the adventure, do the following:
also fills in the starting values for experience, gold, • Add up the total levels of all the characters
downtime, renown, and number of permanent • Divide the total by the number of characters
magic items. He or she fill in the other values and
• Round fractions of .5 or greater up; round
write notes at the conclusion of the session. Each
fractions of less than .5 down
player is responsible for maintaining an accurate
logsheet. You’ve now determined the average party level
(APL) for the adventure. To figure out the party
If you have time, you can do a quick scan of
strength for the adventure, consult the following
a player’s character sheet to ensure that nothing
table:
looks out of order. If you see magic items of very
high rarities or strange arrays of ability scores, you
can ask players to provide documentation for the DETERMINING PARTY STRENGTH
irregularities. If they cannot, feel free to restrict
Party Composition Party Strength
item use or ask them to use a standard ability
3-4 characters, APL less than Very Weak
score array. Point players to the D&D Adventurers
3-4 characters, APL equivalent Weak
League Player’s Guide for reference. 3-4 characters, APL greater than Average
If players wish to spend downtime days and 5 characters, APL less than Weak
it’s the beginning of an adventure or episode, 5 characters, APL equivalent Average
5 characters, APL greater than Strong
they can declare their activity and spend the days 6-7 characters, APL less than Average
now. Alternatively, they can do so at the end of 6-7 characters, APL equivalent Strong
the adventure or episode. Players should select 6-7 characters, APL greater than Very Strong
their characters’ spells and other daily options
prior to the start of the adventure, unless the
adventure specifies otherwise. Feel free to reread

C O R E 1 - 1 / A S C R E A M I N T H E N I G H T:
3 INTRODUCTION
Running the Adventure and interactions without getting frustrated over
lack of information. Doing so helps to encourage
immersion in the adventure and gives players
As the Dungeon Master of the session, you have the
“little victories” for figuring out good choices
most important role in facilitating the enjoyment
from clues.
of the game for the players. You help guide the
narrative and bring the words on these pages In short, being the DM isn’t about following
to life. The outcome of a fun game session often the adventure’s text word-for-word; it’s about
creates stories that live well beyond the play at the facilitating a fun, challenging game environment
table. Always follow this golden rule when you DM for the players. The Dungeon Master’s Guide™ has
for a group: more information on the art of running a D&D
game.
Make decisions and adjudications that
enhance the fun of the adventure when
possible.
Downtime and Lifestyle
To reinforce this golden rule, keep in mind the
following:
At the beginning of each play session, players must
• You are empowered to make adjustments to declare whether or not they are spending any days
the adventure and make decisions about how the of downtime. The player records the downtime
group interacts with the world of this adventure. spent on the adventure logsheet. The following
Doing so is especially important and applicable options are available to players during downtime
outside of combat, but feel free to adjust the (see the D&D basic rules or the D&D Adventurers
adventure for groups that are having too easy or League Player’s Guide for more information):
too hard of a time.
• Catching up
• Don’t make the adventure too easy or too
• Crafting (exception: multiple characters cannot
difficult for a group. Never being challenged
commit to crafting a single item)
makes for a boring game and being
overwhelmed makes for a frustrating one. • Practicing a profession
Gauge the experience of the players (not the • Recuperating
characters) with the game, try to feel out (or • Spellcasting services
ask) what they like in a game, and attempt to • Training
give each of them the experience they’re after
Other downtime options might be available during
when they play D&D. Give everyone a chance to
adventures or unlocked through play, including
shine.
faction-specific activities.
• Be mindful of pacing, and keep the game
In addition, whenever a character spends
session moving along appropriately. Watch for
downtime days, that character also spends the
stalling, since play loses momentum when this
requisite expense for his or her lifestyle. Costs
happens. At the same time, make sure that the
are per day, so a character that spends ten days
players don’t finish too early; provide them with
of downtime also spends ten days of expenses
a full play experience. Try to be aware of running
maintaining his or her lifestyle. Some downtime
long or short. Adjust the pacing accordingly
activities help with lifestyle expenses or add
• Read-aloud text is just a suggestion; feel free lifestyle expenses.
to modify the text as you see fit, especially when
dialogue is present.
• Give the players appropriate hints so they can Spellcasting Services
make informed choices about how to proceed.
Players should be given clues and hints when Any settlement the size of a town or larger can
appropriate so they can tackle puzzles, combat, provide some spellcasting services. Characters

C O R E 1 - 1 / A S C R E A M I N T H E N I G H T:
4 INTRODUCTION
need to be able to travel to the settlement to obtain until such time as he or she resolves the effect to
these services. its conclusion (see the recuperating activity in the
Spell services generally available include D&D Basic Rules).
healing and recovery spells, as well as information- If a character doesn’t resolve the effect
gathering spells. Other spell services might be between sessions, that character begins the next
available as specified in the adventure. The number session still affected by the debilitating effect.
of spells available to be cast as a service is limited
to a maximum of three per day total, unless Death
otherwise noted. A character who is killed during the course of
the adventure has a few options at the end of the
SPELLCASTING SERVICES
session (or whenever arriving back in civilization)
Spell Cost
if no one in the adventuring party has immediate
access to a raise dead or revivify spell, or similar
Cure wounds (1st level) 10 gp
Identify 20 gp magic. A character subject to a raise dead spell is
Lesser restoration 40 gp affected negatively until all long rests have been
Prayer of healing (2nd level) 40 gp completed during an adventure. Alternatively, each
Remove curse 90 gp downtime day spent after raise dead reduces the
Speak with dead 90 gp penalty to attack rolls, saving throws, and ability
Divination 210 gp
Greater restoration 450 gp checks by 1, in addition to any other benefits the
Raise dead 1,250 gp downtime activity might provide.
Create a New 1st-Level Character. If the dead
character is unwilling or unable to exercise any
Acolyte Background of the other options, the player creates a new
A character possessing the acolyte character. The new character does not have any
background requesting spellcasting items or rewards possessed by the dead character.
services at a temple of his or her faith Dead Character Pays for Raise Dead. If the
may request one spell per day from the character’s body is recoverable (it’s not missing
Spellcasting Services table for free. The any vital organs and is mostly whole) and the
only cost paid for the spell is the base price player would like the character to be returned to
for the consumed material component, if life, the party can take the body back to civilization
any. and use the dead character’s funds to pay for a
Melvaunt is a large city where any raise dead spell. A raise dead spell cast in this
acolyte can find a friendly shrine or temple. manner costs the character 1,250 gp.
Character’s Party Pays for Raise Dead. As
above, except that some or all of the 1,250 gp for
the raise dead spell is paid for by the party at the
Disease, Death, and Recovery end of the session. Other characters are under no
obligation to spend their funds to bring back a
Sometimes bad things happen, and characters get dead party member.
poisoned, diseased, or are killed. Since you might
Faction Charity. If the character is of level 1 to
not have the same characters return from session
4 and a member of a faction, the dead character’s
to session, here are the rules when bad things
body can be returned to civilization and a patron
happen to characters.
from the faction ensures that he or she receives a
Disease, Poison, and Other Debilitating Effects raise dead spell. However, any character invoking
A character still affected by diseases, poisons, this charity forfeits all experience and rewards
and other similar effects at the conclusion of an from that session (both those earned prior to and
adventure can spend downtime days recuperating after death during that session) and cannot replay

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5 INTRODUCTION
that episode or adventure with that character about the war between Mechanus and Melvaunt by
again. Once a character reaches 5th level, this leading the attack. To this end, the modron entered
option is no longer available. Melvaunt through the portal and is killing people.
However, its modron instincts for law and order
cannot be completely suppressed, even under the
Adventure Background influence of chaos. It is incapable of simply walking
into the town square and randomly slaughtering
Melvaunt is a city of merchants and craftsmen people. C1e7i5 has therefore constructed an
on the northern coast of the Moonsea. The open elaborate (but in its mind, entirely logical) series of
market at the center of the city boasts a selection puzzles and riddles identifying a series of people
of goods as impressive as anything found in it intends to murder. C1e7i5’s plan is to carry
Waterdeep or Amn, with a particular focus on out these killings, leading the city watch from
metalwork. Between the sacking of Zhentil Keep murder scene to murder scene before racing back
and the recent troubles in its two biggest rival to the portal to Mechanus with the city guard of
cities of Mulmaster and Hillsfar, Melvaunt has been Melvaunt in hot pursuit. The portal only opens at
relatively undisturbed for a number of years. specific days and times, so the entire sequence is
choreographed such that C1e7i5 and its pursuers
Modrons are creatures of absolute law and
should arrive at just the right moment. Once the
order. They are native to the plane of Mechanus,
rest of the modrons see a group of armed humans
where they tend its eternal gears and follow the
enter Mechanus, the war must surely begin and
dictates of Primus. However, one group of modrons
C1e7i5 will have fulfilled its purpose to perfection,
have recently gone rogue after they were exposed
which is all any modron really wants.
to an influx of pure chaos energy. Under the malign
direction of this chaotic impulse, the modron C1e7i5 surreptitiously delivered a note to
hierarchy has decided to invade Melvaunt. Unlike the Melvaunt City Watch earlier this evening
the Great Modron March, which happens every identifying the time and place of its first planned
289 years and is a reconnaissance mission, these killing. (Modrons are readily identifiable creatures,
rogue modrons are planning to conquer or destroy but quadrones are bipedal, so a cloaked and
the city. They have constructed a portal from hooded C1e7i5 is able to move around during the
Mechanus and are readying their invasion force. night hours unnoticed as long as nobody studies it
too closely.)
C1e7i5 is a quadrone, a mid-ranking modron.
Quadrones are typically used as officers in the Unfortunately, the overworked sergeant on
modron armies, since both their physiology and duty, Eledstra, did not discover the note until a
their moderate intelligence make them suitable to few minutes before the appointed time. Eledstra
a variety of combat roles. C1e7i5, like all modrons, solved the puzzle hidden in the text, realized to her
is accustomed to obeying orders it receives from horror what was about to happen, commandeered
those above it in the hierarchy. It has diligently a detachment of city guards, and is frantically
been preparing to play its part in the upcoming racing across Melvaunt. Eledstra cannot get to the
invasion of Melvaunt just like every other modron. scene in time to stop C1e7i5 from carrying out the
However, the chaos energy warped C1e7i5 a little first murder. Coincidentally, the player characters
bit more than the others. C1e7i5 gained strange happen to be in the area, and this is where the
new abilities and, most disturbingly, it gained… adventure begins.
ideas. Normally a modron that evolves beyond
its rank would be destroyed, but the hive mind is
currently malfunctioning in a variety of ways due
to the chaos that has overtaken the modrons.
C1e7i5 has independently decided that its
proper role in the modron hierarchy is to bring

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6 INTRODUCTION
as they see fit. C1e7i5 instigated the brawl as a
Playing the Adventures Out of Order
distraction to cover its first murder, which takes
The Chaos in Melvaunt trilogy is best place down the opposite alley. The characters are
experienced in the published sequential unable to prevent this murder, but they hear the
order. However, there is no real harm in victim’s scream. When they (presumably) go to
playing them out of order. The adventures investigate, they find a body, but are ambushed
do take place in chronological sequence by strange constructs before they can investigate
(1-1 followed by 1-2 followed by 1-3). further.
Therefore, the easiest way to deal with the Encounter 2 (Roleplaying/Investigation).
situation if some or all of the characters As the characters examine the body of the
have already played either 1-2 or 1-3 murder victim, Sergeant Eledstra arrives with a
is simply to say that this adventure is a detachment of guards. They received a mysterious
flashback for those characters. Here are a note at their patrol station telling them that a
few points to consider: murder was to take place in this very spot – and
• Those who have already played one here are the adventurers, standing over a dead
or both of the later adventures know body!
that the killer is a modron; take these It isn’t difficult for the characters to explain
players aside and ask them not to what really happened (especially with the sailors
spoil the secret for the other players as potential witnesses, albeit drunken and
at the table. If anyone reveals this fact unreliable ones). The constable is a sincere woman
in character during the adventure, the who wishes to prevent any further bloodshed. A
NPCs react with disbelief – and in any note on the victim’s body gives a clue as to who
case, what matters is stopping the killer, the next target is. The killer has promised to
not who the killer is. strike every hour on the hour, so there’s no time
• Characters who have favors of for bureaucratic niceties. Eledstra authorizes the
Sergeant Eledstra or other Melvaunt adventurers to carry out an investigation and
NPCs earned in the later adventures apprehend the perpetrator (dead or alive, but alive
cannot use those benefits in this preferred).
adventure. Encounter 3 (Exploration/Combat).
Beyond that, there shouldn’t be any Depending on how successful the characters were
information in the later adventures that at deciphering the cryptic note, they may know the
would compromise anyone’s experience of full identity of the next victim, or they may only
playing this adventure. know that they are looking for a blacksmith. The
marketplace of Melvaunt is home to the city’s best
smiths and metalworkers. Although the market
is far more active during the day than at night,
Overview commerce never stops, so there are more than a
few people in the market. The adventurers must
search the area as quickly as possible to locate the
This adventure is divided into a brief introduction,
next victim.
five encounters, and a conclusion.
C1e7i5 stages another ruse to try and
Introduction. The characters are on the streets
draw attention away from its target. A gnomish
of Melvaunt at night when they hear the sounds of
artificer’s constructs suddenly break free of their
a fight from a nearby alley.
owner’s control and begin rampaging through
Encounter 1 (Combat). A group of sailors the area. During the commotion, the killer strikes,
are brawling in the alley behind a seedy tavern. this time from range. Whether the characters are
The adventurers may choose to intervene or not, able to save the blacksmith or not, they find the

C O R E 1 - 1 / A S C R E A M I N T H E N I G H T:
7 INTRODUCTION
next note on the end of the crossbow bolt (likely they have been pursuing a modron – a most
embedded in someone). unusual identity for a serial killer. Unfortunately,
Encounter 4 (Exploration/Combat). C1e7i5’s the characters do not have the ability to reopen
third and final note leads the adventurers to the the portal themselves, so they have no choice but
temple of Loviatar where the rogue modron has to return to Eledstra. This leads into the events of
targeted a priestess. The characters’ first challenge CORE 1-02 A Cog in the Wheel.
is convincing the self-sufficient and haughty
priestess that she needs their protection in the
first place. Depending on how this conversation Adventure Hook
goes, the characters may be able to stand guard
inside the temple, or they may be forced to remain The characters are in Melvaunt for reasons of
outside and keep watch as best they can. their own devising. Potential hooks include the
C1e7i5 can fly, so it comes in over the rooftops. following:
The chaotic power infused into C1e7i5 gives it • There is always work for sellswords in
the ability to open up small dimensional rifts, Melvaunt. The northern Moonsea is a dangerous
through which it pulls some allies. In response, place. Merchant ships and overland caravans
the priestess summons devils to her defense. have a constant need for guards. The characters
These creatures make no distinction between the might have recently arrived in the city and
adventurers and the assassin, leading to a chaotic completed their last assignment, or they might
fight. Once it is convinced that the characters will have come here looking for employment.
pursue, C1e7i5 flees, flying over the rooftops of the • Melvaunt has one of the largest open markets
city with the adventurers in hot pursuit. in this part of the world. As the saying goes, “If it
Encounter 5 (Combat/Chase Scene). As isn’t for sale in Melvaunt, you don’t want to buy
C1e7i5 races across the darkened rooftops of the it!” A character could have come here seeking a
city, it continues to tear open small planar rifts, rare item to buy, or in hopes of locating a buyer
which spill out obstacles and monsters to slow the for a particular item of their own.
characters down. This scene takes the form of a • Some of the finest blacksmiths and
series of vignettes rather than a single drawn-out metalworkers in all Faerun ply their trade in
tactical encounter. Melvaunt. A character might be looking for a rare
The chase ends when the killer reaches the end ore, an unusual special material like adamantine,
of the docks, where a lighthouse called the Finger or a renowned crafter, either to have a specific
of the Gods shines its light across the Moonsea. item made or in hopes of studying their
Just when it seems the adventurers have cornered technique.
their adversary, a much larger portal appears, • Within the last few years, major troubles have
and C1e7i5 prepares to step through. Through hit the cities of Phlan, Mulmaster, and Hillsfar,
the portal the characters can see what looks like a all of which are reasonably close to Melvaunt.
plane of whirling gears and other machinery. Any The adventurers may have come here looking for
characters who were able to keep up during the family members, friends, or others who fled the
chase scene have one chance to attack. unrest in those cities. Melvaunt has been largely
Conclusion. C1e7i5 escapes through the portal unaffected by the turmoil in the Moonsea region,
but the characters’ efforts are not entirely in vain, making it a relatively safe place for refugees.
as it loses control at the last moment and the portal • Because it is a major trade hub, all sorts
slams shut, shearing off part of the killer’s body. of information and material passes through
Instead of the expected bloodstain, the characters Melvaunt. The city’s authorities have a very
discover that the severed limb is actually made hands-off attitude when it comes to “legal”
of metal! This evidence combined with the portal versus “illegal” trade, up to and including slavery.
apparently leading to Mechanus suggests that

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8 INTRODUCTION
The characters might have been sent here at Read or paraphrase the following:
the behest of their faction leaders to check on
specific rumors, seek out certain items, or look Although the sailors and dockworkers
for missing people. Zhentarim characters in crowding the Winking Narwhal will no doubt
particular might be interested in the ruins of continue carousing into the wee hours, just
before eight bells is your stopping time for
Zhentil Keep, which are not far from Melvaunt. this evening. You’ve heard enough drunken
rumors about sea monsters in the Moonsea,
orc armies approaching the city gates, and
Introduction giants killing merchants along the Phlan Path.
As you exit the tavern, the stench of
stale beer and sweaty bodies is replaced
Regardless of why they are in Melvaunt, the by the scent of burning coal and scorched
metal. They say that the forge-fires of
characters find themselves exiting the Winking
Melvaunt never stop burning, and the local
Narwhal, a tavern near the docks. If time permits, atmosphere is proof enough of that. The stars
you can improvise a full scene where the are faintly visible in the night sky thanks to the
adventurers are introduced to one another inside haze that shrouds the city. Still, Melvaunt’s
the tavern, or they might simply all have decided to emphasis on trade and metalworking makes
it prosperous enough, a rarity in the harsh
leave the tavern at the same time to head back to
lands north of the Moonsea.
their individual lodgings in the city.
No matter what business you were
If any of the players insists that his or her planning to be about, you can’t help but
character would absolutely not be in a seedy tavern overhear the distinctive sounds of a brawl
in the docks district, that character happens to be coming from the nearby alley behind the
tavern.
walking down the street when everyone else comes
out of the Winking Narwhal. Once the adventure
starts, things move quickly, and the killer’s timeline
is unforgiving, so there’s no good opportunity to Some of the characters might choose to investigate
fetch characters from locations around the city. the brawl; others may prefer to ignore it. The
You can have the players introduce their entrance to the alley is about 30 feet away from the
characters while everyone is in the tavern, or door of the tavern, and the sounds of a fistfight are
if you want to get into the action more quickly, clearly audible. It doesn’t sound like anyone is in
there’s another good opportunity to do character immediate danger of dying, but these things have a
introductions at the end of Encounter 1. tendency to turn ugly if they aren’t stopped.
Find out what each character wants to do, and
then proceed to Encounter 1.

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9 INTRODUCTION
PART 1.
MURDER
During the first phase of the adventure the goal C1e7i5 waited until a group of sailors came outside
is to introduce the mysterious killer as an unseen to “get some fresh air” and then dropped the coins
figure who has decided to taunt the authorities with into their midst, with the intention of creating a
cryptic messages before each kill. The adventurers distraction just in case anybody might be around
are drawn onto the trail by accident, but it quickly who could interfere with the murder the modron
becomes clear that they are the only ones who can is about to commit down the alley on the opposite
stop the murders. side of the street. This happened just before the
characters exited the tavern. Since the sailors had
no reason to look up and C1e7i5 can fly, no one saw
Encounter 1: The Scream anything. The money just fell from the sky!
Give the characters a round or two to settle
The alleys near the Winking Narwhal are shown on matters, but don’t let this scene take too long. Just
Map 1. Those characters who wish to investigate the when the players seem to think that the excitement
brawl start in the area marked A while those who is over, that’s when you want to hit them with the
do not go down the alley instead start in the area real encounter.
marked B. Although C1e7i5 is corrupted by chaos, the
For those who wish to investigate the sounds of modron is still bound to its logical, orderly ways. It
fighting, read or paraphrase the following: has been observing the patterns of various people
in the city, and it knows that there is a dockworker
A group of scruffy men rolls in the filth of who takes a shortcut down a particular dark alley
the alley, punching and biting each other every evening at the same time. Precisely when
furiously. They seem to be fighting over the clock tower finishes striking eight bells, the
something, although between the darkness murderer acts. C1e7i5 swoops down, plunging a
and the muck it’s hard to tell what. “I seen it
first!” “No you didn’t!” “It hit me in the head!
dagger into the victim’s back, killing the unfortunate
The gods want ME to have it!” man but ensuring that he has time to scream (the
modron wants its note to be discovered). Leaving
the dagger buried in the man’s back and pinning
There are a half-dozen drunkards brawling behind
the note, the modron then scatters caltrops around
the tavern. They do not attack the adventurers,
the alley and flies to the rooftop to make sure that
but are AC 10, can be knocked unconscious with a
someone comes to investigate. All of this occurs
single point of damage, and are at disadvantage on
before the adventurers can reach the scene.
all saving throws due to intoxication. (If any of the
adventurers decide to become a mass murderer This scene can be very entertaining if you
at this point, it almost doesn’t matter what C1e7i5 portray the clock tower yourself, monotonously
does after that, so presumably the characters will chiming out all eight bells. This takes just long
choose to subdue the brawlers nonlethally.) enough to lull the players into a bit of boredom
before you launch into a blood-curdling scream at
It should not take long for the adventurers to
the end. BONG … BONG … BONG … BONG … BONG …
clean up the mess. On a DC 13 Wisdom (Perception)
BONG … BONG … BONG … SCREAM!
check, a character notices a torn purse and some
gold and silver pieces scattered in the muck of the
alley. This money is what precipitated the brawl.

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Read or paraphrase the following: being aware of them, or one who moves through the
area at greater than half speed, must succeed on a
The elaborate mechanical clock tower near DC 15 Dexterity saving throw or stop moving and
the temple of Gond is audible from most take 1 piercing damage. The character’s base speed
places in the city. Right on cue, it begins to is also reduced by 10 feet until it regains at least 1
chime eight bells. As the final peal fades into
silence, you hear a scream from the opposite
hit point. A character can clear a 5-foot square of
side of the street. caltrops as an action, or a character who is aware of
the caltrops can move through the area at half speed
without needing to make the saving throw.
Across the Street As soon as any character takes damage from the
If you have not already done so, now is a good time caltrops or uses an action to clear a square of the
to put the characters into initiative order. Anybody caltrops, their magic activates and they attack. Read
who did not go into the alley to investigate the brawl or paraphrase the following:
is much closer to the source of the scream and
therefore likely to end up triggering the trap left by The tiny caltrops scattered around the alley
C1e7i5. begin to vibrate. Suddenly, they fly up into
The murder scene is the area marked C on the air, forming deadly swarms of sharpened
metal!
Map 1. When a character enters this area, read or
paraphrase the following:
Creatures. The characters are attacked by three
Very little natural light makes it into this
swarms of animated caltrops. If the characters
narrow passageway. A heavyset man did not notice the caltrops before triggering combat,
dressed in the clothes of a laborer lies face- then the monsters surprise them.
down in the middle of the alley. A dagger is Tactics. The swarms are mindless, and simply
buried up to the hilt in the man’s back and
blood rapidly pools beneath his body. Further attack the nearest creature. However, the swarms
details are difficult to discern from here. avoid each other’s spaces, choosing different targets.

In the darkness, it is difficult to tell from the Adjusting the Encounter


entrance of the alley whether the man is alive or Swarms can be difficult for low-level characters
dead. A character with darkvision can make a DC to deal with because of their damage
10 Wisdom (Medicine) check from a safe distance, resistance. Even if the party is of Average
or any character can make the same check next to strength, if they don’t have more than one or
the body, to determine that he is dead. The rapidly- two characters who can deal full damage to the
pooling blood suggests that the killing blow must swarms, consider using the adjustments for a
have been struck within the last minute or so. Weak party for this encounter.
The alley is filled with caltrops, but they are • Weak party: Reduce the swarms’ hit
difficult to see in the darkness. A character with low- points from 22 to 15
light vision or darkvision, or one who specifically • Strong party: Add two more swarms (for
wants to examine the alley for danger before a total of 5)
rushing forward, may attempt a DC 13 Wisdom • Very strong party: Also increase the
(Perception) check to notice the faint glint of metal swarms’ damage from 5 (2d4) to 10 (4d4).
from the hundreds of caltrops that C1e7i5 scattered The swarms continue to deal full damage
around the body. even when reduced below half their hit
A character who moves into the area of the points
caltrops (marked on the map) at any speed without

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Development to the victim’s back by the murder weapon. If
Once the characters trigger the caltrops, C1e7i5 the adventurers retrieve the note, give them
is satisfied that someone will find its note and Handout 1.
therefore its plan can continue. The modron silently
moves to the far edge of the roof and flies away into Within moments after the characters retrieve the
the night. Only a character with a passive Wisdom note (or finish their examination of the body, if they
(Perception) score of 21 or higher has any chance decide not to pull the dagger out), the authorities
to notice the small dark shape that briefly flits arrive. This is exactly the sort of inconvenient
overhead before disappearing into the city, and coincidence that always seems to happen to
even if someone did see the shadow, they have the adventurers. Proceed to Encounter 2.
problem of the animated caltrops to deal with, by
which time C1e7i5 is long gone. In summary, there is
no way for the adventurers to try and interact with Encounter 2: Symbolic Study
the modron at this stage of the adventure.
Once the characters defeat the animated Shortly after the adventurers destroy the animated
caltrops, the alley is safe to move through, and caltrops and retrieve the body of the murder victim,
they have a moment to examine the body. They can a detachment of the Melvaunt City Watch arrives.
determine the following information: The patrol consists of eight guards led by Sergeant
• The victim is a human male, mid-20s, with the Eledstra. Read or paraphrase the following:
build and dress of an ordinary dockworker.
• The victim was killed with a single knife thrust You hear the shrill noise of a watchman’s
from behind. The expression on his face suggests whistle and the sound of booted feet
clomping on the cobblestones. A
that he was taken completely by surprise. detachment of city watch surrounds the
• Wisdom (Medicine) DC 10: The warmth of alley at both ends, their halberds crossed to
the body, the pooling of the blood, and the fact prevent you from leaving.
that the characters heard the scream all confirm An older woman in the uniform of an
that the murder took place within the last few officer steps carefully into the alley, avoiding
the blood and the caltrops. She studies the
minutes. area with keen blue eyes and runs a hand
• Wisdom (Medicine) DC 15: However, the through her unruly white hair. “Hmm, well,
killer turned the dagger in such a way that the now, what do we have here,” she murmurs,
victim had a chance to cry out before he died. as if to herself. “It seems that note was telling
the truth after all. But we didn’t get here
Given the strength of the blow and its precise by eight bells. Missed our appointment for
placement, it is very likely that the murderer murder! I’d have expected the killer to be
could have avoided allowing the victim to make long gone. And yet…”
any noise. Did the killer want someone to hear She looks expectantly at you, awaiting
that scream? an explanation.
• The murder weapon is a dagger of ordinary
make, the sort that anybody could buy for 2 gold The characters should not have a difficult time
pieces in any weapon shop around Melvaunt. It explaining the situation to Sergeant Eledstra. She’s
has no distinctive characteristics or smith’s mark a veteran officer and has investigated murders
that would suggest anything special about it. before. Melvaunt isn’t a lawless city by any stretch
• The dagger was stabbed so hard into the of the imagination, but it’s full of merchants, sailors,
victim’s back that none of the blade is visible, laborers, and travelers at the edge of civilization, not
only the hilt. If a character pulls on the dagger to mention the political machinations involving the
or inspects it closely, the edges of a folded Council of Lords. There’s rarely a shortage of bodies
piece of paper can be seen. This note is pinned floating in the harbor (or worse). She has a Wisdom

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(Insight) bonus of +8 and makes a show of writing a shift change takes place, and things are a bit
down everything the characters say. hectic while the duty roster is being checked and
patrol assignments doled out.
Roleplaying Sergeant Eledstra • The note was strangely addressed: the outside
of the envelope simply said “give this to your
Eledstra is a human of late middle age. She’s a
superior.”
decent woman who takes her job of protecting
Melvaunt’s ordinary citizens seriously. Eledstra • Tonight the ranking officer on duty happens to
is tall, thin, and lanky with a shock of unruly be Eledstra. By the time the note reached her, it
white hair through which she runs her fingers was well past seven bells.
constantly whenever she’s trying to think. She • Eledstra found the note to contain a rambling
is very bad at playing political games, which is discourse, barely making sense. It did threaten
why she is only a Sergeant despite her many a murder, promising to kill someone this very
years of service in the City Watch. night, but it didn’t say who or where.
Quote: “You know, in another life, you’d have • Eledstra was about to dismiss the note as
made an excellent criminal.” the ravings of a madman when she noticed
something peculiar: some of the letters were
As long as the adventurers don’t lie to her, the capitalized even in the middle of words. Reading
evidence on the scene supports their story. The just the capitalized letters spelled out a hidden
drunken sailors can possibly be retrieved from message.
the other alley (depending on exactly what the • The hidden message said EIGHT BELLS BY
characters did to them) to provide an alibi for the NARWHAL. There’s only one building in town
moment of death, and any number of other patrons named for a narwhal: the very tavern where the
of the Winking Narwhal can provide the adventurers adventurers began their evening.
with an alibi for most of the evening. After hearing • When Eledstra realized that she might have
the characters, Eledstra asks for their theory about a chance to stop a murder, she grabbed a
who did kill this unfortunate man. contingent of guards and raced from the Watch
The characters may also have noticed that station across the city, but obviously they arrived
Eledstra was muttering about a note when she too late.
arrived. This would be the most logical time for the • Eledstra believes that the note found on
characters to show the sergeant the bloody note the murder victim must contain a clue to the
they found on the body (she pulls out the dagger killer’s next target. She doesn’t know why, but
and retrieves the note if they had not already done this murderer seems to want an audience… or
so; if they had, she admonishes them gently about someone to play along with his twisted game.
disturbing evidence but is more interested in the • If the characters offer to take on the
note than in a lecture). investigation, Eledstra agrees to deputize them
Let’s Compare Notes for the evening, and hastily scrawls out a writ of
authority for them. They are more experienced
As it turns out, Eledstra has one additional piece of
than her patrol of raw recruits, and frankly,
information that the characters lack, and this would
Eledstra herself isn’t a young woman anymore.
give her a reason to believe them even if nothing
She’s afraid of missing another one of the killer’s
else about their story was plausible. She explains
“appointments” and being responsible for
the following:
another murder. She already feels deeply guilty
• Earlier this evening, a note was delivered to about not getting here in time.
the City Watch station. Unfortunately, the desk
• The Watch can offer the characters normal pay
sergeant did not notice who left the note or
plus a hazard stipend, and Eledstra promises
exactly what time it was. Early evening is when
that if they can prevent any more murders, she’ll

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see to it that they are commended by the Council Deciphering the Bloody Note
of Lords, which is a big deal in Melvaunt. It’s possible that a player could solve the puzzle
• All that remains is to decipher the second note! on Handout 1 faster than you can wrap up the
roleplaying scene with Sergeant Eledstra. If so, that’s
fine: when the characters show Eledstra the answer,
Troubleshooting: Players and Puzzles
she congratulates them and says that they are
The puzzles in this adventure aren’t designed clearly the right people for the job, then sends them
to be terribly difficult, but they do require a on their way. For everyone else, here are the steps to
little bit of thought and effort to solve. Some decipher the message (you can also use these steps
players aren’t terribly good at solving puzzles as hints if the players get stuck along the way):
while others just don’t like them. There’s no
• The first thing to notice is that the note is
reason for either of these things to cause the
written in a very stilted style, with precise
adventure to become derailed.
lettering (almost inhumanly precise). Eledstra
• Asking for Help: Sergeant Eledstra can confirms that the handwriting matches that of
help the adventurers solve the note from the note she received earlier in the evening.
Encounter 1, while either Boltac (if he
• The blockiness of the letters is most
survives) or Ellywicket Klemwocket (the
pronounced at the beginning and end of each
gnomish tinker) can help solve the note
sentence; these letters are a little bit larger than
from Encounter 3. Use NPCs to give hints as
the rest.
much as possible rather than just telling the
players the answer. • Reading the first letter of every sentence spells
out part of the message: TURN NUMBERS
• “Get a Clue” Checks: The players
might be stumped, but that doesn’t mean • Reading the last letter of every sentence
the characters have to be. You can use spells out the other part of the message: INTO
Intelligence (Investigation) and Wisdom LETTERS
(Insight) checks to give hints (with more • TURN NUMBERS INTO LETTERS implies that
direct hints available for higher check there must be some numbers to find elsewhere
results). Again, it’s better if the players in the message.
solve (or at least finish) the puzzle • There is an obvious number in every line,
themselves, rather than you just telling written using numerals (for example, the
them what the answer is, but showing them number “4” in the second line).
how to get started is better than having • The following numbers are written as numbers
them give up in disgust. in the message, in this order: 1, 4, 1, 13, 1, 14, 20,
• Failing Forward: In a worst-case 9, 14, and 5.
scenario, the characters can hear about the • Less obviously, there is also a “number word”
subsequent murders not long after C1e7i5 hidden in every line. Some of them stand on
commits them, and then go to the scene of their own, like the word “one” in the third line,
the crimes. They still have to fight whatever while others are hidden between two or more
rampaging monsters are left in the area, but words, like the word “twenty” hidden in the
at least the trail of breadcrumbs continues. phrase “ouT WENT Your” in the ninth line.
Remember, C1e7i5 wants someone to
follow it back to the portal to Mechanus. • The following number words are hidden in the
message, in this order: 2, 12, 1, 3, 11, 19, 13, 9,
20, and 8.
• How might one “turn numbers into letters” to
complete the message?
• There are twenty-six letters in the Common

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alphabet. If the first letter is 1, and the second Once the characters decipher some or all of
letter is 2… the message and are ready to proceed, read or
• There are two distinct groups of numbers, paraphrase the following:
though: the numerals and the number words.
They should probably be read separately for the The Sergeant combs her fingers through
message to make sense. her hair so furiously it’s a wonder she’s not
completely bald. “Yes, yes, that must be
• Converting the numbers into letters spells out right,” she says, half to you and half to
the words ADAMANTINE (using the numerals) herself. “Now where would one find… ah,
and BLACKSMITH (using the hidden number yes, of course! The marketplace at the
words). center of town. It’s the only place you’d find
adamantine ore for sale at this hour. You
• The next victim must be a blacksmith who must go quickly! The note promises another
specializes in working with adamantine! The killing at nine bells, which doesn’t give you a
text of the note also contains some additional lot of time. We already know what happens
when we’re late.”
clues as to the victim’s identity, such as the fact
that the victim is a male dwarf. This information
can be used to narrow down the search. Development
Note that the characters can get on the right track It takes an hour to complete a short rest, which is
even if they only decipher the first part of the more time than the adventurers have (since the next
message (the obvious numerals that spell out murder is scheduled to take place at nine bells and
ADAMANTINE). Eledstra encourages them to look it is already well past eight.) If the characters did not
a little bit deeper if they seem inclined to stop after attempt to lie to her earlier, and she believes them to
only discovering the first part of the message, but if be trustworthy, Sergeant Eledstra offers two potions
they want to dash off anyway, they can: they’ll just of healing that she carries with her on patrol.
have a harder time stopping the next murder.
Proceed to Encounter 3 when everyone is ready.

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PART 2.
THE ANGEL OF DEATH
In this part of the adventure, the characters pursue Depending on how much information they
the killer across Melvaunt. The modron’s first target gleaned from the note found on the first victim, the
is Boltac, a dwarven blacksmith who specializes in characters may know some or all of the following:
crafting adamantine. The next target is Zellani, a • The target is a male dwarf.
priestess of Loviatar. The characters might be able to • The target is somehow identified with
save both of these NPCs if they are smart and quick. adamantine.
• The target is a blacksmith.

Encounter 3: Uninvited Guests Go around the table and ask each player what his or
her character is going to do in order to assist with
The characters make their way from the docks the search. Then have that person make a skill check
toward the marketplace at the center of town. The using an appropriate skill. Here are some examples:
streets are not empty, but it is easier to make good • Look for a person who meets the description:
time at this hour than it would be during the height Intelligence (Investigation) or Wisdom
of day, and nothing interrupts the characters’ travel. (Perception)
The adventurers arrive at the marketplace • Ask other vendors or their customers if they
about a quarter-hour before nine bells, meaning know of a person who meets the description:
they don’t have a lot of time to locate their target. Charisma (Intimidation or Persuasion).
Fortunately, the “livestock pen” (Melvaunt’s
infamous slave market) is currently closed, so the • Study the layout of the marketplace and look
only people in the marketplace are buyers and for indications of the right kind of business
sellers of goods rather than people. (smoke from a forge, signs of shops that all deal
in the same kind of wares, etc.): Intelligence
Read or paraphrase the following: (Investigation) or Wisdom (Insight).
• Cause a commotion or try to draw a crowd in
It takes about twenty minutes for you to
make your way from the docks to the large hopes of confusing the killer or attracting the
marketplace in the center of Melvaunt. target to come to them: Strength (Athletics) or
Although the hour is late and many stalls Charisma (Performance)
have closed for the night, the plaza is far
from deserted: you see plenty of buyers and
sellers haggling over an impressive variety of The basic DC for each character’s check is 15.
goods and services. Unfortunately, there’s Grant a +5 bonus on the check if the player makes
no time for shopping. You have to locate the a convincing argument for how to make use of
killer’s next target.
one or more of the pieces of information about
the victim that the characters have learned. If two
The Search characters want to do the same thing, then they can
make a single check between the two of them, using
The characters do not have enough time to conduct
whichever bonus is higher and with advantage.
an exhaustive search of their entire marketplace,
However, this reduces the total number of checks
even with the reduced number of people here at
available, so it could be a risky strategy.
night. They need to be efficient in order to find the
target before nine bells.

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To determine whether the characters find
You see a dwarf, obviously getting on in
Boltac in time, and where they are all positioned in years but still strong enough to stand in a hot
the market when the clock strikes nine bells, refer forge all day. Arranged on the table in front
to Map 2: The Marketplace and use the following of him are a number of weapons forged
outcomes to set everything up. from adamantine. He seems to be expecting
someone, and perks up as you approach.
Option 1: Found Him! “Ah, Callanwolde, I presume? I have the
samples you requested right here. You’ll not
If more than half of the characters succeed on their find better quality this side of Mithral Hall, I
individual skill checks, then whichever character can assure you of that!”
(or team) got the highest individual check result
is the one who discovers Boltac, and it happens a Note that only the characters who are in location A
few minutes before nine bells. The characters have may interact with Boltac at this time. Everyone else
time to talk to Boltac and set up whatever defensive is too far away to be part of the conversation.
arrangements they think appropriate. They don’t
What happens next depends on how much time
know from where the attack will come, but at least
the characters have and how persuasive they can
they’ll be ready for it.
be. If the characters are following Option 2, they
All of the characters start in the location marked have just enough time to say a few words to Boltac,
A, and they may position themselves and Boltac (if so they’d better make it good. If they are following
he’s listening to them; see below) however they see Option 1, then the conversation can be a little bit
fit. longer.
Option 2: Last-Second Save Boltac has no idea that someone intends to
If less than half (but more than zero) of the kill him (and is initially skeptical of the notion). He
characters succeed on their individual skill checks, would not normally be in the marketplace at this
then they find Boltac, but it happens mere seconds hour, but he was contacted by a representative of a
before the clock tower begins to chime nine bells. merchant interested in purchasing a large quantity
The characters have only a few seconds to explain of adamantine arms and armor, and the deal had
the situation to the irascible dwarf, and they may be to be done tonight. He does not want to close shop
somewhat scattered throughout the marketplace until he meets his contact (who, of course, does not
when the assassin strikes. exist: C1e7i5 arranged the deception to ensure that
its target would be in the right place at the right
Boltac, along with the character or team who
time).
found him, starts in the location marked A on the
map. Any other character who succeeded on his or The characters must succeed on a DC 20
her check starts in area B, and any character who Charisma (Persuasion) check to convince Boltac that
failed his or her check starts in area C. they are telling the truth. However, the DC of this
check is reduced by 5 for each of the following:
Option 3: Too Late… • Showing Boltac the bloody note from the first
If none of the characters succeed on their individual murder victim
skill checks, they don’t find Boltac before the clock • Displaying the writ from Sergeant Eledstra
strikes nine bells. Boltac starts in the location
If the characters succeed on the check, then Boltac
marked A on the map. Any characters who
agrees to listen to them.
succeeded on their individual checks begin in area B,
while those who failed their checks begin in area C.
Meeting Boltac
If the characters find Boltac before nine bells (either
Option 1 or Option 2), read or paraphrase the
following:

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One of the stalls adjacent to Boltac’s belongs
Roleplaying Boltac to Ellywicket Klemwocket, a gnomish tinkerer
Boltac is in his late middle age and is and proud purveyor of what she calls “Gondsmen”
cantankerous even by dwarven standards, but – small magical constructs that are useful for
once someone earns his respect, he is a loyal performing a wide variety of household tasks.
friend and steadfast ally. His knowledge of Thanks to its newfound chaos powers, C1e7i5 has
ancient techniques for refining and working a limited ability to control other constructs, which
with adamantine is unmatched. it uses to cause Ellywicket’s “merchandise” to go
Boltac prefers the taste of wine to the taste haywire. Read or paraphrase the following:
of ale, but he would never admit that to other
dwarves. If anyone questions the wineskin One of the stalls near Boltac is filled with
what look like four-foot-tall mechanical men.
that he keeps by his side, he insists that using
Gears clank and servos whir as they walk to
elven wine to quench hot steel in the forge is a and fro, demonstrating their ability to carry
special technique that only he has mastered. heavy objects and perform other mundane
Quote: “Don’t make me give you a live tasks. “Gondsmen, get your Gondsmen,”
calls out the proprietor, a female gnome
demonstration of my wares! There’s no discount with bright red hair. She wears a holy symbol
for your medical expenses.” of Gond, the god of artificers and tinkerers.
“They can lift, they can fetch, they never
get tired, and they don’t eat! The perfect
If the characters convince Boltac to listen to domestic servants!”
them, he follows their orders during the combat A puff of blue smoke comes out of the
encounter. If they do not, then he simply picks up an back of one of the golems. It topples over on
adamantine longsword and prepares to defend his its side, seemingly inert. “Oh, buckets,” says
property against all comers. the gnome. “Not in front of the customers!
Gondsman five, reset!”
The characters might also bypass the need for
The creature glows briefly and lurches
the Charisma (Persuasion) check entirely if they can back to life, staggering to its feet. “There, you
convince Boltac, however briefly, that one of them see?” says the gnome excitedly. “Even when
is his contact, but this requires a DC 20 Charisma they have a little hiccup, getting them back
(Deception) check, and that DC cannot be lowered. to normal is easy-peasy. Wouldn’t you like to
take one home?”
Alternatively, a character might decide to just go full-
on bodyguard and tackle Boltac or otherwise try to The newly-rejuvenated golem does not
return to its previous duties, however. Instead,
physically move him out of danger. The dwarf does it lurches forward, crashing through the thin
not react kindly to this, but on a successful DC 15 wooden panel separating the gnome’s stall
Strength (Athletics) check, a character can wrestle from Boltac’s. “Hey, it’s not supposed to do
the dwarf to a safer position before combat starts. that! Gondsman five, I said RESET!”
Suddenly, all the remaining constructs
Expect the Unexpected begin to glow with the same reddish light,
Once the characters have had their moment and they too lurch forward. You realize that
every single one of them is headed directly
to interact with Boltac (or not, as the situation
for the dwarf, ignoring their former mistress’s
warrants), the clock tower peals nine bells. commands.
C1e7i5 has been observing the dwarf for some
time, but its sense of order compels it to wait until
precisely nine bells to attack, because that’s what it Creatures. The characters face six lesser
said it would do. This time, rather than attempting Gondsmen. Boltac is present as an ally, while
to engage its target in melee, C1e7i5’s plan is to Ellywicket is available as a healer in case any
strike from range using a crossbow. The arrival characters are knocked unconscious (but she can’t
of the adventurers is a complication, but not an bring herself to destroy her own creations so she is
insurmountable one. otherwise a noncombatant).

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Tactics. The constructs follow C1e7i5’s The Assassin Strikes
telepathic orders. The modron does not necessarily During the battle, C1e7i5 watches from a safe
need to use the golems to kill Boltac: it has a distance for an opportunity to take a shot at the
crossbow bolt ready for the dwarf. However, to dwarf. C1e7i5 acts on an initiative count of 20,
ensure a clear shot, any characters adjacent to losing all ties. It spends the first two rounds aiming.
Boltac need to be distracted or removed, so the Beginning with the third round, C1e7i5 readies an
constructs focus on attacking those characters. If action to fire if the dwarf is not prone and does not
necessary, use the bull rush action to displace the have any allies within 5 feet. Should this condition
dwarf’s defenders long enough for C1e7i5 to get a trigger, read or paraphrase the following:
shot off.
Adamantine Assets. Boltac’s collection of A heavy crossbow bolt streaks across the
adamantine weapons could come in very handy for marketplace from an unseen shooter. The
the characters if they think to take advantage of this dwarf is caught unawares and groans in pain
resource. Any type of melee weapon found in the as the bolt thuds into his neck. He falls to the
ground, gurgling as blood gushes from the
Player’s Handbook can be located among Boltac’s wound.
wares using an action. A character wielding an
adamantine weapon ignores the damage resistance
of the lesser Gondsmen. If Boltac sees a character Boltac suffers an automatic critical hit, takes 22
make an attack that is reduced by the constructs’ damage, and is reduced to 0 hit points. He now has
damage resistance, the dwarf calls out for the to start making death saves unless he is stabilized
characters to use his weapons. or healed (this has to come from one of the player
characters; don’t use Ellywicket to bail them out
Boltac: AC 15; HP 22; Attack: melee weapon
of the plot in this instance). After taking its shot,
(adamantine warhammer), +4 to hit, range 5 ft., one
C1e7i5 leaves to set up for its third and final attack
target. Hit: 7 (1d8+3) bludgeoning damage.
of the night.
Elly: AC 11; HP 15; Action: cure wounds (3 slots;
The next note is attached to the crossbow bolt.
touch; heals 1d8+4 hit points) or spare the dying
If C1e7i5 never gets to take a clear shot during the
(cantrip; touch; stabilizes 1 dying target)
battle because the characters are never separated
from him, it instead fires the bolt into whichever
Adjusting the Encounter adventurer is closest to Boltac before leaving the
Here are recommendations for scaling this area. This does not require an attack roll, but also
combat encounter. These are cumulative. does not automatically score a critical hit. The target
Remember that if the characters are having takes 1d10+2 piercing damage.
trouble with the constructs’ damage resistance, Unlike earlier, when the killer’s note was
Boltac’s adamantine weapons are available. pinned to the victim using a dagger, this time there
• Weak party: Remove two lesser is no obvious note. The crossbow bolt is hollow
Gondsmen (leaving 4) and contains a sheaf of tightly-rolled squares
• Strong party: Add two lesser Gondsmen of parchment. A character can discover this by
(making 8 total) examining the bolt without needing to make a
• Very strong party: Increase the hit skill check. If the players don’t think to check the
points of each lesser Gondsman from 11 to bolt for evidence, and Boltac is alive, he angrily
18, and increase their damage from 4 (1d6 grabs the bolt and breaks it in half, revealing the
+ 1) to 5 (1d8 + 1) note. Otherwise you may need to have them make
Intelligence (Investigation) checks to get the right
idea.

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After the Battle About fifteen minutes after the end of the fight,
The characters may suspect (or even accuse) Sergeant Eledstra and her contingent of guards
Ellywicket of complicity in the attempt to murder arrive at the marketplace. If the adventurers have
Boltac, but she denies everything, and it’s obvious already left (which is a very reasonable thing for
that she is telling the truth. Elly is very distraught them to do, considering the time pressure) then
over the behavior of her Gondsmen. “Nothing like Eledstra gets the story of what happened from the
this has ever happened before,” she insists. “I just survivors, perhaps including Boltac himself. The
don’t understand what made them do that!” The characters can safely assume that the guards arrive
adventurers can console her by explaining the once they are alerted, so the adventurers don’t have
situation or not, as they see fit. She mournfully to worry about continuing to guard Boltac (or his
collects the bits and pieces of her destroyed body) as opposed to deciphering the next note and
constructs and heads back to the temple of Gond. continuing to pursue the killer.
She casts any remaining cure wounds spells on the The characters must figure out where to go and
characters (or Boltac) before she leaves. reach that location before the killer’s next scheduled
strike at ten bells, and the clock is ticking. Proceed
to Encounter 4 when everyone is ready.
Roleplaying Ellywicket (“Elly”)
Klemwocket
Ellywicket is a bright young gnome priestess Encounter 4: Love and Pain
of Gond. She got her love of tinkering from her
uncle Glimnock, who used to be an adventurer
This encounter takes the characters farther across
many years ago and filled her head with stories
Melvaunt to the Temple of Loviatar, where the
of the wonders of ancient Lantan when Elly
modron plans to commit its final murder of the
was a youngster. She takes great pride in her
night before leading its pursuers back to the portal
work and is very upset about the events at the
to Mechanus. Even if the modron failed to kill its
marketplace.
target in the previous encounter, its plan is still
Quote: “Why would you do it yourself when you proceeding in an acceptable fashion.
can build something… or someone… to do it for
The characters must decipher the next note in
you?”
order to figure out where they need to go.
Yet Another Note
If Boltac is still alive, he thanks the characters
profusely and promises to reward them properly The “note” in this case is a sheaf of nine thin
once the murderer has been dealt with. Anybody parchment pieces rolled up inside the crossbow bolt
who wants to borrow one of his weapons for the that C1e7i5 fired into the last battle. Give the players
remainder of the adventure is free to do so. Boltac’s Handout 2 when they examine it. The individual
wares are magically protected against theft. Each small sheets have a mixture of numbers and letters
weapon has a smith’s mark that is attuned to a on them. (If possible, it would be best for you to
specific anvil in Boltac’s forge. Unless the dwarf cut the puzzle pieces out ahead of time, since the
deactivates the smith’s mark (which he only does players are unlikely to have a pair of scissors on
upon receipt of payment) then the weapon teleports them at the game table.)
back to the anvil if it is ever taken more than a As before, this puzzle reveals the location and
mile from the anvil’s location. This is an effective time of the next murder, along with a clue to the
safeguard in case any of the adventurers “forget” to specific identity of the victim. The following steps
return any weapons that they borrowed. Anybody and hints can be used to help guide the players
who tries to steal from Boltac is ineligible for the through solving the puzzle if they require assistance.
Chunk of Adamantine Story Award at the end of the Boltac and/or Ellywicket can offer suggestions, or if
adventure. the characters wait long enough, they can show the

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puzzle to Sergeant Eledstra and get her opinion, but of the previous messages have specified a time,
this takes a full fifteen minutes. so that probably means ten bells tonight, not ten
• This puzzle has two clear parts: the numbers in hours from now.
the corner of each puzzle piece, and the letters. There is only one Temple of Loviatar in Melvaunt. It
• Each of the pieces is the same size. This suggests is located back in the direction the characters came
that they can probably be assembled into a larger from earlier, on the edge of the docks district, but
shape. What clues might there be about how to fit the distance they have to travel is a little greater. It
the pieces together? takes about twenty-five minutes to reach the temple
from the marketplace. Even adding in the time to
• The message is likely hidden within the
recuperate after the battle and examine the note, the
letters on the puzzle pieces, which means that
characters can reach the temple with time to spare.
the numbers are probably a guide for how to
assemble the pieces.
• The numbers at the corners of each piece are Optional Challenge: Solving Time
not all unique. Some of them even seem to match Realistically speaking, if Boltac survived the
the numbers on other pieces. previous encounter and the adventurers
• Assemble the nine smaller pieces into a single don’t wait around for the city watch to show
larger shape by matching the numbers in the up, they can make it from the marketplace to
corners. Where more than two pieces come the Temple of Loviatar with plenty of time to
together, they all have the same value on the spare. Since they don’t have to search a large
matching corner. area, there’s no reason to think that they will
arrive at the last possible moment like they did
• Numbers that don’t match any other puzzle
before.
piece must go on the outside corners.
One way to add a bit of extra pressure
• The largest quantity of identical numbers is
is to use the amount of real-world time the
four, and there are four such numbers. If four
players take to solve this puzzle as a proxy
pieces come together in four places, this means
for how long it takes their characters in the
that the final shape must be a 3x3 square formed
game world. Our test-solving indicated that
using the nine puzzle pieces.
it takes about ten to fifteen minutes for most
• Once you have assembled the square, you groups to solve the puzzle. If you think that
should be able to read the message. You are your group falls within that range, based on
looking for the place and time of the murder, and their performance on the first puzzle, and if the
some clue as to the identity of the victim. players seem to be enjoying the puzzles, then
• There seem to be some extraneous letters, you can use their solving time to determine
unless you think it’s likely that the murderer how quickly they reach the temple.
wrote a message consisting of a lot of Q’s and X’s. Track the number of minutes it takes the
• Reading across the middle of the completed players to solve the puzzle and subtract that
shape reveals the words HALF ELF. number from 20. That’s how many “extra”
• The word TEMPLE is visible reading across the minutes before ten bells they have when they
top, starting with the center piece and continuing reach the temple. If they take more than 20
onto the upper-right piece (bending downward). minutes to solve the puzzle, then the battle is
• There are three large temples in Melvaunt: already in progress when they arrive, but the
Gond, Sune, and Loviatar. Do any of those names priestess is still alive, so the characters haven’t
appear anywhere in the message? failed their mission. (Some players might be
pretty bored if it takes them 20 minutes to
• Reading clockwise around the “ring” and
solve the puzzle, so be careful.)
ignoring the extraneous letters, the message
spells TEMPLE OF LOVIATAR TEN HOURS. All

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The Resting Place of the Whip Read or paraphrase the following:
As it turns out, there is only one half-elven priestess
at the Temple of Loviatar, and one of her tasks is A metal slat in the center of the door slides
open, revealing the face of a half-elven
attending to the shrine each night at ten bells.
female with jet-black hair. A deep scar mars
Read or paraphrase the following: one side of her otherwise beautiful face. “I’m
sorry,” she says politely, “but the temple is not
open for services at this hour. You can see
The temple is a two-story stone building,
our schedule posted on the notice boards to
larger and wider than the more ramshackle
either side of the door.”
structures on either side of it, but not
otherwise out of place in the district.
Apart from a few statues and a holy
symbol over the door, there’s not much This is Zellani, the assassin’s next target. The
here to suggest the presence of a place characters have only a brief moment to interrupt
of worship. This might be due to some of her before she closes the window and goes back
the misunderstandings that commoners, to her duties. On a successful DC 10 Charisma
especially sailors, tend to have about the
(Persuasion) check the characters can get her to
teachings of Loviatar. From here you can see
the glow of the lighthouse all the way down listen to what they have to say. The DC rises to 15
at the other end of the docks. if the characters try intimidation (priestesses of
The door is closed, although a bit of Loviatar are not easily cowed) or Deception (she is
light escapes from within through the narrow already suspicious). The characters gain advantage
glass windows. It does not appear that the on their Persuasion check for showing Zellani the
temple is open to supplicants at this late murderer’s note or the writ from Sergeant Eledstra
hour, but neither does the building seem to
be uninhabited.
(although Zellani correctly points out that the
authority of the City Watch does not extend to the
right to enter the city’s temples whenever they
The adventurers have any number of options, want).
assuming they arrived with some time to spare.
They can present themselves at the temple, or
they can set up outside and try to intercept the Roleplaying Zellani
assassin before he gets inside. Since they don’t The half-elven priestess of the Maiden of
know precisely what they are looking for, the second Pain is tall and muscular with black hair. She
option is perhaps more uncertain, but has the has a scar on one cheek that looks like it was
advantage of not needing to explain themselves to made by a sword rather than a whip, which
anybody. Unfortunately, C1e7i5 is already inside the she gained during her younger days as a
temple, biding its time until ten bells. mercenary, but she does not speak of her past.
Loviatar’s temple is one of the largest in
The Diplomatic Approach Melvaunt, and Zellani is working her way up
If the characters use the bell pull at the front door the ranks. She adheres to Loviatar’s teachings
or otherwise politely announce themselves, the but considers herself above the ordinary folk
priestess on duty comes to investigate. because of her duty to administer pain and
torment. As a result, she is overconfident,
potentially making her an easier target for
C1e7i5.
Quote: “I shall give you the pain you so richly
deserve.”

If the characters persuade Zellani to listen, she


keeps the window open but does not yet open the

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door. She is unaware of the disturbances earlier Read or paraphrase the following if the characters
this evening, but even if what the characters say is are inside the temple when the attack begins:
true, the safest place for her is inside the temple. In
any case, she is not willing to abandon her duties. As the last of ten chimes fades away,
Phrases like “let us search the temple” definitely do you brace for the inevitable attack. Your
not make her happy. The best the characters can adversary has been nothing if not consistent.
The priestess looks up in surprise as a faint
hope for is to offer to guard her for the evening (or scratching sound begins to echo around the
really, for the next few minutes, since the attack will sanctuary. “What’s that? Who’s there?”
happen at ten bells). In this case, she reluctantly Thin strips of yellow light appear in the
invites them into the sanctuary but warns them not air, as if someone… or something… were
to leave the main hall. She then goes back to her slicing through the very fabric of reality with
work of tending to the shrine. a sharp knife. Swirling motes of chaotic
energy burst through the rifts, followed by
If the characters are unable to persuade Zellani stick-like figures whose shapes twist and
to listen to them at all, or if they don’t manage to waver, constantly changing form. Even
sign up for guard duty, she closes the door. At that their shadows don’t stay still, writhing and
point they either have to wait outside the temple stretching across the floor.
and hope to spot the assassin, or try to sneak into “You dare invade the sanctum of
Loviatar? You may think me defenseless,
the temple themselves. There is a side door that can
but I am not!” shouts Zellani. “I call upon
be picked open with a DC 15 Dexterity check using the servitors of the Maiden of Pain to taste
thieves’ tools. This lets the characters into the back the delicious agony of your suffering!” She
of the sanctuary, but they have to be careful not to gestures, and more flashes of light herald the
draw attention to themselves or Zellani sounds the arrival of a number of devils throughout the
temple. It appears that the odds are more
alarm and calls the watch on them, which might be
even than the situation first appeared. And
tough to explain to Sergeant Eledstra. Fortunately, yet, of the assassin himself, there seems to be
there are some curtains they can hide behind, as no sign.
shown on Map 3: Temple of Loviatar.
Ten Bells C1e7i5 has summoned a legion of creatures of
Once you have established where the characters are pure chaos, while Zellani is defended by lawful evil
positioned at the moment the clock strikes ten, what lemures and imps bound to Loviatar. For the most
the characters see depends on where they are. part, these creatures fight one another separately
Read or paraphrase the following if the characters from the adventurers, so that the adventure doesn’t
are outside the temple when the attack begins: bog down into a dice-rolling battle between a bunch
of unimportant NPCs. Only the specific foes listed
The clock tower chimes the hour, predictable below need to be tracked on the battle map: you can
and steady as always. Just like your describe the battle taking place throughout the rest
adversary, who has been nothing if not of the temple in cinematic terms.
consistent. Sure enough, as the last bell fades
Creatures. The characters and Zellani are
away, you hear the sound of breaking glass
and shouts of battle from inside the temple. attacked specifically by four chaos blights and two
chaos bolters.
Tactics. The chaos creatures are uncontrollable,
The front door is locked, but the characters can
and C1e7i5 makes no attempt to control them.
force it open with a DC 15 Strength (Athletics) check
They attack recklessly and without any sort of
or someone with thieves’ tools can pick it open with
coordination or organization. The devils are more
a DC 15 Dexterity check.
organized, being creatures of law, but the characters
are not really any more welcome here than the
chaos creatures. Occasionally one of the devils

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breaks ranks and attacks the adventurers (but never
the priestess or any character who is a worshipper Adjusting the Encounter
of Loviatar). Here are recommendations for scaling this
Zellani prefers to fight in melee with her whip. combat encounter. These are cumulative.
She used up all of her spell slots to trigger the • Weak party: Remove one of the chaos
effect that summoned the devils, so she only has bolters (leaving 1) and one of the chaos
her sacred flame cantrip remaining. Try to keep her blights (leaving 3)
positioned near the altar of Loviatar during the fight • Strong party: Add one chaos bolter (for a
so that she is underneath the skylight when C1e7i5 total of 3) and two chaos blights (for a total
crashes through (as detailed under “Catch Me if You of 6)
Can”). • Very strong party: Add two more chaos
blights (for a total of 8), add a chaos slasher,
Zellani: AC 13; HP 25; Speed 30 ft.; Attack: melee and increase the chaos bolters’ hit points
weapon (thorn whip), +4 to hit, reach 5 ft. or 10 ft., from 11 to 18
one creature; Hit: 7 (2d4 + 2) piercing and slashing
damage. Action: sacred flame (cantrip, DC 12, 1d8
This is the last fight of the adventure. The players
radiant damage).
might think that they need to hold back so that
they can take a shot at the assassin when he finally
Devils in the Details shows himself, but they aren’t going to be able to
fight C1e7i5 in this adventure. If the characters are
At the end of each adventurer’s turn, roll 1d6. On a 6,
having an easy time and still have a lot of resources
one of the nearby imps makes a fly-by attack against
remaining, throw a few extra chaos creatures at
that character. Don’t attack the same character two
them to make things interesting.
rounds in a row with this effect. Worshippers of
Loviatar are not subjected to these attacks. Catch Me If You Can
As the fight progresses, C1e7i5 watches from
Flying Imp Sting: Melee Weapon Attack, +5 to hit, above. There is a large glass skylight directly over
one target; Hit: 5 (1d4 + 3) piercing damage. If the the altar that provides a good view of the inside
APL is greater than 2, then a target struck by this of the sanctuary (at least, for a creature that can
attack must also make a DC 11 Constitution saving fly and has truesight, which C1e7i5 does). At this
throw, taking 10 (3d6) poison damage on a failed point the modron’s goal has shifted from carrying
save, or half as much damage on a successful save. out its third and final murder to ensuring that its
greater plan of luring the adventurers through the
portal to Mechanus succeeds. C1e7i5 waits until
the characters have defeated the last of its chaos
creatures and then makes its dramatic entrance.
This works best if the priestess is by the altar,
directly underneath the skylight.

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Read or paraphrase the following:
Saving the Priestess
As the final chaos creature dissolves into a The target of 20 points of damage in a
puddle of swirling color, the priestess looks single round is based on an assumption of 5
around triumphantly. “You see!” she shouts characters at APL 1. The base formula is 4 x
at the heavens. “You thought to bring me (number of characters in the party). However,
death and instead I have brought you the multiplier goes up at higher APLs.
exquisite pain. Now show yourself and feel
the sting of my whip!” • APL 2: The target is 5x the number of characters.
From above the altar, a quiet voice • APL 3: The target is 7x the number of characters.
whispers two words: “Very well.” • APL 4: The target is 10x the number of characters.
The glass skylight that arches over the
sanctuary shatters. A rain of broken glass So, if there are 7 characters in the party and the
cascades down upon you. Zellani cries out in APL is 1, the target is 28 points of damage. If
pain and drops to one knee. A massive shard there are 4 characters in the party and the APL
has impaled her shoulder.
is 3, the target is also 28 points of damage. This
Floating above you in the wreckage
number obviously can’t be perfect; a single
of the once-beautiful window is a spindly,
cloaked figure. You cannot make out its character scoring a critical hit or a series of low
face or features, but its arms and legs are damage rolls could swing the outcome either
very thin. It carries a bow, nocked with a way. This is intended to be cinematic rather
single black arrow, aimed at the heart of the than mechanically rigorous.
priestess of Loviatar.

This is, of course, the final and most glorious stage If the characters succeed, read or paraphrase the
of C1e7i5’s perfect plan. Allow the characters to take following:
one action apiece. For most of them this will be a
ranged attack or a spell (as the modron is flying at a The cloaked figure recoils from the strength
of your attacks, its aim ruined. The black
height of 30 feet, well out of melee range).
arrow skips harmlessly off the marble floor.
C1e7i5 has AC 16 and in order to prevent the You notice that there does not seem to be
death of Zellani the characters must deal a total of at another note attached to it. The assassin flies
least 20 points of damage during this single round back up out into the night sky through the
broken skylight, but his movement is slow.
of actions. (In no event can they kill the modron
Through clenched teeth, the priestess
here, but they can do enough damage to throw off
says, “Door … to the roof. Behind the curtain.
its aim.) Hurry. Get that bastard for me.” She will live,
A character who wishes to shield the priestess but she has lost too much blood to join you
instead of making an attack may do so; this counts in the final pursuit. If you hurry, perhaps you
can intercept the assassin on the roof and
as 10 points of damage toward stopping the bring him to justice for all the crimes he has
modron’s killing blow. committed tonight.

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If the characters fail, read or paraphrase the
following:

Your attacks bounce harmlessly off the


cloaked figure’s defenses. The black arrow
flies straight and true, taking the priestess in
the side. As she slumps to the marble floor,
her blood spreading across the altar of the
Maiden of Pain, she gasps her final words.
“Door … to the roof. Behind the curtain. Get
that bastard … for … me.”
Her body goes limp and her breath stills.
The assassin, seemingly complacent in his
triumph, lazily spirals back toward the night
sky through the shattered skylight. If you
hurry, perhaps you can intercept him on the
roof and gain some measure of vengeance
for all of tonight’s victims.

Regardless of the outcome, the assassin has just fled


to the rooftops, and for the first time all night, the
characters have an opportunity to pursue. Assuming
they take advantage of it, proceed to Encounter 5.

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PART 3.
MURDERER
Whether it succeeds at killing its intended victims This is a chase scene, but it’s intended to be
or is thwarted by the adventurers, C1e7i5’s final cinematic rather than tactical. There’s no battle map
action is to lead the characters on a chase across for the encounter. Simply visualize a series of zones
the rooftops of the city, culminating at the portal to or checkpoints, each of which represents a section
Mechanus. of the rooftops between the Temple of Loviatar and
the Finger of the Gods (the lighthouse).
To traverse a zone, the characters must
Encounter 5: Separation overcome an obstacle specific to the plane
associated with that zone. They may use ability
Assuming the characters don’t dawdle after C1e7i5 checks, skill checks, attacks, and spells as you deem
tries to kill Zellani, they have no trouble finding the appropriate (some suggestions are provided for
secret door behind the heavy black curtains in the each obstacle, but feel free to allow any solutions
sanctuary. This leads to a storage area with a ladder that you deem appropriate to work).
that allows access to the roof via a one-way trap You should go around the table in initiative
door. The door is hinged so that it opens easily when order and track which zone each character is in,
someone is climbing out of the temple, but does not so that they can work together to overcome the
open at all from the other side. obstacles (and do things like use the Aid action or
When the characters get to the roof, read or cast spells on each other), but don’t track movement
paraphrase the following: in the sense of five-foot squares or even the total
number of feet moved. The lead character is always
The cloaked figure takes off toward the glow one zone behind the assassin until finally reaching
of the lighthouse at the far end of the pier. the lighthouse after traversing a total of four zones.
The warehouses, taverns, and other buildings
in this area are built so close together that
Time Check. If you are running short on time
you can actually run along the rooftops for the game session when you reach this encounter,
all the way down the length of the docks it’s okay to shorten the chase. Run a couple of
district. obstacles and then proceed to the final scene at
Although he is flying, the assassin doesn’t the lighthouse. If you have more time, then you can
seem to be moving all that fast. Maybe you run four zones, and perhaps even improvise a few
got a few good shots in there after all. You
might even be able to catch him.
scenes of your own.
Then the creature reaches lazily into Speed Bonus. Characters who have a high base
the air. As its arm emerges from beneath speed (or can Dash as a bonus action, or are willing
the billowing cloak you catch just a glimpse to spend all their actions on movement) are often
of how thin it is. The skin seems strange… able to break chase scenes that are played out on
almost metallic. There’s no time to ponder
the implications, however, because as the
a battle map. These scenes are abstract, meaning
assassin touches the air, glowing energy that a character with an extra 20 feet of movement
erupts, creating small planar rifts. Some rate doesn’t really have a direct advantage and
of these vortexes wink harmlessly out of a character with a walking speed 10 feet slower
existence immediately after they form, doesn’t really have a disadvantage. To acknowledge
while others… linger. The rooftops have just
become an obstacle course of mythical
these differences in at least some game-mechanical
proportions. way, characters gain a +1 bonus on all their skill
checks for a given obstacle for each 10 feet of

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movement they have above 30 feet per round while choose. Each obstacle is associated with one of the
encountering that obstacle. planes mentioned in the Dungeon Master’s Guide,
but contains only an echo of the plane’s true nature.
Adjusting the Encounter This isn’t a comprehensive list of planes, so feel free
to turn to the DMG for inspiration to create some of
You don’t really need to make scaling
your own planar obstacles.
adjustments to this encounter. If the characters
are having a very easy time making the skill
checks, feel free to bump up the DC by a point Table: Planar Obstacles
or two, but the goal is for this to be cinematic
more than tactical, and higher-level or more- D8 Plane (Obstacle)
skilled characters should have an easier time 1 Ethereal (Ether Cyclone)
overcoming the challenges. 2 Feywild (Rampant Growth)
3 Shadowfell (Despair)
4 Limbo (Pure Chaos)
Getting to Mechanus
5 Beastlands (Hunter’s Maze)
C1e7i5 is on a pretty tight timeline to reach the
lighthouse before the portal to Mechanus opens. 6 The Abyss (Corruption)
Despite the chaotic corruption that has affected 7 Hades (Larva)
the modrons, the plane’s inner workings remain 8 Limbo (Power of the Mind)
as precise and orderly as ever. The portal is
controlled by a complicated series of magical gears
Ethereal. The planar rifts on this rooftop blast
and is subject to timing restrictions involving the
out the howling energies of an ethereal cyclone.
movement of a variety of celestial bodies. All of
These serpentine columns exert a tremendous
which is to say, when it opens, it opens, and when
wind-like force. Characters in this zone must
it closes, it closes. C1e7i5 is attuned to the portal so
succeed on a DC 10 Strength (Athletics) check or fail
it can sense the exact timing, but it cannot directly
to make progress through this obstacle this turn.
control the opening and closing of the portal.
Feywild. Verdant growth bursts forth from
It is possible that the characters will be
the planar rifts, covering the rooftop in clinging
completely bogged down by an obstacle and too far
vines that try to drag the characters off track.
behind. The timing of this encounter expects that
Each character in this zone must succeed on a DC
the characters won’t spend more than 1-2 rounds
10 Dexterity (Acrobatics) check or fail to make
(either individually or collectively) dealing with
progress through this obstacle this turn. On a failed
specific obstacles. If things get too difficult for the
check the character also takes 3 (1d4 + 1) poison
characters, the planar rifts in their current zone
damage from being impaled by poisonous thorns.
disappear, allowing them to proceed. A character
Instead of making the Dexterity check, a character
trained in Arcana can also try to destabilize the
can cut or burn a path through the foliage by making
planar rifts in his zone as an action. On a successful
an attack that deals at least 7 points of damage with
DC 15 Arcana check, every other character in the
a slashing weapon or 3 points of fire damage.
same zone has advantage on their checks made to
overcome the obstacles in that zone this round. Shadowfell. When these portals open, the
characters are blasted with negative energy. Ghostly
Planar Obstacles hands reach out of the portals, sapping the life and
C1e7i5 has the power to open small planar tears will of all those they touch. Characters in this zone
as a result of its infusion with chaotic energy. It must succeed on a DC 10 Wisdom saving throw or
doesn’t always know what will come through on stop moving, overcome by despair. The character
the other side, so you can roll randomly for the may repeat this save at the start of each of his or
type and order of the obstacles if you don’t want to her subsequent turns. Any character overcome by

C O R E 1 - 1 / A S C R E A M I N T H E N I G H T:
28 PA RT 3
despair who stops moving in this zone also takes 3 character. The character must succeed on a DC 9
(1d6) necrotic damage per round under the effect. Strength (Athletics) or Dexterity (Acrobatics) to
Limbo. As the characters race across this zone, break free and continue moving through the zone.
the planar vortex opens to reveal a group of chaos Limbo. When the characters enter this zone
bolters (the same creatures the adventurers fought they suddenly stop moving. Their limbs no longer
in the Temple of Loviatar). Each character in this exert force. Only the power of the mind allows
zone is subjected to a single chaotic bolt attack (see motion here. As an action, a character in this zone
the stat block for the chaos bolter for details). If this can make a DC 10 Intelligence check to move a
attack hits, the character must also succeed on a DC different character in the zone or a DC 15 check
10 Constitution saving throw or grow an extra limb. to move itself. A total of two successful movement
The extra limb is of a completely different species checks are required for any character to exit the
than the character’s own body parts and flails about zone, so a character who gets trapped here alone
of its own accord, making it useless. It disappears at might be stuck for a while, floating in random
the end of the character’s next turn. directions while trying to focus his or her thoughts.
Beastlands. A howl echoes through this zone Reaching the Lighthouse
and the sounds of a thundering herd shake the
building on which the characters stand. The wild When a character exits the final planar zone, reality
patterns of sound and color make it difficult to snaps back into place around that character. Looking
stay on the path. Each character in this zone must back, the character sees nothing but ordinary
track their way forward by succeeding on a DC 10 rooftops (across which any remaining adventurers
Wisdom (Animal Handling, Perception, or Survival) are still struggling, but with no visible adversaries
check to stay on the true path and avoid the or obstacles). The planar effects can only be felt and
stampeding animals, which vanish almost as quickly observed by those who are caught within them.
as they appear. Meanwhile, C1e7i5 also reaches the lighthouse,
The Abyss. This zone is filled with gruesome, and the portal to Mechanus is about to open right on
horrific obstacles – pools of blood and ichor, schedule. Allow for the next few characters to make
bones that reach from the ground to grab at the checks to try and complete their last zone so that
characters, and worse. The characters are subjected they can also be present for the final revelation, but
to the terrible corruption upon their own bodies, any characters who are more than two zones behind
beginning to hallucinate mouths eating their arms, won’t make it in time.
a paranoid sense that they are being betrayed by Read or paraphrase the following:
their allies, mad ambition and wild bloodlust, or
temporary possession by a minor demon. Each The massive lighthouse known as the Finger
character in this zone must succeed on a DC 10 of the Gods stands before you, its beacon
visible far across the Moonsea. You reach
Charisma check or spend the round trying to throw the end of the last rooftop just a few paces
off the effects of the corruption. Give each character behind the floating, cloaked figure, which
a different type to keep things interesting. slowly turns to face you. As the hood of its
Hades. The rifts that open up to the Three cloak falls away, you see… a square, cubical
face, with swirling eyes and metallic skin. No,
Glooms spill out an endless stream of vile larvae. not just a face… the creature’s entire body
The sky appears ashen and everything about the is essentially a perfect cube about the size
city appears gray and colorless. The moon and of a man’s torso. It has no neck or head; its
stars disappear. The mindless larvae pour forth, face peers at you from the front of the cube.
attempting to devour the characters. Each character It is bipedal, but its arms and legs are skinny
and elongated and seem to attach to the
is subjected to an attack: +3 to hit, dealing 3 (1d4 + sides of the cube. It moves with a surprising
1) piercing damage on a hit. More dangerously, any quickness for something so strangely
character hit by a larva is restrained, and additional proportioned.
larvae continue to pile on, seeking to bury the

C O R E 1 - 1 / A S C R E A M I N T H E N I G H T:
29 PA RT 3
Any character who succeeds on a DC 10 Intelligence Concluding the Adventure
(Arcana) check recognizes this creature as a
modron, a creature native to the plane of Mechanus.
On a DC 15 the character identifies this creature Although the characters were unable to apprehend
specifically as a type of modron called a “quadrone,” the rogue modron, they have put a stop to its
and remembers that in the hierarchy of modrons, murder spree and learned valuable information
the more sides a creature has, the higher its rank. about its nature and where it came from. Sergeant
Modrons are supposed to be creatures of absolute Eledstra is at the Temple of Loviatar assessing the
law and order. They occasionally go rogue, and damage when the characters return. She asks the
there are stories of a periodic event called the Great characters for a report. It’s up to them whether they
Modron March, but finding a modron behaving in turn the modron’s severed arm over, but their story
this fashion is extremely strange. has more credibility if they do, and the sergeant asks
for it if the characters mention it.
Nevertheless, there is no time to ask the
creature to explain itself, because the portal to Once the characters have made their initial
Mechanus opens at just the right moment. Read or report, the sergeant thanks them and tells them
paraphrase the following: to go get some rest. There’s nothing else they can
do tonight, and it’s going to take some time for
You hear the familiar sound of the clock
her to make a coherent report to the appropriate
tower striking. But that can’t be right: it hasn’t authorities.
been anywhere near an hour since you left
the Temple of Loviatar. Then you realize that The Day After
the noise isn’t coming from somewhere back Depending on how well they did in preventing
in the city, it’s coming from directly in front of the additional murders of the blacksmith and the
you. From the lighthouse. A massive portal,
easily fifteen feet in diameter, opens up in
priestess, the characters receive rewards and favors
the side of the Finger of the Gods. Through from these NPCs and from the city guard, including
the portal you see a realm of clockwork the following:
gears, all interlocking, all moving in time, • If Boltac survived, he rewards each character
performing a calculation so vast and so
complicated that not even the minds of the
with a chunk of adamantine ore and offers to
gods can fathom its purpose. forge that ore into a weapon, either now or in
The modron … the machine … the the future after the character has had time to
murderer … bows slightly in your direction gather more. Characters saving Boltac earn the
and turns to enter the portal. Chunk of Adamantine Story Award.
• Elly thanks the characters for not destroying
Let the characters announce whatever actions they her Gondsmen “too much,” despite the
wish: making attacks, starting a grapple, etc. Then provocation. She says that she’s already working
continue with the following: on a new scheme to improve the command and
control function of the automata, whatever that
Your weapons and spells strike true: your means.
efforts are not in vain. As the modron falls • If Zellani survived, then the characters
into the portal, a look of absolute bliss on its have earned both her personal gratitude and
face, there is a wrenching sound and one
of its arms rips completely out of the socket!
the gratitude of the Temple of Loviatar. The
The creature starts to scream, but before the characters gain the Favor of Zellani Story
sound reaches your ears, the entire portal Award, and may be able to leverage this favor
snaps shut with an audible POP. You are left in the future, as Loviatar’s followers are
holding one very strange severed limb and surprisingly influential in Melvaunt.
precious few answers.
• Finally, if the characters prevented both of the
additional murders, Sergeant Eledstra informs

C O R E 1 - 1 / A S C R E A M I N T H E N I G H T:
30 PA RT 3
the characters that their worthy deeds have been Rewards
brought to the attention of the ruling Council of
Lords, whose three families are always on the
lookout for up-and-coming adventurers to aid Make sure players note their rewards on their
in their schemes and advance their interests. adventure logsheets. Give your name and DCI
She doesn’t know what might come of that (and number (if applicable) so players can record who
she isn’t sure she wants to know) but Eledstra is ran the session.
certain that the adventurers are destined to do Experience
great things in Melvaunt, and she’s pleased to
have made their acquaintance. The players may Total up all combat experience earned for defeated
mark Two Points of Influence in Melvaunt on foes, and divide by the number of characters present
their logsheets. in the combat. For non-combat experience, the
rewards are listed per character. Give all characters
in the party non-combat experience awards unless
After all the rewards have been handed out and you otherwise noted.
are wrapping up the session, read or paraphrase the
following:
Combat Awards
It looks as though the strange matter of the
modron serial killer has come to an end, for Name of Foe XP per Foe
now. There’s something strange about the Swarm of Animated Caltrops 50
whole thing, though. Modrons are creatures Lesser Gondsman 25
of absolute law and order. Occasionally
they go rogue, but for one to plan and carry
Chaos Blight 25
out a series of premeditated murders seems Chaos Bolter 50
even beyond what rogue modrons have Chaos Slasher 200
done in the past. Then there’s the matter of
the severed arm which somehow seems to
be connected to the portal to Mechanus. Non-Combat Awards
Where there’s one crazy murderous modron,
could there be more? You have a feeling Task or Accomplishment XP per Char.
that you, and Melvaunt, may find out the Solving the “Blacksmith” puzzle 25
answer to that question much sooner than
Solving the “Loviatar” puzzle 25
you would like.
Chasing the modron to the portal 50

The story continues in CORE1-2 A Cog in the Wheel. The minimum total award for each character
participating in this adventure is 225 experience
points.
The maximum total award for each character
participating in this adventure is 300 experience
points.

Treasure
The characters receive the following treasure,
divided up amongst the party. Characters should
attempt to divide treasure evenly whenever
possible. Gold piece values listed for sellable
gear are calculated at their selling price, not their
purchase price.

C O R E 1 - 1 / A S C R E A M I N T H E N I G H T:
31 PA RT 3
Consumable magic items should be divided 1 chunk – dagger, light hammer, sickle
up however the group sees fit. If more than one 2 chunks – handaxe, javelin, mace, spear, scimitar,
character is interested in a specific consumable shortsword, trident
magic item, the DM can determine who gets it 3 chunks – battleaxe, flail, longsword,
randomly should the group be unable to decide. morningstar, rapier, war pick, warhammer
Permanent magic items are divided according 4 chunks – glaive, greataxe, greatsword, halberd,
to a system. See the sidebar if the adventure awards lance, maul, pike
permanent magic items.

An adamantine weapon has the same game statistics


Treasure Awards as a normal (non-magical) weapon of its type, but its
attacks can bypass the damage resistance of certain
Item Name GP value types of creatures.
Total reward from Eledstra 100 In addition to voiding the certificates needed to
Adamantine chunk (if sold) 50 create the item, you must also pay the item’s normal
Total reward from Zellani 100 market price as listed in the Player’s Handbook.
Record the transaction on your logsheet. The item
you forge does not have its own certificate and
Potion of Greater Healing
therefore is not tradable.
Potion, uncommon
A description of this item can be found in the Downtime
Dungeon Master’s Guide. Each character receives five downtime days at the
conclusion of this adventure.

Story Awards
During the course of play, the characters have the DM Rewards
opportunity to earn the following story awards: You receive 100 XP, 50 gp, and five downtime days
Favor of Zellani. You save the life of Zellani, a for running this session.
priestess of the Maiden of Pain. To show her thanks,
she has offered to perform standard spellcasting
services (detailed earlier in this adventure) at a
25% discount. She may also help in other ways in
subsequent adventures set in Melvaunt.
Chunk of Adamantine. For rescuing dwarven
master-smith Boltac Thurdingard from the assassin,
he gave you this chunk of raw adamantine ore. You
can sell this chunk for 50 gp, or you can use the ore
to craft a new weapon (it cannot be retroactively
applied to an existing item). If you have multiple
copies of this certificate, then you may combine
them to forge a larger item.
Only the items listed on this certificate may
be forged using this certificate. Each item costs
the listed number of chunks (each copy of this
certificate represents one chunk and all certificates
used must be voided at the same time; note the
transaction on your logsheet).

C O R E 1 - 1 / A S C R E A M I N T H E N I G H T:
32 PA RT 3
Appendix: Important NPCs Ellywicket Klemwocket (ELL-ee WICK-et KLEHM-
wah-khet)
A bright young gnome priestess of Gond. She got
The following NPCs are featured in this adventure:
her love of tinkering from her uncle Glimnock, who
used to be an adventurer many years ago and filled
C1e7i5 (“Cletis” CLEE-tiss) her head with stories of the wonders of ancient
A rogue modron that believes that it has been Lantan when Elly was a young girl. She takes great
chosen to start a war between Melvaunt and the pride in her work. Lately she has been building small
modron hive on Mechanus. C1e7i5 is a quadrone automatons that she calls “Gondsmen” although she
(see MM 225) but it has been possessed by a strange knows that they are nowhere near as elaborate as
chaotic energy that gives it powers not available to the works done by artificers in the past. She hopes to
ordinary modrons. improve her craft to someday be able to craft a true
Gondsman and have it imbued with the spirit of life.
Guard Sergeant Eledstra (eh-LED-strah)
The unfortunate duty officer on the night of C1e7i5’s Zellani, Priestess of Loviatar (ZELL-ah-nee)
killing spree. A decent woman who takes her job of A half-elven priestess of the Maiden of Pain. Zellani
protecting Melvaunt’s ordinary citizens seriously. is tall and muscular with black hair. She has a scar
Eledstra is tall, thin, and lanky with a shock of on one cheek that looks like it was made by a sword
unruly white hair. She is very bad at playing political rather than a whip, which she gained during her
games, which is why she is only a Sergeant despite younger days as a mercenary, but she does not
her many years of service in the City Watch. speak of her past. Loviatar’s temple is one of the
largest in Melvaunt, and Zellani is working her way
up the ranks. She adheres to Loviatar’s teachings but
Boltac Thurdingard (BOWL-tack THUR-din-
considers herself above the ordinary folk because
guard)
of her duty to administer pain and torment. As a
A dwarven craftsman who specializes in working result, she is overconfident, potentially making her
adamantine. One of the targets of C1e7i5’s an easier target for C1e7i5.
murderous rampage. Boltac is in his late middle age
and is cantankerous even by dwarven standards, but
once someone earns his respect, he is a loyal friend
and steadfast ally. Boltac prefers the taste of wine
to the taste of ale, but he would never admit that to
other dwarves. If anyone questions the wineskin
that he keeps by his side, he insists that using elven
wine to quench hot steel in the forge is a special
technique that only he has mastered.

C O R E 1 - 1 / A S C R E A M I N T H E N I G H T:
33 APPENDIX
Appendix: Chaos Blight
Small aberration, chaotic evil
NPC / Monster Statistics Armor Class 13 (natural armor)
Hit Points 4 (1d6 + 1)
Swarm of Animated Caltrops Speed 20 ft.
Medium swarm of Tiny constructs, unaligned STR DEX CON INT WIS CHA
Armor Class 12 (natural armor) 6 (-2) 13 (+1) 12 (+1) 4 (-3) 8 (-1) 3 (-4)
Hit Points 22 (5d8) Skills Stealth +3
Speed 0 ft., fly 30 ft. Condition Immunities blinded, deafened
STR DEX CON INT WIS CHA Senses blindsight 60 ft. (blinded beyond this
5 (-3) 15 (+2) 10 (+0) 2 (-4) 4 (-3) 4 (-3)
radius), passive Perception 9
Damage Resistances bludgeoning, piercing, Languages understands Common but can’t speak
slashing Challenge 1/8 (25 XP)
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified,
Actions
poisoned, prone, restrained, stunned Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Senses blindsight 10 ft., passive Perception 7 one target. Hit: 3 (1d4 + 1) piercing damage.
Languages –
Challenge 1/4 (50 XP) Chaos Bolter
Antimagic Susceptibility. The caltrops are Medium aberration, chaotic evil
incapacitated while in the area of an antimagic Armor Class 12 (natural armor)
field. If targeted by dispel magic, the caltrops must
Hit Points 11 (2d8 + 2)
succeed on a Constitution saving throw against
the caster’s spell save DC or fall unconscious for 1 Speed 30 ft.
minute. STR DEX CON INT WIS CHA
False Appearance. While it remains motionless, this 12 (+1) 12 (+1) 13 (+1) 4 (-3) 8 (-1) 3 (-4)
creature is indistinguishable from a pile of normal Condition Immunities blinded, deafened
caltrops.
Senses blindsight 60 ft. (blinded beyond this
Swarm. The swarm can occupy another creature’s radius), passive Perception 9
space and vice versa, and the swarm can move
Languages understands Common but can’t speak
through any opening large enough for a Tiny
creature. The swarm can’t regain hit points or gain Challenge 1/4 (50 XP)
temporary hit points. Actions
Actions Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Cloud of Pain. Melee Weapon Attack: +4 to hit, reach one target. Hit: 6 (1d4 + 1) piercing damage.
0 ft., one creature in the swarm’s space. Hit: 5 (2d4) Chaotic Bolt. Ranged Weapon Attack: +3 to hit,
piercing damage, or 2 (1d4) piercing damage if the range 30/60 ft., one target. Hit: 8 (2d6 + 1) damage
swarm has half its hit points or fewer. of a random energy type (roll 1d6: acid, cold, fire,
lightning, poison, thunder).

C O R E 1 - 1 / A S C R E A M I N T H E N I G H T:
34 APPENDIX
Chaos Slasher Gondsman, Lesser
Medium aberration, chaotic evil Medium construct, unaligned
Armor Class 13 (natural armor) Armor Class 16 (natural armor)
Hit Points 36 (8d8) Hit Points 11 (2d8 + 2)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 11 (+0) 10 (+0) 10 (+0) 13 (+1) 13 (+1) 12 (+1) 12 (+1) 1 (-5) 3 (-4) 1 (-5)

Skills Stealth +3 Damage Immunities poison, psychic


Damage Resistances bludgeoning, piercing, Damage Resistances bludgeoning, piercing,
and slashing from nonmagical attacks that aren’t and slashing from nonmagical attacks that aren’t
adamantine adamantine
Damage Immunities poison Condition Immunities blinded, charmed, deafened,
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified,
exhaustion, frightened, paralyzed, poisoned, poisoned
unconscious Skills Athletics +6
Senses blindsight 60 ft. (blinded beyond this Senses blindsight 30 ft., passive Perception 6
radius), passive Perception 10 Languages understands Common
Languages understands Common but can’t speak Challenge 1/8 (25 XP)
Challenge 1 (200 XP)
Actions
Actions Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Multiattack. The chaos slasher makes two claw target. Hit: 4 (1d6 + 1) bludgeoning damage.
attacks.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 6 (2d4 + 1) slashing damage. If the target
is a creature, it must succeed on a DC 11 Wisdom
saving throw or be frightened until the end of the
chaos slasher’s next turn.
Terrifying Glare. The chaos slasher targets
one creature it can see within 30 feet of it. If the
target can see the chaos slasher, then the target
must succeed on a DC 11 Wisdom saving throw
or be magically frightened until the end of the
chaos slasher’s next turn. The frightened target is
paralyzed.

C O R E 1 - 1 / A S C R E A M I N T H E N I G H T:
35 APPENDIX
Handout 1: The First Puzzle

There’s 1 thing it would be fair of me to admit. I


Ultimately fall 4 what twelve scholars caN
Readily put on every dwarf’s mind: 1 may find iT
Newsworthy – with reeking smell, 13 bodies gO
Nearby. should 1 ever kneel? even without help i wilL
Usually try 14 times. when i was nineteen wE
Meandered thru 20 realms and thirteen planes. buT
Believe you me, it was asinine. at 9 bells things geT
Extremely deadly. out went your 14 body bags. thE
Reality is that putting a dead male on a sleigh to 5 oR
So funerals would be a bit much, even for dwarveS

C O R E 1 - 1 / A S C R E A M I N T H E N I G H T:
36 HANDOUT 1
Handout 2: The Second Puzzle

4 O 8 3 L 4 11 E 3
I V X A T A X T R
9 Q 15 10 H 9 16 Q 10

2 O 7 1 D 2 12 O 1
L F Q L F E Q H A
4 L 8 3 I 4 11 N 3

13 Q 5 6 Q 14 5 D 6
X R S P L X T E M
12 U I 2 E 7 1 A 2

C O R E 1 - 1 / A S C R E A M I N T H E N I G H T:
37 HANDOUT 2
A COG IN
THE WHEEL
PIETER SLEIJPEN
Adventure Designer
Adventure Code: CORE 1-2

With the identity of a murderer confirmed, heroes are needed to track it


down to its home. As it turns out, it might be a longer journey than first
imagined. Part Two of The Chaos in Melvaunt.

A four-hour adventure for 1st-4th level characters

Producer: Baldman Games


Core Administrator: Shawn Merwin
Editing and Layout: Encoded Designs
Cartography: Andrew Smith
Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall,
Claire Hoffman, Greg Marks, Alan Patrick

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.
©2016 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
Welcome to A Cog in the Wheel, a D&D Adventurers League
adventure, Part Two of The Chaos in Melvaunt Trilogy
This adventure is designed for three to seven 1st-4th level characters, and is optimized
for five 2nd-level characters. The adventure is set in the Moonsea region of the
Forgotten Realms, in the city of Melvaunt.

The D&D Adventurers League Preparing the Adventure


This adventure is official for D&D Adventurers Before you show up to Dungeon Master this
League play. The D&D Adventurers League is the adventure for a group of players, you should do the
official organized play system for DUNGEONS & following to prepare.
DRAGONS®. Players can create characters and • Make sure to have a copy of the most current
participate in any adventure allowed as a part of version of the D&D Basic Rules or the Player’s
the D&D Adventurers League. As they adventure, Handbook.
players track their characters’ experience, treasure, • Read through the adventure, taking notes
and other rewards, and can take those characters of anything you’d like to highlight or remind
through other adventures that continues their story. yourself while running the adventure, such as a
If you’re running this adventure as a part of a way you’d like to portray an NPC or a tactic you’d
store event or at certain conventions, you’ll need a like to use in a combat.
DCI number. This number is your official Wizards of • Get familiar with the monster statistics in the
the Coast organized play identifier. If you don’t have Appendix.
a number, you can obtain one at a store event. Check • Gather together any resources you’d like to
with your organizer for details. use to aid you in running this adventure—such
D&D Adventurers League play is broken up into as notecards, a DM screen, miniatures, and
storyline seasons. When players create characters, battlemaps.
they attach those characters to a storyline season, • If you know the composition of the group
which determines what rules they’re allowed to beforehand, you can make adjustments as noted
use to create and advance their characters. Players throughout the adventure.
can continue to play their characters after the
storyline season has finished, possibly participating
in a second or third storyline with those same
characters. A character’s level is the only limitation Before Play at the Table
for adventure play. A player cannot use a character
of a level higher or lower than the level range of a Ask the players to provide you with relevant
D&D Adventurers League adventure. character information:
For more information on playing, running • Character name and level
games as a Dungeon Master, and organizing games • Character race and class
for the D&D Adventurers League, please visit the
• Passive Wisdom (Perception)—the most
D&D Adventurers League home at:
common passive ability check
• Anything notable as specified by the adventure
www.dndadventurersleague.org

CORE 1-2 / A COG IN THE WHEEL:


2 INTRODUCTION
(such as backgrounds, traits, flaws, etc.) for combat encounters.
Players that have characters outside the You may adjust the adventure beyond the
adventure’s level range cannot participate in guidelines given. For example, if you’re playing
the adventure with those characters. Players with a group of inexperienced players, you might
with ineligible characters can make a new 1st-level want to make the adventure a little easier; for
character or use a pregenerated character. Players very experienced players, you may want to make
can play an adventure they previously played or it a little harder. Therefore, five categories of
ran as a Dungeon Master, but not with the same party strength have been created for you to use
character. as a guide. Feel free to use a different adjustment
Ensure that each player has an official during the adventure if the recommended party
adventure logsheet for his or her character (if not, strength feels off for the group.
get one from the organizer). The player fills out This adventure is optimized for a party of
the adventure name, session number, date, and five 2nd-level characters. To figure out whether
your name and DCI number. In addition, the player you need to adjust the adventure, do the following:
also fills in the starting values for experience, gold, • Add up the total levels of all the characters
downtime, renown, and number of permanent • Divide the total by the number of characters
magic items. He or she fill in the other values and
write notes at the conclusion of the session. Each • Round fractions of .5 or greater up; round
player is responsible for maintaining an accurate fractions of less than .5 down
logsheet. You’ve now determined the average party level
If you have time, you can do a quick scan of (APL) for the adventure. To figure out the party
a player’s character sheet to ensure that nothing strength for the adventure, consult the following
looks out of order. If you see magic items of very table:
high rarities or strange arrays of ability scores, you
can ask players to provide documentation for the DETERMINING PARTY STRENGTH
irregularities. If they cannot, feel free to restrict
item use or ask them to use a standard ability Party Composition Party Strength
score array. Point players to the D&D Adventurers 3-4 characters, APL less than Very Weak
3-4 characters, APL equivalent Weak
League Player’s Guide for reference.
3-4 characters, APL greater than Average
If players wish to spend downtime days and 5 characters, APL less than Weak
it’s the beginning of an adventure or episode, 5 characters, APL equivalent Average
they can declare their activity and spend the days 5 characters, APL greater than Strong
6-7 characters, APL less than Average
now. Alternatively, they can do so at the end of
6-7 characters, APL equivalent Strong
the adventure or episode. Players should select 6-7 characters, APL greater than Very Strong
their characters’ spells and other daily options
prior to the start of the adventure, unless the
adventure specifies otherwise. Feel free to reread
the adventure description to help give players hints Running the Adventure
about what they might face.
As the Dungeon Master of the session, you have the
Adjusting the Adventure most important role in facilitating the enjoyment
of the game for the players. You help guide the
narrative and bring the words on these pages
Throughout this adventure, you may see sidebars to life. The outcome of a fun game session often
to help make adjustments for smaller/larger creates stories that live well beyond the play at the
groups, and characters of higher/lower levels than table. Always follow this golden rule when you DM
the optimized group. Most of the time, this is used for a group:

CORE 1-2 / A COG IN THE WHEEL:


3 INTRODUCTION
Make decisions and adjudications that Downtime and Lifestyle
enhance the fun of the adventure when
possible.
At the beginning of each play session, players must
To reinforce this golden rule, keep in mind the declare whether or not they are spending any days
following: of downtime. The player records the downtime
• You are empowered to make adjustments to spent on the adventure logsheet. The following
the adventure and make decisions about how the options are available to players during downtime
group interacts with the world of this adventure. (see the D&D basic rules or the D&D Adventurers
Doing so is especially important and applicable League Player’s Guide for more information):
outside of combat, but feel free to adjust the • Catching up
adventure for groups that are having too easy or
• Crafting (exception: multiple characters cannot
too hard of a time.
commit to crafting a single item)
• Don’t make the adventure too easy or too
• Practicing a profession
difficult for a group. Never being challenged
makes for a boring game and being • Recuperating
overwhelmed makes for a frustrating one. • Spellcasting services
Gauge the experience of the players (not the • Training
characters) with the game, try to feel out (or Other downtime options might be available during
ask) what they like in a game, and attempt to adventures or unlocked through play, including
give each of them the experience they’re after faction-specific activities.
when they play D&D. Give everyone a chance to
In addition, whenever a character spends
shine.
downtime days, that character also spends the
• Be mindful of pacing, and keep the game requisite expense for his or her lifestyle. Costs
session moving along appropriately. Watch for are per day, so a character that spends ten days
stalling, since play loses momentum when this of downtime also spends ten days of expenses
happens. At the same time, make sure that the maintaining his or her lifestyle. Some downtime
players don’t finish too early; provide them with activities help with lifestyle expenses or add
a full play experience. Try to be aware of running lifestyle expenses.
long or short. Adjust the pacing accordingly
• Read-aloud text is just a suggestion; feel free
to modify the text as you see fit, especially when Spellcasting Services
dialogue is present.
• Give the players appropriate hints so they can Any settlement the size of a town or larger can
make informed choices about how to proceed. provide some spellcasting services. Characters
Players should be given clues and hints when need to be able to travel to the settlement to obtain
appropriate so they can tackle puzzles, combat, these services.
and interactions without getting frustrated over Spell services generally available include
lack of information. Doing so helps to encourage healing and recovery spells, as well as information-
immersion in the adventure and gives players gathering spells. Other spell services might be
“little victories” for figuring out good choices available as specified in the adventure. The number
from clues. of spells available to be cast as a service is limited
In short, being the DM isn’t about following to a maximum of three per day total, unless
the adventure’s text word-for-word; it’s about otherwise noted.
facilitating a fun, challenging game environment for
the players. The Dungeon Master’s Guide™ has more
information on the art of running a D&D game.

CORE 1-2 / A COG IN THE WHEEL:


4 INTRODUCTION
Spellcasting Services if no one in the adventuring party has immediate
Spell Cost access to a raise dead or revivify spell, or similar
magic. A character subject to a raise dead spell is
Cure wounds (1st level) 10 gp
Identify 20 gp affected negatively until all long rests have been
Lesser restoration 40 gp completed during an adventure. Alternatively, each
Prayer of healing (2nd level) 40 gp downtime day spent after raise dead reduces the
Remove curse 90 gp penalty to attack rolls, saving throws, and ability
Speak with dead 90 gp
checks by 1, in addition to any other benefits the
Divination 210 gp
Greater restoration 450 gp downtime activity might provide.
Raise dead 1,250 gp Create a New 1st-Level Character. If the dead
character is unwilling or unable to exercise any
of the other options, the player creates a new
Acolyte Background character. The new character does not have any
A character possessing the acolyte items or rewards possessed by the dead character.
background requesting spellcasting Dead Character Pays for Raise Dead. If the
services at a temple of his or her faith character’s body is recoverable (it’s not missing
may request one spell per day from the any vital organs and is mostly whole) and the
Spellcasting Services table for free. The player would like the character to be returned to
only cost paid for the spell is the base price life, the party can take the body back to civilization
for the consumed material component, if and use the dead character’s funds to pay for a
any. raise dead spell. A raise dead spell cast in this
manner costs the character 1,250 gp.
Character’s Party Pays for Raise Dead. As
above, except that some or all of the 1,250 gp for
Disease, Death, and Recovery the raise dead spell is paid for by the party at the
end of the session. Other characters are under no
Sometimes bad things happen, and characters get obligation to spend their funds to bring back a
poisoned, diseased, or are killed. Since you might dead party member.
not have the same characters return from session Faction Charity. If the character is of level 1 to
to session, here are the rules when bad things 4 and a member of a faction, the dead character’s
happen to characters. body can be returned to civilization and a patron
from the faction ensures that he or she receives a
Disease, Poison, and Other Debilitating Effects raise dead spell. However, any character invoking
A character still affected by diseases, poisons, this charity forfeits all experience and rewards
and other similar effects at the conclusion of an from that session (both those earned prior to and
adventure can spend downtime days recuperating after death during that session) and cannot replay
until such time as he or she resolves the effect to that episode or adventure with that character
its conclusion (see the recuperating activity in the again. Once a character reaches 5th level, this
D&D Basic Rules). option is no longer available.
If a character doesn’t resolve the effect
between sessions, that character begins the next
session still affected by the debilitating effect. Adventure Background
Death
Melvaunt is a city of merchants and craftsmen
A character who is killed during the course of on the northern coast of the Moonsea. The open
the adventure has a few options at the end of the market at the center of the city boasts a selection
session (or whenever arriving back in civilization) of goods as impressive as anything found in

CORE 1-2 / A COG IN THE WHEEL:


5 INTRODUCTION
Waterdeep or Amn, with a particular focus on After the fight, the characters spot a modron
metalwork. Between the sacking of Zhentil Keep army compound in the distance, and a small
and the recent troubles in its two biggest rival group of humans observing them. If they go to the
cities of Mulmaster and Hillsfar, Melvaunt has been humans, the adventurers find two curious mages
relatively undisturbed for a number of years. studying the modrons. The mages are happy to
Modrons are creatures of absolute law and discuss science, providing important information.
order. They are native to the plane of Mechanus, Regardless, the trail of the assassin leads to the
where they tend its eternal gears and follow the modron camp. Part 2 describes the environment
dictates of Primus. However, one group of modrons and provides the details on the two mages.
have recently gone rogue after they were exposed Part 3 involves infiltrating the modron camp,
to an influx of pure chaos energy. Under the malign retrieving the plans of the modron, and potentially
direction of this chaotic impulse, the modron dealing with the assassin. This encounter is rather
hierarchy has decided to invade Melvaunt. Unlike freeform, and the characters have to plan on how
the Great Modron March, which happens every to get inside and find what they are looking for.
289 years and is a reconnaissance mission, these At some point the characters trigger an alarm,
rogue modrons are planning to conquer or destroy and the characters have limited time before they
the city. They have constructed a portal from are overrun by an army of modrons. Fleeing from
Mechanus and are readying their invasion force. the camp with the modrons hot on their trail is
In the previous adventure CORE1-1 A Scream described in Part 4.
in the Night, a chaos-soaked modron malfunctioned When returning through the portal back to
and went on a killing spree to gain the attention of Melvaunt, the characters find a group of modrons
the Melvaunt authorities. Adventurers chased the guarding it. Alerted to the intruders by their
modron back to the portal, but the portal closed, leader, they try to stop the adventurers from
leaving only the modron’s arm behind as evidence leaving Mechanus in Part 5. Depending on how
of its presence in the city. the characters did in Part 4, reinforcements might
Now, the authorities of Melvaunt are trying to arrive. Hopefully the characters leave through the
decided how to manage the portal and the threat portal before they are overwhelmed to report their
that it poses to the city. findings to the Melvaunt authorities.

Overview
The adventurers start in the city of Melvaunt,
where they are hired by the newly promoted
Captain Eledstra to hunt down the modron
assassin and enter the portal to see what threat
lies on the other side. The portal leads to the plane
of Mechanus, a relatively safe place, not known to
generate as much trouble as places like the Abyss
or the Nine Hells.
When the characters step through the portal,
they enter a battle between a group of modron and
several chaos slashers. Part 1 deals with the fight
and its aftermath. Characters learn that some of the
modrons are malfunctioning, and the lone survivor
of the fight thinks the characters are modrons as
well.

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6 INTRODUCTION
Law of Averages Briefing
An optional rule in the Dungeon Master’s
Guide states that creatures in Mechanus Whether the adventurers are continuing the story
always use the average damage results, from the previous adventure or coming into the
rounded down, for attack and spells. As trilogy fresh, they are called into the office of the
a DM, you should use this rule for the newly promoted (against her wishes) Captain
monsters throughout the adven-ture. Some LeCampe Eledstra. Just 48 hours ago she was a
players really love rolling dice, but at the sergeant, but she was promoted by the leader
same time using the rule strengthens the of the City Watch, Superintendent Lahn Joden,
alien feel of the place. Only enforce the because of her work in dealing with the assassin in
rule on the players if it is more fun for the city.
everybody involved. If you use it, determine When the adventurers enter the office of
the average damage for the typical attacks Captain Eledstra, read:
made by the characters in advance and
have the players write it down. An older woman tugs uncomfortably at a
new captain’s uniform as you enter. [If they
Note that you could wave the rule in
played CORE1-1 A Scream in the Night, she
Part 1 due to the influence of the chaos welcomes the adventurers by name, then
slashers, and use it later when dealing with continues.]
the modrons. “To make a very long story short,
Melvaunt has a potential problem,” she sighs,
running her fingers through her unruly short
gray hair. “There is a magical doorway in the
Adventure Hooks city. The experts are calling it,” she consults
a notebook on her desk, “an asynchronous
intermittent interdimensional portal. I guess
Characters who played the first adventure of the that means a magical door to other worlds
that is sometimes there and sometimes isn’t.
trilogy, CORE1-1 A Scream in the Night, naturally I call it a probable end to my career and a
progress into the second part. Forty-eight hours certain threat to the city.”
have passed since the adventurers watched the She itches the back of her head
modron assassin, C1e7i5, escape through the thoughtfully, ponders the ceiling, and then
portal, sans its arm. Sergeant Eledstra has been continues. “I am in charge of studying the
promoted to Captain, and the Superintendent doorway, assessing the threat, and making
sure it doesn’t get worse. Right now, the
of the Melvaunt City Watch has placed her in problem is this: the threat seems to be on the
charge of the investigation. Eledstra has consulted other side. So I need a group willing to enter
with a sage and determined the portal will open this doorway, assess the threat, and report
again, very briefly, in a few hours. She asks the back. And, if possible, to bring back the
adventurers to continue the investigation by going creature that was killing cityfolk here.”
through the portal.
New characters are approached by their If the adventurers did not play CORE1-1 A Scream in
faction contacts or other friends and patrons. They the Night, use these bullet points to explain the story
are told that a captain in the City Watch is in over so far:
her head in an investigation and is looking for help. • A note was delivered to the City Watch
Characters native to Melvaunt might describing a murder about to take place. When
alternatively have heard about the grisly murder(s) Eledstra arrived at the scene, the murder had
and have volunteered to help capture the culprit. already happened. Another note warned of
Although, depending on the background, it might another murder in an hour.
simply have been an order from a superior. • Adventurers on the scene were deputized

CORE 1-2 / A COG IN THE WHEEL:


7 INTRODUCTION
to investigate. After two more murders (or on alert. That means adventurers are Eledstra’s
attempted murders), these adventurers chased only recourse to reconnoiter the portal.
the killer to a magical portal in the side of the • The characters are offered 500 gp total as a
Finger of the Gods, a lighthouse near the docks. reward.
• The killer escaped through the portal as it
closed, but an appendage of the killer was left
behind, which turned out to be a thin metal arm.
Roleplaying Captain Eledstra
LeCampe Eledstra is a human of late middle
Now Eledstra picks up with new information:
age. She’s a decent woman who takes her job
• A local sage knowledgeable in magic and the of protecting Melvaunt’s ordinary citizens
planes has been consulted, and she believes that seriously. Eledstra is tall, thin, and lanky with
the portal leads to Mechanus, a relatively safe a shock of unruly white hair through which
outer-plane of absolute law and order. As long she runs his fingers constantly whenever
as visitors don’t break any laws, the natives are she’s trying to think. She is very bad at playing
likely to leave them alone. political games, which is why she is only just
• The natives are modrons, creatures with got promoted to captain despite her many
a hive-like mind and strict hierarchy. They years of service in the City Watch. She knows
maintain the gears of Mechanus and usually this promotion means that if anything goes
show little interest in other places, although wrong, she is the one who will take the political
there always have been exceptions. fall. And she suspects that she is expected to
• The murderer fled through the portal, but it fail.
left behind a piece of torn metal. According to Quote: “Just a few more years and I would have
divinations it is part of its body. The captain had a nice pension. Now I have to deal with this.”
provides an ensorcelled item that always points
toward the culprit.
• The natives of Mechanus should be helpful in Any Questions?
tracking down criminals, although care should
be taken. The murderer might have been under
The adventurers might have some questions.
orders or may have killed under circumstances
Unfortunately, Captain Eledstra has very few
that would not be considered a crime in
answers. She was given the use of a “half-mad sage”
Mechanus. Mechanus is a place of pure law, not
and the budget of a few hundred gold pieces to
of good or evil, and if a law allows the act, it is
investigate a huge threat that for political reasons is
perfectly fine.
being treated as a minor inconvenience. She is out of
• Characters should not stick around too long her depths, and she is hoping that the adventurers
in Mechanus, since it is likely to influence their can save the day, as adventurers did for her in
personalities toward law and order. dealing with the assassin.
• The characters gain official papers, stating they Roleplay that sense of frustration from Captain
work under orders of the authorities of Melvaunt Eledstra, and get across the point to the characters
with the intent to capture criminals. The captain that they are expected to make the best of the
is willing to change the exact wording. She is situation with the resources they have.
well aware the nature of the documentation
Before they leave the office, Captain Eledstra
impacts how the natives react to the characters’
does offer each adventurer one potion of healing,
presence.
saying that she wishes she could do more. She asks
• Orc warbands have been sighted moving them to follow her to the portal, where they will
toward Melvaunt from the badlands of Thar. meet the sage and begin the excursion.
While this is not uncommon, the Melvaunt
Council of Lords wishes to keep the City Watch

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8 INTRODUCTION
Instability The Portal
As the adventurers leave the City Watch station with Truushee leads the adventurers and Captain
Captain Eledstra, a short and powerfully built half- Eledstra on a run through the city, until they arrive
orc runs toward the group. Allow the adventurers to in a run-down neighborhood near the city wall:
react as if being attacked, then have Captain Eledstra
calm them. Hanging in the air, about two feet off the
ground, is a circular swirling field of energy.
Captain Eledstra smiles in the direction of an The field is perpendicular to the ground,
approaching half-orc, but it is difficult to say and it is roughly a foot in diameter. Truushee
what emotions hide behind the smile. “This is points to it. “If my latest calculations are
our sage. Everyone, meet Truushee.” correct, it should remain in this location for
several days, at least. Perhaps longer. My
The half-orc, barely 5 feet tall but calculations predict the portal widen in a
built like the burliest dwarf, practically runs few minutes, and it will be our only chance to
through others to reach Captain Eledstra. send an expedition through.”
Truushee puts her face within inches of the
captain’s and speaks in a far-too-loud voice.
“Captain, the intermittent nature of the Convey the following to the adventurers:
portal has manifested! It’s trans-dimensional
vector now manifests the portal in the • When the portal widens, they will be able to
northern part of the city! Follow me!” step through. The portal should stay widened
The smile drains from Eledstra’s face. “I for 2 hours and 17 minutes. They need to be
don’t know what she just said, but it doesn’t back through the portal in that time, or they risk
sound good.” being stuck on the other side until the portal
opens again, whenever that might be.
• That estimation relies on the information at
Roleplaying Truushee the Sage hand. Other factors, on this side or the other,
Truushee is a young half-orc, no more than could cause the portal to change, move, or
20 years old. She looks more orc than human, disappear.
which is disconcerting to many citizens, • Using the piece of the assassin left behind,
especially with the orc-infested lands of Thar Truushee has crafted a device. It acts as a
so close. Truushee was found as a baby by a compass, pointing in the direction of the former
sage travelling between Melvaunt and Phlan, owner of the arm. [She gives the compass to the
and she raised Truushee as her own. When the adventurers. Be sure to note who carries it.]
old sage recently passed away, Truushee took
over. Truushee’s social skills are significantly Captain Eledstra wishes the adventurers good
lacking, rendering concepts like personal space fortune and thanks them for their service to the
and small talk nonexistent. Truushee learned city. When they step through the portal, proceed to
a great deal from her foster mother and has a Part 1.
knack for understanding incredibly complex
information.
Quote: “The complexities of the multiverse
dictate that the only constant is change, and
even that constant is only true and valid in the
exact moment of divergence from an infinite
number of other constants.”

CORE 1-2 / A COG IN THE WHEEL:


9 INTRODUCTION
PART 1.
WRECKED
A Step Through The Portal changing constantly.
The metal constructs are various types of
modrons. This squad (16 monodrones, 8 duodrones,
Read or paraphrase the following once the
4 tridrones, 2 quadrones and 1 pentadrone) was
adventurers step through the portal:
stationed as guards at the portal, with orders to
question creatures coming through, as well as
Your vision explodes in a kaleidoscope of
bright geometrical patterns, constantly
observe and memorize the motions of the nearby
changing. An intense sense of vertigo gears. These modrons were surprised by a group
assaults you. Moments later you step out of chaos slashers. Natural enemies, the two sides
on the other side. Suppressing the urge to immediately began fighting.
vomit, you notice the ground is moving
slowly beneath your feet. Numerous gears,
The modrons are perfectly willing to ignore the
varying in size from merely large to gigantic, new arrivals. The chaos slashers, however, have no
comprise the ground and sky. All steadily such inclination, and two chaos slashers turn their
move, smelling faintly of metal and grease. attention to the characters while the rest fight the
The gear you occupy is one of the smaller modrons. At the moment, it is unclear which side is
ones, only the size of a large mansion.
winning, but the characters’ arrival does bring much
Regaining your senses, you quickly
realize combat takes place right in front of
needed relief to the modrons.
you. A large number of oddly geometrically For ease of running the fight, assume the larger
shaped, grim-looking metal constructs battle between the modrons and chaos slashers
fight creatures that keep changing in takes place on the side. In this case, the characters’
appearance from one horror into another.
The monstrosities groan, growl, and howl.
arrival saves the life of pentadrone SL33P13-773P
The constructs are oddly silent except for (see Development below). Each dying chaos
the grinding sounds of their gears, metal on slasher explodes with a burst of chaos, killing
metal, and short commands befitting highly several modrons. The adventurers are apparently
disciplined soldiers. unaffected by the chaotic surge, likely because they
are not native to Mechanus.
The adventurers have entered Mechanus, which Important Note: The portal the characters used
looks like the inside of a huge metal clockwork is closed for a return trip. As such, the adventurers
machine. It is a collection of gears, cogs, and pulleys cannot simply flee back. Although the characters
linked together. The only green is that of tarnished don’t know it, the portal’s closing is the result of
copper. Instead of blue sky there are an infinite ever-changing patterns in Mechanus, and within a
number of interlocking cogs from small to gigantic. couple of hours it will open again.
The cogs are always moving, some slowly and others
insanely fast. There is no apparent light source, yet it
is as bright as during noon in Toril. Modron Appearance
The characters stand on a flat smooth round The drawings of the modrons in the Monster
metal gear with a diameter of 100 feet. Behind them Manual are rather cute. The different
stands the brass square arch, 10 feet high, 10 feet description in the boxed text above is on
wide, that forms the borders of the portal. Of course, purpose. In this campaign, modrons are not
the areas directly around a chaos slasher keep cute or friendly. (continued)

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10 PA RT 1
They are alien single-minded beings of law and
Development
order who intend to invade the city of Melvaunt
to make the universe a better place (in their Regardless of how well the characters do, each dying
eyes). They are not evil or murderous, but they chaos slasher turns more modrons into twisted
follow their orders to their letter. Hence their bundles of steel in the explosions of chaotic energy.
description: comprised of dark metal with Oddly enough, none of the modron disintegrate
angular sharp edges, cold mechanical eyes, and (as they normally would), leaving the battlefield
lipless mouths with lethal barbed weapons. covered with ragged torn debris. All but one of the
It is fine if the interaction with SL33P13- modrons die, and assuming the characters don’t fail,
773P (see below) turns out to be humorous. all the chaos slashers perish.
Humor is great as long as the players are aware The single surviving modron, the pentadrone
that modrons are not cute little toys. squad leader, loses consciousness early in the battle.
At a first glance it appears nonfunctional. When
the battle ends, however, the pentadrone regains
Characters who succeed at a DC 10 Intelligence consciousness and stands.
(Arcana) check recognize the shifting horrors as
It looks at the adventurers and in its
chaos slashers. These creatures are native to Limbo,
malfunctioning state believes they are a group of
and their presence in Mechanus is highly unusual.
decatons, who are superior to pentadrones in the
Note that while there is no cover, and gravity is modron hierarchy. Decatons are usually charged
directional toward the gears. The characters could with the care and maintenance of modrons.
easily rush to the edge of the gear and either step on
When the battle ends, read:
to the next one.
Amid the wrecked and twisted metal of
Adjusting the Encounter modron corpses, a whirring grunt can be
heard. A creature stands, shedding bits of
The modrons are a great tool to modify the rusted metal. The being is a large starfish-
difficulty up or down while running this shaped construct made of dark-gray steel,
encounter. They can take a hit or two for the standing on five steel legs attached to its
characters or do some damage to the chaos central body and a mechanical eye and
slashers. Here are recommendations for mouth in each of its five arms. The back of its
arms are covered with spikes. It is covered
adjusting this combat encounter. These are not with patches of rust, and many of its plates
cumulative. are bent and torn. “SL33P13-773P reporting
• Very weak party: There are two lesser for duty. Systems are functional, but some
chaos slasher at 50% of their hit points. damage is detected. All chaos creatures
have been rendered inactive. What are our
• Weak party: There is one lesser chaos
orders?”
slashers.
• Strong party: There are three more chaos
slashers. SL33P13-773P is happy to share information if
• Very strong party: There are four more asked:
chaos slashers. • It and Squad 327-Q8 were here to guard the
portal and deal with any arrivals as necessary.
Chaos slashers came through and attacked,
leading to the battle that the adventurers joined.
• A human envoy with a handful of underlings
are at the nearby modron camp as well. These
humans have a badge that allows them to move

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11 PA RT 1
around freely. The envoy was interested in the
portal. SL33P13-773P does not know more SL33P13-773P
about these humans. SL33P13-773P, or “Sleepie,” or whatever
• While waiting, the modrons were also to nickname the characters settle on, looks like a
observe the patterns of the portal (such as when typical pentadrone. It is a large starfish-shaped
it becomes one way, when two ways, and so on) construct made of dark-gray steel, standing on
and the nearby gears, noting exactly when things five steel legs attached to its central body and
change and to memorize the pattern in the a mechanical eye and mouth in each of its five
process. arms. The back of its arms are covered with
• It knows nothing about the assassin the spikes. Unlike most pentadrones, it is covered
characters are looking for. It remembers seeing with patches of rust and many of its plates are
a modron missing an arm pass through the bent and torn.
portal approximately 200,000 seconds ago. Since While the encounter with the chaos
that modron was damaged, it is either at the slasher unhinged SL33P13-773P, it still is a
maintenance area being repaired, or it has been modron. It has no sense of self (yet). There
destroyed. is only “we,” which right now includes the
At some point the characters need to decide what to characters. It does not ask questions beyond
do next. SL33P13-773P offers a great opportunity what is needed to clarify orders. In reality, it is
to get into the modron compound. Other modrons slowly beginning to become an individual, so
might want to arrest the characters, but SL33P13- as the adventure progresses it may start asking
773P outranks most modrons at the compound and questions that go beyond the orders. First it
can keep them from bothering the characters. just wants to know why specific orders are
given, but later this turns into a curiosity about
SL33P13-773P follows the characters as long
the world at large.
as they order it to, and it follows their commands
to the letter. If no commands are given, it sets out to Regardless, it remains a lawful neutral
the camp to get repaired and report the incident at creature. It wants to know the rules so that
the portal. Proceed with Part 2. it can follow the rules. Note that it is not
particularly stupid, and while the characters
might fool it into following some silly orders/
laws, it should not be taken to extremes.

CORE 1-2 / A COG IN THE WHEEL:


12 PA RT 1
PART 2.
A DIFFERENT GEAR
From The Portal Imposing Order
Any creature in Mechanus feels an imposing
From the portal the characters can see two points of sense of order. Urges to do the unexpected are
interest. mostly suppressed. Mention the sense of order
• There is a small camp on the middle of a and the impact it has on their characters, but
copper gear about 400 yards away. The tents are leave it to the players whether they want to
inhabited by humans, and in the middle stands do something with it. It can be fun to suddenly
an observation platform. have the brash unpredictable adrenaline-junky
• There is a large walled military compound on rogue be calm and patient, but it is not for
a steel cog about 2 miles away. The camp is built everybody and can lessen the fun when taken
near an even bigger black iron cog. The iron cog to extremes. Reward Inspiration liberally for
has gate-sized holes that touch the steel cog. The good roleplaying.
hole currently at ground level glows blue. The Note that in the unlikely case the
camp walls and buildings appear to be made out characters take a long rest in Mechanus each
of metal. It is hard to see from this distance, but adventurer must make a DC 10 Wisdom saving
it seems to be a modron compound. The path throw at the end of the rest. On a failed save,
to this compound is made up of smaller, faster the creature’s alignment changes to lawful
moving gears. neutral. It shifts back after spending at least
• As the adventurers move from gear to gear, one day in a plane other than Mechanus.
especially those leading from the portal to the
compound, make a show of describing how that
trying to move across or between these smaller, Moignos and Other Creatures
faster moving gears could be dangerous if done
too quickly. They can be crossed slowly without
There is virtually no wildlife, no plants and no rocks
concern, but it involves moving carefully and
in Mechanus. Unless described otherwise the cogs
waiting for the gears to reach certain alignments.
and gears are bare smooth metal. In fact, animals
Note: Everybody understands one another while in are uncomfortable in this place of the rigid law and
Mechanus. There are no language differences. Secret act accordingly. Besides the modrons at the steel cog
languages and codes only befuddle if the message and humans at the observation platform there are
is hidden behind an ordinary meaning. People still two other groups of “living” creatures in the area:
speak their native language. It is just that others the moignos and razorvine.
simply understand what is said.
Moignos are two-dimensional mathematical
constructs that flitter in small groups like flocks
of birds. They act as calculators for the modrons,
especially in regards to gear movement. They are
not specifically loyal to the modrons and, unless
working under direct orders, they begrudgingly help
others solve various calculations. Their true passion
lies with finding the absolute value of pi.

CORE 1-2 / A COG IN THE WHEEL:


13 PA RT 2
Lacking any true sentience, they are of little use The twins are accompanied by five human
outside of numerical equations. Still, the characters servants and twenty-five human soldiers. The
might have some fun interacting with these living servants wear expensive green and white livery,
calculators. One potential good use is asking them and the soldiers wear similarly colored uniforms.
to observe the smaller gears and cogs between the All the servants and soldiers have similar features
portal cog and the steel cog and report their findings and might be hard to differentiate for the characters.
when the characters return. They do so even if the They are all polite and unfazed by anything,
adventurers are clearly in some kind of conflict although the soldiers are quick to react with
with the modrons. Feel free to give the characters violence to protect themselves and their charges.
advantage or even automatic successes when The twins have observed the fight with the
rushing past these cogs in Part 4. chaos slashers, and they would love a report from
Razorvine is a weed that grows almost the participants. They have a strict policy of non-
everywhere, including in Mechanus. It grows in wild interference though. A scientist should not interfere
tangles, looking like brown ivy. The modrons try to with their study object. They are cautious but very
remove the patches as part of their maintenance happy to talk. They want a detailed account of what
work, but they are only partially successful. went on and what kind of dealings the characters
As the name implies, the edges of its leaves have had with modrons before. They clearly
are razor sharp. When a creature comes into direct admire modrons but don’t react with anger when
contact with razorvine for the first time on a turn, confronted with another opinion. They see it as a
the creature must succeed on a DC 10 Dexterity reason to debate, philosophize, and educate.
saving throw or take 5 (1d10) slashing damage. As long as the characters are willing to talk, they
The patches are easy to spot and avoid unless one is freely offer the use of their telescopes and answer
moving particularly fast. They might come into play any questions the adventurers might have about
in Part 4. modrons:
• They have been here since the modrons
arrived in this area. The twins set up camp half
Observation Platform a turn of the big wheel ago. Since they are not
from Toril, they have no idea how that relates to
The human camp on the copper cog consists of the characters’ clock.
eight large green canvas tents standing around a • There is one brigade stationed at the
10-foot-high wooden platform. A ladder leads to modron camp right now, which means 4,688
the platform, which contains several mounted brass monodrones, 2,344 duodrones, 1,100 tridrones,
telescopes, two large desks including writing gear, 736 quadrones, 427 pentadrones, and 1 decaton
and a single cabinet with books and papers. for a total of 9,296 modron, give or take a few
The camp is occupied by the twins Inefi Kapp, considering the recent fight.
a pale-skinned human woman with long silver • This brigade is part of the 9th Army. The 9th
hair, and Halaash Kapp, a dark-skinned human is one of the unassigned armies used either as
with glowing blue eyes. Both are wizards studying reinforcements or in foreign operations.
the modrons. They believe the universe is an • There is a small number of humans at the
orderly place, with modrons being the perfect modron camp, an envoy of some kind and his
representations of that order. Understanding servants. The man prefers black clothing. These
modrons helps understand the universe. The twins humans likely have a badge or pass that allows
are curious, studying for studying’s sake. They are free travel over the cog. The leader certainly had
lawful and approach life and study with careful an interest in the portal. (continued)
planning. Inefi is the more outgoing and humorous,
while Halaash is the silent observer making notes
during a conversation.

CORE 1-2 / A COG IN THE WHEEL:


14 PA RT 2
• More modrons are constantly arriving, which nor deny these speculations.
excites the two wizards immensely. It looks • As a final note, the twins state that some of
almost like the start of a Great March (every the modrons seem to be acting strangely, and
17 Mechanus years a large army of modron they point to SL33P13-773P as an example.
marches across all the outer planes), but it is Something larger than anyone realizes might be
too early for one. They are curious what the happening in the camp, and the twins are very
modrons are planning. excited about that.
• The twins know the basic of modron as Note: It is unlikely the statistics of these NPCs are
detailed in the Monster Manual. Of importance needed, but in a pinch use the guard stats (MM page
to the players is that modron are strictly 347) for the soldiers and the archmage stats (MM
hierarchical. They follow orders of their page 342) for the two mages.
superiors to the letter even if said superior
might have gone rogue or when it seems to
contradict an earlier order. Military structure Modron Camp
does apply, so an order from a direct superior
takes precedence of that from another when
The portal gear is about 2 miles away from the
there is a conflict. Of course, there is never a
compound on the steel gear. It is a perfectly square
conflict since the modron are perfect.
camp with towers on each corner and a gate in the
• The decaton is the rank above the pentadrone middle of each wall, with watchtowers behind them.
and the highest ranking modron at the camp.
Tent-like structures, each exactly the same as
Decaton are intelligent, powerful spellcasters
the others, stand in a regular pattern inside. Wide
that look like mechanical beholders.
paths lead from the gates to a square in the center,
• Modrons tend to react predictably to where there are several larger square structures.
certain behavior, and even a pentadrone is The only smoke visible is rising from one of these
not particularly intelligent. Infiltrating the central buildings, which might be a forge of some
compound should not be too hard as long as the kind. There are no campfires, no kitchens, and
characters avoid the decaton and look and act no fields for animals. There is a lot of movement
like they belong. though, as groups of modron march around.
• The twins know the pattern of the portal the At the back rises a black iron cog with holes
adventurers used and the big gate behind the instead of teeth. The holes are at least the size of a
modron camp. They can help the PCs set up the big city gate. While the black iron cog turns around
infiltration so that they can sneak in, punish the slowly, it is not connected to the steel one. The
murderer and acquire the necessary information moment the hole is level with the steel cog, the hole
with time to spare to get through the portal back glows blue. These holes are gates to the central
to Melvaunt. domain of the modrons. It is impossible to see
• If a character mentions that the portal they from this distance without aid, but when the gates
used is a bit small and functioning somewhat activate, more modrons march through.
irregularly, the twins react like proud parents. There are no other structures on the steel
Everything follows a pattern in Mechanus, but cog, giving the characters a clear view. Modrons
the modrons can actually change those patterns. patrol the cog, although they are not particularly
The twins don’t know exactly how, or even if that vigilant, since it is possible to see for miles here.
is the modrons’ intention, but if the characters The patrols follow predictable patterns. Allow the
want to know if that is the modrons’ intent they characters who observe the cog for an hour a DC
need to enter the camp and look for whether 10 Intelligence check to determine the pattern and
the tools are there. Note that as stated in Part 1, avoid patrols. Characters with a military background
SL33P13-773P has never been directly involved succeed automatically.
in these plans, and as such can neither confirm

CORE 1-2 / A COG IN THE WHEEL:


15 PA RT 2
A patrol consists of 8 monodrones, 4 duodrones,
2 tridrones, and 1 quadrone. Fighting the group is Troubleshooting
a deadly challenge even for a group of six 4th-level The players may be discouraged when they
characters. As long as the characters patiently wait realize there is an army of modrons between
for the patrol’s arrival and provide non-hostile them and their goals. If that happens, impress
logical answers to the quadrone in charge, there is on them, preferably through the twins, that
no problem. In fact, if the group has SL33P13-773P modrons are not typical opponents. Infiltrating
with them, the pentadrone can simply order the an enemy camp might normally be hard,
patrol to move along. but it is different with modrons, especially if
More information on the camp can be found they have befriended SL33P13-773P. In fact,
in Part 3. Note that a character trained in military considering the potential threat the modrons
matters would estimate that camp could hold up to pose to Melvaunt, learning the modrons’ plans
at least 50,000 human soldiers. And since modrons is vital.
don’t need sleep or food, the camp could probably Still, if they observe the modrons instead
hold a significantly higher number of modrons of entering the compound, let them. Another
without a problem. group of modrons sets up camp at the portal
after a brief time passes. The adventurers have
to fight them to get back through the portal,
as discussed in Part 5. If the players choose
not to enter the camp, the adventure is going
to be over sooner than planned, and it might
be somewhat boring, but that is their choice.
Adventurers are expected to take risks, why
else become one?

CORE 1-2 / A COG IN THE WHEEL:


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PART 3.
INTO THE STATION
To achieve their goals, the adventurers must enter virtually impossible to fool and it has every reason
the modron camp. They can find the assassin at the to dispose of the adventures. The characters might
maintenance facility, and they can find the invasion be able to defeat it in a direct confrontation if they
plans at the camp headquarters. Several paths were very lucky and it was just against the decaton.
are available to the characters to reach that goal. In reality, it is never alone and can summon any
The following section provides you the necessary modron within 44 miles just with a thought.
information to adjust the adventure based on the Important: If the adventurers do confront the
characters’ actions. decaton directly, it does not stay around. Its
destruction would be problematic to the modrons’
plans, more so than the potential damage the
Decaton General characters could cause. Instead, it simply retreats
and sends in wave after wave of modrons.
Modrons follow a strict hierarchy. Pentadrones
are the highest ranking base modrons. The next
step up is the decaton. The decatons are the lowest Infiltration
rank of the hierarch modrons, the highly intelligent
modrons that rule the race. There is no day and night on Mechanus. Modrons
Decatons are large spherical creatures with do not need sleep. The characters cannot disguise
ten tentacle-like extensions, each ending in one themselves as modrons, and magical disguises are
eye. They float in the air and look like mechanical easily pierced with a modron’s truesight.
beholders except for the lack of a large central
eye. Their most important task is maintaining the There are a few things that makes things easier on
well-being of the modrons, and they are powerful the characters:
healers. Each has the spell abilities of a 10th-
level cleric, in addition to an almost unlimited • The vast majority of modrons are not
ability to instantly heal up to ten nearby modrons particular bright. They are automatons
of all damage. Decaton have the capability to operating within a set of parameters. Even the
communicate telepathically with all pentadrone more intelligent quadrones and pentadrones
within 44 miles. The conversations are initiated lack imagination and a sense of self.
by the decaton, and no underling has the ability • The higher-ranked modrons are still sentient
to contact the decaton except through the more creatures who react accordingly. As a result
mundane method of sending a messenger. there is some leeway, but the adventures cannot
(SL33P13-773P is currently not receiving those simply blow things up and not expect a camp-
orders from the local decaton.) wide alarm. At least some thought must be given
Currently there is one decaton in the camp, to any infiltration attempt.
which is in charge of this operation. The decaton • The characters hopefully joined forces with
has an intelligence of 14 and it is extremely busy. As SL33P13-773P. It might be broken, somehow
a result, unless the characters purposely look for a thinking the adventurers are its superiors,
confrontation or do something stupid, they are not but no lower-ranked modron would even
going to meet the decaton. It should be highlighted contemplate questioning its orders. The
as a constant threat in the background, because it is difficulty with this path is getting SL33P13-773P

CORE 1-2 / A COG IN THE WHEEL:


17 PA RT 3
to give those orders and keep to a script that is at
least somewhat believable to other pentadrones, A Note on Dice Rolls
especially those at the gates. For the adventure to succeed, it is vital the
• There is a small group of humans present in characters get inside the camp and at least
the camp. As such, a wandering organic being get into the maintenance area to confront the
inside the camp would not draw much attention. murderer and/or get into the headquarters
In other words, once the characters are inside, to learn of the modrons’ plans. Dice rolls are
they can do a lot without risking retaliation. important to D&D, but be careful when asking
• Give the players some time to design a plan for a roll while getting into the camp. A roll
and use your judgement on how to proceed should have consequences, and before making
from there. Err on the side of the players, and a check you should be ready to accept the
try to avoid a violent confrontation. If possible, consequences.
try to add some kind of interaction/tension, but There are multiple paths into the camp,
remember that for the adventure to proceed the so simply blocking one based on a check is
characters need to at least to get to the center of one thing, although there is always the chance
the camp. all paths are blocked through bad dice rolls.
Once you ask for one roll, you are more or less
Diplomats forced to do so in similar future situations to
It is possible the characters decide to act as official remain consistent. The characters are nowhere
legal representatives of a recognized government. near strong enough to face a whole brigade of
They might march to the gate and demand to speak modron, so violence should not be a reaction
with the modron leaders. If it happens, the modrons this early.
detain the characters and bring them to their There is nothing wrong with granting an
superiors, to have them deal with the issue. auto-success to characters trained in the right
If the characters try this tact, simply have the skills or who present a well-thought out plan.
guards at the gate allow SL33P13-773P to escort the
adventurers into the camp. That way they can move
about unhindered.
Modron Camp
See Appendix II for a map of the camp.
The modron compound is a relatively simple
encampment with ten-foot-high walls and twenty
feet high square watchtowers at each corner. Each of
the walls is pierced by a simple double-doored gate
without towers and a wall blocking straight access
to the camp. Any military expert would recognize it
as a temporary camp.
Inside four wide lanes lead to the middle,
dividing the camp in four quarters. The middle
of the camp consists of a large open area and a
selection of buildings that fulfill support roles
such as the forges, repair shops, supplies, and the
headquarters. Everything, tents included, is made of
thin dull gray iron sheets instead of cloth and wood.

CORE 1-2 / A COG IN THE WHEEL:


18 PA RT 3
1. Gates Modrons need no sleep, but they need periodic rest.
Each gate is twenty-feet wide and closed with a Many are simply waiting to go through the portal
large double door. An extension of the exterior wall when the gate is in the correct alignment. There are
behind the gate forces visitors to make a sharp right row upon row of regularly spaced tents with enough
and left turn to enter the camp. There are no towers space between for two pentadrones to pass one
or catwalks across the entrance. The gates are another (20 feet).
usually closed. The gate nearest the modron portal Modrons in these areas have been ordered to
(area 10) is open when the portal is active, seeing rest, and they ignore visitors completely, barring
a lot of use by messengers, supply caravans, and a direct attack or act of sabotage. If a camp-wide
reinforcements. alarm is sounded, they spring into action.
Each gate is permanently guarded by a single 5. Assembly Square
patrol: 8 monodrones, 4 duodrones, 2 tridrones,
The square is simply a large open space where
and 1 quadrone. The quadrone intercepts the
groups of modron gather to receive orders or report
adventurers who tries to enter, asking them their
to headquarters. The modrons have no need for
business. Unless the adventurers really bungle
speeches, inspections, or training, so there are
the interaction, they should be able to get in, as
no platforms or training equipment. It is one of
described earlier.
the busiest parts of the camp, and there is always
2. Walls modron active in the area.
The walls of the fortress are 10 feet high and 6. Forge
10 feet thick and made of smooth iron sheets.
The square building is one large open area under
They are hollow with no access to the inside. A
a sloped roof. There are several forges, all neatly
simple low parapet offers some cover to those
arranged with coal in tidy heaps at one side, iron
walking on top. Climbing the wall without a rope
bars stacked on another, and tools carefully put
is impossible without magic, but doing so with a
away in their proper places. The area is hot and
grappling hook and rope is easy. No modron patrol
filled with smoke, extremely uncomfortable for most
the wall, although climbing over unseen from the
living creatures.
watchtowers or the gates is impossible without
some distraction. Modrons continually work here, with
monodrones and duodrones keeping the bellows
3. Corner Watchtowers operating and forges burning while tridrones and
These square towers are twenty-feet high with a quadrones do the actual smithing: all under the
flat roof and two floors inside. Each floor consist supervision of a single pentadrone. Most work
of a single open empty room. A patrol is stationed consists of making and repairing tools, weapons,
at each tower, keeping an eye on the surrounding and body parts for the modrons. As long as visitors
area. While the door into a tower is big enough for a make sure they are not in the way of the workers,
pentadrone, the ladder up is not. The other modron they are ignored.
can and can be found on any of the floors.
7. Maintenance Area
4. Troop Quarters The repair shop is a sixty by sixty foot square
Modron are not living creatures, and nowhere is enclosed building. It has the same dimensions as
this clearer than in the four troop quarters. The the forges. It has no windows and two large sliding
area consists of square tents made of thin metal doors. The inside contains several workbenches, a
sheets, each exactly the same. A tent would provide pulley, and several modrons. It is the location where
eight humans a sleeping place, but modron do not the characters find the assassin from CORE1-1
need beds nor much space to maneuver. There is A Scream in the Night. More details can be found
no furniture inside, and modrons resting are simply below in Capturing an Assassin.
standing shoulder to shoulder staring into space.

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8. Depot 1. Briefing Room. The large room is mostly empty
A long, narrow building encloses a single space. except for a large desk and large wooden board.
Several large doors give access to the building, and a There are no chairs. There is a map of the camp,
wide open corridor passes through headquaters on the cogs in the area, and Melvaunt pinned to the
the assembly square beyond. The doors are locked, wooden board. Colored pins on Melvaunt seem
but there are no guards. to highlight points of interest, mostly defensive
structures and temples, but there are a few odd
The area contains crates filled with supplies.
spots as well whose nature is not immediately
There is no food, drink or much fuel. Instead there
obvious. The portal has its own golden colored pin.
are supplies for the forges, spare weapons, tools,
At the moment the room is hardly used except as a
and modron body parts.
passage for the decaton.
Vault: One area in the depot is enclosed by thick
steel walls and a locked door. The door is protected
by a glyph of warding, requiring a DC 12 Intelligence 2. Document Processing. The doors into the
(Investigation) check to find. If triggered it explodes room are always open. Monodrones constantly
in a 20-foot-radius, dealing 9 (2d8) thunder damage. deliver various documents, which are processed
A successful DC 12 Dexterity saving throw halves by duodrones and tridrones under the careful
the damage. Of course, the explosion alerts any supervision of a quadrone. Archive cabinets line the
nearby modron. The door can be opened with a walls, and desks stand in the middle. The constant
DC 10 Dexterity (Thieves’ Tools) check. Inside the noise is loud enough to at least dampen some of the
characters find valuables (see Treasure below). sounds characters might make in other spots of the
building.
Treasure Acquiring any good information in this area is
Several small gold ingots worth a total of 200 gp can impossible. Such information is hidden among a
be found here. huge amount of minutia. As far as the characters
are concerned, there is no clear labeling. More
importantly, the modrons working here do not
9. Headquarters accept any interference. They kick interlopers out
See Appendix III for a schematic layout of the of the room, and if the culprit objects they react
headquarters. by calling superiors, which eventually ends with
The headquarters are a long narrow building violence and an alarm.
with steel walls and a slanted roof. It stands at
the edge of the assembly square with the depot 3. Decaton Office. The large room contains a desk
at its back. It is two stories high with windows (no chair), a cabinet, and a large table with chairs.
overlooking its surroundings. The doors are big There is a large cushion in one corner, a resting
enough for pentadrones. The building has ramps place for the decaton. Otherwise the room is empty
instead of stairs. and all its doors locked. It is a clean room, and
The doors and windows are locked unless everything in the cabinet and desk is neatly stacked
otherwise noted. It requires a DC 10 Dexterity and well-ordered. It is here that the characters can
(Thieves’ Tools) check or a DC 12 Strength find the plans of the modron inside the cabinet
(Athletics) check to open. Using weapons to open clearly labeled as such. The decaton cannot even
them is automatic, but unless the characters take imagine spies infiltrating its camp, and it has taken
the necessary precautions through a successful no precautions against theft. See Information
Dexterity (Stealth) check, doing so makes noise and below for more details.
alerts the modrons.
It is in this building that the characters can 4. Archives. This large windowless room is filled
find the information they are looking for about the with file cabinets. Medium-sized creatures can move
modrons’ plans.

CORE 1-2 / A COG IN THE WHEEL:


20 PA RT 3
around with some difficulty, but Large-sized ones Capturing an Assassin
get stuck. As with the document processing room,
there is too much useless information here for the
characters to find much. The primary goal of the characters is capturing the
assassin that has hunted the streets of Melvaunt.
The modron responsible has been damaged during
5. Guest Quarters. The invasion of Melvaunt is a its mission and it is currently in the maintenance
project in cooperation with a group of humans. A area. The modron compass the characters carry
pale gaunt man with short black hair and a goatee points them directly to the repair shop. The culprit
in black is the group’s liaison and envoy. His yellow has no intention to quietly surrender though.
snake eyes are his most distinct features though. He
The shop consists of a single sixty by sixty foot
goes by the name of Black. He and his human guards
room with two 10 foot sliding iron doors opposite
(two scouts) and servants live in this single room.
one another. These doors can be bolted from
It is a spartan room, but there are at least beds, the inside or outside. The locking mechanism is
a brazier for heat, and a small kitchen. The walk-in operated from the headquarters as well. The ceiling
closet in one corner contains food. More details on is twenty feet high. Inside are several workbenches,
the humans can be found below in the Information and all the tools and supplies needed to repair metal
section. constructs. There are two pulley systems attached
to the ceiling. All the objects are neatly arranged,
giving at least some room to maneuver.
10. Modron Portal
There are four monodrones and one
At the edge of the steel cog rises another large cog,
duodrone at the shop, plus the assassin C1e7i5,
which manages the gate to the modron’s central
which is a quadrone. (C1e7i5 is currently unable
community in a different part of Mechanus.
to attack, although it is conscious and can talk to
There is always a squad of modrons (sixteen the adventurers). These are all damaged, reacting
monodrones, eight duodrones, four tridrones, rather unpredictably especially to non-modron. At
two quadrones and one pentadrone) on guard. first they might be inclined to ignore the characters,
These guards react violently to the presence of but something suddenly changes after which
non-modrons, considering it an invasion of their they initiate the attack. They fight until they are
territory. The adventurers are ordered to leave disabled. The most likely moment is any aggressive
immediately if they approach the portal or the confrontation with the assassin.
guards.
When the portal is open, troops and supplies
If a fight starts and no alarm has been sounded yet,
are moved through. It often requires direct oversight
the following happens:
by the decaton. It offers both an opportunity for the
characters and a risk: an opportunity because the • Round 1-3. No alarm. There is a lot of noise
modrons are distracted and the decaton is likely to coming from the forges across.
be away from the headquarters, and a risk because • Round 4. If the fighting is still going on at
a lot of modrons are active, and there is always the end of the third round, a quadrone rushes
the chance to run across the decaton who would toward the shop to check what is going on.
instantly recognize the adventurers as intruders. • Round 5. The quadrone arrives at the end
Always give the players information they need to of the round. If the fighting has stopped, the
avoid the place. adventures might be able to talk their way out of
the situation, since these modrons were known
to be damaged. DC 10 Charisma (Deception)
checks can be the baseline. If the fighting is still
going on, an alarm is sounded. See Alarm below
for the consequences.

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21 PA RT 3
After the alarm is sounded, each round of fighting Short Rest. Note that at this time it is impossible
simply brings in more reinforcements. for the characters to take a short rest. The
• Round 1. Nothing special happens. modron in the camp are in constant motion, and
the adventurers cannot hope to stay unopposed
• Round 2. Two new monodrones arrive on the
for one hour. Eventually modrons come across
scene.
evidence that something is wrong, resulting in an
• Round 5. Four monodrones and one duodrone alarm as discussed below. If the players insist, give
arrive. them a warning through behavior of the modrons
• Round 8. A full patrol (eight monodrones, about halfway through the rest. The characters
four duodrones, two tridrones and a quadrone) might be questioned by modrons, there might be
arrive. a commotion at the repair shop, and so on. If they
• Round 10. The decaton arrives. ignore it, the alarm is triggered some time later.
Reinforcements can be blocked by closing and
locking the doors, although unless sabotaged by Adjusting the Encounter
the characters, the doors can be opened from the The fight itself is an Easy encounter. The real
headquarters. If the characters wait too long before challenge is in disabling the opponents quick
fleeing, getting out of the building might also be enough without raising an alarm. If an alarm
hard, since those modrons that cannot enter, simply has already been sounded, it is more about
wait outside. time. The longer the characters take, the more
If SL33P13-773P is present, assume it is too reinforcements arrive.
confused to do anything. The broken modrons do Here are recommendations for adjusting
not listen to its commands anyway. At this point this combat encounter. These are not
it starts realizing something is amiss with it. The cumulative.
characters can try and convince it to come with
• Very weak party: Remove the duodrone.
them instead of facing destruction. Good roleplaying
gets it to stay around. See the sidebar SL33P13- • Weak party: Remove two monodrone.
773P’s Fate. • Strong party: Add two monodrone.
During or after the fight, C1e7i5 simply watches Instead of regular weapons, they grabs
the fight with an odd grin on its metal face. At some nearby chains. They keep the same attack
point, before or after the battle, read: rolls, but deal 5 (1d8 + 1) bludgeoning
damage instead.
The armless quadrone that caused the • Very strong party: Add two monodrone
havoc in Melvaunt is suspended from a and a tridrone. Instead of regular weapons,
chain. In addition to its arm, it is missing they grabs nearby chains. They keep the
several other parts. It smiles when it sees you,
same attack rolls, but deal 5 (1d8 + 1)
an odd look for a modron. “You are here,
and that means the war has started. My bludgeoning damage instead.
mission was a success.” With that, its head
splits open and a black sapphire pops out.

Treasure
Information
The black sapphire is very small but still worth 300
gp. The characters should be worried about the
presence of a large army with direct access to
Melvaunt. Except for the portal into Melvaunt, there
are no other obvious interesting objects in the area.
The army’s presence can only be due to the portal.

CORE 1-2 / A COG IN THE WHEEL:


22 PA RT 3
The intent of the modrons is unlikely to be friendly return.
since they would have send envoys otherwise. At If his delaying tactics do not work, he orders
this moment in time, though the portal is too small his guards to cover his retreat, while he fetches
and inactive for a successful invasion, so there must reinforcements. If necessary, he is not above
be some kind of plan in place. jumping through a window. It might get him killed,
At the decaton’s office, the adventurers find but it will alert the modron.
a neatly stacked set of documents detailing the The same thing happens here during a fight as
immediate plans of the modrons with regards to in Capturing an Assassin above. The first three
the Melvaunt portal. The documents are in the filing rounds are fine, but soon after reinforcements
cabinet in his office, filed under M. arrive, and then finally an alarm is sounded.
The documents are written in Modron, which
poses no problem while in Mechanus. A quick Adjusting the Encounter
glance shows the modron are planning an invasion
of Melvaunt. The first step in the plan is to observe A direct confrontation with Black and his
the portal and determine exactly when the portal bodyguards is a medium fight. Black does not
will be stable enough and large enough to send the stick around though, trying to get help. If he
entire army through. The purpose is to stabilize succeeds, dealing with the two guards is easy.
the environment and protect Mechanus against If the characters block his path, things become
dangerous instability. Large amounts of chaos more difficult here, but somewhat easier in
energy are leaking into Mechanus at the site of the Part 4.
portal, and that chaos originates in Melvaunt. Here are recommendations for adjusting
Before the characters can do much, they are this combat encounter. These are not
interrupted by Black, the human envoy, and his two cumulative.
bodyguards (two scouts). He is a bit early for his • Very weak party: Replace the scouts
appointment with the decaton, planning to double- with two guards.
check a thing or two in the plans. If an alarm has • Weak party: Remove a scout.
been sounded, Black is actually waiting here to • Strong party: Replace the stats of Black
prevent the plans from falling in the wrong hands. with a cult fanatic.
If the characters took proper precautions, they • Very strong party: Add one veteran.
should be alerted and with one or two appropriate
skill checks manage to get away without a
confrontation. Of course, Black immediate notes the
missing papers and trigger an alarm (see Alarm
below for what happens next). Otherwise Black Alarm
catches them in the act.
Black is extremely surprised, giving the No amount of skill is going to allow the characters
characters one surprise round. If Black is allowed to remain undetected forever. Even if they don’t
to recover without a fight, he becomes curious, accidentally trigger an alarm, at some point their
trying to get the characters to reveal who they are presence is noted.
and why they are here. He is a proud, polite man When the modrons become aware of the
who does not hide his disdain for the characters. characters’ presence, a camp-wide alarm is
He is not stupid though, and he is not about to triggered. This should happen after the adventurers
risk his life fighting several unknown adventurers have found the assassin and the modrons’ plans.
who managed to get into the camp unopposed. He A single loud gong is sounded. At that point the
answers no questions beyond giving his name and decaton flies up, and through telepathy contacts
saying that he is a friend of the modrons. He does pentadrones near obviously visible trouble spots,
try to delay the characters, hoping for the decaton to quickly focusing on the source and reacting

CORE 1-2 / A COG IN THE WHEEL:


23 PA RT 3
accordingly. As a result distractions are quickly
dealt with. If the modron are aware of the presence SL33P13-773P’s Fate
of intruders, they start to hunt the characters If the adventurers are still with SL33P13-773P,
down. Otherwise things settle down, providing the at some point they need to decide what to do
adventurers with only a short reprieve. with the now rogue modron. Without outside
Assuming a hunt is started, proceed with Part influence, SL33P13-773P simply stays behind
4. The exact starting point depends on time and at the repair shop awaiting its fate, which is
location the alarm is triggered. Under the best destruction.
of circumstances, the adventurers managed to If the characters interacted regularly
deal both with the assassin and acquire the plans with the modron up this point, talking about
without triggering an alarm. Start the chase in Part the world and/or what it means to be an
4 with the characters at the Wall/Gate. individual, SL33P13-773P expresses both
It is possible the alarm is triggered either at curiosity and concern. It does not want to
the maintenance area or the headquarters. If the be destroyed but does not understand this
adventurers have been at both spots, or simply emotion (or the concept of emotions for that
decide it is time to leave, start the chase in Part 4 matter). At that point characters can greatly
with the characters Crossing the Camp. If they still influence what happens. They effectively
need to get to one area, start with Into the Building decide whether to abandon SL33P13-773P
instead. Changes to those encounters are detailed and leave it behind or take it along back to
above in Capturing an Assassin and Information. Melvaunt.
In the unlikely case an alarm is triggered before
even achieving one goal, and the adventurers
decide to press on, proceed with Through the
Camp in Part 4. If they decide to retreat, start at an
appropriate spot. If it happens outside, it should be
easier to retreat since the modrons are not nearby
in sizable numbers. Half the consequences of a failed
check in Part 4.

CORE 1-2 / A COG IN THE WHEEL:


24 PA RT 3
PART 4.
RUNAWAY TRAIN
Triggering an alarm is unavoidable but most likely In reality it takes more time and considerably
happens after the adventurers acquire what they more distance. Feel free to give bonuses to check
were looking for. Regardless, once the alarm is for characters who have faster speeds or greater
sounded, the modrons start their hunt for the movement.
characters. Since the adventurers are not powerful The chase assumes the characters make a more
enough to face a whole army, all they can do is run or less direct run for the portal. The terrain makes
and flee through the portal back to Melvaunt. hiding challenging. Time is not on the characters’
Note: All modrons have truesight. Illusions and side, since any delay on the part of the adventurers
similar magic only work at more than 120 feet gives the modrons the opportunity to place more
distance. guards at the portal. Besides, running in another
direction does not make getting away any easier. If
the characters insist, allow them to flee in another
On the Run direction, adjusting the chase as necessary. In
that case the chase stops with Stealth checks as
As discussed in Part 3, the location of the described in the Dungeon Master Guide page 251 as
characters depends on when the alarm is sounded. soon as the characters leave the steel cog and enter
If everything went well, they are at the gates of the a region with many smaller cogs. The characters can
compound. If things did not go according to plan, then take an extended rest and return to the portal
they are elsewhere. afterward. Increase the number of modron posted at
the portal in Part 5 to make it a deadly fight.
If the characters are still in the camp, and
nobody has yet spotted them, they can try to SL33P13-773P
keep hidden. Some kind of distraction can be a If SL33P13-773P is with the characters, it can
great boon. Use your judgement on how effective remove one opportunity attack made by a modron
a particular distraction is. If they are at the gates per round.
or outside them, hiding is not an option. All the
characters can do is run. When the adventurers are Ending the Chase
located, roll initiative and start the chase. The chase obviously ends when the characters reach
The chase can be divided in up to seven phases the portal back to Melvaunt. Note down the amount
based on the areas the characters have to cross. of rounds the slowest character needed. See Part 5
These areas are described below. The characters for the effects.
have to cross each area to finally reach the portal Regardless of the results, adjust the encounter
home. as necessary to make it a fun experience for the
For simplicity’s sake, assume the characters players by adding specific complications (as long
require a Dash action plus normal movement to as they fit the setting), making things a bit easier or
cross any area (1 full round of movement), except reduce the time necessary to reach the portal.
the steel cog, which requires 3 Dash actions (3
full rounds of movement). The exact speed is not
important since it is assumed faster characters
help the slower and because it is more of a
representation of time rather than actual movement.

CORE 1-2 / A COG IN THE WHEEL:


25 PA RT 4
If caught in a fight, nothing happens if the
Adjusting the Encounter two monodrones are disabled by the end of the
The chase is supposed to drain resources. Treat first round. If the monodrones are still alive and
it as an easy to medium encounter, but don’t able to make noise at the end of the round, two
make things harder just because the players more monodrones arrive. The next round four
roll well. monodrones and one duodrone arrive. If the
• Very weak party: Halve the damage characters are still not inside with a closed door
caused by a failed check. after this they face a full patrol (8 monodrones, 4
• Very strong party: Increase the damage duodrones, 2 tridrones and 1 quadrone).
caused by a failed check by 2. Alternatively, they can run away and return
some time later, see Through the Camp above.
Or they could split up, one group making a lot of
Through the Camp (1 full round) commotion while giving the stealthy characters the
opportunity to get in. Doing so is a good idea in the
It is unlikely the characters trigger the alarm while
case of headquarters, since Black does enter the
moving through the camp towards the center. If
office. He and his men stay at his room for now to
it happens, taking the diplomatic route may be a
avoid misunderstandings. Getting the murderer in
good option. As long as the characters don’t become
the repair shop might be hard for a small group of
violent, the modrons are unsure on what to do and
characters though.
simply take the PCs to headquarters for a talk with
the decaton. This gives them the chance to escape
later. Out of the Building (1 full round)
If the PCs insist on simply running, instead of Except for as described in Part 3, the modron prefer
using the complication table, a character should to avoid a confrontation inside a building. Assuming
make a DC 10 Dexterity (Stealth) check at the end the characters do not wait for a mass of modron to
of the round. They have advantage on the check if surround a building, they have two options: Rush
they cause some kind of significant distraction. On past the modron blocking the door or stealthy try to
a success the characters avoid any complication, leave through a window.
reaching their target without trouble. On a failure,
If done quickly enough, rushing past the
they trigger an opportunity attack by a modron (+3
modron simply triggers an opportunity attack (+3
to hit; 1d6 + 1 piercing damage).
to hit; 1d6 + 1 piercing damage). If the characters
waited too long they also need to make a path
Into the Building (1 full round) through the gathered modron by making a path,
either by disabling 1d4 monodrones or by bull
If an alarm is sounded, but the adventurers
rushing through which requires a DC 10 Strength
still attempt to get into one of the buildings
check. On a failure, the character has to wait till the
(maintenance area or headquarters), the doors are
next round for another opportunity. An opportunity
closed, locked and guarded by two monodrones.
attack is triggered regardless of the results unless
The characters can decide to fight their way through
the characters use some kind of area of effect spell
or in case of headquarters try avoiding them by
that disables several monodrones.
using a window.
The characters can use a window in which case
If they use a window, each character must make
a DC 10 Dexterity (Stealth) check avoids detection.
a group DC 10 Dexterity (Stealth) check at the end
On a success the character gain advantage on any
of the round. If half or more of the characters are
check made in the next phase. On a failure they are
successful, they remain undetected. If more than
detected, but can avoid opportunity attacks for now.
half fail, two monodrones arrive and attack the
If the characters wait too long, this path is blocked
characters.
as with the doors.

CORE 1-2 / A COG IN THE WHEEL:


26 PA RT 4
Crossing the Camp (1 full round) Participants may spend inspiration to negate the
At this point in time, quietly running past the tents result. Alternatively you can opt for one check at
is the best path for the characters. The characters the start of the round that affects one or more of the
can choose to remain relatively undetected by characters during the round.
making a DC 10 Dexterity (Stealth) check or simply
rush through the modron with a DC 10 Strength
Hopping the Little Cogs (1 full round)
(Athletics) or Dexterity (Acrobatics) check. On
a success there is no problem. On a failure the The last part of the chase is past the smaller,
character can choose to take an opportunity attack fast-turning cogs between the steel cog and the
(+3 to hit; 1d6 + 1 piercing damage) or lose a round portal cog. Spells and special abilities that allow a
and try to get to the wall/gate in the next round. character to bypass a short distance grant advantage
on any Dexterity check. Long range abilities allow
Over the Wall/Through the Gate (1 full round)
a character to completely bypass the problem. You
While rushing through one of the gates is might allow other ideas have similar effects. Others
theoretically an option, doing so requires the are at more risk.
characters to rush past a full squad of modron (16
Getting past the crushing cogs unharmed is
monodrones, 8 duodrones, 4 tridrones, 2 quadrones,
a matter of understanding the pattern and quick
and 1 pentadrone).
action. A character who successfully studied the
Getting over a wall is a lot easier. The characters cogs earlier in the adventure has advantage on one
just need to run past a few monodrones and check during this phase of the chase. Characters
jump down on the cog below. If they ignore the passing over the cogs need to make a DC 12
monodrone, they trigger an opportunity attack (+3 Dexterity saving throw. On a failed check they take
to hit; 1d6 + 1) piercing damage. Alternatively one 5 (1d10) bludgeoning damage and loose one round
of the characters can try to bull rush one (or more) before getting past the obstacle, in addition to the
monodrone out of the way with a DC 10 Strength round it already takes.
(Athletics) check or use a spell for similar effect
One or more characters can opt to study the
and prevent these attacks. Of course, casting a spell
cogs at the cost of 1 full round for that character. The
costs an action. Jumping down requires a DC 10
character makes a DC 10 Intelligence (Investigation)
Strength (Athletics) or Dexterity (Acrobatics) check.
check. On a success the cogs deal 2 (1d4)
A failed check causes the character to take 3 (1d6)
bludgeoning damage instead, or gives one other
bludgeoning damage and land prone. Characters can
character advantage on their next Dexterity saving
use a rope, which might even be a free action if they
throw.
prepared for such an eventuality or use a grappling
hook. Doing so provides advantage on the climb
check. Whether the character can retrieve the rope
and/or grappling hook afterwards is up to you.

Past the Steel Cog (3 full rounds)


The steel cog is mostly open terrain. Running over
it is more a matter of speed and endurance with
some quick maneuvering to avoid patrols. Barring
complications it should take the characters 3 full
rounds of movement to get across.
During this phase of the chase each adventurer
rolls on the chase complications table at the end of
its turn. Complications affect the next participant in
the initiative order, not the participant who rolled.

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Table: Chase Complications
1d20 Complication
1 A moignos swarm crosses your path. While the moignos do not attack, they still block sight and hinder
movement. Make a DC 10 Intelligence or Wisdom (perception) check (your choice) to get through unscathed.
On a failed check, you do not make any progress this move.

2 Your path takes you near a patch of razorvine. Make a DC 10 Dexterity saving throw or use one movement
(your choice) to avoid the razorvine. On a failed save, you take 5 (1d10) slashing damage. If you go through
the razorvine, you gain one bonus move action.

3 The ground beneath your feet is slippery with some kind of oil. You can choose to go over it or around it. If you
go through, you must make a DC 10 Dexterity (acrobatic) check. On a success you gain a bonus move since the
modron are delayed. On a failure you fall prone, losing one move in the process. If you move around nothing
happens.

4 A group of modron blocks your path. You can run around them, costing you one move, or try to dash through
them. If you go through them, make a DC 10 Charisma (deception) check. On a success the modron are too
surprised to act and actually hinder those chasing you, giving you a free move this round. On a failure they
take an opportunity attack (+3 to hit; 1d6 + 1 piercing damage) against you.

5 The steel cog makes a sudden move. All characters must make a DC 10 Dexterity saving throw
or fall prone.

6 A group of flying modron starts shooting at you. You suffer one attack (+3 to hit; 1d6 + 1 piercing damage).
The attack is at disadvantage if you succeed at a DC 10 Wisdom (perception) or Intelligence check (your
choice) by moving around unpredictable.

7 A large slab of steel suddenly bursts from the ground (the result of an angry cog spirit, something comparable
to a dryad except tied to the cog instead) and you are forced to make a sharp turn to avoid colliding with
it. Make a DC 10 Dexterity saving throw to navigate the turn. On a failed save, you collide with it and take 2
(1d4) bludgeoning damage.

8 For a few moments you find the perfect stride. Make a DC 10 Intelligence or Wisdom check. On a success you
manage to exploit this and gain a bonus move. On a failure you falter, gaining no benefit.

9 The cog spirit is curious what is going on, suddenly appearing before you and questioning you on events.
Ignoring him makes it harder, costing you a move and causing you to make further checks during the chase
at disadvantage. Spending an action to talk causes it to leave you alone. A DC 10 Charisma (persuade) check
convinces it help you, giving you an immediate double move (effectively giving you 1 bonus move).

10+ No complication.

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28 PA RT 4
PART 5.
BROKEN TRACK
On The Portal Cog died to create an opening, they do swarm said
character. Their aim is to prevent the characters
from fleeing. Killing is the most certain way to do
Read aloud the following once the characters step so, but they are not above grappling one or more
upon the portal cog. characters. Of course, characters can always try to
shove a modron out of the way (or even through the
When you step upon the portal cog, you portal) at the risk of opportunity attacks by adjacent
immediately note two things. The portal
modrons.
is shining brightly and it is clearly active,
although whether it leads to Melvaunt or
some other place remains an unsettling Depending on how many rounds it took for the
question. The second thing is that the portal
is blocked by steel plates and a group of
characters to arrive at the portal, reinforcements
modron. More modron are certainly hot on might arrive soon.
your trail, but you don’t know how much time • End 8th round from the start of the alarm:
you actually have. What do you do? Black and his bodyguards (see Part 3) arrive if
they are still alive. If they are seriously wounded
The portal is about 120 feet away at this point. or dead, nothing happens.
Removing the metal plates covering the portal • End of the 10th round from the start of the
requires an action and a DC 10 Strength (Athletics) alarm: six monodrones and two duodrone
check, a DC 10 Dexterity (Sleight of Hand), or a DC arrive on the scene.
15 Intelligence check. Alternately you can allow • End of the 12th round from the start of the
character to use a suitable tool proficiency (such as alarm: Four monodrones, two duodrones, and
smithing or thieves’ tools) instead. two tridrones arrive on the scene.
The portal is guarded by six monodrones, • End of the 14th round from the start of
two duodrones and one tridrone. They start the the alarm: A pentadrone and two quadrones
combat at the portal, blocking access to the ten-foot- arrive on the scene.
wide portal and ready to fight the characters. They
know SL33P13-773P went rogue and do not listen
to it. SL33P13-773P is conflicted at the moment
and refuses to fight his former companions at first.
However, the tridrone tells SL33P13-773P that it
is going to be decommissioned for assisting the
organic creatures. This prompts SL33P13-773P into
action. He does not use his full abilities, but he uses
the Aid action to assist his new friends.
The modrons do not leave the portal even when
attacked with ranged attacks. They do return fire
with their javelins or start dodging. They know
reinforcements are on the way and their lives mean
nothing to the collective. If one or more characters
get close to the portal, especially if enough modrons

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29 PA RT 5
Adjusting the Encounter Conclusion
The fight itself is a Deadly encounter if the
characters stick around till all opponents are Stepping through the portal, the characters reach
dealt with, and that is excluding potential the safety of Melvaunt:
reinforcements. The characters do not need to
finish the fight, though and they can opt to flee When you step upon the portal cog, you
through the portal as soon as there is a path immediately note two things. The portal
is shining brightly and it is clearly active,
open. If the characters do so early on while although whether it leads to Melvaunt or
still going strong, have some of the modron some other place remains an unsettling
follow through the portal unless characters question. The second thing is that the portal
consciously stay behind to delay any pursuers, is blocked by steel plates and a group of
but baring stubbornness from the players it modron. More modron are certainly hot on
your trail, but you don’t know how much time
should not be more challenging than a Medium you actually have. What do you do?
to Hard encounter. If present, SL33P13-773P is
a good tool to make the fight easier.
Here are recommendations for adjusting If any other modrons, apart from SL33P13-773P,
this combat encounter. These are not came through the portal, they were killed by the
cumulative. guards. SL33P13-773P is treated as an enemy
unless the adventurers intercede on its behalf with a
• Very weak party: Remove the tridrone, simple “hold your fire!”
one duodrone and two monodrones.
Any adventurers who died or were left behind
• Weak party: Remove the tridrone. in the final combat or during the chase are also
• Strong party: Replace the monodrones tossed through the portal. There are notes of
with one pentadrone. warning pinned to them, relaying the information
• Very strong party: The guards consists that the modrons are coming through soon to take
of three quadrones and one pentadrone control of Melvaunt and rid it of the toxic chaos that
instead. has infected it.
Captain Eledstra asks for a debriefing of all that
happened. The adventurers can give their report,
as well as hand over any plans. The black sapphire
that came out of C1e7i5’s head might also hold
information, so the adventurers are paid for that.
SL33P13-773P is also questioned, but it is obviously
very confused and can help a little, but knows
nothing of the overall battle plans of the modrons.
If the characters brought SL33P13-773P with
them, they earned a friend for life. Make a note of it
on the adventure log.

CORE 1-2 / A COG IN THE WHEEL:


30 PA RT 5
Rewards possible. Gold piece values listed for sellable
gear are calculated at their selling price, not their
purchase price.
Make sure players note their rewards on their
Consumable magic items should be divided
adventure logsheets. Give your name and DCI
up however the group sees fit. If more than one
number (if applicable) so players can record who
character is interested in a specific consumable
ran the session.
magic item, the DM can determine who gets it
Experience randomly should the group be unable to decide.
Total up all combat experience earned for defeated Permanent magic items are divided according
foes, and divide by the number of characters present to a system. See the sidebar if the adventure awards
in the combat. For non-combat experience, the permanent magic items.
rewards are listed per character. Give all characters
in the party non-combat experience awards unless
otherwise noted. Treasure Awards
Item Name GP value
Combat Awards Total reward from Eledstra 500
Gold ingots 200
Name of Foe XP per Foe Black sapphire 300
Chaos Slasher 200
Monodrone 25
Duodrone 50 Potion of Healing
Tridrone 100 Potion, uncommon
Quadrone 200 A description of this item can be found in the
Man in Black 100 Dungeon Master’s Guide.
Cult Fanatic 450
Veteran 700
Scout 100 Story Awards
During the course of play, the characters have the
Non-Combat Awards opportunity to earn the following story awards:

Task or Accomplishment XP per Char. Friendship of S133P13-773P. You have brought


back to Melvaunt the malfunctioning modron
Retrieve the modron plans 25
S133P13-773P. It is gaining an independent
Retrieve the black sapphire 25
consciousness, and it hopes that you will help it
Get everyone back to Melvaunt alive 25
learn to be a great individual.
The minimum total award for each character
participating in this adventure is 450 experience Downtime
points.
Each character receives five downtime days at the
The maximum total award for each character conclusion of this adventure.
participating in this adventure is 600 experience
points.

Treasure DM Rewards
The characters receive the following treasure, You receive 200 XP, 100 gp, and five downtime
divided up amongst the party. Characters should days for running this session.
attempt to divide treasure evenly whenever

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31 PA RT 5
Appendix: throws against being charmed or frightened.
Spellcasting. The cult fanatic is a 4th-level
NPC / Monster Statistics spellcaster. Its spellcasting ability is Wisdom (spell
save DC 11, +3 to hit with spell attacks). Black has
the following cleric spells prepared:
Man in Black
Cantrips (at will): light, sacred flame,
Medium humanoid (human), neutral evil thaumaturgy
Armor Class 12 (studded leather) 1st level (4 slots): healing word, guiding bolt,
Hit Points 18 (4d8) shield of faith
Speed 30 ft. 2nd level (3 slots): hold person, spiritual weapon
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0) Actions
Multiattack. The fanatic makes two melee attack.
Skills Arcana +2, Deception +2
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
Senses passive Perception 12
reach 5 ft. or range 20/60 ft., one creature. Hit: 4
Languages Common (1d4 + 2) piercing damage.
Challenge 1/2 (100 XP)
Spellcasting. Black is a 2nd-level spellcaster. His
spellcasting ability is Wisdom (spell save DC 12, +4 Duodrone
to hit with spell attacks). Black has the following Medium construct, lawful neutral
cleric spells prepared: Armor Class 15 (natural armor)
Cantrips (at will): light, sacred flame, Hit Points 11 (2d8 + 2)
thaumaturgy Speed 30 ft.
1st level (4 slots): healing word, guiding bolt, STR DEX CON INT WIS CHA
shield of faith 11 (+0) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 7 (-2)
Actions Senses truesight 120 ft., passive Perception 10
Quarterstaff. Melee Weapon Attack: +2 to hit, reach Languages Modron
5 ft., one target. Hit: 4 (1d8) bludgeoning damage. Challenge 1/4 (50 XP)
Axiomatic Mind. The duodrone can’t be compelled
to act in a manner contrary to its nature or its
Cult Fanatic (Man in Black) instructions.
Medium humanoid (human), neutral evil Disintegration. If the duodrone dies, its body
Armor Class 13 (leather armor) disintegrates into dust, leaving behind its weapons
Hit Points 33 (6d8 + 6) and anything else it was carrying.
Speed 30 ft. Actions
STR DEX CON INT WIS CHA Multiattack. The duodrone makes two fist attacks
11 (+0) 14 (+2) 12 (+1) 10 (+1) 13 (+1)
14 (+2)
or two javelin attacks.
Skills Arcana +2, Deception +4, Persuasion +4 Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Senses passive Perception 11 target. Hit: 2 (1d4) bludgeoning damage.
Languages Common Javelin. Melee or Ranged Weapon Attack: +3 to hit,
Challenge 2 (450 XP) reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6
+ 1) piercing damage.
Dark Devotion. The fanatic has advantage on saving

CORE 1-2 / A COG IN THE WHEEL:


32 APPENDIX
Chaos Slasher Monodrone
Medium aberration, chaotic evil Medium construct, lawful neutral
Armor Class 13 (natural armor) Armor Class 15 (natural armor)
Hit Points 36 (8d8) Hit Points 5 (1d8 + 1)
Speed 30 ft. Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 11 (+0) 10 (+0) 10 (+0) 13 (+1) 10 (+0) 13 (+1) 12 (+1) 4 (-3) 10 (+0) 5 (-3)

Skills Stealth +3 Senses truesight 120 ft., passive Perception 10


Damage Resistances bludgeoning, piercing, Languages Modron
and slashing from nonmagical attacks that aren’t Challenge 1/8 (25 XP)
adamantine Axiomatic Mind. The monodrone can’t be
Damage Immunities poison compelled to act in a manner contrary to its nature
Condition Immunities blinded, charmed, deafened, or its instructions.
exhaustion, frightened, paralyzed, poisoned, Disintegration. If the monodrone dies, its body
unconscious disintegrates into dust, leaving behind its weapons
Senses blindsight 60 ft. (blinded beyond this and anything else it was carrying.
radius), passive Perception 10
Actions
Languages understands Common but can’t speak
Challenge 1 (200 XP) Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) piercing damage.
Actions Javelin. Melee or Ranged Weapon Attack: +3 to hit,
Multiattack. The chaos slasher makes two claw reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6
attacks. + 1) piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 6 (2d4 + 1) slashing damage. If the target
is a creature, it must succeed on a DC 11 Wisdom
saving throw or be frightened until the end of the
chaos slasher’s next turn.
Terrifying Glare. The chaos slasher targets one
creature it can see within 30 feet of it. If the
target can see the chaos slasher, then the target
must succeed on a DC 11 Wisdom saving throw
or be magically frightened until the end of the
chaos slasher’s next turn. The frightened target is
paralyzed.

CORE 1-2 / A COG IN THE WHEEL:


33 APPENDIX
Pentadrone Quadrone
Large construct, lawful neutral Medium construct, lawful neutral
Armor Class 16 (natural armor) Armor Class 16 (natural armor)
Hit Points 32 (5d10 + 5) Hit Points 22 (4d8 + 4)
Speed 40 ft. Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 13 (+1) 12 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 11 (+0)

Skills Perception +4 Skills Perception +2


Senses truesight 120 ft., passive Perception 14 Senses truesight 120 ft., passive Perception 12
Languages Modron Languages Modron
Challenge 2 (450 XP) Challenge 1 (200 XP)
Axiomatic Mind. The pentadrone can’t be Axiomatic Mind. The quadrone can’t be compelled
compelled to act in a manner contrary to its nature to act in a manner contrary to its nature or its
or its instructions. instructions.
Disintegration. If the pentadrone dies, its body Disintegration. If the quadrone dies, its body
disintegrates into dust, leaving behind its weapons disintegrates into dust, leaving behind its weapons
and anything else it was carrying. and anything else it was carrying.
Actions Actions
Multiattack. The pentadrone makes five arm Multiattack. The quadrone makes two fist attacks
attacks. or four shortbow attacks.
Arm. Melee Weapon Attack: +4 to hit, reach 5 ft., one Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage. target. Hit: 3 (1d4 + 1) bludgeoning damage.
Paralysis Gas (Recharge 5-6). The pentadrone Shortbow. Ranged Weapon Attack: +4 to hit, range
exhales a 30-foot cone of gas. Each creature in that 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
area must succeed on a DC 11 Constitution saving damage.
throw or be paralyzed for 1 minute. A creature can
repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

CORE 1-2 / A COG IN THE WHEEL:


34 APPENDIX
Scout Actions
Medium humanoid (human), lawful neutral Multiattack. The tridrone makes three fist attacks
Armor Class 13 (leather armor) or three javelin attacks.
Hit Points 16 (3d8 + 3) Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Speed 30 ft. target. Hit: 3 (1d4 + 1) bludgeoning damage.
STR DEX CON INT WIS CHA Javelin. Melee or Ranged Weapon Attack: +3 to hit,
11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0) reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6
+ 1) piercing damage.
Skills Nature +4, Perception +5, Stealth +6, Survival
+5
Senses passive Perception 15 Veteran
Languages Common Medium humanoid (human), lawful neutral
Challenge 1/2 (100 XP) Armor Class 17 (splint)
Keen Hearing and Sight. The scout has advantage Hit Points 58 (9d8 + 18)
on Wisdom (Perception) checks that rely on hearing Speed 30 ft.
and sight. STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Actions
Multiattack. The scout makes two melee attacks or Skills Athletics +5, Perception +2
two ranged attacks. Senses passive Perception 12
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 Languages Common
ft., one target. Hit: 5 (1d6 + 2) piercing damage. Challenge 3 (700 XP)
Longbow. Ranged Weapon Attack: +4 to hit, ranged
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing Actions
damage. Multiattack. The veteran makes two longsword
attacks. If it has a shortsword drawn, It can also
make a shortsword attack.
Tridrone Longsword. Melee Weapon Attack: +5 to hit, reach 5
Medium construct, lawful neutral ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8
Armor Class 15 (natural armor) (1d10 + 3) slashing damage if used with two hands.
Hit Points 16 (3d8 + 3) Shortsword. Melee Weapon Attack: +5 to hit, reach 5
Speed 30 ft. ft., one target. Hit: 6 (1d6 + 3) piercing damage.
STR DEX CON INT WIS CHA Heavy Crossbow. Ranged Weapon Attack: +3 to
12 (+1) 13 (+1) 12 (+1) 9 (-1) 10 (+0) 9 (-1) hit, ranged 100/400 ft., one target. Hit: 5 (1d10)
piercing damage.
Senses truesight 120 ft., passive Perception 10
Languages Modron
Challenge 1/2 (100 XP)
Axiomatic Mind. The tridrone can’t be compelled
to act in a manner contrary to its nature or its
instructions.
Disintegration. If the tridrone dies, its body
disintegrates into dust, leaving behind its weapons
and anything else it was carrying.

CORE 1-2 / A COG IN THE WHEEL:


35 APPENDIX
Appendix II: Modron Camp

CORE 1-2 / A COG IN THE WHEEL:


36 APPENDIX II
Appendix III: HQ Map

CORE 1-2 / A COG IN THE WHEEL:


37 APPENDIX III
Appendix IV: Mechanus

CORE 1-2 / A COG IN THE WHEEL:


38 APPENDIX IV
A Hole in the World
Threats from outside Melvaunt and within push heroes to the brink as a terrified populace
counts on the bravery of a few heroes to avert total disaster. Part Three of The Chaos in
Melvaunt.

A four-hour adventure for 1st-4th level characters

Christopher Sniezak
Adventure Designer
Adventure Code: CORE 1-3

Producer: Baldman Games


Core Administrator: Shawn Merwin
Development, Editing, and Layout: Encoded Designs
Cartography: Andrew Smith
Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan
Patrick

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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.

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Introduction
Welcome to A Hole in the World, a D&D Adventurers  Read through the adventure, taking notes of
League adventure, Part Three of The Chaos in anything you’d like to highlight or remind yourself
Melvaunt Trilogy. while running the adventure, such as a way you’d
This adventure is designed for three to seven 1st- like to portray an NPC or a tactic you’d like to use
4 level characters, and is optimized for five 3rd-
th in a combat.
level characters.  Get familiar with the monster statistics in the
The adventure is set in the Moonsea region of the Appendix.
Forgotten Realms, in the city of Melvaunt.  Gather together any resources you’d like to use to
aid you in running this adventure--such as
notecards, a DM screen, miniatures, and
The D&D Adventurers League battlemaps.
This adventure is official for D&D Adventurers  If you know the composition of the group
League play. The D&D Adventurers League is the beforehand, you can make adjustments as noted
official organized play system for DUNGEONS & throughout the adventure.
DRAGONS®. Players can create characters and
participate in any adventure allowed as a part of the
D&D Adventurers League. As they adventure, Before Play at the Table
players track their characters’ experience, treasure, Ask the players to provide you with relevant
and other rewards, and can take those characters character information:
through other adventures that continues their story.
If you’re running this adventure as a part of a store  Character name and level
event or at certain conventions, you’ll need a DCI  Character race and class
number. This number is your official Wizards of the  Passive Wisdom (Perception)—the most common
Coast organized play identifier. If you don’t have a passive ability check
number, you can obtain one at a store event. Check  Anything notable as specified by the adventure
with your organizer for details. (such as backgrounds, traits, flaws, etc.)
D&D Adventurers League play is broken up into Players that have characters outside the adventure’s
storyline seasons. When players create characters, level range cannot participate in the adventure
they attach those characters to a storyline season, with those characters. Players with ineligible
which determines what rules they’re allowed to use characters can make a new 1st-level character or use
to create and advance their characters. Players can a pregenerated character. Players can play an
continue to play their characters after the storyline adventure they previously played or ran as a
season has finished, possibly participating in a Dungeon Master, but not with the same character.
second or third storyline with those same characters. Ensure that each player has an official adventure
A character’s level is the only limitation for logsheet for his or her character (if not, get one from
adventure play. A player cannot use a character of a the organizer). The player fills out the adventure
level higher or lower than the level range of a D&D name, session number, date, and your name and DCI
Adventurers League adventure. number. In addition, the player also fills in the
For more information on playing, running games starting values for experience, gold, downtime,
as a Dungeon Master, and organizing games for the renown, and number of permanent magic items. He
D&D Adventurers League, please visit the D&D or she fill in the other values and write notes at the
Adventurers League home at: conclusion of the session. Each player is responsible
for maintaining an accurate logsheet.
www.dndadventurersleague.org If you have time, you can do a quick scan of a
player’s character sheet to ensure that nothing looks
out of order. If you see magic items of very high
rarities or strange arrays of ability scores, you can
Preparing the Adventure ask players to provide documentation for the
Before you show up to Dungeon Master this irregularities. If they cannot, feel free to restrict item
adventure for a group of players, you should do the use or ask them to use a standard ability score array.
following to prepare. Point players to the D&D Adventurers League Player’s
 Make sure to have a copy of the most current Guide for reference.
version of the D&D Basic Rules or the Player’s If players wish to spend downtime days and it’s
Handbook. the beginning of an adventure or episode, they can

Not for resale. Permission granted to print or photocopy this document for personal use only . CORE 1-3 A Hole in the World 2
declare their activity and spend the days now.
Alternatively, they can do so at the end of the Running the Adventure
adventure or episode. Players should select their As the Dungeon Master of the session, you have the
characters’ spells and other daily options prior to most important role in facilitating the enjoyment of
the start of the adventure, unless the adventure the game for the players. You help guide the
specifies otherwise. Feel free to reread the narrative and bring the words on these pages to life.
adventure description to help give players hints The outcome of a fun game session often creates
about what they might face. stories that live well beyond the play at the table.
Always follow this golden rule when you DM for a
group:
Adjusting the Adventure Make decisions and adjudications that enhance
Throughout this adventure, you may see sidebars to the fun of the adventure when possible.
help make adjustments for smaller/larger groups, To reinforce this golden rule, keep in mind the
and characters of higher/lower levels than the following:
optimized group. Most of the time, this is used for
 You are empowered to make adjustments to the
combat encounters.
adventure and make decisions about how the
You may adjust the adventure beyond the
group interacts with the world of this adventure.
guidelines given. For example, if you’re playing with
Doing so is especially important and applicable
a group of inexperienced players, you might want to
outside of combat, but feel free to adjust the
make the adventure a little easier; for very
adventure for groups that are having too easy or
experienced players, you may want to make it a little
too hard of a time.
harder. Therefore, five categories of party strength
have been created for you to use as a guide. Feel free  Don’t make the adventure too easy or too difficult
to use a different adjustment during the adventure if for a group. Never being challenged makes for a
the recommended party strength feels off for the boring game and being overwhelmed makes for a
group. frustrating one. Gauge the experience of the
This adventure is optimized for a party of five players (not the characters) with the game, try to
3rd-level characters. To figure out whether you feel out (or ask) what they like in a game, and
need to adjust the adventure, do the following: attempt to give each of them the experience
they’re after when they play D&D. Give everyone a
 Add up the total levels of all the characters chance to shine.
 Divide the total by the number of characters  Be mindful of pacing, and keep the game session
 Round fractions of .5 or greater up; round moving along appropriately. Watch for stalling,
fractions of less than .5 down since play loses momentum when this happens. At
the same time, make sure that the players don’t
You’ve now determined the average party level finish too early; provide them with a full play
(APL) for the adventure. To figure out the party experience. Try to be aware of running long or
strength for the adventure, consult the following short. Adjust the pacing accordingly
table:  Read-aloud text is just a suggestion; feel free to
modify the text as you see fit, especially when
Determining Party Strength dialogue is present.
Party Composition Party Strength  Give the players appropriate hints so they can
3-4 characters, APL less than Very Weak make informed choices about how to proceed.
3-4 characters, APL equivalent Weak Players should be given clues and hints when
3-4 characters, APL greater than Average appropriate so they can tackle puzzles, combat,
5 characters, APL less than Weak and interactions without getting frustrated over
5 characters, APL equivalent Average lack of information. Doing so helps to encourage
5 characters, APL greater than Strong immersion in the adventure and gives players
6-7 characters, APL less than Average “little victories” for figuring out good choices from
6-7 characters, APL equivalent Strong clues.
6-7 characters, APL greater than Very Strong In short, being the DM isn’t about following the
adventure’s text word-for-word; it’s about
facilitating a fun, challenging game environment for

Not for resale. Permission granted to print or photocopy this document for personal use only . CORE1-3 A Hole in the World 3
the players. The Dungeon Master’s Guide™ has more Divination 210 gp
information on the art of running a D&D game. Greater restoration 450 gp
Raise dead 1,250 gp
Downtime and Lifestyle
At the beginning of each play session, players must
Acolyte Background
declare whether or not they are spending any days A character possessing the acolyte background requesting
of downtime. The player records the downtime spellcasting services at a temple of his or her faith may
spent on the adventure logsheet. The following request one spell per day from the Spellcasting Services table
for free. The only cost paid for the spell is the base price for
options are available to players during downtime
the consumed material component, if any.
(see the D&D basic rules or the D&D Adventurers
League Player’s Guide for more information):
Disease, Death, and Recovery
 Catching up
Sometimes bad things happen, and characters get
 Crafting (exception: multiple characters cannot
poisoned, diseased, or are killed. Since you might not
commit to crafting a single item)
have the same characters return from session to
 Practicing a profession session, here are the rules when bad things happen
 Recuperating to characters.
 Spellcasting services
 Training Disease, Poison, and Other Debilitating
Other downtime options might be available during Effects
adventures or unlocked through play, including A character still affected by diseases, poisons, and
faction-specific activities. other similar effects at the conclusion of an
In addition, whenever a character spends adventure can spend downtime days recuperating
downtime days, that character also spends the until such time as he or she resolves the effect to its
requisite expense for his or her lifestyle. Costs are conclusion (see the recuperating activity in the D&D
per day, so a character that spends ten days of Basic Rules).
downtime also spends ten days of expenses If a character doesn’t resolve the effect between
maintaining his or her lifestyle. Some downtime sessions, that character begins the next session still
activities help with lifestyle expenses or add lifestyle affected by the debilitating effect.
expenses.
Death
Spellcasting Services A character who is killed during the course of the
Any settlement the size of a town or larger can adventure has a few options at the end of the session
provide some spellcasting services. Characters need (or whenever arriving back in civilization) if no one
to be able to travel to the settlement to obtain these in the adventuring party has immediate access to a
services. raise dead or revivify spell, or similar magic. A
Spell services generally available include healing character subject to a raise dead spell is affected
and recovery spells, as well as information-gathering negatively until all long rests have been completed
spells. Other spell services might be available as during an adventure. Alternatively, each downtime
specified in the adventure. The number of spells day spent after raise dead reduces the penalty to
available to be cast as a service is limited to a attack rolls, saving throws, and ability checks by 1, in
maximum of three per day total, unless otherwise addition to any other benefits the downtime activity
noted. might provide.
Create a New 1st-Level Character. If the dead
Spellcasting Services character is unwilling or unable to exercise any of
Spell Cost the other options, the player creates a new character.
Cure wounds (1st level) 10 gp The new character does not have any items or
Identify 20 gp rewards possessed by the dead character.
Lesser restoration 40 gp Dead Character Pays for Raise Dead. If the
Prayer of healing (2nd level) 40 gp character’s body is recoverable (it’s not missing any
Remove curse 90 gp vital organs and is mostly whole) and the player
Speak with dead 90 gp would like the character to be returned to life, the
party can take the body back to civilization and use

Not for resale. Permission granted to print or photocopy this document for personal use only . CORE1-3 A Hole in the World 4
the dead character’s funds to pay for a raise dead After relating their story (or hearing the story
spell. A raise dead spell cast in this manner costs the from others), the adventurers watch as the Merchant
character 1,250 gp. Lords decide the walls will hold the against the orcs,
Character’s Party Pays for Raise Dead. As above, making the portal the priority problem. The Council
except that some or all of the 1,250 gp for the raise decides to consult a Red Wizard currently residing in
dead spell is paid for by the party at the end of the Melvaunt, who may be able to assist with the
session. Other characters are under no obligation to problem posed by the portal.
spend their funds to bring back a dead party Once the meeting is over, Captain Eledstra asks
member. the adventurers to look some orcs who have been
Faction Charity. If the character is of level 1 to 4 seen around the city. Davol Port, one of the Merchant
and a member of a faction, the dead character’s body Lords of Melvaunt, pulls the adventurers aside and
can be returned to civilization and a patron from the asks them to instead look into the Red Wizard whom
faction ensures that he or she receives a raise dead the council is planning to consult, believing the
spell. However, any character invoking this charity controversial Red Wizards might not have the best
forfeits all experience and rewards from that session interests of Melvaunt at heart.
(both those earned prior to and after death during From there the adventurers either look into the
that session) and cannot replay that episode or orcs or the Red Wizard. Their choice has
adventure with that character again. Once a consequences as the problems in the city escalate. A
character reaches 5th level, this option is no longer timer ticks down as the orc army approaches and
available. the portal slowly widens. Stopping the orcs first
means dealing with the modrons later, while dealing
with the portal first means dealing with more orcs
Adventure Background later.
Davol Port, one of the Merchant Lords of Melvaunt, The final encounter involves a battle in the streets
has made a deal with Zarhaug, the Orc Baron of Thar. of Melvaunt for the city. Maybe the orcs sack
The deal is simple but terrible: Davol will facilitate Melvaunt? Maybe the modrons gain a foothold in the
the orc army’s entrance into Melvaunt so Zarhaug’s city? Maybe those clever adventurers will figure out
forces can sack the city. In exchange, Baron Zarhaug how to get the modrons and orcs to fight each other
has assisted Davol’s workers in securing several and save the people from a terrible fate? This
mining deposits in the West Galena Mountains, while determines the city’s immediate future.
destroying any competition in the area.
Meanwhile, a modron army in Mechanus is
gearing up to emerge through a portal in Melvaunt Adventure Hooks
to attack the city. To make matters worse, any If any of the adventurers have played CORE1-2 A Cog
attempts to eliminate the portal are met with in the Wheel, they know what is happening in
resistance by Thomas Druat, another of the Mechanus and have already reported to Captain
Merchant Lords. He wishes to use the portal to open Eledstra, who invites them to a meeting of the
trade with far-away lands. Merchant Lords of Melvaunt to report their findings.
Melvaunt is caught between a rock and a hard If none of the adventurers have played the
place, but a group of adventurers who’ve found previous adventure, read:
themselves caught up in something larger than they
expected – and a Red Wizard interested in studying You have an adventurer friend who sent you a message
portals and the planes – might be the last hope for a asking you to meet her at the Blank Board Inn. You arrived
city under siege from without and within. there and let the innkeeper know who you were looking for.
He hands you a message:
Adventure Overview “Sorry I couldn’t be there to meet you in person. Things
The adventurers attend a meeting of the Merchant are about to go a little crazy in Melvaunt. I know people who
Lords of Melvaunt. If they played either of the know people, and they are telling me that multiple threats
previous adventures in the series (CORE1-1 A are bearing down on the city. There is a meeting of the
Scream in the Night or CORE1-2 A Cog in the Wheel) Merchant Lords this morning. Make sure you attend, because
they have been invited by Captain Eledstra of there will certainly be work there.”
Melvaunt. If not, they are invited by friends or
faction allies to attend the meeting.

Not for resale. Permission granted to print or photocopy this document for personal use only . CORE1-3 A Hole in the World 5
Alternatively, you could ask a player the following questions that help fill in any gaps in the story they
questions before reading the passage: miss.
If none of the adventurers at your table played the
 You have a friend in Melvaunt. What’s their name?
previous adventure, another adventurer steps forth
 You owe them a favor for saving your life. What to provide the details.
did they save you from? The meeting continues after this and the following
points are made and agreed upon:
Part 1 – A Meeting of Lords  An advance guard of the orc army will be at
Purpose. This meeting allows the characters to Melvaunt just after sundown.
relate what they learned about the modrons’ plans  The orcs won’t be able to break through the walls
to the Council of Lords, hear what the Lords’ plans as long as Melvaunt’s forces are waiting for them.
are, learn about the approaching orc army, get the  The portal is the more serious problem at the
request from Captain Eledstra about the orc sappers, moment.
and hear the other request from Merchant Lord  There is a Red Wizard in Melvaunt who is said to
Davol Port about the Red Wizard. be knowledgeable in planar matters, and she
When this encounter is over, the adventurers might be able to assist in gauging the portal’s
should know their options. threat.
 The council decides to approach the Red Wizard
The Meeting of Lords for help, and Council member Thomas Druat will
Read or paraphrase the following: take the lead on gaining the Red Wizard’s
assistance.
The hall of the Council of Lords is filled with decorative
polished wooden chairs and long semicircular tables on The Lord of Keys then adjourns the meeting and the
several levels, creating an amphitheater centering on the Lords disperse.
seat of the Lord of Keys. Many of the seats are filled with
well-dressed merchants of the city. Some you’ve seen, while
Where are S133P13 and Truushee the Sage?
others you know by reputation only. All are wealthy to one In the previous adventure, the characters may have made the
acquaintance of a malfunctioning quadrone called S133P13
degree or another.
and a half-orc sage called Truushee. Both of them are still in
Captain Eledstra is there and beckons you to her side. Melvaunt. Captain Eledstra thought that bringing a modron
“Thank you for being here. Once we get things going, I’ll need and a half-orc to a meeting discussing threats posed by
you to tell the council what you learned. You can sit here modrons and orcs might be counterproductive. They are
until then.” being kept in a safe location for the time being.
The meeting begins with the Lord of Keys, Trethon Bruil,
entering the room and standing at his chair, illuminated by The Captain’s Request
the morning light streaming in through the windows. “We’re Captain Eledstra pulls the adventurers aside and
going to dispense with normal proceedings because we have asks them if they can help with a problem that she
several pressing problems to deal with.” doesn’t want to make public.
The Lords murmur at this, uncomfortable with the break in Last night a group of orcs were found within the
protocol. The Lord of Keys continues. “We have an orc army city walls, trying to sabotage one of the walls with a
approaching.” There are more murmurs and some grumbling. magical scroll. Although the orcs were killed, it
“We also have another problem. A portal to another plane of appears they were waiting for a signal to destroy the
existence is inside Melvaunt’s walls, and it also is a threat. I’m wall. That signal would probably be the arrival of the
told these adventurers have been to the other side of the orc advance guard.
portal and back again. Would you please care to let us know
Captain Eledstra strongly believes that more orcs
are hiding within the city, waiting to sabotage the
what dangers threaten us from within our walls?
wall from the inside. Superintendent Lahn Joden of
the City Watch believes that the threat has been
The Lord of Keys gives the floor to the adventurers averted and instead has his forces doing other tasks.
so they can tell the council what they found. Use the Eledstra asks the adventurers to search for more
Lord of Keys, Davol Port, or Thomas Druat to ask orcs in the city. Their first step is to find Lieutenant
Drake Liston, one of the watch members stationed at

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the North Gate guard post. He’s running down leads Choices
and can provide the adventurers with more
information. Eledstra cannot pay the adventurers The choices the adventurers make here influence
now, but if the lead turns out to be true, she can pay how things play out in the final confrontations. Also
them a reward later. She cannot commit to an the countdown clock begins, putting pressure on the
amount. adventurers to act quickly and decisively.

Roleplaying Captain Eledstra Paths


LeCampe Eledstra is a human of late middle age. She’s a There are two paths the adventurers can take during
decent woman who takes her job of protecting Melvaunt’s this part of the adventure. They can hunt down the
ordinary citizens seriously. Eledstra is tall, thin, and lanky orc sappers or they can look into the Red Wizard and
with a shock of unruly white hair through which she runs her the portal. They can even jump back and forth
fingers constantly whenever she’s trying to think. She is very between the two paths, but if they do they’ll
bad at playing political games, which is why she only just got probably not have enough time to handle everything
promoted to Captain despite her many years of service in the before the orc army arrives and the modrons attack
City Watch. She knows this promotion means that she will be through the portal.
the scapegoat if things go terribly wrong.
Quote: “Between the politicians and the external threats, I
have no idea how Melvaunt is still standing.” The Timer
There is a map at the back of this adventure that has
Davol Port’s Request several circular spaces on it, depicting a path leading
After the adventurers are done talking with Captain to the city of Melvaunt. Please put this on the table
Eledstra, Davol Port asks if he may speak with them now and put a marker in the farthest outlying circle.
for a moment. Davol asks if the adventurers would That is the orc army tracker.
look into the Red Wizard who is being asked to help From now on, at the end of every encounter, move
with the portal. He doesn’t believe any Red Wizard the orc army one step closer to the city. Reminders
has the best interests of the city of Melvaunt in mind, are within the encounters, but if an encounter comes
and he will pay the adventurers 200 gp right now to up that is unexpected and you have to improvise,
discover if the Red Wizard has any nefarious plans. then at the end of that encounter move the orc army
one step closer to the city
Roleplaying the Davol Port If the adventurers want to take a short rest, move
Davol is a fit man, stout, well-groomed and finely clothed, the orc army one step closer to the city. As events
with a deep voice. He’s warm and yet forward about what he unfold and the characters foil the plans of even the
wants or would like people to do for him. He doesn’t mince most experienced adventure designer and DM, feel
words but is a businessman first, treating most things in life free to adjust the counter as needed to make the
as a transaction: payment for service and service for adventure both fun and tense for the players.
payment. When the orc army reaches the city, it’s time to
move to Part 4: Battle in Melvaunt.
Conclusion
When this encounter is over, the adventurers should Advice
know the following: There are a lot of ways for this adventure to play out.
While it can be a straight run, some groups might get
 It’s still morning. clever and start splitting their resources. Here are
 There’s an orc army on its way, and it will be here some things you should do so they understand the
soon. stakes at hand.
 They have been requested to deal with orc Tell them this is a timed scenario when you place
sappers in the city. the map timer on the table, and explain how the
 They have been requested to discover if the Red timer works. Tell them when the marker gets to the
Wizard has any ill intentions for the city of city of Melvaunt an event triggers. Just don’t tell
Melvaunt. them what the event is.
If the adventurers want to split the party, tell them
that’s their choice. The marker only moves after both
of the split groups finish an encounter, but any
opposition they run into isn’t going to be easier just

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because there are fewer of them. This is a situation The Situation
with few correct choices, and they’re just trying to There is a building on fire, and the fire is spreading
make the best of a tough spot. to surrounding buildings. The people in the streets
If they split the party, cut back and forth with each panic. The person the adventurers were supposed to
group, spending a few minutes with one group then meet was in the building that exploded, and one of
switching over to the other and spending a few the buildings that the fire is spreading toward is a
minutes. It is difficult even for an experienced DM to city militia armory that houses equipment the militia
run a split group effectively, so do your best. needs in order to field an effective army.
If the party is split and one group gets into an
encounter that needs initiative, run through their The Burning Building
initiative and then spend some time with the other The building that exploded is still on fire. On the
group before moving back to the group in initiative. second floor, which is exposed because the walls
Of course you should use your best judgement and have been blown out, the adventurers see a charred
do whatever you feel is best for the table, but keep human soldier fighting an equally burnt orc. The
the pace in mind and keep an eye on the players and human matches the description of Drake Liston.
their engagement.
If they split up, do not go easy on them. They made Rules for the Fire
that choice and should deal with the consequences At the end of every round of initiative, the fire can
of that action. spread to surrounding buildings and will make the
armory fire worse if not dealt with.
Part 2 – The Orcs Every adventurer gets to act once in a round, in
any order. If players have trouble keeping track of
1. The North Gate actions, just go into initiative.
If the characters can control the fire (see below),
Purpose: To let the adventurers know how much there is a chance they can save the gear in the
trouble the city is in and point them toward another armory. If no one controls the fire after a round, add
orc group in the city. one to the inferno track on the armory.
The Conflict: The encounter is about controlling the To control the fire, ask the adventurers what they
fires, saving Drake Liston, and saving the armory, wish to do, or give them the following options:
which can affect Part 4.
 Hit some part of the building with a cold or water
spell. If it’s an attack spell, AC 12 is the target. The
You arrive at the North Gate and find people, wagons, and
fire makes saving throws at +0.
goods flowing back and forth through the gate, which is
 Find a spot where a part of the building can be
flanked by two 40-foot-tall towers. The walls are 30 feet tall. collapsed by attacking a support with a melee
It seems like nothing could breach those massive walls. weapon attack or some kind of force magic, thus
A number of guards of the City Watch patrol the area and keeping the fire contained instead of spilling
occupy the towers. Others check people and goods entering outward. A DC 12 Wisdom (Perception) or
the city. Intelligence (Investigation) check can find the
Before you can start your inquiries, an explosion nearly perfect spot. If it’s a melee weapon attack to do the
knocks you off your feet. Part of a two-story building near the damage, the adventurer must make a DC 12
north wall is now aflame, and the side of the building is gone. Dexterity saving throw to avoid 7 (2d6) fire
It is on fire, and the first begins spreading to other areas. damage from the fiery rubble falling on them.
 Any other action that seems like it would help uses
DC 12 as a base, or AC 12 if an attack roll would be
When this happens, everyone freezes for a second, required.
looking at the explosion, and then the panic sets in.
People run and scream, hurting each other to get
away from what is now clearly buildings in flames Helping Drake
and a significant breach in the wall. Drake is caught in a fight with an orc on the 2nd floor
While people panic, one of the soldiers looks at the of the exploded building. It collapses at the end of
destruction, yells “Drake,” and runs in that direction. the third round and kills him if the adventurers can’t
help.

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The orc is injured and has only 5 hp remaining. Advice
The orc’s AC is 16 because of the smoke, and the This is a complex encounter, so here’s the
adventurers begin 120 feet away. Once the orc is breakdown of what the adventurers can or should
dead, Drake can attempt to escape. However, the 20- be doing:
foot jump from the building would kill him.
The adventurers must find a way to help him. A  Helping Drake
variety of methods could save him: pull a wagon of  Managing the Building Fire
hay next to the building, spreading out a blanket to  Managing the Armory Fire
catch him, etc. Any other idea or clever use of a  Bringing out Gear from the Armory.
resource the adventurers come up with should be
entertained. Unless the plan is foolproof, use a DC of When tracking what is going on, make sure these
12 as a base, and assign advantage or disadvantage things happen in order every round:
as you see fit.
 Make sure every adventurer gets to take an action.
The Armory  Put inferno counters on the armory.
Burning pieces of the building that exploded are on  Check to see if it’s the 3rd round to see if Drake
the armory’s roof, which is ablaze. Soldiers try to get dies from the collapsing building.
supplies out of the building before it collapses. The Adjusting the Encounter
adventurers can help contain the fire or help get the
Here are recommendations for adjusting this encounter.
weapons out.
These are not cumulative.
Goal: If 10 units of gear get out of the armory before
Very weak party: The armory collapses when it has 6
the armory collapses, they are successful. inferno tokens and it starts with 1 inferno token on it. Halve
the damage done to the adventurers.
Rules for the Armory Collapsing Weak party: The armory collapses when it has 6 inferno
 The armory collapses when it has 5 inferno tokens on it. 
counters on it. Strong party: Add an inferno token to the armory to start.
Double all damage done to the adventurers
 The armory starts with 2 inferno counters on it.
Very strong party: As Strong Party, and the floor Drake is
 The armory gains an inferno counter at the end of
on collapses after 2 rounds instead of 3.
every round.
 The armory can also gain an inferno counter from
the burning building at the end of every round.
Concluding the Encounter
Once the fates of the armory and Drake Liston are
Rules for Keeping the Fire Under Control decided, go through the following checklist:
To control the fire, ask the adventurers what they
wish to do or give them the following options:  If the adventurers save the armory, note that the
armory was saved on the tracking sheet in the
 Hit some part of the building with a cold or water Notes section.
spell. If it’s an attack spell, AC 12 is the base. The  If Drake was saved, write that in the Notes section.
fire makes saving throws at +0.
 Move the orc army token on the track.
 Any other action that seems like it would help uses
DC 12 as a base.
Rules for Getting the Armory Gear Out Roleplaying Drake Liston
Drake is fairly young to be a Lieutenant in the City Watch.
 At the end of every round roll a d20. On a 10+, two He’s brash but not over-confident, athletic but short in
units of gear are brought out by the soldiers. On 9-, stature. He’s boyish and tends to wear a grin, even if he’s just
only 1 unit of gear is brought out. been almost killed. Drake has an adventurer’s soul but he
 If an adventurer helps, they can bring a unit of loves the city of Melvaunt, the city that raised him and that
gear out but must make a DC 10 Dexterity saving he now protects as best he can.
throw or take 7 (2d6) points fire damage.
 Bringing out 10 units of gear provides this part of
the militia enough gear to arm themselves for the Roleplaying Tara Sorkin
coming conflict. Tara is close to Drake, having grown up with him, so if Drake
is dead she’s not happy - but it’s anger more than sadness
that drives her at the moment.

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She’s a tough young woman with a little muscle on her, a get information from the orc, he lies and gives them
good head on her shoulders, and a drive to keep people safe. a false location. This can be discerned with a DC 12
She’s a little more level headed and risk averse than Drake, Wisdom (Insight) check. If the adventurers fall for
but she has a good heart and a deep care for the people of his lie, advance the orc army tracker by one.
Melvaunt. However, this tracker should only be advanced one
After the encounter one of the soldiers, Tara Sorkin, space at the end of this encounter, not twice, even if
(or Drake Liston if he’s still alive) comes to the the adventurers fail at both checks.
adventurers to thank them for their assistance, If the orc, Tundrok, was saved from the collapsing
regardless of success or failure. They know the second floor of the burning building, then that’s the
adventurers are working with Captain Eledstra. orc who is captured, and he’s willing to tell the
Once the adventurers explain themselves, Drake adventurers everything to pay them back for saving
or Tara can let them know they’ve caught one of the him: no check required. This is the same as passing
orcs trying to escape. They’re talking to the orc right the check.
now. This leads to Encounter 2 – Discovering The
Plan. What is Discovered?
If the adventurers want to know what happened, Tundrok tells the adventurers their war chief on this
Drake or Tara can explain on the way. As best they mission is Seeth Vainscore, and the general
can tell, a group of orcs placed magical scrolls on the description he gives is enough for Tara Sorkin to
walls inside of the building. When Drake spotted piece together that Seeth is in a building near the
them and entered the building, one of the orcs set off wall in the northwest portion of the city.
the scrolls prematurely, killing most of the orcs and Tara tells the adventurers she’ll round up some
a number of soldiers. militia members to go there, but it’ll take some time
with what’s happened here. She asks the
2. Discovering the Plan adventurers if they can get there as soon as possible.
She promises to be there as quickly as she can with
Purpose: To let the adventurers know where the orc
reinforcements.
leader of this sapper force is.
Conflict: There’s a chance they take very little time Advice
learning the information, so the orc army track If you have time and want to play this section out as
doesn’t move up.
an actual interrogation, you can. You can also easily
draw a veil over that part of play by just letting the
The Situation adventurers tell you if they got the information by
There is one orc captive. The orc is going to give up
being kind and making a deal with the orc, or by less
the information – it’s just a matter of how long it
enjoyable methods and having them make the check.
takes. If Drake Liston is still alive, substitute him for
The important part is how long it takes them to get
Tara Sorkin. Read or paraphrase the following:
the information. If it is done within the first couple of
skill checks, do not advance the orc army tracker. If
Tara Sorkin has brought you to the guard tower, where the it takes more than two, advance it one.
City Watch has secured the orc prisoner to a chair.
“We need to know where their leader is so we can find out 3. Seeth Vainscore
if more orc sappers are planning to bring down the city wall.
Purpose: To learn where the rest of the orc sapper
We don’t have anyone who’s skilled at extracting information groups are.
present. I think I can get the orc to talk eventually, but I was Conflict: A fight with Seeth Vainscore and his
hoping one of you might be better suited to doing the task minions, to see if they get the plans from him or not.
quickly.” Also to see if they learn of Davol’s involvement with
the orcs.
Getting Information The Situation
The adventurers can use Charisma (Intimidation or
Seeth and his 7 orcs are in the building, and they
Persuasion) at DC 13. If they pass they get the
have it rigged to explode. Seeth also has the plans for
information quickly. If they fail, it takes a while and
where several other groups of orcs in the city are
the orc army tracker advances by one at the end of
planning to blow up the walls.
the encounter. Also, the first time the adventurers

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The building is two stories tall, and the side closest If the Building Explodes
to the city wall has a half-dozen magical scrolls If Seeth sets off the runes, anyone within 15 feet of
plastered on it. Seeth is on the second floor, and his the north wall of the building must make a DC 18
minions are spread out within the building. Dexterity saving throw. Those who fail take 22
Use the map in Appendix II to describe or draw (4d10) force damage, with half damage on a success.
the building for the players. If the adventurers Anyone who is in the building or near it must instead
survey the building, they can learn a little, or a lot, make a DC 12 Dexterity saving throw or take 14
depending on their rolls. A DC 12 Wisdom (4d6) force damage, with half damage on a success.
(Perception) or Intelligence (Investigation) check In the aftermath of the building exploding, the
reveals the location of 3 of the normal orcs, but not adventurers can manage to find the maps of the
Seeth or the others. A DC 16 check reveals the locations of the other orc sapper groups in the
location of Seeth and all the orcs. debris. It just takes longer to find them and piece
If they make more than one attempt to case out together their locations.
the building, advance the orc army tracker one space. Move the Orc army marker one space on the track
if the building does not explode, and two spaces if it
On the Lookout does.
While the adventurers might be watching the
building, the orcs are watching back. Unless the Adjusting the Encounter
adventurers use stealth or some sort of trickery Here are recommendations for adjusting this combat
when casing or approaching the building, the orcs encounter. These are not cumulative.
are ready and waiting for the adventurers. Very weak party: Replace Seeth with an orc, and remove 4
orcs. Quarter the damage done by the explosion.
The Fight Weak party: Remove 4 orcs. Halve the damage done by the
Once the adventurers enter the house, which can explosion.
happen through any of the windows or doors on the Strong party: Replace Seeth with an orc war chief.
map, the battle begins. Very strong party: As Strong Party, and add 3 orcs to the
At the end of Seeth’s third turn, he sets off the group.
magical scrolls in the building, described below.
Treasure
General Features Seeth has maps and papers on a table in the second-
The building has the following features: floor room where he’s stationed. The maps show the
Doors. They are locked but only require a DC 8 location of every orc group in the city. These maps
Strength (Athletics) check to break open or DC 8 and papers have elegant writing on them, and a
Dexterity (Thieves’ Tools) check to pick the locks. couple of notes in the papers indicate that they came
The Windows. An adventurer breaking through a from people connected to Davol Port.
window makes a DC 12 Dexterity saving throw or If the adventurers succeed in this part, they are
they take 1d4 slashing damage from the broken given 200 gp by Captain Eledstra at the end of the
glass. adventure.

Tactics Concluding the Scene


As the battle progresses, the orcs realize what’s The first thing you need to do when concluding the
going on and move from hiding to fighting to fleeing, scene is move the orc army tracker along the track,
since they know Seeth plans to set off the scrolls. If as indicated earlier.
Seeth is dead, the orcs surrender if half their group Once the fight with the orcs is over, Tara or Drake
or more is defeated. They’re not cowards, but they shows up with reinforcements. Once the information
don’t want to die. Seeth, on the other hand, happily is found about where the orc sappers are in the city,
blows himself up. the watch can move with their people to stop the
For Seeth to set off the runes, he simply needs to orcs from blowing up the wall any further.
touch the activation rune and speak the command If the adventurers have the information about
word (“ignite” in Orcish) as an action. The activation Davol Port, they can inform someone, but it’s not
rune is on a scroll Seeth holds. The activation rune information that will help with this adventure.
must be within 100 ft. of the other runes (spread If the orc army tracker is at position 5, move
around the house) to work. immediately to Part 4. If not, calculate where the

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progress would be in Part 3 and allow the
adventurers to move there.

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Part 3 – The Portal Development
Leona is having a meeting with Thomas Druat
1. Spying on a Red Wizard concerning the portal when the orc army marker is
in the spot numbered 1.
Purpose: Let the adventurers know the Red Wizard While the meeting is going on, Jaymes and Cort
isn’t actually evil, and is rather interested and skilled remain in the kitchenette and sitting room, making it
when it comes to dealing with portals and much easier for the adventurers to sneak around
extraplanar travel. and hunt for information. If the orc army marker is
Also, let the adventurers know the portal is anywhere other than on number 1, the meeting has
widening, which means the threat of the modron already happened. If the marker is on number 2,
invasion is imminent. Leona and her companions are moving about the
Conflict: Are they caught or noticed while spying on house, making it difficult to sneak in. At number 3
the Red Wizard, and how much time does it take to and beyond, Leona has left to investigate the portal.
learn the information? If the adventurers were not present to save her, she
died at the hands of the modron assassination unit.
The Situation
Leona Krystal is a Red Wizard. Her superiors sent Finding Information
her to the Moonsea area to act as a representative This is about getting information.
and ambassador for their group, reporting back her Speaking with Leona. If the players want to speak
findings about opportunities for expansion in the with Leona while the orc army marker is in the first
area, to keep an eye on the activities of the factions, space, they’re told by Cort she’s busy until later.
etc. They can come back then or schedule an
Leona is in Melvaunt specifically because she appointment. If the orc army marker is not in the
divined there would be interesting planar activity first space, she’s happy to speak with the
within the city. She is fascinated by portals to other adventurers.
planes of existence. Breaking In. Breaking into the house is about
She recently rented a two-story house in the being quiet and searching without getting caught.
neighborhood where the portal currently sits. Her The windows have silent alarm spells on them, and
work and experiments are on the first floor of the all have curtains pulled over them on the 1st floor.
building, and her living quarters are on the second. The 2nd floor has many of the curtains open, but the
She has an assistant named Cort and a blink dog back door doesn’t. A DC 12 Intelligence (Arcana)
guardian called Jaymes. check or any kind of detecting of magic reveals the
You shouldn’t need them, but if you do, use mage spells on the windows. The door is locked and
stats for Leona, noble stats for Thomas Druat, and requires a DC 12 Dexterity (Thieves’ Tools) check to
knight stats for Druat’s guard. pick the lock. Jaymes the blink dog is napping in the
house by the back door. Failure means Jaymes wakes
Roleplaying Leona, Cort, and Jaymes but doesn’t alert the adventurers to the fact he’s
Leona is brilliant when it comes to portals and loves to talk awake. He pretends to sleep to observe the fools
endlessly about portals and the planes of existence. She’s who are breaking into his home.
also very protective of her companions. She’s a human, Other Ideas. If the adventurers come up with any
wears glasses and carries herself as if she’s older than her 27 other ideas for quietly breaking into the house, use
years. DC 12 as a base. The consequence for failure is that
Cort is tall, lanky, thin, and Leona’s assistant. He helps with
someone in the house, either Cort, Jaymes, or Leona,
some of the very fine crafting work because of his thin and
is alerted to their presence.
dexterous hands. He speaks well but quietly and takes his
cues from Leona.
Jaymes is a blink dog, very smart, and likes to sleep by
The House
warm fires. He would do anything for Leona. Leona seems to The first floor is comprised of two rooms, with some
be able to understand him, and Jaymes understands of the interior walls having been knocked out to
everything and everyone. make space for the lab.

1st Floor

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The Smaller Room. There are a lot of shelves with  The magic circle on the floor and the notes and
material components for spells on them. Jaymes the formula related to it are astounding. Using this
blink dog sleeps in the corner of the room. magic, someone could theoretically move a
The Lab. There is a magic circle, several more permanent portal.
shelves with items and books on them, and a long
table with two chairs with papers, books, and notes Taking the Notes
all over it. If the adventurers take the notes, someone who is
able to use magic and is highly skilled in Arcana
2nd Floor could use the magic to shrink or possibly move a
Kitchenette and Sitting Room. This space has a portal as a ritual.
small stove, a cabinet for keeping dry foodstuffs, and
a table for eating. Spying on the Meeting
Bedrooms. The left bedroom is Leona’s and the If the adventurers spy on the meeting, they need to
right is Cort’s. They have beds and chests for their first explain how they plan on doing that. Use DC 12
clothing and personal goods, and a night stand with as a base for Perception and Stealth checks, or any
a candle on it. Leona has an adventure novel called other plans the adventures might come up with.
The Planechasers on her night stand.
The Bathroom. There is a bathroom between the What they Hear
two bedrooms. Relate the following information if they eavesdrop
successfully:
Learning About Portals and Wizards
If the adventurers get into the lab, they can spend  Leona expresses that there is a gathering of chaos
time looking over the information and magical energy in the area. It has nothing to do with the
experiments within. Use the bullet points to dole out portal directly, but it is disturbing nonetheless.
information.  The portal within the city is growing, and unless
something is done, it will continue to grow.
Intelligence (Investigation) DC 12  Thomas Druat wants Leona to control the portal
but not close it. He wants to establish trade with
 The notes are all about portals: not just how to
far-away places using the portal. Druat tells her
open them, but how to manipulate them once
that he will work hard in the Council to get favors
they’re open.
for her and the Red Wizards if she will consider
 There are some specific notes for how to change a
his wishes when dealing with the portal.
permanent portal that leads to one place to
 Leona agrees that if she is given access to the
different place. It’s pretty theoretical stuff.
portal and has time to study it and use it, she can
 There’s nothing nefarious in the lab concerning
probably alter it to allow connections to other
Melvaunt at all; in fact, the notes are all very
locations in Faerûn, as well as other planes.
scientific and well written.
 Leona, hearing about the modron army from
 There is work here that indicates that Leona has
Thomas, says she can probably shrink the portal
discovered a way to move a permanent portal
to the point where only one Modron at a time
from one location to another.
could come through, making it easier to defend.
Intelligence (Arcana) DC 12 Development
 The magical formula that are within the notes If the adventurers are discovered in the house, or
shows how the Weave has recently converged on obviously eavesdropping, things are tense as Cort
Melvaunt as a nexus of chaos power. has a wand of binding that he’s more than willing to
 The magic invented here is cutting edge, and some use (DC 17 Wisdom saving throw) to resist hold
of it is theoretical but looks like it could be used to person.
manipulate portals. Remind the adventurers that murdering people in
 There are some rituals being developed here that the city is against the law if they decide to start a
look like you can take a permanent portal and fight. It’s why Cort is using the wand of binding. He
change where it could lead to, but the magic looks also shouts for Leona and Jaymes.
like it’s nowhere near complete. If the adventurers are discovered, and Thomas
Druat and his guard are there, Thomas offers to have

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them arrested. Leona would rather find out why The Situation
they’re there. If the adventurers tell Leona the truth The modrons and whoever is behind them have
(or some variation of it) in front of Thomas Druat, learned about Leona and have sent a hit squad to
make a note that the adventurers have earned the take her out. This occurs when the orc army tracker
Thomas Druat has His Eye on You Story Award on is on the second spot (or third spot if the
the notes section of the tracking sheet. adventurers waited and then talked with Leona).
If they lie and fail at a DC 15 Charisma (Deception) Leona packs her gear and asks to be taken to the
check, Leona lets Thomas arrest them. Captain portal, which the adventurers can do since they are
Eledstra gets them out of prison, but the orc army there. After leaving the house and heading into the
tracker is moved 3 spots on the tracking sheet. streets, dozens of modrons appear out of nowhere.
Once Leona and Thomas’ meeting is over, move They do something that disables Leona and then
the orc army tracker one spot on the track. they try to kill her.
Cort and Jaymes move to handle one set of
If the Adventurers Waited modrons, while the adventurers are forced to deal
If the adventurers waited to have the meeting, Leona with three quadrones and six duodrones.
tells them about her work and lets them go through
it to prove she’s not interested in hurting Melvaunt. Tactics
She is willing to reveal the information that The modrons’ orders are to kill Leona and then any
Thomas Druat gave her and talk about the deal she other living creatures with her. The duodrones
made with Thomas, as it doesn’t violate any law speak as they fight, saying “Kill the Red Wizard” in
she’s aware of. mechanical, cold, and calculating voices. One
After the adventurers have this discussion with duodrone draws an opportunity attack so the others
Leona, move the orc army tracker one spot on the can flow past any of Leona’s protectors that just
track. used their reaction.
While incapacitated, Leona is out in the open and
Advice cannot move on her own. Her AC is 10, and she has
There are a lot of ways this could go, but it starts 50 hit points. The modrons the adventurers face
with the choice of the adventurers either breaking attack her if they can get to her. The quadrones fire
into Leona’s house or waiting to speak with her. missile at her unless she is provided cover by an
After that you just play out the situation and adventurer.
remind them that killing people in a city is illegal and
punishable by imprisonment or death. Adjusting the Encounter
If in doubt about something the adventurers want Here are recommendations for adjusting this combat
to try, ask them to tell you why they think they can encounter. These are not cumulative.
make that work. If it seems reasonable, set the DC at Very weak party: Remove two quadrones and three
12, assign a skill, and have them roll. If it’s duodrones.
unreasonable, try to find a middle ground or just Weak party: Remove one quadrone and three duodrones.
make them roll with disadvantage. Strong party: Add one quadrone and three duodrones.
The important information you need to get to the Very strong party: Add two quadrones and three
adventurers is as follows: duodrones.

 The portal is a widening, which is one of the Development


indicators from the modron plans from CORE1-2
Once the battle is over and assuming Leona lived,
that the modron attack is imminent.
she is quite grateful to the adventurers for their help.
 Leona is neither good nor evil to any great extent. Make a note that the adventurers who saved her
She’s just a Red Wizard with an interest in portals. have earned the Leona’s Gratitude Story Award.
2. Modron Attack After everyone gather’s themselves post fight and
they have a conversation, advance the orc army
Purpose: To let the adventurers know that Leona is tracker one space on the track.
seen as a threat by the modrons to reinforce that her
skills are important to the portal. If Leona Dies
Conflict: Modrons try to kill Leona and everyone If the modrons kill Leona, they attack others until
with her. dead. The modrons weren’t ordered to take anything

Not for resale. Permission granted to print or photocopy this document for personal use only . CORE1-3 A Hole in the World 15
except lives, so Leona’s notes are still available. The
half-orc sage Truushee can still try to affect the
portal, but not with the same success as Leona could
have.
If the adventurers are not there, Leona is killed.

Not for resale. Permission granted to print or photocopy this document for personal use only . CORE1-3 A Hole in the World 16
3. The Portal Shrinking the Portal
If Leona is alive she can shrink the portal and it
Purpose: To learn the portal can’t be closed and to doesn’t cost the adventurers any time. If Leona is not
make a decision about what to do with the portal. alive, the adventurers can consult with Truushee the
Conflict: The portal is growing ever bigger and half-orc sage to perform a ritual using Leona’s notes:
wider, and the adventurers need to choose to shrink advance the orc army tracker one space.
it down so only one modron can come through at a
time, or to do the risky thing and move it, which can Moving the Portal
only be done by Leona. How much time passes while This option is only available if Leona is alive. If the
they do so is part of the challenge. decision is to move the portal, setting up the ritual
could cost so much time that the orc army token
The Situation move once on the track. Leona knows (and can let
The portal can’t be closed. It can only be shrunk, but the adventurers know) the risks of moving the
any adventurer who is magically trained, or portal and having the modrons come through in
proficient in Arcana, or is just intelligent, needs to force while they’re moving it.
realize that. If they do it quickly, they don’t waste a
lot of time and can then make the decision. The  If there are two spots open on the track, they need
portal cannot be shrunk and then moved—it is one move quickly but have some room for error.
or the other.  If there’s one spot open, then they better be
If Leona is dead, Truushee the half-orc sage might perfect or it’ll most likely open while they’re
be able to help the adventurers at least shrink the moving it.
portal, although moving the portal is well beyond  If there are no spots open, then they should just
their combined capabilities. shrink it.

Learning Information The Most Important Question


The adventurers can choose one of their group to Where do you move the portal?
study the portal, or they can assist Leona if she’s still
alive. A DC 14 Intelligence (Arcana) skill check is Getting the Portal Ready to Move
needed. Truushee can aid this check, providing Moving the portal requires them to get a large 15 ft.
advantage to the adventurer. by 15 ft. piece of cloth (it’d be better with a
If the check is successful, the options for the portal constructed board but they don’t have that kind of
are quickly learned, and the bulleted information time) and then paint a number of arcane symbols
can be provided. similar to ones found on Leona’s notes, then with a
If the check is unsuccessful, it takes a while. Move final enchantment they can anchor the portal to the
the orc army tracker one space. Here is the cloth. At that point they can move it by picking up
information learned: the cloth, but they need to keep the cloth as stable
and sturdy as possible.
 The portal cannot be closed There is some sort of If they choose to do this, they have two tasks to
rare chaos magic that is keeping it open. complete. Painting the cloth and enchanting the
 The portal can be shrunk down small enough so cloth.
that only a modron or two can get through at a
time, but this place stills need to be defended. Painting the Cloth
 If Leona is there, she suggests she could possibly Painting the cloth to the specifications of the notes
move the portal. This will take some effort, the requires a DC 12 Dexterity (Sleight of Hand) check
adventurers and some of the city guards will need and can be aided by someone trained in Perception.
to help. Also, anyone who has a background with something
 The portal will reach its max energy at about the having to do with art can make their check with
same time as the orc army reaches the city. advantage. Success means you didn’t lose any time,
while failure causes the orc army tracker to advance
Making a Choice one.
Now that the adventurers know what’s going on they
can make a choice. Enchanting the Cloth
Once the cloth has been painted, the enchanting can
begin. To enchant the cloth quickly one would make

Not for resale. Permission granted to print or photocopy this document for personal use only . CORE1-3 A Hole in the World 17
a DC 12 Intelligence (Arcana) check, which can be Tactics
aided by someone giving up a spell slot of magical The 7 orcs and Seeth Vainscore aren’t the brightest
power of either divine or arcane nature. Success and don’t think to attack the cloth. They go after the
means you didn’t lose any time, while failure causes 4 guards holding a corner of the cloth, who are all
the orc army tracker to advance one. surprised.
Leona/Truushee can’t help either, as every time
Lifting the Portal she takes her eye off the portal a modron tries to
Once all the magical preparations are complete, read come out of it. Cory and Jaymes, if present, hang back
or paraphrase the following: to guard Leona and do not factor into combat.

The cloth has been painted with the reds, purples, blues, and The Portal
blacks of the language of Mystra. Four guards the Captain If a corner of the cloth is ever not in someone’s
was able to spare after hearing your plan stand at each hands for a full round, then the spell collapses and
corner of the cloth. Leona steps to the cloth and places her the portal crashes to the ground. This causes an
hand on it a final time, and whispers a few words. The runes explosion of energy. Everyone in the area must make
begin to shimmer and the portal begins to shimmer. At first a DC 15 Strength saving throw or be pushed back 10
they’re out of sync but after a few moments the shimmers
feet and knocked prone from the wave of planar
energy released.
start to match. Once that happens Leona lifts her head and
If an adventurer is holding a corner of the cloth,
signals to the guards, who all lift the cloth. It rises easily and
then they have one hand they can use to do things
the portal rises with it. but are considered restrained while holding the
“Hold it tight. If you drop it, I’ll be able to reset it but it will cloth.
take time which is something we don’t have much of.”
The guards being to walk with the cloth, atop it a portal to Adjusting the Encounter
another world, one shimmers and the other wavers in the Here are recommendations for adjusting this combat
wind. encounter. These are not cumulative.
Very weak party: Replace Seeth with an orc, and remove 4
orcs.
Now the portal can be moved. If the portal is moved Weak party: Remove 4 orcs.
use Encounter 4 Moving the Portal. Strong party: Replace Seeth with an orc war chief.
Very strong party: As Strong party, and add 3 orcs to the
4. Moving the Portal group.
Purpose: To move the portal wherever the
adventurers think it should go, preferably outside Concluding the Encounter
the city walls. If the portal is lost from the cloth, it’ll take Leona
Conflict: Seeth Vainscore and his orcs see the portal, time to set the spell up again so that they can
think it’s some kind of attack against them, and try continue moving. Advance the orc army tracker one
and stop it. space.
If this means the orc army marker reaches the end
The Situation of the track, there’s nothing she can do. The portal
The portal is moving and everything is going well. A opens wide and the modron army marches into
couple of modrons trying to come out but guards kill Melvaunt.
them. Unfortunately, orcs have decided to attack. If the adventurers keep the portal from falling to
the ground, then they can bring the portal outside of
Setup the walls of Melvaunt or to some other advantageous
Use the Streets of Melvaunt Map. Set the cloth and location.
the guards next to the building just south of the
gazebo, this is when the orcs spring their attack.
Before Seeth Vainscore and his 7 orcs attack Part 4 – The Battle for
check the passive Perception of the adventurers. Any
of them with an 11 or lower are surprised. Melvaunt
Depending on what happened in Parts 2 and 3, there
are many potential situations happening
simultaneously:

Not for resale. Permission granted to print or photocopy this document for personal use only . CORE1-3 A Hole in the World 18
 If the adventurers dealt with the orcs successfully They’re orderly, moving systematically through different
in Part 2, they now need to deal with the modrons neighborhoods. You hear the sounds of fighting, with metallic
in the city. Leona was killed, leaving the portal a voices ordering the people of Melvaunt to obey the law and
major threat. Play Modrons in the City below. order of Mechanus.
 If the adventurers dealt with the portal You have nowhere to go. There are orcs outside the walls
successfully, either by shrinking it or moving it and the modrons are advancing on your location. There are
outside the city, they only need to deal with the citizens here. People are scared, looking to you for. What will
orcs in the city. The orc sappers were successful in you do?
breach defenses, making the orcs a large threat.
Play Orcs in the City below.
 If the adventurers didn’t deal with either side Setup
successfully, they have to deal with both sides in The adventurers can put themselves anywhere on
the city. Play Orcs and Modrons in the City the southeast part of the map, or if you’re playing
below. without a map they can describe how they have
 If the adventurers got the portal outside the city, positioned themselves. If they want to build some
then they only need to deal with a few orcs inside quick barricades in the street or something similar,
the city, as the modrons and orcs kill each other they had some time to do that and they can be drawn
outside the walls. Play The Portal is Outside the in.
City below. This encounter has the modrons coming in three
waves over five rounds.
Regardless of the outcomes above, the adventurers
 Start on the map: a tridrone and 4 duodrones.
must deal with the remaining threats in the streets
 Round 3: 2 quadrones and 2 duodrones
of Melvaunt. This fight the adventurers undertake is
 Round 5: a pentadrone and 3 tridrones
a microcosm of happenings around the city. Each
encounter uses the Streets of Melvaunt Map. Each group appears from around the corner at the
end of the last modron’s turn of the round listed.
Treasure They break formation as soon as they see the enemy,
As the adventurers are moving to deal with the following orders from the highest-ranking modron
threat in this part, they come across a priestess of in the vicinity.
Loviatar named Zellani. Any characters who have the
Favor of Zellani Story Award from CORE1-1 A The Tracking Sheet
Scream in the Night is provided with a potion of The Armory. If the armory was saved, remove 1
greater healing. quadrone from the Round 3 wave.
Also, as this part plays out, regardless of which Drake. If Drake was saved, remove 1 tridrone
encounter the adventurers play, they find loose from the Round 5 wave.
coins, gems, and jewelry on enemies or scattered in
the street worth a total of 500 gp. Tactics
The modron orders are to ask for obedience to the
Modrons in the City new order and subdue any hostile forces. They deal
with obvious threats first, like the adventurers,
Purpose: To see how much of the city the modrons before moving on to the citizenry. If the adventurers
control after the battle for Melvaunt are not a threat, the modrons start going into the
Conflict: Adventurers versus the modron forces. houses and pulling people out, asking for obedience.
Any citizens who resist at all, either physically or
The Situation verbally, are killed.
The modron army is in the streets of Melvaunt. Read
The duodrones try to swarm opponents and will
or paraphrase the following:
use the Aid action to assist their higher commanding
modrons. The tridrones launch all three of their
The orc threat has been mitigated through your efforts. spears with their first actions against the target who
However, no one was able to effectively deal with the portal. is least armored and not behind cover, then wade
Even at this distance away, you see the growing portal into battle against the closest opponent.
shimmer blue and purple. The sound of metallic marching The quadrones target opponents with ranged
echoes through the streets. The modron army is here! weapons and use flight to keep away from any melee.

Not for resale. Permission granted to print or photocopy this document for personal use only . CORE1-3 A Hole in the World 19
The pentadrone uses its paralytic gas only if it can The Tracking Sheet
target two enemies in it. It doesn’t care how many Leona. If you have Leona’s gratitude, she has
duodrones it hits with the attack. Otherwise it just ordered Jaymes to stay with the adventurers to
uses its five attacks on the opponent it is closest to. grant them assistance. This removes one orc from
each wave.
Adjusting the Encounter
Here are recommendations for adjusting this combat Tactics
encounter. These are not cumulative. The Orcs don’t really have tactics. They just try and
Very weak party: Remove the tridrone from wave 1, a kill people but they’re more willing to break off and
quadrone from wave 2, and the pentadrone from wave 3 start fires in the surrounding buildings. They have
Weak party: Remove 2 duodrones from wave 1 and the the extra action:
pentadrone from wave 3
Very strong party: Add a pentadrone to wave 3  Start Fire. As an action the orc starts a building it
is adjacent to on fire
Concluding the Encounter The orog looks for the toughest looking adventurer
If the adventurers win the fight, they’ve held the line because it thinks killing that adventurer will prove
at this part of the city, and the modron threat is his worth.
eliminated. The Eye of Gruumsh enters the fight with his
If the adventurers lose this fight or choose to run spiritual weapon already cast and casts bless on the
away, the City Watch is outflanked and the modrons orog if the orog is still alive, himself, and one other
successfully occupy a portion of the city. orc. Otherwise he just casts it on himself and the two
orcs with him.
Orcs in the City The orcs just attack the closest adventurer or start
Purpose: To see if the city is sacked by the orc a building on fire. Every round a fire burns
forces. unchecked make a mark on the building. If there are
Conflict: Adventurers versus the orc Forces three marks on a building, it burns uncontrollably
and is eventually destroyed.
The Situation
The orc army is in the streets of Melvaunt. Read or Putting out Fires
paraphrase the following: Putting out the fires requires an action and some
way to extinguish them - water, a spell, or something
similar . There’s no check. It automatically happens
The portal has been dealt with, but the walls of Melvaunt
as long as an appropriate action is used.
have been breached. In the distance you can hear the battle
cry of orcs and the screams of the people of Melvaunt. The Very weak party: Replace all creatures with orcs, and
orcs are savage and chaos incarnate, flowing though the city remove 1 orc from each wave
like a fast spreading fire: razing and killing and looting. Drums Weak party:  Replace the orc Eye of Gruumsh with an orc
beat and the sound of battle comes closer. Very strong party: Add one orc to each wave
The city is breached and you have few options as the orcs
are advancing on your location. There are citizens here. Concluding the Encounter
People are scared and looking to you for help from their If the adventurers win the fight, they’ve held the line
windows and doors. What will you do?
at this part of the city. The orcs do only minimal
damage to the city and its population.
If the adventurers lose this fight or choose to run
Setup away, the orcs run rampant through this part of the
This uses the City Map or Map #3. This encounter city. The city is sacked completely, many lives are
has the orc forces swarming in over the course of lost, and much damage is done.
two waves.
Orcs and Modrons in the City
 Start on the map: 3 orcs and an orog
 Round 3: 2 orcs and an orc Eye of Gruumsh. Purpose: To survive a fight that is going to wreck
the city of Melvaunt and save as many people as
The orcs appear on the south part of the map. At the
possible.
end of the orcs turn the next wave appears on the
southernmost part of the map.

Not for resale. Permission granted to print or photocopy this document for personal use only . CORE1-3 A Hole in the World 20
Conflict: Adventurers stand between the citizens of Every round the fire isn’t put out after the second
Melvaunt and the attacking orcs and modrons. round, 1d4 members of the citizenry catch fire and
die.
The Situation
The orc army and the modron army are in the Calming the Citizens
streets of Melvaunt. Read or paraphrase the A DC 12 Charisma (Persuasion or Intimidation)
following: check calms the citizens that the adventurers are
trying to protect. Every round after the second that
It’s all gone wrong. The portal is huge, shimmering blue and they are panicking, 1d4 do something silly, like run
purple, visible even above the buildings. The walls are blown into the street, and are killed.
to bits. Orcs and modrons are everywhere in the streets
fighting each other, killing or subjugating or looting the city.
Concluding the Encounter
The adventurers just need to battle through and
People are being killed left and right. It’s chaos.
survive. The city is going to be destroyed. There’s
You’ve managed to herd some innocent city-folk safely
nothing they can do about it. What they can do is
into a building. They look at you, knowing that you’re the save as many people as they can. For each citizen
only thing keeping them safe. That’s when the wall explodes that survives the fight they get experience points.
to your right as fire fills the building. What do you do?
The Portal is Outside the City
Setup Purpose: To shore up the defenses of the city so
This uses the city map. The adventurers are in the whichever army wins can’t get in.
building just north of the gazebo with around 20 Conflict: Fortify the defenses before the fight comes
citizens. to the city.
Outside of the building an orc just blew up the wall
with a vial of alchemist’s fire, which started the The Situation
building on fire. There is a force of orcs who are The orc army and the modron army are clashing
trying to retreat into the building to find cover from outside the city. The walls have blown up, and they
the modron force they’re fighting. The adventurers need to be reinforced as fast as possible to help
are between all this and the citizens in the building. defend against whichever army wins and then turns
Place 4 orcs, an orog, and an Eye of Gruumsh on on the city.
the map at the hole in the building. Place 6
duodrones, 2 tridrones, and a pentadrone It’s going to plan. The portal is outside the city, but the walls
surrounding them. are a wreck. Captain Eledstra has found you.
Get some kind of marker for the citizens to remind “Good work with that crazy plan, but we’re in a spot. The
you they’re in the building as a mob. walls are in bad shape and we need your help. Please help us
patch them up as fast as possible since I’m pretty sure
Enemy Forces
whoever wins is coming after us next.”
The purpose of this encounter is not to kill the
adventurers (they have already had a pretty rough
time of it if they are playing this encounter). Instead, Fixing the Walls
only throw a couple of enemies at the adventurers A lot of fixing the walls is about moving stones and
every other round to give the idea of threat. Let the rubble in place to make sure the wall is at least
enemy forces kill each other, let the adventurers defensible. These are Strength (Athletics) checks
fight a few and save the citizens in the process.
 DC 14 gains a counter towards being done.
Putting Out the Fire  DC 19 gains two counters towards being done.
There’s a fire in the building. Putting out the fire  Less than 9 loses a counter as someone made a
requires an action and some way to extinguish it - mistake and destroyed part of the wall.
water, a spell, or something similar. There’s no check. Anyone can use the Aid action by narrating how they
It automatically happens as long as an appropriate aid in the effort, and if it makes sense they designate
action is used. someone they aid to make the check.

Not for resale. Permission granted to print or photocopy this document for personal use only . CORE1-3 A Hole in the World 21
Any clever ideas for actions to help reinforce the
walls that use skill checks are at the same DC ratings
as the Strength (Athletic) checks.
Any clever ideas or use of magic or powers that
are resources can provide a counter towards success.
The Adventurers need to acquire 12 successes to
finish the wall before five rounds have elapsed.

Adjusting the Encounter


Very weak party: Lower the DCs by 4
Very strong party: Increase the DCs by 2

Procedure
Ask each adventurer what action they wish to take,
let them take it, check for complications, and then
start over.

Complications
End of Round 1: An orog is wrecking the
battlements the adventurers are trying to make. If
they don’t kill the orog by the end of any subsequent
round remove a success. Each round the orog is alive,
remove 1 success. For a very weak party, replace the
orog with an orc.
End of Round 3: Someone on the battlefield is
launching boulders. All adventurers are attacked.
+4 to hit; (8) 1d8 + 4 bludgeoning damage. Halve
damage for a very weak party; double damage for a
very strong party.
End of Round 5: Another orog attacks and another
boulder volley attacks.

Concluding the Encounter


The modron army eventually wins the field. If the
adventurers can gather enough successes before the
end of round 5 they succeed and their part of the
wall is held.
If the adventurers fail, then the modron army
breaks through their defenses into the city and
occupies part of it.

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Not for resale. Permission granted to print or photocopy this document for personal use only . CORE1-3 A Hole in the World 23
Conclusion Non-Combat Awards
Task or Accomplishment XP per Character
How this adventure ends is highly dependent on the
Saving the Armory 100
adventurers’ choices and successes. You’ll need to
Saving Drake 100
narrate what the city looks like based on the way
Saving Leona 100
things played out. If the adventurers succeeded in
Shrinking the portal 100
their encounters, they earn the Hero of Melvaunt
Moving the portal outside 200
Story Award.
Saving the walls 200
Defending the walls 100
Scenario 1
The modrons may occupy part of the city, depending
The minimum total award for each character
on how the adventurers faired in Modrons in the
participating in this adventure is 900 experience
City.
points.
The maximum total award for each character
Scenario 2
participating in this adventure is 1200 experience
The orcs either sacked the whole city or only a small
points.
part of the city, depending on how the adventurers
faired in Orcs in the City. Treasure
Scenario 3 The characters receive the following treasure,
The orcs and modrons combined to destroy divided up amongst the party. Characters should
Melvaunt, leaving it a war zone. attempt to divide treasure evenly whenever possible.
Gold piece values listed for sellable gear are
Scenario 4 calculated at their selling price, not their purchase
The modron army has set up a small foothold price.
outside the city depending on how the adventurers Consumable magic items should be divided up
fared The Portal is Outside the City. however the group sees fit. If more than one
character is interested in a specific consumable
magic item, the DM can determine who gets it
Rewards randomly should the group be unable to decide.
Make sure the players note their rewards on their Permanent magic items are divided according to
adventure logsheets. Give your name and DCI a system. See the sidebar if the adventure awards
number (if applicable) so players can record who permanent magic items.
ran the session.
Potion of Greater Healing
Experience Potion, uncommon
Total up all combat experience earned for defeated A description of this item can be found in the
foes, and divide by the number of characters present Dungeon Master’s Guide.
in the combat. For non-combat experience, the Treasure Awards
rewards are listed per character. Give all characters
Item Name GP value
in the party non-combat experience awards unless
Total reward from Davol 200
otherwise noted.
Total reward from Eledstra 200
Combat Awards Part 4 Treasure 500
Name of Foe XP per Foe
Orc 100 Renown
Orog 450
All faction members earn one renown point for
Eye of Gruumsh 450
participating in this adventure.
Duodrone 50
Tridrone 100 Downtime
Quadrone 200
Pentadrone 450 Each character receives five downtime days at the
conclusion of this adventure.

Not for resale. Permission granted to print or photocopy this document for personal use only . CORE1-3 A Hole in the World 24
Story Awards
During the course of play, the characters have the
opportunity to earn the following story awards:

Hero of the Battle of Melvaunt. Historians will in


time write of this event: the day brave heroes fought
a battle on two front, against the mechanical menace
that came through the portal while at the same time
beating back an orc horde. Thanks to your help
Melvaunt survived. While in Melvaunt, you receive
free comfortable lifestyle when using downtime days
after adventures set in Melvaunt.

Leona’s Gratitude. You have saved Leona’s life, and


the Red Wizard is in your debt. She will make you
one common or uncommon potion for no charge.
This may only be used once, but the award may
come into play in later adventures.

Thomas Druat has His Eye on You. Council of Lords


member Thomas Druat is keenly aware of your
presence in the city. Right now that could be a good
thing or a bad thing. But you will definitely meet him
again.

DM Rewards
You receive 200 XP, 100 gp, and five downtime
days for running this session.

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that’s ok, don’t drop people on them if it doesn’t
Appendix 1 – DM Advice make sense.
Here’s an example. If the adventurers are
The Time Line investigating Leona, it might be harder for the
Space Event Captain to keep them informed unless the
One The first building explodes and the meeting
adventurers stay in touch or let the Captain know
between the Red Wizard and Thomas Druat.
what they are doing. If they’re dealing with the orc
Two The portal starts to widen and an assassin crew
of Modron’s kills Leona.
threat, then the Captain is more easily able to find
Three The Orc Prisoner tells what he knows. them to let them know what’s going on with the
Four The Walls Explode and the Portal Widens. portal, such as the Red Wizard was murdered or the
Five The Orc Army Arrives and the Modron’s Attack. portal is widening.
Really Noticeable Stuff. The building exploding
Each of the following happens when the orc army and the portal widening and growing are great
tracker moves to a track space if the adventurers indicators of a city starting to spiral out of control.
don’t intervene. You also have the track on the table, which is a bit of
One. When the orc army tracker is on this space the a meta piece, but it will help increase the tension.
building explodes in Part 1 – The North Gate. The If the adventurers are looking into Leona, then the
meeting between Leona and Thomas is also building exploding is also a great way to make them
happening at the same time. feel like things are happening in the city. Decide if
Two. The portal starts to widen and grow. The you want it to explode during or at the end of that
guards alert the Captain, who sends a runner to alert section. It’s cool. We trust you to do the right thing.
the adventurers. If the adventurers aren’t there the The portal itself starts to grow at some point and
modrons kill Leona in their assassination attempt. become more noticeable. That’s another piece you
Three. If the adventurers weren’t there the orc can use to show things are moving toward an end
prisoner finally spills on where Seeth Vainscore is. point.
Four. The orc army arrives outside the gates and the
portal reaches its apex of power.
Crossing Over
Five. The walls explode signaling the orc army to If the adventurers feel like one problem is more
attack, and the modron army attacks the city at the important than the other to deal with during the
same time. scenario, let them cross over. Here are some good
points to let them do that, but you’ll probably need
A Little Advice to use your best judgement for where they can drop
Here’s where you can make this adventure sing. One into the other path if they switch.
of the themes is that time and events are spiraling The city is big, so move the orc army marker the
out of control, and the adventurers can only mitigate each time they decide to switch paths.
so much of it. With a little cleverness they can handle  After the first building explodes and they choose
a lot of it, but one of your objectives here is to make or don’t choose to deal with the situation, they can
them understand things are happening outside of flip to Leona if they think the Captain and their
their control, and event grow to a point where all of crew can handle the orcs.
the nine hells are going to break loose. So how do  After Leona has been killed and they learn about it,
you do that? they might be more interested in seeing her lab
There’s a timeline. You can use that to let the and her work. You can relate that she had work on
adventurers know about the other things happening portals and the planes in her lab through the
in the city. You need some way to deliver Captain’s runner or the Captain herself if present.
information to them and let them know what’s going
on. Here are some tools.
Captain Eledstra. The Captain is constantly
looking for updates to keep the adventurers
informed of what’s going on. You can use Tara from
earlier as the runner to find and provide the
adventurers information. Now the adventurers
might not be easily found. If that’s the case, then

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Jaymes the Blink Dog. Jaymes is a blink dog, very
Appendix 2 – NPC Summary smart, likes to sleep by warm spaces, and would do
The following NPCs appear or are mentioned in this anything for Leona. Leona seems to be able to
adventure. understand him and Jaymes understands everything
and everyone.
Davol Port (DAY-vall). Human male. Fit, stout, well-
groomed and clothed, and has a deep voice. He’s Thomas Druat (drew–AUT). Human male. Chubby,
warm and yet forward about what he wants or tall, clean shaven and comfortably dressed. His tenor
would like people to do for him. He doesn’t mince voice is light and filled with promises and honey.
words but is a business man first and treats most He’s crafty, seemingly kind, and imposing when he
things in life as a transaction. Payment for service desires and like to get people to think it was their
and service for payment. One of the merchant lords idea to agree with his plans. He plays the game of
of Melvaunt. political maneuvering and business well. One of the
merchant lords of Melvaunt.
LeCampe Eledstra (eh-LED-strah). Human female.
Late middle age. She’s a decent woman who takes
her job of protecting Melvaunt’s ordinary citizens
seriously. Tall, thin, and lanky with a shock of unruly
white hair through which she runs her fingers
constantly whenever she’s trying to think. Very bad
at playing political games, which is why she only just
got promoted to Captain despite her many years of
service in the City Watch.

Drake Liston (LIS-tun). Male human. Young, dark


skinned, Lieutenant to Captain Eledstra. A bit brash
but confident, fit, athletic and a little on the short
side. Boyish and tends to wear a grin, even if he’s
just been almost killed. Has an adventurer’s soul but
he loves the city of Melvaunt, which he now protects
as best he can.

Tara Sorkin (SORE-kin). Female human. Tough


young woman with a little muscle on her, a good
head on her shoulders, and a drive to keep people
safe. She’s a level headed. Take measured actions but
will take risks when absolutely needed. Has a good
heart and a deep care for the people of Melvaunt.
Lieutenant to Captain Eledstra.

Leona Krystal (lee-OH-nah KRIS-tall). Leona is a


Red Wizard and a brilliant expert on portals and
planar travel. She’s also very protective of her
companions. She is a 27-year-old human who wears
glasses and carries herself as if she’s older.

Cort. (KORT) Cort is tall, lanky, thin, and Leona’s


assistant. He helps with some of the very fine
crafting work because of his thin and dexterous
hands. He speaks well but quietly and takes his cues
from Leona.

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Appendix 3 – NPC/Monster Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 14 (1d12 + 4 plus 1d8) slashing damage.
Statistics
javelin. Melee or Ranged Weapon Attack: +6 to hit,
Orc reach 5 ft. or range 30/120 ft., one target. Hit: 7 (ld6 +
Medium humanoid (orc), chaotic evil
4) piercing damage.
Armor Class 13 (hide armor)
Hit Points 15 (2d8 + 6) Eye of Gruumsh
Medium humanoid (orc), chaotic evil
Speed 30 ft.
Armor Class 16 (ring mail, shield)
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 10 (+0) Hit Points 45 (6d8 + 18)
Speed 30 ft
Skills Intimidation +2
Senses darkvision 60 ft., passive Perception 10 STR DEX CON INT WIS CHA
Languages Common, Orc 16 (+3) 12 (+1) 16 (+3) 9 (-1) 13 (+1) 12 (+1)
Challenge 1/2 (100 XP)
Skills Intimidation +3, Religion +1
Senses darkvision 60 ft., passive Perception 11
Aggressive. As a bonus action, the orog can move up to Languages Common, Orc
its speed toward a hostile creature that it can see. Challenge 2 (450 XP)

Actions
Aggressive. As a bonus action, the orog can move up to
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., its speed toward a hostile creature that it can see.
one target. Hit: 9 (1d12 + 3) slashing damage.
javelin. Melee or Ranged Weapon Attack: +5 to hit, Gruumsh's Fury. The ore deals an extra 4 (ld8) damage
reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + when it hits with a weapon attack (included in the
3) piercing damage. attacks).

Orog (Seeth) Spellcasting. The ore is a 3rd-level spellcaster. Its


Medium humanoid (orc), chaotic evil spellcasting ability is Wisdom (spell save DC 11, +3 to
hit with spell attacks). The ore has the following cleric
Armor Class 18 (plate)
spells prepared:
Hit Points 42 (5d8 + 20)
Speed 30 ft Cantrips (at-will): guidance, resistance, thaumaturgy
1st level (4 slots): bless, command
STR DEX CON INT WIS CHA 2nd level (2 slots): augury, spiritual weapon (spear)
18 (+4) 12 (+1) 18 (+4) 12 (+1) 11 (+0) 12 (+1)
Actions
Skills Intimidation +5, Survival +2
Senses darkvision 60 ft., passive Perception 10 Spear. Melee or Ranged Weapon Attack: +5 to hit,
Languages Common, Orc reach 5 ft. or range 20/60 ft., one target. Hit: 11 (ld6 +
Challenge 2 (450 XP) 3 plus ld8) piercing damage, or 12 (2d8 + 3) piercing
damage if used with two hands to make a melee attack.

Aggressive. As a bonus action, the orog can move up to


its speed toward a hostile creature that it can see. Duodrone
Medium construct, lawful neutral
Actions
Armor Class 15 (natural armor)
Multiattack. The orog makes two greataxe attacks.
Hit Points 11 (2d8 + 2)
Speed 30 ft.

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STR DEX CON INT WIS CHA Javelin. Melee or Ranged Weapon Attack: +3 to hit,
11 (+0) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 7 (-2) reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 +
1) piercing damage.
Senses passive Perception 10
Languages Modron, Common
Challenge 1/4 (50 XP) Quadrone
Medium construct, lawful neutral
Axiomatic Mind. The duodrone can't be compelled to Armor Class 16 (natural armor)
act in a manner contrary to its nature or its instructions. Hit Points 22 (4d8 + 4)
Disintegration. If the duodrone dies, its body
Speed 30 ft., fly 30 ft.
disintegrates into dust, leaving behind its weapons and
anything else it was carrying. STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 11 (+0)
Actions
Multiattack. The duodrone makes two fist attacks or Skills Perception +2
two javelin attacks. Senses truesight 120 ft., passive Perception 12
Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one Languages Modron, Common
target. Hit: 2 (1d4) bludgeoning damage. Challenge 1 (200 XP)
Javelin. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 +
1) piercing damage. Axiomatic Mind. The quadrone can't be compelled to
act in a manner contrary to its nature or its instructions.
Disintegration. If the quadrone dies, its body
Tridrone disintegrates into dust, leaving behind its weapons and
Medium construct, lawful neutral anything else it was carrying.

Armor Class 15 (natural armor) Actions


Hit Points 16 (3d8 + 3) Multiattack. The quadrone makes two fist attacks or
Speed 30 ft. four shortbow attacks.
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 3 (1d4 + 1) bludgeoning damage.
12 (+1) 13 (+1) 12 (+1) 9 (-1) 10 (+0) 9 (-1) Shortbow. Ranged Weapon Attack: +4 to hit, range
Senses truesight 120 ft., passive Perception 10 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Languages Modron, Common
Challenge 1/2 (100 XP)
Quadrone
Medium construct, lawful neutral
Axiomatic Mind. The tridrone can't be compelled to
Armor Class 16 (natural armor)
act in a manner contrary to its nature or its instructions.
Disintegration. If the tridrone dies, its body Hit Points 32 (5d10 + 4)
disintegrates into dust, leaving behind its weapons and Speed 40 ft.
anything else it was carrying.
STR DEX CON INT WIS CHA
Actions 15 (+2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 13 (+1)
Multiattack. The tridrone makes three fist attacks or Skills Perception +4
three javelin attacks.
Senses truesight 120 ft., passive Perception 14
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Languages Modron, Common
target. Hit: 3 (1d4 + 1) bludgeoning damage.
Challenge 2 (450 XP)

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Axiomatic Mind. The pentadrone can't be compelled
to act in a manner contrary to its nature or its
instructions.
Disintegration. If the pentadrone dies, its body
disintegrates into dust, leaving behind its weapons and
anything else it was carrying.

Actions
Multiattack. The pentadrone makes five arm attacks.
Arm. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (ld6 + 2) bludgeoning damage.
Paralysis Gas (Recharge 5- 6). The pentadrone exhales
a 30·foot cone of gas. Each creature in that area must
succeed on a DC 11 Constitution saving throw or be
paralyzed for 1 minute. A creature can repeat the
saving throw at the end of each of its
turns, ending the effect on itself on a success.

Guard
Medium humanoid (human), Neutral

Armor Class 15 (chain shirt)


Hit Points 11 (2d8 + 2)
Speed 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

Skills Perception +2
Senses passive Perception 12
Languages Common
Challenge 1/8 (25 XP)

Actions
Spear. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20f60 ft., one target. Hit: 4 (1d6 +
1) piercing damage.

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Appendix 3 – Tracking Sheet

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Tales of Good & Evil
As the City of a Thousand Forges perseveres in the face of threats both internal and external,
the effects of the planar portal continue to make everyone uneasy. When unusual individuals
are drawn to the city because of the portal’s power, heroes are asked to keep the peace and
ferret out anyone intending to bring harm to Melvaunt. A D&D Adventurers League
adventure set in Melvaunt.

A 4-hour adventure for 1st-4th level characters

JAMES INTROCASO
Adventure Designer
Adventure Code: CORE 2-1

Producer: Baldman Games


Core Administrator: Shawn Merwin
Editing and Layout: Encoded Designs
Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan
Patrick

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.

©2016 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.

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Introduction Preparing the Adventure
Before you show up to Dungeon Master this
Welcome to Tales of Good & Evil, a D&D Adventurers
adventure for a group of players, you should do the
League adventure, Part One of the Misaligned
following to prepare.
Trilogy.
This adventure is designed for three to seven 1st-  Make sure to have a copy of the most current
4th level characters, and is optimized for five 3rd- version of the D&D Basic Rules or the Player’s
level characters. Handbook.
The adventure is set in the Moonsea region of the  Read through the adventure, taking notes of
Forgotten Realms, in and around the city of anything you’d like to highlight or remind yourself
Melvaunt. while running the adventure, such as a way you’d
like to portray an NPC or a tactic you’d like to use

The D&D Adventurers in a combat.


 Get familiar with the monster statistics in the

League Appendix.
 Gather together any resources you’d like to use to
This adventure is official for D&D Adventurers aid you in running this adventure--such as
League play. The D&D Adventurers League is the notecards, a DM screen, miniatures, and
official organized play system for DUNGEONS & battlemaps.
DRAGONS®. Players can create characters and  If you know the composition of the group
participate in any adventure allowed as a part of the beforehand, you can make adjustments as noted
D&D Adventurers League. As they adventure, throughout the adventure.
players track their characters’ experience, treasure,
and other rewards, and can take those characters
through other adventures that continues their story. Before Play at the Table
If you’re running this adventure as a part of a store Ask the players to provide you with relevant
event or at certain conventions, you’ll need a DCI character information:
number. This number is your official Wizards of the
Coast organized play identifier. If you don’t have a  Character name and level
number, you can obtain one at a store event. Check  Character race and class
with your organizer for details.  Passive Wisdom (Perception)—the most common
D&D Adventurers League play is broken up into passive ability check
storyline seasons. When players create characters,  Anything notable as specified by the adventure
they attach those characters to a storyline season, (such as backgrounds, traits, flaws, etc.)
which determines what rules they’re allowed to use Players that have characters outside the adventure’s
to create and advance their characters. Players can level range cannot participate in the adventure
continue to play their characters after the storyline with those characters. Players with ineligible
season has finished, possibly participating in a characters can make a new 1st-level character or use
second or third storyline with those same characters. a pregenerated character. Players can play an
A character’s level is the only limitation for adventure they previously played or ran as a
adventure play. A player cannot use a character of a Dungeon Master, but not with the same character.
level higher or lower than the level range of a D&D Ensure that each player has an official adventure
Adventurers League adventure. logsheet for his or her character (if not, get one from
For more information on playing, running games the organizer). The player fills out the adventure
as a Dungeon Master, and organizing games for the name, session number, date, and your name and DCI
D&D Adventurers League, please visit the D&D number. In addition, the player also fills in the
Adventurers League home at: starting values for experience, gold, downtime,
renown, and number of permanent magic items. He
www.dndadventurersleague.org or she fills in the other values and writes notes at the
conclusion of the session. Each player is responsible
for maintaining an accurate logsheet.

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If you have time, you can do a quick scan of a 3-4 characters, APL equivalent Weak
player’s character sheet to ensure that nothing looks 3-4 characters, APL greater than Average
out of order. If you see magic items of very high 5 characters, APL less than Weak
rarities or strange arrays of ability scores, you can 5 characters, APL equivalent Average
ask players to provide documentation for the 5 characters, APL greater than Strong
irregularities. If they cannot, feel free to restrict item 6-7 characters, APL less than Average
use or ask them to use a standard ability score array. 6-7 characters, APL equivalent Strong
Point players to the D&D Adventurers League Player’s 6-7 characters, APL greater than Very Strong
Guide for reference.
If players wish to spend downtime days and it’s
the beginning of an adventure or episode, they can Running the Adventure
declare their activity and spend the days now. As the Dungeon Master of the session, you have the
Alternatively, they can do so at the end of the most important role in facilitating the enjoyment of
adventure or episode. Players should select their the game for the players. You help guide the
characters’ spells and other daily options prior to narrative and bring the words on these pages to life.
the start of the adventure, unless the adventure The outcome of a fun game session often creates
specifies otherwise. Feel free to reread the stories that live well beyond the play at the table.
adventure description to help give players hints Always follow this golden rule when you DM for a
about what they might face. group:
Make decisions and adjudications that enhance
Adjusting the Adventure the fun of the adventure when possible.
To reinforce this golden rule, keep in mind the
Throughout this adventure, you may see sidebars to following:
help make adjustments for smaller/larger groups,
and characters of higher/lower levels than the  You are empowered to make adjustments to the
optimized group. Most of the time, this is used for adventure and make decisions about how the
combat encounters. group interacts with the world of this adventure.
You may adjust the adventure beyond the Doing so is especially important and applicable
guidelines given. For example, if you’re playing with outside of combat, but feel free to adjust the
a group of inexperienced players, you might want to adventure for groups that are having too easy or
make the adventure a little easier; for very too hard of a time.
experienced players, you may want to make it a little  Don’t make the adventure too easy or too difficult
harder. Therefore, five categories of party strength for a group. Never being challenged makes for a
have been created for you to use as a guide. Feel free boring game and being overwhelmed makes for a
to use a different adjustment during the adventure if frustrating one. Gauge the experience of the
the recommended party strength feels off for the players (not the characters) with the game, try to
group. feel out (or ask) what they like in a game, and
This adventure is optimized for a party of five attempt to give each of them the experience
3rd-level characters. To figure out whether you they’re after when they play D&D. Give everyone a
need to adjust the adventure, do the following: chance to shine.
 Be mindful of pacing, and keep the game session
 Add up the total levels of all the characters moving along appropriately. Watch for stalling,
 Divide the total by the number of characters since play loses momentum when this happens. At
 Round fractions of .5 or greater up; round the same time, make sure that the players don’t
fractions of less than .5 down finish too early; provide them with a full play
experience. Try to be aware of running long or
You’ve now determined the average party level short. Adjust the pacing accordingly
(APL) for the adventure. To figure out the party  Read-aloud text is just a suggestion; feel free to
strength for the adventure, consult the following modify the text as you see fit, especially when
table: dialogue is present.
Determining Party Strength  Give the players appropriate hints so they can
Party Composition Party Strength make informed choices about how to proceed.
3-4 characters, APL less than Very Weak Players should be given clues and hints when

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appropriate so they can tackle puzzles, combat,
and interactions without getting frustrated over
lack of information. Doing so helps to encourage Spellcasting Services
immersion in the adventure and gives players Spell Cost
“little victories” for figuring out good choices from Cure wounds (1st level) 10 gp
clues. Identify 20 gp
In short, being the DM isn’t about following the Lesser restoration 40 gp
adventure’s text word-for-word; it’s about Prayer of healing (2nd level) 40 gp
facilitating a fun, challenging game environment for Remove curse 90 gp
the players. The Dungeon Master’s Guide™ has more Speak with dead 90 gp
information on the art of running a D&D game. Divination 210 gp
Greater restoration 450 gp
Downtime and Lifestyle
Raise dead 1,250 gp

At the beginning of each play session, players must Acolyte Background


declare whether or not they are spending any days A character possessing the acolyte background requesting
of downtime. The player records the downtime spellcasting services at a temple of his or her faith may
spent on the adventure logsheet. The following request one spell per day from the Spellcasting Services table
options are available to players during downtime for free. The only cost paid for the spell is the base price for
(see the D&D basic rules or the D&D Adventurers the consumed material component, if any.
League Player’s Guide for more information):
Disease, Death, and Recovery
 Catching up
 Crafting (exception: multiple characters cannot Sometimes bad things happen, and characters get
commit to crafting a single item) poisoned, diseased, or are killed. Since you might not
 Practicing a profession have the same characters return from session to
session, here are the rules when bad things happen
 Recuperating
to characters.
 Spellcasting services
 Training
Disease, Poison, and Other Debilitating
Other downtime options might be available during
adventures or unlocked through play, including Effects
faction-specific activities. A character still affected by diseases, poisons, and
In addition, whenever a character spends other similar effects at the conclusion of an
downtime days, that character also spends the adventure can spend downtime days recuperating
requisite expense for his or her lifestyle. Costs are until such time as he or she resolves the effect to its
per day, so a character that spends ten days of conclusion (see the recuperating activity in the D&D
downtime also spends ten days of expenses Basic Rules).
maintaining his or her lifestyle. Some downtime If a character doesn’t resolve the effect between
activities help with lifestyle expenses or add lifestyle sessions, that character begins the next session still
expenses. affected by the debilitating effect.

Spellcasting Services Death


A character who is killed during the course of the
Any settlement the size of a town or larger can
adventure has a few options at the end of the session
provide some spellcasting services. Characters need
(or whenever arriving back in civilization) if no one
to be able to travel to the settlement to obtain these
in the adventuring party has immediate access to a
services.
raise dead or revivify spell, or similar magic. A
Spell services generally available include healing
character subject to a raise dead spell is affected
and recovery spells, as well as information-gathering
negatively until all long rests have been completed
spells. Other spell services might be available as
during an adventure. Alternatively, each downtime
specified in the adventure. The number of spells
day spent after raise dead reduces the penalty to
available to be cast as a service is limited to a
attack rolls, saving throws, and ability checks by 1, in
maximum of three per day total, unless otherwise
noted.

Not for resale. Permission granted to print or photocopy this document for personal use only . CORE 2-1 Tales of Good & Evil 4
addition to any other benefits the downtime activity the walls, bands of orcs and modrons still roam the
might provide. area, occasionally attacking the weak spots. While
Create a New 1st-Level Character. If the dead the orcs and modrons are no longer a threat to the
character is unwilling or unable to exercise any of city itself, citizens and travelers in the area have
the other options, the player creates a new character. been killed. Occasionally groups of modrons,
The new character does not have any items or trapped away from their home, still attempt to
rewards possessed by the dead character. follow their last orders of taking over Melvaunt. A
Dead Character Pays for Raise Dead. If the pentadrone called “Sleepie” (SL33P13-773P) has
character’s body is recoverable (it’s not missing any broken away from the modron collective and is
vital organs and is mostly whole) and the player assisting the City Watch in dealing with the modrons
would like the character to be returned to life, the in the area.
party can take the body back to civilization and use Then there are the Lords. Political power has a
the dead character’s funds to pay for a raise dead way of moving hands in the wake of disastrous
spell. A raise dead spell cast in this manner costs the events. The Lord of Keys and The Lord of Waves
character 1,250 gp. have declared themselves the temporary rulers of
Character’s Party Pays for Raise Dead. As above, Melvaunt, but murmurs are already starting to
except that some or all of the 1,250 gp for the raise cascade around the Merchant’s Council. Is this just a
dead spell is paid for by the party at the end of the temporary situation or a power play by the two
session. Other characters are under no obligation to Lords to wrest all the power and wealth of Melvaunt
spend their funds to bring back a dead party for themselves? To make matters worse, a Red
member. Wizard of Thay was killed during the recent events,
Faction Charity. If the character is of level 1 to 4 and the Red Wizards don’t approve of their own
and a member of a faction, the dead character’s body being killed. An emissary of the Red Wizards has
can be returned to civilization and a patron from the been sent to determine what happened and who
faction ensures that he or she receives a raise dead might be to blame.
spell. However, any character invoking this charity While Melvaunt has dodged the executioner’s axe
forfeits all experience and rewards from that session this time, the city’s head still looks like it might be on
(both those earned prior to and after death during the chopping block.
that session) and cannot replay that episode or
adventure with that character again. Once a
character reaches 5th level, this option is no longer
available.

The Situation in Melvaunt


The walls of Melvaunt resemble Swiss cheese, but
the city still stands. While the Orc Baron of Thar and
his forces assaulted the city, a portal that was part of
a modron plot to take over Melvaunt was
miraculously moved outside the walls by a brave
group of adventurers with the assistance of
Truushee the Sage. That portal unleashed the
modron legion into the orc forces just after the
marauders breached the city walls in several
locations. The ensuing battle between the orcs and
modrons allowed the forces of Melvaunt to
successfully defend the city.
In the aftermath of the battle, Melvaunt is in
turmoil politically. The City Watch has been
depleted, with many of their best and brightest
killed in the recent events. The people of Melvaunt
have hastily patched up the walls and are doing their
best to repair them to their former strength. Beyond

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Adventure Background
characters can expose Mericor’s fraud once they
brave the hazards of the cave.
Melvaunt, the City of a Thousand Forges, is on edge. Part 3. Parabald the Maimed sits by the dock
A mysterious planar portal recently appeared in the playing chess with his imaginary friends. The
region. While the portal is temporarily at peace, dragonborn mage challenges the adventurers to a
there’s no telling when it could open again, exposing game then reveals his true intentions. He has a score
the Moonsea to threats from beyond this world. to settle with the followers of Cyric.
At the same time, the Orc Baron of Thar decided to Part 4. The adventures investigate the
advance on Melvaunt. Adventurers managed to Cloisternook gnomes in a camp outside a defunct
momentarily halt the advance, but Thar still poses a diamond mine called Darkglitter Depths. The hard-
threat to the entire region. drinking family loves inventing as much as their
Amid the chaos, various factions began to vie for moonshine. The gnomes’ patriarch explains they
power within Melvaunt. The Lord of Keys and the intend to reopen the mine, since there could still be
Lord of Waves have taken total control over the city. diamonds within. While the characters talk to
They do not wish to return that power to the Council Fizzlebottom Cloisternook, one of his inventions, a
of Iron. Meanwhile the various guilds in Melvaunt large drill, goes haywire.
are having trouble moving their goods via land Part 5. The Order of Wandering Tales is a group of
because there is so much danger in the region. monks that records interesting stories for history.
Many mysterious visitors recently arrived in They came to Melvaunt to record accounts of recent
Melvaunt. A family of hard-drinking gnomes, a group events. Before the characters share their own tales
of monk scholars, a mad mage, a Mulmasterite with the monks in a popular tavern, an enraged
ambassador, an influential cleric of Waukeen, and a merchant and his thugs break down the door,
ghost ship raise the suspicions of the city’s already seeking vengeance against the order for exposing his
overworked City Watch. Are these newcomers extramarital affair.
harmless tourists? Drawn to the city by the power of Part 6. A ghost ship appears every night in the
the portal? Spies for the Orc Baron of Thar? Taking harbor of Melvaunt. The characters board the vessel
advantage of Melvaunt’s citizens during a time of to find it filled with skeletons who pay them no heed
trouble? One thing is clear. Their intentions must be at all. The glass-bottomed vessel is home to a
uncovered for the safety of Melvaunt’s terrified runaway Red Wizard who studies the effects of the
public. portal on sea life.

Overview Adventure Hooks


This adventure is divided into six parts. It begins Adventurers Wanted. Characters looking for
with an introduction where the players meet places where they can help or earn a copper know of
Lieutenant Liza Tarheels, a lieutenant in the City Melvaunt’s recent troubles and travel there. A
Watch of Melvaunt, who pays them to investigate the posting from Lieutenant Tarheels promises a chance
mysterious visitors. The players can meet with the to aid the city and make money with some
visitors in any order they choose. potentially dangerous work.
Part 1. Brea Salvadine, an ambassador from Heroes of Melvaunt. Characters who have
Mulmaster, refuses to leave Asberyth Square with adventured in Melvaunt and the surrounding region
her entourage. She came to Melvaunt to convince the have ties there. They maintained their presence in or
merchants to lower the price of their goods for the returned to the area to either keep a vigilant eye out
people of Mulmaster, since their city was razed for danger or assist with the region’s recovery
during the events of the Princes of the Apocalypse efforts. A posting from Lieutenant Tarheels promises
storyline. While the characters talk with her, an any interested a chance to aid the city in a time of
angry ex-beastmaster from Mulmaster’s arena need.
attacks with his animals, seeking retribution for his Faction Directive. The Factions know there is
unfair firing. much work to be done in the City of a Thousand
Part 2. Mericor Tasgaf, a con man pretending to Forges. They directed the adventurers to Melvaunt
be a cleric of Waukeen, leads expensive retreats in a to fortify their position should the portal open or the
seaside cave outside the city for merchants. The forces of Thar become active again. This is
particularly applicable to members of the Lords’

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Alliance, the Order of the Gauntlet, and the Harpers.
They are told to check in with Lieutenant Liza
Tarheels about any work that might need to get done
in the region.

Passive or Secret Wisdom (Insight) Checks


There are many NPCs in this adventure that are hiding
something from the characters. Asking for a Wisdom (Insight)
check can tip the players off that an NPC is hiding something.
Even when Wisdom (Insight) checks fail, the players know
something is up after being asked to make the check in the
first place.
If you prefer to avoid asking for Wisdom (Insight) checks in
such situations, here are two methods you can try.
 At the beginning of the adventure, ask for each character’s
passive Insight score. To calculate a character’s passive
Insight score simply add 10 to the character’s Wisdom
(Insight) modifier. Use this score as the result of a
character’s Wisdom (Insight) check. Share only the results
of successes with the players.
 At the beginning of the adventure, ask for each character’s
Wisdom (Insight) modifier. Roll Wisdom (Insight) checks
for the character in secret. Share only the results of
successes with players.
If a player wants a character to make a Wisdom (Insight)
check, allow them to do so as normal. Only use passive scores
and secret rolls in situations where characters are being
deceived and the players don’t suspect it.

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Introduction: A The tired Lieutenant looks up at you. “Here’s the deal. We’re
overworked. A nearby portal has everyone in Melvaunt more
Lieutenant’s Plea scared than a sun elf in a city of drow. It doesn’t help that the
Orc Baron of Thar decided to march on us Moonsea folk
Lieutenant Liza Tarheels’ Office either. Even though the portal is closed and the Baron is
Expected Duration: 10-15 minutes halted, people haven’t calmed down. We’ve got our hands
The adventurers find themselves in the office of full trying to keep the peace. Now all these mysterious
Lieutenant Liza Tarheels. They came because they strangers are showing up.” Liza rummages through the
saw a posting in which the Lieutenant offers a papers on her desk, muttering about needing a second
chance to help the people of Melvaunt and make assistant, before she hands you another paper.
some money. (See Handout 1.)
Give the players Handout 2 and then continue by
General Features reading the following boxed text:
The following general features pertain to Liza
Tarheels’ office:
“My assistant is checking your references. Frankly we need
Sounds. A murmur of activity can be heard in the
halls outside the office as law enforcement officials this job done yesterday, so I don’t care if your
chat about the start of the day and the end of the recommendations come from Asmodeus. You’re hired.” The
nightshift. Lieutenant grabs a cup of day-old tea from her desk and
Surrounding Activity. Law enforcement officials swigs it down before continuing.
preparing for the day suit up in armor, check “I need you to find out why everyone on that list is here in
equipment, and chat about what’s on their agendas. Melvaunt. They’ve done nothing illegal, but they’re poking
Night shift officers gather their belongings, file last- around, asking questions, demanding meetings with
minute reports, and head home. influential leaders, and making the city’s people more
paranoid than they already are. Even that weird boat isn’t
A bright sun burns through the dusty window on the wall doing anything wrong, but it is giving folks the willies.
opposite the door in Lieutenant Liza Tarheels’ cramped office “I want a thorough questioning of each of these
in Asberyth, Melvaunt’s government campus. A large desk newcomers by tonight. Find out why they’re here. If they’re
dominates the tiny room, covered in disorganized piles of up to no good, arrest ‘em. Do that and 250 pieces of gold are
letters, warrants, and reports. A din of activity mumbles yours to split. Everything I know is in the document. Your first
through a closed door as Melvaunt’s finest start their shifts. newcomer on the list is right outside.”
That din grows to a quiet roar as the door swings open. A Before you leave, Liza makes clear the exact location of all
haggard middle-aged human woman with an unkempt nest six groups she has asked you to investigate.
of gray-brown hair, dark skin, and bags under her eyes
lurches to sit behind the desk as the door shuts behind her,
Liza truly doesn’t know much other than what’s
quieting the noise of the hall. She is dressed in the wrinkled contained within Handout 2. She can tell the
regalia of Melvaunt’s Lieutenant. Without speaking Liza characters the legend of the Bloody Dawn if they ask
Tarheels motions for all of you to sit. about it as described in Part 6, but she thinks it is a
Once you’re settled she says, “You here about the job?” bunch of hogwash.
and hands you a piece of paper that you’ve already seen
posted throughout the streets of the city. Roleplaying Liza Tarheels
She is overworked, assertive, and blunt. Many long hours
At this point give the players Handout 1. Inform the have left her a little jaded and a lot exhausted, but she’s good
at what she does and has the safety of Melvaunt’s people at
characters this is the same posting they saw that
heart. While roleplaying Liza Tarheels, you might:
drew them to Liza’s office in the first place. Once
they’ve had time to look it over, proceed by reading  Lean back in your chair.
the following boxed text:  Sigh before answering a question.
 Rub your face like you’re tired.
 Speak in a loud, boisterous voice.

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Part 1. Mulmaster Roleplaying Brea Salvadine
Brea, a human in her mid-30s, is a natural leader, but she
Ambassador hasn’t always used her talents for good. Before the Cults of
Elemental Evil exploded devastation orbs in Mulmaster, Brea
Expected Duration: 20-30 minutes used her talents for personal gain, climbing the ranks of
The adventurers talk with Brea Salvadine, an Mulmaster’s nobility without care for anyone else.
ambassador from Mulmaster, in Asberyth Square. The destruction of the City of Danger changed her. Brea
While they chat, an angry animal wrangler with a now cares for others, and her fiery passion for her people
score to settle attacks Brea and her entourage. keeps her honest, energetic, and voracious. While roleplaying
Brea, you might:
Asberyth Square  Sit forward in your chair and listen to what others say
intently
General Features  Speak very quickly and passionately
The following general features pertain to Asberyth  Be quick to anger when something offensive is said
Square:  Be overly grateful for favors
Light. Sunshine or moonlight fills the area with
bright light. Brea Salvadine
Smells and Sounds. Brea and her retinue of Brea freely shares the following information with
nobles chant protests in the square, demanding to be the characters:
seen by the Council of Iron. The square is outdoors
and smells of Melvaunt’s forges and metalwork.  She is an ambassador from Mulmaster. Her city
Surrounding Activity. Government officials and still lies in ruin after the attack of the Cults of
employees walk through the square on their way Elemental Evil.
from one duty or meeting to another. Some citizens  The citizens of Mulmaster desperately need goods
of Melvaunt with government business (e.g. from Melvaunt to rebuild. The merchants of the
registering a guild, filing for a marriage license, etc.) City of a Thousand Forges raised their prices to
wait to be seen. take advantage of Mulmaster’s predicament.
 Brea and her band of nobles came to Mulmaster a
tenday ago to petition the Council of Iron,
Asberyth is Melvaunt’s square-shaped government center.
Mulmaster’s governing body, for cheaper goods.
The central plaza is a large open area called Asberyth Square.
No one has seen them yet. They are protesting in
“The Unnamed Merchant,” an iron statue of a trader
the square until a meeting is granted.
traveling with a cart of goods, stands proudly in the middle of
 Brea mentions one excuse has been given for not
the square. As you enter, your nose burns with the reek of being able to meet with the Council of Iron: many
smelting and metallurgy that are a staple of the City of a of their number are away on an inspirational
Thousand Forges. The air tastes of industry. retreat led by Mericor Tasgaf, a moon elf cleric of
In front of the statue, a dozen human men and women Waukeen, goddess of trade.
dressed in noble finery chant protests. “The council must see While interacting with Brea, a DC 13 Wisdom
us! The council must see us!” they cry. A noblewoman in her (Insight) check reveals she feels guilty when
thirties dressed in purple robes leads the crowd. Her auburn speaking about the current state of Mulmaster. A DC
hair falls down her shoulders as she raises her hands to quiet 13 Charisma (Persuasion) check convinces Brea to
the mob. She begins singing Mulmaster’s city anthem in a share why she feels this way:
clear voice as the rest of her group joins in.
 Brea didn’t always have the best interest of
Mulmaster at heart. She rose through the nobility
Brea Salvadine and her eleven friends (all LN by investing heavily in the city’s gladiatorial arena.
nobles) are from Mulmaster. If the characters start a  The night the Cults of Elemental Evil razed the City
conversation with Brea, she breaks away from the of Danger, Brea watched her fellow citizens perish.
rest of the group to talk with them while her friends She remained safe behind guards and walls
continue to demonstrate and protest. purchased with gold she gained from the deaths of
hundreds of gladiators. She realized she was no
better than the cultists razing the city.

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 After the attack, Brea took her money out of the returns to its cage out in a nearby street as Hecklo
arena, gave it to survivors displaced by the trained it to do. If the animal takes damage or is
destruction, and invested in a few morally sound commanded to attack by Hecklo, it rejoins the fray.
businesses to keep funds flowing. Now she gives Nobles. Roll initiative for the twelve nobles. At
all she can to the rebuilding efforts but feels first they run in random directions, taking only the
nothing can undo the damage she’s already done. Dash action and panicking.
 For that reason, Brea will stay in Asberyth Square Walls of Asberyth. Asberyth’s walls can be
until the Council of Iron agrees to see her. climbed with a DC 10 Strength (Athletics) check.
Asberyth is 30 feet tall.
Hecklo Prett
While or immediately after the characters speak to Adjusting the Encounter
Brea, read or paraphrase the following boxed text: Here are recommendations for adjusting this combat
encounter. These are not cumulative.
A sudden, ear-splitting roar drowns out the chorus of  Very weak party: Remove the apes and tiger and replace
protestors. An enormous tiger crouches menacingly in one of the polar bear with a black bear
Asberyth’s archways. Another throaty sound brings your  Weak party: Replace the tiger with a panther and the
polar bear with a black bear
attention across the square to the opposite arch where a
 Strong party: Replace the tiger with a saber-toothed tiger
white bear lumbers forward on its hind legs, jaw snapping.
 Very strong party: Replace the tiger with a saber-toothed
Before you have time to comprehend, bestial laughter draws tiger and replace the scout with a bandit captain
your eyes to a pair of enormous orange apes climbing down
the side of Asberyth.
Part 1 Interview Assessment
The nobles in the square panic, running in every direction
After speaking with Brea, it should be clear to the
as a humanoid figure clad in leather armor painted with tiger characters she’ll do no harm to Melvaunt’s citizens.
stripes appears on top of Asberyth. He calls down to the Her peaceful protests will end once the Council of
nobles, “Brea Salvadine, you ruined my life. Now I’ll take Iron meets with her. This report satisfies Lieutenant
yours!” Tarheels.

Hecklo Prett, a male half-elf scout with a +6 bonus to XP Awards


Wisdom (Animal Handling) checks, lost his job as an If Brea Salvadine survives the encounter, award each
animal wrangler when Brea stopped funding the character 30 XP.
arena. Hecklo and his animals started a new life in
Melvaunt as street performers, but so far they have Treasure
barely scraped by. He heard Brea was in town and If Brea Salvadine survives the encounter, she thanks
decided this was his moment for vengeance. Hecklo the characters for protecting her by giving them 50
attacks with his longbow from the roof while his two gp.
apes, polar bear, and tiger pounce. The animals are The characters could feel moved to help Brea meet
trained to go after the purple-clad Mulmaster nobles, with the council. Lieutenant Tarheels is their best
but if a character deals damage to an animal or gets connection to Melvaunt’s governing body. If they
in its way, the beast attacks the character. The promise Brea to convince Liza to put in a good word,
animals are trained to fight to the death. Hecklo Brea thanks the characters by giving them a potion
Prett tries to flee if all of his animals die. of healing she keeps on her person in case of
Animal Control. A character can attempt to calm emergency.
an animal who can see and hear it. As an action the
character chooses a beast and makes a Wisdom
(Animal Handling) check and so does Hecklo (as a
reaction, provided the beast can see and hear him). If
the character succeeds, the animal does nothing on
its next turn other than take the Dodge action.
If the animal can’t see or hear Hecklo, a DC 12
Wisdom (Animal Handling) check convinces the
animal to stop attacking people. The animal takes
the Dodge action, backs away from the fight, and

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Part 2. Waukeen’s Retreat
through the bars of the portcullis and used to pull
the lever to raise the gate.
Expected Duration: 40-50 minutes A character standing on the slippery rock next to
Mericor Tasgaf leads his religious retreat in a the portcullis can try to lift the gate with a successful
seaside cave outside of Melvaunt. The characters DC 20 Strength check. The portcullis has AC 19 and
must brave the cave’s dangers and find out what 27 hit points and is immune to psychic and poison
Mericor’s intentions are. If they discover the truth, damage.
that he is a con man, it is up to the characters what The portcullis only goes 5 feet under the water. A
to do with Mericor. Medium or smaller creature could swim below the
portcullis, come out on the other side, and pull the
C1. Seaside Cave Entrance lever. Any movement in the water of area C2 alerts
the four reef sharks there, which attack.
General Features Shark Attraction. A creature who swims in the
water in this area has a 50% chance of attracting
The following general features pertain to the seaside
1d4 reef sharks from area C2 each round spent in
cave entrance:
the water.
Ceiling. The ceiling is 10 feet high.
Slippery Rocks. The 5-foot-wide ledge in the cave
Light. Sunshine or moonlight fills the cave
is wet, algae-slick rock. A creature walking on the
entrance with bright light.
ledge must succeed on a DC 10 Dexterity
Smells and Sounds. Salty air is thick in this cave,
(Acrobatics) check or fall into the water.
since it is filled with seawater lapping lazily at the
rocks. The smell of garbage and industrial waste is
Underwater Combat
also prevalent here.
Surrounding Activity. Crabs climb on the rocks. Under water the following rules apply:
Small fish and crustaceans swim in the water.  When making a melee weapon attack, a creature that
Water. The water is 10 feet deep and opaque. The doesn’t have a swimming speed (either natural or granted
cave is close to the City of a Thousand Forges and by magic) has disadvantage on the attack roll unless the
the industrial pollution dumped into the sea gets weapon is a dagger, javelin, shortsword, spear, or trident.
caught here, making it difficult to see through.  A ranged weapon attack automatically misses a target
Creatures submerged in the water are blinded. beyond the weapon’s normal range. Even against a target
within normal range, the attack roll has disadvantage
unless the weapon is a crossbow, a net, or a weapon that
This seaside cave reeks of salty spray and industrial waste. A is thrown like a javelin (including a spear, trident, or dart).
lake of seawater and pollution fills most of the cave, with a  Creatures and objects fully immersed in water have
five-foot-wide ledge of glistening black rock poking above the resistance to fire damage.
murk on the cavern’s eastern side. At the north end of the
room, a portcullis covers a narrow opening less than four feet
wide, allowing the water to flow into a dark cavern where the
sun cannot reach.

Mericor takes his patrons into the cave via canoe, the
only boat narrow enough to navigate the opening
blocked by the portcullis. Other boats, including
rowboats, are too wide. Canoes can be purchased in
Melvaunt for 100 gp each. A single canoe is 3 feet
wide, 15 feet long, 50 pounds, can hold up to three
Medium or Small creatures, has AC 11 and 30 hit
points and is immune to psychic and poison damage.
Portcullis. The portcullis here is activated via a
lever on the opposite side of the gate to the west of
the portcullis (see area C2). The lever itself is hidden
in the darkness of area C2 and can only be seen by a
creature who can see in the dark or with a light
source. A 10-foot pole (or similar object) can be slid

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C2. Shark Alley boulders, but if a character wants to simply hop
from one boulder to the next closest to get to the
dock, a DC 10 Strength (Athletics) check is required.
General Features If the character fails that check, one of their jumps
The following general features pertain to shark alley: lands short and they fall in the water.
Ceiling. The ceiling is 30 feet high. After a successful Strength (Athletics) check, a
Light. This part of the cave is so far from the sun character must succeed on a DC 10 Dexterity
that it is shrouded in darkness. (Acrobatics) check or lose their balance on the
Smells and Sounds. Salty air is thick in the cavern slippery surface, and fall into the water.
and so is the smell of garbage and industrial waste. Slippery Wall. The 20-foot-high wall is slick with
The water laps against the boulders in this room. water and algae. Climbing it requires a DC 15
The occasional loud splash can be heard as a shark Strength (Athletics) check. A character who fails this
momentarily breaks the surface. check by 5 or more falls, taking 3 (1d6) bludgeoning
Surrounding Activity. Crabs climb on the rocks. damage per 10 feet fallen (rounded down) and
Sharks hunt small fish and crustaceans in the water. landing prone as normal. At the top of the wall there
Water. The water is 10 feet deep and opaque is a curled-up rope ladder that can be thrown down
thanks to pollution. Creatures submerged in the as an action. Climbing the rope ladder requires no
water are blinded. check.

A series of wet boulders, slick with algae, rise above the Adjusting the Encounter
surface of the cloudy water. These rocks dot the way to a Here are recommendations for adjusting this combat
larger stone dock where three canoes painted with symbols encounter. These are not cumulative.
of Waukeen are tied. Beyond the boats and platform, a 20-  Very weak party: Remove two reef sharks
foot-high natural wall rises. The cave continues in the  Weak party: Remove one reef shark
darkness above.  Strong party: Add three reef sharks
 Very strong party: Replace the four reef sharks with three
hunter sharks
If the characters haven’t already encountered the
four reef sharks here, add: C3. Trapped Corridor
Somewhere in this cavern there is a momentary, furious
General Features
thrashing in the water, like a desperate animal drowning. As
The following general features pertain to the
soon as it begins, it stops. Something is lurking beneath the
trapped corridor:
surface. Ceiling. The ceiling is 10 feet high.
Light. This part of the cave is shrouded in
Characters who are in canoes are safe from the darkness.
sharks as they navigate the waters here. Characters Smells and Sounds. Salty air is thick in the cavern,
without a vessel must either swim or try to cross the and so is the smell of garbage and industrial waste.
water by hopping from rock to rock. The sharks The indistinguishable words of a person giving an
attack anyone who swims in the water. impassioned speech can be heard beyond the door at
Canoes. The three canoes tied to the stone dock at the end of the corridor.
the end of this cavern belong to Mericor Tasgaf. He
uses them to transport his patrons to the cave. A small natural doorway leads into this short corridor that
Untying or cutting a canoe loose is an action. ends in a newly installed steel door emblazoned with the side
Slippery Rocks. Each boulder can hold only one profile of the goddess of trade. Above the door the words
Medium or Small creature at a time. “REMEMBER DWARVISH GOLD,” are painted in bright red
Jumping from one boulder to another or onto the letters. Beyond the door, you can make out the muffled
dock requires two ability checks. First, a Strength
sounds of a single voice giving an impassioned speech. You
(Athletics) check is made to determine if the
can also hear the occasional chorus of cheers, jeers, and
character can clear the distance between the two
boulders. The DC of the check is equal to the number applause punctuating the speaker’s performance.
of feet between the boulders. You can use the map in
the Appendix to determine the distance between

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Mericor’s cons have been profitable. He hired a team
of the city’s best smith’s to install the door and a
C4. Shrine of Waukeen
cleric to cast the glyph of warding spell on the floor
before the door. The cleric who cast the spell made General Features
some mistakes while drawing the glyph, so it isn’t as The following general features pertain to the shrine
powerful as normal. of Waukeen:
Once in the hall, any character who turns around Ceiling. The ceiling is 20 feet high.
notices the phrase, “REMEMBER DWARVISH GOLD,” Light. The cavern is filled with bright light from
is also painted above the doorway leading from this torches in wall sconces and the fire walk.
corridor into area C2. This phrase serves as a way of Smells and Sounds. The smells of smoking coals
reminding retreat goers to speak the password for and sweat permeate this chamber. Mericor’s voice
the glyph of warding before leaving or entering area booms through the cavern, enhanced by his
C4. prestidigitation spell. The small crowd of nobles
Glyph of Warding. A nearly invisible, 10-foot- cheers and applauds him at appropriate moments.
diameter glyph of warding sits directly in front of the
door. The glyph can be detected with a DC 13 The smells of smoke and body odor sting your eyes as you
Intelligence (Investigation) check. Any character open the door to this large cavern. Torches light the room.
proficient in Arcana or Religion immediately You can see many bedrolls, chamber pots, and mess kits piled
recognizes the glyph for what it is, though they note to one side. On top of a natural platform, a pale-skinned elf
it is poorly drawn. with a glorious pompadour and dressed in the robes of
The glyph is triggered when a creature walks over
Waukeen’s clergy booms with magically enhanced speech.
the rune without saying aloud the password, “Gorol,”
“If you find Waukeen’s light, you can walk across the fire,
the Dwarvish word for gold.
When triggered, the glyph erupts with magical just like Yenassa! Yenassa, the lessons you have learned
energy in a 20-foot-radius sphere centered on the today and the faith you have found will protect you. Cross
glyph. Creatures in the area must make a DC 13 the fire and accept Waukeen’s light into your soul.”
Dexterity saving throw. A creature takes 11 (2d10) A dozen perspiring merchants cheer as a human woman
cold damage on a failed saving throw, or half as walks barefoot across a long bed of low-burning. She moves
much on a successful one. Once the glyph is quickly and when she gets to the end, the applause is
triggered the spell ends. thunderous. The woman’s smile is genuine.
Locked Door. The steel door leading to area C4 is The elf continues his sermon amid the cheers. “Good
locked from the other side with a deadbolt switch business will come your way, Yenassa. The seed you’ve
anyone can turn. On this side of the door a key is planted in Waukeen’s name will grow strong and reap you a
required to enter. A DC 15 Dexterity (thieves’ tools) bountiful harvest.”
check picks the lock. A character trying to work
around the glyph of warding makes this check at
disadvantage. On a roll of 1, the character drops the Mericor Tasgaf is not really a cleric of Waukeen at all.
thieves’ tools into the glyph of warding and He is a con man (a CN spy) able to cast the
accidentally triggers it, if it is still active. prestidigitation cantrip thanks to his high (moon) elf
The door can be forced open with a DC 18 heritage. He has convinced the twelve merchant
Strength check, though a character must stand on nobles in this room that his expensive retreat is a
the glyph of warding to get the proper leverage to religious investment that pays back many times over.
attempt the check. The door has AC 19 and 18 hit Technically, Mericor is committing fraud by taking
points and is immune to psychic and poison damage. money from his marks in return for a good or service
Mericor holds the key to this door. If the (the blessing of Waukeen) that he is not actually
characters knock on the door, no one in area C4 can providing.
hear them over his speech. If they set off the glyph of When the adventurers first enter the chamber,
warding or attack the door, Mericor calms his allow any character proficient in Religion to make a
followers and makes a show of going to check out DC 15 Intelligence (Religion) check. Success means
the disturbance himself. His actual plan is to try to the character knows fire walks aren’t a normal part
bribe any potential troublemakers into going away, of Waukeen’s religious rituals.
and failing that, be the first to get to the canoes if
things get violent.

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Mericor Tasgaf Fire Walk. A barefoot fire walk, while an
If the characters ask to speak with Mericor, the impressive visual trick, is actually a simple task of
merchants are annoyed at the interruption, but keeping your feet moving. A creature walking over
Mericor cheerfully chats with the adventurers out of the 15-foot-long, 5-foot-wide area of coals takes 1
earshot of his patrons. Mericor tells the characters fire damage only if it ends its movement there.
he is a cleric of Waukeen who has come to Melvaunt
to aid the merchants impacted by recent events. The
Roleplaying Mericor Tasgaf
roads are unsafe and trade is slow. This answer is Mericor Tasgaf oozes charisma. He’s charming, attractive,
enough to satisfy Lieutenant Tarheels, but there’s a and knows how to make people feel good. The con man uses
good chance the characters can figure out what’s his personality to seduce those susceptible to his charms and
keep those suspicious of him disarmed. While roleplaying
really going on.
Mericor, you might:
When Mericor lies to the characters, he makes a
Charisma (Deception) check against the characters’  Wear a big, genuine smile, even when insults and
Wisdom (Insight) checks. Characters who succeed accusations are slung.
know that Mericor is hiding something. They can try  Give compliments freely and often.
to quiz Mericor about the religion of Waukeen by  Stay cool under pressure.
making Intelligence (Religion) checks against his  Redirect the conversation when things get uncomfortable.
Charisma (Deception) check.
Suspicious characters might demand Mericor Part 2 Interview Assessment
perform magic for them. He uses prestidigitation to After speaking with Mericor, the characters discover
snuff out torches and create smells, sparks, and he is a con man or he cons the adventurers into
symbols of Waukeen. Any character proficient in thinking he is a cleric of Waukeen. Either
Arcana can make a DC 10 Intelligence (Arcana) explanation satisfies Lieutenant Tarheels, provided
check to realize the spell being cast is not one the characters at least tried to arrest Mericor if they
normally available to clerics. Any character who report the truth.
knows the cantrip already has this knowledge.
If Mericor thinks the characters are onto him, he XP Awards
tries to redirect the conversation. The con man tells If the characters capture and arrest Mericor Tasgaf,
them he’s heard the merchants mention a family of award each 30 XP.
gnomes recently purchased the mines known as
Darkglitter Depths. It seems odd to him since these Treasure
mines have been closed and defunct for years. The characters could leave the cave with a bribe
Mericor suggests (lies) that the gnomes could have from Mericor. If they arrest him and bring him to
purchased the mine for more nefarious reasons, like Lieutenant Tarheels, she pays the characters an
carrying out some strange magic ritual or to bury the extra 50 gp for helping with his arrest.
bodies of the people they plan to murder inside.
If the characters confront Mericor about lying, he
bribes them by offering 25 gp for them to look the
other way. If the characters refuse, he increases the
amount of his bribe to 50 gp.
If the characters try to arrest Mericor, he attempts
to flee out of the cave, surrendering if he is reduced
to 13 hit points or less. Mericor’s followers are
confused if he is placed under arrest, but they do not
interfere if the characters make it clear the action is
done with the authority of the Lieutenant of
Melvaunt.
If the characters leave peacefully (either because
they believe Mericor or because they take his bribe)
he offers them the use of the canoes to exit the
seaside cave and sends one of the merchants with
them to collect the canoes when they are done.

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Part 3. The Cloisternook Cloisternook Gnomes
Cloisternook gnomes are commoners with an Intelligence of
Clan 15. Each has proficiency in at least one set of artisan’s tools
(DMs choice).
Expected Duration: 30-40 minutes
The Cloisternook gnomes have set up camp outside
Melvaunt, near their closed diamond mine, Fizzlebottom Cloisternook
Darkglitter Depths. The characters can speak with Fizzlebottom Cloisternook is happy to speak with
the hard-drinking, inventive family, discover their the characters about what he’s up to. Any character
innocent intentions, and contend with a dangerous who takes the offered moonshine (which smells like
mining creation gone haywire. paint thinner and tastes about the same) has
advantage on any Charisma checks made to
Cloisternook Camp influence Fizzlebottom. Characters who drink must
also succeed on a DC 15 Constitution saving throw at
the end of the conversation or become poisoned for
General Features one hour. Fizzlebottom shares the following
The following general features pertain to the seaside information freely:
cave entrance:
Light. The camp is in a small clearing filled with  The Cloisternooks came to Melvaunt because they
bright light from the sun or the moon and some recently purchased Darkglitter Depths. The family
small campfires, depending on the time of day. owned the mine generations ago, then sold it to
Smells and Sounds. The smells of hard liquor and the city of Melvaunt when the diamonds ran out.
grease are readily apparent in the camp. Hammers The city never did anything with the mine.
ping and gears grind as the Cloisternooks tinker  The gnomes bought the mine back because the
away. new mining inventions they’ve created,
Surrounding Activity. Gnomes around the camp particularly Big Billy, can dig deeper and further
drink moonshine, tinker with inventions, and chat than ever before to find new pockets of diamonds.
with one another.  The entrance to Darkglitter Depths is collapsed.
Once up and running, Big Billy can break through
This small clearing just outside of the defunct mines known and open Darkglitter Depths.
as Darkglitter Depths is utterly mundane except for the  Fizzlebottom hasn’t gotten Big Billy to work, but
colorfully dressed gnomes sitting outside of their tents, after a conversation over a game of chess with a
tinkering with odd inventions and drinking clear alcohol. dragonborn mage named Parabald the Maimed
Many of the contraptions built by the gnomes look made to
down at Melvaunt’s docks, he thinks he can rig the
invention to work using the gnome’s homemade
extract material from the earth.
moonshine, Recipe 44, as its fuel source.
At the center of the camp, a wheeled, cylindrical device
 Fizzlebottom’s twin daughters, Mollo and Dollo,
made of iron stands fifteen feet tall and sits as big around.
are working on a new moonshine, Recipe 45, that’s
The behemoth invention sports arms equipped with going to be even stronger than the stuff he’s
automated drills, picks, hammers, and shovels. You have drinking with the characters.
never seen anything quite so odd in an area quite so normal.
While interacting with Fizzlebottom, a DC 12
“Ah, admiring Big Billy, are ya?” says a kindly, intoxicated Wisdom (Insight) check reveals he is not saying
voice behind you. It comes from an old gnome with a pointy everything he knows to the characters. A DC 12
white goatee and long handlebar mustache. He holds two Charisma (Persuasion) check convinces
jugs in his hands. “This moonshine was for him, but seeing as Fizzlebottom to share the following information in
you’re my guests, what do you say we pour a few glasses and his drunken haze:
get ourselves primed before we fire up my new toy?” He
 Before the Cloisternooks sold Darkglitter Depths
laughs and leads you to a table at the back of the camp.
to the city of Melvaunt, they collapsed the
entrance. There is an object inside the mine the
The characters are about to sit down with gnomes wished to keep hidden.
Fizzlebottom Cloisternook, (a CG commoner) the  The Cloisternooks repurchased Darkglitter Depths
patron of the Cloisternook clan. He leads the other to mine diamonds, but they also came to recover
twenty gnome commoners in the camp. the object. The family is worried that the Moonsea

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region’s recent troubles make the mines a bad As Big Billy tears up the camp, Fizzlebottom calls for
hiding spot for the object and plan to move it out aid, yelling for the rest of the Cloisternooks to save
of the area. his prized invention. The other gnomes panic and
Fizzlebottom does not share more information than simply try to stay out of the way. Big Billy does the
this with the characters. (More about this object is following each round on initiative count 20:
discussed in CORE2-2 Songs of Law and Chaos.)  The invention moves 15 feet in a random direction.
Roll a d8 to determine the direction Big Billy
Roleplaying Fizzlebottom Cloisternook moves. 1 is north, 2 is northwest, 3 is west, 4 is
Fizzlebottom Cloisternook is old, kind, smart, and often southwest, 5 is south, 6 is southeast, 7 is east, and
intoxicated. When it comes to his family’s secrets, he’s rather 8 is northeast.
tight-lipped, but when he’s drunk, he can’t resist dropping a  Creatures and objects in Big Billy’s path and that
few hints. While roleplaying Fizzlebottom, you might:
the invention moves within 10 feet of must
 Speak in a gravelly, slightly slurred voice. succeed on a DC 13 Dexterity saving throw or take
 Tell a lot of corny jokes. 3 (1d6) bludgeoning and 3 (1d6) piercing damage.
 Laugh very loud and slap your knee when something funny  When a creature moves within 10 feet of Big Billy
happens. for the first time, or starts its turn that close to the
 Whisper conspiratorially when sharing hints about the invention, it must succeed on a DC 13 Dexterity
Cloisternook family’s secrets.
saving throw or take 3 (1d6) bludgeoning and 3
(1d6) piercing damage.
Big Billy The characters can try to stop Big Billy. If they attack
Read the following text when the conversation with the invention, Fizzlebottom calls out to them, asking
Fizzlebottom ends: that they don’t destroy it completely.

Two gnome women, who look exactly alike dressed in the  A character within 5 feet of Big Billy can make a
same blue garb, walk toward the table in perfect matching
DC15 Dexterity (thieves’ tools) check as an action
to disable the device. The first success causes Big
stride. They carry large jugs of moonshine. Both have their
Billy to stop dealing bludgeoning damage as half
long yellow hair twisted up in intricate, matching braids and
its arms go limp. The second success shuts down
their blue eyes shine with happy intoxication. Those of you the invention completely.
who drank with Fizzlebottom think you’re seeing double,  Reducing Big Billy’s hit points to 0 disables the
until one speaks. device but also shuts it down. Big Billy is a Huge
“Hi! I’m Mollo. This old man’s smartest daughter,” says object with AC 19 and 39 hit points. It is immune
one in a high-pitched voice as she bows. to poison and psychic damage.
“And I’m Dollo,” says the other in a huskier tone. “I’m the  Reducing the hit points of Big Billy’s wheels to 0
good-looking one,” she adds with a wink. Both erupt into disables the device so it stops moving. It’s arms
gales of drunken laughter before continuing. still spin wildly out of control, but as long as
“Father,” Mollo squeaks, “we just loaded Big Billy up with everyone stays away from the invention it can’t do
Recipe 45. He’s ready for a test run.” any harm and runs out of fuel in one hour. Big
Fizzlebottom starts with excitement as he turns to you. Billy’s wheels have AC 15 and 27 hit points. They
“Come, new friends. It would be your honor to witness this are immune to poison and psychic damage.
test!” The old man giggles as he moves away, not waiting for When Big Billy has been put out of commission,
an answer. “Turn on Big Billy!” he cries to another gnome Fizzlebottom thanks the characters (grudgingly if
standing next to the device. That gnome pulls a lever on the they destroyed the invention). As the old gnome
scratches his beard trying to figure out what went
side of the enormous creation and suddenly all of its drills,
wrong, Mollo and Dollo come over and admit their
picks, hammers, shovels, and other tools whir to life.
mistake. Big Billy had been calibrated for Recipe 44
“It works! Look at him go… Wait! Why?…” Fizzlebottom
Cloisternook moonshine, but they loaded it with
looks concerned and then scared as the machine whirs faster, Recipe 45. Fizzlebottom berates them if any gnomes
all of its dangerous weapons flying about. Whirling death or characters died in the incident, or simply laughs if
spins around the camp. Gnomes drunkenly sprint-stumble everyone survived.
out of the invention’s path as it tears down tents and
destroys campfires.

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Part 3 Interview Assessment
After speaking with Fizzlebottom, it should be clear
to the characters the Cloisternooks are not in the
area to harm Melvaunt’s citizens. If anything, the
gnomes are on the side of good and hope to remove
an object that could attract evil forces in the area.
This report satisfies Lieutenant Tarheels.

XP Awards
If the characters disable Big Billy, award each 50 XP.

Treasure
If the characters stop Big Billy without destroying it,
Fizzlebottom gives them a spell scroll of color spray
as thanks.

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Part 4. The Maimed Mage
Parabald (a one-armed CG mage) won’t speak to the
adventurers about anything else until they agree to
Expected Duration: 20-30 minutes sit down and play a game of chess. The mage yells in
Parabald the Maimed, a dragonborn mage, sits by horror if the characters try to occupy any of the
Melvaunt’s dock talking to a crew of imaginary chairs on his side of the table, as that is where his
friends and playing chess with strangers. He imaginary friends sit.
challenges the characters to a game. If he thinks they
would be strong allies, Parabald reveals his true Parabald the Maimed
intentions to destroy the cults of Cyric. When the characters sit down to play chess with
Parabald, he places himself at the center board. The
Melvaunt Dock District mage controls the pieces of other boards using mage
hand, a spell he has mastered so well that he can cast
General Features it without verbal or somatic components. The hand
The following general features pertain to Melvaunt’s Parabald conjures when he casts the spell is invisible.
dock district: The mage is constantly looking around,
Light. The docks are bathed in bright light by the complimenting the players and his imaginary friends
sun or moon on this clear day. on their moves.
Smells and Sounds. The air is thick and humid Parabald is on a dangerous mission of revenge in
with salt. The sea, the barks of dockworkers, the Melvaunt (see Parabald’s True Intentions), but he
ringing of boat bells, and calls of vendors fill all ears. doesn’t want his cover blown. The extremely
Surrounding Activity. Dockworkers go about intelligent dragonborn feigns madness, hoping it
their business loading and unloading vessels. makes him seem harmless as he engages travelers
Newcomers arrive in Melvaunt. People see loved fresh off the boat in games of chess. During those
ones off before long journeys. games, he asks questions and gauges how people
treat him and his “friends.”
Parabald’s purpose at the docks is twofold. He
At the edge of the dock a blue-scaled dragonborn in green
hopes to find powerful, good-hearted adventurers
robes grins as you approach. He sits at a large table opposite
who could serve as allies in his fight against the
you. Fourteen chairs, seven on either side, line the table’s followers of Cyric, and he wants to keep an eye on
longer edges. The thirteen chairs not being used by the the docks to see if he recognizes any cultists arriving
dragonborn are empty. On the table between the chairs are in Melvaunt. During the game, Parabald asks the
seven chessboards. adventurers the following questions:
The dragonborn turns to his right, leaning across the table
 “Yes, Riya, that is an excellent question. Where are
to speak to an empty chair two seats away. “You’re right,
you from?”
Baron Rebouvie… I think we have some new challengers!”
 “I agree High Chancellor. I’m just dying to know
The madman turns to the chair immediately to his left and
why you would come out to Melvaunt during such
laughs. “Oh no, Dutchess Reidrana Martwyth III, they don’t a time of trouble.”
look like much, but don’t judge a book by its cover.” The odd  “Princess Marabelle Nessia the Biting, I disagree.
being gives a glare back to the right and scolds, “Princess They look like very capable heroes. Please, tell the
Marabelle Nessia the Biting, hold your tongue.” Finally, he princess some of your past deeds.”
stands and turns to regard you, the sleeve of his right arm  “Oh Baron Rebouvie, you are so deep. I should
hanging empty at his side. “You’ll have to forgive her pose that question to our guests. When is killing
Highness,” the dragonborn says. “She’s still learning her another justified?”
manners.” He glares back at the princess’s empty chair  “Yes, yes, yes, Lady Vanderblight, you do prattle on
before continuing. so. I know what you did this morning already. I
“Oh! And I seem to have forgotten mine. I’m Parabald, and was there. I’d like to hear what our guests have
these are my good friends Lady Vanderblight, Baron done with themselves this fine day.”
Rebouvie, Princess Marabelle Nessia the Biting, Dutchess  “Goodness Dutchess! That is a personal question.
Reidrana Martwyth III, Grand Alchemist Riya Yang, and of
But it is a delicious one. Have any of you ever
treated a past lover poorly?”
course High Chancellor Rizmeck Gobo needs no introduction.
Won’t you join us for a game?”

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 “Have you met those fantastic monk scholars in Admiral’s Delight Captain’s Quarters
Brogan Summer Shack? If not, you should!
Delightful tales they tell!”
If time permits, allow each character to answer
General Features
every question, or simply direct a single question to The following general features pertain to the
only one or two characters. As the adventurers Admiral’s Delight captain’s quarters:
Light. The sun comes through dust-covered
answer, Parabald actively makes Wisdom (Insight)
checks with a +4 bonus. If he catches the characters windows filling the room with dim light.
in a lie more than once, or if what he hears makes Sounds. All is quiet on the empty, secluded ship.
Even the sounds of the dock are far behind here.
him think the adventurers are less-than-pure-of-
heart, he doesn’t call them out on it, but he doesn’t
reveal his true purpose for being in Melvaunt to Shadow Demon Ambush
them (see Parabald’s True Intentions). Read or paraphrase the following text when the
If asked about his own reasons for being in characters enter the captain’s quarters of the
Melvaunt, Parabald responds that he and his “friends” Admiral’s Delight:
travel the Moonsea region hoping to meet
interesting people who love chess. A DC 13 Wisdom A small bed, a desk covered with a marked map of the
(Insight) check reveals that Parabald isn’t telling the Moonsea region, a table, and a leather bound spellbook are
entire truth, though if pressed he won’t reveal all the room contains.
anything during the game. A DC 15 Wisdom (Insight) Parabald closes the door and his entire demeanor changes.
The jovial madman from the docks is gone. The dragonborn
check reveals Parabald is more lucid than he seems.
before you is serious and tired. “I hope you forgive the ruse
At the end of the conversation, have each
outside, but I had to be sure you could be trusted. We’ll be
character make an opposed Intelligence check with a safe here. The captain of this vessel is a friend of mine, and
chess set against Parabald (the mage’s modifier for he’s loaning me the room during his time ashore.”
this check is +6). Characters who succeed beat Before the mage can say more, a black, horned shadow
Parabald and he rewards them with a blue quartz with long, wicked claws flies through the cabin wall and flings
gem worth 10 gp. Creatures who fail are beaten by Parabald against the wall. The dragonborn crumples and
Parabald and get nothing. doesn’t move. The shadow turns towards you, grinning and
Read or paraphrase the following text if Parabald throwing its incorporeal wings out wide in a challenge.
decides he can trust the adventurers:
This shadow demon was summoned by a cult of
The dragonborn smiles wide at all of you. “Why don’t we Cyric to kill Parabald. The demon was ordered to kill
leave my friends here to sulk in their defeats and celebrate the mage and any of his allies. Believing the
their victories? Come with me. I want to show you characters are Parabald’s friends, the demon turns
something.” The mage leads you to a secluded sailing vessel on them, fighting to the death with glee.
that appears to be empty at the moment. The name The mage lies crumpled on the floor, unconscious.
Admiral’s Delight is painted on the side. He climbs aboard Parabald wakes up and joins the fight if a character
and uses a key to open the door to the captain’s quarters. uses an action to heal him.
Door. If a character opens the door to the cabin,
the cabin is bathed in bright light. This is bad for the
shadow demon given its Sunlight Sensitivity feature.

Adjusting the Encounter


Here are recommendations for adjusting this combat
encounter. These are not cumulative.
 Very weak party: Parabald does not fall unconscious and
the door stays open letting bright light in
 Weak party: Parabald does not fall unconscious
 Strong party: Add one shadow demon
 Very strong party: Add one shadow demon and two
dretches

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Parabald’s True Intentions Part 4 Interview Assessment
Once the demon is slain, if Parabald is awake and
After speaking with Parabald, it should be clear to
alive, he shares his story with the adventurers.
the characters the mage is not in the area to harm
 Parabald is the oldest son of a pair of Harpers, Melvaunt’s citizens. The dragonborn is there to
Rella and Elandor Dresnasia, who fought against remove a force of evil from the city. This report
the cults of Cyric. He had a younger brother named satisfies Liza Tarheels, who promises to look into the
Jalong. cult.
 When the dragonborn was twelve, the Cyric’s
followers murdered his parents and brother in the XP Awards
same attack that cost the mage his arm. If Parabald reveals his true self to the characters,
 Parabald has dedicated his life to wiping out award each character 30 XP.
Cyric’s cults since.
 The mage heard whispers that members of a cult Treasure
are in Melvaunt. The shadow demon confirms Each character who defeats Parabald at chess gains a
their presence. He’s not sure why they’re here, but blue quartz gem worth 10 gp.
he assumes it has something to do with the portal
and recent events in the region.
 He asks if the adventurers trust Lieutenant
Tarheels or anyone else in the Melvaunt City
Watch. If they say yes, he asks them to pass along
the information about followers of Cyric.
 Parabald plans to find a new place to stay in
Melvaunt immediately, since the followers of Cyric
are apparently aware he’s staying on the Admiral’s
Delight.
Roleplaying Parabald the Maimed
Parabald the Maimed is intelligent, crafty, and serious. Yet he
is a completely different person when the adventurers first
meet him, pretending to be a jovial, mad mage who thinks
himself a fancy noble. While roleplaying Parabald the
Maimed during the first half of this part of the adventure,
you might:
 Speak in a high voice and over-enunciate your words.
 Constantly laugh at, scold, and respond to your imaginary
friends.
 Take an interest in what others say, but take none of it too
seriously.
 Smile constantly.
While roleplaying Parabald the Maimed during the second
half of this part of the adventure, you might:
 Speak in a low voice with a gravely tone.
 Be very cautious in your dealings with others.
 Remember your family with anger and sorrow.
 Rarely smile.

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Part 5. Order of Wandering
The steel merchant Mervo Galat, a noble, directs his
eight thugs to beat the eight Order of Wandering
Tales monks, commoners. Mervo is furious at the
Tales scribes for exposing an affair that caused his
Expected Duration: 40-50 minutes husband to leave.
The pacifist Order of Wandering Tales came to If left undisturbed, the thugs use their maces to
Melvaunt to record the story of the Moonsea’s hurt the monks, knocking the scribes unconscious
people during this time of chaos. When the but not killing them. Mervo prefers to give orders as
characters arrive to investigate the monks, they find his henchmen do the dirty work. Order of
an angry merchant and his thugs beating the Wandering Tales monks are pacifists with a point to
pacifists. If the adventurers deal with the thugs, the prove. They do not fight, nor do they flee. They take
order’s leader, Ara Kaitar, shares their purpose in the Dodge action on their turns.
the City of a Thousand Forges with the adventurers. If the characters intervene, the thugs turn to fight
them and ignore the monks, while Mervo joins the
Brogan Summer Shack fray. If the characters use lethal force to kill one of
them, the thugs and Mervo start killing too. The
thugs and Mervo flee when only three of their band
General Features
remain standing.
The following general features pertain to Brogan
When Mervo and the thugs are defeated, Jara and
Summer Shack:
Zed Brogan arrive with eight guards, who transport
Light. The inn is filled with bright light from
any prisoners or bodies away while the monks tend
hanging lanterns and a fireplace at night and
to each other’s wounds. The characters are acting
sunlight from large windows during the day.
with the authority of Lieutenant Tarheels and that
Smells and Sounds. At first the sounds of battle as
includes a license to kill.
thugs beat on the monks. Later the sounds of the
Bar and Tables. It costs 5 feet of extra movement
fireplace crackling and monks talking in low voices
to get on top of or down from the bar or one of the
to subjects as they scribble notes on parchment. The
tables in the inn. Creatures standing on top of one of
smell of Brogan’s famous pulled pork is always
these surfaces gain advantage on attacks against
pungent.
creatures who are standing on the floor.
Surrounding Activity. The Brogan twins, Jara and
A creature next to a table can flip it as an action
Zed, stand behind the bar. Jara serves drinks while
with a DC 13 Strength check. The DC for this check is
Zed obsesses over the pork. During the fight they are
15 if another creature stands on top of the table. Any
out of the inn, having run to get the authorities.
creatures on top of a table once it is flipped must
make a DC 13 Dexterity saving throw. Creatures who
Order of Wandering Tales Monks
fail land prone next to the table. Creatures who
All of the Order of Wandering Tales monks are commoners succeed land on their feet next to the table. An
with +2 bonuses to Intelligence (Arcana), (History), and
overturned table provides half cover.
(Investigation) checks.
Adjusting the Encounter
Brogan Summer Shack is a cozy inn famous for the hospitality Here are recommendations for adjusting this combat
of Jara and Zed Brogan. The twins pride themselves on encounter. These are not cumulative.
keeping their establishment peaceful and clean while serving
 Very weak party: Replace the eight thugs with six bandits
the best pulled pork in the Moonsea region. The smell of
 Weak party: Remove two thugs
meat draws you toward the seaside cabin. A sudden shout
from within pulls you even closer.  Strong party: Replace the eight thugs with four berserkers
“This is a warning,” an angry man’s voice cries. “Don’t ever  Very strong party: Replace the eight thugs with four
pry in my business again. Today you get black eyes. Come berserkers and replace the noble with a bandit captain
into my life once more and it’s a knife in the belly. Have at
‘em!”
As you get closer to the inn, a violent sight plays out
through its windows. Monks in brown robes cower
defenselessly as a human man in purple finery shouts for a
rough group of men and women to beat the monks to a pulp.

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Master Ara Kaitar Roleplaying Ara Kaitar
Read or paraphrase the following text when the Ara Kaitar is a patient, inquisitive listener. She puts others at
fighting is over: ease with a calm, welcoming attitude and encourages them
to open up to her. Her interest in hearing new stories is
As the Brogan Summer Shack recovers from battle, a female genuine. This is more than a job. Meeting new people is a
dwarf with tan skin and a long red braid dressed in the brown thrill for her. While roleplaying Ara, you might:
robes of the Order of Wandering Tales approaches you. She  Speak in an even tone with warm words.
bows deeply. “Master Ara Kaitar of the Order of Wandering Tales  Ask pointed questions without demanding the person
at your service.” answer them.
 Nod along as others talk.
 Look people right in the eye when you address them.
If the characters defended the monks from Mervo
and his thugs and killed no one, Master Ara Kaitar (a
LN commoner) is grateful, and the characters have Part 5 Interview Assessment
advantage on all Charisma ability checks while After speaking with Ara Kaitar, it should be clear to
talking to her. the characters that the Order of Wandering Tales is
If the characters ask Ara about the fight or why the not in the area to do harm to the citizens of Melvaunt.
Order of Wandering Tales has come to Melvaunt, she They are pacifists who observe and report. This
shares the information -- but only after she has report satisfies Lieutenant Tarheels.
heard a story from each of the characters. She sits at
a table, grabs a quill and ink, and says, “Each of you XP Awards
tell me an exciting story about yourself that none If the adventurers defeat Mervo Galat and his
here already know. It will go on record.” henchmen, award each character 25 XP.
Allow each character to tell a story to Ara. As they
describe their tale, she scribbles furiously, jotting Treasure
down every word with incredible speed. Ara might Mervo carries a coin purse with 50 gp. If the
ask a question or two for clarity, but allow the characters do not take this money, the guards pat
characters a chance to shine as they tell their stories. down the prisoner and give the gold to the
Characters who do not wish to share a story can characters as a reward.
convince Ara they do not need to be heard with a DC
10 Charisma (Persuasion) check.
After each character shares a story, Ara shares the
following information with them:
 The Order of Wandering Tales is a group of monk
scholars who believe all stories should be shared.
They observe, record, report, and archive personal
stories about impactful events.
 The monks put out a free newsletter whenever
they have enough information to fill it.
 They are trained to be pacifists in even the most
violent situations. They do not take sides during a
conflict.
 They came to Melvaunt given the recent events to
gather people’s stories about the portal and Thar
invasion.
 During their investigations they uncovered
Mervo’s affair and printed the story in their latest
newsletter. His husband left, and Mervo wants
someone to pay.
 The story that vexes Ara the most is that of a ghost
ship appearing in the harbor each night. This ship
is supposedly the Bloody Dawn come again, but
what could possibly make that happen?

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Part 6. Bloody Dawn Bloody Dawn – Upper Deck
Expected Duration: 45-50 minutes
As night falls over Melvaunt, a red-sailed ship General Features
resembling the infamous Bloody Dawn enters the The following general features pertain to the upper
harbor each night and sails off before sunrise. The deck of the Bloody Dawn:
adventurers must get to the ship and discover what’s Light. The upper deck is bathed in bright light by
happening aboard. the moon.
Smells and Sounds. The night air is salty and cool,
Legend of the Bloody Dawn while the boat smells of fresh stained wood and new
ropes. The creaking of the boat and gentle lapping of
An old legend tells of a red-sailed pirate ship called
the sea can be heard as the skeletons go about their
Bloody Dawn that sank off the coast of Melvaunt a
chores.
century ago. Its ruthless crew and captain are said to
Surrounding Activity. The skeletons move
be so evil even the Nine Hells and Abyss won’t take
methodically around the deck, making their rounds
them, so their restless spirits roam the waters.
and doing chores.
This used to be a story told to scare children, but
now it seems real. The characters can learn the
basics of the legend from any citizen of Melvaunt or As you climb over the side of the rail, a horrifying site greets
immediately know the tale if they are proficient in you. Skeletons methodically walk across the deck. Long
History. boney fingers pull ropes, check sails, and patrol the boat. All
are dressed in the garb of pirates, with swords strapped to
Getting to the Boat their hips and bows on their backs.
Once the sun goes down, the ship appears in the At the back of the ship, a handle for a trap door peeks out
harbor. Read or paraphrase the following text when behind a skeleton in a three-cornered hat manning the
the characters are in Melvaunt’s dock district at wheel. Occasionally the skeleton turns the wheel too far to
night: one side and its hand pops off. The skeleton simply grabs the
appendage with its other hand and reattaches it when this
At the edge of the harbor, a large red-sailed ship is bathed in happens.
moonlight. The vessel is still and silent as death against the
clear night sky. The small rowboats Liza Tarheels has reserved The twelve skeletons here do not attack the
for you bob at the dock, waiting to carry you to the characters, unless the adventurers attack first in
mysterious ship. which case the undead fight to the death. Otherwise
the skeletons go about their business, even if the
The City Watch loans the characters three rowboats characters attack the trap door.
to get to the red-sailed ship. Read or paraphrase the
following text once characters arrive near the ship: Adjusting the Encounter
Here are recommendations for adjusting this combat
As you get closer to the ship, you can hear its hull creak. encounter. These are not cumulative.
Waves gently lap against the belly of the boat. No sailors  Very weak party: Reduce the number of skeletons to
voices can be heard, but a boat this big certainly needs a three
 Weak party: Reduce the number of skeletons to nine
crew to sail it. The words Bloody Dawn are painted in
 Strong party: Add three skeletons
Common on the back of the ship. Several fish corpses float on
 Very strong party: Add one minotaur skeleton
the surface of the water near the ship.
Skeleton at the Wheel. A character can grab the
skeleton’s hand when it pops off the wheel with a DC
The characters can easily climb aboard the ship,
12 Dexterity (Sleight of Hand) check. On a success
using ropes along its hull.
the character has the skeleton’s hand (which can be
used to open the trap door). On a failure the
character takes 1 point of piercing damage as the
skeleton’s boney fingers jab for the hand at the same
time and the skeleton grabs the hand back first.

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Trap Door. The five-foot-square trap door behind An orb in the ceiling glows with a soft blue light, illuminating
the skeleton driving the boat is locked with an this chamber. As you look around, the first thing you notice is
arcane lock spell. A character who can cast this spell
that the walls and floor of the ship here are made of
recognizes the effect immediately after interacting
impenetrable blackness! A few more seconds of hard staring
with the door. Only Zarabi Thar’khul, the
necromancer and captain of the Bloody Dawn, and reveals the truth. This level of the ship is made of glass. The
her skeletal crew can open the trap door. impenetrable blackness around you is actually the Moonsea,
A DC 25 Strength check is required to force open as evidenced by the frequent fish, squid, or jellyfish
the door. Each unsuccessful attempt at forcing the swimming by. A small desk with parchment and books spread
door open activates the tiny shock trap (see below). everywhere sits opposite the ladder on the other end of this
The door has AC 15 and 18 hit points and is deck. A bedroll is rolled up next to the desk on one side and
immune to poison and psychic damage. Each time on the other stand two tall barrels. Caddy corner to the
the door takes damage, the tiny shock trap is barrels is a long lab table that holds several surgical
activated (see below). Skeletons do not attack instruments and piles of dead fish.
characters for attacking the door. Suddenly, the ceiling begins to move. Small, grey,
The hand of a skeleton can be used to open the disembodied hands that were clinging to the ceiling begin to
door.
fall around you. Their dead, humanoid digits move with
Once the door is opened, a disembodied
surprising quickness, drawing themselves toward you with
threatening female voice says, “Turn back now! You
know not what horrors the crew of the Bloody Dawn malicious, grotesque purpose.
has in store for you below! This is your last warning The same female voice you heard when the door opened
before we eat your entrails!” The voice is Zarabi’s. speaks again. “This is your last chance. You are trespassing.
The door reveals a ladder that leads down to the Turn back now or face horrors unknown!”
area B2, which stinks of dead fish.
Tiny Shock Trap. Each time the trap door is Zarabi Thar’khul (a CN mage) controls the twenty
touched or takes damage, it lets out a small burst of crawling claws surrounding the characters. The
tiny blue lightning bolts. Each creature that is not necromancer watches everything in this room
undead within 5 feet of the door must succeed on a transpire in an extradimensional space thanks to the
DC 15 Dexterity saving throw or take 3 (1d6) points rope trick spell she cast right before the characters
of lightning damage. came down. The undead do not attack the
adventurers if they flee immediately.
Bloody Dawn – Observation Deck If the characters make a stand, the creatures
attack. Zarabi makes the claws deal only
General Features bludgeoning damage and knock characters
The following general features pertain to the unconscious instead of dealing a potentially lethal
observation deck of the Bloody Dawn: blow. Once the characters are defeated or the
Ceiling. The ceiling is 10 feet high here. number of crawling claws is reduced to five, Zarabi
Light. The observation deck is filled with bright comes out of the extradimensional space and
light by a magic orb in the ceiling. demands the characters leave.
Smells and Sounds. The smell of dead fish is Barrels. The barrels next to the desk contain
strong in this chamber and the boat’s wood ceiling thirty gallons of fresh water each. The barrels weigh
creaks. three hundred pounds.
Surrounding Activity. Sea life swims around the Desk. The top of the desk has all of Zarabi’s notes
boat and dead fish float by. and research about fish dying in the Moonsea. A
quick glance through the materials reveals books
about marine biology, the study of portals and
conjuration magic, and notes observing the number
of dead fish in the Moonsea increasing once the
planar portal became active.
Inside the desk’s drawers are thirty days’ worth of
rations.
Glass Floor. The boat’s smooth floor makes
moving difficult. Any creature that moves more than

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15 feet on its turn must succeed on a DC 12 If the characters attack, Zarabi defends herself, but
Dexterity saving throw or fall prone. Creatures with she keeps trying to convince them to stop. She
a climb speed, including the crawling claws, are initially refuses to talk with them.
immune to this effect. The characters can convince Zarabi to have a chat
Magic Orb. Zarabi also controls the magic orb in with them in several ways:
the ceiling. Before combat breaks out, the orb just
 A DC 13 Charisma (Intimidation) or (Persuasion)
gives off bright light in a 30-foot radius and dim light
convinces her to have a chat with the characters.
for an additional 30. If combat breaks out, on
initiative count 0 the orb gives off a brilliant burst of  If the characters explain they are on official
light. Any creature that is not undead within 30 feet business from Melvaunt’s City Watch, Zarabi talks
of the orb that can see must make a DC 12 with them.
Constitution saving throw or become blinded until  A DC 10 Intelligence (History) check determines
the end of its next turn. The orb has an AC of 15 and Zarabi has the shaved head and tattoos of a Red
18 hit points and is immune to poison and psychic Wizard of Thay. Mentioning this to her makes her
damage. feel the need to share her story.
Once the characters convince Zarabi to speak with
Adjusting the Encounter them, she offers the following information freely:
Here are recommendations for adjusting this combat  Zarabi, a necromancer, used to be a Red Wizard. It
encounter. These are not cumulative. took the murder of her husband at the hands of a
 Very weak party: Reduce the number of crawling claws to rival to realize how cruel and malicious Thayans
eight can be. She fled the country soon after that rather
 Weak party: Reduce the number of crawling claws to than seek vengeance.
sixteen  Zarabi created all the undead aboard the ship. She
 Strong party: Add one specter harvested the materials from bandits who tried to
 Very strong party: Add two specters hijack her on the road.
 The mage has come to Melvaunt to study the
Zarabi Thar’khul effects of the planar portal. When she first arrived
Read or paraphrase the following text when the in the port city, she noted many dead fish floating
Zarabi Thar’khul leaves the extradimensional space in the harbor. Wondering if this might be some
appears: side effect of the portal, she used her fortune to
construct this boat to better study the marine life.
The remaining disembodied hands fall back defensively as a  Zarabi knows the story of the Bloody Dawn. She
small length of rope appears out of thin air, stretching from painted the Bloody Dawn to look like the infamous
inches above the ground to the ceiling. Sliding down the pirate vessel because she thought it would afford
perfectly vertical piece of hemp is a thin woman with dark her some privacy during her studies. She knows
skin wearing gray robes. Tattoos adorn her bald pate and that people may not trust her, given that she’s a
arms.
necromancer from Thay, but her intentions really
are academic.
“Excuse me, but you are trespassing! What is the meaning
 The mage hasn’t gathered much conclusive
of this?”
evidence about the fish yet. She knows once the
portal appeared, the number of dead fish
Zarabi Thar’khul’s Spells increased. This could have something to do with
the portal’s magic, but her theory is that many
Zarabi Thar’khul has these spells prepared instead of the
merchants didn’t feel safe leaving the city to dump
ones in the mage’s stat block:
their waste once the portal was discovered and
Cantrips (at will): chill touch, light, mage hand, shocking
grasp Thar marched, so more traders have been
1st level (4 slots): detect magic, ray of sickness, mage armor, dumping into the harbor.
sleep A DC 15 Wisdom (Insight) check reveals Zarabi has
2nd level (3 slots): detect thoughts, rope trick more to say, but is hesitant about it. A DC 15
3rd level (3 slots): animate dead, dispel magic Charisma (Intimidation) or (Persuasion) check gets
4th level (3 slots): arcane eye, blight her to reveal the following information:
5th level (1 slot): scrying

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 Zarabi tells the characters she can sense a dark
force of necromancy gathering near Melvaunt. She Part 6 Interview Assessment
can’t pinpoint the exact location, but those who After speaking with Zarabi Thar’khul, it should be
serve evil are definitely drawn to the region. clear to the characters the necromancer is not in the
 After revealing the information above, Zarabi feels area to do harm to the citizens of Melvaunt. Some
the need to protect the characters in some way. characters could take issue with her use of
She doesn’t like the idea of them getting hurt necromantic magic, but Melvaunt has no laws
because of information she shared (now that she against such practices. A report about the truth of
sees they meant no harm in trespassing). She gives what Zarabi is doing satisfies Lieutenant Tarheels.
them a potion of necrotic resistance.
XP Awards
Roleplaying Zarabi Thar’khul If the characters can convince Zarabi to calm down
Zarabi Thar’khul is excited, confident, and brilliant. It may and have a conversation with them, award each
take her a few moments to open up the characters, but once character 25 XP.
she does, the necromancer is more than happy to yammer on
about her research and her past. While roleplaying Zarabi, Treasure
you might:
If the characters convince Zarabi to tell them about
 Speak slowly at first and gather steam, speaking faster and the dark force gathering in Melvaunt, she gives them
faster. a potion of necrotic resistance.
 Be confident and direct in questions and answers.
 Get excited when others share new revelations with you.
 Sit up straight and tall in your chair.

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Conclusion
Read or paraphrase the following when the
characters return to Lieutenant Tarheels with their
report:

An exhausted Liza Tarheels sits behind her desk, rubbing her


face with her hands. She looks up as you enter. “Please give
me some good news,” she pleads.

The characters can give Liza Tarheels whatever


report they’d like about their subjects. If they tell her
the truth about everyone, she breathes a sigh of
relief and thanks the characters while paying them.
If the characters tell her to be suspicious of any of
the groups she asked them to investigate, Liza rubs
her temples as she contemplates what it could mean
for Melvaunt. That NPC or group winds up the
subject of further investigation of Melvaunt’s
authorities. For most of the NPCs, Liza digging
deeper into their pasts has little meaningful outcome.
If investigated, Mericor Tasgaf gets arrested and
Zarabi Thar’khul gets chased out of town.
This story continues in CORE 2-2 Songs of Law &
Chaos.

XP Award
If the characters talk to every group before morning
the next day, award each 50 XP.

Treasure
As promised earlier in the adventure, Lieutenant
Tarheels pays the adventurers 250 gp.

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Rewards
The minimum total award for each character
participating in this adventure is 900 experience
Make sure players note their rewards on their points.
adventure logsheets. Give your name and DCI The maximum total award for each character
number (if applicable) so players can record who participating in this adventure is 1,200 experience
ran the session. points.

Experience Treasure
Total up all combat experience earned for defeated The characters receive the following treasure,
foes, and divide by the number of characters present divided up amongst the party. Characters should
in the combat. For non-combat experience, the attempt to divide treasure evenly whenever possible.
rewards are listed per character. Give all characters Gold piece values listed for sellable gear are
in the party non-combat experience awards unless calculated at their selling price, not their purchase
otherwise noted. price.
Consumable magic items should be divided up
Combat Awards however the group sees fit. If more than one
Name of Foe XP per Foe character is interested in a specific consumable
Ape 100 magic item, the DM can determine who gets it
Bandit 25 randomly should the group be unable to decide.
Bandit Captain 450 Permanent magic items are divided according to
Berserker 450 a system. See the sidebar if the adventure awards
Black Bear 100 permanent magic items.
Commoner 10
Crawling Claw 10 Treasure Awards
Guard 25 Item Name/Location GP Value
Hunter Shark 450 Asberyth Square (Part 1) 50
Mage 2,300 Seaside Cave (Part 2) 50
Minotaur Skeleton 450 Melvaunt Docks (Part 4) 50
Noble 25 Brogan Summer Shack (Part 5) 50
Panther 50 Liza’s Office (Conclusion) 250
Polar Bear 450
Reef Shark 100 Potion of Healing
Saber-Toothed Tiger 450 Potion, common
Scout 100 A description of this item can be found in the Player’s
Shadow Demon 1,100 Handbook and Dungeon Master's Guide.
Skeleton 50
Specter 200 Potion of Necrotic Resistance
Spy 200 Potion, uncommon
Tiger 200
Thug 100 A description of this item can be found in the
Dungeon Master's Guide.
Non-Combat Awards
Task or Accomplishment XP per Character
Spell Scroll of Color Spray
Scroll, common
Protect Brea Salvadine (Part 1) 30
Arrest Mericor Tasgaf (Part 2) 30 This scroll contains a single color spray spell. A
Disable Big Billy (Part 3) 50 description of this item can be found in the Dungeon
Gain Parabald’s trust (Part 4) 30 Master's Guide.
Defeat Mervo and thugs (Part 5) 25
Get Zarabi to talk (Part 6) 25 Renown
Question all groups (Conclusion) 50 Each character receives one point of renown.

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Downtime DM Rewards
Each character receives 10 downtime days at the For running this adventure, you receive 300 XP, 150
conclusion of this adventure. gp, and ten downtime days.

Story Awards
Characters have the opportunity to earn the
following story awards during this adventure.

Criminal Punch Line. If the characters do not arrest


Mericor Tasgaf, word spreads throughout
Melvaunt’s criminal population that they are
pushovers. As a result, Melvaunt’s criminals don’t
take them seriously. As long as you possess this
story award, you have disadvantage on Charisma
(Intimidation) checks made to influence any of
Melvaunt’s criminals. Additionally, Melvaunt’s law
enforcement officials learn about your soft
reputation among the city’s less savvy. As long as
you possess this story award, you have disadvantage
on Charisma (Persuasion) checks made to influence
any of Melvaunt’s law enforcement officials.

Friend of Mulmaster. Characters who appeal to


Lieutenant Tarheels on behalf of Brea Salvadine find
themselves in the good graces of the people of
Mulmaster. For as long as you possess this story
award, you have advantage on Charisma
(Persuasion) checks made to influence people from
Mulmaster. In addition, merchants from Mulmaster
offer you 20% off the sale price of any mundane
good or service in the Player’s Handbook less than
500 gp.

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DM Appendix: NPC
Summary
The following NPCs appear or are mentioned in this
adventure.

Liza Tarheels (LIE-zuh TAR-heels). Human female. Mollo and Dollo Cloisternook (MO-lo, DOE-lo CLOY-
Melvaunt’s Lieutenant is overworked, assertive, and stir-nook). Gnome females. Twin daughters of
blunt. Many long hours on the job have her a little Fizzlebottom, they are the clan’s best inventors
jaded and a lot exhausted, but she’s good at what she (other than their father) and accomplished
does and has the best interest of Melvaunt’s people moonshiners.
at heart.
Parabald the Maimed (par-uh-BALD THE
Brea Salvadine (bray-UH SAL-vah-deen). Human MAYMDUH). Dragonborn male. A one-armed mage
female. Brea is a natural leader but she hasn’t always who feigns madness while hunting cults of Cyric.
used her talents for good. The destruction of the City
of Danger changed her. She has come to Melvaunt to Mervo Galat (murk-VO guh-LOT). Human male. A
convince the Council of Iron to lower the price of noble merchant who sells steel. His husband left him
their goods as Mulmaster rebuilds. when the Order of Wandering Tales exposed his
affair.
Mericor Tasgaf (mer-eh-CORE taz-GAFF). Moon elf
male. He’s charming, attractive, and knows how to Ara Kaitar (AHR-uh KAY-tar). Dwarf female. The
make people feel good. The con man pretends to be a master of the Order of Wandering Tales. She puts
cleric of Waukeen who leads expensive religious others at ease with a calm, welcoming attitude and
retreats for Melvaunt’s merchants. encourages them to open up to her.

Fizzlebottom Cloisternook (FIZ-el-BOT-um CLOY- Zarabi Thar’khul (zay-RAH-bee thar-KULL).


stir-nook). Gnome male. The old, kind, smart, and Human female. Zarabi is an ex-Red Wizard who fled
often intoxicated patriarch of the Cloisternook the country after her husband was murdered. She
family. The Gond-worshipping clan has more than a came to Melvaunt to study the effects of the planar
few secrets and Fizzlebottom knows them all. portal on sea life.

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Appendix. NPC/Monster Bandit Captain
Medium humanoid (any race), any non-lawful
Statistics alignment
Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Ape Speed 30 ft.
Medium beast, unaligned
Armor Class 12 STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
Hit Points 19 (3d8 + 6)
Speed 30 ft., climb 30 ft. Saving Throws Str +4, Dex +5, Wis +2
Skills Athletics +4, Deception +4
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2)
Senses passive Perception 10
Languages any two languages
Skills Athletics +5, Perception +3 Challenge 2 (450 XP)
Senses passive Perception 13
Actions
Languages –
Challenge 1/2 (100 XP) Multiattack. The captain makes three melee attacks:
two with its scimitar and one with its dagger. Or the
Actions captain makes two ranged attacks with its daggers.
Multiattack. The ape makes two fist attacks. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one one target. Hit: 6 (1d6 + 3) slashing damage.
target. Hit: 6 (1d6 + 3) bludgeoning damage. Dagger. Melee or Ranged Weapon Attack: +5 to hit,
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +
one target. Hit: 6 (1d6 + 3) bludgeoning damage. 3) piercing damage.

Reactions
Bandit
Medium humanoid (any race), any non-lawful Parry. The captain adds 2 to its AC against one melee
alignment attack that would hit it. To do so, the captain must see
the attacker and be wielding a melee weapon.
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10


Languages –
Challenge 1/8 (25 XP)

Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit,
range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing
damage.

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Berserker Commoner
Medium humanoid (any race), any chaotic alignment Medium humanoid (any race), any alignment
Armor Class 13 (hide armor) Armor Class 10
Hit Points 67 (9d8 + 27) Hit Points 4 (1d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 9 (−1) 11 (+0) 9 (−1) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10 Senses passive Perception 10


Languages any one language (usually Common) Languages any one language (usually Common)
Challenge 2 (450 XP) Challenge 0 (10 XP)
Reckless. At the start of its turn, the berserker can gain
advantage on all melee weapon attack rolls during that Actions
turn, but attack rolls against it have advantage until the Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one
start of its next turn. target. Hit: 2 (1d4) bludgeoning damage.

Actions Crawling Claw


Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., Tiny undead, neutral evil
one target. Hit: 9 (1d12 + 3) slashing damage.
Armor Class 12
Hit Points 2 (1d4)
Black Bear Speed 20 ft., climb 20 ft.
Medium beast, unaligned
Armor Class 11 (natural armor) STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 11 (+0) 5 (−3) 10 (+0) 4 (−3)
Hit Points 19 (3d8 + 6)
Speed 40 ft., climb 30 ft. Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 2 (−4) 12 (+1) 7 (−2) Senses blindsight 30 ft. (blind beyond this radius),
passive Perception 10
Skills Perception +3 Languages understands Common but can’t speak
Senses passive Perception 13 Challenge 0 (10 XP)
Languages — Turn Immunity. The claw is immune to effects that turn
Challenge 1/2 (100 XP) undead.
Keen Smell. The bear has advantage on Wisdom
(Perception) checks that rely on smell. Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Actions target. Hit: 3 (1d4 + 1) bludgeoning or slashing damage
Multiattack. The bear makes two attacks: one with its (claw’s choice).
bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) slashing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only . CORE 2-1 Tales of Good & Evil 37
Dretch Guard
Small fiend (demon), chaotic evil Medium humanoid (any race), any alignment
Armor Class 11 Armor Class 16 (chain shirt, shield)
Hit Points 18 (4d6 + 4) Hit Points 11 (2d8 + 2)
Speed 20 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 11 (+0) 12 (+1) 5 (−3) 8 (–1) 3 (−4) 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

Damage Resistances cold, fire, lightning Skills Perception +2


Damage Immunities poison Senses passive Perception 12
Condition Immunities charmed, exhaustion, poisoned Languages any one language (usually Common)
Senses darkvision 60 ft., passive Perception 9 Challenge 1/8 (25 XP)
Languages Abyssal, telepathy 60 ft. (works only with
creatures that understand Abyssal) Actions
Challenge 1/4 (50 XP) Spear. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 +
Actions 1) piercing damage.
Multiattack. The dretch makes two attacks: one with
its bite and one with its claws. Hunter Shark
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one Large beast, unaligned
target. Hit: 3 (1d6) piercing damage.
Armor Class 12 (natural armor)
Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Hit Points 45 (6d10 + 12)
target. Hit: 5 (2d4) slashing damage.
Speed 0 ft., swim 40 ft.
Fetid Cloud (1/Day). A 10-foot radius of disgusting
green gas extends out from the dretch. The gas spreads STR DEX CON INT WIS CHA
around corners, and its area is lightly obscured. It lasts 18 (+4) 13 (+1) 15 (+2) 1 (-5) 10 (+0) 4 (-3)
for 1 minute or until a strong wind disperses it. Any
creature that starts its turn in that area must succeed Skills Perception +2
on a DC 11 Constitution saving throw or be poisoned Senses blindsight 30 ft., passive Perception 12
until the start of its next turn. While poisoned in this Languages –
way, the target can take either an action or a bonus Challenge 2 (450 XP)
action on its turn, not both, and can’t take reactions.
Blood Frenzy. The shark has advantage on melee attack
rolls against any creature that doesn’t have all its hit
points.
Water Breathing. The shark can breathe only
underwater.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) piercing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only . CORE 2-1 Tales of Good & Evil 38
Mage Minotaur Skeleton
Medium humanoid (any race), any alignment Large undead, lawful evil
Armor Class 12 (15 with mage armor) Armor Class 12 (natural armor)
Hit Points 40 (9d8) Hit Points 67 (9d10 + 18)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) 18 (+4) 11 (+0) 15 (+2) 6 (−2) 8 (−1) 5 (−3)

Saving Throws Int +6, Wis +4 Damage Vulnerabilities bludgeoning


Skills Arcana +6, History +6 Damage Immunities poison
Senses passive Perception 11 Condition Immunities exhaustion, poisoned
Languages any four languages Senses darkvision 60 ft., passive Perception 9
Challenge 6 (2,300 XP) Languages understands Abyssal but can’t speak
Spellcasting. The mage is a 9th-level spellcaster. Its Challenge 2 (450 XP)
spellcasting ability is Intelligence (spell save DC 14, +6 Charge. If the skeleton moves at least 10 feet straight
to hit with spell attacks). The mage has the following toward a target and then hits it with a gore attack on
wizard spells prepared: the same turn, the target takes an extra 9 (2d8)
piercing damage. If the target is a creature, it must
Cantrips (at will): fire bolt, light, mage hand, succeed on a DC 14 Strength saving throw or be
prestidigitation pushed up to 10 feet away and knocked prone.
1st level (4 slots): detect magic, mage armor, magic
Actions
missile, shield
2nd level (3 slots): misty step, suggestion Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
3rd level (3 slots): counterspell, fireball, fly one target. Hit: 17 (2d12 + 4) slashing damage.
4th level (3 slots): greater invisibility, ice storm Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one
5th level (1 slot): cone of cold target. Hit: 13 (2d8 + 4) piercing damage.

Actions
Noble
Dagger. Melee or Ranged Weapon Attack: +5 to hit, Medium humanoid (any race), any alignment
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
2) piercing damage. Armor Class 15 (breastplate)
Hit Points 9 (2d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)

Skills Deception +5, Insight +4, Persuasion +5


Senses passive Perception 10
Languages any two languages
Challenge 1/8 (25 XP)

Actions
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 5 (1d8 + 1) piercing damage.

Reactions
Parry. The noble adds 2 to its AC against one melee
attack that would hit it. To do so, the noble must see
the attacker and be wielding a melee weapon.

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Panther Polar Bear
Medium beast, unaligned Large beast, unaligned
Armor Class 12 Armor Class 12 (natural armor)
Hit Points 13 (3d8) Hit Points 42 (5d10 + 15)
Speed 50 ft., climb 40 ft. Speed 40 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (+0) 3 (−4) 14 (+2) 7 (−2) 20 (+5) 10 (+0) 16 (+3) 2 (−4) 13 (+1) 7 (−2)

Skills Perception +4, Stealth +6 Skills Perception +3


Senses passive Perception 14 Senses passive Perception 13
Languages — Languages —
Challenge 1/4 (50 XP) Challenge 2 (450 XP)
Keen Smell. The panther has advantage on Wisdom Keen Smell. The bear has advantage on Wisdom
(Perception) checks that rely on smell. (Perception) checks that rely on smell.
Pounce. If the panther moves at least 20 feet straight
Actions
toward a creature and then hits it with a claw attack on
the same turn, that target must succeed on a DC 12 Multiattack. The bear makes two attacks: one with its
Strength saving throw or be knocked prone. If the bite and one with its claws.
target is prone, the panther can make one bite attack Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
against it as a bonus action. target. Hit: 9 (1d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Actions
target. Hit: 12 (2d6 + 5) slashing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Reef Shark
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Medium beast, unaligned
target. Hit: 4 (1d4 + 2) slashing damage.
Armor Class 12 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA


14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3)

Skills Perception +2
Senses blindsight 30 ft., passive Perception 12
Languages –
Challenge 1/2 (100 XP)

Pack Tactics. The shark has advantage on an attack roll


against a creature if at least one of the shark’s allies is
within 5 feet of the creature and the ally isn’t
incapacitated.
Water Breathing. The shark can breathe only
underwater.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage.

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Saber-Toothed Tiger Shortsword. Melee Weapon Attack: +4 to hit, reach 5
Large beast, unaligned ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, ranged
Armor Class 12
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
Hit Points 52 (7d10 + 14)
damage.
Speed 40 ft.

STR DEX CON INT WIS CHA Shadow Demon


18 (+4) 14 (+2) 15 (+2) 3 (−4) 12 (+1) 8 (−1)
Medium fiend (demon), chaotic evil
Skills Perception +3, Stealth +6 Armor Class 13
Senses passive Perception 13 Hit Points 66 (12d8 + 12)
Languages — Speed 30 ft., fly 30 ft.
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA
Keen Smell. The tiger has advantage on Wisdom 1 (−5) 17 (+3) 12 (+1) 14 (+2) 13 (+1) 14 (+2)
(Perception) checks that rely on smell.
Pounce. If the tiger moves at least 20 feet straight Saving Throws Dex +5, Cha +4
toward a creature and then hits it with a claw attack on Skills Stealth +7
the same turn, that target must succeed on a DC 14 Damage Vulnerabilities radiant
Strength saving throw or be knocked prone. If the Damage Resistances acid, fire, necrotic, thunder;
target is prone, the tiger can make one bite attack bludgeoning, piercing, and slashing from nonmagical
against it as a bonus action. attacks
Damage Immunities cold, lightning, poison
Actions Condition Immunities exhaustion, grappled, paralyzed,
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one petrified, poisoned, prone, restrained
target. Hit: 10 (1d10 + 5) piercing damage. Senses darkvision 120 ft., passive Perception 11
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one Languages Abyssal, telepathy 120 ft.
target. Hit: 12 (2d6 + 5) slashing damage. Challenge 4 (1,100 XP)
Incorporeal Movement. The demon can move through
other creatures and objects as if they were difficult
Scout
terrain. It takes 5 (1d10) force damage if it ends its turn
Medium humanoid (any race), any alignment
inside an object.
Armor Class 13 (leather armor) Light Sensitivity. While in bright light, the demon has
Hit Points 16 (3d8 + 3) disadvantage on attack rolls, as well as on Wisdom
Speed 30 ft. (Perception) checks that rely on sight.
STR DEX CON INT WIS CHA Shadow Stealth. While in dim light or darkness, the
11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0) demon can take the Hide action as a bonus action.

Skills Nature +4, Perception +5, Stealth +6, Survival +5 Actions


Senses passive Perception 15 Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Languages any one language (usually Common) creature. Hit: 10 (2d6 + 3) psychic damage or, if the
Challenge 1/2 (100 XP) demon had advantage on the attack roll, 17 (4d6 + 3)
Keen Hearing and Sight. The scout has advantage on psychic damage.
Wisdom (Perception) checks that rely on hearing or
sight.

Actions
Multiattack. The scout makes two melee attacks or
two ranged attacks.

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Skeleton Shortsword. Melee Weapon Attack: +4 to hit, reach 5
Medium undead, lawful evil ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit,
Armor Class 13 (armor scraps)
range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
Hit Points 13 (2d8 + 4)
damage.
Speed 30 ft.

STR DEX CON INT WIS CHA Tiger


10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3)
Large beast, unaligned
Damage Vulnerabilities bludgeoning Armor Class 12
Damage Immunities poison Hit Points 37 (5d10 + 10)
Condition Immunities exhaustion, poisoned Speed 40 ft.
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life but STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1)
can’t speak
Challenge 1/4 (50 XP)
Skills Perception +3, Stealth +4
Actions Senses darkvision 60 ft., passive Perception 13
Languages –
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
Challenge 1 (200 XP)
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Cunning Action. The tiger has advantage on Wisdom
Shortbow. Ranged Weapon Attack: +4 to hit, range
(Perception) checks that rely on smell.
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Pounce. If the tiger moves at least 20 feet straight
toward a creature and then hits it with a claw attack on
Spy the same turn, that target must succeed on a DC 13
Medium humanoid (any race), any alignment Strength saving throw or be knocked prone. If the
Armor Class 12 target is prone, the tiger can make one bite attack
Hit Points 27 (6d8) against it as a bonus action.
Speed 30 ft.
Actions
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3) target. Hit: 8 (1d10 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Skills Deception +5, Insight +4, Investigation +5,
target. Hit: 7 (1d8 + 3) slashing damage.
Perception +6, Persuasion +5, Sleight of Hand +4,
Stealth +4
Senses passive Perception 16
Languages any two languages
Challenge 1 (200 XP)
Cunning Action. On each of its turns, the spy can use a
bonus action to take the Dash, Disengage, or Hide
action.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6)
damage when it hits a target with a weapon attack and
has advantage on the attack roll, or when the target is
within 5 feet of an ally of the spy that isn’t
incapacitated and the spy doesn’t have disadvantage
on the attack roll.

Actions
Multiattack. The spy makes two melee attacks.

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Thug
Medium humanoid (any race), any non-good alignment
Armor Class 11 (leather armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)

Skills Intimidation +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/2 (100 XP)
Pack Tactics. The thug has advantage on an attack roll
against a creature if at least one of the thug’s allies is
within 5 feet of the creature and the ally isn’t
incapacitated.

Actions
Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
range 100/400 ft., one target. Hit: 5 (1d10) piercing
damage.

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Handout 1: Public Notice – Help Wanted

HELP WANTED

Lieutenant Liza Tarheels offers easy money for those who can
handle themselves in a scrap. Adventurers interested in helping
protect the city of Melvaunt should report to the Lieutenant’s
office in Asberyth at six bells tomorrow.

--Posted by the Melvaunt City Watch

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Handout 2: List of Newcomers

Mysterious Newcomers
1. Brea Salvadine – An ambassador from Mulmaster refusing to
move her entourage from the Asberyth Square until she is seen
by the Council of Iron.
2. Mericor Tasgaf – A moon elf cleric of Waukeen providing
expensive business seminars and retreats for struggling
merchants in a sea cave outside Melvaunt.
3. Cloisternook Gnomes – A family of hard-drinking gnomes with a
camp near a defunct diamond mine outside of Melvaunt.
4. Parabald the Maimed – A mad dragonborn mage who plays
chess with imaginary friends by the docks each day.
5. Order of Wandering Tales – This odd group of monk scholars
asks everyone probing questions and stays at Brogan Summer
Shack near the docks.
6. Ghost Ship – A red-sailed vessel appears in the harbor every day
just after dusk and sails off right before dawn. This ship appears
to be the fabled ghost ship Bloody Dawn. Rowboats are at the
dock for you.

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SONGS OF LAW & CHAOS
Omens speak of an old and forgotten power located within a played-out diamond mine in the
foothills of Thar, and some believe that might be a solution to the current problems facing
Melvaunt—or possibly the cause of them. With danger closing in, someone has to investigate.

A 4-hour adventure for 1st-4th level characters

ALAN PATRICK
Adventure Designer
Adventure Code: CORE 2-2

Producer: Baldman Games


Core Administrator: Shawn Merwin
Development, Editing and Layout: Encoded Designs
Cartography: Jay Africa
Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan
Patrick

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.

©2016 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.

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Introduction Preparing the Adventure
Welcome to Songs of Law & Chaos, a D&D Before you show up to Dungeon Master this
Adventurers League adventure. adventure for a group of players, you should do the
This adventure is designed for three to seven 1st - following to prepare.
4 level characters, and is optimized for five 3rd
th
 Make sure to have a copy of the most current
level characters.
version of the D&D Basic Rules or the Player’s
The adventure is set in the Moonsea region of the
Handbook.
Forgotten Realms, in and around the city of
Melvaunt.  Read through the adventure, taking notes of
anything you’d like to highlight or remind yourself
while running the adventure, such as a way you’d
The D&D Adventurers like to portray an NPC or a tactic you’d like to use
in a combat.
League  Get familiar with the monster statistics in the
Appendix.
This adventure is official for D&D Adventurers
League play. The D&D Adventurers League is the  Gather together any resources you’d like to use to
official organized play system for DUNGEONS & aid you in running this adventure--such as
DRAGONS®. Players can create characters and notecards, a DM screen, miniatures, and
participate in any adventure allowed as a part of the battlemaps.
D&D Adventurers League. As they adventure,  If you know the composition of the group
players track their characters’ experience, treasure, beforehand, you can make adjustments as noted
and other rewards, and can take those characters throughout the adventure.
through other adventures that continues their story.
If you’re running this adventure as a part of a store
event or at certain conventions, you’ll need a DCI
Before Play at the Table
number. This number is your official Wizards of the Ask the players to provide you with relevant
Coast organized play identifier. If you don’t have a character information:
number, you can obtain one at a store event. Check  Character name and level
with your organizer for details.  Character race and class
D&D Adventurers League play is broken up into  Passive Wisdom (Perception)—the most common
storyline seasons. When players create characters, passive ability check
they attach those characters to a storyline season,  Anything notable as specified by the adventure
which determines what rules they’re allowed to use (such as backgrounds, traits, flaws, etc.)
to create and advance their characters. Players can
continue to play their characters after the storyline Players that have characters outside the adventure’s
season has finished, possibly participating in a level range cannot participate in the adventure
second or third storyline with those same characters. with those characters. Players with ineligible
A character’s level is the only limitation for characters can make a new 1st-level character or use
adventure play. A player cannot use a character of a a pregenerated character. Players can play an
level higher or lower than the level range of a D&D adventure they previously played or ran as a
Adventurers League adventure. Dungeon Master, but not with the same character.
For more information on playing, running games Ensure that each player has an official adventure
as a Dungeon Master, and organizing games for the logsheet for his or her character (if not, get one from
D&D Adventurers League, please visit the D&D the organizer). The player fills out the adventure
Adventurers League home at: name, session number, date, and your name and DCI
number. In addition, the player also fills in the
www.dndadventurersleague.org starting values for experience, gold, downtime,
renown, and number of permanent magic items. He
or she fill in the other values and write notes at the
conclusion of the session. Each player is responsible
for maintaining an accurate logsheet.

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If you have time, you can do a quick scan of a Determining Party Strength
player’s character sheet to ensure that nothing looks
Party Composition Party Strength
out of order. If you see magic items of very high
3-4 characters, APL less than Very Weak
rarities or strange arrays of ability scores, you can
ask players to provide documentation for the 3-4 characters, APL equivalent Weak
irregularities. If they cannot, feel free to restrict item 3-4 characters, APL greater than Average
use or ask them to use a standard ability score array. 5 characters, APL less than Weak
Point players to the D&D Adventurers League Player’s 5 characters, APL equivalent Average
Guide for reference. 5 characters, APL greater than Strong
If players wish to spend downtime days and it’s 6-7 characters, APL less than Average
the beginning of an adventure or episode, they can 6-7 characters, APL equivalent Strong
declare their activity and spend the days now. 6-7 characters, APL greater than Very Strong
Alternatively, they can do so at the end of the

Running the Adventure


adventure or episode. Players should select their
characters’ spells and other daily options prior to
the start of the adventure, unless the adventure As the Dungeon Master of the session, you have the
specifies otherwise. Feel free to reread the most important role in facilitating the enjoyment of
adventure description to help give players hints the game for the players. You help guide the
about what they might face. narrative and bring the words on these pages to life.
The outcome of a fun game session often creates
stories that live well beyond the play at the table.
Adjusting the Adventure Always follow this golden rule when you DM for a
Throughout this adventure, you may see sidebars to group:
help make adjustments for smaller/larger groups, Make decisions and adjudications that enhance
and characters of higher/lower levels than the the fun of the adventure when possible.
optimized group. Most of the time, this is used for To reinforce this golden rule, keep in mind the
combat encounters. following:
You may adjust the adventure beyond the
guidelines given. For example, if you’re playing with
a group of inexperienced players, you might want to  You are empowered to make adjustments to the
make the adventure a little easier; for very adventure and make decisions about how the
experienced players, you may want to make it a little group interacts with the world of this adventure.
harder. Therefore, five categories of party strength Doing so is especially important and applicable
have been created for you to use as a guide. Feel free outside of combat, but feel free to adjust the
to use a different adjustment during the adventure if adventure for groups that are having too easy or
the recommended party strength feels off for the too hard of a time.
group.  Don’t make the adventure too easy or too difficult
This adventure is optimized for a party of five for a group. Never being challenged makes for a
3rd-level characters. To figure out whether you boring game and being overwhelmed makes for a
need to adjust the adventure, do the following: frustrating one. Gauge the experience of the
players (not the characters) with the game, try to
 Add up the total levels of all the characters feel out (or ask) what they like in a game, and
 Divide the total by the number of characters attempt to give each of them the experience
 Round fractions of .5 or greater up; round they’re after when they play D&D. Give everyone a
fractions of less than .5 down chance to shine.
 Be mindful of pacing, and keep the game session
You’ve now determined the average party level moving along appropriately. Watch for stalling,
(APL) for the adventure. To figure out the party since play loses momentum when this happens. At
strength for the adventure, consult the following the same time, make sure that the players don’t
table: finish too early; provide them with a full play
experience. Try to be aware of running long or
short. Adjust the pacing accordingly

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 Read-aloud text is just a suggestion; feel free to Spell services generally available include healing
modify the text as you see fit, especially when and recovery spells, as well as information-gathering
dialogue is present. spells. Other spell services might be available as
 Give the players appropriate hints so they can specified in the adventure. The number of spells
make informed choices about how to proceed. available to be cast as a service is limited to a
Players should be given clues and hints when maximum of three per day total, unless otherwise
appropriate so they can tackle puzzles, combat, noted.
and interactions without getting frustrated over
lack of information. Doing so helps to encourage
Spellcasting Services
immersion in the adventure and gives players Spell Cost
“little victories” for figuring out good choices from Cure wounds (1st level) 10 gp
clues. Identify 20 gp
Lesser restoration 40 gp
In short, being the DM isn’t about following the
Prayer of healing (2nd level) 40 gp
adventure’s text word-for-word; it’s about
Remove curse 90 gp
facilitating a fun, challenging game environment for
the players. The Dungeon Master’s Guide™ has more Speak with dead 90 gp
information on the art of running a D&D game. Divination 210 gp
Greater restoration 450 gp
Raise dead 1,250 gp
Downtime and Lifestyle
At the beginning of each play session, players must Acolyte Background
declare whether or not they are spending any days A character possessing the acolyte background requesting
of downtime. The player records the downtime spellcasting services at a temple of his or her faith may
spent on the adventure logsheet. The following request one spell per day from the Spellcasting Services table
options are available to players during downtime for free. The only cost paid for the spell is the base price for
(see the D&D basic rules or the D&D Adventurers the consumed material component, if any.
League Player’s Guide for more information):
 Catching up Disease, Death, and Recovery
 Crafting (exception: multiple characters cannot
Sometimes bad things happen, and characters get
commit to crafting a single item)
poisoned, diseased, or are killed. Since you might not
 Practicing a profession
have the same characters return from session to
 Recuperating
session, here are the rules when bad things happen
 Spellcasting services to characters.
 Training
Other downtime options might be available during Disease, Poison, and Other Debilitating
adventures or unlocked through play, including Effects
faction-specific activities. A character still affected by diseases, poisons, and
In addition, whenever a character spends other similar effects at the conclusion of an
downtime days, that character also spends the adventure can spend downtime days recuperating
requisite expense for his or her lifestyle. Costs are until such time as he or she resolves the effect to its
per day, so a character that spends ten days of conclusion (see the recuperating activity in the D&D
downtime also spends ten days of expenses Basic Rules).
maintaining his or her lifestyle. Some downtime If a character doesn’t resolve the effect between
activities help with lifestyle expenses or add lifestyle sessions, that character begins the next session still
expenses. affected by the debilitating effect.

Spellcasting Services Death


A character who is killed during the course of the
Any settlement the size of a town or larger can adventure has a few options at the end of the session
provide some spellcasting services. Characters need (or whenever arriving back in civilization) if no one
to be able to travel to the settlement to obtain these in the adventuring party has immediate access to a
services. raise dead or revivify spell, or similar magic. A

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The Situation in Melvaunt
character subject to a raise dead spell is affected
negatively until all long rests have been completed
during an adventure. Alternatively, each downtime The walls of Melvaunt resemble Swiss cheese, but
day spent after raise dead reduces the penalty to the city still stands. While the Orc Baron of Thar and
attack rolls, saving throws, and ability checks by 1, in his forces assaulted the city, a portal that was part of
addition to any other benefits the downtime activity a modron plot to take over Melvaunt was
might provide. miraculously moved outside the walls by a brave
Create a New 1st-Level Character. If the dead group of adventurers with the assistance of
character is unwilling or unable to exercise any of Truushee the Sage. That portal unleashed the
the other options, the player creates a new character. modron legion into the orc forces just after the
The new character does not have any items or marauders breached the city walls in several
rewards possessed by the dead character. locations. The ensuing battle between the orcs and
Dead Character Pays for Raise Dead. If the modrons allowed the forces of Melvaunt to
character’s body is recoverable (it’s not missing any successfully defend the city.
vital organs and is mostly whole) and the player In the aftermath of the battle, Melvaunt is in
would like the character to be returned to life, the turmoil politically. The City Watch has been
party can take the body back to civilization and use depleted, with many of their best and brightest
the dead character’s funds to pay for a raise dead killed in the recent events. The people of Melvaunt
spell. A raise dead spell cast in this manner costs the have hastily patched up the walls and are doing their
character 1,250 gp. best to repair them to their former strength. Beyond
Character’s Party Pays for Raise Dead. As above, the walls, bands of orcs and modrons still roam the
except that some or all of the 1,250 gp for the raise area, occasionally attacking the weak spots. While
dead spell is paid for by the party at the end of the the orcs and modrons are no longer a threat to the
session. Other characters are under no obligation to city itself, citizens and travelers in the area have
spend their funds to bring back a dead party been killed. Occasionally groups of modrons,
member. trapped away from their home, still attempt to
Faction Charity. If the character is of level 1 to 4 follow their last orders of taking over Melvaunt. A
and a member of a faction, the dead character’s body pentadrone called “Sleepie” (SL33P13-773P) has
can be returned to civilization and a patron from the broken away from the modron collective and is
faction ensures that he or she receives a raise dead assisting the City Watch in dealing with the modrons
spell. However, any character invoking this charity in the area.
forfeits all experience and rewards from that session
Then there are the Lords. Political power has a
(both those earned prior to and after death during
way of moving hands in the wake of disastrous
that session) and cannot replay that episode or
events. The Lord of Keys and The Lord of Waves
adventure with that character again. Once a
have declared themselves the temporary rulers of
character reaches 5th level, this option is no longer
Melvaunt, but murmurs are already starting to
available.
cascade around the Merchant’s Council. Is this just a
temporary situation or a power play by the two
Lords to wrest all the power and wealth of Melvaunt
for themselves? To make matters worse, a Red
Wizard of Thay was killed during the recent events,
and the Red Wizards don’t approve of their own
being killed. An emissary of the Red Wizards has
been sent to determine what happened and who
might be to blame.
While Melvaunt has dodged the executioner’s axe
this time, the city’s head still looks like it might be on
the chopping block.

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Adventure Background Overview
There are growing concerns among the people of This adventure is divided into multiple parts.
Melvaunt that the strife of the Moonsea may soon be Part 1. By chance or divine fortune, the characters
upon them – or that it already is. The Maimed come upon Fizzlebottom Cloisternook, a cranky old
Virulence laid siege to Phlan, and though it was gnome that recently purchased the defunct diamond
rebuffed, the damage will be evidenced for years. mine Darkglitter Depths. He is drunk out of his mind
Demons assaulted Hillsfar and the surrounding and babbling about “the cur” and “wormy little splat.”
region. Mulmaster has been brought low by Once sober he begs for help from the characters,
elemental cults and is now firmly under the thumb saying that cultists of Cyric have taken his children
of the nation of Thay. and nephews hostage and that nobody in Melvaunt
A gnomish family called the Cloisternooks recently will listen.
re-purchased one of their old mines, Darkglitter Part 2. The land surrounding the mine is
Depths, from the city of Melvaunt under the guise of shrouded in permanent illusions and enchantments
introducing new methods of extracting diamonds that hide the true location and condition of the mine
from the tapped-out veins. However, the old from prying eyes and passers-by. Once the maze can
patriarch – Fizzlebottom Cloisternook –knows more be navigated, though, the true nature of the area
than he let on, and he took right away to establishing becomes apparent: the mine is active and slowly but
an arcane teleportation engine deep inside surely excavating diamonds and other valuable ores.
Darkglitter Depths. Further exploration revealed an However, the automatons that provide the labor
open vent that leads deep into the Underdark, letting send the materials deeper into the earth, and no
the gnomes tunnel through solid stone in some wagons or trade caravans are present.
places and muddy rooms in others. Unlike most As they descend into the depths, the characters
mining operations, there was no consistent quickly find that others have been here recently. A
environment – and this typically represents both petrified cultist of Cyric and the appearance of an old
danger and the potential of great, unnatural riches! friend provides strength for Fizzlebottom’s earlier
Fizzlebottom is no fool, though, and has backup comments (or a hook for those that may have
plans for his backup plans. otherwise missed his conversation). Dodging cave-
Meanwhile, a cult of Cyric seeks to bring an avatar ins and horrific beasts, the adventurers must find
of that mad god into the world. They have learned of their way to the end of the complex!
Fizzlebottom’s new creation and wish to pervert it Part 3. Now deep within Darkglitter Depths, the
for their own uses; they believe that if they can twist characters find that Fizzlebottom’s teleportation
the runic engine to their own ends, they may be able apparatus has been tampered with and that
to open a portal that will allow the God of Deceit to something is attempting to enter this world.
walk the world once more. Their methods are Seemingly powered by the life energy of the gnomes
desperate and made all the more dangerous for it. and the enthralled cultists of Cyric, this arcane
Should the faithful of Cyric gain unrestricted engine represents a glimpse of a fate much worse
access to the engine, Melvaunt may be in for a world than death.
of trouble.

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Adventure Hooks Designer’s Notes
Played CORE 2-1. Characters that have already This adventure plays best when your players have
played CORE 2-1 are contacted by Parabald the already experienced CORE 2-1 Tales of Good & Evil. If
Maimed. He has spotted Fizzlebottom Cloisternook, they have not, or if they are intending to play that
the eldest of the Cloisternook gnomes, sprawled adventure after this one, some story elements may
upon the steps to the Purple Portals, the primary be lost on the players. It is strongly recommended
temple to Gond in this region. The gnome is drunk that you pay close attention to the sidebars in the
(more so than normal, which is no small feat) and roleplay encounters here, and that you favor
babbling about the abduction of his family. character-centered events and comments over the
Worshipers of Gond. While paying their respects prescribed text in these encounters.
to the Wonderbringer in Melvaunt, the characters Using this adventure as a framework from which
are asked to remove a drunken and disorderly you build a customized experience for your group of
gnome from the front steps of the temple. players is not only expected, but it is highly
Wealthy or Aristocratic Lifestyle. Characters that encouraged!
have wealthy or aristocratic lifestyles have heard Lastly, this adventure deals with a very niche deity
that the Cloisternook gnomes are seeking to reopen of the Forgotten Realms: Kezef the Chaos Hound.
their recently-acquired diamond mine, Darkglitter The final encounter features an agent of this
Depths. More information can be had at the temple nefarious being, but the focus should be on the
of Gond the Wonderbringer, where it is said that the matter-at-hand, not the history of the deity itself. In
gnomes often congregate. short: Kezef seeks to devour the souls of those that
Keepin’ it Weird. Some characters may not be in revere one deity above all others; characters that are
the city at all or meet the above hook notes. In that more accepting or freely worship at multiple
case skip Part 1 “My God Says…” and proceed temples are simply less appealing.
directly to Part 2. Please note that this may cause
some players to have a less-than-satisfactory
experience, so you are strongly encouraged to move
the roleplay notes and background information into
the rest of the adventure as needed. NOTE: this hook
may work well for time-sensitive environments like
convention play, or for tables that have expressed a
lessened interest in roleplaying.

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Give the characters time to consider their options. If
Part 1. My God Says… the characters fail to interact with the gnome, or simply
spend too much time debating on what to do, read the
The Purple Portals: Science for Fun following:
and Prophet
Three humans clad in scale mail and sporting razor-sharp
Expected Duration: 30 minutes longswords approach the gnome. While he plays at being a
Fizzlebottom Cloisternook, a very drunken gnome, sits deadweight, two of the men lift him by his arms, causing his
upon the stairs to the Purple Portals, the temple of feet to dangle helplessly. The third man proceeds to read him
Gond. This building serves many purposes, including a list of violations:
lecture hall, library, research laboratory, magical “Gnome, you are hereby placed under arrest for the
academy (of sorts), but most importantly as a place following transgressions: disturbing the peace, disturbing the
where citizens and visitors can worship Gond the faithful, street-calling without a permit, being drunk in public,
Wonderbringer, god of artifice, craft, and construction. defacing a holy temple, truancy, verbal assault, harassment,
and being a nuisance. Perhaps a trip to the Livestock Pens will
General Features clear your head.”
The general features of Melvaunt are as follows: They walk away, the gnome’s legs spinning as if he is trying
Light and Visibility. There is a permanent low- to run but unable to touch the flagstones. He catches your
hanging smog cloud around this city thanks to the eyes and mouths “help me” while giving his most pitiful face.
plethora of blacksmith shops and smelters. Though
this is considered normal light, everything is covered Those that witness this interaction should make a
in soot and grime. DC 10 Wisdom (Insight) or Intelligence (History)
Smells and Sounds. The city smells of sweat, check. If they succeed, they can tell that this is a
burning metal, industry, and grime. The cursing calls trumped-up list of charges, and the “guards” are not
of warehouse workers can be heard all over the city, official representatives of any power group in
and the streets ring with the clack of wagon wheels Melvaunt. All characters also know that the
and trade. “Livestock Pens” in Melvaunt are not actually for
livestock, but rather for open-air slave sales and
A dirty, drunken gnome sprawls across the steps that lead to auctions.
the doors of the Purple Portals. Though this place is a temple In the rare circumstance that the characters allow
to Gond the Wonderbringer, the language that the gnome is Fizzlebottom to be taken to the Livestock Pens, they
spouting is not divine in any sense; he utters curses and earn the Enmity of the Cloisternooks story award;
threats while choking back tears. For someone who is lying do not hand this out until the end of the game
down, his volume is actually quite impressive. A large session. The adventure does not end here, though –
brownish splash can be seen on the steps, with a broken mug simply proceed to Part 2 and advance as though the
in the middle. characters had taken the Keepin’ it Weird story
hook. It is a safe assumption that the characters
Characters that choose to listen to the gnome’s rant would leave Melvaunt eventually, and finding a holy
can hear the following: symbol of Cyric on the road should garner some
 (In Gnomish) “Those stinking sons of… have my attention from intrepid adventurers!
chil’ren!” Should the characters choose to intervene, the
 (In Common) “Help! Neee’ heeeeeeeeeeellllp… !” “guards” are willing to release Fizzlebottom for the
 He sings snippets from a gnomish funeral dirge. cost of 25 gp; the gnome nods his head no matter the
 (In Common) “Cyric be damned. DAMNED! Needs cost and blurts out that he will “make it worth their
to be put down, I tell ya, PUT DOWN!” while!”.
 Create appropriate babble as befitting a This is not intended as a combat encounter, but
belligerent, drunken gnome these fake guards are followers of Cyric, and they
want to take the gnome for their own purposes.
Any character that played through CORE 2-1 Tales of
They unceremoniously drop the gnome and attack
Good & Evil will likely have interacted with
Fizzlebottom Cloisternook and recognize him the characters if it looks like any opposition is going
immediately. He looks pretty bad off, even for him. The to be put forward. They use the stats of bandit
cranky old gnome has been crying for quite some time; captains and use longswords instead of scimitars.
his eyes are puffy and red. Characters should be informed that combat with
these men is likely to be dangerous and life-

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threatening; very strong tables can offer double the  “Get to the ore transporter – the machine, you’ll
stated ransom to avoid combat, but only during the know it when you see it - and follow the sigils. No
first turn of combat. magic needed! I made it so that any thick-skulled
dwarf could use it.” He goes on to explain that ‘the
Tactics machine’ teleports ore and gems from the mine
Should the characters attack the guards, they bellow directly to the workshops within the Purple
out “For the glory of the Black Sun!” and attack. No Portals, and that a set of instructions for the sigils
Religion check is needed for the characters to know this can be found in the foreman’s office at the mine.
is a reference to Cyric, the God of Trickery and Lies.
 DC 16 Charisma (Persuasion): “The machine sits
If the Cyric worshippers defeat the adventurers, they
upon a nexus of energies, deep within the world. I
simply leave the unconscious characters on the street.
plan to use it as a node to interface with other
Fizzlebottom is escorted away.
teleportation circles around the world. Just
Adjusting the Encounter imagine the ores in the Underdark that we could
harvest with the just the click of a button! The
Here are recommendations for adjusting this combat
good that we can do!”
encounter. These are not cumulative. Fizzlebottom
Cloisternook is too drunk to fight. Fizzlebottom promises riches to the characters if they
can recover his family and secure his mine. He blurts
 Very strong party: the guards seek to kill the characters,
out “diamonds!” if the characters ask him for specifics
informing citizens in the area that “these foul cultists must
about these riches. He can describe the location of the
be put down”
mine and tells the characters how to quickly navigate
 All other parties: the guards deal nonlethal damage and
the illusions surrounding the place.
attempt to run away when possible
Should any of the characters admonish him for
But *I* Worship Cyric, Too! endeavoring to establish a teleportation network so
close to Melvaunt – and well-hidden – he responds
If one or more of the characters worships Cyric, they
simply with “Gond’s plan protects us all.”
can take possession of Fizzlebottom by simply flashing
their holy symbol and crafting an appropriate lie about
why he is important to their plans. Allow the worshiper
Roleplaying Fizzlebottom Cloisternook
of Cyric to make a DC 10 Intelligence (Religion) or Fizzlebottom Cloisternook is old, kind, smart, and often
Charisma (Persuasion/Deception) check; they have intoxicated. When it comes to his family’s secrets he’s rather
advantage on this roll. On a failure, the guards attack, tight-lipped, but when he’s drunk, he can’t resist dropping a
saying “Your deception is simpler than a child’s!” Even few hints. While roleplaying Fizzlebottom, you might:
on a success, Fizzlebottom does not trust this character  Speak in a gravelly, slightly slurred voice.
and may be slow to trust the other characters in this  Tell a lot of corny jokes.
encounter.  Laugh very loud and slap your knee when something funny
happens.
Development  Whisper conspiratorially when sharing hints about the
Once Fizzlebottom’s freedom has been secured and he Cloisternook family’s secrets.
sobers up a bit, he can give the following information to
Fizzlebottom rummages into his pockets and
the characters:
produces three beautiful obsidian stones, saying
 A dozen well-dressed nobles showed up at the “these are yours, and more where they came from—
mine yesterday, promising great riches if he would just get my family back”.
sell them the mine. When he refused, the men
simply told him “A Dark Sun rises over this place.” XP Awards
and took him and his family hostage. If the characters successfully negotiate for the
 He managed to escape by wriggling out of their peaceful release of Fizzlebottom Cloisternook, award
grip and running to the ore transporter deep each character 100 XP.
inside the mine, but he is ashamed that he could
not protect his family. The men spoke of “breaking
Treasure
the egg” and held a scroll inscribed with arcane Fizzlebottom’s three pieces of obsidian are worth
formulae that seemed to have a dual focus of 100 gp each. The guards carry no valuable treasure,
teleportation and conjuration (he slurs out that he though each of their longswords has a holy crest of
was a wizard until he learned better). Cyric set into the pommel.

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Allow the players some creative license here; if they
Part 2. Darkglitter Depths have inventive skill checks or wish to use spells, you
should not only confirm that they are indeed
Mine or Hole in the Ground, it’s walking through illusory terrain, but that they are
walking in circles. If they simply proceed in a
Home! straight line to the north, they will find the
Expected Duration: 3 hours total operations area of Darkglitter Depths – and further
The adventurers arrive at Darkglitter Depths, a evidence of the cultists of Cyric – after one hour.
diamond mine owned by the Cloisternook Gnomes. Otherwise, it takes them four hours of travel (and
causes them to very likely be incredibly bored).
General Features
The land surrounding Darkglitter Depths has the Operations and the Surface
following characteristics:
Expected Duration: 20 minutes
Light and Visibility. The sun shines brightly in
the late morning sky. Visibility is normal on this very
Colorful tents dot the area here, and only one building has
comfortable, casual day.
been erected. Beyond those, a huge circular pit has been
Sounds. Generic wildlife calls can be easily heard.
Characters that pass a DC 15 Wisdom (Insight) check painstakingly dug into the ground. It is easily a quarter-mile
realize that the sounds of the wildlife are actually on across, and you can see the screw-like path that winds down
a repeated loop. into the depths, clinging to the side of the pit. This must be
Darkglitter Depths.
The road continues in a generally eastern direction away
from Melvaunt, with nothing seemingly out of the ordinary – A DC 15 Intelligence (Nature) check can be made
until you notice the etched sigil of Cyric, god of lies and here; on a success, that character recognizes the size
betrayal, in the center of the road. Roughly hewn, it is of the mine to indicate that it is quite old, and this
unmistakable in design and is oriented in such a way to sort of appearance often indicates that it has been
indicate passage off the road.
tapped out. Any character that has experience as a
miner or is a dwarf automatically succeeds on this
If the characters have encountered the Cloisternook check. Additionally, anyone that played CORE 2-1
gnomes in CORE 2-1 Tales of Good & Evil or received spots the tip of a large drill poking from one of the
instruction from Fizzlebottom Cloisternook earlier tents; this is Big Billy, the drilling rig that the gnomes
in this adventure, read the following: engineered to be fueled by a special moonshine
concoction. It appears to have been mostly repaired,
The home of the Cloisternook gnomes is nearby, and the but is still non-functional for the purposes of this
presence of the holy symbol of Cyric is particularly adventure.
troublesome. You quickly navigate the mundane and An investigation of the tents and surrounding area
repeated trees and paths as you trek away from the road reveals little of value. The symbol of Cyric has been
towards Darkglitter Depths. After nearly an hour, you arrive marked on the door of the foreman’s building, and
in the camp. another one has been constructed by assembling
rocks near the edge of the pit. Inside the foreman’s
If the characters have not spoken with Fizzlebottom, office, the characters automatically find Handout 1.
have not played CORE 2-1, or otherwise find This is an arcane schematic that details a modified
themselves out here with no other explanation, read teleportation circle; a spellcaster can record this
the following: information by taking the schematic (or coming back
later) and spending 1 downtime day studying the
Once you leave the road, the terrain becomes unfamiliar very runes and sigils. If they do, and they have already
quickly. Oddly, though, for every several dozen steps you found the physical location of the circle deep
take you find that you are looking at similar environments to
underground, they can mark this in their adventure
log as a teleportation circle for future use. If they do
those you just walked through; you see the same trees and
not spend a downtime day, this schematic serves no
hear the same animal calls over and over. It is as if someone
purpose.
has gone to great trouble to place a significant number of There are four bottles marked Recipe 44 and one
illusion spells over this place. wax-sealed bottle marked Recipe 45 in the

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foreman’s office. While being close in quality to (Acrobatics) check or else lose their footing in the
moonshine, these potent alcohols are also extremely loose stones, sending them tumbling 2d6 x 10 ft. and
flammable and can be used as alchemist’s fire if so taking necessary falling damage. Any character using
desired. Five sets of climbing gear can be recovered climbing gear or taking necessary precautions
from the office, as well as a healer’s kit (only three (typically involving the expenditure of resources)
uses remain) and an ornate holy symbol of Gond has advantage on this check.
worth 15 gp if the characters choose to take it.
In each of the tents and in several other places Development
around the camp, signs of a struggle can be plainly Once the characters reach the bottom of the pit, they
seen. The tracks – human and gnomish – lead to the can enter the mineshaft directly with no further
pit. Characters that succeed on a DC 10 Wisdom issues.
(Survival) check can tell that four humans and five
gnomes made these tracks about two days ago, and Sublevel One
that they were accompanied by a large number of
Expected Duration: 30 minutes
scampering kobolds.
Darkglitter Depths, now that you’ve entered it, is a much
Optional/ Variable Encounter
prettier name than the location. An unmistakable smell of
If the characters arrived here without first speaking with
stale dust mixes with the foul, oily smell of poorly-
Fizzlebottom Cloisternook in Melvaunt, they may need some
convincing that this mine is worthy of their investigative extinguished torches. The mine is dark, and the path extends
efforts. If the characters are a strong or very strong party, into the distance. From somewhere far off, the echoing
run one of the following encounters, even if they spoke with rumble and groan of a cave-in rise to greet you.
the gnome already:
 Melee-strong party: one bandit captain and two cult The timber-lined wide passageway is dotted every
fanatics of Cyric twenty feet by low-quality torches that appear to
 Magic-strong party: two bandit captains, two cultists of have been hastily extinguished; the carbon and
Cyric, and three kobolds. creosote buildup from the pine tar upon them causes
 Evenly-balanced party: one bandit captain, one cult the stench.
fanatic of Cyric, four cultists of Cyric Several rooms dot this level, including a staging
All of the humans wear the sign of Cyric of upon their robes chamber, excavation chamber one, excavation
and armor, and the bandit captains function the same way as chamber two, and the sorting room.
the guards in Part 1. None of these enemies carry any
appreciable wealth, and they have standard holy symbols of General Features
Cyric. The general features of the Darkglitter Depths are as
follows:
Descending Beneath the Earth Light. There is no natural light in the mine, but if
When the characters decide to descend into the a character uses anything brighter than a torch (such
depths, read the following: as a light spell), the diamond dust embedded in the
walls sparkles wildly, casting beautiful rainbows of
Peering over the edge into Darkglitter Depths, the wind lets reflected and refracted bright light throughout the
out a mournful howl. The scent of something foul wafts up to entire area. This effect is more pronounced the
greet you, and the yawning hole in the earth seemingly deeper they go in the mine.
beckons you to come down. Visibility. Due to the recent cave-ins, the mine has
a cloud of stale dust everywhere. Vision is limited to
Following the winding path around the mine’s edge 20 feet, and anything between 20 ft. and 30 ft. away
and into the depths isn’t particularly taxing, though is considered to be so concealed by the dust that
the dirt is quite loose – particularly near the edges. If ranged attacks against them are made at
the characters wish to walk around the path, there is disadvantage. Nothing is visible beyond this range.
no challenge presented but it does take two hours. If Smells and Sounds. The stink of stale dust and
the characters decide to expedite the trip and move the sharp tang of burning carbon and creosote
from the top of the mine directly toward the mine residue from old, poorly-made torches permeates
entrance nearly 100 ft. below, they can – but they the mine. The characters occasionally hear the
will each need to succeed on a DC 14 Dexterity scraping of rocks and small clicks of tiny stones
contacting each other.

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Darkglitter Staging Chamber Treasure
Each pile of rubble contains roughly 300 cubic feet
A number of warning posters cover one wall, and several of material and takes thirty minutes per person to
wooden crates are piled atop the three tables in the middle search. If the characters choose to dedicate time to
of this large room. Many shovels and picks can be seen. searching the piles, the following can be found by
rolling a d6 (re-roll if duplicate results are found):
If the adventurers inspect the posters, they can  1: 20 gp worth of diamond dust
plainly see the following (all written in gnome):  2: silver flakes worth 10 gp
 “Safety first! Listen for stones, and heed their  3: six roughly spherical orbs of tiger eye (worth 10
warnings!” Above the text appears to be a gp if polished and retained as a set)
cartoonish pile of large stones falling on a silly  4: a fist-sized but poor quality chunk of hematite
gnome’s head. worth 10 gp
 “Excavation Chamber Two is dangerous. Stay quiet,  5: coal, worth 0 gp
stay alive!” Above this text is a large skull and  6: a tiny piece of quartz that looks like a cat’s paw,
crossbones symbol. worth 10 gp
 “Respect the automatons!” Above this text are six Excavation Chamber Two
empty suits of armor, swinging picks and shovels.
 One of the posters is a clearly-marked map of the The ceiling in this chamber has begun caving in, likely in the
mine. last two ten-days or so. The edges of the rocks are still sharp,
and the quiet of the room is pierced by the menacing sound
The crates hold basic climbing kits, crowbars, 200 of settling and scraping stones from above.
feet of iron chain, 500 feet of hemp rope, three dozen
candles, three sets of flint & tinder, two hooded
This room provides nothing of value for the
lanterns, and five flasks of oil. Another crate holds
characters early in the adventure. If they choose to
three pouches of gnomish rations, which smell like
dig into the pile of rubble or dally in this place for
an oddly delicious mix of chocolate and mushrooms.
more than a few minutes, warn them a second time
Each pouch contains 10 days of rations.
about the groaning stones. A DC 8 Intelligence
Excavation Chamber One (Nature) or Wisdom (Survival) check confirms that
another cave-in is imminent, and it would likely
This round chamber has smooth walls, and upon first glance dwarf the one that already happened. Continued
it appears that six miners have stopped moving in mid-swing.
activity triggers the collapse of the chamber, which
quickly cascades into the hallway beyond – sealing
You soon realize that these aren’t miners – they’re constructs
the rest of the mine and further sublevels. Short of
capable of swinging picks. Six very large piles of rubble and
magic or many hundreds of gold worth of explosives,
debris dot the chamber, likely the material that these the characters cannot proceed. While the cave-in
machines have pulled from the walls and floor. gives plenty of warning (thus requiring no saving
throws), this results in the players being trapped
The six animated armors were excavating ore and outside of the lower levels… or in the unfortunate
gemstones from the walls but have fallen into disuse. position where they may be trapped in the lower
These armors are not magically animated, though; levels with no other escape route. If the characters
they are clockwork creations. They have not been are trapped inside the mine, you are strongly
wound in several days and will not be able to work encouraged to allow the characters creative license
again until this happens. Unfortunately, the key is in their escape methods; asking them to use ten days’
missing. Characters that attempt to make worth of rations each (or risking starvation) is not
Intelligence (Arcana or Investigation), or other out of the question. This should not be a character-
similar checks, learn that these are clockwork killing event though.
creatures and that their repair is outside the ability Later in the adventure, the characters may desire
of the characters at this time. to trigger the cave-in in order to seal the lower areas
of the mine from prying eyes. This is a perfectly
viable tactic at that time but likely requires some
careful negotiation with Fizzlebottom later on.

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Sorting Room Sublevel Two
Many long sorting tables line the walls here, with a belt-
The stone of this lower section of Darkglitter Depths seems
driven mechanized apparatus that appears to shake and much more structurally stable, with tiny web-like veins of
presort much of the rubble that is placed upon its tray in the precious metals running as far as you can see.
middle of the room. Though it is not currently active, two
men are inspecting it and seem at once impressed and This portion of the mine does not have timber or
disdainful. additional supports. The tunnels are carved from a
single massive stone – impossibly huge, but a single
Unless the characters are taking great care to move stone nonetheless. A DC 10 Intelligence (Nature)
stealthily, the cult fanatic of Cyric and cultist of check confirms that the tunnels are indeed
Cyric here are not surprised. They have a loyal structurally sound (though any dwarf character
phase spider as well, which is currently in the knows this automatically). A DC 15 Intelligence
ethereal plane. The cultists fight to the death, but the (History) check brings to mind some ancient legends
spider flees into the ethereal plane to escape if about how some of the mythical titans would
reduced to 10 hp or less. become a single piece of stone when they died;
If the characters subdue either of the faithful of further checks in this mode of thinking do not reveal
Cyric and attempt to question them, they soon find any additional information.
that the cultists are utterly devoted to their god. Several rooms dot this level, including a
They blurt out curses and quips, often saying that malachite cavern, mud pits, and the massive
“The Dark Prince would have his hound devour us cavern. Lastly, the characters will need to open the
all!” or “The Dark Sun has risen o’er you!”. They passage to Kezef’s sanctuary.
provide no useful information.
General Features
Adjusting the Encounter The general features of the Darkglitter Depths are as
follows:
Here are recommendations for adjusting this combat
Light. As Sublevel One.
encounter. These are not cumulative.
Visibility. As Sublevel One, but visibility is slightly
 Very weak party: remove the phase spider increased. Anything between 40 ft. and 60 ft. away is
 Strong party: Replace the cultist of Cyric with one more considered to be so concealed by the dust that
cult fanatic of Cyric
ranged attacks against them are made at
 Very strong party: as Strong party, and add one more
disadvantage. Nothing is visible beyond this range.
phase spider
Smells and Sounds. The stink of stale dust has
Treasure largely been replaced but the smell of wet earth and
The cultists each carry a potion of healing, as well as corroded copper, but the sounds of falling stones –
an obsidian and silver holy pendant of Cyric worth both large and small – can still be occasionally heard.
10 gp.
Darkglitter Malachite Cavern
Moving On
Massive stalactites hang from the ceiling of this place, their
There is a platform equipped with a rope & pulley faces a swirl of deep green and light-sucking black. Several
system along one side of the room. It can be have been broken and reveal that these formations are
operated by those riding on it, and descends to indeed huge pieces of malachite.
Sublevel Two.
An elevator – really just a simple wooden platform
with a rope and pulley system – can ferry the
characters back up to Sublevel One.
Hidden behind one of the stalactites is the body of
Parabald the Maimed, a one-armed dragonborn
mage that the characters may have encountered in
another adventure. If the characters spent one hour
or less at the mine, Parabald is hiding in fear; if the
characters have spent two to four hours at the mine,
he is injured but still has 5 hp remaining. Otherwise,

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he has turned to stone due to bites from the Once he has been comforted appropriately, Parabald
cockatrices that infest this space; this effect will may be willing to share the following with the
naturally heal in 24 hours unless the characters have characters – especially if any of them are Harpers:
alternate means that they can employ to remove his
 The cult of Cyric believes that they have found a
condition. If Parabald is alive, the characters can
way to summon and bind an agent of a lesser deity
hear his whimpers and ragged breaths on a Passive
named Kezef the Chaos Hound.
Perception score of 10 or above.
If the characters move to interact with Parabald or  Worship of Kezef is not common in the Realms, as
spend more than three rounds in this space, four he primarily busies himself with prowling the
cockatrices emerge from the holes in the walls and planes and devouring the souls of “The Faithful” –
streak out to attack! those that revere one deity above all others.
 The cultists believe that if they can harness one of
Adjusting the Encounter Kezef’s emissaries in this world, they could set it
loose in the temples of the gods that oppose Cyric.
Here are recommendations for adjusting this combat
encounter. These are not cumulative.  In order to summon the emissary, they needed a
powerful teleportation engine; essentially, a vastly
 Very weak party: remove one cockatrice more powerful teleportation circle. By perverting
 Strong party: add one more cockatrice
the purpose of this device, they could reach into
 Very strong party: as Strong party, and the entire chamber
the far planes and capture an agent of the Chaos
is sloped down towards the pit (instead of only the
Hound. He does not know where this may be
indicated portion on the map)
located, though.
Parabald is in no condition to walk out of the mine,
After the combat, should the characters revive him but is also unable to accompany the characters. He
or interact with him, Parabald tells them that he had begs them to stop the cultists. In the unfortunate
bluffed his way into the entourage of the cultists of circumstance where he may already be dead when
Cyric when he learned of their desire to “bring out the characters find him, all of the above information
the hound”, and while he believes this to be a is conveniently scribed inside his journal (along with
reference to some sort of extraplanar summoning some elegant and complex chess gambits).
ritual he is not exactly certain what it means. He
adds that they became aware of his status as a Treasure
Harper, and had laced his rations with a mild There are four cockatrice eggs among the statues.
psychotropic drug which caused him to start hearing They won’t hatch, but are worth 10 gp each in a
voices while the walls trembled. The cultists merely major city like Melvaunt, Hillsfar, or Mulmaster as an
laughed at his reaction and left him here, exotic spell component.
presumably to die.
Mud Pits
Roleplaying Parabald the Maimed
Parabald the Maimed is intelligent, crafty, and serious. His Several very smelly pits of bubbling, muddy liquid churn and
family had been killed by cultists of Cyric, and he sought to sputter on the floor of this cavern. The walls appear to be
become a Harper so that he could protect others from similar sweating, and this cavern is easily twenty degrees warmer
events. He is unwilling to speak about his missing limb, other than the corridor outside and the previous chambers.
than stating “Sometimes there is a price that must be paid for
the good we do.” While roleplaying Parabald the Maimed in A dozen kobolds frolic in the filthy liquid and do not
this adventure, you might: immediately take notice of the characters. If the
 Speak in a low voice with a gravely tone. characters attack immediately, they gain a surprise
 Be very cautious in your dealings with others. round. If they delay one round or more (or attempt
 Remember your family with anger and sorrow. to open the very squeaky unlocked gate), the
 Rarely smile. kobolds become aware and combat proceeds as
normal. They gleefully fling handfuls of the thick and
Of course, he is affected by a mild mind-affecting drug during
his time in Darkglitter Depths and may not be entirely
slightly acidic mud at each other, the walls, and the
coherent. characters (dealing 1d3 points of damage to
characters but none to kobolds), and chirp away in
Draconic about how much they hate gnomes.

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Adjusting the Encounter is a chance that a character may have one as well
from another source). Using a holy symbol in this
Here are recommendations for adjusting this combat way destroys it. Once the grate is unlocked and
encounter. These are not cumulative.
moved aside, a steel ladder can be easily seen
 Very weak party and weak party: the characters are descending further into the depths and towards the
granted surprise regardless of the number of rounds they next section. A clattering, whining sound can be
use to prepare heard far below.
 Strong party: add two more winged kobolds The cultist is named Li Tansu and, once hidden, is
 Very strong party: as Strong party, and the kobolds are not eager to fight the characters, much preferring to
aware of the characters immediately (no chance of
stay hidden and safe until such time as she can leave
surprise round)
the area. If discovered, she verbally stumbles into
Treasure every apology she can think of: she was tricked into
The mud can be bottled up and serves as a slightly- joining the clergy of Cyric; she regrets everything;
weaker vial of acid for the rest of the adventure, she never meant to hurt anyone; she is quitting
dealing 1d3 points of damage on a hit. Once the mud “RIGHT. NOW.” If the characters let her live, she
has spent more than one hour out of the pits, though, follows through with this – she leaves the Moonsea
it loses its potency and becomes inert, normal and travels to Neverwinter where she hopes that she
(though smelly!) mud. can disappear quietly and enjoy the rest of her life.
In the rare situation that she may be placed in
Massive Cavern combat with the emissary of Kezef (see Part 3: Feast
of the Hound), she uses the stats for a cult fanatic of
This huge open chamber sports a nearly forty-foot tall ceiling Cyric but the emissary ignores her – in truth, her
and measures nearly a hundred feet wide, while measuring twin allegiances to Deneir and Cyric keep her safe
almost twice that in distance. The flat floor is dotted with and hidden from the beast. Before she leaves the
crates, hand tools, and sorting tables; this must have been characters, she tells them that the cultists took “the
the most recent worksite for the Cloisternook gnomes. egg” below, and that it is apparently some kind of
Scaffolding covers the walls and it can be plainly seen where holy relic – “but it’s so squirmy and gross; it scares
the miners had been digging. me.”
The center of the chamber is open and free of clutter.
There is a small depression here, but the contents – if any – Adjusting the Encounter
cannot be spied from the entryway. Here are recommendations for adjusting this combat
encounter. These are not cumulative.
When the characters enter this chamber, a couple of  Strong party: add one more winged kobold
different things may take place:  Very strong party: as Strong party, and change the cultists
 If the characters have been in the mine four of Cyric to cult fanatics of Cyric
hours or less: two cultists of Cyric stand near the
center of the room, and are accompanied by two
kobolds and one winged kobold. Roleplaying Li Tansu
 If the characters have been in the mine for Li is a woman of few summers but many stories. While she is
more than four hours: there is a dead cultist in slow to trust, she instinctively knows that there is more to
the depression, surrounded by the corpses of two the world than she has seen – and she wants to understand it
dead kobolds and one winged kobold. The all! Formerly from Neverwinter (by way of the Hordelands),
she is not eager to fight. She has spent much of her life in
remaining cultist is hiding in one of the mining
study and pious reflection, but recently forsake her oaths to
crates, and has used minor illusion to create the
Deneir, the god of literature. She still feels his call and is torn
image of a pile of raw ore on top of herself between her twin allegiances.
(attempts made to find her are made at
disadvantage unless she reveals herself by talking Treasure
or casting spells with a verbal component). The cultists each carry a black and silver holy
The depression in the center of the room has a large symbol of Cyric worth 10 gp, though if the cultist in
locked grate (DC 15) at the bottom. The lock used is the depression is already dead when the characters
non-standard, though, and requires a holy symbol of arrive, his holy symbol is gone – claimed by the
Cyric in order to unlock the grate (this can be found remaining cultist that is hiding elsewhere in the
earlier in the mines, or upon the hiding cultist; there chamber.

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Part 3. Feast of the Hound
souls of the “faithful” (i.e. those that revere one deity
above all others) in the upper plane known as the
Beastlands.
Kezef’s Sanctuary There are 3 gnomes and 3 cultists here (they all
Expected Duration: 30 minutes. use the stats of a commoner for simplicity),
entranced by the machine. They have been prepared
General Features by the emissary of Kezef, and their hit points have
The general features of Kezef’s sanctuary are as been reduced to 1 point each. The characters should
follows: be aware that these six survivors all appear to be in
Light and Visibility. As with other portions of terrible shape, and although they are standing they
Darkglitter Depths, this space is dark. Light sources are otherwise unresponsive.
cause the diamond veins to sparkle brightly. If the adventurers make it a point to stare at the
Sights. The walls, floor, and ceiling here are rough, apparatus while the symbols take shape (whether or
natural stone that are marbled with glittering veins not they attempt the Religion check), they are
of low-grade diamonds. An arcane machine stands in surprised when the emissary of Kezef attacks.
the center of the chamber.
Smells and Sounds. The stark aroma of wet earth Adjusting the Encounter
and the scent of corroded copper coins permeates Here are recommendations for adjusting this combat
this space. encounter. These are not cumulative.
 Very weak party: As Weak party, and the emissary of
The rough-hewn walls of the mine open into a large natural Kezef only has half of its maximum hp
cavern. The diamond veins are pushing through the walls  Weak party: The emissary of Kezef cannot use its
here and glitter madly when light hits them. Half a dozen legendary actions
humanoid figures can be seen, their shoulders slumped as  Strong party: Add a 2nd emissary of Kezef
they stare listlessly at an alien, whirring apparatus that spins  Very strong party: As Strong party, and increase arcane
crazily in the center of the room. bolt damage to 2d4 + 2

Tactics
The center of the room is dominated by the presence The emissary spends the first two rounds of combat
of the clacking and whirring relic of Kezef the Chaos harrying the characters, in an attempt to drive them
Hound. This ancient deity is currently trapped closer to the arcane machine.
elsewhere, but the cultists of Cyric have perverted Any character that begins their turn adjacent to
the invention of the Cloisternooks that was the arcane machine must make a DC 10 Constitution
originally intended to allow for moving ore from the saving throw or their maximum hit points are
depths of the mine directly back to Melvaunt. This reduced by 5 (10 for strong or very strong parties)
machine is highly technical but is aided by complex as the machine attempts to drain their life energy.
teleportation rituals. Clerics and paladins make this saving throw at
The breaking of the teleportation rituals allowed disadvantage, as the magic of the machine has been
for the emissary to enter this world, but its power perverted by the combined magic of Cyric and Kezef.
quickly overcame the cultists and it is now setting
about to harvest them in order to more permanently
open the portal so that Kezef himself may come
through.
The noise of the arcane machine is a severe
detractor from Perception checks. Wisdom
(Perception) checks made in the area are made at
disadvantage, and Passive Perception scores are
lowered by 5. As the machine whirs and spins in its
maddening rhythm, strange symbols can be faintly
seen. If the characters state that they are checking
the symbols, they must succeed on a DC 10
Intelligence (Religion) check. If they do, they can
identify the symbols as those of Kezef the Chaos
Hound, a rarely discussed deity that feasts upon the

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Interacting with the Machine must use it every turn, and, on initiative count 20
(losing ties), the machine sends out two randomly-
The characters can use their actions to delay the machine’s targeted arcane bolts (no attack roll, living targets
transformation throughout the combat. These options should
only; 1d4 + 1 force and necrotic damage) against
be made clear to the characters:
targets within 10 feet of it. As above, characters with
 Eliminate a sigil of Kezef: there are a number of sigils the Touched by the Mists story award cannot be
equal to twice the number of party members. If all sigils targeted by this attack.
are destroyed, it shuts down
 Damage the machine: AC 8, hp 70; resistant to damage XP Award
from weapons; immune to poison, disease, sleep, and If the adventurers complete this encounter without
psychic damage and conditions.
allowing any of the survivors to die to the emissary
or the corrupted machine, grant them an award of
Interacting with the machine using the above methods
prevents it from using its arcane bolt ability on the next turn
500 XP. If they instead save the lives of either all of
in which it would normally do so. the gnomes or all of the cultists, grant them an
award of 100 XP (this does not stack with the
Round 3 and Beyond previous reward of 500 XP). Any of the gnomes or
cultists that die in this encounter cannot be raised,
The machine shudders and screeches as it picks up speed. as Kezef has consumed their souls.
The symbols flare into clearer view, and tendrils of wispy If any of the characters die due to their maximum
white and black energy leap out from the center of the hit points being reduced to 0, they earn the Feast of
machine to every living creature in the room!
the Hound story award if they are ever returned to
life.
Destroying all of the sigils of Kezef that are
Tactics inscribed upon the apparatus earns the characters a
The emissary fights to the death. Its sole purpose reward of 100 XP each.
here on Faerûn is to harvest souls for Kezef, and it
does not stray from its mission. Treasure
Due to the tendrils of energy in the room, Unfortunately, the diamond veins embedded in the
invisibility and similar effects do not function as walls are outside the ability of the characters to
expected: while a creature affected by invisibility extract – these are very rough and, although pretty,
cannot be seen, there is a visual cue marking their of exceedingly low quality. An investigation of the
position. Mechanically speaking, such characters area shows a number of dead bugs and what appears
should be granted a modified three-quarters cover to be a crudely-made, leathery sack that has been
(+5 AC) for the duration of that effect. Note that if a split open.
creature is not considered to be living, the tendril
does not connect; characters with the Touched by
the Mists story award are also unaffected by the Conclusion
tendrils. Once the characters have erased all of the sigils of
Kezef, they can use the symbols from Handout 1 to
Escalation/Round-by-Round activate it appropriately and teleport whatever is on
At the beginning of the fourth round of combat, the pad directly to the Purple Portals in Melvaunt.
every living creature adjacent to the machine must Fizzlebottom Cloisternook waits there patiently,
make a DC 10 Constitution saving throw. On a failure, hoping that his daughters will be returned to him!
their maximum hit points drop by 10 as the machine If the characters destroyed the machine, they will
drains their life force (note that this means that need to return to Melvaunt on foot and explain to the
dying characters may still be affected, as they are not drunken gnome what happened down in the mines,
yet dead). Additionally, one of the entranced gnomes including the status of his beloved machine. He may
or cultists dies as their maximum hit points are shed a gnome-ly tear if the characters are not
reduced to 0. delicate in their delivery of this news.
When the arcane machine successfully drains for Returning Parabald the Maimed to Melvaunt is
the 20th time, it goes into overload mode. The likely to earn the characters some good will,
emissary of Kezef howls with glee as it gains the especially among the Harpers. If Parabald is
reckless attack feature as if it were a barbarian and returned to the city, the characters each have

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advantage on the next Charisma-based skill check
they attempt with him.
If Li Tansu was discovered and yet lives, she may
play a role in later adventures. If the characters ask
about her upon their return to Melvaunt, they learn
that she was last seen leaving the city and heading
west toward Phlan with a group of Denieran
scholars. She had mentioned eventually heading to
Neverwinter.
Lastly, the local priests and clerics know nothing
about the religious significance of “the egg”. If any of
the characters worship Cyric, they have a sensation
that bad things are in the works (though they may
revel in this fact). If, during the course of the
character’s inquiry, they mention that “the egg” is
something that the cultists of Cyric have been using,
other clerics and sages may be able to respond that
oftentimes an egg represents the promise of new life
– but as with anything pertaining to the God of Lies,
this is likely nothing more than the first of many
tricks.

That night, as you lay down to rest, an image comes


unbidden to your mind: a large, leathery egg splits open and
spills forth a gout of insects and worms. A silver skull lies
inside, radiating waves of solid black flame. It is quickly
encompassed in a swirl of ghosts, spirits, and other
incorporeal menaces.

Treasure
Fizzlebottom follows through with his offer from
earlier in the adventure. He presents the characters
with a sack filled with 250 gp worth of raw
diamonds. If the characters have never met
Fizzlebottom before, he insists that they take the
gems anyways, or else he will “donate it to those
dirty, dirty Harpers”.
He also asks about the holy symbol of Gond in the
foreman’s office at Darkglitter Depths, saying that it
is a family heirloom and very special to him. If the
characters took it and do not take this opportunity
to return it, they earn the Enmity of the
Cloisternooks story award.
If he had previously been taken to the Livestock
Pens, he has gotten free but he really does not want
to talk about how this happened. If the characters
had previously earned Enmity of the Cloisternooks
due to his capture, but have successfully returned
his daughters, the characters lose that story award.

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Rewards
magic item, the DM can determine who gets it
randomly should the group be unable to decide.
Make sure players note their rewards on their Permanent magic items are divided according to
adventure logsheets. Give your name and DCI a system. See the sidebar if the adventure awards
number (if applicable) so players can record who permanent magic items.
ran the session.
Treasure Awards
Experience Item Name/Location GP Value
Fizzlebottom’s offer 300
Total up all combat experience earned for defeated Holy Symbol of Gond 15
foes, and divide by the number of characters present Diamond Dust 20
in the combat. For non-combat experience, the Silver Flakes 10
rewards are listed per character. Give all characters Set of Tiger’s Eye Orbs 10
in the party non-combat experience awards unless Hematite 10
otherwise noted.
Coal 10
Combat Awards Quartz Catspaw 10
Name of Foe XP per Foe Cyric Holy Pendant 10
Animated Armor 0 Cockatrice Eggs 10
Cultist of Cyric 25 Cyric Holy Symbol 10
Cult Fanatic of Cyric 450 Raw Diamonds 250
Phase Spider 700
Cockatrice 100 Emerald Kidgloves (Gloves of Thievery)
Kobold 25 Wondrous item, uncommon
Winged Kobold 50
These delicate, goatskin gloves are colored with a
Emissary of Kezef 1,100
bright green pigment and slip onto the wearer’s
hands effortlessly. While wearing these gloves, the
Non-Combat Awards wearer experiences irresistible generosity,
Task or Accomplishment XP per Character expressing compliments to those around them and
Saved Parabald the Maimed 100 spending coin for the benefit of others without
Saved all 6 survivors 500 hesitation. Unlike conventional gloves of thievery,
Saved all 3 gnomes 100 these gloves do not turn invisible when worn, but
Saved all 3 Cultists 100 shrink or grow to accommodate a small or medium
Destroyed sigils of Kezef 100 wearer’s size.

The minimum total award for each character Potion of Healing


participating in this adventure is 900 experience Potion, uncommon
points. A description of this item can be found in the Player’s
The maximum total award for each character Handbook.
participating in this adventure is 1,200 experience
points. Renown
Treasure Each character receives one point of renown.

The characters receive the following treasure, Downtime


divided up amongst the party. Characters should
attempt to divide treasure evenly whenever possible. Each character receives 10 downtime days at the
Gold piece values listed for sellable gear are conclusion of this adventure.
calculated at their selling price, not their purchase
price.
Consumable magic items should be divided up
however the group sees fit. If more than one
character is interested in a specific consumable

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Story Awards DM Appendix: NPC Summary
Characters have the opportunity to earn the
following story awards during this adventure. The following NPCs appear or are mentioned in this
adventure.
Enmity of the Cloisternooks. You have done
something to grievously wound the gnomish
Fizzlebottom Cloisternook (FIZ-el-BOT-um CLOY-
Cloisternook family. Perhaps you insulted their
stir-nook). Gnome male. The old, kind, smart, and
honor, or perhaps you caused irreparable damage to
often intoxicated patriarch of the Cloisternook
Darkglitter Depths. Maybe you even sold one of them
family. The Gond-worshipping clan has more than a
into slavery. Word travels fast in the gnomish
few secrets and Fizzlebottom knows them all.
communities, though, and as a result you have
disadvantage on all social skill checks when dealing
Parabald the Maimed (par-uh-BALD). Dragonborn
with Cloisternook gnomes and clerics of Gond.
male. A one-armed mage who feigns madness while
hunting cults of Cyric.
Feast of the Hound. The corrupted machine deep in
the Darkglitter Depths drew in your essence, and in
Li Tansu (LEE tahn-SOO). Human (Shou) female. A
those terrifying final moments you saw something:
woman of roughly 30 years, but wise beyond her
an emaciated hound, gargantuan in size, feasting
years. While slow to trust, she has set out in the
upon the souls of those that arrived before you. It
world to develop a deeper understanding of
gleefully tore them asunder, and then turned to you.
“everything”. She recently broke her oaths to Deneir
As its teeth sank into your metaphysical flesh and
and took up with the cult of Cyric for reasons known
you felt the hot stink of its breath wash over you,
only to her, but still feels the call of her former
you were pulled back to the world – but not without
patron.
a reminder: you have the scars of a dog’s bite
somewhere on your body, and sometimes those
scars stink and fester when in the presence of clerics
and paladins.

DM Rewards
For running this adventure, you receive 300 XP, 143
gp, and ten downtime days.

Not for resale. Permission granted to print or photocopy this document for personal use only . CORE 2-2 Songs of Law & Chaos 21
Appendix. NPC/Monster Cockatrice
Small monstrosity, unaligned
Statistics Armor Class 11
Hit Points 27 (6d6 + 6)
Speed 20 ft., fly 40 ft.
Bandit Captain STR DEX CON INT WIS CHA
Medium humanoid (human), neutral evil 6 (-2) 12 (+1) 12 (+1) 2 (-4) 13 (+1) 5 (-3)
Armor Class 15 (studded leather) Senses darkvision 60ft., passive Perception 11
Hit Points 65 (10d8 + 8) Languages –
Speed 30 ft. Challenge 1/2 (100 XP)

STR DEX CON INT WIS CHA Actions


15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2) Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 3 (1d4 + 1) piercing damage, and the
Saving Throws Str +4, Dex +5, Wis +2 target must succeed on a DC 11 Constitution saving
Skills Athletics +4, Deception +4 throw against being magically petrified. On a failed
Senses passive Perception 10 save, the creature begins to turn to stone and is
Languages Common, Gnome restrained. It must repeat the saving throw at the end
Challenge 2 (450 XP) of its next turn. On a success, the effect ends. On a
failure, the creature is petrified for 24 hours.
Actions
Multiattack. The captain makes three melee attacks: Cult Fanatic of Cyric
two with its longsword and one with its dagger. Or the Medium humanoid (human), neutral evil
captain makes two ranged attacks with its daggers.
Armor Class 13 (leather leather)
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Hit Points 33 (6d8 + 6)
one target. Hit: 6 (1d8 + 2) slashing damage.
Speed 30 ft.
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
3) piercing damage.
Skills Deception +4, Persuasion +4, Religion +2
Reactions
Senses passive Perception 10
Parry. The captain adds 2 to its AC against one melee Languages Common
attack that would hit it. To do so, the captain must see Challenge 2 (450 XP)
the attacker and be wielding a melee weapon. Dark Devotion. The cult fanatic of Cyric has advantage
on saving throws against being charmed or frightened.
Spellcasting. The cult fanatic of Cyric is a 4th-level
spellcaster. Its spellcasting ability is Wisdom (spell save
DC 11, +3 to hit with spell attacks). The cult fanatic of
Cyric has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of
faith
2nd level (3 slots): hold person, spiritual weapon
Actions
Multiattack. The cult fanatic of Cyric makes two melee
attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
2) piercing damage

Not for resale. Permission granted to print or photocopy this document for personal use only . CORE 2-2 Songs of Law & Chaos 22
Kobold
Cultist of Cyric Small humanoid (kobold), lawful evil
Medium humanoid (human), neutral evil Armor Class 12
Armor Class 12 (leather leather) Hit Points 5 (2d6 - 2)
Hit Points 9 (2d8) Speed 30 ft.
Speed 30 ft. STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1)
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) Senses Darkvision 60 ft., passive Perception 8
Skills Deception +4, Religion +2 Languages Common, Draconic
Senses passive Perception 10 Challenge 1/8 (25 XP)
Languages Common Sunlight Sensitivity. While in sunlight, the kobold has
Challenge 1/8 (25 XP) disadvantage on attack rolls, as well as on Wisdom
Dark Devotion. The cultist has advantage on saving (Perception) checks that rely on sight.
throws against being charmed or frightened. Pack Tactics. The kobold has advantage on an attack
Actions roll against a creature if at least one of the kobold’s
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., allies is within 5 feet of the creature and the ally isn’t
one target. Hit: 4 (1d8) slashing damage. incapacitated.
Actions
Commoner Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Medium humanoid (any race), any alignment one target. Hit: 4 (1d4 + 2) piercing damage.
Armor Class 10 Sling. Ranged Weapon Attack: +4 to hit, reach 30/120
Hit Points 4 (1d8) ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Speed 30 ft.
STR DEX CON INT WIS CHA Kobold, Winged
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) Small humanoid (kobold), lawful evil
Armor Class 13
Senses passive Perception 10 Hit Points 7 (3d6 -32)
Languages any one language (usually Common) Speed 30 ft.
Challenge 0 (10 XP)
STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 9 (-1) 8 (-1) 7 (-2) 8 (-1)
Actions
Senses Darkvision 60 ft., passive Perception 8
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Languages Common, Draconic
target. Hit: 2 (1d4) bludgeoning damage.
Challenge 1/4 (50 XP)
Sunlight Sensitivity. While in sunlight, the kobold has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack
roll against a creature if at least one of the kobold’s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage.
Dropped Rock. Ranged Weapon Attack: +5 to hit, one
target directly below the kobold. Hit: 6 (1d6 + 3)
bludgeoning damage.

Not for resale. Permission granted to print or photocopy this document for personal use only . CORE 2-2 Songs of Law & Chaos 23
Actions
Phase Spider Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Large monstrosity, unaligned target. Hit: 8 (3d4 + 1) piercing damage plus 7 (3d4)
Armor Class 13 (natural armor) poison damage.
Hit Points 32 (5d10 + 5) Caustic Spittle (1/Day). The emissary spews forth a
Speed 30 ft., climb 30 ft. gruesome shower of spit and vomit in a 30-foot cone.
STR DEX CON INT WIS CHA Each creature in that area must succeed on a DC 12
15 (+2) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 6 (-2) Dexterity saving throw or take 1d6 acid damage at the
start of each of the emissary’s turns. A creature can
Skills Stealth +6 repeat the saving throw at the end of each of its turns,
Senses Darkvision 60 ft., passive Perception 10 ending the effect on itself on a success.
Languages - Infestation Spores (1/Day). The emissary releases
Challenge 3 (700 XP) spores that burst out in a cloud that fills a 20-foot-
Ethereal Jaunt. As a bonus action, the spider can radius sphere centered on it, and the cloud lingers for 1
magically shift from the Material Plan to the Ethereal minute. Any flesh-and-blood creature in the cloud
Plane, or vice versa. when it appears, or that enters it later, must make a DC
12 Constitution saving throw. On a successful save, the
Spider Climb. The spider can climb difficult surfaces,
creature can’t be infected by these spores for 24 hours.
including upside down on ceilings, without needing to -
On a failed save, the creature comatose but frozen in
make an ability check.
place. While infected in this way, the creature can’t be
Web Walker. The spider ignores movement restrictions re-infected, and it must repeat the saving throw at the
caused by webbing. end of every 24 hours, ending the infection on a
Actions success. On a failure, the infected creature’s body is
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one slowly taken drained of all vital energy, and after three
creature. Hit: 7 (1d10 + 2) piercing damage, and the such failed saves, the creature dies and rises 1d4 hours
target must make a DC 11 Constitution saving throw, later as a shadow.
taking 18 (4d8) poison damage on a failed save, or half Legendary Actions
as much damage on a successful one. If the poison The emissary can take 2 legendary actions, choosing
damage reduces the target to 0 hit points, the target is from the options below. Only one legendary action
stable but poisoned for 1 hour, even after regaining hit option can be used at a time and only at the end of
points, and is paralyzed while poisoned in this way. another creature’s turn. The emissary regains spent
legendary actions at the start of its turn.
Emissary of Kezef Bite. The emissary makes a bite attack.
Large monstrosity, neutral evil
Devour Faith. The emissary absorbs faith and spell
Armor Class 15 (natural armor) energy from a creature within 10 feet of it, regaining
Hit Points 75 (10d10 + 20) 1d8 + 2 hit points unless that creature sacrifices an
Speed 30 ft. unused spell slot of 1st level or higher. This ability has
STR DEX CON INT WIS CHA no function against creatures with no spell slots
12 (+1) 10 (+0) 14 (+2) 13 (+1) 15 (+2) 10 (+0) (creatures that have used all of their spell slots are not
Damage Immunities poison immune).
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 12
Languages Abyssal, telepathy 60 ft.
Challenge 4 (1,100 XP)
Legendary Resistance (1/Day). If the emissary fails a
saving throw, it can choose to succeed instead.

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Handout 1: Instructions for the Machine

Our plans proceed apace.

Stay at your post and watch over the goods.


We make our move when the protestors’ cries
echo throughout the city. I will be at the
Outcast’s Sanctuary, preparing something
special for the occasion.

Lord Yestral is incredibly pleased with the


progress we’ve made. When the smoke clears,
your rewards will exceed anything you can
imagine.

By the full moon’s glow,


E.M.

Not for resale. Permission granted to print or photocopy this document for personal use only . CORE 2-2 Songs of Law & Chaos 25
Player Handout 2: Emerald Kidgloves
Emerald Kidgloves (Gloves of Thievery)
Wondrous item, uncommon
These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly.
Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to
accommodate a small or medium wearer’s size.
While wearing these gloves, you gain a +2 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made
to pick locks. Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them
and spending coin for the benefit of others without hesitation.

Not for resale. Permission granted to print or photocopy this document for personal use only . CORE 2-2 Songs of Law & Chaos 26
EDICTS OF NEUTRALITY
With land trade threatened, the city of Melvaunt is relying on sea trade to get goods into and out
of the city. An island rises out of the Moonsea just outside of Melvaunt Harbor, and initial
exploration indicates the island is a threat. The origins and nature of the island must be
ascertained before trade is shut down completely.

A 4-hour adventure for 1st-4th level characters

DEREK MYERS
Adventure Designer

Adventure Code: CORE 2-3

Producer: Baldman Games


Core Administrator: Shawn Merwin
Development, Editing and Layout: Encoded Designs
Cartography: Jay Africa
Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan
Patrick

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.

©2016 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.

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Preparing the Adventure
Introduction Before you show up to Dungeon Master this
Welcome to Edicts of Neutrality, a D&D Adventurers adventure for a group of players, you should do the
League adventure. following to prepare.
This adventure is designed for three to seven 1st -
 Make sure to have a copy of the most current
4 level characters, and is optimized for five 4th
th
version of the D&D Basic Rules or the Player’s
level characters.
Handbook.
The adventure is set in the Moonsea region of the
Forgotten Realms, in and around the city of  Read through the adventure, taking notes of
Melvaunt. anything you’d like to highlight or remind yourself
while running the adventure, such as a way you’d
like to portray an NPC or a tactic you’d like to use
The D&D Adventurers in a combat.
 Get familiar with the monster statistics in the
League Appendix.
 Gather together any resources you’d like to use to
This adventure is official for D&D Adventurers
aid you in running this adventure--such as
League play. The D&D Adventurers League is the
notecards, a DM screen, miniatures, and
official organized play system for DUNGEONS &
battlemaps.
DRAGONS®. Players can create characters and
participate in any adventure allowed as a part of the  If you know the composition of the group
D&D Adventurers League. As they adventure, beforehand, you can make adjustments as noted
players track their characters’ experience, treasure, throughout the adventure.
and other rewards, and can take those characters
through other adventures that continues their story.
If you’re running this adventure as a part of a store
Before Play at the Table
event or at certain conventions, you’ll need a DCI Ask the players to provide you with relevant
number. This number is your official Wizards of the character information:
Coast organized play identifier. If you don’t have a  Character name and level
number, you can obtain one at a store event. Check  Character race and class
with your organizer for details.  Passive Wisdom (Perception)—the most common
D&D Adventurers League play is broken up into passive ability check
storyline seasons. When players create characters,  Anything notable as specified by the adventure
they attach those characters to a storyline season, (such as backgrounds, traits, flaws, etc.)
which determines what rules they’re allowed to use
to create and advance their characters. Players can Players that have characters outside the adventure’s
continue to play their characters after the storyline level range cannot participate in the adventure
season has finished, possibly participating in a with those characters. Players with ineligible
second or third storyline with those same characters. characters can make a new 1st-level character or use
A character’s level is the only limitation for a pregenerated character. Players can play an
adventure play. A player cannot use a character of a adventure they previously played or ran as a
level higher or lower than the level range of a D&D Dungeon Master, but not with the same character.
Adventurers League adventure. Ensure that each player has an official adventure
For more information on playing, running games logsheet for his or her character (if not, get one from
as a Dungeon Master, and organizing games for the the organizer). The player fills out the adventure
D&D Adventurers League, please visit the D&D name, session number, date, and your name and DCI
Adventurers League home at: number. In addition, the player also fills in the
starting values for experience, gold, downtime,
www.dndadventurersleague.org renown, and number of permanent magic items. He
or she fill in the other values and write notes at the
conclusion of the session. Each player is responsible
for maintaining an accurate logsheet.

Not for resale. Permission granted to print or photocopy this document for personal use only . CORE 2-3 EDICTS OF NEUTRALITY 2
If you have time, you can do a quick scan of a 3-4 characters, APL equivalent Weak
player’s character sheet to ensure that nothing looks 3-4 characters, APL greater than Average
out of order. If you see magic items of very high 5 characters, APL less than Weak
rarities or strange arrays of ability scores, you can 5 characters, APL equivalent Average
ask players to provide documentation for the 5 characters, APL greater than Strong
irregularities. If they cannot, feel free to restrict item 6-7 characters, APL less than Average
use or ask them to use a standard ability score array. 6-7 characters, APL equivalent Strong
Point players to the D&D Adventurers League Player’s 6-7 characters, APL greater than Very Strong
Guide for reference.
If players wish to spend downtime days and it’s
the beginning of an adventure or episode, they can Running the Adventure
declare their activity and spend the days now. As the Dungeon Master of the session, you have the
Alternatively, they can do so at the end of the most important role in facilitating the enjoyment of
adventure or episode. Players should select their the game for the players. You help guide the
characters’ spells and other daily options prior to narrative and bring the words on these pages to life.
the start of the adventure, unless the adventure The outcome of a fun game session often creates
specifies otherwise. Feel free to reread the stories that live well beyond the play at the table.
adventure description to help give players hints Always follow this golden rule when you DM for a
about what they might face. group:
Make decisions and adjudications that enhance
Adjusting the Adventure the fun of the adventure when possible.
To reinforce this golden rule, keep in mind the
Throughout this adventure, you may see sidebars to following:
help make adjustments for smaller/larger groups,
and characters of higher/lower levels than the
optimized group. Most of the time, this is used for  You are empowered to make adjustments to the
combat encounters. adventure and make decisions about how the
You may adjust the adventure beyond the group interacts with the world of this adventure.
guidelines given. For example, if you’re playing with Doing so is especially important and applicable
a group of inexperienced players, you might want to outside of combat, but feel free to adjust the
make the adventure a little easier; for very adventure for groups that are having too easy or
experienced players, you may want to make it a little too hard of a time.
harder. Therefore, five categories of party strength  Don’t make the adventure too easy or too difficult
have been created for you to use as a guide. Feel free for a group. Never being challenged makes for a
to use a different adjustment during the adventure if boring game and being overwhelmed makes for a
the recommended party strength feels off for the frustrating one. Gauge the experience of the
group. players (not the characters) with the game, try to
This adventure is optimized for a party of five feel out (or ask) what they like in a game, and
4th-level characters. To figure out whether you attempt to give each of them the experience
need to adjust the adventure, do the following: they’re after when they play D&D. Give everyone a
 Add up the total levels of all the characters chance to shine.
 Be mindful of pacing, and keep the game session
 Divide the total by the number of characters
moving along appropriately. Watch for stalling,
 Round fractions of .5 or greater up; round
since play loses momentum when this happens. At
fractions of less than .5 down
the same time, make sure that the players don’t
finish too early; provide them with a full play
You’ve now determined the average party level
experience. Try to be aware of running long or
(APL) for the adventure. To figure out the party
short. Adjust the pacing accordingly
strength for the adventure, consult the following
table:  Read-aloud text is just a suggestion; feel free to
modify the text as you see fit, especially when
Determining Party Strength dialogue is present.
Party Composition Party Strength  Give the players appropriate hints so they can
3-4 characters, APL less than Very Weak make informed choices about how to proceed.

Not for resale. Permission granted to print or photocopy this document for personal use only . CORE 2-3 EDICTS OF NEUTRALITY 3
Players should be given clues and hints when maximum of three per day total, unless otherwise
appropriate so they can tackle puzzles, combat, noted.
and interactions without getting frustrated over
lack of information. Doing so helps to encourage Spellcasting Services
immersion in the adventure and gives players Spell Cost
“little victories” for figuring out good choices from Cure wounds (1st level) 10 gp
clues. Identify 20 gp
In short, being the DM isn’t about following the Lesser restoration 40 gp
adventure’s text word-for-word; it’s about Prayer of healing (2nd level) 40 gp
facilitating a fun, challenging game environment for Remove curse 90 gp
the players. The Dungeon Master’s Guide™ has more Speak with dead 90 gp
information on the art of running a D&D game. Divination 210 gp
Greater restoration 450 gp

Downtime and Lifestyle


Raise dead 1,250 gp

At the beginning of each play session, players must Acolyte Background


declare whether or not they are spending any days A character possessing the acolyte background requesting
of downtime. The player records the downtime spellcasting services at a temple of his or her faith may
spent on the adventure logsheet. The following request one spell per day from the Spellcasting Services table
options are available to players during downtime for free. The only cost paid for the spell is the base price for
(see the D&D basic rules or the D&D Adventurers the consumed material component, if any.
League Player’s Guide for more information):
 Catching up Disease, Death, and Recovery
 Crafting (exception: multiple characters cannot
commit to crafting a single item) Sometimes bad things happen, and characters get
 Practicing a profession poisoned, diseased, or are killed. Since you might not
have the same characters return from session to
 Recuperating
session, here are the rules when bad things happen
 Spellcasting services
to characters.
 Training
Disease, Poison, and Other Debilitating
Other downtime options might be available during
adventures or unlocked through play, including Effects
faction-specific activities. A character still affected by diseases, poisons, and
In addition, whenever a character spends other similar effects at the conclusion of an
downtime days, that character also spends the adventure can spend downtime days recuperating
requisite expense for his or her lifestyle. Costs are until such time as he or she resolves the effect to its
per day, so a character that spends ten days of conclusion (see the recuperating activity in the D&D
downtime also spends ten days of expenses Basic Rules).
maintaining his or her lifestyle. Some downtime If a character doesn’t resolve the effect between
activities help with lifestyle expenses or add lifestyle sessions, that character begins the next session still
expenses. affected by the debilitating effect.

Spellcasting Services Death


A character who is killed during the course of the
Any settlement the size of a town or larger can
adventure has a few options at the end of the session
provide some spellcasting services. Characters need
(or whenever arriving back in civilization) if no one
to be able to travel to the settlement to obtain these
in the adventuring party has immediate access to a
services.
raise dead or revivify spell, or similar magic. A
Spell services generally available include healing
character subject to a raise dead spell is affected
and recovery spells, as well as information-gathering
negatively until all long rests have been completed
spells. Other spell services might be available as
during an adventure. Alternatively, each downtime
specified in the adventure. The number of spells
day spent after raise dead reduces the penalty to
available to be cast as a service is limited to a
attack rolls, saving throws, and ability checks by 1, in

Not for resale. Permission granted to print or photocopy this document for personal use only . CORE 2-3 EDICTS OF NEUTRALITY 4
addition to any other benefits the downtime activity the walls, bands of orcs and modrons still roam the
might provide. area, occasionally attacking the weak spots. While
Create a New 1st-Level Character. If the dead the orcs and modrons are no longer a threat to the
character is unwilling or unable to exercise any of city itself, citizens and travelers in the area have
the other options, the player creates a new character. been killed. Occasionally groups of modrons,
The new character does not have any items or trapped away from their home, still attempt to
rewards possessed by the dead character. follow their last orders of taking over Melvaunt. A
Dead Character Pays for Raise Dead. If the pentadrone called “Sleepie” (SL33P13-773P) has
character’s body is recoverable (it’s not missing any broken away from the modron collective and is
vital organs and is mostly whole) and the player assisting the City Watch in dealing with the modrons
would like the character to be returned to life, the in the area.
party can take the body back to civilization and use Then there are the Lords. Political power has a
the dead character’s funds to pay for a raise dead way of moving hands in the wake of disastrous
spell. A raise dead spell cast in this manner costs the events. The Lord of Keys and The Lord of Waves
character 1,250 gp. have declared themselves the temporary rulers of
Character’s Party Pays for Raise Dead. As above, Melvaunt, but murmurs are already starting to
except that some or all of the 1,250 gp for the raise cascade around the Merchant’s Council. Is this just a
dead spell is paid for by the party at the end of the temporary situation or a power play by the two
session. Other characters are under no obligation to Lords to wrest all the power and wealth of Melvaunt
spend their funds to bring back a dead party for themselves? To make matters worse, a Red
member. Wizard of Thay was killed during the recent events,
Faction Charity. If the character is of level 1 to 4 and the Red Wizards don’t approve of their own
and a member of a faction, the dead character’s body being killed. An emissary of the Red Wizards has
can be returned to civilization and a patron from the been sent to determine what happened and who
faction ensures that he or she receives a raise dead might be to blame.
spell. However, any character invoking this charity While Melvaunt has dodged the executioner’s axe
forfeits all experience and rewards from that session this time, the city’s head still looks like it might be on
(both those earned prior to and after death during the chopping block.
that session) and cannot replay that episode or
adventure with that character again. Once a
character reaches 5th level, this option is no longer Adventure Background
available. As more chaos energy infuses the land around
Melvaunt, strange happenings continue. Now an

The Situation in Melvaunt


island has mysteriously appeared in the harbor
outside of Melvaunt, threatening sea trade, just as
The walls of Melvaunt resemble Swiss cheese, but the roving bands of modrons and orcs threaten land
the city still stands. While the Orc Baron of Thar and routes.
his forces assaulted the city, a portal that was part of Followers of Cyric have received visions of these
a modron plot to take over Melvaunt was occurrences, bringing them to Melvaunt to seek out
miraculously moved outside the walls by a brave their destinies in service to their mad deity. On the
group of adventurers with the assistance of island, priests of Cyric plan to use souls bound by the
Truushee the Sage. That portal unleashed the mad god into weapons to fuel a ritual that will bring
modron legion into the orc forces just after the an avatar of Cyric into the world.
marauders breached the city walls in several A team of soldiers goes to the island, but the
locations. The ensuing battle between the orcs and guardians of the place kill all but their leader. He
modrons allowed the forces of Melvaunt to swims back to Melvaunt, barely alive, and asks the
successfully defend the city. adventurers to quickly investigate.
In the aftermath of the battle, Melvaunt is in
turmoil politically. The City Watch has been
depleted, with many of their best and brightest Overview
killed in the recent events. The people of Melvaunt This adventure is divided into multiple parts.
have hastily patched up the walls and are doing their Part 1. The adventurers come upon Xavier Deveno,
best to repair them to their former strength. Beyond a naval officer whose patrol was attacked as they

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investigated the island. He begs the adventurers to
quickly go to the island.
Part 2. Arriving on the island, the adventures are
attacked by guardians of the beach. They find a
cavern that leads to passages beneath the island.
Part 3. The adventurers come across some of the
lost souls that the cult of Cyric hoped to use to fuel
their ritual.
Parts 4 and 5. The adventurers learn more about
the lost souls and the ritual the followers of Cyric
hope to perform.
Part 6. The adventurers can interrupt the
summoning of the avatar of Cyric before it is
completed.
Part 7. With their mission (hopefully) successful,
the adventurers must decide what to do with the lost
souls and then collect their reward.

Adventure Hooks
This adventure does not rely on previous adventures
to get into the action. The adventurers happen upon
Xavier Deveno, and they can either respond to his
plea for help or not.

Designer’s Notes
Who’s Your Deity?
At the beginning of the adventure, ask all the players
to indicate if their character worships any particular
deity. Characters playing clerics, paladins, or
characters with the Acolyte background must
declare a deity before the adventure begins. Other
characters are not required to do so, but it might
behoove them, as characters who worship a
particular deity may gain special benefits during this
adventure. Encourage them to pick one if they
haven’t already.
A list of Forgotten Realms’ deities can be found in
the Player’s Handbook in Appendix B or the Sword
Coast Adventurers Guide in Chapter 1.

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Part 1: Trouble in
Intelligence (Medicine) DC 10: The adventurers
can bandage the wounds and stabilize him. If the
adventurers use a healer’s kit, they gain advantage

the Water
on the roll. If they administer any magical healing,
he automatically stabilizes.
Intelligence (History) DC 10: Based on what’s left
Expected Duration: 15 minutes of his uniform, he’s a lieutenant in the Melvaunt
When the players are ready to begin, read the navy. You don’t reach his position without a lot of
following. Change as needed to fit the party: experience at sea and in combat. Whatever did
this to him must have been powerful.
The Giant Jinx is a dock-side tavern where the patrons bet on
anything from the flip of a coin to the last man standing in a As the adventurers administer aid to the wounded
bar brawl. So when a halfling named Marnus and a dwarf man, he tells them his name is Xavier Deveno. Read
the following:
named Agarak decided to see who could drink more in the
name of their respective races, a lot of money exchanged The man you pulled from the water is freezing, exhausted,
hands. No one could have predicted that the aroma from and wounded. As you try to help him he rambles on. “They’re
your meals would cause one of the participants to throw up. dead. My men are all dead,” he says. “It was awful. They
And no one could have predicted that your party would have didn’t stand a chance.”
to defend themselves against angry gamblers who lost a “I took a squad of new recruits in a long boat to check out
small fortune by betting against the wrong short race. the island that appeared in the harbor. We were ordered to
When the brawl ended you were none the worse for wear, circle around it, look for any signs of inhabitants, and return. I
but the proprietor of the Giant Jinx insisted you leave and not told them there wasn’t any real danger. This was just a
come back for at least a month. As you exited the premises chance to give the rookies some time at sea. I should have
you could hear people betting on when you’d actually return, trusted my gut. I should have known there was danger.”
if at all. “When we approached the island, something attacked our
With the night still young and nothing but free time on vessel from beneath the waves. We took on water fast, so I
your hands, you are a party in search of a new watering hole ordered the men to abandon ship and swim for shore. Setting
or some other distraction to occupy your time this evening. foot on the island was the beginning of the end. Giant crabs
While walking along the docks, you hear a deep male voice swarmed the beach along with a monstrous aquatic
call out for help from the water. It would seem your sudden crustacean. We fought valiantly, killing one of the giants and
ejection from the Giant Jinx put you in the right place at the badly wounding the other, but their numbers quickly
right time; almost as if the gods wanted you here at this overwhelmed us.”
exact moment. “I watched as my men were slaughtered. I couldn’t save
them. I jumped back in the water and swam for the harbor. I
The adventurers see a man in a naval uniform
clinging to the edge of the docks, barely able to keep was the only one who managed to get away.”
his head above water. When pulled from the water, He pauses to catch his breath. His shivering continues and
he is obviously badly wounded and suffering from he looks like he’s about to pass out. “We weren’t alone on
exhaustion. the island. During the battle I saw ghastly men with white
He is grateful for their assistance, but he insists eyes lurking in the shadows. I think they might have been
they help him get to the Tower of the High Sails controlling the creatures, forcing them to attack us.”
immediately so he can report back to The High Sail. “Before we left Melvaunt I’d heard rumors that a cult of
Intelligence (Medicine) DC 12: His wounds are Cyric had gone to the island, but I dismissed the talk. I now
fresh and without medical attention possibly life- wish I’d listened more carefully. Those eyes, those white eyes
threatening. If the check succeeds by 5 or more the pierced the darkness like stars at night. It was unnatural. I’ve
adventurers notice markings near his wounds that never seen anything so terrible. The High Sail must be told
would indicate he’d been grabbed and crushed, what happened. We must return to the island.”
not attacked with weapons.
The scene on the dock does not go unnoticed as a
pair of sailors recognizes the wounded man’s
uniform. They rush to help, addressing him as
Lieutenant. He commands them to go to the Tower

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of the High Sail and get a medic. They obey without Assuming the adventurers agree to head to the
hesitation. island, Lt. Deveno tells them where they can find a
man named Jorvens, who will take them to the island.
“This failure will haunt me. It will ruin the names of the men
who sailed with me to that island. They deserved a better “Tell him ‘The fire burns underwater,’ and he’ll know I sent
fate.” you. He’ll bring you wherever you ask him to, and he won’t
He looks to the stars momentarily, closes his eyes, and ask questions. Thank you and may the gods smile upon you.”
then in a moment of complete clarity opens his eyes again
The sailors return, accompanied by four other men
and addresses you. “I don’t believe in coincidence. I believe
in naval uniforms, one of whom is clearly a medic.
that the gods put you in this place at this time for a reason.
They thank you for your assistance and tell you
I’m in no shape to return to the island, but you are. Would
they’ll take it from here. They administer first aid
you be willing to go to the island? If any of my men live, and provide Lt. Deveno with a healing potion if he
they’ll be wounded and need aid. And if they’re all dead still needs it. If the adventurers used healing magic
someone must retrieve the remains so they can receive a on Deveno, he gives them the potion of healing
proper burial.” instead as an aid on their mission.
“More importantly someone needs to find the white-eyed The adventurers can accompany them as far as the
men and stop them. Cyric’s agents must be stopped. Will you Tower of High Sails but are not allowed to enter. The
do it? Will you help the weak and wounded, and oppose the adventurers have no problem finding Jorvens, and as
agents of evil?” long as they use the phrase Lt. Deveno provided,
they can leave for the island as soon as they’re ready.
Due to his grievous wounds and his exhaustion he is There is ample time for the adventurers to
in no shape to accompany them on this journey, no purchase any standard equipment they feel they
matter how much healing the adventurers may be may need for their quest.
able to provide.

“When I tell the High Sail what happened he will eventually


send more sailors to the island to investigate, but knowing
him and the politics involved, it will likely take days. If my
men live they need help now.”
“We fought and wounded those monsters. If you head
there now you’d have a good chance of killing the monsters
and eliminating that threat this very night. You’d be heroes!
And the Melvaunt navy would be obligated to compensate
you for this service. I’d see to that personally.”

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Part 2: Monsters
After they all take one turn the wounded chuul
and two giant crabs emerge from the water to
attack the party, triggering initiative. Read:

on the Shore Your trip to the shore did not go unnoticed. A giant
crustacean, similar to the dead one lying on the beach,
Expected Duration: 45 minutes emerges from the water and approaches. Trailing behind it
are two giant crabs. You notice that the large creature is
Jorvens is a quiet, competent sailor. When you told him what
wounded, as there are signs of cracks and breaks in its hard
you needed, he made his boat available to you without
outer shell, and one of its large pincers hangs limply at its
question or hesitation. By the time you’ve finished your
side. It is aggressive and moves to attack.
preparations, he’s ready to cast off as the sun is cresting the
eastern horizon. General Features
The journey across the bay to the island was quick and Light. The adventurers arrive shortly after dawn
uneventful. As you approach the shore, Jorvens tells you so there is daylight, but there are also long shadows
after he drops you on the island he’s returning to port. He’ll cast on the beach.
come back for you tomorrow at first light. Hopefully you Smells. The beach smells of salt water and rotting
don’t get into too much trouble in just one day. fish as the dead chuul has started to decompose.
Once the sun rises, the smell will become even more
If the adventurers ask Jorvens to take them around pungent.
the island he is willing to do so. They don’t spot any Terrain.
signs of life or monsters. They are not attacked. The
island isn’t very large. Where the rocky edges of the  Beach. The sandy beach does not impede
island meet the water it is quite steep and would be movement.
nearly impossible to climb from the water onto the  Rocks on the beach. There are three large rocks
rocks without getting crushed by the waves on the north end of the beach. They are about 5 ft.
pounding the island. tall and 5 ft. around. These are big enough to climb
There seems to be only one spot where it’s (no check required) or hide behind. Large
possible to gain access to the island: a small creatures must squeeze to move between them.
shoreline with a beach of small crushed rocks and  Large Rocks. There are large rocky outcroppings
pebbles. Jorvens gets about 50 feet from the shore at the north and south end of the beach. They are
and tells the adventurers they’ll have to wade the 10 ft. high and can be climbed. They are slick and
rest of the way. He’s concerned that the bottom of sharp so climbing requires a DC 10 Strength
his boat may scrape against unseen rocks below the (Athletics) check to climb. Once on top of the
water. Try as they might, the adventurers are unable rocky area, an adventurer must make an
to convince him to get any closer to shore. If they immediate DC 10 Dexterity save or slip and fall. An
threaten violence, he reminds them that Lt. Deveno adventurer who falls suffers 1d6 piercing and
is a powerful man in Melvaunt and wouldn’t like it if bludgeoning damage from the sharp rocks and the
his friend were to be harmed. impact.
The adventurers easily wade to shore safely. Read
the following when they get to shore: A cavern entrance is difficult to spot in the morning
shade. Adventurers only see it if they move within
The rising sun casts long dark shadows across the beach. 20 ft. of the opening, or if they spot it during their
Debris from Lt. Deveno’s ship has washed up on shore. In the one round of investigation. It is unguarded, and
center of the beach is the carcass of large, dead crab-like adventurers can enter without hindrance if they
monster. There are no signs of any of the sailors. notice it.

Allow each adventurer to take one round of actions Tactics


when they arrive on the beach. Most likely they’ll The chuul is wounded and slow out of the water. See
want to explore the area. See Exploring the Beach Adjusting the Encounter below for more details. If
below. a chuul poisons an adventurer, it immediately drops
that adventurer and moves on to another victim.

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The chuul tries to stay within 20 ft. of the Wisdom (Perception) DC 12: A character searching
shoreline. If the adventurers flee, the chuul only the southern end of the beach spots the cavern
remains on the beach for two rounds. If attacked entrance. It’s masked by the morning shadows and
from range, it returns to the water. If left alone, it otherwise unnoticeable.
dodges for two rounds and then returns to the water.
When the adventurers move to the southern end of
The giant crabs flee if the chuul leaves.
the beach read the following.
Clever adventurers may realize the chuul won’t
venture too far from the safety of the water. Reward You notice the entrance to a cavern. This must be where the
clever tactics. Award full XP for defeating the chuul white-eyed creatures Lt. Deveno spoke of stood when the
and giant crabs if the adventurers take advantage of
sailors fought. There is no sign of them now.
the situation and head into the cavern without
Just past the cavern on the beach there are numerous
killing them.
mounds of dirt. They look out of place.
ADJUSTING THE ENCOUNTER
Intelligence (Investigate) DC 10: On top of each
Here are the recommendations for adjusting this combat mound a symbol has been drawn in the sand. Each
encounter. These adjustments are not cumulative. mound has one of four different symbols drawn on
 Very weak party: Reduce the chuul’s hit points to 33. It it.
only gets one pincer attack that deals 1d6+2 damage. Its Intelligence (Religion) DC 10: These are burial
tentacle no longer contains poison. Add two giant crabs. mounds.
 Weak party: Reduce the chuul’s hit points to 43. It only Intelligence (Religion) DC 12: The symbols on the
gets one pincer attack that deals 1d6+2 damage. Its mounds are those of various deities, both good
tentacle recharges its poison on a 6. Add one giant crab.
and evil. If the check succeeds by 5 or more the
 Average party: Reduce the chuul’s hit points to 53. It only
adventurers can identify the symbols as those of
gets one pincer attack. Its tentacle recharges its poison on
Lathander, Shar, Leira, and Helm. Clerics, paladins,
a 5-6.
and characters with the Acolyte background
 Strong party: Reduce the chuul’s hit points to 53. It only
gets one pincer attack. Its tentacle recharges its poison on automatically know this information and do not
a 4-6. Add one giant crab. have to make the check.
 Very strong party: Reduce the chuul’s hit points to 53. It The remains of Lt. Deveno’s men are buried beneath
only gets one pincer attack. Its tentacle recharges its the mounds. Each was laid to rest with care and
poison on a 3-6. Add two giant crabs. precision. Limbs that were severed or torn off during
combat have been buried with the bodies. When the
Searching the Beach adventurers are ready to enter the cave, proceed to
Searching the beach reveals the following details. Part 3: Strangers in the Cavern.
Each PC earns 25 XP if they show reverence and
Intelligence (Investigation) DC 10: An adventurer
respect for the bodies of the fallen sailors. They can
who heads inland notices numerous mounds
earn this reward if the dig up the bodies, but they
tucked safely away from the shore. They don’t
should do so with care and replace the bodies when
look like they formed naturally.
they are done.
Wisdom (Survival) DC 10: Tracks on the beach that
lead away from the shore. The tracks show
humanoids wearing boots have walked into and
out of the cavern and along the secluded area of
the beach.
Wisdom (Survival) DC 10: Signs of the fight
between the sailors and the monsters are present.
There is fresh blood on the beach but no bodies.
Wisdom (Perception) DC 10: There are weapons
and spent ammunition on the beach, but nothing
that’s still usable.
Wisdom (Perception) DC 12: An adventurer who
declares they’re watching the water for
approaching monsters spots the chuul as it nears.
Adventurers gain +2 to their initiative.

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Part 3: Strangers in
When you round the bend you see four humanoids
fighting shadows. Before you can pick a side, or even call out
to the combatants, one of the humanoids holds up a disk

the Caverns shaped like a sun and shouts, “Be gone! May the sun’s light
destroy you!” As the disk briefly radiates a bright flash of
Expected Duration: 30 minutes light, the shadows cringe and flee, flying away down another
passage to the safety of the darkness.
When the adventurers enter the cavern, read: With the shadows banished for the time being, one of the
humanoids turns and notices the party. The strangers call out
The temperature drops sharply once you venture more than to you, “Come forth from the darkness. It’s safe now. The
20 ft, into the cavern. The passage slopes noticeably foul undead are gone.”
downward, and after another 30 ft. it forks in two directions.
The strangers provide assurances that they won’t
General Features harm the adventurers. When they get within 10 ft. of
Light: The passage is dark and adventurers will the strangers, they immediately realize all the
need to generate their own light source if one is humanoids have white eyes.
required. When asked to identify themselves, the strangers
Terrain: The passages are only 5 ft. wide and 5 ft. cannot. They don’t know who they are, where they
high, so adventurers will need to travel single file. came from, or why they’re here. Aside from their
white eyes they all have one other thing in common:
Once inside the tunnel the adventurers can make the they all have holy symbols prominently displayed on
following checks. their persons.
Wisdom (Survival) DC 10: The adventurers notice Intelligence (Religion) DC 10: Each symbol is that
signs of tracks going into and out of the tunnel. of a prominent deity. Clerics, paladins, and
Numerous humanoids wearing boots came this characters with the Acolyte background
way. If the check succeeds by 5 or more they can automatically know this information and do not
determine that tracks are less than one day old. have to make the check. Adventurers who make
Intelligence (Investigation) DC 10: There is no the check and succeed by 5 or more also know the
sign of blood anywhere inside the passage. None deity’s exact alignment.
of the wounded sailors came this way or were  Lathander: God of dawn, spring, and birth
carried this way. (Neutral Good)
The caverns veer off in different directions with  Shar: Goddess of darkness, night, caverns, and
offshoots every 30-50 feet. If the adventurers are dungeons (Neutral Evil)
trying to follow the tracks, they quickly discover that  Helm: God of vigilance and protection (Lawful
it doesn’t help them. The tracks lead down most of Neutral)
the passages. Some passages are dead ends and in  Leira: Goddess of illusions and deception (Chaotic
many instances the tracks go to the end and then Neutral)
turn around, almost as if the person who made them
was unsure of where they were going. The two males wear the symbols of Lathander and
DM’s Note: A map of the passages is not provided. Shar, while the two females wear symbols of Helm
If the characters want to try and create a map or and Leira.
mark their course, allow them to do so, but don’t Intelligence (History) DC 18: The white-eyed
belabour the point. Maps are only provided for key strangers are champions of their faith who died
areas of the tunnels and caverns. decades ago. Clerics, paladins, and characters with
After wandering the passages for about 20-30 the Acolyte background who worship any of the
minutes you hear the sounds of combat from the four deities represented automatically know the
passage ahead. identity of the hero associated with their faith and
do not have to make the check. See Appendix 1
for more details on these NPCs.

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Wisdom (Insight) DC 10: These strangers are being  They wandered the maze of caverns for hours and
truthful about their predicament. Success by 5 or were attacked by shadows numerous times.
more also reveals that they are all ill at ease about  They eventually found their way to the surface.
their own lack of knowledge but confident in their When they reached the beach, the chuul and giant
own abilities. crabs defeated the last of the sailors. Before the
Charisma (Persuasion) DC 10: An adventurer can creatures could consume the bodies or drag them
explain what the holy symbols represent and out to sea, the four souls scared them off.
educate them on the edicts of their respective  They sailors were all dead, so the souls gathered
faiths. If they identified their true identity, the the remains, performed last rites, and buried the
characters can reveal that information to them as bodies.
well. Success by 5 more makes all subsequent  They could have tried to leave the island, but they
Charisma checks to interact with them easier and felt compelled to stay. Each felt they had a task to
made with advantage. complete here before they could leave. They felt
Wisdom (Medicine) or Investigation they must confront the cultists. So they rested on
(Intelligence) DC 10: None of the four white-eyed the beach and at dawn headed back into the
strangers are alive. Yet they don’t seem to be tunnels.
undead either. None of them were affected when  Despite their aimless wandering the day before,
the shadows were turned. they’re confident they can lead the party to the
Intelligence (Religion) DC 15: This check should area where the cultists are gathered. Together
be made only after it’s discovered that the they may be able to defeat Cyric’s followers, free
white-eyed strangers are not alive. Clerics and the others, and leave the island.
paladins proficient in Religion or characters with
the Acolyte background make this check with
advantage. The humanoids are neither living nor
dead. They died but their souls have not been able
to pass beyond the physical realm upon their
deaths. They are living souls given physical form.
If the strangers cannot be identified they will
respond to the names of their deities once the
adventurers identify the symbols.
They share the following information with the
party:
 They remember waking up a few days ago in cages
with others like themselves. There were 16
prisoners – eight men and eight women. Each cage
held four prisoners, two men and two women.
 They were guarded by shadows like the ones that
just fled. The shadows took orders from humans
dressed in purple and black. The humans spoke of
their deity: Cyric.
 Despite not knowing who they are, the white-eyed
strangers all instinctively know that Cyric is evil
and they must oppose his followers.
 Yesterday the cultists of Cyric opened the cages
and took prisoners from two cells, four men and
four women. After they left, Shar managed to get
the shadow guards close together and Lathander
used his holy symbol to turn them. Helm and Leira
worked together to force open their cage. Before
they could free the other prisoners, the cultists
returned to investigate the noise. These four fled.

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Part 4: Scared of
 Two shadows block the passage so that the
adventurers cannot advance. They attack the lead
adventurers, but remain side-by-side.

Your Own Shadow


 Two shadows attack random adventurers within
reach.
 Two shadows attack the living souls.
Expected Duration: 45 minutes
The shadows never focus on the same target,
When the adventurers move into the passages with
preferring to attack different foes and weaken
the souls, read:
everybody.
Navigating the caverns is difficult. Following the tracks of the
ADJUSTING THE ENCOUNTER
living souls isn’t very helpful since they were wandering
throughout the caverns for hours before the party Here are the recommendations for adjusting this combat
encounter. These adjustments are not cumulative.
encountered them.
The passage you’re moving through curves to the right and  Very weak party: Reduce each shadow’s hit points to 8.
 Weak party: Reduce each shadow’s hit points to 12.
as you round the bend the passage widens briefly in two
 Strong party: Increase each shadow’s hit points to 20.
spots.
 Very strong party: Increase each shadow’s hit points to
The soul of Shar suddenly calls out to the party, “We’re not 24.
alone; the shadows are near. I can feel them.”

Before the adventurers can take any actions six If a shadow successfully strikes a soul, the soul
shadows attack. winces in pain. Do not track the souls’ hit points.
Two shadows attempt to hide in the cracks of the Instead when a soul is hit, it must make a DC 10
alcoves the party is passing. They were aware of the Constitution saving throw. Success means nothing
party’s approach and had ample time to hide in the harmful happens, while failure results in the soul
cracks and shadows. Roll their initial Stealth check becoming incorporeal. When that happens read the
with advantage. The shadows have surprise if their following:
Dexterity (Stealth) check exceeds any adventurer’s
Passive Perception. Adventurers who detect the As a shadow’s claws rake deeply into the soul of Leira’s
shadows can act normally during the first round. champion, there is a flash of light and her physical body
Four other shadows attack the procession – two becomes incorporeal. The soul looks at you as its ghost-like
from the front and two from the rear. These form is drawn away down the passage. You see the horror on
shadows made no attempt to hide. its face as if it realizes that something terrible is about to
The souls have faced the shadows before but only happen to it. As the soul is pulled more rapidly away from
a few at a time. The only way they’ll defeat this many you, it yells “HEEEEELP!”
and avoid capture is to ensure the adventurers are The other souls fighting beside you seemed frightened by
victorious. The Souls use the Help action to assist the their friend’s fate. “We must follow her. She’s being pulled
adventurers during the combat. The souls use the
back to the cages. We cannot allow the cultists to imprison
commoner statistics but they have an improved AC
her again.”
and weapons (already noted in the stat blocks).
Before you can give chase, another shadow tries to strike a
General Features deadly blow against one of the adventurers. The living soul of
Light. The passages are completely dark unless the Helm’s champion blocks the attack with his body, protecting
adventurers provide their own light source. you but suffering the full force of the shadow’s attack in the
Terrain. The passages here are 10 ft. wide and process. The shadow’s dark claws rip through the soul,
ceiling height varies from 6-8 ft. destroying it. Again, there is a brief flash as the soul’s body
becomes incorporeal and is pulled away down the passage.
Tactics The shadows try to block your passage so that you cannot
The two hidden shadows attack the adventurers
follow the souls as they are being forcefully returned to the
during the first round (possibly with advantage
cultists.
because the adventurers were surprised). In the
second round, all six shadows work together.
Getting Past the Shadows

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The adventurers have 5 rounds to catch up to the Forced Movement
incorporeal souls before they are pulled away from The easiest way to ensure the flying souls don’t get
them. The shadows do whatever they can to slow too far ahead of the adventurers is for them to
down or stop the adventurers. simply force their way past the shadows. The
The shadows were instructed to find the escaped adventurers can try to move the shadows out of
living souls and strike them down, which forces their path by forcefully moving them. This can be
them back to their cages. They were also told to stop accomplished by using spells (such as
any strangers from finding the cultists. Thunderwave) and class abilities (such as a fighter’s
The shadows engage the party in combat, Pushing Attack Maneuver) that push creatures. All
preferring to attack the living souls whenever they characters can take shove actions. See Shoving a
can. Two shadows always stand side by side to Creature in the Player’s Handbook, pg. 195 (copied
prevent anyone from getting past them in the maze in the sidebar below).
of tunnels. The shadows contest shoves using their Dexterity
When a shadow is destroyed or whenever an (Acrobatics) which is only +2.
adventurer manages to get past them, the shadows
reposition themselves ahead of the adventurers to
block their progress. Shoving a Creature
There are cracks all along the walls in the tunnels.
Using the Attack action, you can make a special melee attack
The shadows can enter the cracks in the walls and
to shove a creature, either to knock it prone or push it away
travel parallel to the corridors undetected. This from you. If you’re able to make multiple attacks with the
allows them to get around adventurers without Attack action, this attack replaces one of them.
provoking too many opportunity attacks. The target of your shove must be no more than one size
Although a map of this section of the tunnels is larger than you, and it must be within your reach. You make a
provided, it may be easier to forego the maze map Strength (Athletics) check contested by the target’s Strength
and just focus on the immediate section the (Athletics) or Dexterity (Acrobatics) check (the target chooses
adventurers are in. The passages are a honeycomb of the ability to use). If you win the contest, you either knock
twists and turns. Following the souls is difficult, the target prone or push it 5 feet away from you.
which is why they have to pursue within 5 rounds.
If the shadows manage to delay the adventurers
Remember that shoving an enemy does not provoke
for 5 full rounds, the party is too far away from the
an opportunity attack, but if an enemy is pushed and
incorporeal souls to follow them back to the cages.
then an adventurer tries to move past the enemy,
On the shadows’ turn in round 6, they disengage,
they will provoke and opportunity attack from that
move into the cracks in the walls, and disappear.
enemy.
The Living Souls At the end of round 5, or when the adventurers
defeat all the shadows, proceed to Part 5: Caged
The souls have a fly speed of 30 ft and dash every
Souls.
round. The souls are incorporeal and cannot be
stopped or slowed by physical barriers. The have
resistance to all damage and cannot be harmed.
Reward creativity if the adventurers can think of
ways to slow down the souls.

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Part 5: Caged
The return of the soul a moment earlier has alerted
the two acolytes. The acolytes were told that the
souls would return if the shadows caught them. They

Souls
did not expect for real people to appear as well. They
are not prepared to battle the adventurers, but the
two shadows are there to assist.
Expected Duration: 30 minutes
If the adventurers managed to get past the shadows Tactics
and follow the incorporeal souls back to the cages by The acolytes begin dodging when the adventurers
the end of round 5, proceed to You Found It below. enter the room. They command the shadows to kill
If the adventurers were not able to get past the the intruders. The acolytes fight for one round, using
shadows by the end of round 5, they were unable to Sacred Flame and targeting the adventurers wearing
follow the incorporeal souls and got lost in their the heaviest armor.
haste to keep up. Proceed to You’re Lost below. As soon as they take damage they surrender if
Lost adventurers may ask any remaining souls still given the opportunity to do so. If one of the acolytes
with the party which way to go. Remaining souls are is killed or knocked unconscious, the adventurers
distraught and distracted from the recent combat have advantage on any Charisma check made to
and are unable to provide directions with certainty. convince the other acolyte to surrender.
The adventurers may suggest destroying a soul The shadows fight to the death. If any of the
deliberately to create a new incorporeal essence, shadows the adventurers faced in the last encounter
thereby giving the party a new soul to follow. fled, then these are the same shadows. Adjust hit
The souls are reluctant to allow this but can be points to reflect whatever damage they may have
convinced of the value of doing this with a successful already sustained.
DC 15 Charisma (Persuasion) check. Reward good When the fighting ends, the adventurers can freely
roleplaying and rational arguments the players Search the Chamber and Interrogate the
make to support this plan. Prisoners if any acolytes are still alive. See below.
Any attempts to convince the souls using Charisma
(Deception) or Charisma (Intimidation) ADJUSTING THE ENCOUNTER
automatically fail unless the die roll is a natural 20. Here are the recommendations for adjusting this combat
If a soul agrees to be destroyed, the same thing encounter. These adjustments are not cumulative.
happens as before. The body is destroyed, there is a  Very weak party: Reduce each shadow’s hit points to 8.
brief flash, and the incorporeal essence is pulled  Weak party: Reduce each shadow’s hit points to 12.
away. The adventurers have no difficulty following it  Strong party: Increase each shadow’s hit points to 20.
this time and no additional shadows appear. Proceed  Very strong party: Increase each shadow’s hit points to
to You Found It below. 24.

You Found It
You’ve reached your destination. You managed to follow the
soul despite the shadows’ attempts to stop you. The passage
opens into a larger cavern, approximately 40 ft. wide and 60
ft. long, with another passage leading out of this chamber on
the opposite side.
The room contains four cages, each large enough to hold
four prisoners. All of the cages are empty except one. On the
floor of the closest cage you see the newly reformed physical
bodies of the souls that were destroyed by the shadows a
few minutes earlier lying unconscious on the floor.
On the far end of the chamber you see numerous boxes,
barrels, and sacks placed neatly against the cavern wall. In
front of that are two humans dressed in purple and black
robes. Two shadows stand beside them.

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You’re Lost The boxes, barrels and sacks contain provisions and
If the adventurers were unable to follow the souls survival gear. There’s enough here to sustain a
destroyed by the shadows in the previous encounter, dozen humans for two weeks. There are also
read: numerous packs that contain personal items.
In eight of the packs the adventurers find unholy
You let the soul get too far ahead of you and you were
scripture dedicated to Cyric. In one of those packs
unable to follow it. You wander the tunnels for almost 10 the adventurers discover a book bound in purple
minutes before you finally arrived at your destination. vellum. On its cover is a symbol of Cyric similar to
The passage opens to a larger cavern approximately 40 ft the one etched on the floor. Any good aligned
wide and 60 ft long with another passage leading out of this character who opens the book takes 1d6 psychic
chamber on the opposite side. damage unless they say a prayer in praise of Cyric
The room contains four cages, each large enough to hold before they open it.
four prisoners. All of the cages are empty. On the far end of Inside the book are numerous sermons dedicated
the chamber you see numerous boxes, barrels, and sacks to Cyric. It is one of the most horrific and disturbing
placed neatly against the cavern wall. things any of the adventurers have ever read. Some
Although no one is in this chamber now, you get the
blasphemies cannot be unheard or unseen.
While reading through the book the adventurers
distinct impression that if you’d gotten here sooner someone
find illustrations of a room like the one they’re
would have been.
standing in now. Further reading reveals that this is
The souls returned to their cage a few minutes part of a special ritual that will grant Cyric’s most
before the adventurers arrived. The bodies faithful servants the Dark Sun’s blessing.
rematerialized and fell limp to the floor. Two It will take the adventurers an hour to read
acolytes that were on guard here collected the enough of the unholy book to fully understand
unconscious bodies and carried them off to the what’s going on. See Deciphering the Ritual below.
Ritual Chamber. This can be done during a short rest.
The good news is that the acolytes don’t know the
adventurers are on the island so they made no effort Interrogating the Prisoners
to hide anything they left behind. The adventurers Acolytes that were captured reveal everything they
are free to begin Searching the Chamber. know with a simple DC 10 Charisma (Intimidation)
or Charisma (Persuasion) check. Unfortunately, they
General Features are the lowest ranking cultists here and are quite
Light. The cavern is lit by torches crudely affixed clueless.
to the cavern walls.
Cages. The four cages are exactly the same. The  They only recently became followers of Cyric.
lock on one is damaged. They came to Melvaunt because leaders from their
Summoning Symbol. An eight-pointed star is cult claimed that Melvaunt was about to play an
drawn on the ground in the centre of this chamber. important role in Cyric’s plans.
The cages are located at the star’s longest points. In
 The priests of Cyric had visions that an island
the centre of the star a skull is drawn on the ground.
would appear in the harbor and they were to
Searching the Chamber conduct an ancient ritual here once it did.
 They had lookouts watching the bay, and on a
Intelligence (Religion) DC 10: The symbol on the
moonless night the island rose from the sea floor.
floor is that of Cyric, the deity of lies, madness,
As soon as it did the cultists were ready. They had
strife, and deceit (Chaotic Evil).
boats prepared to ferry them across to the island
Intelligence (Religion) or Intelligence (Arcana)
and within an hour they’d landed 12 cultists.
DC 12: This symbol is part of a summoning and
 The chuuls and giant crabs tried to attack the
binding ritual. The souls in the cages were likely
boats, but the pilots managed to get away from the
bound to remain prisoners within until the
coastline without incident. The cultists ignored the
summoner released them or the sigil was broken.
monsters and ventured into the caves.
Intelligence (Investigation) DC 12: The sigil was
 It took a while for the priests to find the right
disrupted near the cell with the broken lock. This
cavern, but eventually they found this room. They
could explain how the souls were able to escape.
spent hours carving the sigil into the floor and

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then began the ritual. Before they began they devout follower of Cyric using a special ritualistic
placed weapons on the floor of each cage; two blade that trapped their soul.
swords and two daggers in each. When it ended a Cyric’s faithful have been collecting these souls for
soul emerged from each blade. decades. The ritual required a series of events to
 The next day the priests found another chamber take place before it could begin. For the past few
where they started the whole thing all over again. months Cyric’s most devout followers had prophetic
This time the sigil they carved was twice the size. dreams which led them to Melvaunt. The emergence
 Yesterday the priests had the acolytes escort the of this island meant the time was right to perform
prisoners from this room to the room where the Dark Sun’s blessing.
they’re preparing to do the next ritual. First the cultists had to release the trapped souls.
 That’s when four souls escaped. The priests were They’ve completed that part already. Second they
furious. They instructed the shadows to find the had to place the souls in a very specific arrangement
escapees and return them here. The acolytes were around the symbol of Cyric. When they did, eight of
told to stay here until the souls returned. They Cyric’s most faithful servants would recite the ritual.
haven’t been allowed back into the larger chamber The ceremony would create a dark pillar that would
since the souls escaped yesterday, so they don’t siphon the divine essence of the captured souls and
know what’s going on now. allow Cyric to manipulate it.
 These acolytes realize that they’ve become part of The souls need to be arranged in key positions
something terrible and evil and they want out. based on their alignment, but the ritual doesn’t
They beg the adventurers to help them get off the provide specific details on this part. When done
island and back to the mainland. correctly the cultists could manipulate the powers of
 They won’t leave this room or participate in any good and evil, law and chaos, to mask their own evil
combat. However, they are willing to draw the hearts. Once shielded they could commit
adventurers a rough map of the larger summoning unspeakable acts of evil in Cyric’s name and remain
chamber and provide directions on how to get undetected. The souls will be utterly and
there. permanently destroyed if the ritual succeeds.
Once these details are discovered, the souls
Interrogating the Souls present begin to regain their memories. Hearing the
Any souls that still accompany the characters details of the ritual seemed to trigger their
confirm the following information. memories like an instinctual reaction to danger.
They begin to catch glimpses of their own past again.
 This was the place where they first woke up. They understand who they are and what’s at stake if
 Many cultists came and went from this room. It they fail.
seemed that they were looking for another
chamber in which to complete another ritual. It Disrupting the Ritual
sounded like they found what they were looking Based on what the adventurers learn from reading
for yesterday. Cyric’s unholy book, they can disrupt the ritual in the
 The priests ordered the acolytes and shadows to following ways.
bring the prisoners to the new chamber where the
 Kill or knock out the cultists performing the ritual.
ritual was to take place. That’s when these souls
 Move the cultists off of their designated spots on
made their escape.
the star symbol.
The characters can take a short rest before moving  Move the living souls off of the star symbol.
on. If they try to take a long rest they are attacked by  Kill the living souls. See Killing the Living Souls
shadows every 90 minutes. below.
 Heal the souls. Any healing magic provided to a
Deciphering the Ritual soul insulates them from the draining effect for
The cultists use the souls of Cyric’s enemies to one round per level of the spell cast or one round
empower the ritual. These living souls are the if a potion of healing is administered.
physical manifestations of each deity’s most faithful  Cast a Silence spell.
followers. In life, each was a devout cleric or paladin
who wronged Cyric in some way. All were killed by a

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Killing the Living Souls Treasure
Killing the living souls isn’t easy. The adventurers The Cyric unholy manuscript could be sold to a
already witnessed what happens when the soul’s scholar or collector for 100 gp. It could be sold by an
body is killed: they return to their cages. evil character to an evil-aligned church for 200 gp. If
Now that the souls are beginning to remember brought to a good-aligned ch,urch they would gladly
their pasts and their religious teachings, they can destroy the foul text free of charge.
explain how to put the souls to rest permanently, If the adventurers destroy the Cyric unholy
thereby denying the cultists the life-forces they need manuscript immediately or if they agree to bring it
to complete their ritual and ensuring that these to a church where it can be destroyed, award each
champions of the faith are allowed to pass on to the adventurer 50 XP.
afterlife. If the adventurers decide to bring the Cyric unholy
If none of the souls are present, then a cleric, manuscript to a good-aligned church where it can be
paladin, or any adventurer who is proficient in studied and/or destroyed, award each adventurer
Religion or who has the Acolyte background must 100 XP.
make a successful DC 20 Intelligence (Religion)
check to gain this information.
The only way to destroy the souls permanently is
to recite a blessing of their faith before taking an
action that reduces them to 0 hit points. Characters
can make a DC 15 Intelligence (Religion) check (no
action) on their turn to recall the appropriate prayer.
Each adventurer can only make one such check each
round, and the player must declare what deity/faith
they’re trying to remember. Once a prayer is
remembered and recited aloud, all other
adventurers capable of hearing can repeat the
prayer without making a new check.
Characters who worship a deity represented here
automatically know the prayer for their own faith.
Characters with the Acolyte background or
proficiency in Religion have advantage on all
Intelligence (Religion) checks to remember the
prayer.
If any of the souls are present, the adventurers
may suggest killing them now. The souls are
agreeable to this but would prefer to stay and help if
they can.
After the adventurers have completed their short
rest they should proceed to Part 6: The Ritual
Chamber.

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Part 6: The
who have the Ritual Caster feat/ability make the
check with advantage. Success reveals that the
voices are indeed in the midst of performing a ritual,

Summoning
and from the sound of it the ritual is reaching a
crescendo. If the adventurers plan to interfere or
stop the ritual, they don’t have a lot of time.

Chamber
If the adventurers remain quiet and out of sight,
no enemies approach them until they advance. They
can attempt a DC 10 group Dexterity (Stealth) check
Expected Duration: 60 minutes to gain surprise when they enter the chamber. If the
The adventurers will arrive at the Summoning check fails, the two closest shadows move toward
Chamber from different entry points depending on the adventurers to confront them. When the
what happened in Part 4. adventurers enter the chamber or engage any
If the adventurers made it to the chamber of caged cultists or living souls participating in the ritual,
souls before the acolytes left, and they were able to proceed to Stop the Unbelievers below.
interrogate them, they are told how to approach
from the south passage. South Passage
If the characters did not make it to the chamber of If the adventurers approach from the south, read:
caged souls before the olytes left, they approach
from the northwest passage. Voices echo faintly from the tunnel ahead of you. The path
Northwest Passage widens, and as you round the next bend you see a dim light
emanating in the distance. Continuing onward toward the
If the adventurers approach from the northwest,
light you come to a large cavern.
read:
The cavern is dimly lit by torches affixed to the wall around
Voices echo faintly from the tunnel ahead of you. The path the chamber. The voices you’re hearing are numerous people
widens, and as you round the next bend you see a dim light speaking together as one. Based on the blasphemy they’re
emanating in the distance. Continuing onward toward the reciting, these are Cyric’s faithful.
light you come to a large cavern. As you take in the entire chamber, you recognize the eight-
The cavern is dimly lit by torches affixed to the wall around pointed star with a skull in the center etched on the floor as a
the chamber. The voices you’re hearing are numerous people symbol of Cyric. It’s similar to the one in the previous room
speaking together as one. Based on the blasphemy they’re but much larger.
reciting, these are Cyric’s faithful. At each of the star’s eight points, humans dressed in
As you take in the entire chamber, you recognize the eight- purple and black are chanting as they perform the ritual.
pointed star with a skull in the center etched on the floor as a At the lower vertices of the star’s points, eight living souls
symbol of Cyric. It’s similar to the one in the previous room stand frozen. Eight shadows stand outside of the star near
but much larger. the cultists. They’re watching the ritual and the room, but do
At each of the star’s eight points, humans dressed in not seem to be part of the ritual itself.
purple and black are chanting as they perform the ritual. A pillar of shadowy darkness originates from the skull
At the lower vertices of the star’s points, eight living souls symbol at the center of the star. Dark tendrils reach out and
stand frozen. Eight shadows stand outside of the star near wrap themselves around the living souls as the cultists
the cultists. They’re watching the ritual and the room, but do continue their chanting. Each time a cultist recites their
not seem to be part of the ritual itself. prayer, the nearest soul fades momentarily and the dark
A pillar of shadowy darkness originates from the skull pillar pulses with power.
symbol at the center of the star. Dark tendrils reach out and There is a cage to your left in an alcove to the northwest,
wrap themselves around the living souls as the cultists similar to the ones you saw in the last chamber. There are
continue their chanting. Each time a cultist recites their four more living souls trapped inside. Standing in front of the
prayer, the nearest soul fades momentarily and the dark cage are two acolytes dressed like the ones you recently
pillar pulses with power. faced. They are completely fascinated by the spectacle and
don’t immediately notice you when you enter the chamber.
Have all adventurers make a DC 15 Intelligence
(Religion) check. Characters trained in Religion or

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Have all adventurers make a DC 15 Intelligence deity’s alignment and the soul’s gender. See
(Religion) check. Characters trained in Religion or Appendix 1 for the exact positioning.
who have the Ritual Caster feat/ability make the Participating in the ritual are 4 priests (all female)
check with advantage. Success reveals that the and 4 cult fanatics (all male).
voices are indeed in the midst of performing a ritual, Once the cultists realize the adventurers are in the
and from the sound of it the ritual is reaching a room, 1 priest and 1 cult fanatic break away from
crescendo. If the adventurers plan to interfere or their spots in the ritual star and attack the
stop the ritual, they don’t have a lot of time. adventurers. The remaining cultists work diligently
Because the adventurers approach from the south to complete the ritual. Read:
passage, their presence isn’t initially considered
problematic. The shadows have been told not worry Two cultists break away from the ritual to engage you
about anyone entering the chamber from this directly. “Brothers and sisters, the ritual nears completion.
passage, and the cultists are too busy performing the We are moments away from receiving the Dark Sun’s
ritual to notice. Until the adventurers do something blessing. Focus on the goal while we take care of these
unbelievers.”
to draw attention to themselves, they remain
undetected. The remaining 3 priests and 3 cult fanatics continue
If the adventurers remain quiet and out of sight, with the ritual and do not engage in combat initially.
no enemies approach them until they advance. They Each time a cult fanatic is dropped to 0 hit points,
can attempt a DC 10 group Dexterity (Stealth) check another breaks away from the ritual to engage the
to gain surprise when they enter the chamber. If the adventurers. None of the other priests stop their
check fails, the two closest shadows move toward part of the ritual, even if they’re attacked directly.
the adventurers to confront them. There should never be more than 2 cultists engaging
If the adventurers wait, the acolytes guarding the the party directly. They believe that there is a
cage spot them at the beginning of round three. They greater reward coming to them when the ritual is
command the shadows to attack and then cast completed, so they remain focused at all costs.
Sacred Flame on the adventurers from a safe See Completing the Ritual below.
distance. If the adventurers move towards the cage,
move towards the ritual area, or attack anyone, the
Tactics
cultists move into action. Proceed to Stop the The priest moves into melee and attacks a
Unbelievers below. spellcaster or an unarmored hero if possible. She
casts Spiritual Weapon in the first round as a bonus
Stop the Unbelievers action and uses it to attack a different opponent than
Once the adventurers make their presence known, the one she’s adjacent to. Each time she hits with a
the cultists performing the ritual realize something’s melee attack, she uses her Divine Eminence and
amiss and act accordingly. expends a level 1 spell slot.
The cult fanatic casts Spiritual Weapon during the
General Features first round and then targets the adventurer wearing
Light. The cavern is dimly lit by torches crudely the heaviest armor with Sacred Flame. In round 2 he
affixed to the cavern walls. casts Shield of Faith. In round 3 he moves into melee
Summoning Symbol. An eight-pointed star is and casts Inflict Wounds.
drawn on the ground in the center of this chamber. The cultists don’t like each other. The cult fanatics
In the center of the star a skull is drawn on the and priests don’t help each other, and target
ground. different adventurers whenever possible.
Dark Pillar. Emanating from the skull on the floor Only two shadows engage the party initially. The
is a pillar of darkness. It blocks line of sight and line others stay near the priests participating in the
of effect. Adventurers who move into the pillar of ritual, acting as bodyguards. At the beginning of each
darkness take 2d6 psychic damage when they enter subsequent round, another shadow will join the
and 1d6 psychic damage at the beginning of each combat if a) a shadow was destroyed, b) it sustained
turn they’re inside. The souls, shadows, and cultists any damage in the previous round, or c) a priest or
are immune to these effects. cult fanatic was killed or knocked unconscious.
Cage. The cages seem to be identical to the cages Clever players may realize that if they focus their
the adventurers discovered in the previous chamber. efforts and take the cultists and shadows out one by
Living Souls. The souls are positioned around the one, the combat will likely be a lot easier for them.
dark pillar in a very specific order based on their

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ADJUSTING THE ENCOUNTER The Outcome of the Ritual
Here are the recommendations for adjusting this combat
If the cultists complete the ritual, read:
encounter. These adjustments are not cumulative.
As the final blasphemous prayer to Cyric is spoken, magical
shadow cult priest # of darkness emanates from the skull etched on the floor. The
HP fanatic HP Prayers living souls are absorbed into the pillar of darkness. Dark
HP required finger-like tendrils reach out from the pillar and wrap
Very weak party 8 23 17 30 themselves around the cultists still standing on the eight-
pointed star. The cultists make no sounds and seem pleased
Weak party 12 28 22 25
to be engulfed by the darkness.
Average party 16 33 27 20 The skull etched on the floor moves and speaks in a raspy
Strong party 20 38 37 18 voice “Let my most faithful be masked from all prying eyes.
They will follow my edicts and do as I command without fear
Very strong party 24 43 47 16
of detection. Now go forth and do as evil demands. The Dark
Completing the Ritual Sun protects you.” The dark tendrils withdraw and the skull
becomes an etching on the floor once again. The cultists have
For the ritual to be completed at this point, the vanished, along with any remaining shadows.
cultists need to complete 20 successful prayers. For
each priest or cult fanatic to complete a prayer on The cultists cannot complete the ritual if they are all
their turn the following conditions must be met: killed or knocked unconscious, or if all the souls are
removed from the ritual star. When this happens
 The cultist must spend an action to recite the read the following:
prayer aloud.
 The cultist must be standing on one of the vertices The skull etched on the floor moves and speaks in a raspy
of the eight-pointed star. voice “You were among my most faithful. I offered you my
dark blessing and you failed. Feel my wrath.” The pillar of
 Each time a prayer is recited, it drains the essence
darkness vanishes. The skull becomes an etching on the floor
of one of the living-souls. Each soul can only be
once again and any remaining shadows disappear. The living
tapped in this way once per round, and only while souls who were part of the ritual are hurled away from the
they’re at their designated point of the star. All ritual star. A few seconds later they awaken and stand up.
souls recharge at the beginning of each new round. The blasphemous ritual is broken. The followers of Cyric
 If the adventurers cast a Silence spell, it makes the failed to complete whatever task their dark lord bade of
prayers less effective. The DM must roll a die for them. The threat has subsided and the realms are safe once
each cultist reciting a prayer in silence – if the again from the forces of evil, due in no small part to your
result is odd the prayer was successful despite the actions here today.
silence, if the result is even the prayer was
unsuccessful. Any remaining cultists attempt to flee. They do not
engage in melee, preferring to disengage, dash, or
The adventurers can interfere or attempt to disrupt dodge. If they manage to escape the chamber, they
the ritual based on the information they learned in know the path through the maze of tunnels to escape.
the previous encounter. Unless pursued they get away. If captured, they
Living Souls as Allies realize they’re outmatched and do not resist, nor do
they talk, despite attempts to convince them to do
It is possible that some living souls still otherwise.
accompanying the party. They can participate in the Any acolytes beg the adventurers for forgiveness
combat, providing the Help action to the adventurers. and agree to do anything they ask if they’ll just get
The souls always go last in the initiative order. them back to the city and away from the cultists.
Any souls that the adventurers free from the ritual
are too weak to provide any assistance. However, Treasure
when a soul is removed from the ritual star, the link
to Cyric is broken and radiant energy comes pouring The cultists are not carrying any treasure or material
back into the soul. An adventurer adjacent to the wealth. However, near the cage are the 16
soul regains 10 hit points. If more than one PC is ceremonial weapons that once imprisoned the souls.
adjacent when this happens, the players can decide The magic is gone, but the blades could be sold for
who gets the healing. 50 gp each. There is also a total of 200 gp in mixed
coins and small gems.

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Part 7: The
Aftermath
Expected Duration: 15 minutes
Any living souls remaining in the chamber after the
ritual is completed or foiled immediately regain all
knowledge they possessed in life. They know who
they are and who they worship. They thank the
adventurers for their help.
Each soul has been trapped for a long time and
each wishes to pass on to the next life. They tell the
adventurers that to pass on they must be slain. The
souls recite the necessary prayer before having an
adventurer destroy their form. Each disappears
when struck.
If the ritual was stopped, each adventurer gains
the story award Friend of the Gods.
When the adventurers return to the surface they
are greeted by Lt. Deveno and a dozen sailors. When
Lt. Deveno told his superiors that adventurers went
to the island to clean up the navy’s mess, it spurred
the High Sail into action. He ordered a contingent of
sailors to go to the island and seize control by any
means necessary. He doesn’t want the event of the
past day to become public, so he’s agreed to pay the
adventurers a handsome reward for their actions,
provided they give a detailed accounting of what
happened and then promptly forget everything the
did.
The sailors accompanying Lt. Deveno retrieve the
bodies of their fallen comrades and return the
remains to their families.
Once back in Melvaunt if the adventurers provide
a detailed description of what happened they are
each rewarded with 100 gp and the gratitude of The
High Sail.

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Rewards Treasure
Treasure Awarded
Make sure to note their rewards on their adventure Item Name GP Value
logsheets. Give your name and DCI number (if Cultists’ wealth 200
applicable) so players can record who ran the Cyric’s Bible 100 or 200
session. Cyric’s Ceremonial Blades 50 each (800 total)
The High Sail’s Reward 100 per character
Experience
Total up all combat experience earned for defeated
foes, and divide by the number of characters present Downtime
in combat. For non-combat experience, the rewards
are listed per character. Give all characters in the Each character receives 10 downtime days at the
party non-combat experience awards unless conclusion of this adventure.
otherwise noted.

Renown
Combat Rewards
Name of Foes XP per Foe
All faction members earn one point of renown for
Wounded Chuul 550
participating in this adventure.
Giant Crab 25
Shadow 100

Story Awards
Acolyte 50
Priest 450
Cult Fanatic 450
The characters have the opportunity to earn the
following story award during the course of play.
Non-Combat Rewards
Task or Accomplishment XP per Character Favor of the Gods. For their part in stopping Cyric’s
Showing respect to the buried dead 25 ritual and for allowing the trapped souls to achieve
Each Acolyte captured 25 final rest, the adventurers gain the Favor of the Gods.
Destroying Cyric’s Bible 50 During future adventures if they visit a church
Giving Cyric’s Bible to a good aligned 100
during play and make a donation equal to 10 gp x
church
their level they gain inspiration. They can earn
Donating part of the treasure to the 50
families of the fallen sailors’ families
inspiration this way four times before they lose this
boon.

The minimum total award for each character


participating in this adventure is 1275 experience DM Rewards
points.
You receive 200 XP, 100 gp, and ten downtime days
The maximum total award for each character for running this session.
participating in this adventure is 1700 experience
points.

Not for resale. Permission granted to print or photocopy this document for personal use only . CORE 2-3 EDICTS OF NEUTRALITY 23
Appendix 1
Deities & Souls

CELL #1

Lathander Helm
(NG) Dawn, Renewal (LN) Vigilance, Protection

Soul’s real name: Quinn Blake Soul’s real name: Jess Dovill
Human (M), short, heavy, short fair hair Human (F), tall, strong, short fair hair.
A man of the people and a teacher to all. Quinn was the Lieutenant of the guard for a noble family, Jess
pillar of his community; promoting prosperity and performed her duty without fault for years. When the
helping the people achieve it. When Cyric’s minions family’s youngest son was kidnapped and eventually
attacked his town with an undead army, he rallied the killed, she swore to destroy those responsible – agents of
people and led them to victory. His heroics encouraged a Cyric. After she caught and killed the kidnappers she felt
generation of heroes who battled and defeated Cyric’s it her duty to protect everyone from the evils of Cyric.
forces. She captured or killed more of Cyric’s agents and priests
Prayer: “When the dawn comes the sun’s light will than any of Helms faithful.
vanquish what hides in darkness.” Prayer: “One must be ever vigilant, ever aware, and ever
prepared for one’s enemies.”
Leira Shar
(CN) Illusions, Deception (NE) Darkness, Secrets, Loss

Soul’s real name: Neelia Ghostah Soul’s real name: Dirk Noj
Human (F), short, confident smile, long dark hair Human (M), tall, average build, bald head with short
A great illusionist and con artist, Neelia duped many of goatee.
Cyric’s followers into believing that she was Cyric’s One of the most despicable men to ever walk the Realms,
mortal offspring. Once bamboozled, she manipulated her Dirk was a remarkable assassin. Under the cover of
marks into exposing their faith to Cyric publically. In all darkness, he struck against Shar’s enemies. He never
cases the marks were imprisoned or executed. took payment for killing Cyric priests. He believed any
Prayer: “Never trust the world around you; your senses act that provided so much pleasure must be a blessing of
can be manipulated by illusion as easily as I’ve Shar herself – he considered it a privilege to receive
manipulated these words.” these contracts against Cyric.
Prayer: “In the darkness good and evil can do what is
necessary without the judgment of watchful eyes upon
them.”

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CELL #2

Mystra Kelemvor
(NG) Magic (LN) Death

Soul’s real name: Xushu Ranno Soul’s real name: Rak Grebmann
Human (F), average height, wise blue eyes, long dark Human (M), short, skinny, long dark hair.
hair A former Cyric cultist himself, Rak had a gift for finding
Xushu dedicated her life to uncovering new magic that and converting Cyric’s most faithful to Kelemvor
would help make the average man’s life easier. She teachings.
discovered vile texts sacred to Cyric’s faithful and Prayer: “Death is but an inevitable step along a greater
manipulated and transformed the harmful effects into path.”
tremendously positive magic.
Prayer: “The weave allows even the humblest individual
to make the impossible possible.”
Mask Auril
(CN) Thieves (NE) Winter

Soul’s real name: Kave S’rem Soul’s real name: Aureen Flynn
Human (M), average height and build, medium-length Human (F), mature, heavy, white/silver hair
light-brown hair. Outcast from her own people, Aureen preached of Auril
Unassuming and forgettable, Kave was a remarkable to barbarian tribes in the frigid north. By following these
pick pocket and social chameleon. He stole a powerful teachings, the tribes flourished. When agents of Cyric
relic from the cult of Cyric and turned it over to the stole offerings to Auril entire tribes were killed by fierce
church of Lathander to ensure it was destroyed – just for winter storms. Afterwards Aureen ensured none of
the challenge and the fun of it. Cyric’s agents ever had safe passage through the north
Prayer: “Ownership is fluid; it should reflect one’s desire, during winter months again.
not one’s needs.” Prayer: “Winter's chill brings darkness that makes us
yearn for yesterday.”

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CELL #3

Selûne Ilmater
(CG) Moon (LG) Suffering, Martyrdom, Perseverance

Soul’s real name: Zhinou Soul’s real name: Hawn Lorker


Human (M), slight build, short bristly dark hair. Human (F), short, average build, dark hair
Lycanthrope hunter who sought to cure those inflicted The epitome of self-sacrifice, Hawn allowed herself to be
rather than kill them. Husband to a werewolf who captured by a cult of Cyric to save others. She withstood
renounced Cyric and helped Zhinou find and destroy torture and torment for years before escaping. She then
others of her kind. roused an army and made it her life’s mission to wipe
Prayer: “When in darkness, look up and the moon will out Cyric’s followers and ensure no one else ever
show you the path.” suffered her fate.
Prayer: “We sacrifice our own well-being freely so others
will not have to enduring the evils of the world.”
Talona Bane
(CE) Poison, Disease (LE) Tyranny

Soul’s real name: Lady Beller Soul’s real name: Krag of the Southern Lands
Human (F), short, loud, overweight, long dark hair. Human (M), large and stocky, short red hair.
Words that spouted from Lady Beller’s mouth were a The real power behind a noble family of Athkatla in Amn
social disease. Uncouth and unfiltered, her words were for decades, Krag plotted and schemed his way to power
poison. She revealed secrets and ruined reputations and never let anyone get in his way. His most notable
without any forethought. Her direct nature was victory was the utter disgrace and destruction of a noble
appreciated by some, until they too became victims of family of Cyric cultists that had been in power for over a
her jabs and revelations. She caused one of Cyric’s century.
strongest underground churches in Neverwinter to be Prayer: “The strong have a right and a duty to rule over
discovered and destroyed. the weak.”
Prayer: “Disease and sickness are required to thin the
herds and demonstrate that poison affects kings and
beggars alike.”

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CELL #4

Sune Torm
(CG) Love, Beauty (LG) Duty, Loyalty

Soul’s real name: Mela’Kai Soul’s real name: Heath Tenesen


Half-Elf (F), light skin and fiery red hair, exceptionally Human (M), tall, skinny, muscular, dark hair.
beautiful. Heath began life as a diplomat and politician. He sought
Mela’Kai spent her life helping former evil doers who to make the world better by using the laws to ferret out
turned over a new leaf to lead good lives, especially corruption among the upper classes and nobility. His
former Cyric cultists. Her lessons of love and forgiveness vigilance to acquire iron-clad evidence to make
were so moving that even the most hardened criminals convictions resulted in Cyric’s agents being exposed and
would reconsider their choices and turn to a life filled removed form key positions in five major cities.
with goodness and love. Prayer: “It is one’s duty to find the truth and expose
Prayer: “Love one and all as you would love yourself.” those who seek to subvert it for their own gains.”
Talos Lolth
(CE) Storms (LE) Spiders

Soul’s real name: Ray Quinpar Soul’s real name: Petulance


Human (M), tall, overweight, covered in tattoos, long Drow Elf (F), tall, slender, bald
unkempt hair and beard Feared and hated among the Drow, she epitomized the
A fierce pirate and seaman, Ray lived for the storms and very essence of her race. She demanded respect and
the seas. He delighted in attacking and sinking ships, obedience. Foolishly, agents of Cyric who’d enjoyed a
even if it meant the death of the crew and the loss of beneficial alliance with Petulance tried to kill her. She
bounty. He deliberately targeted any ship bearing a flag unleashed her wrath and her house upon Cyric’s faithful.
or symbols of Cyric. Cyric’s priests have since avoided all contact with any
Prayer: “The perfect storm that will destroy everything Drow.
in its path; be like the storm.” Prayer: “Death is strong, but Lolth is stronger.”

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NEUTRALITY OF THE LIVING SOULS

CHAOTIC GOOD NEUTRAL GOOD LAWFUL GOOD


Selûne (M) Lathander (M) Ilmater (F)

Sune (F) Mystra (F) Torm (M)

CHAOTIC NEUTRAL LAWFUL NEUTRAL


Mask (M) Helm (F)

Leira (F) Kelemvor (M)

CHAOTIC EVIL NEUTRAL EVIL LAWFUL EVIL


Talona (F) Auril (F) Bane (M)

Talos (M) Shar (M) Lolth (F)

The living souls representing the deities listed in bold text are the ones positioned around the pillar of darkness in
Part 6.

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Monsters
Chuul Giant Crab
Large Aberration, chaotic evil Medium beast, unaligned
Armor Class 16 (natural armor) Armor Class 15 (natural armor)
Hit Points 93 (11d10 + 33) Hit Points 13 (3d8)
Speed 20 ft., swim 40 ft. Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 5 (−3) 11 (+0) 5 (−3) 13 (+1) 15 (+2) 11 (+0) 1 (−5) 9 (−1) 3 (−4)

Skills Perception +4 Skills Stealth +4


Damage Immunities poison Senses blindsight 30 ft., passive Perception 9
Condition Immunities poisoned Languages —
Senses darkvision 60 ft., passive Perception 14 Challenge 1/8 (25 XP)
Languages understands Deep Speech but can’t speak Amphibious. The crab can breathe air and water.
Challenge 4 (1,100 XP)
Amphibious. The chuul can breathe air and water. Actions
Sense Magic. The chuul senses magic within 120 feet Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
of it at will. This trait will otherwise work like the detect target. Hit: 4 (1d6 + 1) bludgeoning damage, and the
magic spell but isn’t itself magical. target is grappled (escape DC 11). The crab has two
claws, each of which can grapple only one target.
Actions
Multiattack. The chuul makes two pincer attacks. If the
chuul is grappling a creature, the chuul can also use its
tentacles.
Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 11 (2d6 + 4) bludgeoning damage. The
target is grappled (escape DC 14) if it is a Large or
smaller creature and the chuul doesn’t have two other
creatures grappled.
Tentacles. One creature grappled by the chuul must
succeed on a DC 13 Constitution saving throw or be
poisoned for 1 minute. Until this poison ends, the
target is paralyzed. The target can repeat the saving
throw at the end of each of its turns, ending the poison
on itself on a success.

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Shadow Living Soul (Commoner)
Medium undead, chaotic evil Medium humanoid (any race), any alignment
Armor Class 12 Armor Class 16 (breast plate, shield)
Hit Points 16 (3d8 + 3) Hit Points 4 (1d8)
Speed 40 ft. Speed 30 ft., fly 30 ft. (only while incorporeal)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (−2) 14 (+2) 13 (+1) 6 (−2) 10 (+0) 8 (−1) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Skills Stealth +4 (+6 in dim light or darkness) Senses passive Perception 10


Damage Vulnerabilities radiant Languages any one language (usually Common)
Damage Resistances acid, cold, fire, lightning, thunder; Challenge 0 (10 XP)
bludgeoning, piercing, and slashing from nonmagical
attacks Actions
Damage Immunities necrotic, poison Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Condition Immunities exhaustion, frightened, grappled, one target. Hit: 5 (1d8) slashing damage, or 6 (1d10)
paralyzed, petrified, poisoned, prone, restrained slashing damage if used with two hands.
Senses darkvision 60 ft., passive Perception 10
Languages —
Acolyte
Challenge 1/2 (100 XP)
Medium humanoid (any race), any alignment
Amorphous. The shadow can move through a space as
narrow as 1 inch wide without squeezing. Armor Class 10
Hit Points 9 (2d8)
Shadow Stealth. While in dim light or darkness, the
Speed 30 ft.
shadow can take the Hide action as a bonus action.
Sunlight Weakness. While in sunlight, the shadow has STR DEX CON INT WIS CHA
disadvantage on attack rolls, ability checks, and saving 10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0)
throws.
Skills Medicine +4, Religion +2
Actions Senses passive Perception 10
Strength Drain. Melee Weapon Attack: +4 to hit, reach Languages any one language (usually Common)
5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, Challenge 1/4 (50 XP)
and the target’s Strength score is reduced by 1d4. The Spellcasting. The Acolyte is a 1st-level spellcaster. His
target dies if this reduces its Strength to 0. Otherwise, spellcasting ability is Wisdom (spell save DC 12, +4 to
the reduction lasts until the target finishes a short or hit with spell attacks). He has the following cleric spells
long rest. prepared:
If a non-evil humanoid dies from this attack, a new
shadow rises from the corpse 1d4 hours later. Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary

Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d4) bludgeoning damage.

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Cult Fanatic Priest
Medium humanoid (any race), any non-good alignment Medium humanoid (any race), any alignment
Armor Class 13 (leather armor) Armor Class 13 (chain shirt)
Hit Points 33 (6d8 + 6) Hit Points 27 (5d8 + 5)
Speed 30 ft. Speed 25 ft.

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

Skills Deception +4, Persuasion +4, Religion +2 Skills Medicine +7, Persuasion +3, Religion +4
Senses passive Perception 10 Senses passive Perception 13
Languages any one language (usually Common) Languages any two languages
Challenge 2 (450 XP) Challenge 2 (450 XP)
Dark Devotion. The fanatic has advantage on saving Divine Eminence. As a bonus action, the priest can
throws against being charmed or frightened. expend a spell slot to cause its melee weapon attacks
Spellcasting. The fanatic is a 4th-level spellcaster. Its to magically deal an extra 10 (3d6) radiant damage to a
spellcasting ability is Wisdom (spell save DC 11, +3 to target on a hit. This benefit lasts until the end of the
hit with spell attacks). The fanatic has the following turn. If the priest expends a spell slot of 2nd level or
cleric spells prepared: higher, the extra damage increases by 1d6 for each
level above 1st.
Cantrips (at will): light, sacred flame, thaumaturgy Spellcasting. The priest is a 5th-level spellcaster. Its
1st level (4 slots): command, inflict wounds, shield of spellcasting ability is Wisdom (spell save DC 13, +5 to
faith hit with spell attacks). The priest has the following
2nd level (3 slots): hold person, spiritual weapon cleric spells prepared:

Actions Cantrips (at will): light, sacred flame, thaumaturgy


Multiattack. The fanatic makes two melee attacks. 1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
3rd level (2 slots): dispel magic, spirit guardians
reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4
+ 2) piercing damage.
Actions
Short Sword. Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: 3 (1d6) slashing damage.

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Maps
Map #1 – The Beach

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Map #2 – The Maze

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Map #3 – The Chamber of Caged Souls

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Map #4 – The Summoning Chamber (Players’ Copy)

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Map #4 – The Summoning Chamber (DM’s Copy)

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THARAERA LOST
A criminal band known as “Suldran’s Dark” who is active all over the Moonsea region and especially on the waters of
the Moonsea itself, recently seized a caravel out of Phlan carrying trade-bars of smelted copper and “batons” of steel
ready to be hammered into swords. Along with all of the cargo, the Dark seized six passengers for ransom. Little did
they know that one of the passengers was a Harper agent. A rescue taking the party deep into the Cormanthor forest
is now needed. Part One of the Gamehole Con 2016 adventure arc.

A 2-hour adventure for 5th-10th level characters

Ed Greenwood & Alex Kammer


Adventure Designers
Thomas Valley
Editing and Layout

Adventure Code: DDALGHC-01

Organized Play: Chris Lindsay


D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,
Alan Patrick

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.

©2016 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

Not for resale. Permission granted to print or photocopy this document for personal use only. Tharaera Lost 1
Introduction
Welcome to “Tharaera Lost,” a D&D Expeditions
adventure, part of the official D&D Adventurers
League organized play system and the Gamehole Con Preparing the Adventure
2016 adventure arc. This adventure is designed for Before you show up to Dungeon Master this
three to seven 5th-10th level characters, and is adventure for a group of players, you should do the
optimized for six 7th-level characters. Characters following to prepare.
outside this level range cannot participate in this
adventure. The adventure is set in the Moonsea region  Make sure to have a copy of the most current
of the Forgotten Realms. version of the D&D Basic Rules or the Player’s
Handbook.
 Read through the adventure, taking notes of
anything you’d like to highlight or remind yourself
The D&D Adventurers while running the adventure, such as a way you’d
like to portray an NPC or a tactic you’d like to use in
League a combat.
This adventure is official for D&D Adventurers  Get familiar with the monster statistics in the
League play. The D&D Adventurers League is the Appendix.
official organized play system for DUNGEONS &  Gather together any resources you’d like to use to
DRAGONS®. Players can create characters and aid you in running this adventure--such as
participate in any adventure allowed as a part of the notecards, a DM screen, miniatures, and battlemaps.
D&D Adventurers League. As they adventure, players  If you know the composition of the group
track their characters’ experience, treasure, and other beforehand, you can make adjustments as noted
rewards, and can take those characters through other throughout the adventure.
adventures that continues their story.
If you’re running this adventure as a part of a store
event or at certain conventions, you’ll need a DCI
number. This number is your official Wizards of the
Before Play at the Table
Coast organized play identifier. If you don’t have a Ask the players to provide you with relevant
number, you can obtain one at a store event. Check character information:
with your organizer for details.  Character name and level
D&D Adventurers League play is broken up into  Character race and class
storyline seasons. When players create characters,
 Passive Wisdom (Perception)—the most common
they attach those characters to a storyline season, passive ability check
which determines what rules they’re allowed to use to
 Anything notable as specified by the adventure
create and advance their characters. Players can
(such as backgrounds, traits, flaws, and so on
continue to play their characters after the storyline
season has finished, possibly participating in a second
or third storyline with those same characters. A Players that have characters outside the adventure’s
character’s level is the only limitation for adventure level range cannot participate in the adventure
play. A player cannot use a character of a level higher with those characters. Players with ineligible
or lower than the level range of a D&D Adventurers characters can make a new 1st-level character or use a
League adventure. pregenerated character. Players can play an adventure
For more information on playing, running games as they previously played or ran as a Dungeon Master,
a Dungeon Master, and organizing games for the D&D but not with the same character.
Adventurers League, please visit the D&D Adventurers Ensure that each player has an official adventure
League home at: logsheet for his or her character (if not, get one from
the organizer). The player fills out the adventure
www.dndadventurersleague.org name, session number, date, and your name and DCI
number. In addition, the player also fills in the starting
values for experience, gold, downtime, renown, and
number of permanent magic items. He or she fill in the
other values and write notes at the conclusion of the

Not for resale. Permission granted to print or photocopy this document for personal use only. Tharaera Lost 2
session. Each player is responsible for maintaining an Determining Party Strength
accurate logsheet. Party Composition Party Strength
If you have time, you can do a quick scan of a
player’s character sheet to ensure that nothing looks 3-4 characters, APL less than Very weak
out of order. If you see magic items of very high 3-4 characters, APL equivalent Weak
rarities or strange arrays of ability scores, you can ask 3-4 characters, APL greater than Average
players to provide documentation for the 5 characters, APL less than Weak
irregularities. If they cannot, feel free to restrict item 5 characters, APL equivalent Average
use or ask them to use a standard ability score array. 5 characters, APL greater than Strong
Point players to the D&D Adventurers League Player’s 6-7 characters, APL less than Average
Guide for reference. 6-7 characters, APL equivalent Strong
If players wish to spend downtime days and it’s the 6-7 characters, APL greater than Very strong
beginning of an adventure or episode, they can declare
their activity and spend the days now. Alternatively, Average party strength indicates no recommended
they can do so at the end of the adventure or episode. adjustments to the adventure. Each sidebar may or
Players should select their characters’ spells and other may not offer suggestions for certain party strengths.
daily options prior to the start of the adventure, unless If a particular recommendation is not offered for your
the adventure specifies otherwise. Feel free to reread group, you don’t have to make adjustments.
the adventure description to help give players hints
about what they might face.
Running the Adventure
Adjusting the Adventure As the Dungeon Master of the session, you have the
most important role in facilitating the enjoyment of
Throughout this adventure, sidebars provide the game for the players. You help guide the narrative
information to assist you in making adjustments for and bring the words on these pages to life. The
smaller or larger groups and characters of higher or outcome of a fun game session often creates stories
lower levels than the adventure is optimized for. This that live well beyond the play at the table. Always
is typically used exclusively for combat encounters. follow this golden rule when you DM for a group:
You may adjust the adventure beyond the guidelines
given in the adventure, or for other reasons. For Make decisions and adjudications that enhance the
example, if you’re playing with a group of fun of the adventure when possible.
inexperienced players, you might want to make the
adventure a little easier; for very experienced players, To reinforce this golden rule, keep in mind the
you might want to make it a little harder. Therefore, following:
five categories of party strength have been created for
you to use as a guide. Use these as a guide, and feel  You are empowered to make adjustments to the
free to use a different adjustment during the adventure and make decisions about how the group
adventure if the recommended party strength feels off interacts with the world of this adventure. Doing so
for the group. is especially important and applicable outside of
This adventure is optimized for a party of seven combat, but feel free to adjust the adventure for
5th to 10th level characters. To figure out whether groups that are having too easy or too hard of a
you need to adjust the adventure, do the following: time.
 Don’t make the adventure too easy or too difficult
 Add up the total levels of all the characters for a group. Never being challenged makes for a
 Divide the total by the number of characters boring game and being overwhelmed makes for a
 Round fractions of .5 or greater up; round fractions frustrating one. Gauge the experience of the players
of less than .5 down (not the characters) with the game, try to feel out
(or ask) what they like in a game, and attempt to
You’ve now determined the average party level give each of them the experience they’re after when
(APL) for the adventure. To figure out the party they play D&D. Give everyone a chance to shine.
strength for the adventure, consult the following  Be mindful of pacing, and keep the game session
table. moving along appropriately. Watch for stalling, since
play loses momentum when this happens. At the
same time, make sure that the players don’t finish
too early; provide them with a full play experience.

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Try to be aware of running long or short. Adjust the specified in the adventure. The number of spells
pacing accordingly available to be cast as a service is limited to a
 Read-aloud text is just a suggestion; feel free to maximum of three per day total, unless otherwise
modify the text as you see fit, especially when noted.
dialogue is present.
 Give the players appropriate hints so they can make SPELLCASTING SERVICES
informed choices about how to proceed. Players Spell Cost
should be given clues and hints when appropriate so Cure wounds (1st level) 10 gp
they can tackle puzzles, combat, and interactions Identify 20 gp
without getting frustrated over lack of information. Lesser restoration 40 gp
Doing so helps to encourage immersion in the Prayer of healing (2nd level) 40 gp
adventure and gives players “little victories” for Remove curse 90 gp
figuring out good choices from clues. Speak with dead 90 gp
In short, being the DM isn’t about following the Divination 210 gp
adventure’s text word-for-word; it’s about facilitating Greater restoration 450 gp
a fun, challenging game environment for the players. Raise dead 1,250 gp
The Dungeon Master’s Guide™ has more information on
the art of running a D&D game.
Acolyte Background
Downtime and Lifestyle A character possessing the acolyte background requesting
spellcasting services at a temple of his or her faith may request
At the beginning of each play session, players must one spell per day from the Spellcasting Services table for free.
declare whether or not they are spending any days of The only cost paid for the spell is the base price for the
downtime. The player records the downtime spent on consumed material component, if any.
the adventure logsheet. The following options are
available to players during downtime (see the D&D
basic rules or the D&D Adventurers League Player’s
Guide for more information): Character Disease, Death, and
 Catching up Recovery
 Crafting (exception: multiple characters cannot Sometimes bad things happen, and characters get
commit to crafting a single item) poisoned, diseased, or are killed. Since you might not
 Practicing a profession have the same characters return from session to
 Recuperating session, here are the rules when bad things happen to
 Spellcasting services (end of the adventure only) characters.
 Training
Disease, Poison, and Other Debilitating
Other downtime options might be available during Effects
adventures or unlocked through play, including A character still affected by diseases, poisons, and
faction-specific activities. other similar effects at the conclusion of an adventure
In addition, whenever a character spends downtime can spend downtime days recuperating until such time
days, that character also spends the requisite expense as he or she resolves the effect to its conclusion (see
for his or her lifestyle. Costs are per day, so a character the recuperating activity in the D&D Basic Rules).
that spends ten days of downtime also spends ten days If a character doesn’t resolve the effect between
of expenses maintaining his or her lifestyle. Some sessions, that character begins the next session still
downtime activities help with lifestyle expenses or add affected by the debilitating effect.
lifestyle expenses.
Death
Spellcasting Services A character who is killed during the course of the
Any settlement the size of a town or larger can provide adventure has a few options at the end of the session
some spellcasting services. Characters need to be able (or whenever arriving back in civilization) if no one in
to travel to the settlement to obtain these services. the adventuring party has immediate access to a raise
Spell services generally available include healing dead or revivify spell, or similar magic. A character
and recovery spells, as well as information-gathering subject to a raise dead spell is affected negatively until
spells. Other spell services might be available as all long rests have been completed during an
Not for resale. Permission granted to print or photocopy this document for personal use only. Tharaera Lost 4
adventure. Alternatively, each downtime day spent tipped with a “swiftsleep” spider-venoms-blend
after raise dead reduces the penalty to attack rolls, poison they’d just covertly purchased, and were trying
saving throws, and ability checks by 1, in addition to out. The swiftsleep worked like a charm, and in short
any other benefits the downtime activity might order the Dark had not just the crew snoring, but all
provide. six paying passengers as well, with little fighting and
Create a New 1st-Level Character. If the dead no alarm raised.
character is unwilling or unable to exercise any of the The Kraeken was making a fast night voyage to
other options, the player creates a new character. The Hillsfar, in part because it was secretly carrying
new character does not have any items or rewards another cargo: two chests of raw gemstones (one
possessed by the dead character. containing 2,400 rubies and the other 2,200
Dead Character Pays for Raise Dead. If the emeralds). The Dark removed these chests to their
character’s body is recoverable (it’s not missing any cutter, then sailed the Kraeken on a new course, east
vital organs and is mostly whole) and the player would past Elventree. They intended to scuttle it on the
like the character to be returned to life, the party can rocky, harborless coast between Elventree and
take the body back to civilization and use the dead Elmwood, drowning the crew, demasting the ship, and
character’s funds to pay for a raise dead spell. A raise leaving it just underwater, about a hundred yards
dead spell cast in this manner costs the character offshore, for later shallows-diving salvage of the
1,250 gp. metals. They would treat the six passengers as the
Character’s Party Pays for Raise Dead. As above, Dark always does: hooded, bound, and taken into
except that some or all of the 1,250 gp for the raise hiding in one of the ancient elven “hideholds” the Dark
dead spell is paid for by the party at the end of the has discovered (and now makes frequent use of) to see
session. Other characters are under no obligation to if these captives could be ransomed or tortured to
spend their funds to bring back a dead party member. reveal what properties they own and what wealth they
Faction Charity. If the character is of level 1 to 4 have hidden, that the Dark can extort and seize.
and a member of a faction, the dead character’s body It all went off without a hitch, except for one tiny
can be returned to civilization and a patron from the detail. Brelvar Hamdrel, one of the Kraeken’s junior
faction ensures that he or she receives a raise dead crew members, a “rigger” (young boy who climbs the
spell. However, any character invoking this charity masts and spars to adjust sails) was wearing a family
forfeits all experience and rewards from that session “good luck charm” that unbeknownst to everyone,
(both those earned prior to and after death during that including himself, was an amulet of water breathing.
session) and cannot replay that episode or adventure He “woke up” underwater aboard the scuttled ship, the
with that character again. Once a character reaches sole survivor of the crew, and remembered the pirate
5th level, this option is no longer available. attack (up until the moment he succumbed to the
swiftsleep). As he’d been acting as a servant to the six
passengers, he was able to recount everything that
Adventure Background happened (along with the names and likenesses of the
Travel and trade on the Moonsea have always been passengers) two days later, when he reached
hazardous. One of the many criminal bands operating Elventree. Hamdrel did so in several taverns, in return
on these waters is known as Suldran’s Dark. Ten for drinks and meals, until he could hire on as crew on
nights ago on the Moonsea, Suldran’s Dark intercepted another ship (the coaster Halavaun’s Dream, which has
and boarded a metals ship (Elviir’s Kraeken since sailed for Melvaunt with a cargo of fruits and
[pronounced “Ell-VEER’s KRAY-ken”], a caravel out of vegetables).
Phlan carrying trade-bars of smelted copper and Hamdrel’s tale was overheard on three occasions by
“batons” of steel ready to be hammered into swords). old salts drinking in the taverns who happen to be
The Dark is a gang of pirates, brigands, and “ears” for the Harpers. They recognized Hamdrel’s
weapons-runners headed by the crooked financier description of the most beautiful of the Kraeken’s
Suldran (a Sembian whose current whereabouts is passengers—a distinctive woman of small build who
unknown to the general public, and who defends has one emerald green eye and one sky-blue eye, and
himself by means of hulking bodyguards and a drider was going by the name “Tharaera Vrelhand”—as a
ring that can summon 2 of 4 driders at any one time; if Harper agent. Among Those Who Harp, Tharaera is
any are near death, he “swaps them out” for a healthy better known as “Latrace.” She was on her way south
one). to a Harper rendezvous in upcountry Sembia from the
Suldran wasn’t along on the raid, which was carried city of Telos, where she had been working as a spices
out by a dozen Dark thugs aboard their tiny but fast and preserves provender merchant while covertly
cutter Waveraker. The thugs were armed with darts trying to identify spies and agents of the Red Wizards
and the Cult of the Dragon (both active in the area).
Not for resale. Permission granted to print or photocopy this document for personal use only. Tharaera Lost 5
She succeeded, but things got too hot for her. It’s vital
the Harpers learn what she uncovered. Quickly.
Accordingly, the adventurers will be contacted by a
jovial merchant calling himself “Furjur the Flippant.”
He is, of course, a Harper agent who will seek to hire
the adventurers to find and recover their lost agent,
Latrace.

Adventure Hook
Before the adventure begins, any character who is a
member of the Harper faction has received a personal
invitation/summons to meet a Harper operative
known as “Furjur the Flippant” at the Cloverwall
Roadhouse near Hillsfar.
If there are no Harper faction members in the party,
any faction member will have received the invitation,
passed to them by their faction contacts as a favor to
the Harpers (with the understanding that the Harpers
now owe them one).

Not for resale. Permission granted to print or photocopy this document for personal use only. Tharaera Lost 6
Part 1:
Furjur is welcoming, and calls for a fresh round of ale—or wine,
or “whatever’s your pleasure!”—for everyone in the inn’s
dining room, including the arriving adventurers. Two middle-

A Tempting Offer
aged and rather worn-looking but smiling women will bustle to
fill those orders, though the Roadhouse hasn’t a deep cellar.
If characters deny being adventurers, Furjur will cheerfully
The Cloverwall Roadhouse is a ramshackle two-story respond, “Nonsense! I can spot adventurers half a day’s ride
inn a day’s ride northwest of Hillsfar. It offers off! You’re adventurers!”
reasonably-priced meals and lodging, and the He will loudly and cheerfully tell the adventurers he wants to
innkeeper operates an amateur smithy that can shoe hire them, because “Time’s a-wasting, and you look like just
what I need!”
horses and repair armor as needed.
Then he will beckon the adventurers to accompany him to a
table in a corner of the room, away from the old local rustics
Beside the road, across a muddy and well-trampled inn yard, he’s been drinking with, and tell the adventurers what he wants
sprawls a rambling wooden mansion with an uneven tiled roof, to hire them for.
a sagging across-the-entire-front porch with similarly out-of-
Note: All of the six rustics are undercover Harpers not
true balcony above, and a yard surrounded by a palisade that is
half as old, drunk, or relaxed as they seem (treat them
visibly leaning in places. The open arched gate of the palisade all as Veterans).
sports a large and grand gilded carved wooden road sign If the adventurers rough up or threaten Furjur,
proclaiming the place to be THE Cloverwall Roadhouse. they’ll pull loaded and ready handbows (hand
The sign is the most impressive thing about the crossbows) loaded with darts coated with the same
establishment, but there’s the reassuring din of a smith’s forge “swiftsleep” the Dark just experimented with out from
hammer coming from around back, an agreeable smell of roast their laps, under the table, and fire at the adventurers,
boar drifting out of the place, and several horses and mules tied then charge with similarly-coated longswords (each
to hitching-bars in front of the main doors of the roadhouse, has a non-poison-coated shortsword as backup).
watched over attentively by several bright-eyed, eager children These Harpers won’t try to kill, but will attempt to
who seem to belong to the place. overcome the adventurers, who will awaken facing a
The main doors stand ajar, and you can hear laughter from
Furjur regretful at what happened, and still wanting to
negotiate, with the Harpers waiting right behind the
inside; mens’ mirth, but easygoing rather than drunken or
adventurers, ready to stab with swiftsleep darts and
uproarious.
quell any violence.
It’s coming, you can see through the gap, from a few locals
facing the main source of laughter: a well-to-do looking Swiftsleep (Injury)
merchant in a long cloth coat and expensive above-the-knee Creatures subjected to this blend of three spider venoms must
leather riding boots, who’s sitting facing the door with a large make a DC 15 Constitution saving throw or fall asleep instantly,
tankard in one hand, and an unlit clay pipe in the other that their unconsciousness lasting 1 hour unless wounded awake
he’s waving for emphasis as he tells some tale or other. He’s (mere shaking won’t rouse).
pot-bellied, and his broad and easy smile rides a jutting-chinned
face framed by large and bushy black “daggerboard” sideburns. Furjur can lower his voice and act serious for
He chortles out his words, chuckling almost constantly except moments at a time. He’ll do so long enough to tell the
when he gives vent (swiftly and often) to louder laughter. adventurers he’s willing to pay very handsomely, and
“Furjur the Flippant am I,” he calls cheerfully, “and I’m on top of coin, provide all of them with any sworn
looking for adventurers!” alibis they need, any (forged) papers and credentials
they desire to adopt Sembian or Cormyrean identities
not their own, and memberships in several trading
“Furjur the Flippant” is obviously an assumed name—
coasters, too—if they’ll undertake a “straightforward
being as that moniker belongs to a legendary jovial but
adventuring task” for him.
sly and pranksome merchant who flourished very
Furjur wants the adventurers to find and recover
colorfully in the 1340s and 1350s DR. However, this
Tharaera, alive and unharmed if possible, and all parts
Furjur seems amiable and friendly enough that the
of her body (“every hair from her head”) if not.
half-dozen older local rustics sitting listening to him
He doesn’t say anything about her being a Harper or
have obviously either swallowed whatever
give her Harper name, but recounts everything about
explanation he gave for bearing such a notorious
the fate of the Kraeken, and what Suldran’s Dark is.
name, or have decided not to call him on it. Probably
Instead, Furjur claims Tharaera is heir to substantial
because he’s paid for their ale.
holdings in Sembia and Cormyr that he himself is

Not for resale. Permission granted to print or photocopy this document for personal use only. Tharaera Lost 7
tasked with watching over, by Vrelhand kin who
urgently want Tharaera restored to them. He dare not
act openly, because he’s made such enemies of the
Dark that they’ll kill her just to spite him, the moment
they discover his involvement. Hence the adventurers.
(This is all true, except that the real Tharaera is an
invalid who lives in seclusion in her own mansion, and
the Harper agent using her name isn’t her.)
Furjur tells the adventurers the Dark has “but one
armor chink, but it’s a good one,” who can help the
adventurers find where Tharaera has been taken and
is being held: Garorn, an ex-pirate living in Elventree,
who was once a member of the Dark but now hates
them, and for the right price will probably help the
adventurers. If Garorn just wants coin, Furjur can
provide it, but Furjur suspects he’ll want the
adventurers to go and get something “the procuring of
which is now sadly beyond him.”
If adventurers ask about why this is now beyond
Garorn, Furjur will say grimly, “You’ll see, you’ll see.”
Furjur will volunteer little about Garorn beyond the
fact that “anyone can find him, he’s well-known. Red
hair, scar down right side of his face, likes his ale. Ask
at the Red Tankard, or Drassauva’s Den of Delights.”
(He will add, if asked, that the Tankard is a dockside
“dive” of a tavern, and Drassauva’s is a festhall. He will
also say to the adventurers if the deal is agreed-upon:
“chalk this symbol on the back alley wall of the
Tankard or the Den of Delights, or both, if you need to
contact me.” He’ll dip a finger in his ale and draw the
symbol on the table in front of him, then wipe it away
again; the symbol is two circles of the same size
transfixed by a vertical line, and bracketing two equal-
sized diamonds of the same size also transfixed by the
same vertical line.)
Furjur is generous with his coin, and will pay the adventurers up
to 50 gp each to seal the deal, and up to 50 gp more, each, if
they bring back Tharaera alive (to him, at the Roadhouse).

Not for resale. Permission granted to print or photocopy this document for personal use only. Tharaera Lost 8
Part 2: The Useful
mere luck of the blade, but spare me all this trickery
and lies, lies, lies!”).
He confirms all the details of the Dark and the fate of

Retired Pirate
the Kraeken that Furjur gave the adventurers, and says
that for the right pay, he’ll reveal who the adventurers
should go after, to trace the missing Tharaera to where
The adventurers travel uneventfully to Elventree, she’s being held.
where they readily find Garorn at the Tankard.
Just as the rustics drinking in the Roadhouse were undercover
Harpers keeping watch over Furjur, 8 of the topers in the
The Red Tankard has a wooden sign out front carved and
Tankard are undercover Harpers (again, treat as “Veterans,”
painted to look like a red metal tankard. It is the only painted with handbows firing swiftsleep darts, then charging with
part of the ground-floor-only, silver-weathered (except where longswords) who will rush to protect Garorn if the adventurers
rot has made it black, or crude repairs have been made with mistreat him, their attacks intended to start negotiations with a
mismatched, slightly-newer salvaged wood from shutters, fresh start, not kill adventurers or derailing the process of hiring
wagons, and wrecked ships) sagging old building. them]. Those Who Harp find Garorn a very useful go-between
Inside, the place is dimly lit (by candlewheel lanterns, with pirates, smugglers, and forgers, and want him kept alive
and functioning just as he is.
chained to the exposed roof-beams of the low overhead) and
Garorn can’t be magically coerced into revealing anything.
stinks of mildew, stale spilled ale, and worse. Only one man is He has a natural spell immunity brought about by incidents in
sitting drinking in the place. He’s being served by a dirty, skinny his past that cause him ongoing physical and mental trauma.
young girl wearing an over-the-head lizardfolk festival mask to
conceal her face. She doesn’t speak—and is, in fact, as Garorn
Garorn wants the adventurers to go south into the
will explain, a mute.
forest (Cormanthor, still known as “the Elven Court” in
The man sitting drinking has to be your quarry, Garorn, being Elventree—which back in the 1350s and 1360s DR
as he has bright red hair and a scar down the side of his face was the only place where the elves traded with
(and is the only man to be seen). He has rough, calloused hands humans) and harvest for him some “bluemoss—wild
and shoulders and arms that bulge with corded muscle, but he bluestar moss.” He shows them a handful of dry,
looks old, his hairy arms and sideburns all pepper-and-salt. He crumbled moss, and tells them that the live stuff,
has bright, shrewd emerald-green eyes, thinning hair on top which they must keep moist, is a deep, rich blue, and
but ample sideburns, and bears no visible weapons. There are glows silver-blue in darkness and dim light. He needs a
four empty tankards on the table in front of him, but he shows least “a fistful, and two fistfuls would be better!”
no signs of drunkenness. Garorn needs the bluemoss to make a paste he chews
to dull his pain (he constantly feels a burning,
throbbing agony in his missing legs); if they bring this
Garorn is warily friendly as the adventurers approach, to him, he’ll tell them who to tail out of Elventree, or
and will freely give his name. where to head to intercept them, and what to watch
Garorn proves to be wry and amiable, but is no chuckler, and for, to find the “secret place” they’ll head for, that
has a sharper tongue than Furjur. should lead them to Tharaera and the rest of the
He fears nothing and no one, and the adventurers will rapidly Kraeken captives.
discover that the ex-pirate has retired to a life of daily drinking
Bluestar moss is rare, and found only where springs come to
because he has no legs; Garorn is a tattooed old drunkard in
the surface in the vast Cormanthan forest. Garorn can tell them
constant pain because of these amputations—which (as Garorn
what trails to take to enter the Elven Court, but warns them
will readily admit) were a “pirate punishment” administered by
that thieves use the forest to hide things in, and both trap and
Suldran (for Garorn’s hiding some loot for himself, for later—
guard those hiding-places, and that the adventurers will have to
“And why not? All the others were doing it!”).
go in “much deeper” and leave the trails to find any bluestar.
Garorn now gets around by lying on his belly on a cart and
“paddling” along the cobbles with his hands, hence his
hardened hands and prodigiously strong shoulders and arms.
He’s used to drinking heavily to quell his constant pain.
Garorn knows who Tharaera really is, and will tell
readily the adventurers she’s a Harper—and so is
Furjur—and all about Latrace’s mission in Telos.
Garorn sometimes works with the Harpers (for pay),
but is no “keep all secrets” loyal Harper, and doesn’t
believe in deceit and secrecy (“Open piracy, now, that’s
Not for resale. Permission granted to print or photocopy this document for personal use only. Tharaera Lost 9
Part 3: A Forest
cache of food and his treasure, which are two coffers
in a two-foot-deep hole, under an old piece of bark: a
coffer of old cheese and two skins of wine, and a coffer

Welcome
of 150gp and three small 50-gp-each-value
moonstones.
Right in front of Drukk’s hidey-hole is a pit trap,
Characters venturing into the woods will be sniped at concealed with an old brown woven carpet artfully
by bandits with crossbows, who wait behind pit traps strewn with forest loam, dead leaves, and a scattering
and a variety of snares (adventurers charging them of dead twigs so it looks like the rest of the forest floor.
directly will fall afoul of these hazards). They are the Perception DC:15 to spot; the pit is 10 feet deep and its
aforementioned independent villainous users of the bottom is lined with a vicious array of fire-hardened
forest as hiding-places, and have nothing at all to do wooden spikes (1d6 bludgeoning [falling] damage plus
with the Dark or Tharaera (and know little about the 2d10 piercing damage). Drukk is adept at skipping
gang, and nothing about her). past the edges of the pit without falling in, but anyone
They also have no bluemoss, there’s no bluemoss who clearly sees him doing this will be aware that he’s
anywhere near the areas they’re guarding, and none of avoiding a patch of ground. If he has as much as a ten-
them even know what bluemoss is; if the characters foot lead on the nearest PC, however, he’ll be able to
ignore their initial crossbow attacks and continue on, whip around one of the trees that brackets his hidey-
all 3 encounters will be avoided. If the adventurers hole and be in his preferred spot “beyond” it before
fight briefly and then move on, only the last of the they can see how he gets past the pit trap.
three (Thruldran) will pursue. If the adventurers don’t come after him, or retreat
These three ner’do’wells are all loners, guarding from where he makes his stand, Drukk will remain in
their own separate little hiding places in the forest, so his hidey-hole for days if need be; he won’t come
the adventurers will face a sequence of three separate creeping after the adventurers to snipe at them,
encounters, as follows (see Appendix for NPC Stats): because guarding his hiding-place is all he cares about;
if he thinks a group of strangers all knows where it is,
One-Eyed Drukk he’ll lie low and then relocate later to a new hiding-
place.
Drukk will fire once with his light crossbow and then
drop it and use his scimitar from then on (also has 3
daggers: 2 at belt, one strapped openly to right bicep).
Ralaera Blacktalons
Drukk is a battered-looking, burly man of middling years and
Ralaera will fire down at adventurers from a perch up
average height. He is indeed missing one eye—his left—and
wears an eyepatch that has three rotting worms pinned to it, an
in the trees with her light crossbow and then run
adornment he made and renews because he’s found that along branches and a rope “handrail” line to another
people (notably including foes he’s crossing blades with) find it perch farther along the trail and then fire again, then
very distracting. leave the crossbow aloft there and swing on a
Drukk is an unlovely man sporting several large warts on his descending line that she’ll let go of to drop into the
chin and jaw, and is close-mouthed, wary, and always alert to heart of a dense stand of pine trees.
anyone nearby, especially anyone who might be getting around Where, out of sight of the adventurers, she’ll land on
behind him… a pad made of piled-up pine boughs, slither down off
of it, and into a dirt tunnel, dragging some of the
Drukk announces his presence to the adventurers
boughs after her to plug her entrance. Ralaera hides
by loosing a bolt from his crossbow at the most
her treasure (two large, heavy canvas sacks of 300 gp
formidable-looking character he can get a good shot at,
each) in the loose dirt walls of this winding tunnel,
without warning. Then he scurries to his “refuge”
which is an old bear lair. She’ll remain down in the lair,
between two massive old dead trees, a small closet-
still and silent, attacking only if someone “drops in” on
like space defined by the two huge (thick-as-a-cottage,
her.
each) old tree trunks, and a wall, behind him, of an
Which the characters may well do, because the
impenetrable 20-foot-thick tangle of interwoven
tunnel runs from the hole with the pine boughs out to
thorny branches, so adventurers can only get at him
the surface, but along the way, no less than three pit
one at a time—through a three-foot-wide opening.
traps fall down into it. Ralaera is in the habit of
Drukk takes a stand there with his scimitar, bringing
running down and stabbing any “drop ins” with her
his crossbow with him but not reloading or readying
scimitar. She also sports 4 daggers: 1 at her belt, one
it, and if the characters use ranged weapons at him, he
down either boot, and one sheathed at the back of her
can retreat behind a sheltering root of one of the
neck, hidden by her long unbound hair, its belt
gigantic trees and hunker down for shelter. Atop his
Not for resale. Permission granted to print or photocopy this document for personal use only. Tharaera Lost 10
forming a neckband that supports a gorget-plate over (1d4) piercing damage and DC 15 Constitution save: successful
her throat. means 5 (1d10) poison damage, failure means 10 (2d10)
All three of the traps are located inside the stand of damage.
pine trees—in all three of the places where there’s Shields will intercept these darts; Ralaera uses 2
enough of a gap between pine boughs for someone to shields, hidden elsewhere in the forest, to trigger them
stand without getting pricked. They are all pit traps all when she wants to renew the poison and reload
concealed with loose-woven mats carefully covered them all.
with forest loam, dead leaves, and a lot of pine needles
so as to look like the rest of the forest floor (Ralaera
keeps three stout saplings and two belts to lash them Thruldran
together with, stood upright amid the boughs of some
of the pines, to serve her as a pit-spanning platform Thruldran will fire once with his heavy crossbow and
she can lie on as she rakes and rearranges the forest then drop it and use his mace from then on (also has 2
litter to conceal a mats. daggers: 1 at belt, 1 sheathed down left boot), and a
hand axe elsewhere in the forest he can fetch to chop
Pit Traps things after the fight.
Perception DC 15 to spot; each pit is 20 feet deep, plus Ralaera Thruldran will try to wound or take down any
will pounce as fast as she can. character that looks like a spell-caster (robes, wizard
hat, wand) with his crossbow, then attack, retreating
Ralaera is a stocky, hard-faced middle-aged woman in to where he hopes to lure the adventurers in under his
dirty, supple-soft leather armor. Her name comes from net (he’ll rush to bash anyone caught in it with his
the elbow-length black soft leather gloves she wears at mace).
all times. She had long, tangled, unbound black hair, The net is stretched between two trees overhead,
going white at the temples, and moves very quietly, hidden by thick foliage, and is brought down by
catlike and graceful. She looks . . . dangerous. triggering a trip wire three inches off the ground that’s
In Elventree, Ralaera makes a living “skimming” hidden by heaped-up leaves (Thruldran easily clears it
cargoes: stealing a little of this and a little of that, for because he knows exactly where it is); DC 10 Wisdom
resale, from passing shipments in the warehouses. She Check to spot, DC 15 Dexterity Check using thieves’
is patient and shrewd, and the adventurers just tools to break trip wire harmlessly; if lacking thieves’
happened to catch her out in the forest checking on tools, an edged weapon or tool can serve, but a check
her life savings…about which she is paranoid (they with disadvantage must be made; if failed, net is
took her a long, careful time to build up, and she triggered.
greatly fears losing them). Thruldran will turn to confront the adventurers,
The 4-foot-wide open end of Ralaera’s tunnel is snarling and brandishing his mace, as if he’s fled into a
guarded by dozens of poison darts. To get in and out dead end and is now turning at bay, with the 10-foot-
unharmed, traversers should brace themselves so as square net-drop area right in front of him.
to walk on the lower sections of the walls, and the Adventurers who close with him are likely to be
floor where it meets the walls, and nowhere else on trapped under the net as it falls (restrained if failing a
the floor. Stepping on the floor more than a boot’s DC 15 Dexterity save, and knocked prone). Trapped
thickness away from the walls will depress a hidden adventurers can use action to make a DC 10 Strength
pressure plate; there are a row of three such plates, check to free themselves or another within-reach
one filling a five-foot-square area in front of the tunnel creature. The net is AC 10 and has 20hp (dealing the
mouth, one filling the adjacent five feet of floor at the net 5hp of slashing damage destroys a 5-foot-square
tunnel mouth and just within, and one filling the next section, freeing anyone in that section).
five feet of tunnel floor. The plates and the dart-tube Thruldran will enthusiastically bash anyone netted,
holes are both concealed by dirt-cloaked fine netting but will flee if spells are hurled his way and he
hung along the walls and laid on the floor. Each survives them—and he isn’t trapped in a dead-end at
pressure plate unleashes 8 darts: the plate outside the all, he has his own little escape trail behind him. If the
tunnel attracts darts firing out of the edges of the battle goes against Thruldran, he’ll flee along it—and it
tunnel-mouth in crisscross fashion, spaced high and runs back into many trees and hooks around a large
low, and the others fire straight across the tunnel, high duskwood. Thruldran knows to grab a broken-off stub
and low. of bough and swing himself hard around to the left,
against the trunk of the duskwood; any character who
Poison Darts x8 doesn’t do the same will blunder straight into
DC 15 Investigation to spot, DC 15 Dexterity Check with Thieves Thruldran’s waiting pit trap.
Tools to disable, each dart is a +8 bonus ranged attack for 2
Not for resale. Permission granted to print or photocopy this document for personal use only. Tharaera Lost 11
Pit Trap
The pit trap is concealed by a woven twig and bough wattle laid
flat and strewn with forest loam, dead leaves, and a scattering
of dead twigs so it looks like the rest of the forest floor.
Perception DC 15 spot; the pit is 10 feet deep and its bottom is
lined with a vicious array of fire-hardened wooden spikes (1d10
bludgeoning [falling] damage plus 2d10 piercing damage).
If not slain, Thruldran will flee but skulk after the
adventurers, shadowing them and waiting for any
chance to polish off a wounded or separated-from-the-
rest character; he wants no survivors to know of his
net and pit. He has no treasure, but was planning to
bury a lot of wealth right beside the pit, very soon.

Adjusting the Encounter


Here are the recommendations for adjusting these combat
encounters. They are not cumulative.

 Very Weak Party: Drukk – AC:12 HP: 32; Ralaera – AC: 12


HP: 30; Thruldran – AC:11 HP: 32
 Weak Party: Drukk – AC:12 HP: 40; Ralaera – AC: 13 HP: 45 ;
Thruldran – AC:11 HP: 40
 Strong Party: Drukk – AC:15 HP: 55; Ralaera – AC: 16 HP: 60;
Thruldran – AC:15 HP: 55
 Very Strong Party: Drukk – AC:15 HP: 62; Ralaera – AC: 16
HP: 70; Thruldran – AC:15 HP: 65

Not for resale. Permission granted to print or photocopy this document for personal use only. Tharaera Lost 12
Part 4: Naga Cave
most dangerous criminal gangs operating out of
Elventree, such as Dzetharl’s Serpent and the
Mahlaxlurs. There are springs of drinking water in the
After fighting off or escaping the bandits and heading caves…and some bluestar moss! A DC 13 Perception
deeper into the ancient forest, the trail the party has check will reveal the faint sound of running water
been following fades away. A DC 13 Survival/Wisdom emanating from the caves. A DC 10 Nature/Wisdom
check is required to keep going in the right direction. If check will inform a character that a dark cave with
the party fails the check, they become lost, losing all running water would be an excellent place for moss to
sense of direction under the deep and unrelenting grow.
boughs of Cormanthor. The adventurers can’t get anywhere near the moss,
If the party is lost, there is a 50% chance they will which is in a cleft where the naga keeps its treasure
stumble into a patch of brambles concealing Xander, a (four potions of greater healing, bone-tube-encased
werebear who is currently asleep. He will not be at all spell scrolls of arcane eye, Evard’s black tentacles,
happy at being awakened, and will immediately attack legend lore, and scrying, and a small 50-gp-value
(the lead party member can attempt a DC 18 carved ivory hand-coffer containing 6 black pearls,
Perception or Survival to spot and avoid). each worth 500 gp), without killing the naga.
The naga will back up into the cleft. There is a pit
Xander is unfortunately more than a little insane and will fight
trap in the floor of its cave, far to its right, and the naga
to the death. While werebears aren’t traditionally known for
will cast a minor illusion of a treasure chest atop this
such ferocity or suicidal tendencies, Xander has been away
from civilization for too long and his more bestial nature has
pit trap before any adventurers enter the cavern.
long since taken over. The bear inside him fights constantly When any character sees the naga, it will feign
with the human, and that fight has created a morass of “hurrying to guard the chest,” but will not move onto
confusion and despair. He’ll see the adventuring party as the pit trap, instead moving in behind it and
interlopers and maybe (a little) as saviors. pretending to be enspelled to guard the chest “by a
dragon who watchesss you even now!”
An hour after encountering the bear, the party may
make another DC 13 Wisdom (Survival) check to Pit Trap
rediscover the trail and eventually find their
Perception DC 18 to spot; 40 feet deep and its bottom is lined
destination. (If it fails, another check is allowed an
with a vicious array of fire-hardened wooden spikes (4d10
hour later; any success at these checks means the bludgeoning [falling] damage plus 2d10 piercing damage.
party finds the trail, and doesn’t have to face
additional checks to lose their way again.) The naga, Yarlryx, hopes to increase its treasure by
gaining weapons and wealth from the adventurers,
The hours of taking great care to try to follow a barely and will use its lightning bolt and other spells to give
perceptible path though the deep, all but impenetrable forest is them a real battle. It can’t quite believe they can defeat
it, and knows it can come back from death anyway,
starting to wear on everyone’s nerves. The combination of
and will neither surrender nor retreat. It’s not above
fighting off bandits, being scratched and cut by innumerable
using its charm, hold, and dominate spells to try to
thorns, tramping through the hot and still wildwood and the
force adventurers into the pit trap.
claustrophobic feeling that you are being slowly crushed by the
heavy canopy of shadowtops, hemlocks, and duskwoods, have
led even the most charitable among you to actively speculate Adjusting the Encounter
what Garorn’s life would be like if he were missing more than Here are the recommendations for adjusting these combat
just his two legs. encounters. They are not cumulative.
Just when the pooling sweat in the small of your back, all the
bruises and scratches and the incessant forest have you on the  Very Weak Party: Remove the spirit naga; replace with bone
verge of quitting this fool’s errand, the path before you naga
suddenly slopes down into a natural hollow, where the mouth  Weak Party: Reduce spirit naga’s total hp to 60
of a large cave can clearly be seen. Beyond being able to see a  Strong Party: Remove the spirit naga; replace with guardian
bit of sky for the first time in hours, you notice the startling naga
 Very Strong Party: Remove the spirit naga; replace with
silence of this place. It is as if the entire forest is suddenly
guardian naga and add a pet carrion crawler
holding its breath.

This shallow forest cavern is home to a spirit naga.


From this lair, the naga plots and schemes with the
Not for resale. Permission granted to print or photocopy this document for personal use only. Tharaera Lost 13
Conclusion: Return
to the Tankard
If the adventurers return to Garorn and give him the
moss, he tells them to seek Drassauva (proprietress of
the Den of Delights), find the “secret passage from her
bedchamber,” and follow her on one of the “every
tenday or so” occasions when she uses it, to vanish
overnight.
That, the ex-pirate tells the adventurers, is when she
goes to report to Suldran, and take him his fifth-share
of all the Den’s takings, and receive her latest “spy on
so-and-so, watch out for this thing, and do this to such-
and-such” orders. Beware her, Garorn warns; she
carries poison. She’ll be heading for Skulljaw Hill, deep
in the Elven Court, where there’s “some sort of lair,
whose entrance I could never find.”
So ends Adventure One.

Not for resale. Permission granted to print or photocopy this document for personal use only. Tharaera Lost 14
Rewards
Make sure note their rewards on their adventure log Treasure Awards
sheets. Give your name and DCI number (if applicable) Item Name GP Value
so players can record who ran the session.
Drukk’s Treasure 200
Experience Ralaera’s Treasure
Yarlryx’s Treasure
600
3500
Total up all combat experience earned for defeated
foes, and divide by the number of characters present
in the combat. For non-combat experience, the
4 x POTIONS OF GREATER HEALING
rewards are listed per character. Give all characters in Potion, uncommon
the party non-combat experience awards unless A description of this item can be found in the Dungeon
otherwise noted. Master's Guide.

SPELL SCROLLS
Combat Awards Arcane Eye, Evard’s Black Tentacles, Legend Lore, and
Name of Foe XP Per Foe Scrying
Drukk 700
Ralaera
Thruldran
700
700
Renown
Xander/Werebear 1800 All faction members earn one renown point for
Spirit Naga 3900 participating in this adventure.
Garorn 3000

The minimum total award for each character Downtime


participating in this adventure is 2,250 experience
points. Each character receives 5 downtime days at the
conclusion of this adventure.
The maximum total award for each character
participating in this adventure is 3,000 experience
points. DM Rewards
You receive 450 XP, 225 gp and 5 downtime days for
Treasure running this session.
The characters receive the following treasure, divided
up amongst the party. Characters should attempt to
divide treasure evenly whenever possible. Gold piece
values listed for sellable gear are calculated at their
selling price, not their purchase price.
Consumable magic items should be divided up
however the group sees fit. If more than one character
is interested in a specific consumable magic item, the
DM can determine who gets it randomly should the
group be unable to decide.
Permanent magic items are divided according to a
system. See the sidebar if the adventure awards
permanent magic items.

Not for resale. Permission granted to print or photocopy this document for personal use only. Tharaera Lost 15
Appendix: Monster/NPC
Light Crossbow. Ranged Weapon Attack: +5 to hit, range
80/320ft., one target. Hit: 5 (1d8+2) piercing damage.

Statistics Scimitar. Melee Weapon Attack: +5 to hit, reach 5ft., one


target. Hit: 5 (1d6+2) slashing damage.
One-Eyed Drukk (Veteran) Dagger. Melee Weapon Attack: +5 to hit, reach 5ft., one
Medium Humanoid, Chaotic Neutral
target. Hit: 4 (1d4+2) piercing damage.
Armor Class: 17 (splint)
Hit Points: 45
Speed: 30ft. Thruldran (Veteran)
Medium Humanoid, Chaotic Neutral
STR DEX CON INT WIS CHA
Armor Class: 17 (splint)
16 (+3) 13 (+1) 14 (+2) 10 11 10
Hit Points: 45
Speed: 30ft.
Skills: Athletics +5, Perception +2
Senses: Passive perception 12
STR DEX CON INT WIS CHA
Languages: Common
16 (+3) 13 (+1) 14 (+2) 10 11 10
Challenge: 3 (700 XP)

Actions Skills: Athletics +5, Perception +2


Senses: Passive perception 12
Multiattack. Drukk makes two Scimitar attacks in melee. Languages: Common
Challenge: 3 (700 XP)
Light Crossbow. Ranged Weapon Attack: +4 to hit, range
80/320ft., one target. Hit: 5 (1d8+1) piercing damage. Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft., one Multiattack. Thruldran makes two Mace attacks in
target. Hit: 4 (1d6+1) slashing damage. melee.

Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
target. Hit: 3 (1d4+1) piercing damage. range 100/400ft., one target. Hit: 5 (1d10) piercing
damage.

Mace. Melee Weapon Attack: +5 to hit, reach 5ft., one


Ralaera Blacktalons (Veteran) target. Hit: 5 (1d6+2) bludgeoning damage.
Medium Humanoid, Chaotic Neutral
Armor Class: 17 (split) Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one
Hit Points: 50 target. Hit: 4 (1d4+2) piercing damage.
Speed: 30ft.

STR DEX CON INT WIS CHA


16 (+3) 13 (+1) 14 (+2) 10 11 10

Skills: Athletics +5, Perception +2


Senses: Passive perception 12
Languages: Common
Challenge: 3 (700 XP)

Actions
Multiattack. Ralaera makes two Scimitar attacks in
melee.

Not for resale. Permission granted to print or photocopy this document for personal use only. Tharaera Lost 16
Xander, Werebear Spirit Naga
Medium humanoid (human, shapechanger) neutral good Large Monstrosity, chaotic evil
Armor Class: 10 in humanoid form, 11 (natural armor) in Armor Class: 15 (natural armor)
bear and hybrid form Hit Points: 75 (10d10+20)
Hit Points: 135 (18d8+54) Speed: 40ft.
Speed: 30ft. (40ft., climb 30ft. in bear or hybrid form)
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 18 (+4) 17 (+3) 14 (+2) 16 (+3) 15 (+2) 16 (+3)
19 (+4) 10 17 (+3) 11 12 (+1) 12 (+1)
Saving Throws: Dex +6, Con +5, Wis +5, Cha +6
Skills: Perception +7 Damage Immunities: poison
Damage Immunities: bludgeoning, piercing, and slashing Condition Immunities: charmed, poisoned
damage from nonmagical weapons that aren’t Senses: darkvision 60ft., passive Perception 12
silvered. Languages: Abyssal, Common
Senses: passive Perception 17 Challenge: 8 (3,900 XP)
Languages: Common (can’t speak in bear form)
Challenge: 5 (1,800 XP)
Rejuvenation. If it dies, the naga returns to life in 1d6
days and regains all its hit points. Only a wish spell can
Shapechanger. The werebear can use its action to prevent this trait from functioning.
polymorph into a Large bear-humanoid hybrid or into a
Large bear, or back into its true form, which is humanoid. Spellcasting. The naga is a 10th-level spellcaster. Its
Its statistics, other than its size and AC, are the same in spellcasting ability is Intelligence (spell save DC 14, +6 to
each form. Any equipment it is earing or carrying isn’t hit with spell attacks), and it needs only verbal
transformed. It reverts to its true form if it dies. components to cast its spells. It has the following wizard
spells prepared:
Keen Smell. The werebear has advantage on Wisdom
(Perception) checks that rely on smell. Cantrips (at will): mage hand, minor illusion, ray of frost
1st level (4 slots): charm person, detect magic, sleep
Actions 2nd level (3 slots): detect thoughts, hold person
Multiattack. In bear form, the werebear makes two claw 3rd level (3 slots): lightning bolt, water breathing
attacks. In humanoid form, it makes two greataxe 4th level (3 slots): blight, dimension door
attacks. In hybrid form, it can attack like a bear or a 5th level (2 slots): dominate person
humanoid.
Actions
Bite (Bear or Hybrid Form Only). Melee Weapon Attack:
Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one
+7 to hit, reach 5ft., one target. Hit: 15 (2d10+4) piercing
target. Hit: 7 (1d6+4) piercing damage, and the target
damage. If the target is a humanoid, it must succeed on a
must make a DC 13 Constitution saving throw, taking 31
DC 14 Constitution saving throw or be cursed with
(7d8) poison damage on a failed save, or half as much
werebear lycanthropy.
damage on a successful one.
Claw (Bear or Hybrid Form Only). Melee Weapon Attack:
+7 to hit, reach 5ft., one target. Hit: 13 (2d8+4) slashing
damage.

Greataxe (Humanoid or Hybrid Form Only). Melee


Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 10
(1d12+4) slashing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. Tharaera Lost 17
SKULLJAW HILL
The search for the missing Harper agent has brought you to the small coastal town of Elventree on the south shore
of the Moonsea. With important clues in hand and after a stop at a local festhall, you will be forced to brave further
challenges found in the depths of the Cormanthor forest. Part Two of the Gamehole Con 2016 adventure arc.

A 2-hour adventure for 5th-10th level characters

Ed Greenwood & Alex Kammer


Adventure Designers
Thomas Valley
Editing and Layout

Adventure Code: DDALGHC-02

Organized Play: Chris Lindsay


D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,
Alan Patrick

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.

©2016 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

Not for resale. Permission granted to print or photocopy this document for personal use only. Skulljaw Hill 1
Introduction
Welcome to “Skulljaw Hill,” a D&D Expeditions
adventure, part of the official D&D Adventurers
League organized play system and the Gamehole Con Preparing the Adventure
2016 adventure arc. This adventure is designed for Before you show up to Dungeon Master this
three to seven 5th-10th level characters, and is adventure for a group of players, you should do the
optimized for six 7th-level characters. Characters following to prepare.
outside this level range cannot participate in this
adventure. The adventure is set in the Moonsea region  Make sure to have a copy of the most current
of the Forgotten Realms. version of the D&D Basic Rules or the Player’s
Handbook.
 Read through the adventure, taking notes of
anything you’d like to highlight or remind yourself
The D&D Adventurers while running the adventure, such as a way you’d
like to portray an NPC or a tactic you’d like to use in
League a combat.
This adventure is official for D&D Adventurers  Get familiar with the monster statistics in the
League play. The D&D Adventurers League is the Appendix.
official organized play system for DUNGEONS &  Gather together any resources you’d like to use to
DRAGONS®. Players can create characters and aid you in running this adventure--such as
participate in any adventure allowed as a part of the notecards, a DM screen, miniatures, and battlemaps.
D&D Adventurers League. As they adventure, players  If you know the composition of the group
track their characters’ experience, treasure, and other beforehand, you can make adjustments as noted
rewards, and can take those characters through other throughout the adventure.
adventures that continues their story.
If you’re running this adventure as a part of a store
event or at certain conventions, you’ll need a DCI
number. This number is your official Wizards of the
Before Play at the Table
Coast organized play identifier. If you don’t have a Ask the players to provide you with relevant
number, you can obtain one at a store event. Check character information:
with your organizer for details.  Character name and level
D&D Adventurers League play is broken up into  Character race and class
storyline seasons. When players create characters,
 Passive Wisdom (Perception)—the most common
they attach those characters to a storyline season, passive ability check
which determines what rules they’re allowed to use to
 Anything notable as specified by the adventure
create and advance their characters. Players can
(such as backgrounds, traits, flaws, and so on
continue to play their characters after the storyline
season has finished, possibly participating in a second
or third storyline with those same characters. A Players that have characters outside the adventure’s
character’s level is the only limitation for adventure level range cannot participate in the adventure
play. A player cannot use a character of a level higher with those characters. Players with ineligible
or lower than the level range of a D&D Adventurers characters can make a new 1st-level character or use a
League adventure. pregenerated character. Players can play an adventure
For more information on playing, running games as they previously played or ran as a Dungeon Master,
a Dungeon Master, and organizing games for the D&D but not with the same character.
Adventurers League, please visit the D&D Adventurers Ensure that each player has an official adventure
League home at: logsheet for his or her character (if not, get one from
the organizer). The player fills out the adventure
www.dndadventurersleague.org name, session number, date, and your name and DCI
number. In addition, the player also fills in the starting
values for experience, gold, downtime, renown, and
number of permanent magic items. He or she fill in the
other values and write notes at the conclusion of the

Not for resale. Permission granted to print or photocopy this document for personal use only. Skulljaw Hill 2
session. Each player is responsible for maintaining an Determining Party Strength
accurate logsheet. Party Composition Party Strength
If you have time, you can do a quick scan of a
player’s character sheet to ensure that nothing looks 3-4 characters, APL less than Very weak
out of order. If you see magic items of very high 3-4 characters, APL equivalent Weak
rarities or strange arrays of ability scores, you can ask 3-4 characters, APL greater than Average
players to provide documentation for the 5 characters, APL less than Weak
irregularities. If they cannot, feel free to restrict item 5 characters, APL equivalent Average
use or ask them to use a standard ability score array. 5 characters, APL greater than Strong
Point players to the D&D Adventurers League Player’s 6-7 characters, APL less than Average
Guide for reference. 6-7 characters, APL equivalent Strong
If players wish to spend downtime days and it’s the 6-7 characters, APL greater than Very strong
beginning of an adventure or episode, they can declare
their activity and spend the days now. Alternatively, Average party strength indicates no recommended
they can do so at the end of the adventure or episode. adjustments to the adventure. Each sidebar may or
Players should select their characters’ spells and other may not offer suggestions for certain party strengths.
daily options prior to the start of the adventure, unless If a particular recommendation is not offered for your
the adventure specifies otherwise. Feel free to reread group, you don’t have to make adjustments.
the adventure description to help give players hints
about what they might face.
Running the Adventure
Adjusting the Adventure As the Dungeon Master of the session, you have the
most important role in facilitating the enjoyment of
Throughout this adventure, sidebars provide the game for the players. You help guide the narrative
information to assist you in making adjustments for and bring the words on these pages to life. The
smaller or larger groups and characters of higher or outcome of a fun game session often creates stories
lower levels than the adventure is optimized for. This that live well beyond the play at the table. Always
is typically used exclusively for combat encounters. follow this golden rule when you DM for a group:
You may adjust the adventure beyond the guidelines
given in the adventure, or for other reasons. For Make decisions and adjudications that enhance the
example, if you’re playing with a group of fun of the adventure when possible.
inexperienced players, you might want to make the
adventure a little easier; for very experienced players, To reinforce this golden rule, keep in mind the
you might want to make it a little harder. Therefore, following:
five categories of party strength have been created for
you to use as a guide. Use these as a guide, and feel  You are empowered to make adjustments to the
free to use a different adjustment during the adventure and make decisions about how the group
adventure if the recommended party strength feels off interacts with the world of this adventure. Doing so
for the group. is especially important and applicable outside of
This adventure is optimized for a party of seven combat, but feel free to adjust the adventure for
5th to 10th level characters. To figure out whether groups that are having too easy or too hard of a
you need to adjust the adventure, do the following: time.
 Don’t make the adventure too easy or too difficult
 Add up the total levels of all the characters for a group. Never being challenged makes for a
 Divide the total by the number of characters boring game and being overwhelmed makes for a
 Round fractions of .5 or greater up; round fractions frustrating one. Gauge the experience of the players
of less than .5 down (not the characters) with the game, try to feel out
(or ask) what they like in a game, and attempt to
You’ve now determined the average party level give each of them the experience they’re after when
(APL) for the adventure. To figure out the party they play D&D. Give everyone a chance to shine.
strength for the adventure, consult the following  Be mindful of pacing, and keep the game session
table. moving along appropriately. Watch for stalling, since
play loses momentum when this happens. At the
same time, make sure that the players don’t finish
too early; provide them with a full play experience.
Not for resale. Permission granted to print or photocopy this document for personal use only. Skulljaw Hill 3
Try to be aware of running long or short. Adjust the spells. Other spell services might be available as
pacing accordingly specified in the adventure. The number of spells
 Read-aloud text is just a suggestion; feel free to available to be cast as a service is limited to a
modify the text as you see fit, especially when maximum of three per day total, unless otherwise
dialogue is present. noted.
 Give the players appropriate hints so they can make
informed choices about how to proceed. Players SPELLCASTING SERVICES
should be given clues and hints when appropriate so Spell Cost
they can tackle puzzles, combat, and interactions Cure wounds (1st level) 10 gp
without getting frustrated over lack of information. Identify 20 gp
Doing so helps to encourage immersion in the Lesser restoration 40 gp
adventure and gives players “little victories” for Prayer of healing (2nd level) 40 gp
figuring out good choices from clues. Remove curse 90 gp
In short, being the DM isn’t about following the Speak with dead 90 gp
adventure’s text word-for-word; it’s about facilitating Divination 210 gp
a fun, challenging game environment for the players. Greater restoration 450 gp
The Dungeon Master’s Guide™ has more information on Raise dead 1,250 gp
the art of running a D&D game.

Downtime and Lifestyle Acolyte Background


A character possessing the acolyte background requesting
At the beginning of each play session, players must spellcasting services at a temple of his or her faith may request
declare whether or not they are spending any days of one spell per day from the Spellcasting Services table for free.
downtime. The player records the downtime spent on The only cost paid for the spell is the base price for the
the adventure logsheet. The following options are consumed material component, if any.
available to players during downtime (see the D&D
basic rules or the D&D Adventurers League Player’s
Guide for more information):
Character Disease, Death, and
 Catching up
 Crafting (exception: multiple characters cannot Recovery
commit to crafting a single item) Sometimes bad things happen, and characters get
 Practicing a profession poisoned, diseased, or are killed. Since you might not
 Recuperating have the same characters return from session to
 Spellcasting services (end of the adventure only) session, here are the rules when bad things happen to
 Training characters.

Other downtime options might be available during Disease, Poison, and Other Debilitating
adventures or unlocked through play, including Effects
faction-specific activities. A character still affected by diseases, poisons, and
In addition, whenever a character spends downtime other similar effects at the conclusion of an adventure
days, that character also spends the requisite expense can spend downtime days recuperating until such time
for his or her lifestyle. Costs are per day, so a character as he or she resolves the effect to its conclusion (see
that spends ten days of downtime also spends ten days the recuperating activity in the D&D Basic Rules).
of expenses maintaining his or her lifestyle. Some If a character doesn’t resolve the effect between
downtime activities help with lifestyle expenses or add sessions, that character begins the next session still
lifestyle expenses. affected by the debilitating effect.
Spellcasting Services Death
Any settlement the size of a town or larger can provide A character who is killed during the course of the
some spellcasting services. Characters need to be able adventure has a few options at the end of the session
to travel to the settlement to obtain these services. (or whenever arriving back in civilization) if no one in
Spell services generally available include healing the adventuring party has immediate access to a raise
and recovery spells, as well as information-gathering dead or revivify spell, or similar magic. A character
Not for resale. Permission granted to print or photocopy this document for personal use only. Skulljaw Hill 4
subject to a raise dead spell is affected negatively until
all long rests have been completed during an
adventure. Alternatively, each downtime day spent
after raise dead reduces the penalty to attack rolls,
saving throws, and ability checks by 1, in addition to
any other benefits the downtime activity might
provide.
Create a New 1st-Level Character. If the dead
character is unwilling or unable to exercise any of the
other options, the player creates a new character. The
new character does not have any items or rewards
possessed by the dead character.
Dead Character Pays for Raise Dead. If the
character’s body is recoverable (it’s not missing any
vital organs and is mostly whole) and the player would
like the character to be returned to life, the party can
take the body back to civilization and use the dead
character’s funds to pay for a raise dead spell. A raise
dead spell cast in this manner costs the character
1,250 gp.
Character’s Party Pays for Raise Dead. As above,
except that some or all of the 1,250 gp for the raise
dead spell is paid for by the party at the end of the
session. Other characters are under no obligation to
spend their funds to bring back a dead party member.
Faction Charity. If the character is of level 1 to 4
and a member of a faction, the dead character’s body
can be returned to civilization and a patron from the
faction ensures that he or she receives a raise dead
spell. However, any character invoking this charity
forfeits all experience and rewards from that session
(both those earned prior to and after death during that
session) and cannot replay that episode or adventure
with that character again. Once a character reaches
5th level, this option is no longer available.

Adventure Background
The legless ex-pirate Garorn knows that Drassauva,
proprietress of the Den of Delights festhall in
Elventree, works for Suldran and can lead adventurers
to a hidden lair of the Dark deep in the Elven Court.
The party hopes to track down the missing Harper
agent, Tharaera, who has been kidnapped by the
criminal band, Suldran’s Dark. In the previous
adventure, Tharaera Lost (DDALGHC-01), Garorn
identified Drassauva as being a known associate of
Suldran and that following her might lead the party to
the pirate leader’s lair.
What Garorn doesn’t know is that Drassauva is
really a Weretiger, who will change shape and try to
get away (and then send a fighting band of Dark
members to ambush the adventurers) if she detects
the adventurers following her.

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Part 1: Shadowing
adventurers, it seems Ehrendil is no friend to
Drassauva. If pressed by the adventurers in a friendly
and sympathetic manner, she intimates (almost admit,

the Lady of Delight


without baldly stating matters) that she longs for
Drassauva to be gone so she can operate the Delights
in the way she likes as well as to enjoy all the profits
The party finds themselves in the ancient sylvan herself. She also hints that she resents Suldran’s
community of Elventree located in the West Branch of influence over Drassauva, and wishes to be free of it.
the Moonsea in the forest of Cormanthor. Yesterday
was a trying and event-filled day culminating in a Roleplaying Ehrendil
nasty fight with a terrible naga deep in the Ehrendil is not merely beautiful; she is smart and capable. She
Cormanthor is also practical above all else, which supports her self-serving
nature. She is quick and to the point, not interested in flirtation
Today is a new day. And that is a good thing, given the trials or badinage, and frequently says things like “What does that
and tribulations of yesterday. The forest challenged each and have to do with me?” and “Why would I do that, as it does
every one of you, leaving you with a healthy respect for the nothing for me?”
She is also an excellent judge of character and can usually tell
ancient Elven Court.
when someone is lying to her (Insight +8).
Following the directions of the ex-pirate Garorn, you are now If the adventurers attack her, she will quickly trigger a secret
headed towards the Den of Delights, a house of pleasure run by door or trapdoor in the floor that will swallow her and lock in
a woman named Drassauva whom Garorn identified as an place behind her, preventing the adventurers from pursuing.
associate of Suldran, head of the criminal gang Suldran’s Dark. In the unlikely event that the party decides to fight her, and
Like just about every structure in Elventree, the Den of Delights she’s somehow unable to use the trapdoor or otherwise
escape, her stats are detailed in the Appendix.
is a ramshackle but large old two-story mansion. The sign
affixed over its front door bears flowing script in flaking gold When the party asks after Drassauva, Ehrendil’s
paint confirming that you’ve found the right place. The crimson curiosity will be piqued. She will quickly escort the
ground floor window-curtains are drawn tight, and the front party to an empty parlor where she is confident that
stoop is clean and empty. they will not be overheard and get right to the point,
The wide front door proves unlocked. Entering the Delights, asking briskly, “What business do you have with
you find it to be no gaudy, sleazy pleasure-palace, but rather a
Drassauva?”
The moment she gets the merest whiff that the party
grand house with gleaming-polished wood paneling, crimson
is not allied with Drassauva, Ehrendil will boldly state,
tapestries depicting sinuous dragons (fanciful things, not a
“Well, maybe I can help you—if you can help me.”
specific species you recognize), and red carpeting. You are A successful DC 13 Persuasion check will convince
immediately struck by the heavy, cloying scent of honeysuckle Ehrendil to help the party. She will explain that
mixed with some sort of strong but unfamiliar spice. The large Drassauva will be in sometime this evening, and that
entrance hall is filled with well-worn and ornate furniture well this happens to be one of the nights when she visits
past its prime. The Delights seems to be doing a brisk business Suldran. Ehrendil will take the adventurers up to
despite the hour; most of the couches hold scantily clad men Drassauva’s bedchamber to show them where the
and women engaging rougher-looking clientele in flirtatious secret door is and how it works: a pocket door behind
conversation. a decorative crimson silk curtain on one wall that
Just as you are beginning to get your bearings, you are opens to reveal a steep set of stairs, with a handrail
approached by a petite brunette woman of obvious elven descending into darkness. Drassauva’s bedchamber
heritage—large eyes, delicate features, slightly pointed ears,
has a “Lady Drassauva” knocker adorning its lone,
never-locked hallway door; it is luxuriously furnished
slender build—and striking beauty, who says warmly,
like an office (as that’s what she uses it for; if she
“Welcome to the Delights, travelers. How can we serve you
needs to sleep or have real privacy, she goes to a
today?” nondescript house she owns several streets away) that
just happens to have a crimson-curtained four-poster
This woman’s name is Ehrendil, and presents herself bed in one corner.
as Drassauva’s “right-hand matron.” While she does Ehrendil then offers to hide the adventurers in a
not openly display her surprise at seeing a fully armed little-used storage room until after Drassauva departs
adventuring party enter the Delights, she obviously for her meeting, whereupon she will lead the party
believes the party is there for reasons other than the back to Drassauva’s bedroom so they can pursue her.
Den’s usual attractions. Fortunately for the Any reasonable Insight roll will reveal that Ehrendil is
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being honest with the party and earnestly hopes that inside, sitting on the seat. (The rest of the crates are
they succeed. Ehrendil will warn the party, “Beware of closed, and all of them are empty and in disintegrating
Drassauva; she is dangerous. She bears herself with a condition.)
confidence that tells me she has some abilities or As the adventurers are traversing the cellars, they
powers that are not obvious. She is not what she will hear (on a successful DC 17 Perception check) the
seems.” (If the adventurers press her about this, distant sound of a door being closed.
Ehrendil will shrug and say, “I can prove nothing. But One cellar leads into the next, and after six cellars,
there are stories. Some say she can turn into a snake, that slope upwards as the party continues on, the last
or a dragon, or a snarling rat. Others say she can cellar gives into a narrow passage that ends in a flight
summon monsters, or works with them. Or that her of ten stone steps, ascending to a door in the ceiling.
bite is poisonous. Not all of these stories can be true.”) It is a trapdoor, concealed from view from the top or
Ehrendil will lead the way to a ground-floor back forest side by some living bushes whose roots are
storage room filled with dilapidated and broken anchored in it (they were deliberately wired in place
furniture and instruct the adventurers to stay quiet and fertilized; the rest of the door is covered in the
and sit tight until she comes for them. earth surrounding them). The trapdoor has no lock,
True to her word, she returns in a few hours, leads and a bolt only on the inside (cellar side), but is heavy
the party upstairs to Drassauva’s (one end of the (thanks to the dirt atop it).
upper floor) bedchamber, exhorts them to “Hurry The closing-door sound the adventurers may or may
now; she just left!” and opens its soundless, well-oiled not have heard was Drassauva closing this trapdoor in
door. the forest floor. She then walked—unharmed—past
(If the adventurers don’t open up to Ehrendil, she the (trained to leave her and anyone with her alone)
will assume they are members or hirelings of the Dark Grick Alpha guardian stationed in the trees within
here to do some covert business with Drassauva, and easy reach of the trapdoor and headed through the
will still ask them to wait in the storage room until forest to Skulljaw Hill. Any character reaching the
“the Lady Drassauva returns. I’ll take you to her steps up to the trapdoor will see a simple bolt
bedchamber then.” As she says this, she’ll point at the mechanism on the underside of the trap, in the open
ceiling, in the direction of the back corner of the upper position. When the lead party member shoves up the
floor where Drassauva’s bedchamber is located. Then door and steps up into the forest, they will be
Ehrendil will take the adventurers to the storage room immediately attacked—with surprise—by the Grick
and lock them in—not being obvious about the Alpha. (It will try to destroy all of the adventurers.)
locking—so they’ll make enough noise busting out to
alert her that they’re now on the move. If they so Adjusting the Encounter
emerge, she will stay out of their way and will have Here are the recommendations for adjusting these combat
arranged that no clients or staff of the Den are out and encounters. They are not cumulative.
about in the hallway that leads from the storage room  Very Weak Party: Remove grick alpha; replace with
to a back outside door in one direction, and a back shambling mound.
stair in the other. That spiral back stair arrives on the  Weak Party: Remove grick alpha; replace with giant ape.
upper floor right beside Drassauva’s room. If the  Strong Party: Remove grick alpha; replace with treant.
adventurers stay put in the storage room, Ehrendil will  Very Strong Party: Remove grick alpha; replace with young
come and lead them to Drassauva’s bedchamber as red dragon.
promised.)

No matter how the adventurers reach Drassauva’s


bedchamber, they will find it deserted: Drassauva has
just closed the door of her secret passage behind her
and hurried down its dark stair.
Carrying a large wicker basket of food (for the
prisoners), Drassauva will hasten down the steps,
which descend steeply some 80 feet, into some ancient
dank and pitch-dark cellars littered with moldering
casks and crates. One crate stands open, and
characters traversing the cellars will see that it
contains a wooden seat, and manacles for wrists,
ankles, waist, and throat of whoever was fastened

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Part 2: The Sentinel
carefully searching the area or examining the stones).
If a human who does not look like Drassauva, or who is
not accompanied by Drassauva or a Drassauva

on the Hill
lookalike, approaches within 5 feet of the gate, the
stone golem will attack, seeking to destroy or drive
out all such intruders from the stone circle (it will not
The party already knows Drassauva is headed to pursue out of the circle, and cannot be lured from
Skulljaw Hill, and there is a faint trail from the within the stones).
trapdoor heading into the forest, which is gently This stone golem has been damaged; its hit points
rolling terrain of dead leaves underfoot and many are reduced from its normal max of 178 to 140 and its
living trees, that only substantially rises in one AC from 17 to 15. It otherwise functions like a normal
direction, which is the way the trail heads—so stone golem in all other respects.
adventurers will have no trouble finding Skulljaw Hill.
The trees are far enough apart in this part of the forest Adjusting the Encounter
that sunlight or moonlight (depending on the time of Here are the recommendations for adjusting these combat
day when the adventurers emerge from the encounters. They are not cumulative.
underground passage) lances down between them in  Very Weak Party: Remove stone golem; replace with stone
many places, to light the scene. giant.
 Weak Party: Remove stone golem; replace with stone giant.
Far ahead in the distance, more than a bowshot away, you see  Strong Party: Remove stone golem; replace with normal
a lone human figure—probably Drassauva, given the feminine stone golem.
gait, shape, and long unbound hair—carrying a large wicker  Very Strong Party: Remove stone golem; replace with
basket and walking away from you along the trail, where the normal stone golem.
land rises and the trees thin. That must be Skulljaw Hill.
You reach the base of the hill in time to see the figure you’re
pursuing walk into a cluster of standing stones about two thirds
of the way up the slope; weathered, rough old irregularly-
shaped stone pillars, each about 15 feet tall by five feet thick.
As you study this cluster of standing stones, you do not see
anyone come out on their far side.

No matter how long the adventurers wait, they will not


see Drassauva emerge from the stones; she has
entered an ancient elfhold through an invisible gate
between two of the central monoliths.
There are nine standing stones in the cluster: an
oval ring of seven monoliths, surrounding a central
pair of side-by-side stones that have about a four-foot-
wide gap between them. There’s no sign of any human
with a basket, and no birds, insects, or small scuttling
forest life can be seen within the ring, though all such
forest life are active and plentiful around it. Perception
checks will not reveal anything other than Drassauva’s
tracks leading into the standing stones; her personal
trail leads right between the two central stones—
where her footprints mysteriously end.
This invisible gate is guarded by a well-hidden
stone golem; it is standing flush with its back against
the right-hand stone flanking the gate. In the dappled
light, it looks like part of that weathered monolith (but
a DC 16 Perception check will alert any character that
this stone shape is something other than a natural part
of the monolith; lower this to DC 12 for any character

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Part 3: Into the
over each other and things and blundering about in a
foolhardy fashion. Which doesn’t mean they aren’t
dangerous to the adventurers! Their angry, startled,

Elfhold
and drunken state makes them impervious to pain and
reckless enough to try anything, and to go on fighting
when “dead on their feet,” until they pass 0 hit points
If the adventurers survive the Stone Golem guardian, and literally drop in mid-action. There will be no
they can enter the elfhold by simply walking between parleying, surrendering, or retreats on their part.
the two central standing stones as indicated by The three crossbows are all “fired” by pulling on
Drassauva’s tracks. (The gate will not work if they step cords, the ends of which (tied around stones to form
between the stones in the other direction, even if they easily-grabbed knobs) were resting in the guards’ laps
immediately turn around and step in the right as they dozed. Drassauva was so disgusted by their
direction; any being doing so must move at least ten drunken state that she took all of their crossbow bolts
feet away from the central stones before “trying away (so none at all are left in the room), both their
again.”) spares for reloading and the bolts loaded and ready on
Nothing about the gate is dangerous to any sort of each weapon’s tracks. So when these three sterling
living being or non-living material—merely moving sentinels pull the firing-cords, the weapons will rock
into the right spot causes a momentary flash of blue and clack loudly as the strings let go, and fire—
radiance (in the mind of the gate activator only, not nothing!
visible to others; to them, the gate activator simply If the adventurers overcome this trio of idiots
vanishes) and sensation of silently falling, and then a (which can be done without killing them; they can be
gate activator is simply “standing elsewhere,” in their slugged unconscious), the invisible gate onward is
new location. found by walking into the back left corner of the room
All gates within the elfhold work like this: invisible (left-hand end of the back wall, behind where the
and silent, one direction only (so no one can retreat to guards were setting). A DC 13 Survival check will
a previous location), function for items only when reveal disparate tracks leading to that corner of the
held/worn/touched by a living creature (not thrown room then stopping. Anyone stepping into this corner
or thrust), and operate only when the right spot is will be whisked to:
reached, by a creature moving in the right direction.
(Note: the entire elfhold is so strongly magical that no
location or detection can “pick out” a gate, any magic
item, or even an ongoing manifestation of a spell from
the surroundings.)

Forechamber
The gate from the stone circle in the forest leads into
this forty-foot-square room, its walls, floors, and
ceiling all of solid bedrock. The room is dank (damp)
and smells of earth and wet stone. The arrival of the
first character through the gate will awaken three
Dark Guards here who had been gaming (gambling
over cards) and drinking previously, and have fallen
into a doze on their stools, where they sit—with
empty wineskins strewn on the floor around them—
behind a row of heavy crossbows on wooden tripod
stands. There are no visible doors or other entrances
and exits from this room, and the 3 stools and 3
tripods are the only visible furniture.
They will scramble up, swearing blearily and
upsetting their three wooden stools and sending cards
flying in all directions, and try to attack the
adventurers. These three dolts (Ardran, Boreld, and
Kantavvur, are all Bandits, but should be played for
maximum pratfalls and situation comedy, tripping
Not for resale. Permission granted to print or photocopy this document for personal use only. Skulljaw Hill 9
Living Quarters Storeroom
The gate from the forechamber leads into this twenty- The gate from the living quarters leads into this 20-
foot-square room. Its walls, floors, and ceiling are all of foot-wide, 40-foot-long room. Its walls, floors, and
solid bedrock. It is dank (damp) and smells of earth ceiling are all of solid bedrock. It is dank (damp) and
and wet stone. It is deserted, and has no visible doors smells of earth and wet stone. It is deserted, and has
or other entrances or exits. no visible doors or other entrances or exits.

Double-tier crude wooden bunk beds (six sleeping-spots in all, Large open shelves, roughly made from squared timbers
each with a straw mattress, a duvet-like overblanket, and two pegged into lengths of tree trunk serving as uprights, stand
pillows) line the left-hand wall, three chamber pots with lids against both side walls, braced against falling by diagonal
and a handy pile of broad, drying leaves beside each line the saplings nailed to the uprights and jutting out into the room.
right-hand wall, right in front of you is a plain wooden table They fill the first 20 feet of walls, but are all empty, and the
with six plain wooden chairs drawn up around it and cards, room looks devoid of life except for something very small and
dice, and copper pieces strewn across it. brown that’s scuttling along one of the shelves on your right.
Beyond the table, in the center of the room, stands a The only other thing you can see in the room is a row of six
wooden greatchest: a rectangular ironbound wooden storage wooden 3-legged stools arranged neatly along the right-hand
chest of the sort many merchants use to carry cargo; about wall, beyond the shelves.
three feet high and wide, and six feet long. It has a flat top and
two metal handles on each side and both ends. The top is This pantry and storage chamber has been cleaned
attached to the body of the chest by large hasps with metal out. All that’s left is one bewildered mouse, fleeing for
pegs through them. Like most such chests, a scraped-clean its life from the adventurers.
central area of the top or lid acts as a label, and something has The invisible gate onward (a DC 13 Survival check
been chalked on this one. will reveal disparate tracks leading to that corner of
the room, then stopping, but the gate will function for
anyone blundering into its space), is at the exact
What’s written on the top of the chest (the
center of the back wall. Anyone stepping into the five-
adventurers can’t read it until they get much closer, by
foot-area out from the center of the wall will be
passing the table) is “Mind your fingers!” but this is a
whisked to:
hollow warning; the chest isn’t trapped and contains
nothing sharp. Inside it is a lining of dampened stones
as insulation around three large wooden buckets/tubs
Armory
set into the stones and “lidded” with wadded wet The gate from the storeroom leads into this twenty-
leaves: a tub full of smoked sausages in brine; a tub full foot-square room. Its walls, floors, and ceiling are all of
of handwheels of cheese in brine; and a tub holding a solid bedrock. It is dank (damp) and smells of earth
dozen skins of weak wine. Atop the skins is a shallow and wet stone. It is deserted, and has no visible doors
metal coffer (no lock or latch) that stinks of smoked or other entrances or exits.
fish—and that’s exactly what it contains: dried dark
brown smoked fish, for chewing. (This is a larder of
ready food for folks who lack any safe means of
cooking in this place.)
A total of 13cp is scattered across the table (and
whatever sorts of dice and game cards will amuse the
players).
The invisible gate onward (a DC 13 Survival check
will reveal disparate tracks leading to that corner of
the room, then stopping, but the gate will function for
anyone blundering into its space) is in the back right
corner of the room (where the back wall meets the
side wall). Anyone stepping into this corner will be
whisked to:

Not for resale. Permission granted to print or photocopy this document for personal use only. Skulljaw Hill 10
Wooden racks have been affixed to both side walls of this This room contains a 5-foot-diameter, 2-foot-high circular “lip
room, running the length of both walls. They are notched and wall” well, descending some 40 feet into icy cold, clear, sweet-
fitted to hold specific weapons, almost all of which have been tasting drinkable water, accessed by a wooden bucket tossed
taken away and are missing, except for a row of 8 superbly- down at the end of a thick rope that’s tied to the bucket at one
made halberds racked on the right-hand shelves, and a small end, and to a solid, massive iron ring-bolt in the floor beside the
metal box (about the size and dimensions of a real-modern- well, on the other. There are two buckets, each with its own
world red brick), sporting a hinged top and keyhole. You can rope, both tied to the same ring-bolt, which is starting to rust
see no key to it anywhere. The nearest sections of racks on but has been coated with animal fat to slow the rusting.
both walls evidently held complete suits of chainmail, because Against the right-hand wall is a simple wooden bench littered
they have the shape of open closets with carved wooden with 5 handkegs of ale (two-foot-high miniature wooden
“shoulders” jutting out from the back wall, for the armor to hooped barrels, like a wooden version of a modern real-world
hang from, each shoulder having a “neck peg” for a helm to rest “bubba”) most of them are) and 11 tankards. A tall four-legged
upon, and rows of side-shelves down the closet, for the (also barstool stands beside the bench.
missing) gauntlets and greaves. Along the left-hand wall, projecting out a good eight feet into
There doesn’t seem to be anything else in the room. the room, are a trio of “tuns” (huge casks) on their sides,
resting in massive wooden cradles. They are six feet across at
The halberds are all 5 (1d10) slashing damage. their ends and ten feet across at their middles, and have spigots
The key to the metal box is missing, nowhere to be down at the floor end of their front sides (“tops” if they weren’t
found; its lock will have to be picked, (DC 15 Sleight of lying down); words have been chalked above each spigot.
Hand) or it will have to be broken open. Inside are its There doesn’t seem to be anything else in the room.
loose contents: 42 split rings (like modern real-world
key-rings: each a tight spiral of metal forming a circle If and only if a character examines the underside of
but with two ends, so items to be threaded on the ring the bench, they will find two thin wooden boards
can be slid between one end and the adjacent curve, affixed to it by swiveling wooden “tabs” that can be
and pushed inward to end up “on the ring.” There’s turned “across” the boards to hold them to the
also a bladder of poison gas, fashioned from the underside of the bench, or turned the other way to free
preserved stomach of some long-dead forest critter, the boards. Sandwiched between the boards are three
that will (no chance to avoid!) be ruptured if the box is sheets of parchment, all of them spell scrolls! The first
opened, letting out its contents: Malice; anyone scroll is a fire bolt, the second is cloud of daggers, and
inhaling it must succeed on a DC 15 Constitution the third is vampiric touch.
saving throw or be blinded for 1 hour. Fortunately, Written on the closest tun to adventurers arriving
the area of effect before the gas dissipates into through the gate is “Winter Wine/Drink Now” and if
harmlessness is only a 5-foot-radius sphere; only the spigot is opened, a pale yellow, rather sour wine
those who are actively working on opening the box with a burning kick to it will spill out (an acquired
will be affected. taste, but wonderfully fiery and warming once one is
The gate leading onwards is activated by standing in used to it or too drunk to care).
front of the left-hand armor closet (a DC 13 Survival Written on the middle tun is “Drinking Water/Curse
check will reveal this location, but not the action Our Luck,” and yes, the huge cask is full of pleasant
required), and touching its “shoulders” or their neck drinking water.
peg. Anyone doing so will be whisked to: Written on the farthest tun is “Elven Mint Wine,”
and turning the spigot will cause a translucent green,
Well Chamber minty wine that smells of spring flowers and is sweet
The gate from the armory leads into this twenty-foot- and strong of taste to emerge. One sip of this heady
square room. Its walls, floors, and ceiling are all of vintage will warn anyone of its potency.
solid bedrock. It is very dank (damp) and smells
There doesn’t seem to be any gate to move on from this
strongly of earth and wet stone. It is also deserted, room, no matter where the adventurers search, but the party
with no visible doors or other entrances or exits. will have to find the elusive gate or be trapped here until they
starve. The key to finding it is to either try to twist the spigots
(not turn them to open them, but swivel the entire tap around
in its hole); only the farthest (elven wine) cask has a spigot that
will swivel.

Not for resale. Permission granted to print or photocopy this document for personal use only. Skulljaw Hill 11
Adventurers can also tap the casks, but only the sides of the prisoners in their initial charge, and will attack
farthest (elven wine) cask will sound hollow; the other two fearlessly, fighting to the death. They wear golden
casks, and the front of the farthest cask, will sound full of liquid. rings on their fingers and have two daggers each at
Turning the spigot of the elven wine tun unlatches a their belts. Each of them also has a full set of keys to
door; under the foremost iron hoop surrounding the the prisoners’ manacles, on rings clipped to their belts.
tun, a catch will snap open, and hinges will squeal. The Larrak has an additional 6 daggers securely sheathed
entire front of the cask can be swung open like a door down a diagonal baldric across his chest.
to reveal an empty hiding-place within, where Their first move will be to snatch small cloth bags
discarded iron manacles on the floor (a harness of two from their belts (snapping the fine cords that hold
wrist- or ankle-cuffs joined by chain, and then joined them to the belts and hold the bags shut), and fling
to each other by a third length of cuffed chain, its cuffs them at the faces of the rearmost adventurers (DC 12
enclosing each of the other lengths of chain) attest to Dexterity save to avoid; a hit does 1 hp damage and
its sometime use as a cell. The front of the tun didn’t causes the bag to burst—a miss means the bag hits the
sound hollow because a foot-thick “tank” of wine has back wall of the room, and bursts. In either case, fine
been built on the inside of this door, extending all over oiled metal marbles (modern real-world ball bearings)
it except where the locking mechanism runs from the scatter everywhere, so adventurers must make a DC
spigot back to the catch under the first barrel-hoop. A 16 Dexterity save to successfully move anywhere
successful DC 17 Investigation check on the farthest without falling prone, or successfully launch any
(elven wine) cask will reveal all of the above details. weapon attack. This effect lasts for the entire combat.
Or the party can figure this out through old fashioned The two guardians, Bordag and Larrak, must also
trial and error. make saves, but have practiced fighting on rooms full
of metal marbles underfoot, so after their initial attack
Treasure (no checks needed for them, because no marbles have
Spell scrolls: Fire bolt, Cloud of Daggers, Vampric reached where their running feet are), they make their
Touch. Dexterity saves at DC 11.
The adventurers must fight these two members of
Walking to the back of this hidden room inside the the Dark to the death.
tun will cause any character who does it to be “taken”
Adjusting the Encounter
by the gate onward, to:
Here are the recommendations for adjusting these combat
Prisoner Chamber encounters. They are not cumulative.
 Very Weak Party: Bordag AC 12 HP 90; Larrak AC 13 HP 70.
The gate from the well chamber leads into this twenty-  Weak Party: Bordag AC 13 HP 105; Larrak AC14 80.
foot-square room. Its walls, floors, and ceiling are all of  Strong Party: Bordag AC 15 HP 140; Larrak AC 16 HP 95.
solid bedrock. It is very dry and brightly lit; a continual  Very Strong Party: Bordag AC 16 HP 150; Larrak AC 17 HP
light has been cast on its ceiling. As usual, there are no 105.
visible doors or other entrances or exits.
The prisoners are five of the six paying passengers
from the Elviir’s Kraeken. If they survive the battle,
Sitting on the floor, barefoot (and lacking footwear; it’s
they will gratefully and eagerly tell the adventurers
nowhere to be seen in the room) and manacled to the wall
that “the woman who brings the food took the
behind them by ten-foot-long left-ankle chains and neck-chains,
Harper!” and point out where the gate onward (and
are five humans—no, a half elf male and four humans, one of out, into the next adventure) is: the back left corner of
them a woman—clad in rags, hungrily eating food (handwheels the room, just past two cheerful blue-flower-pattern
of cheese and small buns/roundloaves of bread) from the large china chamber pots, with a handy pile of leaves.
wicker basket with their bare hands. They look up, astonished The prisoners are all commoners, all unarmed and
at your arrival. without any tools, coins, or useful items, and they all
There’s no sign of Drassauva or a woman with one emerald smell (unwashed). They are:
green eye and one sky-blue eye, but standing guard over these
 A red-haired, fat, middle-aged woman, cheerfully
prisoners are two hulking men in studded leather armor, with worldly, profane, and sarcastic: Althlea (“All-THLEE-
battleaxes in their hands. They charge you without hesitation! ah”) Shrukhand, a wealthy widow from Hillsfar who
owns a weaving business and always expects the
The guardians are two senior members of the Dark, worst to happen—but is sneakily enjoying this
hardened and vicious warriors who keep clear of the adventure.

Not for resale. Permission granted to print or photocopy this document for personal use only. Skulljaw Hill 12
 A black-bearded, tired-looking man (bags under his life. His name is Elondrar Nuthshine, and his name is
eyes), balding and thin (ribs can be seen): about all he owns.
Dondevvur Mrellar, a dealer in armor and shields
from Selgaunt who was on a trip around the The first three prisoners listed above may offer the
Moonsea to check on buyers who have been adventurers rewards, or try to hire them as escorts
“shorting” him in payments. He’s a depressed home.
pessimist who no longer expects to survive this trip.
If he does, he’ll never leave the safety of Selgaunt So ends Adventure Two.
again, he vows.
 A short, brown-haired, sickly-looking, hook-nosed,
freckled, and curly-haired man from Westgate who
gives his name as Alagondrur Maedel. His forearms
are covered with curling dragon tattoos that he’ll
pass off as “youthful indiscretions” but that look
both sinister and magical, and he’ll claim to be an
apothecary in training. He’s actually a poisoner
fleeing from captivity in the Moonsea, after he was
taken captive when his employer, the slaver Turuth
“Hammerhand,” was killed by a rival; Maedel, whose
real name is Lakrabar Dorth, managed to combine
some wines and perfumes into an acid to eat
through his manacles, got free, and has straggled his
way south, picking up clothes and coins by killing
along the way. He wants to get to Cormyr, change his
name, and “disappear” into a new life. No character
should turn their back on him and expect not to get
robbed—or worse.
 A big, burly man with a jutting lower jaw, brutish
features (brow ridge, flat nose), and near tusks of
lower teeth—in other words, some orc blood in his
past—named Gruth Immiltar, who has massive,
hairy forearms, and obviously broken upper arms
that are bruised, distorted, and leave him in
helpless, shuddering agony when he moves the
wrong way or knocks them against anything. He’s a
former miner who tried to steal some tradebars of
smelted silver, got caught and beaten almost to
death, and then flung into a midden-pit—where he
found the body of a murdered man with a purse of
coins, which he used to buy passage on the Kraeken
to get well away from Phlan. If someone will heal
him or pay for his healing, he’ll become their firm—
and trustworthy—friend, companion, or even
servant.
 A young half-elven male whose face is almost hidden
behind a tangled fall of inky-black hair. He says
almost nothing, and whispers when he does talk,
and his body is an ugly wreckage of many-times-
broken (and improperly set) bones. An escaped
slave (from Telos), he stole coins and food to make
his way south to Phlan and buy passage to get to the
Elven Court, where he hoped to convince someone
to take him in as a servant, so he could start a new

Not for resale. Permission granted to print or photocopy this document for personal use only. Skulljaw Hill 13
Rewards
Make sure note their rewards on their adventure log Treasure Awards
sheets. Give your name and DCI number (if applicable) Item Name GP Value
so players can record who ran the session.
Bordag’s Treasure 475
Experience Larrak’s Treasure 525

Total up all combat experience earned for defeated


foes, and divide by the number of characters present +1 Battle Axe
in the combat. For non-combat experience, the A description of this item can be found in the Dungeon
rewards are listed per character. Give all characters in Master's Guide.
the party non-combat experience awards unless
otherwise noted. Renown
All faction members earn one renown point for
Combat Awards participating in this adventure.
Name of Foe XP Per Foe
Ehrendil 3900 Downtime
Grick Alpha 2900
Stone Golem 5900 Each character receives 5 downtime days at the
Bordag 1800 conclusion of this adventure.
Larrak 450

The minimum total award for each character DM Rewards


participating in this adventure is 2,500 experience
You receive 450 XP, 225 gp and 5 downtime days for
points.
running this session.
The maximum total award for each character
participating in this adventure is 3,500 experience
points.

Treasure
The characters receive the following treasure, divided
up amongst the party. Characters should attempt to
divide treasure evenly whenever possible. Gold piece
values listed for sellable gear are calculated at their
selling price, not their purchase price.
Consumable magic items should be divided up
however the group sees fit. If more than one character
is interested in a specific consumable magic item, the
DM can determine who gets it randomly should the
group be unable to decide.
Permanent magic items are divided according to a
system. See the sidebar if the adventure awards
permanent magic items.

Not for resale. Permission granted to print or photocopy this document for personal use only. Skulljaw Hill 14
Appendix: Monster/NPC Claw (Tiger or Hybrid Form Only). Melee Weapon Attack:

Statistics
+5 to hit, reach 5ft., one target. Hit: 7 (1d8+3) slashing
damage.

Dagger (Humanoid or Hybrid Form Only). Melee


Drassauva, Weretiger Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 4
Medium humanoid (human, shapechanger) neutral
(1d4+2) piercing damage. Drassauva bears two daggers
Armor Class: 12 (at her belt, and down her left boot) and they are
Hit Points: 120 poisoned, with a tincture of her own making that is
Speed: 30ft. (40ft. in tiger form) equivalent to the poison known as Malice, only acting by
Injury (so, a successful dagger attack deals 1d4+2
STR DEX CON INT WIS CHA piercing damage and the wounded target must make a
17 (+3) 15 (+2) 16 (+3) 10 13 (+1) 11 successful DC 15 Constitution saving throw or be blinded
for 1 hour).
Skills: Perception +5, Stealth +4
Damage Immunities: bludgeoning, piercing and slashing
damage from nonmagical weapons that aren’t
silvered.
Senses: darkvision 60ft., passive Perception 15
Languages: Common (can’t speak in tiger form)
Challenge: 4 (1100 XP)

Shapechanger. The weretiger can use its action to


polymorph into a tiger-humanoid hybrid or into a tiger,
or back into its true form, which is humanoid. Its
statistics, other than its size and AC, are the same in each
form. Any equipment it is earing or carrying isn’t
transformed. It reverts to its true form if it dies.

Keen Hearing and Smell. The weretiger has advantage


on Wisdom (Perception) checks that rely on hearing or
smell.

Pounce (Tiger or Hybrid Form Only). If the Weretiger


moves at least 15 feet straight toward a creature and
then hits it with a claw attack on the same turn, that
target must succeed on a DC 14 Strength saving throw or
be knocked prone. If the target is prone, the Weretiger
can make one bite attack against it as a bonus action.

Actions
Multiattack (Humanoid of Hybrid Form Only). In
humanoid form, the Weretiger makes two dagger
attacks. In hybrid form, it can attack like a humanoid or
make two claw attacks.
Bite (Tiger or Hybrid Form Only). Melee Weapon Attack:
+5 to hit, reach 5ft., one target. Hit: 8 (1d10+3) piercing
damage. If the target is a humanoid, it must succeed on a
DC 13 Constitution saving throw or be cursed with
weretiger lycanthropy.
Not for resale. Permission granted to print or photocopy this document for personal use only. Skulljaw Hill 15
Ehrendil (Assassin) Grick Alpha
Medium humanoid, neutral Large monstrosity, neutral
Armor Class: 15 (studded leather) Armor Class: 18 (natural armor)
Hit Points: 78 Hit Points: 75 (10d10+20)
Speed: 30ft. Speed: 30ft., climb 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 18 (+4) 16 (+3) 15 (+2) 4 (-3) 14 (+2) 9 (-1)

Saving Throws: Dex +7, Int +5 Damage Resistances: bludgeoning, piercing and slashing
Skills: Acrobatics +7, Deception +4, Perception +4, damage from nonmagical weapons.
Stealth +11 Senses: darkvision 60ft., passive Perception 12
Damage Resistances: poison Languages: ---
Senses: passive Perception 14 Challenge: 7 (2900 XP)
Languages: Common, Thieves’ Cant
Challenge: 8 (3900 XP)
Stone Camouflage. The grick has advantage on Dexterity
(Stealth) checks made to hide in rocky terrain.
Assassinate. During her first turn, Ehrendil has advantage
on attack rolls against any creature that hasn't taken a Actions
turn. Any hit she scores against a surprised creature is a Multiattack. The grick makes two attacks: one with its
critical hit. tail and one with its tentacles. If it hits with its tentacles,
the grick can make one beak attack against the same
Evasion. If Ehrendil is subjected to an effect that allows target.
her to make a Dexterity saving throw to take only half
damage, she instead takes no damage if it succeeds on Tail. Melee Weapon Attack: +7 to hit, reach 10ft., one
the saving throw, and only half damage if it fails. target. Hit: 11 (2d6+4) bludgeoning damage.

Sneak Attack (1/Turn). Ehrendil deals an extra 13 (4d6) Tentacles. Melee Weapon Attack: +7 to hit, reach 10ft.,
damage when it hits a target with a weapon attack and one target. Hit: 22 (4d8+4) slashing damage.
has advantage on the attack roll, or when the target is
within 5 feet of an ally of her that isn't incapacitated and Beak. Melee Weapon Attack: +7 to hit, reach 10ft., one
she doesn't have disadvantage on the attack roll. target. Hit: 13 (2d8+4) piercing damage.

Actions
Multiattack. Ehrendil makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,


one target. Hit: 6 (1d6 + 3) piercing damage, and the
target must make a DC 15 Constitution saving throw,
taking 24 (7d6) poison damage on a failed save, or half as
much damage on a successful one.

Light Crossbow. Ranged Weapon Attack: +7 to hit, range


80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage,
and the target must make a DC 15 Constitution saving
throw, taking 24 (7d6) poison damage on a failed save, or
half as much damage on a successful one

Not for resale. Permission granted to print or photocopy this document for personal use only. Skulljaw Hill 16
Stone Golem STR DEX CON INT WIS CHA
Large construct, unaligned 11 (+0) 13 (+1) 11 (+0) 9 (-1) 9 (-1) 11 (+0)

Armor Class: 17 (natural armor) Senses: passive Perception 9


Hit Points: 178 (17d10+85) Languages: Common
Speed: 30ft. Challenge: 1/8 (25 XP)

STR DEX CON INT WIS CHA Actions


22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)
Scimitar. Melee Weapon Attack: +3 to hit, reach 5ft., one
Damage Immunities: poison, psychic; bludgeoning, target. Hit: 4 (1d6+1) slashing damage.
piercing and slashing from nonmagical weapons that
aren’t adamantine. Dagger. Melee Weapon Attack: +3 to hit, reach 5ft., one
Condition Immunities: charmed, exhaustion, frightened, target. Hit: 3 (1d4+1) piercing damage.
paralyzed, petrified, poisoned.
Senses: darkvision 120ft., passive Perception 10 Stool. Melee Weapon Attack: +2 to hit, reach 5ft., one
target. Hit: 2 (1d4+1) bludgeoning damage. As an
Languages: understands the languages of its creator but
can’t speak improvised weapon, each blow has a chance of breaking
Challenge: 10 (5900 XP) on a 1-3 on a d8.

Bordag the Bold (Gladiator)


Immutable Form. The golem is immune to any spell or
Medium Humanoid, neutral evil
effect that would alter its form.
Armor Class: 14 (studded leather armor)
Magic Resistance. The golem has advantage of saving Hit Points: 128
throws against spells and other magical effects. Speed: 30ft.

Magic Weapons. The golem’s weapon attacks are STR DEX CON INT WIS CHA
magical. 18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)

Actions Saving Throws: Str +7, Dex +5, Con +6


Multiattack. The golem makes two slam attacks. Skills: Athletics +10, Intimidation +5
Senses: passive Perception 11
Slam. Melee Weapon Attack: +10 to hit, reach 5ft., one Languages: Common
target. Hit: 19 (3d8+6) bludgeoning damage. Challenge: 5 (1800 XP)

Slow (Recharge 5-6). The golem targets one or more


creatures it can see within 10 feet of it. Each target must Brave. Bordag has advantage on saving throws against
make a DC 17 Wisdom saving throw against this magic. being frightened.
On a failed save, a target can’t use reactions, its speed is
halved, and it can’t make more than one attack on its Brute. A melee weapon deals one extra die of its damage
turn. In addition, the target can take either an action or a when the gladiator hits with it (included in the attack).
bonus action on its turn, not both. These effects last for 1
minute. A target can repeat the saving throw at the end Actions
of each of its turns, ending the effect on itself on a Multiattack. Bordag makes three attacks with his
success. battleaxe.
Battleaxe. Melee Weapon Attack: +8 to hit, reach 5ft.,
Dark Guard (Bandit) one target. Hit: 13 (2d8+5) slashing damage, or 15
Medium Humanoid, neutral evil (2d10+5) when used two-handed.
Armor Class: 12 (leather armor)
Hit Points: 15
Speed: 30ft.

Not for resale. Permission granted to print or photocopy this document for personal use only. Skulljaw Hill 17
Larrak (Berserker)
Medium Humanoid, neutral evil
Armor Class: 15 (studded leather armor)
Hit Points: 88
Speed: 30ft.

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 17 (+3) 9 (+1) 11 (+0) 9 (-1)

Senses: passive Perception 10


Languages: Common
Challenge: 2 (450 XP)

Reckless. At the start of its turn, Larrak can gain


advantage on all melee weapon attack rolls during that
turn, but attack rolls against it have advantage until the
start of its next turn.

Actions
Multiattack. Larrak makes two attacks with his scimitar
and one with his dagger, or 2 ranged attacks with his
daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5ft., one
target. Hit: 6 (1d6+3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit,


reach 5ft. or range 20/60ft., one target. Hit: 5 (1d4+3)
piercing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. Skulljaw Hill 18
FACING THE DARK
A captive Harper agent is being held by the criminal gang “Suldran’s Dark” in the depths of the Cormanthor forest.
Only the most stalwart and brave will be able to face this enemy and rescue the imprisoned Harper. Part Three of
the Gamehole Con 2016 adventure arc.

A 2-hour adventure for 5th-10th level characters

Ed Greenwood & Alex Kammer


Adventure Designers
Thomas Valley
Editing and Layout

Adventure Code: DDALGHC-03

Organized Play: Chris Lindsay


D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,
Alan Patrick

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.

©2016 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

Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 1
Introduction
Welcome to “Facing The Dark,” a D&D Expeditions
adventure, part of the official D&D Adventurers
League organized play system and the Gamehole Con Preparing the Adventure
2016 adventure arc. This adventure is designed for Before you show up to Dungeon Master this
three to seven 5th-10th level characters, and is adventure for a group of players, you should do the
optimized for six 7th-level characters. Characters following to prepare.
outside this level range cannot participate in this
adventure. The adventure is set in the Moonsea region  Make sure to have a copy of the most current
of the Forgotten Realms. version of the D&D Basic Rules or the Player’s
Handbook.
 Read through the adventure, taking notes of
The D&D Adventurers anything you’d like to highlight or remind yourself
while running the adventure, such as a way you’d
League like to portray an NPC or a tactic you’d like to use in
a combat.
This adventure is official for D&D Adventurers
League play. The D&D Adventurers League is the  Get familiar with the monster statistics in the
official organized play system for DUNGEONS & Appendix.
DRAGONS®. Players can create characters and  Gather together any resources you’d like to use to
participate in any adventure allowed as a part of the aid you in running this adventure--such as
D&D Adventurers League. As they adventure, players notecards, a DM screen, miniatures, and battlemaps.
track their characters’ experience, treasure, and other  If you know the composition of the group
rewards, and can take those characters through other beforehand, you can make adjustments as noted
adventures that continues their story. throughout the adventure.
If you’re running this adventure as a part of a store
event or at certain conventions, you’ll need a DCI
number. This number is your official Wizards of the
Coast organized play identifier. If you don’t have a
Before Play at the Table
number, you can obtain one at a store event. Check Ask the players to provide you with relevant
with your organizer for details. character information:
D&D Adventurers League play is broken up into  Character name and level
storyline seasons. When players create characters,  Character race and class
they attach those characters to a storyline season,
 Passive Wisdom (Perception)—the most common
which determines what rules they’re allowed to use to passive ability check
create and advance their characters. Players can
 Anything notable as specified by the adventure
continue to play their characters after the storyline
(such as backgrounds, traits, flaws, and so on
season has finished, possibly participating in a second
or third storyline with those same characters. A
character’s level is the only limitation for adventure Players that have characters outside the adventure’s
play. A player cannot use a character of a level higher level range cannot participate in the adventure
or lower than the level range of a D&D Adventurers with those characters. Players with ineligible
League adventure. characters can make a new 1st-level character or use a
For more information on playing, running games as pregenerated character. Players can play an adventure
a Dungeon Master, and organizing games for the D&D they previously played or ran as a Dungeon Master,
Adventurers League, please visit the D&D Adventurers but not with the same character.
League home at: Ensure that each player has an official adventure
logsheet for his or her character (if not, get one from
www.dndadventurersleague.org the organizer). The player fills out the adventure
name, session number, date, and your name and DCI
number. In addition, the player also fills in the starting
values for experience, gold, downtime, renown, and
number of permanent magic items. He or she fill in the

Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 2
other values and write notes at the conclusion of the Determining Party Strength
session. Each player is responsible for maintaining an Party Composition Party Strength
accurate logsheet.
If you have time, you can do a quick scan of a 3-4 characters, APL less than Very weak
player’s character sheet to ensure that nothing looks 3-4 characters, APL equivalent Weak
out of order. If you see magic items of very high 3-4 characters, APL greater than Average
rarities or strange arrays of ability scores, you can ask 5 characters, APL less than Weak
players to provide documentation for the 5 characters, APL equivalent Average
irregularities. If they cannot, feel free to restrict item 5 characters, APL greater than Strong
use or ask them to use a standard ability score array. 6-7 characters, APL less than Average
Point players to the D&D Adventurers League Player’s 6-7 characters, APL equivalent Strong
Guide for reference. 6-7 characters, APL greater than Very strong
If players wish to spend downtime days and it’s the
beginning of an adventure or episode, they can declare Average party strength indicates no recommended
their activity and spend the days now. Alternatively, adjustments to the adventure. Each sidebar may or
they can do so at the end of the adventure or episode. may not offer suggestions for certain party strengths.
Players should select their characters’ spells and other If a particular recommendation is not offered for your
daily options prior to the start of the adventure, unless group, you don’t have to make adjustments.
the adventure specifies otherwise. Feel free to reread
the adventure description to help give players hints
about what they might face. Running the Adventure
As the Dungeon Master of the session, you have the
Adjusting the Adventure most important role in facilitating the enjoyment of
the game for the players. You help guide the narrative
Throughout this adventure, sidebars provide and bring the words on these pages to life. The
information to assist you in making adjustments for outcome of a fun game session often creates stories
smaller or larger groups and characters of higher or that live well beyond the play at the table. Always
lower levels than the adventure is optimized for. This follow this golden rule when you DM for a group:
is typically used exclusively for combat encounters.
You may adjust the adventure beyond the guidelines Make decisions and adjudications that enhance the
given in the adventure, or for other reasons. For fun of the adventure when possible.
example, if you’re playing with a group of
inexperienced players, you might want to make the To reinforce this golden rule, keep in mind the
adventure a little easier; for very experienced players, following:
you might want to make it a little harder. Therefore,
five categories of party strength have been created for  You are empowered to make adjustments to the
you to use as a guide. Use these as a guide, and feel adventure and make decisions about how the group
free to use a different adjustment during the interacts with the world of this adventure. Doing so
adventure if the recommended party strength feels off is especially important and applicable outside of
for the group. combat, but feel free to adjust the adventure for
This adventure is optimized for a party of seven groups that are having too easy or too hard of a
5th to 10th level characters. To figure out whether time.
you need to adjust the adventure, do the following:  Don’t make the adventure too easy or too difficult
for a group. Never being challenged makes for a
 Add up the total levels of all the characters boring game and being overwhelmed makes for a
 Divide the total by the number of characters frustrating one. Gauge the experience of the players
 Round fractions of .5 or greater up; round fractions (not the characters) with the game, try to feel out
of less than .5 down (or ask) what they like in a game, and attempt to
You’ve now determined the average party level give each of them the experience they’re after when
(APL) for the adventure. To figure out the party they play D&D. Give everyone a chance to shine.
strength for the adventure, consult the following  Be mindful of pacing, and keep the game session
table. moving along appropriately. Watch for stalling, since
play loses momentum when this happens. At the
same time, make sure that the players don’t finish
Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 3
too early; provide them with a full play experience. Spell services generally available include healing
Try to be aware of running long or short. Adjust the and recovery spells, as well as information-gathering
pacing accordingly spells. Other spell services might be available as
 Read-aloud text is just a suggestion; feel free to specified in the adventure. The number of spells
modify the text as you see fit, especially when available to be cast as a service is limited to a
dialogue is present. maximum of three per day total, unless otherwise
 Give the players appropriate hints so they can make noted.
informed choices about how to proceed. Players
should be given clues and hints when appropriate so SPELLCASTING SERVICES
they can tackle puzzles, combat, and interactions Spell Cost
without getting frustrated over lack of information. Cure wounds (1st level) 10 gp
Doing so helps to encourage immersion in the Identify 20 gp
adventure and gives players “little victories” for Lesser restoration 40 gp
figuring out good choices from clues. Prayer of healing (2nd level) 40 gp
In short, being the DM isn’t about following the Remove curse 90 gp
adventure’s text word-for-word; it’s about facilitating Speak with dead 90 gp
a fun, challenging game environment for the players. Divination 210 gp
The Dungeon Master’s Guide™ has more information on Greater restoration 450 gp
the art of running a D&D game. Raise dead 1,250 gp

Downtime and Lifestyle Acolyte Background


At the beginning of each play session, players must A character possessing the acolyte background requesting
declare whether or not they are spending any days of spellcasting services at a temple of his or her faith may request
downtime. The player records the downtime spent on one spell per day from the Spellcasting Services table for free.
the adventure logsheet. The following options are The only cost paid for the spell is the base price for the
available to players during downtime (see the D&D consumed material component, if any.
basic rules or the D&D Adventurers League Player’s
Guide for more information): Character Disease, Death, and
 Catching up Recovery
 Crafting (exception: multiple characters cannot
Sometimes bad things happen, and characters get
commit to crafting a single item)
poisoned, diseased, or are killed. Since you might not
 Practicing a profession
have the same characters return from session to
 Recuperating session, here are the rules when bad things happen to
 Spellcasting services (end of the adventure only) characters.
 Training
Disease, Poison, and Other Debilitating
Other downtime options might be available during
adventures or unlocked through play, including
Effects
A character still affected by diseases, poisons, and
faction-specific activities.
other similar effects at the conclusion of an adventure
In addition, whenever a character spends downtime
can spend downtime days recuperating until such time
days, that character also spends the requisite expense
as he or she resolves the effect to its conclusion (see
for his or her lifestyle. Costs are per day, so a character
the recuperating activity in the D&D Basic Rules).
that spends ten days of downtime also spends ten days
If a character doesn’t resolve the effect between
of expenses maintaining his or her lifestyle. Some
sessions, that character begins the next session still
downtime activities help with lifestyle expenses or add
affected by the debilitating effect.
lifestyle expenses.

Spellcasting Services Death


A character who is killed during the course of the
Any settlement the size of a town or larger can provide adventure has a few options at the end of the session
some spellcasting services. Characters need to be able (or whenever arriving back in civilization) if no one in
to travel to the settlement to obtain these services. the adventuring party has immediate access to a raise
Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 4
Adventure Background
dead or revivify spell, or similar magic. A character
subject to a raise dead spell is affected negatively until
all long rests have been completed during an The adventurers are still trying to find and rescue the
adventure. Alternatively, each downtime day spent missing Harper agent, Tharaera, who has been
after raise dead reduces the penalty to attack rolls, kidnapped by the criminal band, Suldran’s Dark. In the
saving throws, and ability checks by 1, in addition to previous adventure, “Skulljaw Hill,” they followed
any other benefits the downtime activity might Drassauva, proprietress of the Den of Delights festhall
provide. in Elventree, to an old elfhold in the forest that is now
Create a New 1st-Level Character. If the dead a lair of the Dark. There they rescued other captives,
character is unwilling or unable to exercise any of the but discovered that Drassauva had taken Tharaera on
other options, the player creates a new character. The to another hiding-place. The party must find and
new character does not have any items or rewards rescue her, despite not knowing that “Lady Drassauva”
possessed by the dead character. is a weretiger.
Dead Character Pays for Raise Dead. If the
character’s body is recoverable (it’s not missing any
vital organs and is mostly whole) and the player would
like the character to be returned to life, the party can
take the body back to civilization and use the dead
character’s funds to pay for a raise dead spell. A raise
dead spell cast in this manner costs the character
1,250 gp.
Character’s Party Pays for Raise Dead. As above,
except that some or all of the 1,250 gp for the raise
dead spell is paid for by the party at the end of the
session. Other characters are under no obligation to
spend their funds to bring back a dead party member.
Faction Charity. If the character is of level 1 to 4
and a member of a faction, the dead character’s body
can be returned to civilization and a patron from the
faction ensures that he or she receives a raise dead
spell. However, any character invoking this charity
forfeits all experience and rewards from that session
(both those earned prior to and after death during that
session) and cannot replay that episode or adventure
with that character again. Once a character reaches
5th level, this option is no longer available.

Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 5
Part 1: Gone But Not
occasional flitting bird or small, furry, scuttling thing.
It’s all very beautiful and peaceful.
Wise adventurers will trust none of this.
Without A Trace If and only if a character tries to examine one of the
This adventure begins in the forest, immediately after spiked skeletons close up (and discover they are
the events of Skulljaw Hill (DDALGHC-02), with the human skeletons, neither animated nor undead), that
adventurers having used the last gate to emerge from character should make a DC 17 Dexterity save; if
the elfhold. They likely brought the prisoners with failed, a large (20 feet x 30 feet) section of forest floor
them, but their passage through the last gate was a between the skeleton-tree roots will collapse under
shuddering, tingling, blindingly golden moment quite their feet, spilling them into a waiting pit trap. If a
different from all of their earlier gate journeys, and it player says their character is looking for anything
has left them in the peak of health (restored to full hit suspicious or amiss underfoot, allow a Perception DC
points, with all weariness and any poison effects or 17 to spot, and if successful, and they proceed anyway,
lasting injuries—such as lopped-off fingers—wiped modify their Dexterity save down to DC 13 to escape.
away). No spells have been restored, but they face no
The pit is 30 feet deep and its bottom is lined with a vicious
immediate threat, and can, if they want to, rest right
array of fire-hardened wooden spikes (10 (3d6) bludgeoning
on the spot and ready themselves magically and make
damage plus 11 (2d10) piercing damage).
plans before they rush off into danger again.
Fortunately, it is a short walk back to Elventree so If no character approaches the skeletons closely (gets
giving the rescued prisoners directions to town is easy near to the trees they are stapled to), they will avoid
and gratefully received. these pit traps entirely.

The Dark guards the adventurers just defeated, Bordag


and Larrak, told them nothing of the Dark’s plans, The Bone Trail
members, or other lairs. The prisoners know almost If the adventurers proceed deeper into the forest
nothing about the Dark’s plans, but do know that there following the marked route of human skeletons
are other “lairs” of the Dark nearby but “deeper in the impaled on tree-trunks, they’ll soon encounter some
forest,” and that the Dark scares away woodcutters starving and ravenous caged guardian monsters
and mushroom-pickers and curious explorers from (released from vine-cloaked, well-concealed cages by
Elventree with something called “the Bone Trail,” a the adventurers striking hidden tripwires as they
route through the woods marked by human skeletons walk; the tripwires open multiple cages at a time, so
left on display. It is “guarded” (by what, they don’t the adventurers will face combinations of monsters
know) and leads somewhere important to the Dark. coming at them from different directions). The
And sure enough, something bony is visible through tripwires are extremely well hidden making it
the trees from where the adventurers are right now: virtually impossible for any of the adventurers to
detect them without a dedicated search. Only a party
member with a passive perception score of 25 or
You catch sight of something macabre adorning the hut-sized higher will spot them. After the first wave of creatures
trunk of a massive shadowtop tree deeper into the forest: a are released, the characters may actively search as
bare-bones human skeleton that has been affixed to the tree they proceed looking for some sort of trigger
upright and more or less intact, by driving metal spikes into the mechanism. If so, either a successful DC 23
tree and bending them over the bones to form crude staples.
Investigation or Perception check will reveal these
tripwires (if they are found, tripwires are easily
The skull grins at you endlessly, its jaw held up on a spike.
avoided).
Peering past it, you can see another skeleton stapled to a
These beasts were caged here by senior members of
distant duskwood. And beyond that, something that’s probably the Dark, who will be alerted by small chiming bells in
a third set of bones. their nearby underground lair that particular cages
You have found the Bone Trail. have been opened, and will emerge to watch (from
afar, behind cover) to see what intruders are
A very faint trail through the woods can be seen, approaching the lair.
running from skeleton-tree to skeleton-tree. The forest The first monster encounter is with a grick alpha
is quiet and seemingly devoid of life larger than the and three lizardfolk.

Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 6
Adjusting the Encounter
Here are the recommendations for adjusting these combat
encounters. They are not cumulative.
 Very Weak Party: Remove grick alpha and lizardfolk; replace
with a grick.
 Weak Party: Remove lizardfolk.
 Strong Party: Remove lizardfolk; replace with owlbear.
 Very Strong Party: Add second grick alpha.
The second monster onslaught comes from a troll and
an ogre.

Adjusting the Encounter


Here are the recommendations for adjusting these combat
encounters. They are not cumulative.
 Very Weak Party: Remove the ogre
 Weak Party: Remove the ogre; replace with giant boar
 Strong Party: Remove ogre ; replace with couatl.
 Very Strong Party: Remove ogre; add second troll.

The third monster encounter is with a gorgon and an


owlbear.

Adjusting the Encounter


Here are the recommendations for adjusting these combat
encounters. They are not cumulative.
 Very Weak Party: Remove owlbear.
 Weak Party: Remove gorgon; replace with second owlbear.
 Strong Party: Remove owlbear; replace with ettin.
 Very Strong Party: Remove Owlbear; add second gorgon.

Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 7
Part 2: The Old Tower The trapdoor seems to be of ash, cross-banded in stout-looking
oak, and sports a large iron ring opposite a set of well-
After the escaping the hazards of the Bone Trail, the lubricated hinges. Beyond the floor, the duskwood soars to the
party encounters a clearing in the forest that the forest
sky, letting in only dappled light. You see nothing up there that
is beginning to reclaim; small saplings are plentiful. In
isn’t part of wild nature; any upper floors or other features of
their midst stands an ancient and overgrown stone
keep: a tower surrounded by a simple wall that has the tower have long since succumbed to history. All is quiet.
largely fallen; tumbled stone blocks are strewn
everywhere. The lone tower has been broken open by The trapdoor is heavy but any character can lift it; it
duskwoods growing up through it. moves easily and quietly, revealing a stone-lined shaft,
with a ladder of hand- and footholds worked into all of
After a couple of tense hours on the Bone Trail, you see at last the four stone walls. The shaft descends only twenty
what appears to be a clearing ahead. As you emerge from the feet, then opens out into a dark, stone-floored space.
deeper gloom of the full forest, you see what must have once

Main Cellar
been some sort of small stone keep. It seems ancient, and is all
but completely overgrown. Blocks of some unfamiliar sort of
mottled black stone jut here and there out of the undergrowth, The main cellar room seems to be a thirty-foot-square
almost certainly once part of the keep. The only portion of the room, dank and smelling strongly of earth, with a
keep still standing is a small tower some twenty feet tall. flagstone floor and a stone tile-and-massive beam
However, “standing” seems to be its temporary condition, for ceiling. “Seems to be” because the north and south
the ruin looks like it could lose its battle with gravity at any walls (the shaft descends the south wall) are bare
moment. It remains upright seemingly due to a large duskwood stone, but the east and west walls are made up of
that has grown right up through the middle of it, so what’s left
heavy, opaque curtains that look like black sails from a
ship (i.e. oiled canvas, which is what they are).
of the tower looks like a shabby suit of armor for the tree.
So the real dimensions of this room are thirty feet
As you take in the scene, you notice a faint trail threading
north to south, and ninety feet east to west (there’s a
through and around the fallen stonework and undergrowth, to thirty-foot-wide section of room behind each curtain).
what appears to be a door at the base of the tower. The curtains aren’t continuous, but rather are
overlapping panels, with a “split” every ten feet that
Nothing will menace the party as they approach the has a 5-foot overlap. Aside from any light sources the
tower. Despite its decrepit appearance, the door to the adventurers kindle or bring along, the room is in
tower seems to be intact. It is a heavy wooden darkness.
ironbound door that while heavily rusted and The two secret doors in the Main Cellar require a
weathered, appears quite functional. Listening at the successful DC 17 perception check to find. From
door will reveal nothing beyond the ordinary small inside the Prison Room, the nine secret doors require
sounds of nature, coming from all around. a DC 15 perception check to discover, but once one is
found the rest are easy to spot.
The door has a lock, but proves to be unlocked. Once Waiting behind the east curtain is Drassauva, in her
the door is opened, the adventurers will see a splendid Tiger form. If the adventurers discover her, she will
view of the roots and base of the flourishing duskwood spring to the attack. If the adventurers investigate the
tree. Tall grasses and creeping vines are plentiful, as west curtain first, she will burst through the curtains
the interior of the keep has long been open to the sky, and attack them from behind (she knows how the
and they form a thick, undisturbed tangle, except curtains are hung, and can readily pull them down to
where a scrap of surviving board floor has thus far shroud certain adventurers like a net: treat like a net
resisted their incursions. Set into the middle of this trap (adventurers caught under a curtain are
remnant of floor is a 4-foot-square trapdoor of fairly restrained if failing a DC 15 Dexterity save, and
recent construction. knocked prone). Trapped adventurers can use an
action to make a DC 10 Strength check to free
themselves or another within-reach creature. A
curtain panel is AC 11 and has 18 hp (dealing the net 5
hp of slashing damage destroys a 5-foot-square
section, freeing anyone in that section).

Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 8
whorl of swirling light. It’s a one-way exit back to
Elventree, specifically to Drassauva’s bedchamber in
Drassauva will fight adventurers in tiger form; if the Den of Delights, where Ehrendil awaits (no matter
sorely wounded, she will escape through a secret door what the adventurers may have done to her in
in the back wall of “her” section of curtained-off main Skulljaw Hill, she’s whole and unharmed), behind a
cellar, bar it to give herself time (DC 18 strength check line of twenty armed and armored thugs, who are all
to force), drink a potion of supreme healing (restoring holding loaded, ready heavy crossbows aimed at the
10d4+20 lost hp) waiting in the room beyond, change adventurers.
to human form there, use a disguise self spell (on a “If you’re contemplating making trouble,” she tells
scroll, cached there with the potion) to take on the the adventurers calmly, “the crossbow bolts are all
likeness of Tharaera, and rush along a passage that poisoned.”
goes around the main cellar, to the prison room She adds that she can speak for the Dark, being as
located beyond the west side of the main cellar she leads it (“Yes, I am the infamous Suldran.”), and
(reached through a secret door in the back wall of that tells the adventurers, “We of the Dark have no desire
curtained-off section of cellar), where she will sit to make enemies of Those Who Harp; acquiring a
down and act dejected, pretending to be Tharaera. Harper agent was a simple accident; she and you are
If the adventurers rescue her, the bandits (hiding free to depart in peace, if peace you will have. Though I
behind secret doors all around the prison room) will admit to idle curiosity concerning the fate of
rush out to attack the adventurers—and Drassauva Drassauva . . .”
will attack adventurers at the same time. Ehrendil/Suldran really doesn’t care if the
If the adventurers don’t believe Drassauva is adventurers killed Drassauva, and really means what
Tharaera, and say so or reveal their disbelief by their she says: they are free to go, with the rescued Harper.
actions, Drassauva will cry out a signal, and the If the adventurers can’t resist an attack, the
bandits will rush out and attack. crossbows all loose at once—20 swiftsleep-poisoned
Rothtor is a bandit captain and the six thugs are bolts (Swiftsleep (Injury). Creatures subjected to this
Culdur, Draeven, Hothrun, Ingrar, Morvarr, and blend of three spider venoms must make a DC 17
Torsk. Constitution saving throw or fall asleep instantly, their
unconsciousness lasting 1 hour unless wounded
Rothtor wants any adventurers who look like spell casters awake; mere shaking won’t rouse). Then trapdoors
killed as fast as possible, and then wants one character
open in the floor under the adventurers, spilling them
captured alive for interrogation (who hired them? What’s their
only 2 feet down but onto oil of taggit-poison-tipped
business here, hunting members of the Dark?). Otherwise, they
will fight to the death.
spikes (1d2 piercing damage plus DC 13 Constitution
saving throw or be unconscious for 24 hours), and
Treasure – Rothtor carries 3 amethysts in his belt more trapdoors open in the ceiling above them,
pouch along with 100gp. The thugs carry a total of showering them with some 200 oil of taggit-coated
300gp on them. Finally, there is Drassauva’s +1 Ring of stones (for each stone that hits a character, 1 point of
Protection. bludgeoning damage plus DC 13 Constitution saving
throw or be unconscious for 24 hours).
Adjusting the Encounter As a result of this “overkill onslaught,” the
Here are the recommendations for adjusting these combat adventurers all sink into oblivion.
encounters. They are not cumulative. Only to awaken, a day later, unharmed and with all
 Very Weak Party: Remove the bandit captain their gear—and an unbound and intact Tharaera—in a
 Weak Party: Remove three of the bandits ditch beside the coast road, half a day’s ride toward
 Strong Party: Remove the six bandits and add two additional Hillsfar from Elventree. They can then continue to
bandit captains. Hillsfar and arrive at the Cloverwall Roadhouse to
 Very Strong Party: Remove bandit captain; replace with a collect the balance of their reward from Furjur (50 gp
gladiator. each).

So ends Adventure Three.


The real Tharaera is bound, gagged, and locked in a
room behind one of the secret doors opening into the
prison room (if still alive, the bandit captain Rothtor is
standing guard over her). At the back of this room is a
gate: a whirling, visible upright blue-white glowing
Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 9
Rewards
Make sure note their rewards on their adventure log Treasure Awards
sheets. Give your name and DCI number (if applicable) Item Name GP Value
so players can record who ran the session.
Rothtor’s Treasure 500
Experience Thug’s Treasure
Furjur
300
50/each
Total up all combat experience earned for defeated
foes, and divide by the number of characters present
in the combat. For non-combat experience, the
+1 Ring of Protection
rewards are listed per character. Give all characters in A description of this item can be found in the Dungeon
the party non-combat experience awards unless Master's Guide.
otherwise noted.
Renown
Combat Awards All faction members earn one renown point for
participating in this adventure.
Name of Foe XP Per Foe
Grick Alpha 2900
Lizardfolk 300 Downtime
Troll 1800
Ogre 450 Each character receives 5 downtime days at the
Gorgon 1800 conclusion of this adventure.
Owlbear 700
Drassauva 2300
Rothtor 450 DM Rewards
Thugs 600
You receive 450 XP, 225 gp and 5 downtime days for
The minimum total award for each character running this session.
participating in this adventure is 2,000 experience
points.

The maximum total award for each character


participating in this adventure is 3,000 experience
points.

Treasure
The characters receive the following treasure, divided
up amongst the party. Characters should attempt to
divide treasure evenly whenever possible. Gold piece
values listed for sellable gear are calculated at their
selling price, not their purchase price.
Consumable magic items should be divided up
however the group sees fit. If more than one character
is interested in a specific consumable magic item, the
DM can determine who gets it randomly should the
group be unable to decide.
Permanent magic items are divided according to a
system. See the sidebar if the adventure awards
permanent magic items.

Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 10
Appendix: Monster/NPC Claw (Tiger or Hybrid Form Only). Melee Weapon Attack:

Statistics
+5 to hit, reach 5ft., one target. Hit: 7 (1d8+3) slashing
damage.

Dagger (Humanoid or Hybrid Form Only). Melee


Drassauva, Weretiger Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 4
Medium humanoid (human, shapechanger) neutral
(1d4+2) piercing damage. Drassauva bears two daggers
Armor Class: 12 (at her belt, and down her left boot) and they are
Hit Points: 120 poisoned, with a tincture of her own making that is
Speed: 30ft. (40ft. in tiger form) equivalent to the poison known as Malice, only acting by
Injury (so, a successful dagger attack deals 1d4+2
STR DEX CON INT WIS CHA piercing damage and the wounded target must make a
17 (+3) 15 (+2) 16 (+3) 10 13 (+1) 11 successful DC 15 Constitution saving throw or be blinded
for 1 hour).
Skills: Perception +5, Stealth +4
Damage Immunities: bludgeoning, piercing and slashing
damage from nonmagical weapons that aren’t
silvered.
Senses: darkvision 60ft., passive Perception 15
Languages: Common (can’t speak in tiger form)

Shapechanger. The weretiger can use its action to


polymorph into a tiger-humanoid hybrid or into a tiger,
or back into its true form, which is humanoid. Its
statistics, other than its size and AC, are the same in each
form. Any equipment it is earing or carrying isn’t
transformed. It reverts to its true form if it dies.

Keen Hearing and Smell. The weretiger has advantage


on Wisdom (Perception) checks that rely on hearing or
smell.

Pounce (Tiger or Hybrid Form Only). If the Weretiger


moves at least 15 feet straight toward a creature and
then hits it with a claw attack on the same turn, that
target must succeed on a DC 14 Strength saving throw or
be knocked prone. If the target is prone, the Weretiger
can make one bite attack against it as a bonus action.

Actions
Multiattack (Humanoid of Hybrid Form Only). In
humanoid form, the Weretiger makes two dagger
attacks. In hybrid form, it can attack like a humanoid or
make two claw attacks.
Bite (Tiger or Hybrid Form Only). Melee Weapon Attack:
+5 to hit, reach 5ft., one target. Hit: 8 (1d10+3) piercing
damage. If the target is a humanoid, it must succeed on a
DC 13 Constitution saving throw or be cursed with
weretiger lycanthropy.
Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 11
Ehrendil (Assassin) Grick Alpha
Medium humanoid, neutral Large monstrosity, neutral
Armor Class: 15 (studded leather) Armor Class: 18 (natural armor)
Hit Points: 78 Hit Points: 75 (10d10+20)
Speed: 30ft. Speed: 30ft., climb 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 18 (+4) 16 (+3) 15 (+2) 4 (-3) 14 (+2) 9 (-1)

Saving Throws: Dex +7, Int +5 Damage Resistances: bludgeoning, piercing and slashing
Skills: Acrobatics +7, Deception +4, Perception +4, damage from nonmagical weapons.
Stealth +11 Senses: darkvision 60ft., passive Perception 12
Damage Resistances: poison Languages: ---
Senses: passive Perception 14
Languages: Common, Thieves’ Cant
Stone Camouflage. The grick has advantage on Dexterity
Challenge: 8 (3900 XP)
(Stealth) checks made to hide in rocky terrain.

Assassinate. During her first turn, Ehrendil has advantage


on attack rolls against any creature that hasn't taken a Actions
turn. Any hit she scores against a surprised creature is a Multiattack. The grick makes two attacks: one with its
critical hit. tail and one with its tentacles. If it hits with its tentacles,
the grick can make one beak attack against the same
Evasion. If Ehrendil is subjected to an effect that allows target.
her to make a Dexterity saving throw to take only half
damage, she instead takes no damage if it succeeds on Tail. Melee Weapon Attack: +7 to hit, reach 10ft., one
the saving throw, and only half damage if it fails. target. Hit: 11 (2d6+4) bludgeoning damage.

Sneak Attack (1/Turn). Ehrendil deals an extra 13 (4d6) Tentacles. Melee Weapon Attack: +7 to hit, reach 10ft.,
damage when it hits a target with a weapon attack and one target. Hit: 22 (4d8+4) slashing damage.
has advantage on the attack roll, or when the target is
within 5 feet of an ally of her that isn't incapacitated and Beak. Melee Weapon Attack: +7 to hit, reach 10ft., one
she doesn't have disadvantage on the attack roll. target. Hit: 13 (2d8+4) piercing damage.

Actions
Lizardfolk
Multiattack. Ehrendil makes two shortsword attacks. Medium humanoid (lizardfolk), neutral

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., Armor Class: 15 (natural armor, shield)
one target. Hit: 6 (1d6 + 3) piercing damage, and the Hit Points: 22
target must make a DC 15 Constitution saving throw, Speed: 30ft., swim 30ft.
taking 24 (7d6) poison damage on a failed save, or half as
much damage on a successful one. STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 7 (-2) 12 (+1) 7 (-2)
Light Crossbow. Ranged Weapon Attack: +7 to hit, range
80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, Skills: Perception +3, Stealth +4, Survival +5
and the target must make a DC 15 Constitution saving Senses: passive Perception 13
throw, taking 24 (7d6) poison damage on a failed save, or Languages: Draconic
half as much damage on a successful one

Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 12
Actions Ogre
Multiattack. The lizardfolk makes two melee attacks, Large giant, chaotic evil
each one with a different weapon. Armor Class: 11 (natural armor)
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one Hit Points: 59
target. Hit: 5 (1d6+2) piercing damage. Speed: 40ft.

Heavy Club. Melee Weapon Attack: +4 to hit, reach 5ft., STR DEX CON INT WIS CHA
one target. Hit: 5 (1d6+2) bludgeoning damage. 19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)

Javelin. Melee Weapon Attack: +4 to hit, reach 5ft. or Senses: darkvision 60ft., passive Perception 8
range 30/120ft., one target. Hit: 5 (1d6+2) piercing Languages: Common, Giant
damage.
Actions
Spiked Shield. Melee Weapon Attack: +4 to hit, reach Greatclub. Melee Weapon Attack: +6 to hit, reach 5ft.,
5ft., one target. Hit: 5 (1d6+2) piercing damage. one target. Hit: 13 (2d8+4) bludgeoning damage.

Troll Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one


Large giant, chaotic evil target. Hit: 11 (2d6+4) slashing damage.

Armor Class: 15 (natural armor) Javelin. Melee Weapon Attack: +6 to hit, reach 5ft. or
Hit Points: 84 range 30/120ft., one target. Hit: 11 (2d6+4) piercing
Speed: 30ft. damage.

STR DEX CON INT WIS CHA


Gorgon
18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2)
Large monstrosity, unaligned
Skills: Perception +1 Armor Class: 19 (natural armor)
Senses: darkvision 60ft., passive Perception 11 Hit Points: 114
Languages: Giant Speed: 40ft.

STR DEX CON INT WIS CHA


Keen Smell. The troll has advantage on Wisdom
20 (+5) 11 (+0) 18 (+4) 2 (-4) 12 (+1) 7 (-2)
(Perception) checks that rely on smell.
Skills: Perception +4
Regeneration. The troll regains 10 hit points at the start
Condition immunities: petrified
of its turn. If the troll takes acid or fire damage, this trait
Senses: darkvision 60ft., passive Perception 14
doesn't function at the start of the troll's next turn. The
Languages: ----
troll dies only if it starts its turn with 0 hit points and
doesn't regenerate.
Trampling Charge. If the gorgon moves at least 20 feet
Actions straight toward a creature and then hits it with a gore
Multiattack. The troll makes three attacks: one with its attack on the same turn, that target must succeed on a
bite and two with its claws. DC 16 Strength saving throw or be knocked prone. If the
target is prone, the gorgon can make one attack with its
Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one hooves against it as a bonus action.
target. Hit: 7 (1d6+4) piercing damage.
Actions
Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one
Gore. Melee Weapon Attack: +8 to hit, reach 5ft., one
target. Hit: 11 (2d6+4) slashing damage.
target. Hit: 18 (2d12+5) piercing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 13
Hooves. Melee Weapon Attack: +8 to hit, reach 5ft., one Languages: Common
target. Hit: 16 (2d10+5) bludgeoning damage.
Actions
Petrifying Breath (Recharge 5-6). The gorgon exhales Scimitar. Melee Weapon Attack: +3 to hit, reach 5ft., one
petrifying gas in a 30-foot cone. Each creature in that target. Hit: 4 (1d6+1) slashing damage.
area must succeed on a DC 13 Constitution saving throw.
On a failed save, a target begins to turn to stone and is Light Crossbow. Ranged Weapon Attack: +3 to hit, range
restrained. The restrained target must repeat the saving 80/320ft., one target. Hit: 5 (1d8+1) piercing damage.
throw at the end of its next turn. On a success, the effect
ends on the target. On a failure, the target is petrified
until freed by the greater restoration spell or other Bandit Captain
magic. Medium humanoid, chaotic evil
Armor Class: 15 (leather armor)
Owlbear Hit Points: 65
Large monstrosity, unaligned Speed: 30ft.
Armor Class: 13 (natural armor)
STR DEX CON INT WIS CHA
Hit Points: 59
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
Speed: 40ft.
Saving Throws: Str +4, Dex +5, Wis +2
STR DEX CON INT WIS CHA
Skills: Athletics +4, Deception +4
20 (+5) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 7 (-2)
Senses: passive Perception 10
Languages: Common
Skills: Perception +3
Senses: darkvision 60ft., passive Perception 13 Actions
Languages: ----
Multiattack. The captain makes three melee attacks: two
with its scimitar and one with its dagger. Or the captain
Keen Sight and Smell. The owl bear has advantage on makes two ranged attacks with its daggers.
Wisdom (Perception) checks that rely on sight or smell.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5ft., one
Actions target. Hit: 6 (1d6+3) slashing damage.
Multiattack. The owl bear makes two attacks: one with
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
its beak and one with its claws.
reach 5ft. or range 20/60ft., one target. Hit: 5 (1d4+3)
Beak. Melee Weapon Attack: +7 to hit, reach 5ft., one piercing damage.
target. Hit: 10 (1d10+5) piercing damage.
Reactions
Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one Parry. The captain adds 2 to its AC against one melee
target. Hit: 14 (2d8+5) slashing damage. attack that would hit it. To do so, the captain must see
the attacker and be wielding a melee weapon.

Bandit
Medium humanoid, chaotic evil
Armor Class: 12 (leather armor)
Hit Points: 11
Speed: 30ft.

STR DEX CON INT WIS CHA


11 (+0) 12 (+1) 12 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses: passive Perception 10


Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 14
Appendix: Maps

Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 15
THE SAGE OF
CORMANTHOR
Adventure Designers
JASON GONDING, ERIC MENGE, BEN HEISLER, AND PAIGE LEITMAN,
WITH AMPLE ASSISTANCE FROM JEREMY ARNOLD, DAVE BRAINARD,
ALBERT DEGENAAR, CALEB FOTH, JIM HARRISON, GINNY LOVEDAY, M.
SEAN MOLLEY, AND KEATON STAMPS.
Adventure Code: ELMW1-1
The grain has rotted in the town of Elmwood, which means people might
starve, businesses and banks might fail, and endanger the town’s already-
precarious existence. Brave adventurers are needed to travel through the
wild forest to seek the advice of the Sage of Cormanthor.
A four-hour adventure for 5th - 10th level characters

Producer: Baldman Games


Core Administrator: Shawn Merwin
Editing and Layout: Encoded Designs
Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall,
Claire Hoffman, Greg Marks, Alan Patrick

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.
©2016 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.
100% of the author share of the profits from these adventures
will be given to the following as a charitable donation:

Second Harvest Food Bank of East Tennessee


136 Harvest Lane
Maryville, TN 37801
https://secondharvestetn.org/

Second Harvest Food Bank is the East Tennessee region’s largest hunger-
relief charity; operating programs in 18 counties. The food bank secures and
distributes over 18 million pounds of food and grocery products annually
through a network of over 500 partnering non-profit organizations such as
food pantries, soup kitchens, emergency shelters and schools. This charity
has a near-perfect score on Charity Navigator.

(https://www.charitynavigator.org/index.cfm?bay=search.summary&orgid=5524)

Additionally, the food bank enthusiastically hosts the “Save Versus Hunger”
charity convention each spring, where a lot of D&D gets played.
INTRODUCTION
Welcome to The Sage of Cormanthor, a D&D Adventurers League
adventure, Part One of the Misaligned Trilogy.

This adventure is designed for three to seven 5th - 10th level characters, and is
optimized for five 8th-level characters. Characters outside this level range cannot participate in
this adventure.
The adventure is set in Elmwood and in The Lost Vale.

The D&D Adventurers League Preparing the Adventure


This adventure is official for D&D Adventurers Before you show up to Dungeon Master this
League play. The D&D Adventurers League is the adventure for a group of players, you should do the
official organized play system for DUNGEONS & following to prepare.
DRAGONS®. Players can create characters and • Make sure to have a copy of the most current
participate in any adventure allowed as a part of version of the D&D Basic Rules or the Player’s
the D&D Adventurers League. As they adventure, Handbook.
players track their characters’ experience, treasure, • Read through the adventure, taking notes
and other rewards, and can take those characters of anything you’d like to highlight or remind
through other adventures that continues their story. yourself while running the adventure, such as a
If you’re running this adventure as a part of a way you’d like to portray an NPC or a tactic you’d
store event or at certain conventions, you’ll need a like to use in a combat.
DCI number. This number is your official Wizards of • Get familiar with the monster statistics in the
the Coast organized play identifier. If you don’t have Appendix.
a number, you can obtain one at a store event. Check
with your organizer for details. • Gather together any resources you’d like to
use to aid you in running this adventure--such
D&D Adventurers League play is broken up into as notecards, a DM screen, miniatures, and
storyline seasons. When players create characters, battlemaps.
they attach those characters to a storyline season,
which determines what rules they’re allowed to • If you know the composition of the group
use to create and advance their characters. Players beforehand, you can make adjustments as noted
can continue to play their characters after the throughout the adventure.
storyline season has finished, possibly participating
in a second or third storyline with those same
characters. A character’s level is the only limitation
for adventure play. A player cannot use a character
of a level higher or lower than the level range of a
D&D Adventurers League adventure.
For more information on playing, running
games as a Dungeon Master, and organizing games
for the D&D Adventurers League, please visit the
D&D Adventurers League home at:
www.dndadventurersleague.org

3 E L M 1 - 1 / T H E S AG E O F C O R M A N T H O R :
I N T RO D U C T I O N
Before Play at the Table Adjusting the Adventure
Ask the players to provide you with relevant Throughout this adventure, you may see sidebars
character information: to help make adjustments for smaller/larger
• Character name and level groups, and characters of higher/lower levels than
the optimized group. Most of the time, this is used
• Character race and class
for combat encounters.
• Passive Wisdom (Perception)—the most
You may adjust the adventure beyond the
common passive ability check
guidelines given. For example, if you’re playing
• Anything notable as specified by the adventure with a group of inexperienced players, you might
(such as backgrounds, traits, flaws, etc.) want to make the adventure a little easier; for
Players that have characters outside the very experienced players, you may want to make
adventure’s level range cannot participate in it a little harder. Therefore, five categories of
the adventure with those characters. Players party strength have been created for you to use
with ineligible characters can make a new 1st-level as a guide. Feel free to use a different adjustment
character or use a pregenerated character. Players during the adventure if the recommended party
can play an adventure they previously played or strength feels off for the group.
ran as a Dungeon Master, but not with the same This adventure is optimized for a party of
character. five 8th-level characters. To figure out whether
Ensure that each player has an official adventure you need to adjust the adventure, do the following:
logsheet for his or her character (if not, get one from
• Add up the total levels of all the characters
the organizer). The player fills out the adventure
name, session number, date, and your name and • Divide the total by the number of characters
DCI number. In addition, the player also fills in the • Round fractions of .5 or greater up; round
starting values for experience, gold, downtime, fractions of less than .5 down
renown, and number of permanent magic items. He You’ve now determined the average party level
or she fill in the other values and write notes at the (APL) for the adventure. To figure out the party
conclusion of the session. Each player is responsible strength for the adventure, consult the following
for maintaining an accurate logsheet. table:
If you have time, you can do a quick scan of
a player’s character sheet to ensure that nothing
looks out of order. If you see magic items of very DETERMINING PARTY STRENGTH
high rarities or strange arrays of ability scores, you Party Composition Party Strength
can ask players to provide documentation for the 3-4 characters, APL less than Very Weak
irregularities. If they cannot, feel free to restrict 3-4 characters, APL equivalent Weak
item use or ask them to use a standard ability 3-4 characters, APL greater than Average
score array. Point players to the D&D Adventurers 5 characters, APL less than Weak
League Player’s Guide for reference. 5 characters, APL equivalent Average
5 characters, APL greater than Strong
If players wish to spend downtime days and 6-7 characters, APL less than Average
it’s the beginning of an adventure or episode, 6-7 characters, APL equivalent Strong
they can declare their activity and spend the days 6-7 characters, APL greater than Very Strong
now. Alternatively, they can do so at the end of
the adventure or episode. Players should select
their characters’ spells and other daily options
prior to the start of the adventure, unless the
adventure specifies otherwise. Feel free to reread
the adventure description to help give players hints
about what they might face.

4 E L M 1 - 1 / T H E S AG E O F C O R M A N T H O R :
I N T RO D U C T I O N
Running the Adventure lack of information. Doing so helps to encourage
immersion in the adventure and gives players
As the Dungeon Master of the session, you have the
“little victories” for figuring out good choices
most important role in facilitating the enjoyment
from clues.
of the game for the players. You help guide the
narrative and bring the words on these pages In short, being the DM isn’t about following
to life. The outcome of a fun game session often the adventure’s text word-for-word; it’s about
creates stories that live well beyond the play at the facilitating a fun, challenging game environment
table. Always follow this golden rule when you DM for the players. The Dungeon Master’s Guide™ has
for a group: more information on the art of running a D&D
game.
Make decisions and adjudications that
enhance the fun of the adventure when Downtime and Lifestyle
possible.
At the beginning of each play session, players must
To reinforce this golden rule, keep in mind the declare whether or not they are spending any days
following: of downtime. The player records the downtime
• You are empowered to make adjustments to spent on the adventure logsheet. The following
the adventure and make decisions about how the options are available to players during downtime
group interacts with the world of this adventure. (see the D&D basic rules or the D&D Adventurers
Doing so is especially important and applicable League Player’s Guide for more information):
outside of combat, but feel free to adjust the • Catching up
adventure for groups that are having too easy or
• Crafting (exception: multiple characters cannot
too hard of a time.
commit to crafting a single item)
• Don’t make the adventure too easy or too
• Practicing a profession
difficult for a group. Never being challenged
makes for a boring game and being • Recuperating
overwhelmed makes for a frustrating one. • Spellcasting services
Gauge the experience of the players (not the • Training
characters) with the game, try to feel out (or Other downtime options might be available during
ask) what they like in a game, and attempt to adventures or unlocked through play, including
give each of them the experience they’re after faction-specific activities.
when they play D&D. Give everyone a chance to
shine. In addition, whenever a character spends
downtime days, that character also spends the
• Be mindful of pacing, and keep the game requisite expense for his or her lifestyle. Costs
session moving along appropriately. Watch for are per day, so a character that spends ten days of
stalling, since play loses momentum when this downtime also spends ten days of expenses
happens. At the same time, make sure that the maintaining his or her lifestyle. Some downtime
players don’t finish too early; provide them with activities help with lifestyle expenses or add
a full play experience. Try to be aware of running lifestyle expenses.
long or short. Adjust the pacing accordingly
• Read-aloud text is just a suggestion; feel free
to modify the text as you see fit, especially when
dialogue is present.
• Give the players appropriate hints so they can
make informed choices about how to proceed.
Players should be given clues and hints when
appropriate so they can tackle puzzles, combat,
and interactions without getting frustrated over

5 E L M 1 - 1 / T H E S AG E O F C O R M A N T H O R :
I N T RO D U C T I O N
Spellcasting Services Disease, Death, and Recovery
Any settlement the size of a town or larger can Sometimes bad things happen, and characters get
provide some spellcasting services. Characters poisoned, diseased, or are killed. Since you might
need to be able to travel to the settlement to obtain not have the same characters return from session
these services. to session, here are the rules when bad things
happen to characters.
Acolyte Background
Disease, Poison, and Other Debilitating Effects
A character possessing the acolyte
A character still affected by diseases, poisons,
background requesting spellcasting
and other similar effects at the conclusion of an
services at a temple of his or her faith
adventure can spend downtime days recuperating
may request one spell per day from the
until such time as he or she resolves the effect to
Spellcasting Services table for free. The only
its conclusion (see the recuperating activity in the
cost paid for the spell is the base price for
D&D Basic Rules).
the consumed material component, if any.
If a character doesn’t resolve the effect
Melvaunt is a large city where any
between sessions, that character begins the next
acolyte can find a friendly shrine or
session still affected by the debilitating effect.
temple.
Death
Spellcasting Services A character who is killed during the course of
the adventure has a few options at the end of the
Spell Cost
session (or whenever arriving back in civilization)
Cure wounds (1st level) 10 gp if no one in the adventuring party has immediate
Identify 20 gp
access to a raise dead or revivify spell, or similar
Lesser restoration 40 gp
magic. A character subject to a raise dead spell is
Prayer of healing (2nd level) 40 gp
affected negatively until all long rests have been
Remove curse 90 gp
completed during an adventure. Alternatively, each
Speak with dead 90 gp
downtime day spent after raise dead reduces the
Divination 210 gp
Greater restoration 450 gp penalty to attack rolls, saving throws, and ability
Raise dead 1,250 gp checks by 1, in addition to any other benefits the
downtime activity might provide.
Spell services generally available include healing Create a New 1st-Level Character. If the dead
and recovery spells, as well as information- character is unwilling or unable to exercise any
gathering spells. Other spell services might be of the other options, the player creates a new
available as specified in the adventure. The number character. The new character does not have any
of spells available to be cast as a service is limited items or rewards possessed by the dead character.
to a maximum of three per day total, unless Dead Character Pays for Raise Dead. If the
otherwise noted. character’s body is recoverable (it’s not missing
any vital organs and is mostly whole) and the
player would like the character to be returned to
life, the party can take the body back to civilization
and use the dead character’s funds to pay for a
raise dead spell. A raise dead spell cast in this
manner costs the character 1,250 gp.

6 E L M 1 - 1 / T H E S AG E O F C O R M A N T H O R :
I N T RO D U C T I O N
Character’s Party Pays for Raise Dead. As above, Zuggtmoy, the Demon Queen of Fungi, Lady of Rot
except that some or all of the 1,250 gp for the raise and Decay, has been active in Faerûn in the past
dead spell is paid for by the party at the end of the few years (given the events of Out of the Abyss).
session. Other characters are under no obligation This has allowed some vestige of the dead deity
to spend their funds to bring back a dead party Moander to stir in its slumber of death, which has
member. in turn empowered some of its ancient sites and
Faction Charity. If the character is of level 1 to mad cult members. In Elmwood, this means that
4 and a member of a faction, the dead character’s the town’s grain has been magically contaminated
body can be returned to civilization and a patron by the power of Moander so that when it is used
from the faction ensures that he or she receives a in the upcoming Greengrass festival, it can infect
raise dead spell. However, any character invoking many people with a rotting sickness that will
this charity forfeits all experience and rewards turn them into mindless vegetative slaves of the
from that session (both those earned prior to and Darkbringer.
after death during that session) and cannot replay
that episode or adventure with that character Adventure Overview
again. Once a character reaches 5th level, this The Sage of Cormanthor consists of 6 parts. It is
option is no longer available. designed to be run in 4 hours.

Elmwood Overview Part 1: It’s All About the Beer -The five factions
communicate with the characters that they are
Though Elmwood has been a peaceful neighbor of needed in Elmwood. The characters arrive in
Mulmaster for centuries, the town was destroyed Elmwood and learn that the grain has rotted.
two years ago by a fire devastation orb that was Part 2: The Root of the Matter - The Constable,
mishandled by the Cults of Elemental Evil (DDEX2- Aliana Mathnir, and the high priestess of Chauntea,
2 Embers of Elmwood). There were few survivors. Shayad, urge the characters to take a sample of
Since then it’s been rebuilt and is a home for contaminated grain and seek out the reclusive sage
many refugees from Phlan, Hillsfar, Mulmaster, Salazar Bel Akash in Rimwood of the Cormanthor
and the Underdark. The little town is growing Forest.
as it rebuilds, and is changing rapidly due to the Part 3: The Rimwood - The characters set out into
influence of the refugees. Cormanthor Forest to seek out Salazar Bel Akash—

Adventure Background grandson of Akabar Bel Akash, an adventurer


who was once possessed by the spirit of Moander.
Over a thousand years ago, the elves of Myth During their trek, the characters run afoul of
Drannor battled the avatar of Moander (an evil defenses that the elves of Myth Drannor created to
deity of rot, corruption, and destruction) in its last protect against a return by Moander to Toril. The
remaining major temple, located on present-day sample the characters are taking to the Sage has
Yûlash in the southwestern Moonsea area. The triggered the defenses.
elves slew the priests of Moander, banished the Part 4: Sage Advice - The characters arrive at the
Darkbringer, and sealed the essence of its avatar home of Salazar Bel Akash. Salazar is disturbed by
beneath the ruins. However, Yûlash (and the rest what the tainted grain sample may portend, but
of the Moonsea) soon found more urgent problems he is unwilling to make a definitive assessment
with the fall of Zhentil Keep, and the threat of the without another sample with which to compare it.
ancient god was forgotten for more immediate He tells the characters to go to the lost Temple of
needs. The ancient god rose up from death only a Moander, to see if any plants in the area bear signs
few decades ago, and was put down by a band of of new activity or corruption. If the Darkbringer’s
brave adventurers in the events of the book Song of presence is stirring, he asks the characters to bring
the Saurials. back another sample.

7 E L M 1 - 1 / T H E S AG E O F C O R M A N T H O R :
I N T RO D U C T I O N
Part 5: The Seed of Moander - The characters
search among the ruins of the lost Temple of
Adventure Hooks
Moander and encounter the corrupted plant It’s all about the Beer. If none of the faction
servitors of Moander. Upon defeating the creatures, introductions are suitable, then the characters
the characters collect the sample Salazar needs. have heard that there’s a new brewery in the
Moonsea – Mystic Grove Brewery. Catlin
Part 6: Sometimes the Abyss Gazes Back at You -
Littleleaf is the proprietor and the rumor is that
The characters provide the sample of corruption to
she’s about to uncask some really righteous brews
Salazar. He confirms that the grain contamination
for the Greengrass Festival. The characters might
and the corruption are from the same source
be there to sample them personally, or to pick up
– Moander. Salazar tells the characters that he
a load of beer for interested buyers in a caravan
is going to attempt a ritual to banish Moander
coming from Phlan or Hillsfar, or a noble house in
back to the Astral Plane but that the ritual is very
Mulmaster.
risky. Salazar advises that if things go poorly, the
characters must go to the Varlaros Stones and The Harpers have asked the characters to check
recover a contingency left behind by the wizard in with Catlin Littleleaf because they’re worried
Grypht. (Grypht, like Salazar’s grandfather, is that Catlin’s problems with the grain supply might
another individual with ties to Moander.) Salazar mean the refugees in town won’t have enough food.
falls prey to the psychic assault of Moander and, The Order of the Gauntlet has asked the
instead of banishing the dead god, opens a portal characters to consult with Catlin Littleleaf
to the Astral Plane. The characters have to defeat because they’re concerned that the rot in the grain
the transformed sage, now servitor of Moander, may be supernatural in origin.
and must close the portal before it is too late. The Emerald Enclave have asked the characters
Afterwards, they return to Elmwood to inform the to contact Catlin Littleleaf at Druid Brewing as
Constable of what has transpired. a special favor, since the halfling has asked them
directly for help.
Pacing the Adventure The Lords’ Alliance wants characters to check
The adventure is designed for 4 hours of play. Use in with Catlin Littleleaf. They’re supposed to be
the table below to budget your time, adjusting the exporting her beers soon, and they are anxious to
pace as necessary to keep on schedule. In a large understand what’s gone wrong with the trade deal.
public event, you’ll need to keep an eye on the The Zhentarim are affiliated with Semyon
clock. and Daughters Bank, who owns the mortgage
Playing on Mystic Grove Brewery. They’ve asked the
Stage Time characters to check in on the brewery because the
mortgage payment is late.
Part 1: It’s All About the Beer 30 mins

Part 2: The Root of the Matter 15 mins


Part 3: The Rimwood 45 mins
Part 4: Sage Advice 20 mins
Part 5: The Seed of Moander 60 mins
Part 6: Sometimes the Abyss 60 mins
Gazes Back at You

8 E L M 1 - 1 / T H E S AG E O F C O R M A N T H O R :
I N T RO D U C T I O N
PART 1. IT’S ALL ABOUT
THE BEER
Expected Duration: 30 minutes. Light and Visibility. When the characters
As the characters enter town, read aloud the arrive in Elmwood it is late morning. There is fair
following text. visibility in all directions and minimal cloud cover.
The brewery is brightly lit with plenty of glassed-in
Elmwood, up from the ashes. It’s common skylights.
knowledge around the Moonsea that the
place was burned to the ground a couple Sounds. Elmwood is abuzz with activity. People
of years ago by one of the Cults of Elemen- are talking and going about party preparations.
tal Evil that were plaguing Mulmaster. There There is always hammering and sawing
were few survivors. You see the evidence of somewhere as the rebuilding continues. The
the great fire all over – there are so many
sounds of the Moonsea waves lapping across the
ashes as part of the soil that the roads are
gray and black. But, for all that, it’s come shore is audible through the main parts of town.
back stronger than ever. You hear the ac- The brewery is quiet other than Catlin’s rant. There
cents of Mulmaster, Phlan, and Hillsfar refu- are sounds of fluid moving around in the kettles.
gees as you walk down the main street – as
well as the sounds of hammering and sawing
Climate. The temperature is typical for
mixing in with the lapping of the waves of the Tarsakh, the fourth month (40-45 °F, 5-8 °C), with
Moonsea as the rebuilding proceeds. All of a gentle cold breeze blowing in from the north
the buildings are painfully new and there are across the Moonsea.
few trees growing in town at all other than
a dense knot of fire-blackened elms on a Smell. There is a powerfully terrible smell
hill on the west side of town. The blue-violet in the brewery. It’s got elements of black mold,
waters of the Moonsea are a sharp contrast rot, and something left too long in the back of the
to the bright green of spring vegetation and pantry gone bad.
the gray of ashes. The scent of the Moonsea
mixes and mingles on the chilly spring breeze, Read or paraphrase the following when the
but you can always smell burned wood un- characters get close to the brewery.
derneath it. At the moment the sweet smell
of honeysuckle blends with roses and garde- Mystic Grove Brewery is not hard to find. It’s
nias. Pure white, shocking pink, and ruby red a large building and several outbuildings just
flowers overflow from planter boxes and flow- south of the Grove of Eldath and near the
er beds. Wreaths and garlands decorate the Temple of Chauntea. While the grove is qui-
windows and doorways of every house and et, the Temple is abuzz with activity.
shop as far as the eye can see. Elmwood is The brewery is a new building with shiny new
preparing for a spring festival. copper boilers. The shingle that hangs by
the door reads, “The Mystic Grove Brewery –
General Features Caitlin Littleleaf, Brewmistress & Proprietor.”
You see a few more people are converging
The general features of the Mystic Grove Brewery on the brewery at the same time.
are as follows:
Terrain. The brewery has two large buildings Allow the players to introduce their characters to
and a modest home sized for little folk. The each other.
buildings are very new.

9 E L M 1 - 1 / T H E S AG E O F C O R M A N T H O R :
PA RT 1
When the characters investigate the rant, read the • She’ll pay for the ingredients, of course, she
following: just needs them to be healthy. The last batch
“Ruined! Another batch ruined! The Moon-
was rotted, apparently. She does not have any
sea Pale Ale has fallen victim to this strange remaining samples of raw ingredients. She
growth!” You hear a metallic whack and would go get the ingredients herself, but she
a string of wicked invective in a variety of desperately needs to get everything scrubbed
languages. spotless to try to make another batch. She had
As you look inside, you see a halfling woman
looking disgustedly at a large kettle.
to let her help go after the last batch was ruined.
Even to those who aren’t brewers, it is readily • The priestess of Chauntea is a nice lady named
apparent that something is definitely wrong Shayad. She put a spell on the grain silos to keep
with the smell coming from the wert in the the grain fresh, but maybe it failed?
kettle.
Spying you entering her establishment, the • Shayad is helped by a priest named Kamik
halfling gives you a shrewd, knowing look. Felicity. Catlin thinks Kamik is a really nice guy
“I bet you’re adventurers. I know the type.” because he and his partner adopted several of
The woman considers for a moment, tapping
the children that were orphaned by the Burning
her fingers on her leg. “I tell you what… I’ll
pay you free beer, ales, and cider… FOR LIFE – the explosion of a devastation orb in Elmwood
if you can help me save my brewery. This two years ago.
Greengrass festival is going to make or break • The Grove of Eldath just north of here are the
me and I can’t have cruddy beer for this.
only trees in town because the druids there
I just can’t. I have a mortgage to pay and
Semyon and Daughters doesn’t take IOUs.” protected the grove from the Burning. They
She tilts her head to the side, considering fur- also protected some of the townsfolk, including
ther. “And I’ll even extend the discount past Catlin, which is why she calls this the Mystic
death in the event you die and are brought Grove Brewery.
back from the dead. What do you say?”
Developments
As you approach, you hear the anguished cries of a The characters proceed to the Temple of Chauntea
young woman inside. to meet High Priestess.
Roleplaying Catlin XP Award
Catlin is a halfling that isn’t at all intimidated
For agreeing to go to the Temple of Chauntea, the
by tall folk. She’s direct and pragmatic. The
characters get 600 XP.
typical halfling joviality is absent in her
demeanor, though she’s not rude or mean –
she’s just not bubbly. She is a survivor of the
burning and worried about her business.
Quote: “Oh hey, taste this? It’s the new pale ale.
I think it’s going to be a winner.”

If the characters agree, Caitlin will tell them that


she bought her most recent batch of ingredients
from the Temple of Chauntea. She asks the
characters to go to the Temple and see what’s up
with the wheat, barley, and hops, and get her some
good clean ingredients. Here’s what she knows:

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PART 2. THE ROOT
OF THE MATTER
Expected Duration: 15 minutes. corn, and rice—has turned foul. It doesn’t
The characters meet with the Constable and the seem to matter if it had been freshly harvest-
High Priestess at the Temple of Chauntea. ed or if it had been stored for quite some
time. All of it now reeks of decay and has
General Features sprouted leafy tendrils.”
Shayad says, “This will ruin the Greengrass
The general features of the Temple of Chauntea are festival, but worse, I fear the town may starve
as follows: if we don’t stop this now.”
Terrain. The Temple of Chauntea is situated on Aliana continues. “I’m aware,” she says, pick-
a rise near the center of town overlooking the ing her words carefully, “that some ‘powerful
groups’ in the Moonsea area have become
nearby Temple Gardens. interested in our little town and seeing it
Light and Visibility. When the characters arrive prosper for a variety of reasons. While I could
the room is well lit by sunny windows. go to Mulmaster and ask for aid, that would
make it look like we’re not going to make
Climate. The air is cool with a cold breeze blowing it, and give them more ammunition to try to
in from the north from the Moonsea. take us over as a wholly-owned protectorate
of the city. We’re not interested in having
Shayad and Aliana Mathnir that happen so I’m very amenable to out-
You are taken to a garden enclosed by a side assistance. If you’re here to help, then I’ll
small privacy fence. In the garden are two disburse some funds to pay you to run a little
women. One is a half-orc wearing an apron errand into the forest to get us some answers
over a roughspun robe and gloves while she for this particular problem.”
tends to the plants in a flower bed. She’s “There is a sage who lives in the Rimwood
talking in low, concerned tones to a human of the Cormanthor forest named Salazar
woman dressed in plain clothes with the seal Bel Akash. He is an expert on many unusual
of Elmwood embroidered on her doublet. types of plants and animals. Take a sample
At your entry, both look up. of the tainted grain to him, perhaps he will
The half-orc rises, dusts the dirt off her hands know what this is. I’ll get you a map to his
and onto her apron, and moves to greet home. Please proceed with all haste, and
you. return with his information as quickly as you
“Ah… I had heard rumors that there were in- can get it.”
teresting strangers in town and I thought you
might be heading this way. My name is Sha-
yad and welcome to the temple of Chaunt-
ea.” Her voice is rough, as you’d expect from
a half orc, but her manner is kind and rea-
sonable, and she looks over your group with
wise green eyes.
The human gives Shayad a glance, and
picks up where the priestess left off, introduc-
ing herself.
“I’m Aliana Mathnir, the constable of Elm-
wood. Closest thing you’ll get to mayor,
dogcatcher, purser, garbage collector, and
chief dishwasher in this town. A most serious
problem has presented itself at the worst
possible time. All of the grain the temple has
been storing—all of the wheat, barley, oats,

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Roleplaying Aliana Mathnir The characters will likely have many questions.
Aliana is a short, muscular woman with blue What Shayad knows:
eyes and brown hair that is kept at shoulder • Chauntea protects the crops stored here. There
length. Her skin is a rich brown color. She is a regular rotation of blessings and other
has a scar along her face that she got in the spells placed on the silos and grain bins to
Burning. Prior to the Burning, she was a supernaturally ward off rot and vermin.
deputy, and took over when the constable was • The rot was first discovered about a month
killed. She always offers a smile in greeting, ago. The clergy have been working diligently
and tries to get along with everyone. She likes to try to contain and sterilize it, but have been
to keep a neat and efficiently-running town, unsuccessful.
and is more than happy to overlook minor,
• Even treatment with holy water, purify food and
nonviolent offenses, or let them go with some
drink, hallow spells, and other magic doesn’t
time in the drunk tank or fines to make up for
reverse the rot.
damages. She is friendly and honest and likes
to make everyone feel that they can come to • None of the other stored vegetables are
her with any issues concerning the town. affected, yet. Shayad is worried that the rot will
spread.
Quote: “Look, just get along, okay? We have
bigger problems to deal with.” • The Greengrass planting festival in a couple of
tendays is one of Chauntea’s most holy days.
Her energy will bless the land and the people
Roleplaying Shayad with fertility. Many local couples choose to get
Shayad’s stern countenance belies a calm
married during the festival. The farmers all
serenity. Her main insecurity is the fact
celebrate it as a major holiday. If the grain is
that she is a half-orc minority in a beautiful
rotted it will cast a pall over the entire festival,
people’s world. If she gets any hint that
which will be a major disappointment. The
someone is surprised that she is the priestess
town’s morale is still shaky after the Burning.
because she is a half-orc, then they will
find a cool welcome. If you engage her in What Aliana Mathnir knows:
conversation around breaking stereotypes, • Elmwood can almost support itself food-wise.
you will find she’s got a lot to say. Shayad is a This is a terrible setback and affects nearly
pacifist and loves to protect life. Even though everyone. The brewery can’t brew beer. The
there are those who do great evil, she feels bakery can’t make baked goods. The inns can’t
that they can be shown the error of their sell beer or baked goods. Everyone’s businesses
ways and so she will argue and discuss their fail and this means that Semyon and Daughters
issues, but avoids physical fighting. Shayad Bank is going to foreclose these businesses.
survived the Burning in Elmwood, and was • The Greengrass festival is a chance for the town
instrumental in getting the larger Temples to show off its goods and set up trade deals.
of Chauntea to put up seed money to get the These trade deals are desperately needed to
temple in Elmwood built. fund the rebuilding.
Quote: “Life is sacred and should not be thrown • The bigger problem is that a lot of grain goes
away, no matter how rotten the soul appears to to feed the refugees. Lack of grain could lead
be.” to food riots. Of course, the High Blades of
Mulmaster would be delighted to send troops
to pacify any riots and then the troops would
never leave. Elmwood would just become Little
Mulmaster which is a disaster all around.

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• This sage isn’t someone who comes into town. Allow the characters to make the following skill
She learned about him from some of her elven checks if they desire to do so:
allies in the Cormanthor forest. An Intelligence (Nature) check reveals the
• She won’t just send townsfolk out to talk to following:
the sage because she needs everyone here to • DC 10 - This isn’t even the right type of leaf for
get ready for the Greengrass festival. Plus, it’s this type of seed.
dangerous out there! All of the elven defenses • DC 15 - This rate of growth is not natural.
have been weird since the Netherese dropped Something is stimulating it.
a flying city on Myth Drannor a few years ago.
And there are well-armed and violent treasure • DC 20 - This species of plant hasn’t been seen
seekers out there looking for relics from either in Faerûn for over a century. It was supposed to
culture. have been wiped out.
• The Cormanthor forest has been especially An Intelligence (Arcana) check reveals the
dangerous in the last year or so. There was an following:
outbreak of demons and madness and all kinds • DC 15 - To overpower the warding magics on
of problems in Hillsfar. While things seem to the temple’s storehouses would require an
have settled down, the stirrings of evil magic in immense amount of energy.
the ancient forest are enough to drive lesser folk What Shayad knows:
crazy. • All of the rot produces this type of foul smelling
• The characters are to get there and back with all plant.
due haste. Aliana wants this handled well before • Even the grains that don’t have this growth on
the Greengrass festival starts. them develop it rapidly after leaving the warded
Sample of the Tainted Grain grain silos.
After a bit of conversation Shayad has a Developments
serious-looking wood elf underpriest go get Aliana Mathnir hands the characters a map to
a sample of the tainted grain. He returns in
the Sage’s house. The characters venture into the
a few minutes with a lead box about eight
inches on a side. He hands it to Shayad with Cormanthor Forest to see the sage Salazar Bel
obvious care. Akash about the grain.
“Thank you, Kamik,” Shayad says, and opens
the lid with deliberate, slow motions. Inside is Treasure
a mass of green leafy tendrils sprouting from Aliana Mathnir will offer the characters 300 GP
some fresh cut wheat and an ear of corn. (total). Shayad says that the Temple of Bane, the
Both grains are producing the exact same Temple of Chauntea, and the Temple of Selûne will
plant. The vegetation produces a acrid, foul
smell of black mold, rot, and something like match funds and give the characters another 900
carrion. Both Shayad and Kamik draw back GP (total) as all of the major faiths in town want to
from the olfactory assault. see this problem resolved. This is a total of 1,200
GP which is payable on the characters’ return with
the knowledge from the sage.
XP Award
If the characters accept the mission to visit the
sage with the sample, award each character 600 XP.

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PART 3.
THE RIMWOOD
Expected Duration: 45 minutes. the Rimwood, they are subject to the madness of
Having obtained a sample of the rot, the characters the Cormanthor.
venture into the vast forest to the south to speak Resting in Cormanthor
with the sage to learn more about the threat to The wood is unsettled by the influences of
Elmwood. the demonic taint of the Underdark, making
The initial travel to Cormanthor takes a day, and lingering there decidedly unpleasant. Travel
from there, the journey into the ancient wood is to the sage’s residence will take at least one
challenging. The demonic presences in the Hillsfar long rest.
area and Cormanthor forest have been sealed away Exhaustion: Resting within Cormanthor does
from the Moonsea following the end of Season 3. not permit a character to recover levels of
However, the changes to the woods have left them exhaustion. Long rests otherwise function as
twisted and perilous (as described in DDEX3-07 normal in terms of resources recovered.
Herald of the Moon).
Madness: Upon completing a long rest, each
The foul magics that sprang from the Underdark character must succeed on a DC 15 Wisdom
have been drawn into the roots, trunks, and leaves saving throw. On a failure, their madness level
of the forest’s ancient trees. Certain emotions are increases by 1 and they are affected by the
heightened within the wood, and any travelers who Madness of Cormanthor (see below).
linger there are likely to find themselves pushed to
the brink of insanity. Those who sleep in the forest Madness Level
find their dreams haunted with hopelessness from Level Effect
the many souls that have never returned from the 1 Short-term madness (lasts 1d10 minutes)
wood. 2 Long-term madness (lasts 1d10 x 10
General Features of the Rimwood minutes)
The general features of the Rimwood section of 3 Indefinite madness (lasts until cured)
Cormanthor are as follows:
Trees. The shallow-rooted blueridge and
needleleaf pines that grow here are well-suited to
the Rimwood’s sandy soil. The trees are around
fifty or more feet tall.
Light. The trees in the Rimwood are tall enough
and spaced close enough together that they only
allow dim light to penetrate to ground level.
Sounds. A thick carpet of springy pine needles
covers the Rimwood forest floor, reducing footfalls
to near silence and granting advantage to creatures
attempting to move silently.
Fauna. Thick vegetation makes larger mammals
less common in the Rimwood and winged insects
and the birds that prey upon them thrive.
Madness. Any time characters take a long rest in

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Madness of Cormanthor The forest is a tapestry of a thousand shades
of green. Bushes and saplings reach up for
The lost souls of Cormanthor are able to exert
any sunlight that peeks through the canopy
their influence on the region and those who of the towering trees that rise up like giants
travel through it in the different forms of about you.
madness that characters may develop. Upon A sky heavy with clouds is partially obscured
reaching madness level 3, instead of rolling by the foliage. You cannot see the lightning
through the trees, but thunder rolls overhead.
on the Indefinite Madness table on page 260
A slow, steady rain falls on the forest, patter-
of the Dungeon Master’s Guide, roll on the ing on leaves and dripping down through the
following table and the character gains the branches.
madness listed below. Have the player note it
on his or her character sheet. The characters should have brought enough food
If the roll results in a madness already and water on their journey. If not, they will have
to forage along the way. Cormanthor has abundant
possessed by the character, reroll until a new
food and water sources and only requires a DC 10
result is reached.
Wisdom (Survival) check. However, this reduces
01-20 Despair: “I often become withdrawn the character’s overland speed depending upon
and moody, dwelling on the insufferable state how long they spend foraging.
of life.”
Ancient Elven Defenses
21-40 Hatefulness: “I am compelled to make
the weak suffer.” Regardless of which path the characters take to
reach the sage, they encounter some of the residual
41-60 Gloom: “l have no compunction against defenses the elves erected against the followers
tampering with the dead as we will all die of Moander. This encounter happens about three
soon.” miles away from the sage’s cottage.
6l-80 Discouragement: “All our efforts are for
The slow drizzle continues, making everything
naught as we will never escape this wood. “ damp. The path threads its way through a
81-100 Hopelessness: “I am awash in the steep ravine. The slopes of the ravine are
awareness of life’s futility.” littered with exposed boulders that are cov-
ered in lichen.
In the center of the ravine, you see the glint
When the adventurers head into the Rimwood, of white marble of the ruins of an elegant
read the following: elven pavilion. Time and the weather have
worn it down to a stone court, with tumbled
It is 15 miles from Elmwood to the edge of pillars, and a shattered roof. Standing among
Cormanthor. The tilled fields near Elmwood the ruins is a statue of a male elf in ancient
give way to pastures, which in their turn give armor. Runes inscribed in mirror-bright silver
way to meadowlands. Storm clouds loom metal shimmer down it’s body, even in the
on the northern horizon as civilization slides gloomy rain. The head, shoulder guards, and
away behind you until all that is left is a nar- vambraces are inlaid with semiprecious gem-
row path snaking its way through fields and stones that still sparkle under a coating of
stands of trees. At some point, you realize grime and moss.
that there are no more fields, just trees as far
as the eye can see in all directions, and you The elven ruins and the ravine are protected by a
know you have entered the ancient elven
shield guardian and two galeb duhr. The shield
forest.
guardian is the marble statue in the fallen pavilion.
It’s another 20 miles from the edge of the forest The galeb duhr are posing as rocks at the top of the
to the sage’s cottage. Traveling through the forest ravine –- one on each side.
counts as difficult terrain for overland travel (PHB The shield guardian activates when it senses that
p182) even when they are on the path, because of someone in the group is carrying a sample of
winding nature of the trail. Note this does not affect Moander’s rot (even if it is in an extra-dimensional
druids with the Land Stride feature or parties with space). It waits until the party is directly on the
a ranger with the forest favored terrain. ruined pavilion before it acts.

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The guardian steps down from its pedestal and
Adjusting the Encounter
informs them, in Elvish, that it has identified them
Here are recommendations for adjusting this
as corrupted by the touch of Moander. Accordingly,
combat encounter. These are not cumulative
they must be destroyed for the good of the Elven
Court. Attempts to persuade the shield guardian to • Very weak party: Remove 2 galeb duhr
halt its attack are in vain. • Weak party: Remove 1 galeb duhr
Avoiding the Ravine • Strong party: Add 1 galeb duhr
Avoiding the ravine requires the characters to scale • Very strong party: Add 1 galeb duhr and 1
the steep slope of the ridges on either side. If the shield guardian
characters attempt to do this, the galeb duhr notice
their efforts and animate boulders to move to the Suggested Tactics
top of the ridge and attack. Their efforts draw the You may choose to use these tactics if you believe it
shield guardian. is appropriate for your game. The shield guardian
The characters can go around the ridge to another opens with a cone of cold and attempts to catch
gap, but if they do, they stumble on another as many of the characters in its area of effect as
pavilion like this one. possible. The shield guardian then engages with
the characters, confident in its regeneration ability.
Features of the Area
If pressed, it may use the Disengage action at your
The ravine has the following important features. option to retreat to lure characters into triggering
Slope. The sides of the ravine are very steep and the traps.
are difficult terrain. The slopes count as downhill The galeb duhr are indistinguishable from a
for galeb duhr and animated boulder movement. normal bolder because of their False Appearance.
Rain. A light rain falls throughout the encounter. It Both use their Animate Boulders ability to
has no effect on combat, but may matter for spells, animate two. Because they don’t want to chance
such as Call Lightning. losing concentration, the galeb duhr do not move
Elven Ruin. The elven ruin is made of crumbling (which would break their False Appearance)
marble. The galeb duhr use the crumbled edges to until both of its boulders are destroyed or about
roll up onto the pavilion. Some of the areas are full to be destroyed. They then join the attack on the
of marble chunks, making them difficult terrain. characters.
Teleport Runes. If a creature touches these runes, Once down at the bottom of the ravine with the
they activate and instantly teleport the creature to characters, the boulders and the galeb duhr attack
the spaces indicated on the map at the top of the then try to reach the teleport runes to teleport
ravine slope. back up to the top of the ravine.
Traps. Three of the pillars still contain the The shield guardian and galeb duhr will chase the
enchantments on them to protect the pavilion. It is party for three rounds if the characters try to flee
a DC 15 Wisdom (Perception) check to notice the or run through them.
arcane writing on the side of the pillar. These areas If time is short, the galeb duhr de-animate when
detect as magical. the shield guardian is destroyed.
The trap activates when more than 20 pounds of
Treasure
weight is placed on the pressure plate, causing
the pillar to release a 30-foot cone of cold and The shield guardian‘s runes are inlaid with
ice. Each creature in the cone must make a DC 13 mithril. In addition, the head, shoulder guards,
Constitution saving throw, taking 22 (4d10) cold and vambraces are inlaid with semiprecious
damage on a failed save, or half as much damage gemstones. These pieces can be sold to an artificer
on a successful one. Wedging an iron spike or other for 1,800 gp.
object under the pressure plate prevents the trap
from activating. A successful dispel magic (DC 13)
cast on the pillar destroys the trap.

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PART 4.
SAGE ADVICE
Expected Duration: 20 minutes. A tall half elven man with amber skin, almond
The characters meet the Sage, Salazar Bel Akash, shaped brown eyes, and black hair comes to
and seek his advice. the door, looking bemused. He’s holding a book
in his hand, one finger acting as a bookmark.
General Features The goats bleat at him and he goes to pet one
The general features of the area are as follows: briefly.
“Hello,” he says, “I don’t often get visitors. What
Terrain. The sage’s house is packed with brings you here?”
bookshelves which are full of books and curiosities.
Light and Visibility. The house is well situated If the characters mention being sent by the
in a clearing, so there is ample light and visibility Constable or the High Priestess of Chauntea he
outside his home. The inside of his home is well lit will invite them into his home. If they mention the
by magical lights that provide bright illumination. tainted grain sample he will pale visibly, but invite
Climate. The air is cold with a gentle breeze them in nonetheless.
blowing in from the west. The sage’s cottage is a study in controlled
chaos. There are tables devoted to inspecting
Finally arriving at the home of Salazar Bel Akash
ancient fragments of Elvish pottery and sculp-
you find a pleasant cottage on a hill overlook-
ture. A bookshelf groans under the strain of so
ing a stream that meanders through the forest.
many books crammed into it. There are jars filled
The walls are stone and the roof is made of
with a collection of gruesome appendages,
wooden beams covered with slate shingles.
including a beholder eyestalk. In one corner of
Along one side of the house is a pen with three
the room near a window is a small potted plant,
brown and white goats with long floppy ears. All
it’s leaves and branches trimmed to exemplify
three regard you curiously, and baa for atten-
the ongoing struggle of taming nature.
tion. There is a bell on a post in the yard.
The sage clears off a table and asks to see the
If the characters attempt to approach the cottage sample. In fact, you can see some of the ten-
drils lengthening as the sage looks on in abject
without first ringing the bell, the goats all bleat horror.
more loudly and beg to be petted. They nibble
harmlessly and adorably on the characters fingers Unless one of the characters closes the lid first, he
and clothes and are looking for treats. In either will compose himself to snap the lid shut, place the
case, the door is opened by a Salazar Bel Akash in box on the table, and set several heavy books on
just a moment. top of it.
Roleplaying Salazar
He is a gentle soul but is more interested in
the past than the future. If his knowledge
seems to be important, or pertinent to any
conversation, he gets excited and his speech
accelerates to the point where he’s difficult to
understand.
Quote: “Oh, sorry I didn’t see you there, my
research keeps me so busy.”

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Perhaps I should tell you about my grandfather.
I fear it is relevant to what is happening.
“He was possessed by the spirit of the dead god
Moander - lord of uncontrolled growth and rot.
Eventually - with the help of a few adventurous
individuals - he was able to free himself and
banish Moander forever. Unfortunately, I sus-
pect that he did not do as thorough a job as we
all would have liked.”
Salazar pauses for a moment in deep thought
then looks back up at you.
“There is only one way to know for sure. There is
a ruined temple to Moander on the far bank of
the river Lis. It’s only a few miles away. I actu-
ally chose to make my home here so I could
keep an eye on it. It is abandoned now, but
the plants growing all around it were corrupted
root, branch and stem. It is a shunned place.
There are remnants of Moander’s influence
growing there in the form of giant corpse flow-
ers. Bring me the seed of one of these so I can
compare it to the sample of rotted grain you
brought me. I pray that I’m mistaken. The seed
will dispel any doubts.”

“Salazar gives the characters directions to find


Moander’s lost temple and a fuller description of
what the flower looks like.
If asked why he doesn’t go himself, he points out
that he’s just a sage, not a field researcher, and
that sort of active work is far better suited for
adventurers.
Developments
The characters head back into the Cormanthor
Forest to seek out the Seed of Moander for the sage
Salazar Bel Akash. If the characters wish to take a
long rest, Salazar becomes agitated. He thinks it’s
very important to Elmwood that the characters
find out whether or not this is Moander’s influence
right now. However, he cannot and will not force
them to leave his house, and they can take a long
rest there if they insist on it.

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PART 5. THE SEED
OF MOANDER
Expected Duration: 60 minutes.
As you pluck the seed loose, the plant life goes
Moander’s Lost Temple is a primitive ziggurat mad and writhes to life. Long vegetative tenta-
squatting beside a foul meadow. The open area cles sprout from the pool reaching for you, and
is filled with a riot of plant life not meant to be. from the other pools as well. Incredibly large
Even the shapes of the plants are unsettling and dandelions bloom and go to seed in seconds,
vaguely menacing. Scattered around the perim- and the fluffy white airborne seeds start drifting
eter of the open area are shallow pools about 30 around on the breeze, but they sweep toward
feet across. The air is thick with a putrid smell rem- you with a malicious intelligence. Lurid purple
iniscent of black mold, rot, and the sickly-sweet thistles twist and grow, shooting javelin sized
stench of rotting meat. thorns at you in a wild frenzy.

At this point, the plants that encircle Moander’s The plant life that attacks the characters includes
Lost Temple are dormant and harmless. The three different corpse flowers (treat as Ropers),
characters can hack away at them with no reaction. 20 dandelion puffballs (treat as gas spores), and
The sheer size of the open area means that the 15 animated thistles (treat as needle blights).
characters will have no real effect on the plant life, The puffballs appear as enormous ripe dandelion
which will grow back over the course of a few days. heads and do not resemble beholders. The
Finding the Seed needle blights resemble overgrown thistles with
The Seed of Moander can be found as the stamen of unnaturally vivid purple stalks.
a titan arum (also known as a corpse flower) that The three corpse flowers (Ropers) are each
grows in the center of one of the pools (DM should situated at the middle of their ponds and cannot
pick one). move.
Searching through strange and twisted vegeta- Features of the Area
tion is exhausting work. The clear air of the forest
is gone, leaving you exposed to miserable clouds
The Lost Temple of Moander has the following
of biting insects. Thick pollen settles on you, coat- important features.
ing you in yellow dust. Vegetation. The Seed of Moander creates a sphere
But your efforts pay off. At the center of one of of Plant Growth (as per the spell) centered on
the pools is an enormous flower that rises 8 feet
above the water. The seed itself is a cancerous
it. The land within 100 feet of the Seed becomes
yellow stamen that projects from a bruise-pur- extremely difficult terrain that requires 4 feet of
ple bloom that nestles in the plant’s pale green movement for every foot of actual movement. This
leaves, which are the color of moldy flesh. effect can be dispelled, but reasserts itself after one
round.
The characters can approach the flower without
difficulty and plucking the Seed of Moander Pool. The pool is 2 feet deep. This counts as
requires a Strength of 10. It weighs about 15 difficult terrain but does not require an Athletics
pounds. Removing the Seed causes the plant life in check.
the area to animate and turn on the characters in
an effort to return the seed to the corpse flower.

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PA RT 5
Adjusting the Encounter The corpse flowers use their tendrils to grab and
Here are recommendations for adjusting this reel in the holder of the Seed back to them.
combat encounter. These are not cumulative The dandelion puffballs float toward the person
• Very weak party: Remove 2 ropers with the seed and try to touch them. The thistles
use their needle attack to pop puffballs near a
• Weak party: Remove 1 roper
character to trigger the puffball’s Death Burst
• Strong party: Add 5 more gas spores attack. The puffballs have a disease attack that can
• Very strong party: Add 10 more gas potentially cause death. Unless the characters have
spores and 5 more needle blights a way of curing disease, the affected characters
could face severe consequences on the way back to
Tactics the Sage.
You may choose to use these tactics if you believe The thistles also use their needle attacks to
it is appropriate for your game. Given the large attempt break spell casters’ concentrations.
number of delicate foes, have each group go on one
The dandelions and thistles will chase the
initiative (do not roll initiative for each individual).
characters for 10 rounds if they attempt to flee.
Do not have all the dandelion seeds (gas spores)
and animated thistles (needle blights) appear If time is short, the gas spores and needle blights
at the same time. Five dandelion seeds and five disintegrate when the roper is killed.
animated thistles spawn each round on 20, and Developments
act on their group’s initiative. The puffballs and Ideally the characters will deal with the plants. If
thistles form randomly within 60 feet of the Seed the party is killed, the sage will beg some of the
of Moander. Note that the corpse flowers (Ropers) elves that live in the Cormanthor forest to retrieve
are rooted and immobile. their bodies and their equipment. An elven cleric
All the plant life has the single focus of returning will be willing to raise the party for standard
the Seed of Moander to the corpse flower. They spellcasting fees, then fade back into the forest.
concentrate their attacks on the character holding
the Seed. Remember that the Seed has an aura
of Plant Growth within 100 feet, which causes
everything to be extremely difficult terrain (4 feet
of movement per foot of actual movement) inside
of that area.

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PART 6. SOMETIMES THE
ABYSS GAZES BACK AT YOU
Expected Duration: 60 minutes. His face becomes resigned. “Of course, should
The goats greet you with friendly bleats as you things go completely awry… well… you must
return to the sage’s residence. Salazar Bel Akash inform the folk of Elmwood quickly. They’re to
greets you with equal enthusiasm, rapidly closing quarantine the grain immediately. Subject it to
the seed into a lead box. killing frost. That’s the sovereign remedy against
Once upstairs, Salazar produces a tuning fork, Moander’s servants. It’s imperative you let them
an ancient copper amulet, and a delicate rod know as fast as you can. Also, if you would,
carved from a single piece of red crystal. He please take care of my goats. They’ve been my
proceeds to poke and prod the seed for sever- only companions for so long and they’re terribly
al minutes. He pauses occasionally to weave a useful. See that they’re cared for, please.”
complex pattern in the air over the seed with the
The characters are welcome to ask Salazar a few
rod.
Eventually he sets his tools aside and turns to questions before he begins, but they will be unable
regard you. “The tainted grain and Moander’s to dissuade him. Here is what he knows. He won’t
Seed are both the product of the same foul volunteer this information, but will happily answer
being - somehow it is exerting its influence on Toril questions.
once more!”
“While you were gone I did some research.” He • The ritual is dangerous but far less dangerous
smiles broadly, “I have good news and even than letting a mostly-dead god of rot run
better news. The good news is that I’ve found rampant around the Moonsea region.
information related to an individual named Gry-
pht. He was instrumental in defeating Moander in
• His famous grandfather was working on a
my grandfather’s time. My information indicates variant of this ritual, and Salazar thinks he’s
that he left behind a contingency measure in a finally tweaked it to work.
place called the Varlaros Stones located deep • The characters cannot help with the ritual. If
within the Rimwood of the Cormanthor forest.
This contingency should allow us to rid Elmwood an additional magic user was to help it would
of Moander’s influence. The precise location isn’t set up unpredictable ripples through the weave
provided by my sources, but it is in this general that would make the magic harder to control.
area.”
Intelligence (Arcana) Checks
Salazar pulls out an atlas of Faerûn and indicates
where the contingency should be located. • A DC 15 Intelligence (Arcana) check will
“The even better news is that I believe I can rep- indicate that the theory is sound.
licate the ritual Grypht used. If it works you won’t
have to take the long trip to find the old wizard’s
• A DC 20 Intelligence (Arcana) check will
sanctuary.” indicate that any errors in the ritual could cause
Salazar gestures at the warding circle on the far a backlash of magical energies that is likely to
side of his library. “Come, let me start this ritual. be fatal to Salazar.
Hopefully we can solve this here and now… I’m
going to create a magical link between this The Ritual
sample of the tainted grain and all the other Salazar has set up the library for the ritual.
grain that is similarly afflicted. The presence of
The library has a large section of the floor cov-
the seed will allow me to focus on just the taint
ered in a silver, rune-inscribed circle. Precious
of Moander. Then I can open a portal to another
gemstones and candles mark the magically
dimension and cast the taint into it. When the
significant points around the circle.
seed goes through the portal the link will draw
Salazar places the seed in the center of the cir-
the rest of the taint with it.”
cle next to the box containing the tainted grain.
The sage kneels at the edge of the circle and
begins to chant in an unknown liquid tongue.

21 E L M 1 - 1 / T H E S AG E O F C O R M A N T H O R :
PA RT 6
“Lä! Lä! Moander phiguli! Ayuk’vulgtmm vugt-
try to cast dominate person on the most powerful
lagln! Moander phtagn!” rogue or fighter in the group. It will concentrate
At the crescendo of his chanting, his eyes fly physical attacks on lightly-armored spellcasters. If
wide open and he screams with inhuman in- time is short, the black puddings and vine blights
tensity. His body swells impossibly and flesh and decay rapidly when the Yochlol is dead.
organs tear with a terrible sound. Rustling leaves
sprout out of rents in his skin. Whipping tendrils Developments
issue forth from his eye sockets and ears, and an
The characters defeat the hideous creature that
immense, bilious green eye gazes out of what
was once Salazar’s mouth. once was sage Salazar Bel Akash.
A sepulchral voice issues forth from the portal, As Salazar’s remains crumple to the floor of his
“You sought to unmake me, yet you are un- library the portal begins to fold in on itself. The se-
made! Kill them all and open the way fully for my pulchral voice you heard earlier rasps, “Fools! You
return!” cannot contain me. I am loosed upon this world
As the creature that was the sage slimes forward again. Cower in fear for my wrath is unending.”
out of the tear in reality, black mold pours out of
the netherworld waving moist, sticky rhizomes at The characters can rest in Salazar’s house for as
you and bringing with it an overpowering stench long as they like, but remind them that Salazar
of mold and rot.
urged them to go to Elmwood as quickly as possible.
Salazar’s attempt to banish the taint of Moander to When the characters go outside Salazar’s goats
the Astral Plane has failed and he has been turned have turned into three small, ivory goat figurines.
into a Yochlol for his temerity. Salazar the Yochlol As you recover and leave Salazar’s home, the
attacks with two black puddings. Salazar’s careful goat pen in the front of the house is eerily silent.
summoning circle puts an effect on the room Instead, there are three small statues of goats on
where creatures with a connection to Moander are the front step of the house, still warm to the touch.
vulnerable to cold damage. The adventurers depart the sage’s home in the
General Features forest with the notes he compiled about Grypht
and the contingency the wizard left behind.
Terrain. The sage’s library is very neat.
Light and Visibility. The room is well lit by Treasure
continual flame torches in the corners of the room. Figurines of Wondrous Power – Ivory Goats.
Climate. The room is cool, but not cold. If the characters search Salazar’s library, they
Adjusting the Encounter find a scroll of Mass Healing Word (3rd level,
Here are recommendations for adjusting this uncommon), and two potions of healing.
combat encounter. These are not cumulative Conclusion
• Very weak party: Replace the Yochlol with The characters return to Elmwood with the
a Barlgura information they have obtained. The characters
• Weak party: Reduce the Yochlol’s hit will either have to rest in the Cormanthor forest on
points to 110 the way back to Elmwood or they will have to take
• Strong party: Add 2 tendrils (vine blights) one level of exhaustion to force march through the
that come through the portal one per round. night.
• Very strong party: Add 6 tendrils (vine You return to Elmwood with the information
blights) that come through the portal two about the threat Moander poses to the people
per round. of Elmwood, and the whole Moonsea region.
The town is continuing with the preparations
for the Greengrass festival. The energetic bus-
Tactics tle of the town seems to present a nearly idyllic
You may choose to use these tactics if you believe image of peace and prosperity… but how long
can that last?
it is appropriate for your game. The Yochlol will

22 E L M 1 - 1 / T H E S AG E O F C O R M A N T H O R :
PA RT 6
Rewards Consumable magic items should be divided
up however the group sees fit. If more than one
Make sure note their rewards on their adventure character is interested in a specific consumable
log sheets. Give your name and DCI number (if magic item, the DM can determine who gets it
applicable) so players can record who ran the randomly should the group be unable to decide.
session.
Experience Treasure Awards
Encounter 2: 1,200 GP. Payment from the
Total up all combat experience earned for Constable and major temples in town for going to
defeated foes, and divide by the number of see Salazar Bel Akash.
characters present in the combat. For non-combat
Encounter 3: The Shield Guardian‘s runes
experience, the rewards are listed per character.
are inlaid with mithril. In addition, the head,
Give all characters in the party non-combat
shoulder guards, and vambraces are inlaid with
experience awards unless otherwise noted.
semiprecious gemstones. These pieces can be sold
Combat Awards to an artificer for 1,800 gp.
Name of Foe XP per Foe Encounter 6: Figurine of Wondrous Power – Ivory
Barlgura 1,800 Goats. Scroll of Mass Healing Word. 2x Potions of
Black Pudding 1,100 Healing.
Galeb Duhr 2,300 Potion of Healing
Gas Spore 100
Needle Blight 50 Potion, common
Roper 1,800 A description of this item can be found in the
Shield Guardian 2,900 Player’s Handbook and Dungeon Master’s Guide.
Vine Blight 100 Scroll Of Mass Healing Word (3rd Level)
Yochlol` 5,900
Scroll, Rare
Non-Combat Awards A description of this item can be found in the
Task or accomplishment XP per Char. Dungeon Master’s Guide.
Going to Mystic Grove Brewery Permanent magic items
and talking to Catlin Littleleaf 600 D&D Adventurers League has a system in place to
Going to the Temple of Chauntea determine who is awarded permanent magic items
and talking to Shayad and at the end of a session. Each character’s logsheet
Aliana Mathnir. 600 contains a column to record permanent magic
The minimum total award for each character items for ease of reference.
participating in this adventure is 4,500 If all the players at the table agree on one character
experience points. taking possession of a permanent magic item, that
The maximum total award for each character character gets the item.
participating in this adventure is 6,000 experience In the event that one or more characters indicate
points. an interest in possessing a permanent magic item,
the character that possesses the fewest permanent
Treasure magic items gets the item. If there is a tie in the
The characters receive the following treasure, total number of permanent magic items owned
divided up amongst the party. Characters should by contesting characters, the item’s owner is
attempt to divide treasure evenly whenever determined randomly by the DM.
possible. Gold piece values listed for sellable
gear are calculated at their selling price, not their
purchase price.

23 E L M 1 - 1 / T H E S AG E O F C O R M A N T H O R :
R E WA R D S
Figurine of Wondrous Power - Ivory Goats to figurine form. In addition, the goat radiates
Wondrous item, rare a 30-foot radius aura of terror while you are
These ivory statuettes are always created in sets riding it. Any creature hostile to you that starts
of three. Each goat looks unique and functions its turn in the aura must succeed on a DC 15
differently from the others. Their properties are as Wisdom saving throw or be frightened for 1
follows minute, or until the goat reverts to figurine
form. The frightened creature can repeat
• The goat of traveling can become a Large goat the saving throw at the end of each of its
with the same statistics as a riding horse. It has turns, ending the effect on a success. Once it
24 charges, and each hour or portion thereof successfully saves against the effect, a creature
it spends in beast form costs 1 charge. While is immune to the effect for the next 24 hours.
it has charges, you can use it as often as you Once the figurine has been used, it can’t be used
wish. When it runs out of charges, it reverts to again until 15 days have passed.
a figurine and can’t be used again until 7 days
have passed, when it regains all its charges. Renown
• The goat of travail becomes a giant goat for up Each character receives one point of renown..
to 3 hours. Once it has been used, it can’t be
used again until 30 days have passed. Downtime
• The goat of terror becomes a giant goat for up Each character receives 10 downtime days at the
to 3 hours. The goat can’t attack, but you can conclusion of this adventure.
remove its horns and use them as weapons.
One horn becomes a +1 lance, and the other DM Rewards
becomes a +2 longsword. Removing a horn You receive 300 XP, 150 gp, and ten downtime
requires an action, and the weapons disappear days for running this session.
and the horns return when the goat reverts

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APPENDIX
Appendix The various disasters happening around the
Moonsea in Phlan, Hillsfar, Mulmaster, and the
Elmwood at a Glance Underdark have led to a refugee crisis in the area –
but Elmwood needs people! The unstated policy is
DMs can use this information as needed to help that anyone is welcome, as long as they are willing
flesh out encounters in Elmwood proper. to keep the peace and work the land.
Population. Approximately 1,500 and growing. Culture - Crime is relatively rare, due, to the Order
Races. Humans are the most numerous of the Gauntlet and the Lords’ Alliance lending
demographic (50%). Elves (15%) and half-elves their influence and manpower to peacekeeping in
(25%) are the most common nonhumans. Elmwood. There is also a strong social pressure
for everyone to do their part for the common good
Alignment. Elmwood tends toward lawful (as
because the memories of the Burning are still
influenced by Mulmaster) and towards neutral.
fresh.
LAW NEUTRAL CHAOS There is friction between the survivors and the
GOOD 8% 31% 8% refugees. The survivors are having to process their
NEUTRAL 18% 18% 0% whole social order changing. While the survivors
are sometimes not good hosts, the refugees are
EVIL 10% 7% 0% sometimes not good guests.
History of Elmwood - Elmwood is an old town Climate - Like the rest of the Moonsea region,
which was founded 1,300 years ago. It has no Elmwood is quite cool (consider the climate to be
valuable natural resources worth stealing (like similar to Montreal, Canada). Elmwood is cool in
gems or precious metals). The long history of the the summer (highs about 70°F, 20°C) and cold in
town is both peaceful and boring. They have been the winter (highs around 20°F, -6°C).
exporting fish and fine elm wood to Mulmaster Economy - Elmwood exports timber and fish and
for centuries. As Mulmaster grew in size and there is a small merchant fleet that calls Elmwood
might, Elmwood became a vassal of the “City of home. While Elmwood now produces some crops,
Danger”. The nobility of Mulmaster (particularly meat, and dairy, they still must import food until
the Culkin family) bought some of the land and
agricultural production becomes self-sustaining.
began to manage it directly. About two years
Goats and sheep do well in Elmwood, as they are
ago. The Cult of the Eternal Flame accidentally
small enough to be herded into barns during the
detonated a devastation orb in Elmwood. When
long cold winter. Industry in Elmwood is starting
the orb detonated, it created a 1-mile-wide area of
to grow given the need to rebuild. Any complex
intense, extreme dry heat for a full day. Wildfires
started within the first hour. Anyone who didn’t specialty items must be purchased in Mulmaster.
flee was caught in the fires. For the next hellish Government - Elmwood has never been big
day, people tried to save what they could from the enough to have much of a formal system of
burning. Most of the population was killed, and the government. In the past, a constable was chosen
vegetation and buildings were burned. by popular assent. Given that the rebuilding is a
much larger effort, Elmwood has expanded its
Elmwood Today - In the wake of “The Burning,”
government services. The constable has appointed
Elmwood was destroyed, but the survivors
six deputies. These officials can arrest lawbreakers,
decided to rebuild. Since then, houses and inns and
industries have been rebuilt, and the land cleared as well as assemble and lead a militia.
by the Burning has been turned into a patchwork
of farms. The area is alive with the sound of
hammering all day as new buildings are built.

25 E L M 1 - 1 / T H E S AG E O F C O R M A N T H O R :
APPENDIX
Organizations The Emerald Enclave - is making sure that the
Refugee Groups - There are semi-organized farms are set up appropriately, and that people
groups of Phlan, Hillsfar, and Drow refugees. aren’t taking too much timber from the forest for
Survivors - The Elmwood survivors tend to stick rebuilding. Rogon Stragoth is the official faction
together. contact. The druids circle in the Grove of Eldath is
very friendly with the Emerald Enclave.
Elmwood Council - The Council meets every
week or so. The Elmwood council consists of: The Lords’ Alliance - want to boost trade
Aliana Mathnir (Constable), Alksuth Cork (Head and security so that the area is peaceful and
of Sailfollowers), Aranda Fletcher (Head of prosperous. Norin Steelstrike is the faction contact
Greenstriders), Drake Holmstrumph (Leader of the for the Lords’ Alliance. She works at the Shield
Survivors), Kala Namak (Deputy, Leader of Hillsfar Trading Company.
Refugees), Larissa Aerasumé (Priestess of Selûne), The Zhentarim - are making money and gaining
Nils Sankt (Priest of Bane), Shayad (Priestess influence over important people in the area. The
of Chauntea), Thyra Stoneshoulders (Leader of banker from Semyon and Daughters – Fiorei
Phlan Refugees), and Yao Seiju (Head of the Shield Semyon – is the faction contact for the Zhentarim.
Trading Company). Important Locations
Greenstriders - The Greenstriders are a semi- Elmwood Hall – is a new, sturdy two-story
official professional organization of foresters and building made out of elmwood. The downstairs
scouts that cooperate with each other to bring in hosts the offices for the city officials. The upstairs
timber. is the Constable’s office and home.
Sailfollowers - The Sailfollowers are a tightly The Grove of Eldath - was a shelter during the
organized group of shipping captains, fishers and Burning, and the survivors are grateful to the
sailors. They bargain as a group to make sure druids there. The grove itself was mostly burned to
shipping deals are handled fairly and to prevent the ground, except for thirteen giant elm trees.
arguments over fishing grounds.
Karsure’s Axelworks and Smithy – produces fine
Semyon and Daughters Bank – This bank has elmwood: wagons, carriages, wheels, and various
underwritten most of the loans in Elmwood, so metalwork (but not weapons). The smith can silver
it’s in their best interest to see that the town weapons for normal costs.
is protected, well managed, and prosperous so
The Last Book Boardinghouse (poor 2 sp/day)
people can pay back those loans.
- is a ramshackle mansion that was not burned
Shield Trading Company – This is a small entirely to the ground, and has been partially
merchant house that has opened up a warehouse, repaired. The rooms are very basic, but they’re
an inn, and a trade office in Elmwood to capitalize clean. The boardinghouse does not serve food.
on trade in the area.
Moline’s Sundries and Equipment – sells
The Factions adventuring gear, weapons and armor in the
The Harpers - want to make sure the refugees are Players Handbook worth less than 100 GP. A
not abused and are not cultists of the dragon or variety of goods is displayed through the front
elemental evil, or mad. The contact for the Harpers windows.
is Ragnir Nejit, the innkeep of the Silvery Gem. Oghma’s Ointments and Unguents – is run by
The Order of the Gauntlet - has two major goals. the only apothecary in town. It sells alchemist’s
The first is to check the influence of the Church of supplies and other reasonable alchemy and
Bane and to promote justice and peace in Elmwood herbalism items.
during the rebuilding. The faction contact for the
Order of the Gauntlet is Granthar Copperhelm who
runs the local shrine to Tempus.

26 E L M 1 - 1 / T H E S AG E O F C O R M A N T H O R :
APPENDIX
The Phoenix House (wealthy 4 gp/day) - is a Elmwood Council
large public house and inn that is elaborately and Aliana Mathnir, Constable – LN female human
expensively furnished. It caters to adventurers. Veteran. Brown hair, blue eyes, brown skin. Aliana
There are a few conference rooms as well as a well- is more interested in the greater good than in
stocked wine cellar and extensive hot baths. penalizing every small infraction. She likes to keep
The Phoenix Monument - is a memorial marker a neat and efficiently running town. She is friendly
for all of the people who died in the Burning. It is and honest. Likely at Elmwood Hall.
a large fountain with a golden phoenix rising from Alksuth Cork, Head of Sailfollowers – CG male
ashes lit by continual flame spells. human Bandit Captain. Bald head, gray eyes, brown
The Refugee Barracks (squalid, 1 sp/day) - is skin. Alksuth has a sharp wit and a booming voice.
where refugees can live for free. The cost is paid by He’s gregarious, if somewhat ill-tempered. He
taxes on the other citizens of Elmwood. likes to ask a lot of questions and see what makes
The Shield Trading Company – is a trading house people tick. Likely at the docks.
along the docks. Aranda Fletcher, Head of the Greenstriders –
The Shrine to Tempus – is a small military field NG female half elf Scout. Blond hair, brown eyes,
camp and open pavilion. golden skin. Aranda looks out for others but only
if they are willing to help themselves. Likely at
The Sign of the Shield (aristocratic, 10 gp/day) -
Wayfarer’s Rest Inn.
is the finest inn in Elmwood. It is owned by Shield
Trading Company and is mainly used for their Drake Holmstrumph, Leader of the Survivors –
business. NE male human Guard. Gray hair, dark eyes, brown
skin. Drake is suspicious of anyone who’s not a
The Silvery Gem Inn (modest 1 gp/day) - is
survivor of the Burning, and comes off as rather
comfortable, friendly, and has really delicious
cold until you get to know him. Likely at the docks.
cabbage soup. It is the official central meeting
place for the Phlan refugees. Kala Namak, Deputy, Leader of Hillsfar
Refugees – LE female dragonborn Knight. Purple
Stone’s Dwarf Inn (comfortable 2 gp/day) - is a
eyes, black scales. She is patient, thoughtful, and
whimsical inn run by a gnome illusionist. Children
cunning. She uses her reputation and position as a
go to school there in the mornings. There is a very
shield and is more likely to threaten her way into
lifelike stone dwarf in the front yard.
finding what she wants/needs. Likely at Elmwood
The Temple of Chauntea “The Bounty of the Hall.
Goddess” - contains a large structure and elaborate
Larissa Aerasumé, Cleric of Selûne – NG female
gardens. Many farmers and ranchers are adherents
half elf Cleric 9. Black hair, blue eyes, black skin.
of Chauntea.
Larissa is a calm and thoughtful woman. She has a
The Temple of Selûne “The Path of Silver Light” penchant for seeing all parts of life, the good and
- is the center of faith in Elmwood, and the oldest the bad, as part of Selûne’s divine plan. Likely at
religious faith in town. The prior temple was The Path of Silver Light temple to Selûne.
destroyed in the burning, and rebuilt with help
Nils Sankt, Cleric of Bane – LE male human Cleric
from the elves. Many survivors and elves pay their
9. Bald head, blue eyes, white skin. Nils is quite
respects here.
cranky about being old. He remembers better days
The Temple of Bane “The Black Lord’s Fist” - is and likes to tell people about how it used to be.
newly built by philanthropists from Mulmaster. He will argue about almost anything. Likely at The
Given that this is the official faith of Mulmaster, the Black Lord’s Fist temple to Bane.
Temple is very important in Elmwood.
The Wayfarer’s Rest Tavern (modest 1 gp/day)
- is a modestly priced inn that caters to the docks
area in specific. Ship captains and officers stay
here.

27 E L M 1 - 1 / T H E S AG E O F C O R M A N T H O R :
APPENDIX
Shayad, Cleric of Chauntea – NG female half orc Rogon Stragoth, Emerald Enclave – N male half
Cleric -9. Brown hair, green eyes, gray skin. Shayad orc Scout. Brown hair, brown eyes, gray skin. He
is calm and peaceful woman. She reacts poorly to works closely with Shevarra Dyernina and the
those who make comments disrespectful of her other druids in Eldath’s grove as well. Rogon
heritage. She is a pacifist at heart and will try to is very secretive with his association with the
dissuade others from violence if possible. Likely at Emerald Enclave. Rogon does not put up with
The Bounty of the Goddess temple to Chauntea. racial hatred – he got enough of that in Hillsfar to
Thyra Stoneshoulders, Leader of Phlan last him his whole life. Likely at his ranch or out in
Refugees – LN female dwarf Guard. Red hair, the forest.
brown eyes, rosy skin. Thyra is professional and Norin Steelstrike, Lord’s Alliance – LN female
warm as a barkeep, and enjoys getting drawn into dwarf Spy. Brown hair, black eyes, copper
philosophical conversations. Likely at the Silvery skin. She keeps this work completely separate
Gem Inn. from the Shield Trading Company and takes
Yao Seiju, Local Leader of the Shield Trading her responsibilities deadly seriously. Norin is
Company – LE male half elf Noble. Black hair, inquisitive and asks questions whenever she
brown eyes, golden skin. Yao Seiju is a calculating thinks it is appropriate. Likely at the Shield Trading
man that likes to live the luxurious life. He is Company.
willing to make a deal on most anything as long as Fiorei Semyon, Zhentarim – LE female human
he can get the better end of it. Likely at the Shield Noble. Black hair, dark eyes, mahogany skin. The
Trading Company. rest of Semyon and Daughters doesn’t know that
she’s in bed with the Black Network, so she’s
Faction Contacts
extremely circumspect with her dealings for
Ragnir Nejit, Harpers – NG male dragonborn faction business. Fiorei thinks before she speaks,
Knight. White eyes and white scales. He is and has a “can do” attitude. Of course, she always
extremely secretive and serious about Harper makes sure that the things that get done benefit
business. He owes his life to the Harpers for Semyon and Daughters. Likely at the Sign of the
rescuing him from the Hillsfar arena. Ragnir is a Shield.
no nonsense kind of guy. He knows the lay of the
land and so he expects to get what he deserves. He
doesn’t want to see anyone hurt, but a little cut or
bruise is just a learning experience. Likely at the
Silvery Gem Inn.
Granthar Copperhelm, Priestess of Tempus,
Order of the Gauntlet – N female dwarf Priest.
Black hair, brown eyes, brown skin. She’s a gruff
soldier, formerly from Phlan, but has taken well to
being a leader and protector in Elmwood. Likely at
the Shrine to Tempus.

28 E L M 1 - 1 / T H E S AG E O F C O R M A N T H O R :
APPENDIX
Appendix: Galeb Duhr
Medium Elemental, Neutral
NPC / Monster Statistics Armor Class 16 (natural armor)
Hit Points 85 (9d8+45)
Barlgura Speed 15 ft. (30 ft. when rolling, 60 ft. rolling
Large fiend (demon), chaotic evil downhill)
Armor Class 15 (natural armor) STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 20 (+5) 11 (+0) 12 (+1) 11 (+0)
Hit Points 68 (8d10+24)
Speed 30 ft., climb 30 ft.
Damage Resistances bludgeoning, piercing, and
STR DEX CON INT WIS CHA slashing from nonmagical weapons
18 (+4) 15 (+2) 16 (+3) 7 (-2) 14 (+2) 9 (-1)
Damage Immunities poison
Saving Throws Dex +5, Con +6 Condition Immunities exhaustion, paralyzed,
poisoned, petrified
Skills Perception +5, Stealth +5
Senses darkvision 60 ft., tremorsense 60 ft.,
Damage Resistances cold, fire, lightning
passive Perception 11
Damage Immunities poison
Languages Terran
Condition Immunities poisoned
Challenge 6 (2,300 XP)
Senses blindsight 30 ft., darkvision 120 ft., passive
False Appearance. While the galeb duhr remains
Perception 15
motionless, it is indistinguishable from a normal
Languages Abyssal, Telepathy 120 ft. boulder.
Challenge 5 (1,800 XP)
Rolling Charge. If the galeb duhr rolls at least 20
Innate Spellcasting. The barlgura’s spellcasting feet straight toward a target and then hits with a
ability is Wisdom (spell save DC 13). The barlgura slam attack on the same turn, the target takes an
can innately cast the following spells, requiring no extra 7 (2d6) bludgeoning damage. If the target
material components is a creature, it must succeed on a DC 16 Strength
1/day each: entangle, phantasmal force saving throw or be knocked prone.
2/day each: disguise self, invisibility (self only)
Actions
Reckless. At the start of its turn, the barlgura can
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft,
gain advantage on all melee weapon attack rolls it
one target. Hit: 12 (2d6+5) bludgeoning damage.
makes during that turn, but attack rolls against it
have advantage until the start of its turn. Animate Boulder (1/Day). The galeb duhr
magically animates up to two boulders it can see
Running Leap. The barlgura’s long jump is up to
within 60 feet of it. A boulder has statistics like
40 feet and its high jump is up to 20 feet when it
those of the galeb duhr, except it has Intelligence 1
has a running start.
and Charisma 1. It can’t be charmed or frightened,
Actions and it lacks this action option. A boulder remains
Multiattack. The barlgura makes three attacks: animated as long as the galeb duhr maintains
one with its bite and two with its fists. concentration, up to 1 minute (as if concentrating
on a spell).
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.
(10 ft. in demon form), one target. Hit: 11 (2d6+4)
piercing damage.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft.
(10 ft. in demon form), one target. Hit: 9 (1d10+4)
bludgeoning damage.

29 E L M 1 - 1 / T H E S AG E O F C O R M A N T H O R :
APPENDIX
Gas Spore Needle Blight
Large plant, unaligned Medium Plant, Neutral Evil
Armor Class 5 Armor Class 12 (natural armor)
Hit Points 1 (1d10+-4) Hit Points 11 (2d8+2)
Speed 0 ft., fly 10 ft. (hover) Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (-3) 1 (-5) 3 (-4) 1 (-5) 1 (-5) 1 (-5) 12 (+1) 12 (+1) 13 (+1) 4 (-3) 8 (-1) 3 (-4)

Damage Immunities poison Condition Immunities blinded, deafened


Condition Immunities blinded, deafened, Senses blindsight 60 ft. (blind beyond this radius),
frightened, paralyzed, poisoned, prone passive Perception 9
Senses blindsight 30 ft. (blind beyond this radius), Languages understands Common but can’t speak
passive Perception 5 Challenge ¼ (50 XP)
Languages – Actions
Challenge 1/2 (100 XP) Claws. Melee Weapon Attack: +3 to hit, reach 5 ft,
Death Burst. The gas spore explodes when it one target. Hit: 6 (2d4+1) slashing damage.
drops to 0 hit points. Each creature within 20 feet
Needles. Ranged Weapon Attack: +3 to hit, range
of it must succeed on a DC 15 Constitution saving
30/60 ft., one target. Hit: 8 (2d6+1) piercing
throw or take 10 (3d6) poison damage and become
damage.
infected with a disease on a failed save. Creatures
immune to the poisoned condition are immune to
this disease.
Spores invade and infect a creature’s system,
killing the creature in a number of hours equal to
1d12+ the creature’s Constitution score, unless the
disease is removed. In half that time, the creature
becomes poisoned for the rest of the duration.
After the creature dies, it sprouts 2d4 Tiny gas
spores that grow to full size in 7 days.
Eerie Resemblance. The gas spore resembles a
beholder. A creature that can see the gas spore
can discern its true nature with a successful DC 15
Intelligence (Nature) check.
Actions
Touch. Melee Weapon Attack: +0 to hit, reach 5 ft,
one target. Hit: 1 poison damage, and the creature
must succeed on a DC 10 Constitution saving throw
or become infected with the disease described in
the Death Burst trait.

30 E L M 1 - 1 / T H E S AG E O F C O R M A N T H O R :
APPENDIX
Roper STR DEX CON INT WIS CHA
Large Monstrosity, Neutral Evil 18 (+4) 8 (-1) 18 (+4) 7 (-2) 10 (+0) 3 (-4)
Armor Class 20 (natural armor)
Hit Points 93 (11d10+33) Damage Immunities poison
Speed 10 ft., climb 10 ft. Condition Immunities charmed, exhaustion,
STR DEX CON INT WIS CHA frightened, paralyzed, poisoned
18 (+4) 8 (-3) 17 (+3) 7 (-2) 16 (+3) 6 (-2) Senses blindsight 10 ft, darkvision 60 ft., passive
Perception 10
Skills Perception +6, Stealth +5 Languages understands commands given in any
Senses darkvision 60 ft., passive Perception 16 language but can’t speak
Languages - Challenge 7 (2,900 XP)
Challenge 5 (1,800 XP) Bound. The shield guardian is magically bound to
False Appearance. While the roper remains an amulet. As long as the guardian and its amulet
motionless, it is indistinguishable from a normal are on the same plane of existence, the amulet’s
cave formation, such as a stalagmite. wearer can telepathically call the guardian to travel
Grasping Tendrils. The roper can have up to six to it, and the guardian knows the distance and
tendrils at a time. Each tendril can be attacked (AC direction to the amulet. If the guardian is within
20; 10 hit points; immunity to poison and psychic 60 feet of the amulet’s wearer, half of any damage
damage). Destroying a tendril deals no damage to the wearer takes (rounded up) is transferred to the
the roper, which can extrude a replacement tendril guardian.
on its next turn. A tendril can also be broken if a Regeneration. The shield guardian regains 10 hit
creature takes an action and succeeds on a DC 15 points at the start of its turn if it has at least 1 hit
Strength check against it. point.
Spider Climb. The roper can climb difficult Spell Storing. A spellcaster who wears the shield
surfaces, including upside down on ceilings, guardian’s amulet can cause the guardian to store
without needing to make an ability check. one spell of 4th level or lower. To do so, the wearer
Actions must cast the spell on the guardian. The spell
has no effect but is stored within the guardian.
Multiattack. The roper makes four attacks with its
When commanded to do so by the wearer or
tendrils, uses Reel, and makes one attack with its
when a situation arises that was predefined by the
bite.
spellcaster, the guardian casts the stored spell with
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft, one any parameters set by the original caster, requiring
target. Hit: 22 (4d8+4) piercing damage. no components. When the spell is cast or a new
Tendril. Ranged Weapon Attack: +7 to hit, reach 50 spell is stored, any previously stored spell is lost.
ft., one target. The target is grappled (escape DC
15). Until the grapple ends the target is restrained Actions
and has disadvantage on Strength checks and Multiattack. The shield guardian makes two fist
Strength saving throws, and the roper can’t use the attacks.
same tendril on another target. Fist. Melee Weapon Attack: +7 to hit, reach 5 ft, one
Reel. The roper pulls each creature grappled by it target. Hit: 11 (2d6+4) bludgeoning damage.
up to 25 feet straight toward it.
Reactions
Shield Guardian Shield. When a creature makes an attack against
Large Construct, Unaligned the wearer of the guardian’s amulet, the guardian
Armor Class 17 (natural armor) grants a +2 bonus to the wearer’s AC if the
Hit Points 142 (15d10+60) guardian is within 5 feet of the wearer.
Speed 30 ft.

31 E L M 1 - 1 / T H E S AG E O F C O R M A N T H O R :
APPENDIX
Yochlol Actions
Medium fiend (demon, shapechanger), chaotic evil Multiattack. The yochlol makes two melee attacks.
Armor Class 15 (natural armor) Slam (Bite in Spider form). Melee Weapon Attack:
Hit Points 136 (16d8+64) +6 to hit, reach 5 ft. (10 ft. in demon form), one
Speed 30 ft., climb 30 ft. target. Hit: 5 (1d6+2) bludgeoning (piercing
STR DEX CON INT WIS CHA
in Spider form) damage plus 21 (6d6) poison
15 (+2) 14 (+2) 18 (+4) 13 (+1) 15 (+2) 15 (+2) damage.
Mist Form. The yochlol transforms into toxic mist
Saving Throws Dex +6, Int +5, Wis +6, Cha +6 or reverts to its true form. Any equipment it is
Skills Deception +10, Insight +6 wearing or carrying is also transformed. It reverts
to its true form if it dies.
Damage Resistances cold, fire, lightning;
bludgeoning, piercing, and slashing from While in mist form, the yochlol is incapacitated
nonmagical weapons and can’t speak. It has a flying speed of 30 feet, can
hover, and can pass through any space that isn’t
Damage Immunities poison
airtight. It has advantage on Strength, Dexterity,
Condition Immunities poisoned and Constitution saving throws, and it is immune
Senses darkvision 120 ft., passive Perception 12 to nonmagical damage.
Languages Abyssal, Elvish, Undercommon While in mist form, the yochlol can enter a
Challenge 10 (5,900 XP) creature’s space and stop there. Each time that
Shapechanger. The yochlol can use its action creature starts its turn with the yochlol in its space,
to polymorph into a form that resembles a the creature must succeed on a DC 14 Constitution
female drow or giant spider, or back into its true saving throw or be poisoned until the start of its
form. Its statistics are the same in each form. next turn. While poisoned in this way, the target is
Any equipment it is wearing or carrying isn’t incapacitated.
transformed. It reverts to its true form if it dies.
Magic Resistance. The yochlol has advantage on
saving throws against spells and other magical
effects.
Spider Climb. The yochlol can climb difficult
surfaces, including upside down on ceilings,
without needing to make an ability check.
Innate Spellcasting. The yochlol’s spellcasting
ability is Charisma (spell save DC 14). The yochlol
can innately cast the following spells, requiring no
material components.
At will: detect thoughts, web
1/day: dominate person
Web Walker. The yochlol ignores movement
restrictions caused by webbing.

32 E L M 1 - 1 / T H E S AG E O F C O R M A N T H O R :
APPENDIX
Vine Blight
Medium Plant, Neutral Evil
Armor Class 12 (natural armor)
Hit Points 26 (4d8+8)
Speed 10 ft.
STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 14 (+2) 5 (-3) 10 (+0) 3 (-4)

Skills Stealth +1
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 9
Languages understands Common but can’t speak
Challenge 1/2 (100 XP)
False Appearance. While the blight remains
motionless, it is indistinguishable from a tangle of
vines.
Actions
Constrict. Melee Weapon Attack: +4 to hit, reach
10 ft, one target. Hit: 9 (2d6+2) bludgeoning
damage, and a Large or smaller target is grappled
(escape DC 12). Until this grapple ends, the target
is restrained, and the blight can’t constrict another
target.
Entangling Plants (Recharge 5-6). Grasping roots
and vines sprout in a 15-foot radius centered on
the blight, withering away after 1 minute. For
the duration, that area is difficult terrain for non-
plant creatures. In addition, each creature of the
blight’s choice in that area when the plants appear
must succeed a DC 12 Strength saving throw or
become restrained. A creature can use its action to
make another DC 12 Strength check, freeing itself
or another entangled creature within reach on a
success.

33 E L M 1 - 1 / T H E S AG E O F C O R M A N T H O R :
APPENDIX
Maps
Elmwood – 100’ grid

34 E L M 1 - 1 / T H E S AG E O F C O R M A N T H O R :
APPENDIX
Travel through the Cormanthor Rimwood, 5 mile grid

35 E L M 1 - 1 / T H E S AG E O F C O R M A N T H O R :
APPENDIX
Encounter 3, 5’ grid

36 E L M 1 - 1 / T H E S AG E O F C O R M A N T H O R :
APPENDIX
Encounter 5, 5’ grid

37 E L M 1 - 1 / T H E S AG E O F C O R M A N T H O R :
APPENDIX
Encounter 6, 5’ grid

38 E L M 1 - 1 / T H E S AG E O F C O R M A N T H O R :
APPENDIX
Why are you in Elmwood?

39 E L M 1 - 1 / T H E S AG E O F C O R M A N T H O R :
APPENDIX
40 E L M 1 - 1 / T H E S AG E O F C O R M A N T H O R :
APPENDIX
THE LOST
SANCTUM by
Ben Heisler & Paige Leitman
Puzzle design by M. Sean Molley
with ample assistance from
Jeremy Arnold, Dave Brainard, Albert Degenaar, Caleb Foth,
Jason Gonding, Jim Harrison, Ginny Loveday, Eric Menge, M.
Sean Molley, and Keaton Stamps.
Adventure Code: ELMW1-2
Terrible news indicates that some vestige of the long-dead god Moander might
be active in the forests near Elmwood. The Town Council is seeking clever
adventurers to brave the perils of the Cormanthor forest to breach a lost
wizard’s sanctum in search of a way to protect the town.
A four-hour adventure for 5th - 10th level characters

Producer: Baldman Games


Core Administrator: Ben Heisler & Paige Leitman
Editing and Layout: Encoded Designs
Cartography: The Elmwood Team
Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall,
Claire Hoffman, Greg Marks, Alan Patrick

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.
©2016 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.
100% of the author share of the profits from these adventures
will be given to the following as a charitable donation:

Second Harvest Food Bank of East Tennessee


136 Harvest Lane
Maryville, TN 37801
https://secondharvestetn.org/

Second Harvest Food Bank is the East Tennessee region’s largest hunger-
relief charity; operating programs in 18 counties. The food bank secures and
distributes over 18 million pounds of food and grocery products annually
through a network of over 500 partnering non-profit organizations such as
food pantries, soup kitchens, emergency shelters and schools. This charity
has a near-perfect score on Charity Navigator.

(https://www.charitynavigator.org/index.cfm?bay=search.summary&orgid=5524)

Additionally, the food bank enthusiastically hosts the “Save Versus Hunger”
charity convention each spring, where a lot of D&D gets played.
Introduction
Welcome to Tales of Good & Evil, , a D&D Adventurers League
adventure, Part One of the Misaligned Trilogy.

This adventure is designed for three to seven 1st - 4th level characters, and is optimized
for five 3rd-level characters. Characters outside this level range cannot participate in this
adventure.
The adventure is set in the Moonsea region of the Forgotten Realms, in the city of Melvaunt..

The D&D Adventurers League Preparing the Adventure


This adventure is official for D&D Adventurers Before you show up to Dungeon Master this
League play. The D&D Adventurers League is the adventure for a group of players, you should do the
official organized play system for DUNGEONS & following to prepare.
DRAGONS®. Players can create characters and • Make sure to have a copy of the most current
participate in any adventure allowed as a part of version of the D&D Basic Rules or the Player’s
the D&D Adventurers League. As they adventure, Handbook.
players track their characters’ experience, treasure, • Read through the adventure, taking notes
and other rewards, and can take those characters of anything you’d like to highlight or remind
through other adventures that continues their story. yourself while running the adventure, such as a
If you’re running this adventure as a part of a way you’d like to portray an NPC or a tactic you’d
store event or at certain conventions, you’ll need a like to use in a combat.
DCI number. This number is your official Wizards of • Get familiar with the monster statistics in the
the Coast organized play identifier. If you don’t have Appendix.
a number, you can obtain one at a store event. Check
with your organizer for details. • Gather together any resources you’d like to
use to aid you in running this adventure--such
D&D Adventurers League play is broken up into as notecards, a DM screen, miniatures, and
storyline seasons. When players create characters, battlemaps.
they attach those characters to a storyline season,
which determines what rules they’re allowed to • If you know the composition of the group
use to create and advance their characters. Players beforehand, you can make adjustments as noted
can continue to play their characters after the throughout the adventure.
storyline season has finished, possibly participating
in a second or third storyline with those same
characters. A character’s level is the only limitation
for adventure play. A player cannot use a character
of a level higher or lower than the level range of a
D&D Adventurers League adventure.
For more information on playing, running
games as a Dungeon Master, and organizing games
for the D&D Adventurers League, please visit the
D&D Adventurers League home at:
www.dndadventurersleague.org

3 ELMW1-2 / THE LOST SANCTUM:


I N T RO D U C T I O N
Before Play at the Table Adjusting the Adventure
Ask the players to provide you with relevant Throughout this adventure, you may see sidebars
character information: to help make adjustments for smaller/larger
• Character name and level groups, and characters of higher/lower levels than
the optimized group. Most of the time, this is used
• Character race and class
for combat encounters.
• Passive Wisdom (Perception)—the most
You may adjust the adventure beyond the
common passive ability check
guidelines given. For example, if you’re playing
• Anything notable as specified by the adventure with a group of inexperienced players, you might
(such as backgrounds, traits, flaws, etc.) want to make the adventure a little easier; for
Players that have characters outside the very experienced players, you may want to make
adventure’s level range cannot participate in it a little harder. Therefore, five categories of
the adventure with those characters. Players party strength have been created for you to use
with ineligible characters can make a new 1st-level as a guide. Feel free to use a different adjustment
character or use a pregenerated character. Players during the adventure if the recommended party
can play an adventure they previously played or strength feels off for the group.
ran as a Dungeon Master, but not with the same This adventure is optimized for a party of
character. five 8th-level characters. To figure out whether
Ensure that each player has an official adventure you need to adjust the adventure, do the following:
logsheet for his or her character (if not, get one from
• Add up the total levels of all the characters
the organizer). The player fills out the adventure
name, session number, date, and your name and • Divide the total by the number of characters
DCI number. In addition, the player also fills in the • Round fractions of .5 or greater up; round
starting values for experience, gold, downtime, fractions of less than .5 down
renown, and number of permanent magic items. He You’ve now determined the average party level
or she fill in the other values and write notes at the (APL) for the adventure. To figure out the party
conclusion of the session. Each player is responsible strength for the adventure, consult the following
for maintaining an accurate logsheet. table:
If you have time, you can do a quick scan of
a player’s character sheet to ensure that nothing
looks out of order. If you see magic items of very Determining Party Strength
high rarities or strange arrays of ability scores, you Party Composition Party Strength
can ask players to provide documentation for the 3-4 characters, APL less than Very Weak
irregularities. If they cannot, feel free to restrict 3-4 characters, APL equivalent Weak
item use or ask them to use a standard ability 3-4 characters, APL greater than Average
score array. Point players to the D&D Adventurers 5 characters, APL less than Weak
League Player’s Guide for reference. 5 characters, APL equivalent Average
5 characters, APL greater than Strong
If players wish to spend downtime days and 6-7 characters, APL less than Average
it’s the beginning of an adventure or episode, 6-7 characters, APL equivalent Strong
they can declare their activity and spend the days 6-7 characters, APL greater than Very Strong
now. Alternatively, they can do so at the end of
the adventure or episode. Players should select
their characters’ spells and other daily options
prior to the start of the adventure, unless the
adventure specifies otherwise. Feel free to reread
the adventure description to help give players hints
about what they might face.

4 ELMW1-2 / THE LOST SANCTUM:


I N T RO D U C T I O N
Running the Adventure lack of information. Doing so helps to encourage
immersion in the adventure and gives players
As the Dungeon Master of the session, you have the
“little victories” for figuring out good choices
most important role in facilitating the enjoyment
from clues.
of the game for the players. You help guide the
narrative and bring the words on these pages In short, being the DM isn’t about following
to life. The outcome of a fun game session often the adventure’s text word-for-word; it’s about
creates stories that live well beyond the play at the facilitating a fun, challenging game environment
table. Always follow this golden rule when you DM for the players. The Dungeon Master’s Guide™ has
for a group: more information on the art of running a D&D
game.
Make decisions and adjudications that
enhance the fun of the adventure when Downtime and Lifestyle
possible.
At the beginning of each play session, players must
To reinforce this golden rule, keep in mind the declare whether or not they are spending any days
following: of downtime. The player records the downtime
• You are empowered to make adjustments to spent on the adventure logsheet. The following
the adventure and make decisions about how the options are available to players during downtime
group interacts with the world of this adventure. (see the D&D basic rules or the D&D Adventurers
Doing so is especially important and applicable League Player’s Guide for more information):
outside of combat, but feel free to adjust the • Catching up
adventure for groups that are having too easy or
• Crafting (exception: multiple characters cannot
too hard of a time.
commit to crafting a single item)
• Don’t make the adventure too easy or too
• Practicing a profession
difficult for a group. Never being challenged
makes for a boring game and being • Recuperating
overwhelmed makes for a frustrating one. • Spellcasting services
Gauge the experience of the players (not the • Training
characters) with the game, try to feel out (or Other downtime options might be available during
ask) what they like in a game, and attempt to adventures or unlocked through play, including
give each of them the experience they’re after faction-specific activities.
when they play D&D. Give everyone a chance to
shine. In addition, whenever a character spends
downtime days, that character also spends the
• Be mindful of pacing, and keep the game requisite expense for his or her lifestyle. Costs
session moving along appropriately. Watch for are per day, so a character that spends ten days of
stalling, since play loses momentum when this downtime also spends ten days of expenses
happens. At the same time, make sure that the maintaining his or her lifestyle. Some downtime
players don’t finish too early; provide them with activities help with lifestyle expenses or add
a full play experience. Try to be aware of running lifestyle expenses.
long or short. Adjust the pacing accordingly
• Read-aloud text is just a suggestion; feel free
to modify the text as you see fit, especially when
dialogue is present.
• Give the players appropriate hints so they can
make informed choices about how to proceed.
Players should be given clues and hints when
appropriate so they can tackle puzzles, combat,
and interactions without getting frustrated over

5 ELMW1-2 / THE LOST SANCTUM:


I N T RO D U C T I O N
Spellcasting Services Disease, Death, and Recovery
Any settlement the size of a town or larger can Sometimes bad things happen, and characters get
provide some spellcasting services. Characters poisoned, diseased, or are killed. Since you might
need to be able to travel to the settlement to obtain not have the same characters return from session
these services. to session, here are the rules when bad things
happen to characters.
Acolyte Background
Disease, Poison, and Other Debilitating Effects
A character possessing the acolyte
A character still affected by diseases, poisons,
background requesting spellcasting
and other similar effects at the conclusion of an
services at a temple of his or her faith
adventure can spend downtime days recuperating
may request one spell per day from the
until such time as he or she resolves the effect to
Spellcasting Services table for free. The only
its conclusion (see the recuperating activity in the
cost paid for the spell is the base price for
D&D Basic Rules).
the consumed material component, if any.
If a character doesn’t resolve the effect
Melvaunt is a large city where any
between sessions, that character begins the next
acolyte can find a friendly shrine or
session still affected by the debilitating effect.
temple.
Death
Spellcasting Services A character who is killed during the course of
the adventure has a few options at the end of the
Spell Cost
session (or whenever arriving back in civilization)
Cure wounds (1st level) 10 gp if no one in the adventuring party has immediate
Identify 20 gp
access to a raise dead or revivify spell, or similar
Lesser restoration 40 gp
magic. A character subject to a raise dead spell is
Prayer of healing (2nd level) 40 gp
affected negatively until all long rests have been
Remove curse 90 gp
completed during an adventure. Alternatively, each
Speak with dead 90 gp
downtime day spent after raise dead reduces the
Divination 210 gp
Greater restoration 450 gp penalty to attack rolls, saving throws, and ability
Raise dead 1,250 gp checks by 1, in addition to any other benefits the
downtime activity might provide.
Spell services generally available include healing Create a New 1st-Level Character. If the dead
and recovery spells, as well as information- character is unwilling or unable to exercise any
gathering spells. Other spell services might be of the other options, the player creates a new
available as specified in the adventure. The number character. The new character does not have any
of spells available to be cast as a service is limited items or rewards possessed by the dead character.
to a maximum of three per day total, unless Dead Character Pays for Raise Dead. If the
otherwise noted. character’s body is recoverable (it’s not missing
any vital organs and is mostly whole) and the
player would like the character to be returned to
life, the party can take the body back to civilization
and use the dead character’s funds to pay for a
raise dead spell. A raise dead spell cast in this
manner costs the character 1,250 gp.

6 ELMW1-2 / THE LOST SANCTUM:


I N T RO D U C T I O N
Character’s Party Pays for Raise Dead. As above, Zuggtmoy, the Demon Queen of Fungi, Lady of Rot
except that some or all of the 1,250 gp for the raise and Decay, has been active in Faerûn in the past
dead spell is paid for by the party at the end of the few years (given the events of Out of the Abyss).
session. Other characters are under no obligation This has allowed some vestige of the dead deity
to spend their funds to bring back a dead party Moander to stir in its slumber of death, which has
member. in turn empowered some of its ancient sites and
Faction Charity. If the character is of level 1 to mad cult members. In Elmwood, this means that
4 and a member of a faction, the dead character’s the town’s grain has been magically contaminated
body can be returned to civilization and a patron by the power of Moander so that when it is used
from the faction ensures that he or she receives a in the upcoming Greengrass festival, it can infect
raise dead spell. However, any character invoking many people with a rotting sickness that will
this charity forfeits all experience and rewards turn them into mindless vegetative slaves of the
from that session (both those earned prior to and Darkbringer.
after death during that session) and cannot replay In the first adventure of the Elmwood Trilogy, the
that episode or adventure with that character characters go to Elmwood before the Celebration of
again. Once a character reaches 5th level, this Greengrass, one of Chauntea’s high holy days, only
option is no longer available. to discover the town’s grain has been magically
contaminated. The local town council asks the
Elmwood Overview adventurers to consult a sage who lives on the
Though Elmwood has been a peaceful neighbor of River Lis. After an encounter with the awakened
Mulmaster for centuries, Elmwood was destroyed forest guardians, the sage directs the adventurers
two years ago by a fire devastation orb that was to investigate a lost temple of Moander in the
mishandled by the Cults of Elemental Evil (DDEX2- Rimwood, where the the Rotting God was once
2 Embers of Elmwood). There were few survivors. worshipped. The sage tasks the characters with
Since then it’s been rebuilt and is a home for checking to see if there is unusual activity on at
many refugees from Phlan, Hillsfar, Mulmaster, this lost temple to Moander, and bringing him
and the Underdark. The little town is growing back a seed for study. The adventurers find that
as it rebuilds, and is changing rapidly due to the there is much unusual and wrong with the local
influence of the refugees. plants and battle through the overgrowth to
extract a seed. Once the characters return, the
Adventure Background sage uses a divining ritual to determine the source
of the contamination. From the ritual, the sage
Over a thousand years ago, the elves of Myth
determines that some echo of Moander’s power
Drannor battled the avatar of Moander (an evil
is stirring and that the characters must warn
deity of rot, corruption, and destruction) in its last
Elmwood. This warning for the characters to return
remaining major temple, located on present-day
to Elmwood and seek a way to stop the spread of
Yûlash in the southwestern Moonsea area. The
corruption is the last the sage is able to give before
elves slew the priests of Moander, banished the
the ritual drives the sage insane. Following their
Darkbringer, and sealed the essence of its avatar
return to Elmwood, the Constable assembles the
beneath the ruins. However, Yûlash (and the rest
Elmwood Council to determine the best answer for
of the Moonsea) soon found more urgent problems
the potential rise of Moander’s cult.
with the fall of Zhentil Keep, and the threat of the
ancient god was forgotten for more immediate This adventure, the second in the Elmwood
needs. The ancient god rose up from death only a trilogy, begins with problem-solvers, adventurers,
few decades ago, and was put down by a band of mercenaries, and the characters invited to the
brave adventurers in the events of the book Song of Elmwood Council meeting.
the Saurials.

7 ELMW1-2 / THE LOST SANCTUM:


I N T RO D U C T I O N
Adventure Overview Pacing the Adventure
This adventure is divided into four parts: the The adventure is designed for 4 hours of play. Use
introduction and call to action, two encounters the table below to budget your time, adjusting the
with opposition in the Rimwood, three encounters pace as necessary to keep on schedule. In a large
in the Saurial mage Grypht’s sanctum, and the public event, you’ll need to keep an eye on the
conclusion. It is designed to be run in 4 hours. clock.
Part 1: Introduction – The characters meet with Stage Playing Time
part of the Elmwood Council, who reveal the Introduction 30 mins
events of ELMW1-1. As they discuss possible paths Death Stalks the Woods 60 mins
forward, it comes to their attention that an Saurial We Got Here First 45 mins
mage, Grypht, once faced the evils of Moander and A Chilly Reception 45 mins
may have left some ways of dealing with the god’s The Long Sea Voyage 30 mins
agents. The town leaders direct the adventurers to Grypht’s Sanctum 25 mins
a section of the Rimwood where his sanctum was
Conclusion 5 mins
rumored to be, and continue preparation for the
Greengrass Festival.
Adventure Hooks
Part 2: Death Stalks the Woods – The characters This adventure begins in Elmwood, a tenday before
travel to the Rimwood and find they are not alone the Greengrass Festival, a famous Chauntean
in seeking ancient knowledge. The characters fertility festival. Use one of the following hooks
must overcome a group of treasure-hunting to draw the players into the story, or devise your
necromancers. own. Note that multiple hooks could easily be used,
Part 3: We Got Here First – The characters come especially if the characters are not known to each
to the site of Grypht’s sanctum only to find that the other.
necromancers have gotten there first. They must A True Threat. If characters took part in ELMW1-
battle through the evil mages and their minions to 1, they are aware that the return of Moander poses
reach the sanctum. a true threat to the area. The Elmwood Council is
Part 4: A Chilly Reception – Grypht warded his especially grateful to them for all they’ve done, and
sanctum with portals that summon all manner trust them to do more.
of ice creatures. The characters must be able to Party Preparations. Characters with the
overcome the chilly reception to advance. entertainer, charlatan, noble, or soldier
Part 5: The Long Sea Voyage – This puzzle, backgrounds may be in Elmwood to help with the
left behind by Grypht, challenges the characters upcoming Greengrass Festival. When the danger
for their reasoning and creativity, two of the is discussed, the characters are identified as
first things to be impaired by the corruption of adventurers and recruited to help keep the party
Moander. on schedule.
Part 6: Grypht’s Sanctum – Once the characters Out on the Raggedy Edge. Characters with the
overcome the ice creatures and the puzzle, they Outlander or Hermit background may have heard
need to interact with a Very Intelligent Magic of or been to the Rimwood before. Such characters
Mouth (a near-sentient programmed illusion). are sought out by Shevarra Dyernina, a druid
VIMM shares the long dead mage’s methods for from the Glade of Eldath. She uses birds as animal
protecting people and places against Moander. messengers to reach the adventurers and guide
Part 7: Conclusion – the characters travel back to them safely to Elmwood.
Elmwood to find that the Greengrass Festival is in Faction Assignments: Each of the factions has
full swing. Armed with knowledge from the Saurial been given a specific assignment ahead of time.
Grypht, they realize that Elmwood is in imminent Hand each player the appropriate portion of Player
danger. Handout 1.

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I N T RO D U C T I O N
Part 1.
Introduction
The adventure begins at midday, a tenday before
the proposed start of the Greengrass Festival in Roleplaying Ithsander Bashir, Bailiff
Elmwood. Characters have either been invited by Ithsander is a male half-elf with gold hair,
one of their factions or have come in from one of green eyes, and tan skin. He’s a handsome,
the other adventure hooks. clean cut, neatly dressed man with perfect
posture and an easy smile. He is Constable
A Council Meeting Aliana’s secretary, clerk, accountant,
bodyguard, and court bailiff. His official duties
Read the text below when you are ready to include keeping Aliana’s appointment book,
start. If any characters took part in ELMW1- helping collect taxes, and keeping Elmwood
1, the Elmwood Council members thank those Hall secure.
characters for bringing this information to light.
For roleplaying notes for the available council Ithsander is dedicated to the job and to
members, see Appendix: NPC Summary. Constable Aliana. He is confident and not
afraid to stop others from entering her office
Elmwood Hall is a sturdy two story building of when they lack an appointment.
new construction like most buildings in the
Quote: “Only those that have an appointment
recovering town of Elmwood. As workers set
up ladders to hammer in the nails for bunting can see the Constable today, she is quite busy.”
and other decorations for the upcoming
Greengrass Festival, it’s clear that the build- General Features
ing was quickly made, but made to last. The Architecture. The central governmental building
double doors stand open and welcoming. of Elmwood is a two-story Elmwood-frame
Upon entering the building, you are greeted
by a myriad of offices, with a small display
building. It has been erected with a mix of human
board identifying the different office holders and dwarven styles, official and also defensible in
and their locations. The board identifies only the event of another disaster.
one office on the second floor, that of the Light. The room is lit by windows that provide
town constable.
You are soon collected by the bai- ample sunlight.
liff, Ithsander Bashir, and guided to a large Smells. The council chambers of Elmwood Hall
room on the main floor that has the nascent have a strong, soiled smell like many buildings in
pungent scent that gives the town its name.
town that are of recent construction from hardy
Within, seated at a long, curved table, are a
number of important people in the town of but smelly elm.
Elmwood, including the Priestess of Chaunt- Sounds. The council chamber is quiet other
ea, leaders of some of the various groups than when the council members or adventurers
that have come to call Elmwood home, and
are speaking. Outside, there are the sounds of
the constable herself. When you take your
seats, refreshments are brought out and laborers working to put the decorations up for the
Constable Aliana Mathnir speaks up, “I’m upcoming festival.
sorry, we started early. A group of adventur-
ers brought news of a threat to the town and The Elmwood Council
we’ve been discussing how we can deal The Elmwood Council meeting has the following
with it and keep the festival on track – if it in attendance: Aliana Mathnir (Constable), Shayad
doesn’t go off without a hitch, we may never
(Priestess of Chauntea), Drake Holmstrumph
recover our prestige and importance to the
Moonsea.” (Leader of the Elmwood survivors), Thyra

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Stoneshoulders (Leader of the Phlan Refugees), scouts look into it—risky business like that
and Yao Seiju (Shield Company leader). There are is what adventurers are for. His scouts are all
other members (Alksuth Cork, Aranda Fletcher, deployed elsewhere, and it would take too
Kala Namak, Larissa Aerasumé, and Nils Sankt) long to recall them for this expedition, but the
who have not been able to attend this meeting for characters could probably reach the Varlaros
various mundane and legitimate reasons. For more Stones in a few days. He will share the scouting
information about these individuals as well as RP reports and maps to the Varlaros Stones with
notes, see Appendix: NPC Summary. the adventurers with the agreement that they
During the discussions, the characters have will not make or sell copies of these proprietary
become aware of the following (if they haven’t reports. If the characters make or sell copies,
already from playing ELMW1-1): they gain the story reward of “Blacklisted by
• The grain in the silos has rotted. This is from the Shield Trading Company,” in the rewards
some magical influence because the silos are summary of this document.
warded by Chauntea to keep the grain ready • Shayad points out that with the festival in a
to last through the harsh Moonsea winter. This tenday, the adventurers must go, find a way
means that the town has had to barter and seek to protect the festival, and return before the
outside supplies. festival begins. It isn’t possible to delay the
• A group of adventurers were hired to look into festival. Yao Seiju agrees, as they’ve already
the matter and eventually found the Sage of made costly deals for supplies to keep the
Cormanthor. The sage urged them to look deep festival on schedule.
in the forest, and, upon their return, he was able At this point, Constable Aliana requests that the
to confirm that the rot was caused by the The adventurers go to Varlaros Stones to look for
Darkbringer, Moander, before the Sage fell prey Grypht’s sanctum in hopes of finding a way to
to the dread lord’s afflictions. protect the festival from Moander’s influence. She
• Moander once plagued the area, particularly in can pay 500 GP from the council’s contingency
Shadowdale, but his cult was destroyed. After fund to hire them on. To sweeten the pot, Shayad
the battle, one of the people who banished will offer each PC one spellcasting service free of
Moander (a Saurial called Grypht), disappeared. charge once they have returned with the way to
protect the festival. The woods are treacherous and
• Thyra, the leader of the Phlan refugees who has difficult to traverse, and hiking by foot is the best
heard plenty of tales of adventurers, speaks up way to navigate the woods.
about some things she’s heard about Grypht.
There was a group that came back to Phlan The characters may have additional questions,
from seeking Grypht’s sanctum. They’d come and some Elmwood Council members have a few
back without two members, and told stories answers that may be helpful:
of making it deep into the Rimwood. They’d • It takes a few days travel through the
found standing stones on the edge of one of Cormanthor forest to reach the Varlaros Stones
the entrances into the Midwood deeper into in the Rimwood. Passing through the edge of
the forest. These standing stones were clearly the Cormanthor forest is to invite danger, as the
part of a powerful mage’s sanctum. If she ancient woods have been home to threats that
remembers correctly, the standing stones were have lasted longer than the elves. Characters
called the Varlaros Stones. should be on the lookout for the predators, both
• Yao Seiju of the Shield Trading Company claims mundane and magical, that call the area home.
that he’s sent scouts and adventurers deep • With the fall of Netheril and Myth Drannor,
into the Rimwood before—but not in search the tumult in the Underdark, and plenty of
of Grypht’s Sanctum. He’s heard about the other tales of loss in the Cormanthor forest, it
Varlaros Stones, and his scouts reported some is surrounded by rumors of lost artifacts and
magical auras there before. He didn’t have his powerful relics. It’s a hotbed for adventurers

10 ELMW1-2 / THE LOST SANCTUM:


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and fortune-seekers, though many never leave The Rimwood
the forest alive. (Emerald Enclave members enjoy advantage on
• In order to make the journey there and back in this check.)
time for the festival, the characters will need • DC 11 Intelligence (History): The Rimwood
to travel light through the magical woods. is the outer area of the Cormanthor forest.
Whatever the solution is, it will have to be light Rumored to be ten to twenty miles wide, it is
as they won’t be able to return in time with home to a variety of dangerous creatures.
anything that requires a wagon.
• DC 13 Intelligence (History): There are rumors
• The festival can’t be delayed because it falls of a few paths through the Rimwood that
on Chauntea’s most holy day when her energy were once elven trails or roads of even older
flows through the land. Even if they did move civilizations that have been reclaimed. If you
the festival to when the goddess’ blessings could find one of those, it might shave some
weren’t at their peak, there are people coming time off of your travels, but it would be hard to
in from all over to be married for the festival make sure it’s going where you need to go.
and they can’t move the weddings. The
• DC 15 Intelligence (History): You’ve heard
reputation of the rebuilt town also depends on
from some other adventurers that resting
the festival going off without a hitch to rebuild
in the Cormanthor is difficult at best. Tales
more of their economic and political alliances.
of the woods include playing tricks, such as
If the characters wish to recall information shifting roots to prevent a good night’s rest,
about Grypht or the Rimwood, they can do so trees bending to confuse maps, and illusions to
by succeeding on the following ability checks, thwart those that would explore it.
remembering more information on higher results,
The Varlaros Stones
as indicated below:
• DC 14 Intelligence (Arcana): You’ve heard of
Grypht
standing stones like these being focal points for
• DC 11 Intelligence (History): Grypht was magical energies and potent rituals. If Grypht
a Saurial mage of some power who was an was keeping his sanctum hidden, it would
avowed foe of Moander. He rose to prominence be easy to mask spells in the presence of the
a few hundred years ago fighting the second stones.
rise of Moander.
• DC 16 Intelligence (Arcana): You recall a story
• DC 13 Intelligence (History): Moander actually that the stones were the pivotal site of an
brought the Saurials to Faerûn and the Saurials ancient battle, and likely contain energies which
supposedly came from a mythic place called the would be potent if they could be harnessed.
Lost Vale.
Development
• DC 15 Intelligence (History): Grypht’s magical
research focused primarily on evoking the From here, the characters can stock up and
power of ice. It would stand to reason that any make preparations for their expedition into the
defenses to his sanctum would probably deal Cormanthor forest.
with issues of cold.

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Part 2. Death
Stalks the Woods
The initial travel to the Cormanthor forest takes a checks, DMs are encouraged to use their judgment
day, and from there, the journey into the ancient as to how effective they are here in the area of the
wood is challenging. While demonic presences wood that is not magical. Characters can attempt
have been largely sealed away from the Moonsea one roll or the other as they travel, as they cannot
following the end of Season 3, the changes to the split their attention between both.
woods have left them more twisted and perilous
A character who says they are using the Shield
than could be easily undone.
Company Scouting Reports gain advantage on
While the demonic influence on the this check. Only one character can use the Shield
Cormanthor forest is somewhat diminished, the Company Scouting Reports in this way.
foul magics that sprang from the Underdark have
Navigation
been drawn into the roots, trunks, and leaves of
the forest’s ancient trees. Certain emotions are • Roll failed: If the characters do not make at least
heightened within the wood, and any travelers who a DC 13 Wisdom (Survival) check, they are lost
linger there are likely to find themselves pushed in the woods and suffer the additional rules for
to the brink of insanity. Those who sleep in forest “Resting in Cormanthor” and also gain the “Late
find their dreams haunted with hopelessness from to the Party” story reward.
the many souls that have never returned from the • DC 13 Wisdom (Survival): As you travel, you
wood. find yourselves able to pick up part of an old
When the adventurers head into the Rimwood, path here and there, but seem to lose it after
read the following: a few minutes again. You aren’t in danger of
getting lost despite the tricks the forest seems
You leave Elmwood, taking the road south, to be playing on you. Characters who succeed
and reach the edge of the Cormanthor for-
est as the sun is setting. You find rest on your
at this level are affected by the “Resting in
first night of travel with one of the logging Cormanthor” rules.
camps that works the edge of the forest. It’s • DC 16 Wisdom (Survival): You are able to find
a pleasant evening of timbercutters wanting one of the lost paths, and with it the ruins of
to hear tales of your bravery. You’re in fine
spirits the following morning that you set foot
refuges heading south. As you move, the light
into the forest itself. in the forest seems just a little brighter and
Soon the trees blot out the sun and you find the trek a little safer. Characters who make
yourselves making your way south toward this check are not affected by the “Resting in
the Varlaros Stones. A second day passes Cormanthor” rules.
moving through the woods before there is a
clear demarcation of the forest and the Rim- Flora and Fauna
wood. You are struck by the age and majes- • Roll failed: If the characters do not gain at least
ty of the place. There is power to be found in
a DC 13 Intelligence (Nature) check, they are
the ancient places of the world, and it is easy
to imagine this wood standing sentinel at the lost in the woods and suffer the additional rules
dawn of Faerûn. for “Resting in Cormanthor” and also gain the
“Late to the Party” story reward.
At this point, characters that are “outdoorsy” may • DC 13 Intelligence (Nature): fair is foul and
want to use skills and spells to aid their passing foul is fair, the forest in the Rimwood is
through the edge of the Cormanthor forest. Spells overpowering and unnaturally strong in some
work fine and may obviate the following skill places and completely wrong in others. Plants

12 ELMW1-2 / THE LOST SANCTUM:


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that should not grow in this area are growing
Madness of the Cormanthor Forest
at unprecedented rates, and the animals are of
unusual size and angry countenance at your The lost souls of the Cormanthor forest are
presence. You are able to make your way despite able to exert their influence on the region and
the confusing and often contradictory signs to those who travel through it in the different
go deeper south into the woods. Characters who forms of madness that characters may develop.
succeed at this level are affected by the “Resting Upon reaching madness level 3, instead of
in Cormanthor” rules. rolling on the Indefinite Madness table on page
260 of the Dungeon Master’s Guide, roll on
• DC 17 Intelligence (Nature): Your knowledge
the following table and the character gains the
of nature is able to lead you toward where it is
madness listed below. Have the player note it
more in harmony with your learnings, which
on his or her character sheet.
happens to be along old paths that have grown
over. As you move, you find ruins that you can If the roll results in a madness already
rest in where the forest seems to contradict possessed by the character, reroll until a new
itself less. result is reached.
Characters who make this check are not 01-20 Despair: “I often become withdrawn
affected by the “Resting in Cormanthor” rules. and moody, dwelling on the insufferable
state of life.”
Resting in Cormanthor1
21-40 Hatefulness: “I am compelled to
The wood is unsettled by the influences of
make the weak suffer.”
the demonic taint of the Underdark, making
lingering there decidedly unpleasant. If the 41-60 Gloom: “l have no compunction
party decides to take a long rest within the against tampering with the dead as we will
wood, and it assumed they make three on all die soon.”
their way to the Varlaros Stones, they may do 6l-80 Discouragement: “All our efforts
so. However, upon completing the rest, the are for naught as we will never escape this
following applies: wood. “
Exhaustion: Resting within Cormanthor does 81-100 Hopelessness: “I am awash in the
not permit a character to recover levels of awareness of life’s futility.”
exhaustion. Long rests otherwise function as
normal in terms of resources recovered. General Features
The general features of the Rimwood section of the
Madness: Upon completing a long rest, each
Cormanthor forest are as follows:
character must succeed on a DC 15 Wisdom
saving throw. On a failure, their madness Trees. The shallow-rooted blueridge and
level increases by 1 and they are affected by needleleaf pines that grow here are well-suited
the Madness of the Cormanthor forest (see to the Rimwood’s sandy soil. The trees are often
below). touching, and most are around fifty or more feet
tall.
Madness Level Light. The trees in the Rimwood are tall enough
Level Effect and spaced close enough together that they only
1) Short-term madness (lasts 1d10 minutes) allow dim light for atmosphere.
2) Long-term madness (lasts 1d10 x 10 Sounds. A thick carpet of springy pine needles
minutes) dampens the Rimwood forest floor, reducing
3) Indefinite madness (lasts until cured) footfalls to near silence and granting advantage to
creatures attempting to move silently.
Fauna. Thick vegetation makes larger mammals
less common in the Rimwood, and winged insects

1. See DDEX3-7 Herald of the Moon.


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and the birds that prey upon them thrive. Any spellcaster entering the area should be
Terrain. The area of the necromancer’s dig is on a prompted to make a DC 13 Intelligence (Arcana)
hill. Note the differences in elevation on the map. check. On a success, the character will notice the
Going up over an elevation change line on the map wards and discern that that these wards can be
requires a successful DC 12 Strength (Athletics) partially undone by spending an action to make
check, and requires an extra square of movement. a DC 15 Intelligence (Arcana) check or a DC 16
Dexterity (Thieves’ Tools) check. The wards are
Necromancers disabled only after three successful checks. Each
As the adventurers move through the Cormanthor check takes an action.
forest, they will find that they are not alone in Learning More About the Competition
the Rimwood. Soon they discover that a team of The others are a group of necromancers looking
necromancers are here on their own tasks. This for lost artifacts for their mage-lord. They are
encounter will show the characters that there are unaware of any larger plot connected to Moander.
dangerous folk in the Rimwood and will perhaps The necromancers are wary, but not immediately
add some time pressure for the characters to get intent on violence. They will make an effort to
the protection rituals of Grypht—and promptly talk to the characters first, if possible. Eventually,
get out. Additionally, this encounter introduces they ultimately see the characters as a source of
persons and plots important to future Elmwood additional undead labor. Give the players about 5
adventures. minutes to consider what they’re going to do; then
You press through the thick growth of the encourage them to make a decision in-character.
Rimwood on your travels, finding areas that If they spend more than 10 minutes thinking
are overgrown with plants and danger. As about what to do, then the necromancers spot
you travel, the woods get darker and it is the characters and start heading toward them
harder to find the path or make sense of but keep their labor between them and the player
directions that lead you south towards the
Varlaros Stones.
characters.
As you travel, you find yourself hearing Characters can glean further information
noises that have so far not been present in by succeeding on the following ability checks,
the forest. A rhythmic striking fills the air and gathering more information on higher results, as
echoes around the trees, and soon you
indicated below:
come upon a curious sight:
A camp here in the Rimwood! There are History
a number of large humanoids digging with • DC 12 Intelligence (History): This group
shovels and pickaxes at the base of a hill,
and on the top of it there are a number of
looks well organized and like they have
tents and a few people. You see a figure in good discipline. They also look relatively
heavy armor and a few in dark robes farther unsupported, which means they must have
up the hill. There are a couple of tents you a larger vanguard somewhere nearby. It’s
can see at the top of the hill, as well as a possible if you engage these people, more will
wagon and a few unsaddled horses. As you come.
get closer, the stink of rot hits your nose.
• DC 15 Intelligence (History): The crest on the
General Features flag near the tents is an uncommon one, and it
doesn’t seem to belong to any of the factions or
In addition to normal Rimwood general features,
major players around the Moonsea.
the following applies to this area:
Arcana
Wards. The necromancers have laid down wards
over a broad area. These wards give the undead • DC 10 Intelligence (Arcana): Those robes are
advantage on saving throws against effects that wizards robes of some sort.
turn undead. The Characters will notice these • DC 12 Intelligence (Arcana): Judging by the
wards with a Passive Perception of 15 or higher. way he holds that staff, that’s a necromantic
overhand grip. Typical of the school.

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• DC 15 Intelligence (Arcana): This isn’t the kind information. Some groups will immediately set
of work appropriate for an archmage; these are upon the necromancers and attack, which is also
likely to be some wizard’s minions. an entirely valid way to approach the encounter.
Religion What the necromancers know:
• DC 10 Intelligence (Religion): There’s • They know the name and faction of the
something off about how methodically those character with the highest renown. If
diggers keep digging. the character’s faction is Zhentarim, the
• DC 12 Intelligence (Religion): Only undead necromancers don’t actually mention the
or constructs have that kind of supernatural Zhentarim, but they indicate that they know for
endurance. whom the adventurer works.
• DC 15 Intelligence (Religion): Those look more • They are searching for ancient fragments of
like zombies than anything else. They’re tough prior civilizations here, particularly Netherese
and strong, but easy to hit. You need to hit them magic items.
really hard or with holy power to make them • It’s possible that Netherese relics rained down
stay down. here as part of the final fall when Elminister
Perception brought Netheril down.
• DC 7 Wisdom (Perception): It looks like a • They serve a necromancer mage-lord
variety of ogres. named Tyranne Epaline. Julnar is one of her
apprentices. They speak of her with great
• DC 10 Wisdom (Perception): If you can see the
respect and are unwilling to give the characters
group from here, it’s likely they can see you
more information than that.
right back unless you get into cover.
What the necromancers want to know:
• DC 12 Wisdom (Perception): The workers don’t
seem to be armed, and the people don’t seem to • What are the characters doing here? Who sent
be paying any attention to them. What kind of them? Where are they from?
worker needs no supervision? • If the PCs mention the sanctum, the
• DC 15 Wisdom (Perception): They don’t seem necromancers want to know where it is.
to be actively looking around too much; they • What do the characters know about the
probably think they’re alone here. If you went contents and defenses of the sanctum?
around to that copse of woods, you could • If Moander is mentioned, the necromancers
probably get within 50 feet of them if you were want to know as much as the characters will tell
quiet. them.
Talking to the Necromancers Roleplaying Hallvor, Deathguard
If approached by the characters, the necromancers Hallvor is a brawny human man in his early
immediately call the zombies to attention and twenties with dark brown skin and dark,
put the creatures between the adventurers and perceptive eyes. His scalp is shaved bald, and
themselves. Despite this defensive posture, the he has a filigree of bright yellow tattoos across
necromantic delegation is entirely happy to talk his scalp, face, and neck. He’s wearing a gold
to the characters for a while before resorting torc, that sparkles with deep red rubies and
to violence. They want to know more about the shining onyx—seemingly some sort of mark
characters and how they came to the Rimwood— of rank. He smiles quickly and has a friendly
information potentially useful to their lord easy-going demeanor. He’s not looking for
Tyranne. Keep the necromancers’ agenda in a fight, but he won’t back down from one,
mind and try to extract that information from the either. He is a vicious combatant and prefers
characters before giving them of the necromancers’ to deliver a swift coup de grâce to downed
opponents—thereby making them

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more susceptible to his masters’ necromantic At that, the necromancer mage Julnar and his
practices. knight defender Hallvor ready to fight. Between
Quote: “Hah! Don’t mistake my reluctance to them and the party are their workforce of eight
start a fight to mean I’m unwilling to finish ogre zombies. Their six commoner servants scatter
one.” away from the battlefield. Refer to the “Dig Site”
map.
Roleplaying Julnar, The Apprentice Map Details
Julnar is a handsome half-elven man in his • Going up over an elevation change line on
mid-thirties, with fair skin that tends to the map requires a successful DC 12 Strength
freckle and dark hair down just past his ears. (Athletics) check and counts as 1 square of
His face and his brown eyes are thoughtful. difficult terrain. If the check is failed, they
He’s extremely curious, and always looking cannot pass at that square this turn.
for his own advantage. While he is confident • The pit is difficult terrain.
his group can handle the characters in a fight,
• The locations of the wards are shown on
he seeks to chat them up first to learn what
the map. Those are the locations where the
they know.
characters can take actions to disable the wards.
Quote: “I’m quite curious to know what you’re
• The starting locations of the mage, knight, and
doing so far from civilization. Perhaps we don’t
ogre zombies are shown.
trust each other, but that’s no reason to draw
steel immediately.” • The camp with the tents and wagon are in the
northwest corner of the map.
The Limits of Diplomacy • The characters approach from the southeast.
Once the necromancers feel that they’ve extracted
all the information they can from the characters, Adjusting the Encounter
they decide the conversation is over and intend Here are recommendations for adjusting this
to add the adventurers’ bodies to the zombies combat encounter. These are not cumulative.
working for them—and any good pieces of gear • Very weak party: Remove four ogre
among them to their gift for mage-lord Tyranne. zombies.
• Weak party: Remove three ogre zombies.
“Hah,” Julnar the Apprentice says, “excel-
lent. Well, thank you for the intelligence.” He • Strong party: Replace the knight with a
rubs his hands together with eagerness. “We gladiator and remove one ogre zombie.
will now use you to replace the manpower
we’ve lost. Thank you, from the bottom of my
• Very strong party: Replace the knight
heart, for your excellent service to the glory with a gladiator, replace the mage with an
of mage-lord Tyranne Epaline. Perhaps you’ll archmage, and remove five ogre zombies.
even have a place of honor as a ghoul or a
wight in her vanguard someday.”
Julnar flicks his wrist and a spectral form
Suggested Tactics
appears next to him. “Go to our mage-lord, You may choose to use these tactics if you believe
and tell Lady Epaline that soon we will have it is appropriate for your game. The necromancer
a gift—the bodies of [Name of the charac- mage’s retinue will fight to the death. They have
ter with the highest renown] and [his/her]
no fear of death and they have much more fear of
minions. Tell her she was right: sooner or later
we’d need to bloody the nose of [charac- Tyranne. If somehow captured by the characters,
ter’s faction].” The spectral form nods and they will say nothing. If charmed, they will tell the
sinks into the earth, and the necromancer characters about the glory of their mage-lord and
and his forces turn to face you. “I’ll try to her plans to exploit and take over the nearby lands
make it quick in thanks for your cooperation.”
to bring peace and the glory of undeath to the
Moonsea.

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The knight draws his greatsword and heads into Hallvor the gladiator will try to shield bash
combat. His first action is to use his Leadership front line opponents to the ground, to try to set up
ability which gives his allies 1d4 to attack rolls and the ogre zombies to attack with advantage. He will
saving throws (critical to helping the mage make ready an attack action (if necessary) to go right as
concentration rolls to maintain invisibility). The the ogres move into melee range with a character.
knight will focus on engaging the front line fighters. He will save his reactions to parry attacks.
He will save his reactions to parry attacks. If the fight is too long because of the high hit
The mage is already under the effects of Mage point values of the ogre zombies, then they will fall
Armor. He opens with Greater Invisibility (cast apart when the necromancer is dead.
on himself) and then targets low-Constitution
Developments
spellcasters and ranged combatants in the back
line with Cone of Cold. He will seek to put Fireballs Following the encounter, if the characters go
on low-Dexterity characters in heavy armor or looking for the scattered commoners, they find
lower hit point combatants. He will attempt to their bodies full of self-inflicted wounds—and
Counterspell Spirit Guardians and healing spells, that all of them are missing their tongues. If
as well as large area of effect spells that include the characters want to take a long rest after the
him in the area. If he is the last one alive, he fight, they find that the necromancer’s wards
will stealthily flee (remember the advantage to (if they are still intact) protect them from the
Dexterity (Stealth) checks to move silently in the “Resting in Cormanthor” rules. Do remind them
Rimwood) with invisibility if able. that the situation in Elmwood is dire. From the
necromancers’ encampment, it is another day of
The zombies are there as cannon fodder.
travel to reach the Varlaros Stones.
They’ll screen the mage to keep the characters off
him. Treasure
If the opposition is enhanced due to party APL: The knight and mage have a cache of 200 gp of
Julnar the archmage has already cast Mage Armor travelling funds. Additionally, Hallvor (the knight)
on himself. He will open with Time Stop. He will has a heavy gold torc, with deep red rubies and
then move to an appropriate distance away, cast shining onyx worth 500 gp. Julnar (the mage) has
Greater Invisibility on himself and then catch a silver dagger, which is largely worthless, but the
heavy armor characters or non-spellcasters in large amethyst in the pommel is flawless with deep
a hemispherical Wall of Force (so the party is indigo highlights and is worth 500 gp. Additionally,
separated), or as many characters as possible in they’ve already dug up some interesting
a Lightning Bolt cast as an 8th level spell. He will Netherese artifacts including a white gold tiara
attempt to Counterspell Spirit Guardians and with moonstones, an ancient ivory wand chased
healing spells. He will seek to put Cone of Cold with platinum, and an ancient text of Netherese
on low-Constitution ranged combatants, try to history. To the right collector, the collective set
Banish particularly powerful combatants. If his of these items would be worth a total of 300 gp.
concentration is broken, his next spell will be Additionally, they find Julnar’s spellbook (with the
Globe of Invulnerability. If he is in melee combat, spells in his stat block, depending on whether he is
he will cast Misty Step to escape or use Shocking a mage or an archmage).
Grasp and then move away when his attacker can’t
use reactions. Remember that as an archmage, he
casts as an 18th level caster, meaning his cantrips
deal 4d10 damage (Fire Bolt) and 4d8 damage
(Shocking Grasp). If he is the last one alive, he
will stealthily flee (remember the advantage to
Dexterity (Stealth) checks to move silently in the
Rimwood) with Invisibility if able.

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Part 3. We
Got Here First
This encounter also occurs in the Rimwood and the General Features
conditions of the previous encounter still apply. The general features of the Rimwood section of
Paraphrase the following when the characters Cormanthor are as follows:
press on depending on their actions: Trees. The shallow-rooted blueridge and
The next day of travel passes more or less needleleaf pines that grow here are well-suited
uneventfully for a haunted, shifting wood. to the Rimwood’s sandy soil. The trees are often
Finally, you reach your destination: a large touching, and most are around fifty or more feet
clearing in the forest that feels like an oppor-
tunity to finally breathe after the claustropho- tall. The vegetation in the areas marked as difficult
bic confines of the forest. terrain provides half cover (+2 AC) and is lightly
The success is fleeting, though, as you find obscured (Wisdom (Perception) checks are at
that among the standing stones are a num- disadvantage).
ber of banners and a small camp – the ban-
ners of Mage-Lord Tyranne Epaline. Light. The trees in the Rimwood are tall enough
Unlike last confrontation, however, there is no and spaced close enough together that they only
time for you to formulate or plan or attempt allow dim light for atmosphere.
diplomacy or stealth before the camp rises to
Sounds. A thick carpet of springy pine needles
action to face you!
A figure in a dark robe emblazoned with the dampens the Rimwood forest floor, reducing
symbol of mage-lord Tyranne Epaline emerg- footfalls to near silence and granting advantage to
es from near the stones and points angrily in creatures attempting to move silently.
your direction. As she does, ominous silhou-
ettes of floating orbs, crowned with waving
Fauna. Thick vegetation makes larger mammals
eyestalks, emerge from around the stones less common in the Rimwood and winged insects
near the robed figure. As you ready to face and the birds that prey upon them thrive.
the mage and its beholder allies, there is an Wards. The necromancers have laid down wards
explosion of earth, as figures start digging
themselves out of the ground near you, over a broad area. These wards give the undead
accompanied by a terrible stench of rotting advantage on saving throws against effects that
flesh and hungry hisses. turn undead. The characters will notice these
Warned by Julnar’s spirit (or by Julnar himself if wards with a passive perception of 15 or higher.
the mage apprentice escaped), this encampment Any spellcaster entering the area should be
has prepared for the adventurers. Multiple Alarm prompted to make a DC 13 Intelligence (Arcana)
spells have been set in the wood to respond to any check. On a success, the character will notice the
who do not bow in supplication to the Mage Lord, wards and discern that that these wards can be
and have detected the characters in their approach. partially undone by spending an action to make
The necromancers have found the Varlaros a DC 15 Intelligence (Arcana) check or a DC 16
Stones and are seeking to understand the magic Dexterity (thieves’ tools) check. The wards are
around them and trying to find the entrance to disabled only after three successful checks. Each
Grypht’s sanctum. check takes an action. The locations of the wards
A necromancer (one of Julnar’s rivals) is lying are shown on the map. Those are the locations
in wait for the characters. She sees this as an where the characters can take actions to disable
opportunity to both make up for Julnar’s foolish the wards.
ambition and to replace him as one of Tyranne’s
chosen servitors. This mage has called in favors to
command two zombie beholders and is directing a
pair of ghouls to slay the characters.

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Graves. The ghouls and ghasts dig themselves out The ghouls (and/or ghasts) take an action
of the ground, leaving behind disturbed earth that each to dig themselves out of the ground, and then
is difficult terrain. If there are additional undead, move toward the characters. Their job is to make
place them as needed, with difficult terrain around sure the front line doesn’t reach the beholders and
them. the mage. The ghasts will move in to make sure as
The Standing Stones. The standing stones many characters are in the stench aura as possible
resonate violence and bloodlust, and characters (particularly low-constitution spellcasters).
standing inside the circle of stones enjoy the effects Remember that ghasts (and ghouls within 30 feet
of a critical hit on a natural roll of 19 in addition of ghasts) have advantage on saving throws versus
to 20. The stones lose this ability if moved or turning. The ghasts will let the ghouls attack first
separated. (ready as needed) in the hopes that they can bite
Foes. The starting locations of the mage, ghouls, paralyzed characters. Hits on paralyzed characters
and beholder zombies are shown. are automatically critical hits.
Characters. The characters approach from the As a reminder for your convenience, here is the
west. paralyzed condition:

Adjusting the Encounter PARALYZED


Here are recommendations for adjusting this • A paralyzed creature is incapacitated, can’t take
combat encounter. These are not cumulative. actions or reactions, and can’t move or speak.
• Very weak party: Remove one beholder • The creature automatically fails Strength and
zombie and two ghouls. Dexterity saving throws.
• Weak party: Remove one beholder • Attack rolls against the creature have
zombie. advantage.
• Strong party: Add one ghast and two • Any attack that hits the creature is a critical hit
ghouls. if the attacker is within 5 feet of the creature.
• Very strong party: Add three ghasts and The necromancer and all of her allies fight to the
two ghouls. death, and refuse to allow themselves to be taken
prisoner.
Suggested Tactics
You may choose to use these tactics if you believe Treasure
it is appropriate for your game. The necromancer The necromancer has a grotesque jeweled demon
(mage) and the zombie beholders start 80 feet skull among her belongings. It is plated with
away if possible (well out of the range of most electrum, and is covered in a pavé of moonstone,
undead turning effects and the short range of quartz, chalcedony, and obsidian. The horns have
crossbow snipers). an elaborate scrimshaw of runes in infernal. It is
The beholder zombies target characters with always warm to the touch. A particularly depraved
eyebeams every round. The mage casts Greater sort of collector would likely pay 1,000 gp for it.
Invisibility on herself (to protect herself), and She also has a scroll of blight (rare), a scroll
then casts Cone of Cold on apparent spellcasters in of speak with dead (uncommon), and a scroll of
the back. Ice Storm and Fireball require Dexterity bestow curse (uncommon).
saves, so she will preferentially target spellcasters
and heavy armor fighters with those spells. She
Developments
will also attempt to Counterspell Spirit Guardians If the characters want to take a long rest, they can
and healing spells, or other spells as appropriate. If do so now without interruption. If the characters
the mage is the last one alive, she will stealthily flee take two long rests in the Rimwood outside of
(remember the advantage to Dexterity (Stealth) normal travel, make note of it to give the characters
checks to move silently in the Rimwood) with the story award “Late to the Party.”
Invisibility if able.

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Part 4.
A Chilly Reception
The old wizard knew that the followers of Moander Lighting. The lighting is soft, watery, and eerie but
are particularly susceptible to cold. He set up counts as bright light.
guardians that would capitalize on that weakness Brown Mold. Brown mold is growing in the
and test anyone seeking his knowledge. entrance tunnel. A passive Wisdom (Perception)
It takes cunning to find the remains of Gry- check of DC 13 or higher notices the growth. The
pht’s tower, or stronghold, near the standing brown mold helps keep the sanctum cold. If the
stones. All you find are piles of worked stone, players do not already know about brown mold,
perhaps the remains of a long-fallen structure,
the characters can make successful Intelligence
all overgrown with decades, if not centuries,
of vegetation and lichen. An inspection of (Nature) checks to learn more about it, with
the ruins shows, however, that some subsur- successively more information resulting from
face areas are still somewhat intact. You find higher check results, as indicated below.
a gaping hole in the earth, at the bottom of
• DC 10 Intelligence (Nature): The splotches of
which is visible a gray and white tiled floor,
hidden behind a thicket of briars. As you en- fungal growth on the surfaces of this room are
ter the tunnel, the temperature drops precip- brown mold.
itously, chilling your equipment. Water con- • DC 12 Intelligence (Nature): The harmful effects
denses on metal buckles and weapons, and
your breath steams in the air. You notice the
of brown mold extend a mere 5 feet from the
condensation starting to turn to frost. There’s growths. The hazards should be simple enough
a flicker of silvery white light ahead. to avoid.
• DC 14 Intelligence (Nature): Brown mold
The characters can navigate the tunnel however
thrives on heat, undergoing sudden spurts of
they like and take whatever reasonable
growth in response to exposure to flame.
precautions they need. The tunnel walls and ceiling
are coated in brown mold (see checks below), but • DC 15 Intelligence (Nature): Despite an
there is a safe, if frigidly cold, path through the apparent affinity for cold, brown mold
middle of the 15-foot-wide tunnel. succumbs quickly to effects that chill or freeze.
Brown mold feeds on warmth, drawing heat
The larger room ahead is cold but is lit by
some sort shimmering portals and a magical from anything around it. A patch of brown
barrier that closes off an arched doorway on mold typically covers a 10-foot square, and the
the far side of the room. The room is quiet as temperature within 30 feet of it is always frigid.
a chilly tomb. There are a number of deep
When a creature moves to within 5 feet of the
scratches in the gray and white tile floors indi-
cating some long-ago conflict occurred here. mold for the first time on a turn or starts its turn
there, it must make a DC 12 Constitution saving
General Features of the Sanctum throw, taking 22 (4d10) cold damage on a failed
Temperature. The whole complex is frigidly cold save, or half as much damage on a successful one.
because of brown mold (and other magics). The Brown mold is immune to fire, and any source
ambient temperature is just above freezing. The of fire brought within 5 feet of a patch causes it
chill is intentional—to keep Moander’s faithful out, to instantly expand outward in the direction of
or at least keep them at a disadvantage. Be sure to the fire, covering a 10-foot-square area (with the
remind the players that their characters’ breath source of the fire at the center of that area). A patch
steams in the air, that they have goosebumps if of brown mold exposed to an effect that deals cold
they have no cold weather gear, that the water in damage is instantly destroyed.
their waterskins has turned to icy slush, and that
the cold is pervasive.

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Atmosphere. The underground ruins of Grypht’s Round 1:
sanctum are cold, stony, and full of echoes. This is There is a wash of magical energy, and
a lonely, creepy place, with an ominous sense of concentric rings of blue-white light form in the
foreboding. It’s almost more of a mausoleum than a silvery portals along the walls. Bright motes of
wizard’s home. power drift to the floor as the magical portals
flicker. Several small, fast creatures fly out of
Portals. The portals are silvery, shimmering, and one of the portals and zoom toward you,
inert before the characters enter the room. giggling wickedly.

The Portals Open The portals let five ice mephits into the area as an
Once at least one character enters the room, the initial test.
first set of portals opens. The DM should roll Round 2:
initiative for all three of the following groups of The concentric circles of light pulse and sway,
creatures. During the first round, five ice mephits and large wolves with bright blue eyes lope
emerge on their initiative count. During the second out of the portals. Their icy-white fur is thick,
round, four winter wolves emerge on their and they do not seem to be at all discomfort-
initiative count. During the third round a young ed by the cold.
white dragon emerges on its initiative count. On In the second round, a pack of four winter wolves
round four, the portals fail to allow frost giants enter the area.
to enter, and on round 5, the portals open but Round 3:
whatever was going to come through is gone.
Again, the magic of the portals pulses, and
Suggested Tactics only one doorway has shifting movement
You may choose to use these tactics if you believe it within it. A white, hissing, reptilian form comes
through the portal with an angry stride. The
is appropriate for your game. The mephits will lay creature’s body is 10 feet long, but its writhing
down fog clouds to blind the characters and will neck and tail extend past that. It looks at you
then try to herd them into a formation that makes malevolently. Its jaws drop open and an icy
it easy for the dragon to catch them all in a breath blast rolls through the room.
weapon. The dragon has blindsight, so the mephits’ On the third round, a young white dragon enters
Fog Clouds will give the dragon cover (and the fray.
advantage on attacks against blinded foes in the
Round 4:
fog cloud). The winter wolves will move in, breathe
on as many characters as they can and then focus Two exceptionally large portals activate, and
attacks on spellcasters and lightly-armored foes you hear drums and horns, and the crash of
giant footsteps. A pack of blue-skinned giants
in the back ranks. The wolves will stay together in iron armor and furs start striding toward the
so they have advantage on attacks and will try to portals. One of them is bouncing a boulder
knock enemies prone, particularly if they can do so the size of a pony in the palm of her hand.
in front of the dragon. The dragon uses its breath Suddenly, the portal makes a harsh static
weapon immediately when it enters combat, and buzz, and then a loud pop, and goes dark
before the giants are able to push through.
then savagely attacks the front line.
On the fourth round, there are no additional
combatants.
Round 5:
Another portal opens, and a blast of frozen
arctic air rolls through the already frigid room.
You see nothing but a blank, twilight arctic
tundra past the portal.

On the fifth round, there are no additional


combatants.

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Adjusting the Encounter Developments
Here are recommendations for adjusting this Once the chilly reception has been dealt with, the
combat encounter. These are not cumulative. shimmering barrier in the archway opens, and
• Very weak party: Remove four winter characters can move to the puzzle in the next room.
wolves. They can take a short rest with no problems. If
they choose to take a long rest remind them that
• Weak party: Remove three winter the situation in Elmwood is dire but within the
wolves. sanctum they are immune to the effects of “Resting
• Strong party: Add one young white in the Cormanthor.” If the characters take a long
dragon and remove two winter wolves. rest in Grypht’s Sanctum, award them the “Late to
• Very strong party: Add one young white the Party” story reward.
dragon and add one winter wolf.

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Part 5. The
Long Sea Voyage
The characters enter the sanctum, only to discover A. The Boat. The boat is warm to the touch and,
a wickedly clever puzzle. when examined, has the words “first”, “second”,
As you move deeper into the ruined passage- “third”, and “fourth” etched into it, which can be
ways under the mountain, you emerge into made out from above. The holes on the sides and
a wider chamber, some forty feet across and top of the boat also look like they could easily fit
sixty feet long with a ten-foot-high ceiling. the tip of a 10-foot pole or the butt of a common
Dominating the center of the chamber is
a shallow, tiled pool at the base of a podium.
spear to make it easy to manipulate in the pool
The top of the podium is etched with mark- without touching the water. The boat is about a
ings, and the tiles that make up the pool are foot and a half tall.
similarly marked.
B. The Pool. The pool is about eight inches deep,
On the other side of the podium, there
is a small stone boat about a foot and a half and the floor of it is made of marked tiles that
long. There are a number of holes in the side correspond to the grid on page two of the Long Sea
of the boat, perhaps indicating it was meant Voyage Handout. The liquid of the pool is below
to be manipulated without getting into the freezing temperatures and actively hazardous.
surely frigid water.
Anyone who touches the liquid must make a DC 15
Past that, there is an archway much like
the portals in the previous room on the oppo- Constitution saving throw. Characters who fail the
site wall. There must be a way here to open it. saving throw suffer 22 (4d10) cold damage, and
characters who succeed suffer half that amount.
If the characters approach the podium, hand them On a failed attempt to speak the command
Player Handout 2 – the Long Sea Voyage. word jets spray the frigid liquid into the air, and
The “Ship Puzzle” map shows the general everyone in the room must make a Constitution
conformation of the room. saving throw or suffer damage as if they had
touched the liquid. The spray doesn’t reach to the
General Features of the Room
ceiling, so the brown mold there is not killed.
Temperature. The whole complex is frigidly cold
because of brown mold (and other magics). The C. The Portal. On the opposite end of the room,
ambient temperature is just above freezing. This there is an inactive portal. When the command
is intentional to keep Moander’s faithful out, or word “azure bonds” is spoken, it activates and
at least keep them at a disadvantage. Be sure to leads into the next area. If examined with a DC 13
remind the players that their characters’ breath Intelligence (Arcana) check, a character can tell the
steams in the air, that they have goosebumps if activation mechanism linked to the pool, pillar and
they have no cold weather gear, the water in their boat. A DC 15 Intelligence (Arcana) check leads to
waterskins has turned to icy slush, and that the a character understanding that it is operated by a
cold is pervasive. command phrase.

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D. The Podium. The podium is not magical, and its If you then look at the puzzle and read columns
etched story tells the tale on the Long Sea Voyage two and four, prime rows only (2, 3, 5, 7, and 11),
handout. you get the letters AZURE BONDS.
Watch the time – if the players are getting If someone looks at the puzzle and sees the
frustrated after a few minutes, give them a hint. words “AZURE BONDS” and correctly surmises
Give them another hint or two if they need it. that’s the password, then consider the puzzle
Reward good puzzle solving with inspiration. solved.
In order to solve the puzzle, the players must Developments
cut out the boat, and then put it on the proper
After completing the puzzle, another doorway
positions on the map. When they do, they should
magically opens revealing Grypht’s inner sanctum.
record the letters shown in the first, second, third,
If the characters take a long rest in Grypht’s
and fourth positions in that order. The captain’s
Sanctum, award them the “Late to the Party” story
log indicates that they ship should be pointed west
reward.
at the star in 1, 8 (READ). Then north towards the
heart in 6, 1 (ONLY). Then east toward the club in
12, 2 (COLS). Then south toward the smiley face
at 9,9 (TWOF). Then east toward the X at 11, 11
(OURP). Then south toward the X at 11, 11 (RIME).
Then north toward the Z at 2,3 (ROWS).
READ ONLY COLS TWO FOUR PRIME ROWS

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Part 6.
Grypht’s Sanctum
The sanctum is empty, as Grypht has long since Roleplaying VIMM
moved on. He has left a number of resources, VIMM is curious, intelligent, and possesses a
however, and a unique assistant to help him and somewhat acerbic wit. It is direct, and doesn’t
his disciples. This assistant remains here and can possess much in the way of empathy. Its main
provide the characters some exposition, a ritual to goal is to assist and inform those who make it
protect against Moander, and a special gift to aid to the sanctum in defeating Moander.
them.
Quote: “That question is irrelevant. What you
The rest of what is left of Grypht’s tower is a actually seek to know is…”
few collapsed tunnels. You manage to find
enough open passages to travel about forty What VIMM knows:
feet, where another silvery ward fades in front
of you. Inside is a large room made of lighter • Before the VIMM will talk to the characters, it
stone. It’s cool, clean, and there are many must look into their ears, noses, and throats.
large silver basins of water nearly five feet When asked about that, it points out that most
across, with walkways between them. followers of Moander have plants growing
inside their heads, and it is just making sure
General Features that the characters are not infected. Stress this
Light. The room is full of silvery light that comes as an important diagnostic characteristic of
from no apparent source. Everything is clear and followers of Moander.
sharp edged in the light. • Grypht set it up to become active when
Atmosphere. There is no dust here. The room is someone passed the tests. It doesn’t know how
spotlessly clean, to the point that it looks unreal. long it’s been because it doesn’t experience time
As the characters explore the room, a magic image when inactive.
appears: • VIMM doesn’t know where Grypht went or what
became of him.
With a shimmer of bright yellow energy,
the figure of a dark-skinned human wom- • VIMM is insubstantial, and cannot move or
an with elaborately coiffed dark hair and touch physical items.
glowing yellow eyes flickers into existence.
The figure is translucent and insubstantial, “Please go to that cabinet, and take out all
and is surrounded by yellow motes of light. three vials on the second shelf. Pour them into
She looks over the group. “You must have this basin here. This will go much easier if one
passed the tests that Grypht set. Excellent. or more of you can help with the scrying.”
In that case, you are indeed the heroes that Over the next while, the Very Intelligent Mag-
I have been waiting for. I am not actually a ic Mouth calls up and interprets images in the
person, but rather a semi-autonomous spell. basins of water.
You may think of me as a Very Intelligent In the water, you see a huge plant crea-
Magic Mouth.” The woman smiles pleasantly. ture striding through a green forest leaving
“Please tell me who you are, and why you a trail of destruction in its wake. The image
are here? Additionally, I must inspect your fades and then reappears, showing a group
ears, noses, and throats…” of reptilian humanoids with oddly shaped frills
and horns building a huge pile of dead trees.
It’s important the characters roleplay with VIMM Again, the silent images shift, and you see an
for a while. Doing so will help them internalize the eerie, low bog where the soil glows red with a
story narrative. hellish hue, and a black river slides past like a

25 ELMW1-2 / THE LOST SANCTUM:


PA RT 6
torrent of oil. A huge body of plant vines with of mushrooms and fungus in the vision—stirred
many mouths and eyes on stalks is quickly up an echo of Moander’s power.”
covered in white ice, falling apart and crack- • “What is stirring now… I cannot be sure what
ing into brittle pieces. This is some place not
in the mortal realm! The scrying pool is dark
it is. I believe it is merely an echo, a remnant of
for a long time, until you see a horrid, yet Moander’s power. The spells woven into this
lovely, female figure with long delicate veils place cannot ascertain how ‘alive’ Moander
of lichen. Her whole body is made of mush- really is.”
rooms and fungus. It’s hard to guess at her
size until demons and myconids bow at her
• “One interesting thing about Moander’s
feet, tiny in comparison to her gargantuan influence is that it thrives on decay. The undead
stature. Where she walks in the Underdark, are immune to it, as are those things that were
plant life above her writhes and coils, burst- never alive, like golems.”
ing with fecund rot, and some of the mutated
plants coil out of the ground, hauling human- • “Elmwood is the nexus of infection. That
oid corpses up as they bloom. You can see makes sense. The town is a trade hub. Surely
that some of them have mouths in the palms the cultists of Moander will use the festival to
of their hands, and that they are gnashing contaminate the food supplies of the region
their teeth hungrily, rotting tongues sticking
with the Seeds of Moander.”
out and tasting the air. The grotesque tongues
grow into towering plants, each topped by a • “Seeds of Moander are semi-magical parasitic
pulsing seed. plant seeds. They allow the dead god or one of
his powerful cultists to take over the mind of
Any character who wants to help may make a DC
a creature as they germinate and sprout. This
15 Intelligence (Arcana) check. To determine how
kills the host’s personality, drive, and artistic
many extra points of information are learned, sum
sensibilities. The infected have plants growing
the total of checks that were made, minus the
out of their ears or noses or mouths, and their
checks that were failed. These successes add to the
internal organs slowly transform into vegetable
clarity of the scrying and allowing VIMM to provide
matter.”
more information.
• “The persons and creatures infected by
Characters always learn that:
Moander’s influence, and the creatures of its
• “I will teach you a ritual that will ward off the cult, are generally quite sensitive to cold, hence
influence of Moander from an area. It’s a variant the defenses here.”
on the hallow spell that takes some time to
Finally, the VIMM has a last gift for the characters
cast. It will also serve to remove or suppress
before they leave:
Moander’s influence on the recently infected if
you can get to them quickly enough, much like a “Now, before you go, I have something else
cure disease spell specifically for this purpose.” for you that might help you resist the machi-
VIMM teaches the characters the ritual over nations of Moander’s followers. Please open
this cabinet, and then open the false back.”
the course of 8 hours, and gets them to write it
Behind the false back are two tubes of faintly
down. gleaming and intricately knotted gold wire.
• “I will also speed your journey out of the “Those are Deft Armbands of Serendipitous
Cormanthor forest, and protect you from the Magical Protection, constructed in the an-
cient Saurial way. They were originally a gift
insidious influence that has taken root among for Grypht but as he’s nowhere to be found,
the ancient trees.” and Moander’s cultists are active, you should
Extra information the characters may learn for have them.”
each successful check:
• “Apparently, a powerful demon lord associated
with rot and corruption, Zuggtmoy, has been
active in the world. Her presence—the woman

26 ELMW1-2 / THE LOST SANCTUM:


PA RT 6
Developments You press on and as you approach through
If the characters want to take a long rest they muddy roads, you can see that the prepara-
tions for the Greengrass festival were com-
can do so without interruption, and within the
pleted in your absence, with banners and
sanctum they are immune to the effects of “Resting archways set along the road leading into the
in the Cormanthor.” If the characters take a long town. As you draw nearer, off-beat music, just
rest in Grypht’s Sanctum, award them the “Late to out of tune, fills the air.
the Party” story reward. At this point they should At the entrance to town, makeshift horse
stalls have been erected and plenty of carts
be ready to leave the sanctum and go back to
are parked, and people fill the streets. Hu-
Elmwood. mans, elves, dragonborn, and more are all
dressed for the occasion in what passes for
Conclusion finery in greens and golds. And each of them
wears a wreath of vines or a crown of flowers.
If the characters have gained the “Late to the Party” Who knows how many of them could be in
story reward, read the following: Moander’s thrall, with their drunken dancing,
the loud and off-beat music, and festive garb
Realizing that the Greengrass festival is
disguising the dread god’s influence
starting, you force march through the night in
As the realization settles over you, a
order to make it on time.
young, dusty-skinned human girl and a
As the characters have finished in the Rimwood, gnome approach, each wearing flowery
crowns and arms outstretched with coils of
read the following:
vines and flowers. Excitedly they announce,
As you depart the Rimwood, the thick growth “The food came early and the party’s already
of trees does not seem as threatening and going. We made these just for you. Join us!”
misleading as it did on the way here. Though Do you join the festivities or leave while you
the VIMM appeared to be an illusion, its gift still can?
holds true and the paths out of the dense The adventure continues in ELMW01-03
Rimwood and into the edge of the Corman- for those brave enough to join the festivities!
thor forest are without threat. Despite the gifts
from VIMM, it still takes a few days to pass
to the edge of the forest. The timber cutters’
camps are empty – everyone has left for the
celebration.

27 ELMW1-2 / THE LOST SANCTUM:


PA RT 6
Rewards Part 1: 200 gp. A heavy gold torc, with deep red
rubies and shining onyx worth 500 gp. A silver
Make sure note their rewards on their adventure dagger, which is largely worthless, but the large
log sheets. Give your name and DCI number (if amethyst in the pommel is flawless with deep
applicable) so players can record who ran the indigo highlights and worth 500 gp. Interesting
session. Netherese artifacts including a white gold tiara
Experience with moonstones, an ancient ivory wand chased
with platinum, and an ancient text of Netherese
Total up all combat experience earned for
history. To the right collector, this collection would
defeated foes, and divide by the number of
be worth 300 gp.
characters present in the combat. For non-combat
experience, the rewards are listed per character. Part 5: The necromancer has a grotesque
Give all characters in the party non-combat jeweled demon skull among her belongings. It
experience awards unless otherwise noted. is plated with electrum, and is covered in a pave
of moonstone, quartz, chalcedony, and obsidian.
Combat Awards The horns have an elaborate scrimshaw of runes
Name of Foe XP per Foe in infernal. It is always warm to the touch. A
Archmage 8,400 particularly depraved sort of collector would pay
Beholder Zombie 1,800 1000 gp for it.
Ghast 450 Consumable magic items should be divided
Ghoul 200 up however the group sees fit. If more than one
Gladiator 1,800 character is interested in a specific consumable
Ice Mephit 100 magic item, the DM can determine who gets it
Knight 700 randomly should the group be unable to decide.
Ogre Zombie 450
Permanent Magic Item Distribution
Mage 2,300
White Dragon, Young 2,300 D&D Adventurers League has a system in place to
Winter Wolf 700 determine who is awarded permanent magic items
at the end of a session. Each character’s logsheet
Non-Combat Awards contains a column to record permanent magic
items for ease of reference.
Task or accomplishment XP per Char.
Puzzle 1,200 • If all the players at the table agree on one
character taking possession of a permanent
The minimum total award for each character magic item, that character gets the item.
participating in this adventure is 4,500
• In the event that one or more characters indicate
experience points.
an interest in possessing a permanent magic
The maximum total award for each character item, the character that possesses the fewest
participating in this adventure is 6,000 experience permanent magic items gets the item. If there is a
points. tie in the total number of permanent magic items
owned by contesting characters, the item’s owner
Treasure is determined randomly by the DM.
The characters receive the following treasure,
divided up amongst the party. Characters should Bracers Of Defense
attempt to divide treasure evenly whenever Wondrous item, rare (requires attunement)
possible. Gold piece values listed for sellable While wearing these bracers, you gain a +2 bonus
gear are calculated at their selling price, not their to AC if you are wearing no armor and using no
purchase price. shield.
The bracers are two arm-sized tubes of faintly
gleaming and intricately knotted gold wire.

28 ELMW1-2 / THE LOST SANCTUM:


R E WA R D S
Scroll of Blight (4th Level) A Favors and Enmity
Scroll, Rare If the characters became lost in the Cormanthor,
This scroll contains a single blight spell. A took two long rests in the Rimwood this adventure
description of this item can be found in the outside of normal travel, or took a long rest in
Dungeon Master’s Guide. Grypht’s Sanctum give them the story reward
“Late to the Party”. The consequences of this story
Scroll of Speak With Dead (3rd level)
reward will be made clear in a future adventure.
Scroll, Uncommon
Because things have gone awry when the
This scroll contains a single speak with dead spell.
characters get back to Elmwood, they cannot
A description of this item can be found in the
collect their 500 GP from the council or their
Dungeon Master’s Guide.
free spellcasting service from Shayad. Give the
Scroll of Bestow Curse (3rd level) PCs the “We owe you one!” story reward. They
Scroll, Uncommon can exchange it for the gold and free spellcasting
This scroll contains a single bestow curse spell. service in any future Elmwood adventure, provided
A description of this item can be found in the that Shayad is alive.
Dungeon Master’s Guide. If the characters made copies of or told people
about the Shield Trading Company maps and
Mage Spellbook scouting notes to the Varlaros Stones, give them
Cantrips fire bolt, light, mage hand, the story reward “Black Listed by the Shield
prestidigitation. Trading Company.” This story reward gives them
1st level detect magic, mage armor, magic disadvantage on social rolls with Shield Trading
missile, shield. Company members.
2nd level misty step, suggestion. 3rd level Renown
counterspell, fireball, fly. Each character receives one point of renown..
4th level greater invisibility, ice storm.
5th level cone of cold. Downtime
Archmage Spellbook Each character receives 10 downtime days at the
conclusion of this adventure.
Cantrips fire bolt, light, mage hand,
prestidigitation, shocking grasp. DM Rewards
1st level detect magic, identify, mage armor, You receive 1,00 XP, 500 gp, and 10 downtime
magic missile. days for running this session.
2nd level detect thoughts, mirror image, misty
step.
3rd level counterspell, fly, lightning bolt.
4th level banishment, fire shield, stoneskin.
5th level cone of cold, scrying, wall of force.
6th level globe of invulnerability.
7th level teleport.
8th level mind blank.
9th level time stop.

29 ELMW1-2 / THE LOST SANCTUM:


R E WA R D S
DM Appendix: NPC Summary Roleplaying Shayad: Shayad is calm and peaceful
woman. She does, however, react poorly to those
The following characters feature prominently in this
who make comments disrespectful of her heritage
adventure. Other town characters are available as
or who act surprised that she is a high priestess. She
part of the backdrop; please refer to the Elmwood
is a pacifist at heart and will try to dissuade others
Campaign Narrative for information about them as
from violence if possible. Though insecure about
needed.
being in the minority, she is still very confident in
Aliana Mathnir, Constable of Elmwood her abilities and enjoys the love the village has given
(ah-lee-ANNA MATH-near) her and Chauntea.
A short, but muscular woman with blue eyes and Quote: “Life is sacred and should not be thrown away,
blond hair that is kept at shoulder length. She has a no matter how rotten the soul appears to be.”
scar along her face that she got in the Burning. Prior Why she is important to the story: Shayad is
to the Burning, she was a deputy, and took over part of the driving force to keep the Greengrass
when the prior constable was killed. She always festival going as planned. She offers to reward the
offers a smile in greeting, and tries to get along with characters with a free spellcasting service if they can
everyone. She is well liked by all even when she is return with protection before the festival begins.
enforcing the law. Can be found anywhere around
town as she likes to patrol the streets when she can. Drake Holmstrumph
When in town she will help townsfolk with small Drake is an aging man who’s gradually slowing
tasks as she likes to be helpful. The Greengrass down. What he lacks in youthful energy, he makes
festival is the pride of her town, and she’s not going up in experience and wisdom. He lost his whole
to let the festival be cancelled unless it’s absolutely family in the Burning and it’s turned him into a
necessary. bitter man. However, he’s one of the oldest Survivors
Roleplaying Aliana: Aliana tries to make sure left in Elmwood and the town looks up to him. His
that all get along with her, even when she is doing ship is the Red Lock (the bowsprit is a red-haired
something they do not like (such as collecting taxes). sprite, who was carved to look like his wife). He is a
She likes to keep a neat and efficiently running merchant captain, and is well versed in all the trade
town. She is friendly and honest and likes to make routes of the Moonsea. Drake is a fearless captain,
everyone feel that they can come to her with any and he regularly ran the Phlan blockade to get
issues concerning the town. supplies into the city (for an excellent price).
Quote: “Look, just get along, okay? We have bigger Roleplaying Drake: Drake is suspicious of anyone
problems to deal with.” who’s not a survivor of the Burning, and comes off
as rather cold until you get to know him. He’s got a
Why she is important to the story: Aliana is part mercenary mindset.
of the driving force to keep the Greengrass festival
going as planned. She also offers the characters a Quote: “Aye, I can get you where you need to go. The
monetary reward for finding the cure or way to stop question is, what can ye pay for it?”
the spread of the blight that is suspected of being Why he is important to the story: The Survivors
caused by Moander. of the Burning (the destruction of Elmwood
two years ago) are an important power bloc in
Shayad, Priestess of Chauntea (shy-AD) Elmwood. Drake is desperate to keep anything else
A half-orc of stern countenance, Shayad is an from happening to Elmwood just as it’s starting to
exceedingly calm and rational woman. A pacifist, she recover.
has devoted her life to the people and lands around
Elmwood. The Greengrass festival is the greatest
point of the year for her, and she is both worried
about the town and the festival due to the recent
troubles of supernatural rot.

30 ELMW1-2 / THE LOST SANCTUM:


APPENDIX
Thyra Stoneshoulders Yao Seiju, Shield Company Leader
Thyra is tall for a dwarf, and has a lovely plump (YA-ow See-Juu)
figure. She dresses in nice gowns that show off her Yao Seiju is a half elf that strongly favors his
figure in deep clear gem colors. She’s gracious and Shou ancestry. He is handsome, erudite, polite,
has a very sharp wit that’s started more than a few well-educated, good to his word, and a ruthless
arguments. She’s the barkeep at the Silvery Gem. businessman. He is popular around town, and
Thyra is a refugee from Phlan, and keeps a sketch known to be generous, and often buying a round
of Fat Mar (a good friend of hers) in the bar behind for the whole bar at some establishments in town.
her. She used to serve drinks for him at the Laughing Yao Seiju is extremely friendly and enjoys chatting
Goblin before it was destroyed by Vorgansharax. up any person of quality that he meets to find out
She’s become the unofficial speaker for the Phlan more about what’s going on and who’s in town. He
refugees, and enjoys reminiscing about the good is substantially invested in the Greengrass festival
times. occurring on time as it is one of the most fertile
Roleplaying Thyra: Thyra is professional and times for making business deals, and he has already
warm as a barkeep, and enjoys getting drawn into paid for grain from rival towns on the Moonsea to
philosophical conversations. supply the festival.
Quote: “Hah, that’s a good one. Want another round Roleplaying Yao Seiju: Yao Seiju is a calculating
of cabbage soup? Just like the good old days.” man that likes to live the luxurious life. He is willing
to make a deal on most anything as long as he can
Why she is important to the story: Thyra supplies
get the better end of it. He is willing to do whatever
important details about the Varlaros Stones.
is necessary to make a profit.
Quote: “If I do this for you, what’s in it for me?”
Why he is important to the story: Yao is one of the
council members pushing for the Greengrass festival
to not be delayed. He knows about the Varlaros
Stones, and offers the characters the scouting
reports to lead them there.

31 ELMW1-2 / THE LOST SANCTUM:


APPENDIX
Elmwood at a Glance The various disasters happening around the
Moonsea in Phlan, Hillsfar, Mulmaster, and the
DMs can use this information as needed to help Underdark have led to a refugee crisis in the area –
flesh out encounters in Elmwood proper. but Elmwood needs people! The unstated policy is
Population. Approximately 1,500 and growing. that anyone is welcome, as long as they are willing
Races. Humans are the most numerous to keep the peace and work the land.
demographic (50%). Elves (15%) and half-elves Culture - Crime is relatively rare, due, to the Order
(25%) are the most common nonhumans. of the Gauntlet and the Lords’ Alliance lending
Alignment. Elmwood tends toward lawful (as their influence and manpower to peacekeeping in
influenced by Mulmaster) and towards neutral. Elmwood. There is also a strong social pressure
for everyone to do their part for the common good
LAW NEUTRAL CHAOS
because the memories of the Burning are still
GOOD 8% 31% 8% fresh.
NEUTRAL 18% 18% 0% There is friction between the survivors and the
EVIL 10% 7% 0% refugees. The survivors are having to process their
whole social order changing. While the survivors
History of Elmwood - Elmwood is an old town are sometimes not good hosts, the refugees are
which was founded 1,300 years ago. It has no sometimes not good guests.
valuable natural resources worth stealing (like
Climate - Like the rest of the Moonsea region,
gems or precious metals). The long history of the
Elmwood is quite cool (consider the climate to be
town is both peaceful and boring. They have been
similar to Montreal, Canada). Elmwood is cool in
exporting fish and fine elm wood to Mulmaster
the summer (highs about 70°F, 20°C) and cold in
for centuries. As Mulmaster grew in size and
might, Elmwood became a vassal of the “City of the winter (highs around 20°F, -6°C).
Danger”. The nobility of Mulmaster (particularly Economy - Elmwood exports timber and fish and
the Culkin family) bought some of the land and there is a small merchant fleet that calls Elmwood
began to manage it directly. About two years home. While Elmwood now produces some crops,
ago. The Cult of the Eternal Flame accidentally meat, and dairy, they still must import food until
detonated a devastation orb in Elmwood. When agricultural production becomes self-sustaining.
the orb detonated, it created a 1-mile-wide area of Goats and sheep do well in Elmwood, as they are
intense, extreme dry heat for a full day. Wildfires small enough to be herded into barns during the
started within the first hour. Anyone who didn’t long cold winter. Industry in Elmwood is starting
flee was caught in the fires. For the next hellish to grow given the need to rebuild. Any complex
day, people tried to save what they could from the specialty items must be purchased in Mulmaster.
burning. Most of the population was killed, and the Government - Elmwood has never been big
vegetation and buildings were burned. enough to have much of a formal system of
Elmwood Today - In the wake of “The Burning,” government. In the past, a constable was chosen
Elmwood was destroyed, but the survivors by popular assent. Given that the rebuilding is a
decided to rebuild. Since then, houses and inns and much larger effort, Elmwood has expanded its
industries have been rebuilt, and the land cleared government services. The constable has appointed
by the Burning has been turned into a patchwork six deputies. These officials can arrest lawbreakers,
of farms. The area is alive with the sound of as well as assemble and lead a militia.
hammering all day as new buildings are built.

32 ELMW1-2 / THE LOST SANCTUM:


APPENDIX
Organizations The Emerald Enclave - is making sure that the
Refugee Groups - There are semi-organized farms are set up appropriately, and that people
groups of Phlan, Hillsfar, and Drow refugees. aren’t taking too much timber from the forest for
Survivors - The Elmwood survivors tend to stick rebuilding. Rogon Stragoth is the official faction
together. contact. The druids circle in the Grove of Eldath is
very friendly with the Emerald Enclave.
Elmwood Council - The Council meets every
week or so. The Elmwood council consists of: The Lords’ Alliance - want to boost trade
Aliana Mathnir (Constable), Alksuth Cork (Head and security so that the area is peaceful and
of Sailfollowers), Aranda Fletcher (Head of prosperous. Norin Steelstrike is the faction contact
Greenstriders), Drake Holmstrumph (Leader of the for the Lords’ Alliance. She works at the Shield
Survivors), Kala Namak (Deputy, Leader of Hillsfar Trading Company.
Refugees), Larissa Aerasumé (Priestess of Selûne), The Zhentarim - are making money and gaining
Nils Sankt (Priest of Bane), Shayad (Priestess influence over important people in the area. The
of Chauntea), Thyra Stoneshoulders (Leader of banker from Semyon and Daughters – Fiorei
Phlan Refugees), and Yao Seiju (Head of the Shield Semyon – is the faction contact for the Zhentarim.
Trading Company). Important Locations
Greenstriders - The Greenstriders are a semi- Elmwood Hall – is a new, sturdy two-story
official professional organization of foresters and building made out of elmwood. The downstairs
scouts that cooperate with each other to bring in hosts the offices for the city officials. The upstairs
timber. is the Constable’s office and home.
Sailfollowers - The Sailfollowers are a tightly The Grove of Eldath - was a shelter during the
organized group of shipping captains, fishers and Burning, and the survivors are grateful to the
sailors. They bargain as a group to make sure druids there. The grove itself was mostly burned to
shipping deals are handled fairly and to prevent the ground, except for thirteen giant elm trees.
arguments over fishing grounds.
Karsure’s Axelworks and Smithy – produces fine
Semyon and Daughters Bank – This bank has elmwood: wagons, carriages, wheels, and various
underwritten most of the loans in Elmwood, so metalwork (but not weapons). The smith can silver
it’s in their best interest to see that the town weapons for normal costs.
is protected, well managed, and prosperous so
The Last Book Boardinghouse (poor 2 sp/day)
people can pay back those loans.
- is a ramshackle mansion that was not burned
Shield Trading Company – This is a small entirely to the ground, and has been partially
merchant house that has opened up a warehouse, repaired. The rooms are very basic, but they’re
an inn, and a trade office in Elmwood to capitalize clean. The boardinghouse does not serve food.
on trade in the area.
Moline’s Sundries and Equipment – sells
The Factions adventuring gear, weapons and armor in the
The Harpers - want to make sure the refugees are Players Handbook worth less than 100 GP. A
not abused and are not cultists of the dragon or variety of goods is displayed through the front
elemental evil, or mad. The contact for the Harpers windows.
is Ragnir Nejit, the innkeep of the Silvery Gem. Oghma’s Ointments and Unguents – is run by
The Order of the Gauntlet - has two major goals. the only apothecary in town. It sells alchemist’s
The first is to check the influence of the Church of supplies and other reasonable alchemy and
Bane and to promote justice and peace in Elmwood herbalism items.
during the rebuilding. The faction contact for the
Order of the Gauntlet is Granthar Copperhelm who
runs the local shrine to Tempus.

33 ELMW1-2 / THE LOST SANCTUM:


APPENDIX
The Phoenix House (wealthy 4 gp/day) - is a Elmwood Council
large public house and inn that is elaborately and Aliana Mathnir, Constable – LN female human
expensively furnished. It caters to adventurers. Veteran. Brown hair, blue eyes, brown skin. Aliana
There are a few conference rooms as well as a well- is more interested in the greater good than in
stocked wine cellar and extensive hot baths. penalizing every small infraction. She likes to keep
The Phoenix Monument - is a memorial marker a neat and efficiently running town. She is friendly
for all of the people who died in the Burning. It is and honest. Likely at Elmwood Hall.
a large fountain with a golden phoenix rising from Alksuth Cork, Head of Sailfollowers – CG male
ashes lit by continual flame spells. human Bandit Captain. Bald head, gray eyes, brown
The Refugee Barracks (squalid, 1 sp/day) - is skin. Alksuth has a sharp wit and a booming voice.
where refugees can live for free. The cost is paid by He’s gregarious, if somewhat ill-tempered. He
taxes on the other citizens of Elmwood. likes to ask a lot of questions and see what makes
The Shield Trading Company – is a trading house people tick. Likely at the docks.
along the docks. Aranda Fletcher, Head of the Greenstriders –
The Shrine to Tempus – is a small military field NG female half elf Scout. Blond hair, brown eyes,
camp and open pavilion. golden skin. Aranda looks out for others but only
if they are willing to help themselves. Likely at
The Sign of the Shield (aristocratic, 10 gp/day) -
Wayfarer’s Rest Inn.
is the finest inn in Elmwood. It is owned by Shield
Trading Company and is mainly used for their Drake Holmstrumph, Leader of the Survivors –
business. NE male human Guard. Gray hair, dark eyes, brown
skin. Drake is suspicious of anyone who’s not a
The Silvery Gem Inn (modest 1 gp/day) - is
survivor of the Burning, and comes off as rather
comfortable, friendly, and has really delicious
cold until you get to know him. Likely at the docks.
cabbage soup. It is the official central meeting
place for the Phlan refugees. Kala Namak, Deputy, Leader of Hillsfar
Refugees – LE female dragonborn Knight. Purple
Stone’s Dwarf Inn (comfortable 2 gp/day) - is a
eyes, black scales. She is patient, thoughtful, and
whimsical inn run by a gnome illusionist. Children
cunning. She uses her reputation and position as a
go to school there in the mornings. There is a very
shield and is more likely to threaten her way into
lifelike stone dwarf in the front yard.
finding what she wants/needs. Likely at Elmwood
The Temple of Chauntea “The Bounty of the Hall.
Goddess” - contains a large structure and elaborate
Larissa Aerasumé, Cleric of Selûne – NG female
gardens. Many farmers and ranchers are adherents
half elf Cleric 9. Black hair, blue eyes, black skin.
of Chauntea.
Larissa is a calm and thoughtful woman. She has a
The Temple of Selûne “The Path of Silver Light” penchant for seeing all parts of life, the good and
- is the center of faith in Elmwood, and the oldest the bad, as part of Selûne’s divine plan. Likely at
religious faith in town. The prior temple was The Path of Silver Light temple to Selûne.
destroyed in the burning, and rebuilt with help
Nils Sankt, Cleric of Bane – LE male human Cleric
from the elves. Many survivors and elves pay their
9. Bald head, blue eyes, white skin. Nils is quite
respects here.
cranky about being old. He remembers better days
The Temple of Bane “The Black Lord’s Fist” - is and likes to tell people about how it used to be.
newly built by philanthropists from Mulmaster. He will argue about almost anything. Likely at The
Given that this is the official faith of Mulmaster, the Black Lord’s Fist temple to Bane.
Temple is very important in Elmwood.
The Wayfarer’s Rest Tavern (modest 1 gp/day)
- is a modestly priced inn that caters to the docks
area in specific. Ship captains and officers stay
here.

34 ELMW1-2 / THE LOST SANCTUM:


APPENDIX
Shayad, Cleric of Chauntea – NG female half orc Rogon Stragoth, Emerald Enclave – N male half
Cleric -9. Brown hair, green eyes, gray skin. Shayad orc Scout. Brown hair, brown eyes, gray skin. He
is calm and peaceful woman. She reacts poorly to works closely with Shevarra Dyernina and the
those who make comments disrespectful of her other druids in Eldath’s grove as well. Rogon
heritage. She is a pacifist at heart and will try to is very secretive with his association with the
dissuade others from violence if possible. Likely at Emerald Enclave. Rogon does not put up with
The Bounty of the Goddess temple to Chauntea. racial hatred – he got enough of that in Hillsfar to
Thyra Stoneshoulders, Leader of Phlan last him his whole life. Likely at his ranch or out in
Refugees – LN female dwarf Guard. Red hair, the forest.
brown eyes, rosy skin. Thyra is professional and Norin Steelstrike, Lord’s Alliance – LN female
warm as a barkeep, and enjoys getting drawn into dwarf Spy. Brown hair, black eyes, copper
philosophical conversations. Likely at the Silvery skin. She keeps this work completely separate
Gem Inn. from the Shield Trading Company and takes
Yao Seiju, Local Leader of the Shield Trading her responsibilities deadly seriously. Norin is
Company – LE male half elf Noble. Black hair, inquisitive and asks questions whenever she
brown eyes, golden skin. Yao Seiju is a calculating thinks it is appropriate. Likely at the Shield Trading
man that likes to live the luxurious life. He is Company.
willing to make a deal on most anything as long as Fiorei Semyon, Zhentarim – LE female human
he can get the better end of it. Likely at the Shield Noble. Black hair, dark eyes, mahogany skin. The
Trading Company. rest of Semyon and Daughters doesn’t know that
she’s in bed with the Black Network, so she’s
Faction Contacts
extremely circumspect with her dealings for
Ragnir Nejit, Harpers – NG male dragonborn faction business. Fiorei thinks before she speaks,
Knight. White eyes and white scales. He is and has a “can do” attitude. Of course, she always
extremely secretive and serious about Harper makes sure that the things that get done benefit
business. He owes his life to the Harpers for Semyon and Daughters. Likely at the Sign of the
rescuing him from the Hillsfar arena. Ragnir is a Shield.
no nonsense kind of guy. He knows the lay of the
land and so he expects to get what he deserves. He
doesn’t want to see anyone hurt, but a little cut or
bruise is just a learning experience. Likely at the
Silvery Gem Inn.
Granthar Copperhelm, Priestess of Tempus,
Order of the Gauntlet – N female dwarf Priest.
Black hair, brown eyes, brown skin. She’s a gruff
soldier, formerly from Phlan, but has taken well to
being a leader and protector in Elmwood. Likely at
the Shrine to Tempus.

35 ELMW1-2 / THE LOST SANCTUM:


APPENDIX
Appendix: Knight
Medium humanoid (any race), any alignment
NPC / Monster Statistics Armor Class 18 (plate)
Hit Points 52 (8d8 + 16)
Ape Speed 30 ft.
Medium beast, unaligned STR DEX CON INT WIS CHA
Armor Class 12 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
Hit Points 19 (3d8 + 6)
Speed 30 ft., climb 30 ft. Saving Throws Con +4, Wis +2
STR DEX CON INT WIS CHA Senses passive Perception 10
16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2) Languages any one language (usually Common)
Challenge 3 (700 XP)
Skills Athletics +5, Perception +3
Brave. The knight has advantage on saving throws
Senses passive Perception 13
against being frightened.
Languages –
Challenge 1/2 (100 XP) Actions
Actions Multiattack. The knight makes two melee attacks.
Multiattack. The ape makes two fist attacks. Greatsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack: +2 to
hit, range 100/400 ft., one target. Hit: 5 (1d10)
Rock. Ranged Weapon Attack: +5 to hit, range
piercing damage.
25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
damage. Leadership (Recharges after a Short or Long
Rest). For 1 minute, the knight can utter a special
Bandit command or warning whenever a nonhostile
Medium humanoid (any race), any non-lawful alignment creature that it can see within 30 feet of it makes
Armor Class 12 (leather armor) an attack roll or a saving throw. The creature
Hit Points 11 (2d8 + 2) can add a d4 to its roll provided it can hear and
understand the knight.
Speed 30 ft.
A creature can benefit from only one
STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Leadership die at a time. This effect ends if the
knight is incapacitated.
Senses passive Perception 10 Reactions
Languages – Parry. The knight adds 2 to its AC against one
Challenge 1/8 (25 XP) melee attack that would hit it. To do so, the knight
must see the attacker and be wielding a melee
Actions weapon.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit,
range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1)
piercing damage.

36 ELMW1-2 / THE LOST SANCTUM:


APPENDIX
Mage Gladiator
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor) Armor Class 16 (studded leather, shield)
Hit Points 40 (9d8) Hit Points 112 (15d8 + 45)
Speed 30 ft. Speed 30ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) 18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)

Saving Throws Int +6, Wis +4 Saving Throws Str +7, Dex +5, Con +6
Skills Arcana +6, History +6 Skills Athletics +10, Intimidation +5
Senses passive Perception 11 Senses passive Perception 11
Languages any four languages Languages any one language (usually Common)
Challenge 6 (2,300 XP) Challenge 5 (1 ,800 XP)
Spellcasting. The mage is a 9th-level spellcaster. Brave. The gladiator has advantage on saving
Its spellcasting ability is Intelligence (spell save DC throws against being frightened.
14, +6 to Brute. A melee weapon deals one extra die of its
hit with spell attacks). The mage has the following damage when the gladiator hits with it (included in
wizard spells prepared: the attack).
Cantrips (at will): fire bolt, light, mage hand, Actions
prestidigitation
Multiattack. The gladiator makes three melee
1st level (4 slots): detect magic, mage armor, attacks or two ranged attacks.
magic missile, shield
Spear. Melee or Ranged Weapon Attack: +7 to hit,
2nd level (3 slots): misty step, suggestion reach 5 ft. and range 20/60 ft ., one target. Hit: 11
3rd level (3 slots): counterspell, fireball, fly (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing
4th level (3 slots): greater invisibility, ice storm damage if used with two hands to make a melee
5th level (1 slot): cone of cold attack.
Shield Bash. Melee Weapon Attack: +7 to hit, reach
Actions 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning
Dagger. Melee or Ranged Weapon Attack: +5 to damage. If the target is a Medium or smaller
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 creature, it must succeed on a DC 15 Strength
(1d4 + 2) piercing damage. saving throw or be knocked prone.
Reactions
Parry. The gladiator adds 3 to its AC against
one melee attack that would hit it. To do so, the
gladiator must see the attacker and be wielding a
melee weapon.

37 ELMW1-2 / THE LOST SANCTUM:


APPENDIX
Archmage Ogre Zombie
Medium humanoid (any race), any alignment Large undead, neutral evil
Armor Class 12 (1 5 with mage armor) Armor Class 8
Hit Points 99 (18d8 + 18) Hit Points 85 (9d10 + 36)
Speed 30ft. Speed 30ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3) 19 (+4) 6 (-2) 18 (+4) 3 (-4) 6 (-2) 5 (-3)

Saving Throws lnt +9, Wis +6 Saving Throws Wis +0


Skills Arcana +13, History +13 Damage Immunities poison
Damage Resistance damage from spells; non Condition Immunities poisoned
magical bludgeoning, piercing, and slashing (from Senses darkvision 60ft., passive Perception 8
stoneskin) Languages understands Common and Giant but
Senses passive Perception 12 can’t speak
Languages any six languages Challenge 2 (450 XP)
Challenge 12 (8,400 XP) Undead Fortitude. If damage reduces the zombie
to 0 hit points, it must make a Constitution saving
Magic Resistance. The arch mage has advantage throw with a DC of 5 +the damage taken, unless
on saving throws against spells and other magical the damage is radiant or from a critical hit. On a
effects. success, the zombie drops to 1 hit point instead.
Spellcasting. The archmage is an 18th-level
spellcaster. Its spellcasting ability is Intelligence Actions
(spell save DC 17, +9 to hit with spell attacks). The Morningstar. Melee Weapon Attack: +6 to
arch mage can cast disguise self and invisibility at hit, reach 5 ft., one target. Hit: 13 (2d8 + 4)
will and has the following wizard spells prepared: bludgeoning damage.
Cantrips (at will): fire bolt, light, mage hand, Ghoul
prestidigitation, shocking grasp Medium undead, chaotic evil
1st level (4 slots): detect magic, identify, mage Armor Class 12
armor*, magic missile Hit Points 22 (5d8)
2nd level (3 slots): detect thoughts, mirror image, Speed 30 ft.
misty step STR DEX CON INT WIS CHA
3rd level (3 slots): counterspell,fly, lightning bolt 13 (+1) 15 (+2) 10 (+0) 7 (−2) 10 (+0) 6 (−2)
4th level (3 slots): banishment, fire shield,
stoneskin* Damage Immunities poison
5th level (3 slots): cone of cold, scrying, wall of Condition Immunities charmed, exhaustion,
force poisoned
Senses darkvision 60 ft., passive Perception 10
6th level (1 slot): globe of invulnerability
Languages Common
7th level (l slot): teleport
Challenge 1 (200 XP)
8th level (l slot): mind blank*
9th level (l slot): time stop Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
*The archmage casts these spells on itself before
one creature. Hit: 9 (2d6 + 2) piercing damage.
combat.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Actions one target. Hit: 7 (2d4 + 2) slashing damage. If the
Dagger. Melee or Ranged Weapon Attack: +6 to hit, target is a creature other than an elf or undead, it
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (ld4 must succeed on a DC 10 Constitution saving throw
+ 2) piercing damage. or be paralyzed for 1 minute. The target can repeat
the saving throw at the end of each of its turns,
ending the effect on itself on a success.

38 ELMW1-2 / THE LOST SANCTUM:


APPENDIX
Ghast Saving Throws Wis +2
Medium undead, chaotic evil Damage Immunities poison
Armor Class 13 Condition Immunities poisoned
Hit Points 36 (8d8) Senses darkvision 60ft., passive Perception 9
Speed 30ft. Languages understands Deep Speech and
STR DEX CON INT WIS CHA Undercommon but can’t speak
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1) Challenge 5 (1 ,800 XP)
Undead Fortitude. If damage reduces the zombie
Damage Resistances necrotic
to 0 hit points, it must make a Constitution saving
Damage Immunities poison throw with a DC of 5 +the damage taken, un less
Condition Immunities charmed, exhaustion, the damage is radiant or from a critical hit. On a
poisoned success, the zombie drops to 1 hit point in stead.
Senses darkvision 60ft., passive Perception 10
Actions
Languages Common
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Challenge 2 (450 XP) one target.
Stench. Any creature that starts its turn within Hit: 14 (4d6) piercing damage.
5 feet of the ghast must succeed on a DC 10
Eye Ray. The zombie uses a random magical eye
Constitution saving throw or be poisoned until the
ray, choosing a target that it can see within 60 feet
start of its next turn. On a successful saving throw,
of it.
the creature is immune to the ghast’s Stench for 24
hours. 1. Paralyzing Ray. The targeted creature must
succeed on a DC 14 Constitution saving throw
Turning Defiance. The ghast and any ghouls
or be paralyzed for 1 minute. The target can
within 30 feet of it have advantage on saving
repeat the saving throw at the end of each of its
throws against effects that turn undead.
turns, ending the effect on itself on a success.
Actions 2. Fear Ray. The targeted creature must succeed
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., on a DC 14 Wisdom saving throw or be
one creature. Hit: 12 (2d8 + 3) piercing damage. frightened for 1 minute. The target can repeat
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., the saving throw at the end of each of its turns,
one target. Hit: 10 (2d6 + 3) slashing damage. If the ending the effect on itself on a success.
target is a creature other than an undead, it must 3. Enervation Ray. The targeted creature must
succeed on a DC 10 Constitution make a DC 14 Constitution saving throw, taking
saving throw or be paralyzed for 1 minute. The 36 (8d8) necrotic damage on a failed save, or
target can repeat the saving throw at the end of half as much damage on a successful one.
each of its turns, ending the effect on itself on a 4. Disintegration Ray. If the target is a creature,
success. it must succeed on a DC 14 Dexterity saving
throw or take 45 (10d8) force damage. If this
Beholder Zombie damage reduces the creature to 0 hit points, its
Large undead, neutral evil body becomes a pile of fine gray dust.
Armor Class 15 (natural armor) If the target is a Large or smaller non
Hit Points 93 (11d10 + 33) magical object or creation of magical force, it
Speed 0 ft., fly 20ft. (hover) is disintegrated without a saving throw. If the
STR DEX CON INT WIS CHA target is a Huge or larger non magical object or
10 (+0) 8 (-1) 16 (+3) 3 (-4) 8 (+1) 5 (-3) creation of magical force, this ray disintegrates
a 10-foot cube of it.

39 ELMW1-2 / THE LOST SANCTUM:


APPENDIX
Ice Mephit Winter Wolf
Small elemental, neutral evil Large monstrosity, neutral evil
Armor Class 11 Armor Class 13 (natural armor)
Hit Points 21 (6d6) Hit Points 75 (10d10 + 20)
Speed 30 ft., fl y 30ft. Speed 50 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (+0) 9 (-1) 11 (+0) 12 (+1) 18 (+4) 13 (+1) 14 (+2) 7 (−2) 12 (+1) 8 (−1)

Skills Perception +2, Stealth +3 Skills Perception +5, Stealth +3


Damage Vulnerabilities bludgeoning, fire Damage Immunities cold
Damage Immunities cold, poison Senses passive Perception 15
Condition Immunities poisoned Languages Common, Giant, Winter Wolf
Senses darkvision 60ft., passive Perception 12 Challenge 3 (700 XP)
Languages Aquan, Auran Keen Hearing and Smell. The wolf has advantage
Challenge 1/2 (100 XP) on Wisdom (Perception) checks that rely on
hearing or smell.
Death Burst. When the mephit dies, it explodes in
a burst of jagged ice. Each creature within 5 feet Pack Tactics. The wolf has advantage on an attack
of it must make a DC 10 Dexterity saving throw, roll against a creature if at least one of the wolf’s
taking 4 (1d8) slashing damage on a failed save, or allies is within 5 feet of the creature and the ally
half as much damage on a successful one. isn’t incapacitated.
False Appearance. While the mephit remains Snow Camouflage. The wolf has advantage on
motionless, it is indistinguishable from an ordinary Dexterity (Stealth) checks made to hide in snowy
shard of ice. terrain.
Innate Spellcasting (1/Day). The mephit can Actions
innately cast fog cloud, requiring no material Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
components. Its innate spellcasting ability is one target.
Charisma.
Hit: 11 (2d6 + 4) piercing damage. If the target is
Actions a creature, it must succeed on a DC 14 Strength
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., saving throw or be knocked prone.
one creature. Hit: 3 (1d4 + 1) slashing damage plus Cold Breath (Recharge 5–6). The wolf exhales
2 (ld4) cold damage. a blast of freezing wind in a 15-foot cone. Each
Frost Breath (Recharge 6). The mephit exhales a creature in that area must make a DC 12 Dexterity
15-foot cone of cold air. Each creature in that area saving throw, taking 18 (4d8) cold damage on a
must succeed on a DC 10 Dexterity saving throw, failed save, or half as much damage on a successful
taking 5 (2d4) cold damage on a failed save, or half one.
as much damage on a successful one.

40 ELMW1-2 / THE LOST SANCTUM:


APPENDIX
Young White Dragon
Large dragon, chaotic evil
Armor Class 17 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 40ft., burrow 20ft., fly 80ft., swim 40ft.
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 6 (-2) 6 (-2) 11 (+0)

Saving Throws Dex +3, Con +7, Wis +3, Cha +4


Skills Perception +6, Stealth +3
Damage Immunities cold
Senses blindsight 30ft., darkvision 120ft., passive
Perception 16
Languages Common, Draconic
Challenge 6 (2,300 XP)
Ice Walk. The dragon can move across and climb
icy surfaces without needing to make an ability
check. Additionally, difficult terrain composed of
ice or snow doesn’t cost it extra moment.
Actions
Multiattack. The dragon makes three attacks: one
with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10ft.,
one target. Hit: 15 (2d10 + 4) piercing damage plus
4 (1d8) cold damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft .,
one target. Hit: 11 (2d6 + 4) slashing damage.
Cold Breath (Recharge 5-6). The dragon exhales
an icy blast in a 30-foot co ne. Each creature in that
area must make a DC 15 Constitution saving throw,
taking 45 (10d8) cold damage on a failed save, or
half as much damage on a successful one.

41 ELMW1-2 / THE LOST SANCTUM:


APPENDIX
Captain’s Log
Before I came to Finder and Crusader, I travelled far seeking knowledge of Moander. One part of
my journey was by sea to seek allies. If you can decipher the captain’s log, you may count yourself
among them in the unending fight against Moander.
Here begins the record of the voyage of the Passed Phrase, a fine two-masted schooner out of
Melvaunt. May Umberlee’s blessings always be upon this ship and her crew. As Captain ‘tis my
sacred duty to record all the landmarks we visited and events that transpired upon our journey on
the Moonsea.
As is the right and proper custom, whenever we drop the anchor, it will always be with our
bowsprit pointing directly at the island in front of us, not covering that island on our sea chart. We
don’t want the ship to run aground, after all! Also, at no time would any part of our ship ever leave
the confines of the sea chart. I’m not brave enough to take my vessel into uncharted waters.
Our voyage began, as all voyages should, with the navigator aiming us straight and true at
the brightest star on the horizon. We were facing West, praying for favorable winds.
Our course turned us to the North, where we found ourselves visiting an island filled with fair
maidens. Half the crew had declared their undying love and leapt overboard, before the ship’s wizard
realized that it was the foul magic of the sirens luring them to their deaths! Fortunately we were
able to recover most of the men, although I had to lash a few of them to the mast as we sailed away.
Okay, okay, I had to lash myself to the mast too.
Making a hasty getaway, I ordered the helmsman to point the ship East. We soon reached a
well-known haven for pirates and ne’er-do-wells of all sorts. I’m not ashamed to admit that I have a
few such types in my own crew. Still, we had to dip into the emergency rum stash and club a few
of the men unconscious to drag them out of the bars and back onto the ship.
The men were all smiles when we reached our next destination, on a heading due South. Quite a
pretty island it was, and the natives were friendly. We sold our cargo and made some repairs. Even
better, I traded a few worthless trinkets for a treasure map!
X marks the spot, they always say, and ‘twas true in this case also. The map was a bit unclear,
but I finally figured out the right island to dig on, because it was the only one on my sea chart
whose row and column numbers were the same. And they said all those years of Arr-ithmetic
wouldn’t help me in Captain School! Ha! We pulled up to the island facing East and started
digging.
The map turned out to be trickier than I realized, though. Several of the landmarks we needed
could only be found when the shadows were cast in the right direction. We had to pivot the ship
ninety degrees, but still pointed at the same island, before we were able to read the map properly and
dig up the treasure.
Our hold laden with riches, ‘twas time to take our ship and crew home. I needed a good night’s
sleep for sure after all those months at Zee. Er, I mean, sea. We had a few options, but I liked the
look of a little island where I could point the ship North and have the star that guided us when we
first set out covered by the stern. It’s always good luck when you can end a voyage on the same
omen where you started it.
And that’s the whole story! Mayhap by following this tale and reconstructing the stops we
made on our voyage, you can learn something of value.

ELMW1-2 / THE LOST SANCTUM:


42 APPENDIX
43 ELMW1-2 / THE LOST SANCTUM:
APPENDIX
Map - Part 2 Death Stalks the Woods “Dig Site”

44 ELMW1-2 / THE LOST SANCTUM:


APPENDIX
Map - Part 3 We Got Here First “Standing Stones”

45 ELMW1-2 / THE LOST SANCTUM:


APPENDIX
Map - Part 4 A Chilly Reception

46 ELMW1-2 / THE LOST SANCTUM:


APPENDIX
Map - Part 5 Long Sea Voyage and Map - Part 6 Grypht’s Sanctum

47 ELMW1-2 / THE LOST SANCTUM:


APPENDIX
Travel Map

48 ELMW1-2 / THE LOST SANCTUM:


APPENDIX
ELMW1-2 / THE LOST SANCTUM:
49 APPENDIX
50 ELMW1-2 / THE LOST SANCTUM:
APPENDIX
THE BATTLE OF
ELMWOOD
DAVE BRAINARD, BEN HEISLER, AND PAIGE LEITMAN, WITH AMPLE ASSISTANCE
FROM JEREMY ARNOLD, ALBERT DEGENAAR, CALEB FOTH, JASON GONDING, JIM
HARRISON, GINNY LOVEDAY, ERIC MENGE, M. SEAN MOLLEY, AND KEATON STAMPS.
Adventure Code: ELMW1-3

As the Greengrass Festival gets under way, one might have a sneaking suspicion
that something is awry. Will the adventurers be able to save their new home in
the Battle of Elmwood?
A four-hour adventure for 5th-10th Level Characters

Producer: Baldman Games


Core Administrator: Shawn Merwin
Editing and Layout: Encoded Designs
Cartography: The Elmwood Crew
Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall,
Claire Hoffman, Greg Marks, Alan Patrick

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will be given to the following as a charitable donation:

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https://secondharvestetn.org/

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INTRODUCTION
Welcome to ELMW1-3 The Battle of Elmwood , a D&D Adventurers
League adventure, Part Three of the Misaligned Trilogy

This adventure is designed for three to seven 5th - 10th level characters, and is
optimized for five 8th-level characters. Characters outside this level range cannot participate in
this adventure.
The adventure is set in Elmwood and in The Lost Vale.

The D&D Adventurers League Preparing the Adventure


This adventure is official for D&D Adventurers Before you show up to Dungeon Master this
League play. The D&D Adventurers League is the adventure for a group of players, you should do the
official organized play system for DUNGEONS & following to prepare.
DRAGONS®. Players can create characters and • Make sure to have a copy of the most current
participate in any adventure allowed as a part of version of the D&D Basic Rules or the Player’s
the D&D Adventurers League. As they adventure, Handbook.
players track their characters’ experience, treasure, • Read through the adventure, taking notes
and other rewards, and can take those characters of anything you’d like to highlight or remind
through other adventures that continues their story. yourself while running the adventure, such as a
If you’re running this adventure as a part of a way you’d like to portray an NPC or a tactic you’d
store event or at certain conventions, you’ll need a like to use in a combat.
DCI number. This number is your official Wizards of • Get familiar with the monster statistics in the
the Coast organized play identifier. If you don’t have Appendix.
a number, you can obtain one at a store event. Check
with your organizer for details. • Gather together any resources you’d like to
use to aid you in running this adventure--such
D&D Adventurers League play is broken up into as notecards, a DM screen, miniatures, and
storyline seasons. When players create characters, battlemaps.
they attach those characters to a storyline season,
which determines what rules they’re allowed to • If you know the composition of the group
use to create and advance their characters. Players beforehand, you can make adjustments as noted
can continue to play their characters after the throughout the adventure.
storyline season has finished, possibly participating
in a second or third storyline with those same
characters. A character’s level is the only limitation
for adventure play. A player cannot use a character
of a level higher or lower than the level range of a
D&D Adventurers League adventure.
For more information on playing, running
games as a Dungeon Master, and organizing games
for the D&D Adventurers League, please visit the
D&D Adventurers League home at:
www.dndadventurersleague.org

3 E L M W 1 - 3 / T H E B AT T L E O F E L M WO O D :
I N T RO D U C T I O N
Before Play at the Table Adjusting the Adventure
Ask the players to provide you with relevant Throughout this adventure, you may see sidebars
character information: to help make adjustments for smaller/larger
• Character name and level groups, and characters of higher/lower levels than
the optimized group. Most of the time, this is used
• Character race and class
for combat encounters.
• Passive Wisdom (Perception)—the most
You may adjust the adventure beyond the
common passive ability check
guidelines given. For example, if you’re playing
• Anything notable as specified by the adventure with a group of inexperienced players, you might
(such as backgrounds, traits, flaws, etc.) want to make the adventure a little easier; for
Players that have characters outside the very experienced players, you may want to make
adventure’s level range cannot participate in it a little harder. Therefore, five categories of
the adventure with those characters. Players party strength have been created for you to use
with ineligible characters can make a new 1st-level as a guide. Feel free to use a different adjustment
character or use a pregenerated character. Players during the adventure if the recommended party
can play an adventure they previously played or strength feels off for the group.
ran as a Dungeon Master, but not with the same This adventure is optimized for a party of
character. five 8th-level characters. To figure out whether
Ensure that each player has an official adventure you need to adjust the adventure, do the following:
logsheet for his or her character (if not, get one from
• Add up the total levels of all the characters
the organizer). The player fills out the adventure
name, session number, date, and your name and • Divide the total by the number of characters
DCI number. In addition, the player also fills in the • Round fractions of .5 or greater up; round
starting values for experience, gold, downtime, fractions of less than .5 down
renown, and number of permanent magic items. He You’ve now determined the average party level
or she fill in the other values and write notes at the (APL) for the adventure. To figure out the party
conclusion of the session. Each player is responsible strength for the adventure, consult the following
for maintaining an accurate logsheet. table:
If you have time, you can do a quick scan of
a player’s character sheet to ensure that nothing
looks out of order. If you see magic items of very DETERMINING PARTY STRENGTH
high rarities or strange arrays of ability scores, you Party Composition Party Strength
can ask players to provide documentation for the 3-4 characters, APL less than Very Weak
irregularities. If they cannot, feel free to restrict 3-4 characters, APL equivalent Weak
item use or ask them to use a standard ability 3-4 characters, APL greater than Average
score array. Point players to the D&D Adventurers 5 characters, APL less than Weak
League Player’s Guide for reference. 5 characters, APL equivalent Average
5 characters, APL greater than Strong
If players wish to spend downtime days and 6-7 characters, APL less than Average
it’s the beginning of an adventure or episode, 6-7 characters, APL equivalent Strong
they can declare their activity and spend the days 6-7 characters, APL greater than Very Strong
now. Alternatively, they can do so at the end of
the adventure or episode. Players should select
their characters’ spells and other daily options
prior to the start of the adventure, unless the
adventure specifies otherwise. Feel free to reread
the adventure description to help give players hints
about what they might face.

4 E L M W 1 - 3 / T H E B AT T L E O F E L M WO O D :
I N T RO D U C T I O N
Running the Adventure lack of information. Doing so helps to encourage
immersion in the adventure and gives players
As the Dungeon Master of the session, you have the
“little victories” for figuring out good choices
most important role in facilitating the enjoyment
from clues.
of the game for the players. You help guide the
narrative and bring the words on these pages In short, being the DM isn’t about following
to life. The outcome of a fun game session often the adventure’s text word-for-word; it’s about
creates stories that live well beyond the play at the facilitating a fun, challenging game environment
table. Always follow this golden rule when you DM for the players. The Dungeon Master’s Guide™ has
for a group: more information on the art of running a D&D
game.
Make decisions and adjudications that
enhance the fun of the adventure when Downtime and Lifestyle
possible.
At the beginning of each play session, players must
To reinforce this golden rule, keep in mind the declare whether or not they are spending any days
following: of downtime. The player records the downtime
• You are empowered to make adjustments to spent on the adventure logsheet. The following
the adventure and make decisions about how the options are available to players during downtime
group interacts with the world of this adventure. (see the D&D basic rules or the D&D Adventurers
Doing so is especially important and applicable League Player’s Guide for more information):
outside of combat, but feel free to adjust the • Catching up
adventure for groups that are having too easy or
• Crafting (exception: multiple characters cannot
too hard of a time.
commit to crafting a single item)
• Don’t make the adventure too easy or too
• Practicing a profession
difficult for a group. Never being challenged
makes for a boring game and being • Recuperating
overwhelmed makes for a frustrating one. • Spellcasting services
Gauge the experience of the players (not the • Training
characters) with the game, try to feel out (or Other downtime options might be available during
ask) what they like in a game, and attempt to adventures or unlocked through play, including
give each of them the experience they’re after faction-specific activities.
when they play D&D. Give everyone a chance to
shine. In addition, whenever a character spends
downtime days, that character also spends the
• Be mindful of pacing, and keep the game requisite expense for his or her lifestyle. Costs
session moving along appropriately. Watch for are per day, so a character that spends ten days of
stalling, since play loses momentum when this downtime also spends ten days of expenses
happens. At the same time, make sure that the maintaining his or her lifestyle. Some downtime
players don’t finish too early; provide them with activities help with lifestyle expenses or add
a full play experience. Try to be aware of running lifestyle expenses.
long or short. Adjust the pacing accordingly
• Read-aloud text is just a suggestion; feel free
to modify the text as you see fit, especially when
dialogue is present.
• Give the players appropriate hints so they can
make informed choices about how to proceed.
Players should be given clues and hints when
appropriate so they can tackle puzzles, combat,
and interactions without getting frustrated over

5 E L M W 1 - 3 / T H E B AT T L E O F E L M WO O D :
I N T RO D U C T I O N
Spellcasting Services Disease, Death, and Recovery
Any settlement the size of a town or larger can Sometimes bad things happen, and characters get
provide some spellcasting services. Characters poisoned, diseased, or are killed. Since you might
need to be able to travel to the settlement to obtain not have the same characters return from session
these services. to session, here are the rules when bad things
happen to characters.
Acolyte Background
Disease, Poison, and Other Debilitating Effects
A character possessing the acolyte
A character still affected by diseases, poisons,
background requesting spellcasting
and other similar effects at the conclusion of an
services at a temple of his or her faith
adventure can spend downtime days recuperating
may request one spell per day from the
until such time as he or she resolves the effect to
Spellcasting Services table for free. The only
its conclusion (see the recuperating activity in the
cost paid for the spell is the base price for
D&D Basic Rules).
the consumed material component, if any.
If a character doesn’t resolve the effect
Melvaunt is a large city where any
between sessions, that character begins the next
acolyte can find a friendly shrine or
session still affected by the debilitating effect.
temple.
Death
Spellcasting Services A character who is killed during the course of
the adventure has a few options at the end of the
Spell Cost
session (or whenever arriving back in civilization)
Cure wounds (1st level) 10 gp if no one in the adventuring party has immediate
Identify 20 gp
access to a raise dead or revivify spell, or similar
Lesser restoration 40 gp
magic. A character subject to a raise dead spell is
Prayer of healing (2nd level) 40 gp
affected negatively until all long rests have been
Remove curse 90 gp
completed during an adventure. Alternatively, each
Speak with dead 90 gp
downtime day spent after raise dead reduces the
Divination 210 gp
Greater restoration 450 gp penalty to attack rolls, saving throws, and ability
Raise dead 1,250 gp checks by 1, in addition to any other benefits the
downtime activity might provide.
Spell services generally available include healing Create a New 1st-Level Character. If the dead
and recovery spells, as well as information- character is unwilling or unable to exercise any
gathering spells. Other spell services might be of the other options, the player creates a new
available as specified in the adventure. The number character. The new character does not have any
of spells available to be cast as a service is limited items or rewards possessed by the dead character.
to a maximum of three per day total, unless Dead Character Pays for Raise Dead. If the
otherwise noted. character’s body is recoverable (it’s not missing
any vital organs and is mostly whole) and the
player would like the character to be returned to
life, the party can take the body back to civilization
and use the dead character’s funds to pay for a
raise dead spell. A raise dead spell cast in this
manner costs the character 1,250 gp.

6 E L M W 1 - 3 / T H E B AT T L E O F E L M WO O D :
I N T RO D U C T I O N
Character’s Party Pays for Raise Dead. As above, Abyss). This has allowed some vestige of the dead
except that some or all of the 1,250 gp for the raise deity Moander to stir in its slumber of death, which
dead spell is paid for by the party at the end of the has empowered some of its ancient sites and mad
session. Other characters are under no obligation cult members. In Elmwood, this means the town’s
to spend their funds to bring back a dead party grain has been magically contaminated by the
member. power of Moander so that when it is used in the
Faction Charity. If the character is of level 1 to upcoming Greengrass festival, it can infect many
4 and a member of a faction, the dead character’s people with a rotting sickness that will turn them
body can be returned to civilization and a patron into mindless vegetative slaves of the Darkbringer.
from the faction ensures that he or she receives a In the first adventure of the Elmwood Trilogy,
raise dead spell. However, any character invoking the characters went to Elmwood before the
this charity forfeits all experience and rewards Celebration of Greengrass, one of Chauntea’s high
from that session (both those earned prior to and holy days, and discovered the town’s grain was
after death during that session) and cannot replay magically contaminated. The local town council
that episode or adventure with that character asked the adventurers to consult a sage who
again. Once a character reaches 5th level, this lives on the River Lis. After an encounter with
option is no longer available. the awakened forest guardians, the sage directed
the adventurers to investigate a lost temple of
Elmwood Overview Moander in the Rimwood. There, the characters
checked for any unusual activity at this lost temple
Though Elmwood has been a peaceful neighbor
to Moander, and brought back a seed for the sage
of Mulmaster for centuries, it was destroyed two
to study. The adventurers found a lot wrong with
years ago by a mishandled fire devastation orb by
the local plants and fought through the overgrowth
the Cults of Elemental Evil (DDEX2-2 Embers of
to extract a seed. Upon returning, the sage used
Elmwood). There were few survivors. Since then
a divining ritual to determine the source of the
it’s been rebuilt and is a home for many refugees
contamination. From the ritual, the sage learned
from Phlan, Hillsfar, and the Underdark. The
that some echo of Moander’s power is stirring
little town is growing as it rebuilds, and changing
and that the characters must warn Elmwood.
rapidly due to the influence of the refugees.
This warning to find a way to stop the spread of
Adventure Background Moander’s corruption is the last the sage is able to
give before the ritual drives him insane. Following
Over a thousand years ago, the elves of Myth their return to Elmwood, the Constable assembles
Drannor battled the avatar of Moander (an evil the Elmwood Council to determine the best answer
deity of rot, corruption, and destruction) in its last for the potential rise of Moander’s cult.
remaining major temple, located on present-day In the previous adventure (ELMW1-2: The
Yûlash in the southwestern Moonsea area. The Lost Sanctum), the characters were asked by
elves slew the priests of Moander, banished the the Elmwood Council to go into the Rimwood to
Darkbringer, and sealed the essence of its avatar Grypht’s sanctum and retrieve a ritual that would
beneath the ruins. However, Yûlash (and the rest protect Elmwood from Moander. After tangling
of the Moonsea) had other problems with the fall with some necromancers, along with the guards
of Zhentil Keep, and the threat of Moander was and puzzles of the Sanctum itself, the characters
forgotten for more immediate needs. Moander were given the ritual. They arrive in Elmwood just
then rose from death a few decades ago, but was as the Greengrass festival is starting.
put down by a band of brave adventurers in the
Characters who have the “Late to the Party” story
events of the book Song of the Saurials.
award from ELMW1-2 start this scenario with a
Zuggtmoy, the Demon Queen of Fungi, Lady level of exhaustion, a consequence of rushing back
of Rot and Decay, has been active in Faerûn in to Elmwood.
the past few years (given the events of Out of the

7 E L M W 1 - 3 / T H E B AT T L E O F E L M WO O D :
I N T RO D U C T I O N
Adventure Overview Pacing the Adventure
This adventure consists of five parts. See DM The adventure is designed for 4 hours of play. Use
Appendix 1 to help with understanding the flow of the table below to budget your time, adjusting the
the adventure. Encounters 3, 4, and 5 have multiple pace as necessary to keep on schedule. In a large
options, and the players much choose which path public event, you’ll need to keep an eye on the clock.
they will take in each encounter.
Stage Playing Time
Part 1 The Greengrass Festival. The adventurers
find Elmwood in the midst of the Greengrass Part 1: The Greengrass 15 mins
Festival
Festival, with the cult of Moander already hard at
work stealthily capturing citizens and leaders. The Part 2: Finding the 50 mins
Council Members
crowds of people are oblivious to the threat, and
proudly wear garlands and flower crowns which Part 3: When Cultists 50 mins
Attack
colt hide cult influence. The adventurers meet with
Constable Aliana Mathnir, who fears the worst, and Part 4a/5a: Gearing 50 mins
Up/Final Push
asks them to gather up the council and keep an eye
out for trouble. OR Part 4b/5b: Gearing 50 mins
Up/Final Push
Part 2 Finding the Council Members. The
adventurers move about town, trying to locate the Part 5c: Voice of 50 mins
Moander
councilors. As they do so, they have a chance to
notice some unusual events, and to intervene as Conclusion 5 mins
one of the councilors is spirited away by cultists
of Moander. After the characters rescue the
councilor, the Constable and rescued councilors
Adventure Hooks
start devising a plan to deal with the threat. As the Ideally, the characters begin this adventure
discussion reaches a close, the cultists launch an immediately following ELMW 1-2 The Lost
all-out attack on Elmwood. Sanctum. If this is the case, then they have spent
the past few days returning to Elmwood from
Part 3 When Cultists Attack. The adventurers
Grypht’s Sanctum, carrying vital information
rush to blunt the onslaught. They must choose
about the return of the dark god Moander, and
to either secure the Temple of Chauntea by
more importantly, a ritual that can protect against
completing a ritual to protect it from Moander,
the Darkbringer’s malevolence. The adventurers
or to gather up villagers and bring them to safety
start at the edge of town with various celebrations
while the council takes care of the other.
around them.
Part 4 Gearing Up. With many of the townsfolk
Otherwise, the adventurers find themselves
gathered in the safety of the Temple, the Constable
in Elmwood with the Greengrass Festival in
asks the adventurers to help prepare the
full swing. After a few minutes of enjoying the
counterattack. They must choose whether to escort
celebration, the adventurers are contacted by
a group of militia to the armory so they can equip
Constable Aliana Mathnir. She is very well-
for the battle, or to retrieve a cache of fireworks
informed regarding the heroes of the Moonsea
and alchemist’s fire from the Stone’s Dwarf Inn to
region, and calls one of the adventurers by name
burn away Moander’s growth.
(either the one with the greatest Renown total, or
Part 5 The Final Push. The party makes their way the most visually distinctive) and asks for help. The
into the Middens of Elmwood, where the Voice Constable is concerned that followers of a dead god
of Moander has been raising monstrous plant are gathering in Elmwood, and she would like the
creatures from the trash. After breaking through adventurers help her keep an eye out for potential
her final defenses, the adventurers confront the cult trouble.
leader to put an end to the menace facing Elmwood.

8 E L M W 1 - 3 / T H E B AT T L E O F E L M WO O D :
I N T RO D U C T I O N
PART 1. THE
GREENGRASS FESTIVAL
Expected Duration: 15 minutes. If the characters have or have not played the
The adventure begins at midday on the first of previous adventures in this series (ELMW1-1 and
Kythorn, when Elmwood celebrates the Greengrass 1-2) then their perceptions of Elmwood and the
Festival. If the adventurers have just completed reactions of the townsfolk will vary. If you have a
ELMW 1-2 The Lost Sanctum, and have successfully group that has a mix of characters that have and
collected the information about Moander from have not played these adventures, the proceed as
Grypht’s sanctum, as well as the ritual to ward if all characters had played the adventures, and
off the Darkbringer’s influence. They have spent explain as needed to make the narrative make
several days traveling through the Cormanthor sense to all of the players and characters.
forest, and have just completed a long rest, unless Proceed with the following text if characters have
they begin play with the “Late to the Party” story completed ELMW1-2:
reward from ELMW1-2, in which case they do not
gain the benefits of a long rest and instead begin It has been a hard few days of travel to
get back to Elmwood, with sporadic thun-
play with one level of exhaustion from the forced
derstorms on the edge of town that have
march to return to Elmwood by the start of the churned the road to thick mud. Fortunately,
Greengrass Festival. the sky is clear as Elmwood comes into sight.
Bright green leaves burst from the orchards
The adventurers who have not played ELMW 1-2 and fields surrounding the rebuilt town, and
The Lost Sanctum are approached by Constable the air is heavy with the powerful scent of
Aliana Mathnir. She has just learned of the threat flowers and fresh growth. The broad earthen
posed by the Cult of Moander, and recognizes streets of Elmwood are packed with throngs
of people who are singing, dancing, eating
the adventurers thanks to their renown. Adjust
and drinking to celebrate the beginning of
interactions with the Constable appropriately if spring. Locals and visitors alike are bedecked
this is the case. with garlands and crowns of flowers and
greenery.
General Features
The Common Gardens has the following general If the characters have not played previous
features: Elmwood adventures, use this introduction:
Light and Visibility. It is a bright, sunny spring You’ve heard of a great party all up and
day, with a few fluffy white clouds drifting down the Moonsea occurring at the rebuilt
overhead. A light haze of pollen gives everything a town of Elmwood, the Greengrass Festival. A
golden glow. celebration of Chauntea, life, love, marriage,
and the beginning of spring await you as you
Sounds. Singing, cheering, and the happy babble spy the town on the Moonsea, surrounded
of crowds. A group of musicians tune their by orchards. As you approach there is the
instruments in a bandstand near a wide area for powerful scent of flowers and fresh growth.
dancing, while hawkers, entertainers and food The broad earthen streets of Elmwood are
packed with throngs of people, singing,
stalls shout for attention.
dancing, eating and drinking to celebrate
Smells. The scent of flowers is heavy throughout the beginning of spring. Everyone is wearing
the town. Near the food stalls, this scent is garlands and crowns of flowers and green-
ery. As you arrive, you are beckoned in to
complemented by the aroma of roasting meat, join in the fun!
baking bread, sweet honey and exotic spices.

9 E L M W 1 - 3 / T H E B AT T L E O F E L M WO O D :
PA RT 1
The Greengrass Festival is the grand celebration and explains that there has been a threat leveled
in Elmwood that draws in families from nearby against the town by followers of the Darkbringer,
farms, as well as travelers and merchants from the Moander. An adventurer that the Elmswood
Moonsea and beyond to celebrate spring and the Council hired to find a solution was found outside
rebirth of the town. It is a long-standing tradition of town, suffering from grievous wounds. He was
for attendees to wear flowers in their hair and brought into the church of Chauntea to recover.
about their bodies, which should be troubling With a new group of adventurers in town, she’d
to characters who know that thralls of Moander like to hire the characters to help defend the town
often have plants growing from their bodies. quietly. She offers to pay the party 750 gp to work
Adventurers who have played ELMW1-2 should for her through the Greengrass Festival, at least
be in a hurry to find Constable Aliana Mathnir and until she is certain of safety. If the characters
report their findings. As they search the crowds, agree, she asks the adventurers to help her gather
use the following brief encounters to bring the the councilors (give them Player Handout 1)
festival to life: at the Elmwood Hall by the time the next band
• A rush of dancers sweep through the party, starts up so they can decide what to do about the
separating them briefly as they drag the Darkbringer’s threat.
adventurers through a few steps. Roleplaying Aliana Mathnir
• A lovely halfling woman offers the adventurers Aliana is a short and muscular dark-skinned
a sample of delicious-smelling seed cakes. woman with blue eyes and brown hair that is
(Make note of which characters eat some; those kept at shoulder length. She has a scar along
characters must make a DC 10 Constitution her face that she when cultists activated a
save when they confront the Voice of the devastation orb in the town two years ago.
Darkbringer to avoid gaining a level of Aliana tries to make sure that all get along
exhaustion as the Dark Seeds they ate attempt with her, even when she is doing something
to subvert them). they do not like (such as collecting taxes).
• A group of musicians are tuning their She likes to keep a neat and efficient town.
instruments. They seem to be drunk, as they are She is friendly and honest and likes to make
all far off key. everyone feel that they can come to her with
• A group of dwarves hand the adventurers mugs any issues concerning the town.
of herb-scented green beer from one of the kegs Quote: “Look, just get along, okay? We have
on their wagon. It is delicious and refreshing. bigger problems to deal with.”

After these encounters, the adventurers find


If the characters have played ELMW1-2, read or
Constable Aliana Mathnir as she patrols the
paraphrase the following before explaining the
festival, keeping an eye on things and working to
Constable’s offer:
stop trouble before it starts. When she spots the
adventurers, she hurries them into a relatively Through a break in the crowd, you see the
quiet alcove to receive their report. Once she has Constable talking down a pair of red-faced
the information from Grypht’s sanctum, she asks rowdies on the verge of coming to blows. Ali-
ana Mathnir is a dark-skinned human wom-
the adventurers to help her gather the councilors an, notable for her welcoming smile, slightly
(give them Player Handout 1) at the Elmwood marred by a burn scar down her cheek. She
Hall so they can decide what to do about the has an air of command which easily cows
Darkbringer’s threat. the much larger toughs. As the ruffians slink
away, Aliana catches your eye, and her
If the table does not have characters who have face brightens as she cocks her chin toward
played a previous Elmwood adventure, the a sheltered nook. The Constable seems to
desire a quiet word with you.
Constable seeks them out based on their renown.
She then hurries them into a relatively quiet alcove

10 E L M W 1 - 3 / T H E B AT T L E O F E L M WO O D :
PA RT 1
Once the adventurers have a chance to share what OR, if characters did not play previous Elmwood
they learned in Grypht’s sanctum and to accept adventures, read or paraphrase the following
the Constable’s offer to aid the town again, the before explaining the Constable’s offer:
Constable asks them to help gather the other
councilors. Since the cult’s plans are already in Through a break in the crowd, you see the
Constable talking down a pair of red-faced
motion, she asks that the heroes spend no more
rowdies on the verge of coming to blows. Ali-
than an hour gathering who they can. They should ana Mathnir is a dark-skinned human wom-
head to the Elmwood Hall (which she points out an, notable for her welcoming smile, slightly
to the characters if they are new to town) when marred by a burn scar down her cheek. She
the band starts playing the beginning of the dance. has an air of command which easily cows
the much larger toughs. As the ruffians slink
Read or paraphrase the following if they relay what
away, Aliana catches your eye, and her
they learned in ELMW1-2: face brightens as she cocks her chin toward
“This news you bring is truly troubling. Thank a sheltered nook. The Constable seems to
the merciful gods that you returned before desire a quiet word with you.
these madmen did anything more than taint “Thank the merciful gods that you came to
our grain. Please, help me gather the other join us! We have suspicions that the Dark-
councilors to the Elmwood Hall so we can bringer’s minions are here to disrupt the
decide how to respond. Time is pressing, so festival. Please, help me gather the other
join us there when the band starts playing, councilors to the Elmwood Hall so we can
regardless of who you have found.” decide how to respond to these potential
threats. Time is pressing, so join us there when
the band starts playing, regardless of who
you have found.”

11 E L M W 1 - 3 / T H E B AT T L E O F E L M WO O D :
PA RT 1
PART 2. FINDING THE
COUNCILORS
Expected Duration: 50 minutes. • An elven man offers samples of freshly fried
The adventurers make their way about the fish.
Greengrass Festival seeking out the other • A group of young women chatter happily about
councilors. As they do so, Moander cultists are also being married that evening in the traditional
gathering up councilors in order to corrupt them. community wedding.
Based on Player Handout 1: List of Council Easy-Peasy
Members, let the characters decide whom to
The first councilor is right where Aliana expected
seek out. Regardless of their decisions, run each
them to be, doing what she expected them to
of the following encounters in order, inserting the
be doing. It might take a few minutes to pull the
chosen council member where appropriate. The
councilor away from whatever they are up to, but
adventurers will only have time to find three of the
once the adventurers mention the Constable’s
councilors before the band starts playing, signaling
name and the danger facing the town, the council
the time to meet the Constable at the Elmwood Hall.
member agrees to head to the Elmwood Hall
If the adventurers elect to “divide and shortly.
conquer” by splitting up, allow them to do so.
Choose one of the adventurers (using whatever Bad Apple
method you like) to find the first councilor, while The second councilor is not where the adventurers
the rest of the party keeps searching; once the expect them to be. Asking around with a DC 12
first encounter has resolved, choose another Charisma (Persuasion) check allows a character to
adventurer to find the second councilor. Hopefully, quickly learn that the councilor they seek headed
that encounter raises some suspicions and the off with some festival-goers a few hours ago,
players decide to reconvene; if not, choose another walking towards the Middens. If the check is failed,
adventurer to find the third councilor (ideally the the adventurers are still asking around when the
one least capable of handling a combat encounter councilor they seek comes ambling up.
solo) and allow them to find the other adventurers This councilor has been implanted with a Dark
relatively quickly. If that adventurer chooses to Seed, and has been sent back to the festival with
jump in alone, the other adventurers can hear the orders to bring other councilors to the Middens
sounds of combat and get involved a round or two. so they can be corrupted as well. Any adventurer
Use some of the following interactions to spice with a passive Insight of 13 or higher immediately
up the transitions from scene to scene: recognizes that the councilor is acting odd.
During their interactions, roleplay or describe the
• A gaggle of children rush past, shrieking as
counselor as glassy-eyed, spaced-out, and generally
they chase a clockwork bird trailing colorful
robotic. If the adventurers tell the councilor that
streamers. they are to escort them to a council meeting, the
• An elderly woman places garlands of flowers council member is quite amenable to going along.
around the necks of passersby, including the Should the adventurers accuse the councilor
adventurers, if they let her (Make note of any of acting odd, or mention Moander or the cult, the
characters who accept; those characters must council member takes off running for the Middens.
make a DC 10 Constitution save when they If the adventurers subdue the councilor publicly,
confront the Voice of the Darkbringer to avoid word quickly spreads and they have disadvantage
gaining a level of exhaustion as the Dark Seeds on subsequent checks dealing with party-goers.
in the flowers attempt to subvert them).

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If the adventurers let the councilor go, they hurry A Vine Blight sprouts if the cultist fell within
off to inform the cult that meddlesome heroes are 10’ of an enemy, a Needle Blight if the cultist fell
about. Otherwise, a cultist witnesses the heroes more than 10’ away from the closest enemy; once
escorting or taking down the councilor. In either six of a particular kind of blight have sprouted, all
case, the cult advances their plans in response to further cultists turn into the other, regardless of
the adventurers’ actions. distance from enemies.
Rotten to the Core The process of a person being consumed and
sprouting a blight is horrific; upon witnessing
The third councilor is not where the adventurers
the transformation for the first time, a character
expect them to be, either. Asking around with a
must succeed on a DC 12 Wisdom saving throw or
successful DC 12 Charisma (Persuasion) check
become Frightened until the end of their next turn.
allows a character to quickly learn that the
councilor they seek just walked off with a some Confronted with capable heroes, the followers
festival-goers a few minutes before, heading of the Darkbringer are overjoyed by the chance to
thataway. Similarly, a successful DC 12 Wisdom capture and corrupt such powerful individuals.
(Perception) check allows a character to spot the The cultists open up with a volley of yellow mold
councilor heading around a building with a couple flasks to soften up the PCs, while the druid focuses
of celebrants, just as they are suspiciously yanked on dividing the heroes with spells. All are confident
out of sight by an unseen party. of rebirth upon death, and fight without fear.
The cultists do not seek to kill the characters, far
Rounding the corner, you see a dozen preferring to take them alive so they can join the
festival-goers, gaily decked in garlands and
ranks of those who worship Moander.
crowns of flowers. They are huddled around
a cart filled to overflowing with apple cores, General Features
chicken bones, and other garbage. There is
no sign of (councilor), but when the revelers Light. This fight occurs late in the day under a clear
spot you, they draw hidden blades and rush sky, so there is ample sunlight.
to attack! Sounds. While this is farther away from the stage,
the sounds of revelry are all around.
Twelve Darkbringer Cultists are led by a
Houses. A row of neat houses stand on either side
Darkbringer Druid (the druid has already cast
of a broad, packed earth road. The homeowners
charm person on the councilor, so has used a 1st
are all out enjoying the festival, so there are no
level spell slot). Each of the cultists is a willing
witnesses.
follower of Moander, and has been implanted with
a Dark Seed containing a fragment of the god’s Fences. These low fences demarcate neat gardens,
twisted power. When a Darkbringer Cultist or the but climbing over them in combat takes an extra
Darkbringer Druid is reduced to 0 hit points, the square of movement.
Dark Seed consumes the last of their life energy Hand-cart. This large vehicle filled with trash
and grows rapidly, bursting from the body as a stands at the corner, facing toward the Middens.
Needle Blight or a Vine Blight (in the case of the The unconscious councilor is partly buried in the
Darkbringer Cultists) or a Shambling Mound (in cart.
the case of the Darkbringer Druid) at the start of
the cultist’s next turn.

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Adjusting the Adventure
Here are recommendations for adjusting this
combat encounter. These are not cumulative.
• Very Weak Party: remove 6 Darkbringer
Cultists, 3 Vine Blights and 3 Needle
Blight; none of the Darkbringer Cultists
have yellow mold spore flasks
• Weak Party: remove 4 Darkbringer
Cultists, 2 Vine Blights, and 2 Needle
Blight; only two of the cultists have yellow
mold spore flasks
• Strong Party: add 2 Darkbringer
Berserkers; after a berserker is reduced to
0 hit points, at the start of the berserker’s
next turn a gas spore erupts from its
body and immediately explodes. A DC 15
Intelligence (Nature) check can reveal the
danger posed by getting infected by a gas
spore’s disease.
• Very Strong Party: add 3 Darkbringer
Berserkers, who grow into gas spores upon
death, as above

.Developments
Once the party defeats the cultists, they can
find the kidnapped councilor unconscious but
otherwise unharmed, buried in the trash with a
number of strange pods placed about their head
and face. Just as the adventurers pull the councilor
out, once of the pods bursts in a spray of seeds
which quickly burrow into the trash.
Once the heroes get the councilor standing,
the sound of sprightly dance music drifts from the
town center, which is the signal to rendezvous with
the Constable.
Treasure
The council member asks that the party make a
brief stop at their home, which is on the way to
Elmwood Hall. The councilor fetches two vials of
antitoxin and a potion of fire breath as a reward.

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PART 3. WHEN
CULTISTS ATTACK
Expected Duration: 50 minutes The adventurers have a choice of mission:
Council Meeting • Rush to the Temple of Chauntea to secure it.
Once secure, they’ll need to protect it while
The Constable has gathered three councilors and
either they or the priestess enact Grypht’s ritual
an acolyte of Chauntea, in addition to whomever
against Moander.
the adventurers managed to bring in. When
they hear of the cult attack and their monstrous • Or, they may head into the chaos to rally
transformations, the council begins devising a townsfolk and bring them to safety.
plan to deal with the threat. The heroes may take a If the adventurers wish to secure the Temple, and
short rest while the council talks, and are welcome do not have a ritual caster among them, a councilor
to contribute to the discussion. If the characters do tells them that Kamik Felicity, one of the priests,
not know about Moander already, distribute Player should be there. Hopefully, he will be able to
Handout 2 with them as the council members perform the ritual.
share what they know. If the characters wish to secure the temple
The council plan boils down to three steps: but have not played ELMW1-2, a survivor from the
gather the townsfolk in a central location; arm group that brought the ritual back is convalescing
the militia to secure the area; and enact the ritual there and will be able to help.
the adventurers (either the characters or the
lone survivor) retrieved to create a ward against 3A: Secure the Temple of Chauntea
Moander’s influence (if the characters do not have The adventurers rush into the madness that has
the ritual, then the acolyte of Chauntea reports engulfed the Greengrass Festival. They are to make
that the survivor has awoken and has shared the their way to the Temple of Chauntea, gather the
ritual with the priestess there). Unfortunately, the necessary reagents from the stores there, and
cultists have been making their own plans, and as complete Grypht’s ritual to create a secure refuge
the councilors finalize their plans, screams ring out against the Darkbringer’s forces.
from the town. The attack has begun!
The Greengrass Festival has descended into
The Constable leaps to her feet, drawing her utter madness. All around, cultists decked out
sword. The other councilors rise as well, some in festive greenery menace the townsfolk,
nervous, others angry, but all determined to herding them south and east. The Consta-
protect their home. ble and the other councilors spread out into
“No time for more debate. We need the crowds, rallying the people of Elmwood
to secure the Temple of Chauntea; it is the as they go. You must make your way to the
only place with the reagents necessary to Temple of Chauntea and use (Grypht’s/the)
complete the protective ritual (you brought ritual to create a refuge for the noncomba-
back/the lone survivor returned with)! We tants. The knowledge that their loved ones
must also gather up as many of the people are safe will allow the defenders of Elmwood
as we can and get them to safety, here in to fight all the harder.
the Hall or at the Temple. You take one job,
we’ll handle the other.’
The adventurers are able to make their way to
the Temple of Chauntea with little resistance. The
cultists seem focused on moving groups of villagers
out of town, and avoid those who appear able
to put up active resistance. The adventurers are
met at the door by one of the priests of Chauntea,
Kamik Felicity, a tall, red-haired elf. If any of

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the adventurers have participated in ELMW1- General Features
1 or ELMW1-2, Kamik recognizes them, and is Sanctuary. The sanctuary of the Temple of
relieved that help has arrived. Otherwise, it takes Chauntea is a wide, stone-floored area with thick,
a successful DC 12 Charisma (Persuasion) check wooden pillars supporting a 30-foot high roof. It is
to convince him to let armed strangers into the used as a threshing floor during the harvest.
sanctuary; mentioning Constable Aliana Manthir Furnishings. Furnishings are light and easy to
grants advantage on this check. stack. Feel free to add them being broken by area
Inside, thirty townsfolk mill about, anxious spells and missed weapon attacks to add to the
and frightened. Kamik is happy to bring out the chaos and destruction in the narrative.
temple’s supply of reagents, and is willing to act Doorways. There is a doorway, large enough for
as either the primary ritual caster, or a secondary a wagon to pass, in each wall, but the only way to
participant. See the Appendix: Monster/NPC secure them is with light wooden shutters, meant
Statistics for Kamik’s abilities. Grypht’s ritual can to keep out weather more than people. Breaking
protect an area up to 100 feet on a side, which the shutters open requires a DC 13 Strength check.
is enough to encompass the sanctuary and the
courtyard. Light. The Sanctuary is lit by continual flame
spells, and is considered well-lit. Outside, it is still
If the characters did not play ELMW1-2, there daytime and natural sunlight.
is also a bandaged human man with scraggly, curly
black hair and ripped robes. He is wounded and Performing the ritual takes a total of 1 hour and
paranoid. Kamik introduces him as the wizard 10 minutes, during which time the caster(s)
Golan, the only survivor of a past adventuring cannot leave the area, and must devote full time
party that the Elmwood Council hired to seek to it like casting other ritual magic (it is suggested
the protective rituals from the Rimwood in the that the characters have Kamik and/or Golan
Cormanthor. Despite his paranoia, Golan does have perform the ritual if they are present). After 45
the ritual and has begun making preparations minutes, the Voice of Moander becomes aware of
with Kamik, but he is very concerned that the the gathering power, and dispatches a force of a
minions of the Darkbringer will be alerted as soon Darkbringer Druid and 7 Darkbringer Cultists,
as they begin. The priest and the mage will need accompanied by a shambling mound, to disrupt
the characters to protect them and the innocents if it. They attack from two sides, bursting through
they are to succeed. the shutters. Adventurers who are outside may
attempt to engage the cultists before they breach
Roleplaying Golan the sanctuary, so prepare to adjust the encounter
Golan is a young mage and has gotten more appropriately.
than he bargained for, and is worse off for it. The cultists also carry two Dark Seed packs,
Scarred and scared, he was unprepared to face which they hurl into the crowd of villagers huddled
the minions of a dead god and a frighteningly in the middle of the sanctuary. Each Dark Seed
powerful group of necromancers so early in pack corrupts four commoners, who then do what
his career. He is eager to help, and also eager they can to disrupt the ritual, focusing on grappling
to warn others of the necromancers’ threat to the ritual casters and moving them outside the
the area. sanctuary.
Quote: “If the Darkbringers don’t get us, Two of the Darkbringer Cultists (choose
the forces of Tyranne Epaline will. The randomly) are hosts to fully-developed Dark Seeds;
necromancers were none too pleased we took when slain, the seeds consume the last of their
their treasure from the Rimwood.” life energy and grow rapidly into Darkbringer
Horrors, bursting out at the beginning of the
cultist’s next turn and acting immediately.

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Adjusting the Encounter 3B Rescue the Townsfolk
Here are recommendations for adjusting this Read or paraphrase the following:
combat encounter. These are not cumulative.
The Greengrass Festival has descended into
• Very Weak Party: replace the Shambling utter madness. All around, cultists bedecked
Mound with a Darkbringer Horror, with festive greenery menace the townsfolk,
replace three Darkbringer Cultists with herding them south and east toward the
Darkbringer Druids; none of the cultists Downs. The Constable leads the priests of
the council toward the Temple of Chauntea,
transform into Darkbringer Horrors hoping to enact Grypht’s ritual and create a
• Weak Party: replace the Shambling refuge.
Mound with a Darkbringer Grabber, It has been a harrowing hour, gathering
and only two of the cultists transform into up small groups of villagers and directing
them toward safe havens. The cultists have
Darkbringer Horrors been herding people south and east, but
• Strong Party: add a second Shambling have thus far avoided facing armed oppo-
Mound sition. You have seen members of the town
council and deputies leading people to the
• Very Strong Party: add 2 Shambling Elmwood Hall or the Temple of Chauntea,
Mounds, and a total of 3 cultists transform but now you spot a deputy leading a large
into Darkbringer Horrors. group west, toward the Firewood Glade in
the forest. Very strange…
Developments
If the party successfully repels the cultist attack General Features
without the ritual being disrupted, any corrupted Clearing. This encounter takes place in Firewood
townsfolk fall unconscious and the Dark Seeds Glade, a clearing in the woods roughly 60 feet
infecting them soon die. The ritual also cleanses across.
any dark seeds the adventures may have consumed Trail. A 10-foot wide trail leads through the forest
earlier in the adventure. With the Temple of towards Elmwood. Beyond the edge of the clearing,
Chauntea as an unassailable stronghold, the the woods are thick with undergrowth, providing
Constable is able to rally the town’s defenders and plenty of cover for the Darkbringer’s forces. Treat
start to mount a counter-attack. Kamik rewards the the undergrowth as difficult terrain that provides
party with a scroll of restoration, as well as using cover.
his remaining spells to help the party recover. Light. The sun is low in the sky but it is still normal
If the ritual is disrupted but the cultists are light conditions outside.
driven away, the ritual must be started anew. It Deputy Umbero Marivaldi has seen the horde
is eventually successful, but repelling additional of plant monsters massing on the edge of the
attackers depletes (Golan if he is present and) Middens, and does not like his odds of survival.
Kamik’s stores, leaving him nothing to reward the Unfortunately, he was spotted by a group of
party. villagers as he legged it out of town, and has
In either case, the Constable meets the acquired a growing train of terrified followers.
adventurers at the temple shortly thereafter with a
new mission. Proceed to Part 4.

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Umbero is a Turami man from the shore of Adjusting the Encounter
the Inner Sea who ended up in Elmwood decades Here are recommendations for adjusting this
ago and survived the Burning. He is very large, combat encounter. These are not cumulative.
has close cropped hair, and has his ears pierced
numerous times. He has a sour look on his face, • Very Weak Party: replace the Darkbringer
and is arrogant, rude, and unkempt. When the Druids with Darkbringer Cultists, remove
adventurers catch up with him in the Firewood two of the Awakened Trees and four
Glade, he is trying to convince the villagers to let Needle Blights
him leave “to scout” so he can desert in peace. • Weak Party: remove one Darkbringer
Unfortunately for him, Umbero’s chosen escape Druid and one Awakened Trees
route has taken him directly into a force of • Strong Party: add three Darkbringer
Darkbringer plant monsters poised to outflank Druids
Elmwood’s defenders. • Very Strong Party: add three Darkbringer
Four Darkbringer Druids lead a force of 4 Druids and two Awakened Trees.”
Awakened Trees and 8 Needle Blights, attacking
from either side of the glade. The druids open the Development
attack by hurling two Dark Seed packs into the If the party manages to defeat the cultists and to
crowd of villagers, corrupting four commoners persuade Deputy Umbero Marivaldi to return to
who join the fight by attempting to grapple his duties defending the town, they can escort
adventurers and drag them into the surrounding the villagers to the Temple of Chauntea, where
forest. Umbero Marivaldi (a veteran) makes a Constable Aliana Mathnir welcomes their return,
show of protecting the townsfolk, but as soon as as well that of her deputy. She provides the party
an opening presents itself, he flees back down the with a scroll of restoration and two potions of
trail. Characters with a Passive Insight of 12 or healing from the temple stores.
higher can recognize Umbero’s growing terror;
If the party allowed Umbero to flee, he had
he can be persuaded to stay and fight by taking
plundered the Constable’s cache of supplies before
an action to make a DC 12 Charisma (Persuasion)
going. In either case, the Constable has another
check.
mission for the heroes. Proceed to Part 4.

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PART 4.
GEARING UP
Expected duration: 10 minutes (4a) or 40 4A Fetch the Fireworks
minutes (4b).
The Stone’s Dwarf Inn is an inn on the southern
With the Temple of Chauntea secure and some edge of the town. The gnome wizard Tinker
of the people safe, the Constable meets up with Nimbledigit runs it in a fairly haphazard way, but
the heroes to make the next move in retaking the he is well loved for his humor and good cheer.
town. She offers them another choice of missions:
recover incendiaries from the Stone’s Dwarf Inn, General Features
OR escort a group of militia to the armory to get Construction. The Stone’s Dwarf Inn is three story
arms and armor. solid stone inn with on no rational floorplan, and is
full of odd angles and stairways that go nowhere.
Your short breather in the relative safety of the
Temple of Chauntea is interrupted by the Con- Magical. The building radiates magic if examined.
stable’s arrival. A trickle of dried blood mars The Stone Dwarf. Outside of the building is an
her cheek, but her voice is strong and sure.
“You have my thanks for all you have
entirely too lifelike stone dwarf.
done, getting the people of Elmwood to safe- When the group of characters approach the
ty. At last we can begin our counterattack. building, read or paraphrase the following:
There are many who would fight, but they
lack weapons. Unfortunately, a strong force Thanks to the Constable clearing the way,
of the enemy bars the way to the armory. you make it to the Stone’s Dwarf Inn virtually
“I also believe that Tinker Nimbledigit, unchallenged. The place is shuttered up tight.
our resident wizard, has a cache of incendiar- As you walk up, the front door opens a crack,
ies which would be very helpful in burning our and a wizened gnome peers out, barking ‘Go
way into the enemy stronghold. Unfortunate- away! We aren’t home!’ before slamming the
ly, we have lost contact with him, and we door closed. There is the sound of a heavy bar
cannot wait for him to disarm whatever tricks slipping into place.
he has in place at the Stone’s Dwarf Inn.
“So, which of these little jaunts appeals This is an illusion created by Tinker. If the
to you?” adventurers spend more than five minutes at the
door, the illusion repeats. The door is locked, DC 18
The adventurers have a choice between escorting
Dexterity (Thieves’ Tools) check to pick the lock,
a group of militia to the armory, battling their
or DC Strength check to bash it in. Once the door
way through enemy forces, or getting past Tinker
is breached, a glyph of warding is triggered: the
Nimbledigit’s tricks and traps at the Stone’s
two characters closest to the door must make DC
Dwarf Inn. Their choice here also determines
14 Charisma saving throws or be banished, as the
which encounter they will face in Part 5. If the
spell banishment, for 1 minute. When they return,
adventurers choose to undertake the “Arm the
a magic mouth on the dwarf statue says “Mind your
Militia” mission (a combat encounter), in Part
manners or your next time-out may be a bit chilly.”
5 they will face the “Slimes, Molds, and Fungi”
encounter (a skill-based encounter); if they Once through the front door, the heroes find
choose the “Fetch the Fireworks” mission (a skill- themselves in an eclectic common room, filled with
based encounter), then in Part 5 they will face knickknacks, curios, and bric-a-brac. It doesn’t take
“Gulguthra!” (a combat encounter). long to look through the common room, kitchen,
and half-dozen guest rooms, leaving a small locked
door at the bottom of a short flight of stairs the
only unexplored option. The first adventurer to
set foot on the stairs must make a DC 14 Charisma

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PA RT 4
save or be teleported to the center of the Temple the smell of smokepowder with a DC 16 passive
Gardens, leaving all their clothing and gear behind. Perception.
Another magic mouth, this one on a stuffed • An illusion conceals a stout door on the north
alligator hanging from the ceiling, says, “You’ll find wall. If a creature touches the door, a magic
your embarrassed friend in the temple gardens. mouth angrily shouts “You have until the count
Don’t come back if you value breathing.” of five to leave this place. Linger and die! 5. 4.
The victim of the trap finds themselves standing 3. 2. 1.” When the countdown reaches one, a
naked in the gardens. They may get some pants glyph of warding containing a cloud kill spell
goes off, filling the room with toxic gas. Any
and a basic weapon from villagers sheltering in the
creature in the room takes 5d8 poison damage,
temple, and can rejoin the party by making a DC
DC 14 Constitution save for half damage. The
10 ability check of some sort to avoid the cultists
cloud moves away from the door at 10 feet per
(Athletics to outrun them, Bluff to seem corrupted,
round, into vents Tinker installed under the
Perception to notice approaching danger, ect). On
stairs so the gas wouldn’t get into the kitchen or
a failed check, the adventurer suffers 2d10 damage
common room.
from a run-in with the cult on the way.
• The door is strongly locked and barred; if the
The door itself is exquisitely crafted, with adventurers decide to go through it, Tinker
a massive, complex-looking lock. An illusion of uses a peephole to get a look at them. If he
an incredibly complex trap overlays the lock recognizes any adventurers from ELMW1-1 or
mechanism, one that seems like it would defy any ELMW1-2, he uses the message cantrip to tell
attempt to bypass. A successful DC 14 Intelligence a bad joke, judging their reaction to determine
(Investigation) check reveals the trap to be an whether they are corrupted or not. An example:
illusion, but if anyone says the word “illusion”, the “A ham sandwich walks into the Wayfarer’s
trap fades away and a dozen glyphs fade into view Rest and orders an ale. Halser Taletreader says
on the doorframe, similar to the ones that held ‘Sorry, we don’t serve food here.’” It takes a DC
the banishment and teleportation traps. They are 13 Charisma (Persuasion) check to convince
fakes, however, a fact that can be revealed by a Nimble to open up; any player who actually
DC 16 Intelligence (Arcana) check. The lock itself laughed at the joke has advantage on the check.
requires a DC 18 Dexterity (Thieves’ Tools) check, Nimble and his wife are sheltering a dozen
or a DC 20 Strength check to bash in. small children hidden away in his safe room. He
Inside is a crowded workroom, filled with all is happy to hear that the Temple of Chauntea
kinds of tools, from watchmakers’ implements is secure and promises to join the Constable
to gardening hoes. There are several illusions shortly with his fireworks.
covering portions of the room; each can be found Developments
with a DC 14 Intelligence (Investigation) check. If the adventurers bring the incendiaries back
• An illusory rug covering a wooden chest sitting to the Temple of Chauntea, they can take a short
in a hole in the floor in the northwestern corner rest while they are adapted for martial use. If they
of the room. Inside the chest are a variety of manage to convince Nimble to join the Constable at
valuable-looking, but ultimately worthless, the Temple, he gives them two flasks of alchemist’s
trinkets, such as plated jewelry, glass gems, and fire. Otherwise, Nimble comes in later, having
brass coins. contacted the Constable via sending. In either case,
• An illusion covering a large portion of the while the adventurers are taking a well-earned
east wall. A section of shelving that appears to rest, he uses alchemist’s fire to turn the festive
hold rusty pipes of various lengths and widths fireworks into incendiary rockets. Proceed to Part
actually hold a large number of fireworks and 5, in which the adventurers will face the encounter
several cases of alchemist’s fire. An adventurer “Gulguthra!” before moving on to “The Voice of
who passes within 5’ of this section may notice Moander.”

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4B Arm the Militia A Darkbringer Druid commands four
Darkbringer Berserkers and three Corrupted
Many townsfolk are willing to fight, but have
Owlbears captured in the forest. The berserkers are
no weapons or armor. The Constable asks the
host to fully developed Dark Seeds; when they are
adventurers to protect them as they make their
reduced to 0 hit points, it consumes the last of their
way to the Shrine of Tempus, where Hammer
life energy to quickly grow into a gas spore, which
Granthar Copperhelm keeps an armory hidden
explodes at the start of the berserker’s next turn.
beneath the altar.
The militia members are guards, but without
Read the following when the characters take
equipment they would be easy prey for the cultists.
on this mission:
If necessary, they can snatch up weapons dropped
Two dozen hard-eyed men and women stand by cultists, but until properly equipped, they are
before you. Some carry broom handles, bro- not effective combatants.
ken chairs, a few even have large rocks. They
are all determined to fight, but to survive long, Adjusting the Encounter
they will need proper gear. Fortunately, the Here are recommendations for adjusting this
local priest of Tempus is the sort to be well-pre-
combat encounter. These are not cumulative.
pared.
• Very Weak Party: remove one
By this point, the cult has gained a more aggressive Darkbringer Berserker, one gas spore,
footing. Roving bands of marauders infest and two of the Corrupted Owlbears
Elmwood, and a strong force is between the Temple • Weak Party: Remove two Corrupted
of Chauntea and the Shrine to Tempus. If the Owlbears
adventurers have a scout ranging ahead, allow that
character to make a DC 11 Dexterity (Stealth) check • Strong Party: Add a Darkbringer
to get close enough to the shrine to spot the cultists Berserker and a gas spore
ransacking the place. Otherwise, the adventurers • Very Strong Party: The Darkbringer
and their charges just stumble into the area. Druid also has a fully-developed Dark Seed;
when the druid is reduced to 0 hit points, it
Features of the Area grows into a Shambling Mound at the start
Open Air. The Shrine to Tempus is an open-air of the druid’s next turn.
altar, surrounded by a ring of large pillars
Pillars. The pillars are hung with broken shields, Developments
shattered blades, and tattered battle-flags. Any Once the cultists are eliminated, the adventurers
creature that is pushed into a pillar takes 1d10 can open up the altar cache, allowing the militia to
piercing damage from the jagged shards adorning it. arm themselves. If at least 20 of the militia survive,
Hallow. The entire area is under the effects of a the Constable gives the adventurers a potion of
hallow spell which provides all creatures within greater healing out of the medical supplies she
immunity to being Frightened. (Also note that that had set aside for the mission. If the party lost more
it hedges out celestials, elementals, fey, fiends, than four of the militia to the cultists’ attack, the
and undead; this includes paladin mounts and supplies are used trying to get the fallen back into
familiars). the fight.
Altar. Under the altar is a large hidden chamber In either case, the party may take a short rest.
containing weapons, armor and shields to outfit The Constable wants them as fit as possible for
fifty. It takes a combined Strength of 35 to move the counterattack she is planning. Proceed to Part
the altar (note that as long as enough townsfolk 5, where the adventurers will encounter “Slimes,
survive, they can help to move the altar). Molds, and Fungi” before moving on to “The Voice
Light. The sun is setting and there is dim light. of Moander.”

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PART 5.
THE FINAL PUSH
Expected duration: 10 minutes (5a) or 40 General Features
minutes (5b). 50 min (5c). The following general features apply to all
The townsfolk are as safe as they can be, and those encounters in part 5.
willing to fight are as equipped as possible. The The Middens. The encounters take place in the
Constable has identified the Middens as the most Middens. The ground is spongy and treacherous,
likely location for the cult’s leaders, so she has with broken farm implements, derelict furniture,
ordered an all-or-nothing attack. and all manner of garbage strewn about. Large
If the adventurers completed 4B: Arm the heaps of compost are connected by rough paths the
Militia encounter, Elmwood’s fighters cut a path farmers use to drop off scraps and pick up fertilizer.
through the cult’s lines for them. However, the Light and Visibility. The sun has set, the red sky
party must deal with some insidious traps before providing dim light, for now. Intermittent fires
they can confront the Voice of Moander and break sputter among the damp undergrowth (if the
the cult once and for all. Proceed to the encounter adventurers completed the Retrieve Fireworks
5A: Slimes, Molds, and Fungi. encounter, there are a number of larger fires and
If the adventurers completed the 4A: Retrieve many charred-out patches).
Fireworks encounter, the adventurers must fight Sounds. The battle rages all around, with clashing
their way through the cult’s line, but the makeshift arms, screaming wounded, desperate battlecries and
artillery barrage has burned away many defenses. a strange, rustling susurrus of the plant creatures
Proceed to the encounter 5B: “Gulguthra!” coming from all sides. Occasionally, bits of odd
chanting can be heard from deeper in the Middens.
Once the heroes have made their way past
either the active or passive defenses, they face the Smells. Drifts of smoke and the tang of spilled
leader of the cult in encounter 5C: The Voice of blood do little to distract from the overwhelming
Moander. smell of damp rot and decay that pervades the
Middens, like a compost heap turned over after a
The sun has set after hours of fighting, but long, wet spring.
there seems to be no end to the cultists and
their abominations. Lurching out of the smoke, 5A Gulguthra!
Constable Aliana Mathnir smiles when she sees
you, then winces as the opens a scabbed- If the adventurers completed the “Retrieve
over gash on her cheek. Fireworks” encounter, read or paraphrase the
“We seem to have dealt with most of following:
the human cultists, but more and bigger
plant monsters keep joining the fray. With the Bloody and near exhaustion, the few remain-
light dying, I fear that we are lost if we can- ing defenders of Elmwood jog southeast. The
not stop these creatures at their source. The last rays of the setting sun turn Aliana Mathnir’s
cultists seem to be protecting something in the sword into a blazing torch as she raises it high.
Middens, which also seems to be the birthing ‘This ends NOW!’ The Constable breaks into a
place of these foul things. What say you, my run, charging straight at the cultists and mon-
friends: one last push? For Elmwood!” sters massed around the garbage Middens.
With a ragged cry, the rest of the Elmwood’s
fighters lurch after her. A screaming flurry of
rockets suddenly shoots past, exploding in
huge blossoms of flame. The disoriented cultists
scatter, but hulking masses of filth burst out of
the heaps of trash. Time for action!

22 E L M W 1 - 3 / T H E B AT T L E O F E L M WO O D :
PA RT 5
As the few other defenders of Elmwood engage the 5B Slimes, Molds and Fungi
remaining cultists, the adventurers must deal with
a more monstrous threat: otyughs raised from the If the adventurers completed the “Arm the Militia”
filth of the Middens and infused with the encounter, read or paraphrase the following:
Darkbringer’s power by the Voice of Moander.
Bloody and near exhaustion, the remaining
Three Darkbringer Otyughs burst out of the defenders of Elmwood jog southeast. The last
compost heaps around the party, surrounding rays of the setting sun turn Aliana Mathnir’s
them. The south-eastern edge of the map is a sword into a blazing torch as she raises it high.
‘This ends NOW!’ The Constable breaks
raging inferno as marked on the tactical map; any into a run, charging straight at the cultists and
creatures entering or ending their turn in the area monsters massed around the garbage Mid-
suffer 2d10 fire damage. dens. With a roar, the people of Elmwood slam
into the writhing horde. They batter a gap in
Adjusting the Encounter the line of cultists and monstrosities. Now, it is
up to you to confront the source of this mad-
Here are recommendations for adjusting this
ness!”
combat encounter. These are not cumulative.
• Very Weak Party: remove one The Constable and other defenders of Elmwood
Darkbringer Otyugh; the Otyughs are have engaged the bulk of the cult defenders, but
hit by the fireworks barrage, and start the the Voice of Moander has had days to augment
encounter with 80 hit points each the defenses of her lair. Whichever path the
• Weak Party:The Otyughs are hit by the adventurers take, they encounter a patch of yellow
fireworks barrage, and start the encounter mold, carefully cultivated under a layer of mulch
with 80 hit points each to protect it from the sun, and a tripwire trap that
• Strong Party: The Darkbringer Otyughs releases a barrage of clay pots filled with green
surprise the party slime. Note that the dim light conditions apply
disadvantage on Perception checks, which reduces
• Very Strong Party: The Darkbringer
Passive Perception by 5. If the party is using a
Otyughs surprise the party; in addition,
brighter light source, it will be impossible for
when they burst from the garbage heaps,
them to attempt stealth checks against the Voice of
they fling burning garbage in all directions,
Moander.
dealing 4d6 bludgeoning damage and 2d6
fire damage to other creatures within 20 The approach to the Voice of Moander weaves
feet; a DC 15 Dexterity saving throw allows among massive piles and heaps of trash and rotting
a creature to take half damage. compost. Pathways roughly 15 feet wide meander
among the mounds, limiting vision to no more than
Treasure 60 feet at any given time.
The characters find a Staff of the Woodlands among Should the adventurers elect to clamber over
their vanquished foes. Note that this treasure is not the mounds rather than go between, they find
available twice. Characters can only do encounter them to be slow going, and they still need to cross
5A OR 5B, but not both. the trapped area between heaps. They can manage
a glimpse of a twisted tree near the south-eastern
Developments
edge of the Middens, which seems to be source of
After the characters have bypassed the challenges the chanting.
here, proceed to section 5C The Voice of Moander.
Yellow Mold: The outer approach to the Voice
of Moander’s lair is carpeted with patches of
yellow mold, carefully protected from the sun by
thin layers of mulch. Unless the adventurers are
prodding the ground ahead of them, whoever is in
front steps right into a patch.

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PA RT 5
When disturbed, yellow mold ejects a cloud 5C The Voice of Moander
of spores that fill a 10-foot cube centered on the
After battling through the cult’s last defenses,
disturbed patch. Any creature in the area must
the adventurers can finally confront the Voice of
succeed on a DC 15 Constitution saving throw
Moander, the source of all the evil that has beset
or take 11 (2d10) poison damage and become
Elmwood. At the southeast edge of the Middens,
poisoned for 1 minute. While poisoned in this way,
the Voice raises wave after wave of plant creatures
the creature takes 5 (1d10) poison damage at the
to hurl against the defenders of Elmwood. If the
start of each of its turns. The creature can repeat
adventurers are not carrying a light source, they
the saving throw at the end of each of its turns,
can get within 60 feet before needing to make a
ending the effect on itself on a successful save.
group Dexterity (Stealth) check to get closer. If
Sunlight or any amount of fire damage they are carrying lights, or fail to beat the passive
instantly destroys one patch of yellow mold. Perception of either the Voice of Moander (who has
Green Slime Launcher: The inner approach to disadvantage on her Passive Perception due to her
the Voice of Moander’s lair is spiderwebbed with chanting) or of her corrupted treant companion.
tripwires. It takes a DC 15 Wisdom (Perception) If successful in their stealth, the Voice is on the
check to notice a slightly-raised tripwire among the ground, but if unsuccessful, she begins hidden
mulch, filth, and tangled vines that fill the Middens; among the treant’s foliage. Read or paraphrase the
note that dim light imposes disadvantage on following, adjusting as necessary depending upon
Wisdom (Perception) checks based on sight. If the whether the Voice of Moander is hidden in the
trap is set off, a hail of clay pots rains down in a 30’ treant or not.
radius, centered on the triggering character, which The Corrupted Treant has already used its
shatter in sprays of green slime. Each creature in Animate Trees ability, but the animated trees have
the area must make a DC 13 Dexterity saving throw; already been destroyed. The Voice of Moander
on a failure, the creature is exposed to green slime; (drow priestess of Lolth) has lost her Summon
if the creature fails by 5 or more they suffer a direct Demon ability once she severed her connection to
hit, and any non-magical armor they are wearing the Demon Goddess.
has its AC bonus permanently reduced by 1.
Green slime deals 5 (1d10) acid damage when Pressing deeper into the Middens, the sounds
of battle fade behind the heaps of trash.
a creature is first exposed, and the creature takes
The sound of chanting is clearer now, a high,
the damage again at the start of each of its turns hoarse voice calling out maddening syllables.
until the slime is scraped off or destroyed. Against A line of trees stands on the far side of a clear
wood or metal, green slime deals 11 (2d10) acid area, but the voice seems to be coming from
damage each round, and any nonmagical wood or the top of a larger tree a few yards away from
the rest, covered in broad shelves of fungus
metal weapon or tool used to scrape off the slime is
and patches of rot.
effectively destroyed.
Sunlight, any effect that cures disease, and The Voice of Moander tries to remain hidden in the
any effect that deals cold, fire, or radiant damage branches of her corrupted treant ally, using her
destroys a patch of green slime. spells to support its attacks by summoning beasts
and disrupting the enemy. If the party managed to
Treasure approach without alerting her, she uses her levitate
The characters find a Staff of the Woodlands among ability on her first turn to get among the branches
the trash in the Middens. Note that this treasure and take cover.
is not available twice. Characters can only do
While in the corrupted treant’s branches, the
encounter 5A OR 5B, but not both.
Voice of Moander has half cover (+2 to AC and
Developments Dexterity saving throws), and enough concealment
After the characters have bypassed the challenges to hide if she so desires. She moves about the
here, proceed to section 5C The Voice of Moander. corrupted treant’s branches as if they were difficult

24 E L M W 1 - 3 / T H E B AT T L E O F E L M WO O D :
PA RT 5
terrain, but does not need to make an ability check
to do so as the treant is actively helping her; she Adjusting the Encounter
may improve her cover to three-quarters (+4 to AC Here are recommendations for adjusting this
and Dexterity saving throws) by moving to put the combat encounter. These are not cumulative.
bulk of the treant’s crown between herself and an • Very Weak Party: replace the Corrupted
enemy. She tends to remain 20 feet off the ground. Treant with a Shambling Mound, the Voice
In order to confront the Voice of Moander of Moander has already used all of her 4th
in melee while she is so protected, a character and 5th level spell slots
must climb up the treant by first making a DC • Weak Party: Replace the Corrupted Treant
16 Strength (Athletics) check to clamber up into with a Shambling Mound; the Voice of
its branches, which will provoke an attack of Moander has already used her 5th level
opportunity from the corrupted treant. Moving spell slots
about on the treant requires the same check, and • Strong Party: The Corrupted Treant has
the character moves at half speed while climbing. the use of its Animate Trees ability, and has
The corrupted treant has advantage on any attacks already animated two nearby trees. The
it makes against an enemy in its branches, and Voice of Moander uses minor illusion to
focuses its attacks on such creatures, as they are make the chanting come from one of the
the greatest threat to the Voice of Moander. animated trees, and she and Corrupted
The Voice of Moander and her allies fight to the Treant wait to act until the adventurers
death. Once she is slain, the plant monsters are no engage the trees
longer motivated by her malice, and simply wander • Very Strong Party: The Corrupted Treant
off to a damp spot to put down roots. The surviving has the use of its Animate Trees ability, and
cultists scatter. has already animated two nearby trees.
The Voice of Moander uses minor illusion
to make the chanting come from one of the
animated trees, and she and Corrupted
Treant wait to act until the adventurers
engage the trees. Add a Shambling Mound
which enters the battle in the second round,
and approaches from the rear.

25 E L M W 1 - 3 / T H E B AT T L E O F E L M WO O D :
PA RT 5
Conclusion subdued level, but the party does go on.
When the Voice of Moander falls, read or Catlin Littleleaf of Druid Brewery makes sure
paraphrase the following: everyone has more than enough libations, and
thanks to your efforts, there’s enough food
With a last, desperate shriek to a dead god, for everyone. There are many marriages over
the Voice of Moander falls. As she does, the next few days and you are invited to all of
the animated plants suddenly lose their them as the heroes of Elmwood.
malevolent thirst for slaughter and simply As the Greengrass festival winds to a close,
wander aimlessly. Aliana Mathir and some of the rest of the
Lacking their horrific allies, the people townsfolk seek you out.
of Elmwood are able to drive off or kill the “Look, I’ve been talking to folks and,” she rubs
remaining followers of the Darkbringer over her chin as she smiles at you. “And folks want
the course of the night. The death toll was you to stick around. I’ve been talking to the
surprisingly light, as the cultists were more platt-writer, the guy who figures out property
interested in converts than slaughter, but boundaries, and we’d like to give you a little
many brave defenders were still slain battling piece of Elmwood for your very own if you’d
the plant monsters. like to stay here, and maybe build a house or
When the last of the mindless plant a shop on it, you know?” She gives you a grin.
monsters is cut down, Constable Aliana “You make this place feel a little safer. It’s been
Mathnir addresses the massed defenders of a rough couple of years, and you’re just the
Elmwood. ‘You have all done well. Our home kind of people we want to have here as we
is safe. Now get some rest!’ Ignoring her rebuild.”
own order, the Constable hurries on to deal The constable gives you a wry smile, and
with putting the town back together, pausing offers out a brand-new property deed.
briefly to give you a tired, thankful smile. “Welcome home, adventurer.”
In the days that follow, Elmwood’s
Greengrass festival goes on at a much

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PA RT 6
Rewards The minimum total award for each character
participating in this adventure is 4,500
Make sure note their rewards on their adventure experience points.
log sheets. Give your name and DCI number (if
applicable) so players can record who ran the The maximum total award for each character
session. participating in this adventure is 6,000 experience
points.
Experience
Total up all combat experience earned for
Treasure
defeated foes, and divide by the number of The characters receive the following treasure,
characters present in the combat. For non-combat divided up amongst the party. Characters should
experience, the rewards are listed per character. attempt to divide treasure evenly whenever
Give all characters in the party non-combat possible. Gold piece values listed for sellable
experience awards unless otherwise noted. gear are calculated at their selling price, not their
purchase price.
Combat Awards
The grateful townsfolk take up a collection to
Name of Foe XP per Foe reward the heroes who saved Elmwood, which,
Awakened Tree 450 combined with some loot found on the cultists,
Corrupted Owlbear 700 totals 3,000 GP.
Corrupted Treant 5,000 Character with the story award “We Owe You
Darkbringer Berserker 450
One” from ELMW1-2 receive an extra 500 GP and
Darkbringer Cultist 50
can cross that portion of the story reward off.
Darkbringer Druid 450
Darkbringer Grabber 1,100 Consumable magic items should be divided
Darkbringer Horror 700 up however the group sees fit. If more than one
Darkbringer Otyugh 1,800 character is interested in a specific consumable
Elmwood Commoner 25 magic item, the DM can determine who gets it
Gas Spore 100 randomly should the group be unable to decide.
Needle Blight 50 Permanent Magic Item Distribution
Shambling Mound 1,800
Permanent magic items are divided according to
Vine Blight 100
Voice of Moander 3,900 a system. D&D Adventurers League has a system
in place to determine who is awarded permanent
Non-Combat Awards magic items at the end of a session. Each
character’s logsheet contains a column to record
Task or accomplishment XP per Char. permanent magic items for ease of reference.
Every Non-Named Elmwood Citizen
(commoners and guards) that • If all the players at the table agree on one
survives an encounter 100 xp character taking possession of a permanent
Kamik Felicity survives uninfected 200 xp magic item, that character gets the item.
• In the event that one or more characters indicate
Golan Survives uninfected 200 xp
an interest in possessing a permanent magic
Deputy Umbero Marivaldi survives item, the character that possesses the fewest
uninfected 200 xp permanent magic items gets the item. If there
Finding and saving Tinker and is a tie in the total number of permanent magic
the children 500 xp items owned by contesting characters, the item’s
Survive Encounter 5A: Slimes, owner is determined randomly by the DM.
Molds, and Fungi 750 xp

27 E L M W 1 - 3 / T H E B AT T L E O F E L M WO O D :
R E WA R D S
Staff of the Woodlands Potion of Greater Healing
Staff, rare (requires attunement by a druid) A description of this item can be found in the
This staff can be wielded as a magic quarterstaff Dungeon Master’s Guide.
that grants a +2 bonus to attack and damage rolls Potion of Fire Breath
made with it. While holding it, you have a +2 bonus
A description of this item can be found in the
to spell attack rolls.
Dungeon Master’s Guide.
The staff has 10 charges for the following
properties. It regains 1d6 + 4 expended charges Antitoxin x2
daily at dawn. If you expend the last charge, roll A description of this item can be found in the
a d20. On a 1, the staff loses its properties and Dungeon Master’s Guide.
becomes a nonmagical quarterstaff. Alchemists Fire x2
Spells. You can use an action to expend 1 or more A description of this item can be found in the
of the staff’s charges to cast one of the following Dungeon Master’s Guide.
spells from it, using your spell save DC: animal
friendship (1 charge), awaken (5 charges), barkskin Favors and Enmity
(2 charges), locate animals or plants (2 charges), Characters that successfully completed this
speak with animals (1 charge), speak with plants (3 adventure earn the story reward “Home Sweet
charges), or wall of thorns (6 charges). Home”. Reward them with Player Handout 3.
You can also use an action to cast the pass This character has been given a plot of land in
without trace spell from the staff without using any Elmwood by the Elmwood Council to use as their
charges. permanent residence. This plot of land can be
Tree Form. You can use an action to plant one end either sized for a comfortably large house in the
of the staff in fertile earth and expend 1 charge to main area of the town of Elmwood OR about an
transform the staff into a healthy tree. The tree is acre of bare land out in the farmlands for some
60 feet tall and has a 5-foot-diameter trunk, and its crops or a ranch, a barn, and a farmhouse. Future
branches at the top spread out in a 20-foot radius. Elmwood adventures will have more information
The tree appears ordinary but radiates a faint aura about how to upgrade this residence.
of transmutation magic if targeted by detect magic.
While touching the tree and using another action Renown
to speak its command, word, you return the staff to Each character receives one point of renown.
its normal form. Any creature in the tree falls when
it reverts to a staff Downtime
Scroll of Lesser Restoration (3rd Level) Each character receives 10 downtime days at the
Scroll, Uncommon conclusion of this adventure.
A description of this item can be found in the DM Rewards
Dungeon Master’s Guide.
You receive 300 XP, 150 gp, and ten downtime
Potion of Healing days for running this session.
Potion, Uncommon
A description of this item can be found in the
Player’s Handbook and Dungeon Master’s Guide.

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R E WA R D S
Appendix: Corrupted Treant
Huge plant, chaotic evil
NPC / Monster Statistics Armor Class 16 (natural armor)
Hit Points 138 (12d12+60)
Awakened Tree Speed 30 ft.
Huge plant, neutral evil STR DEX CON INT WIS CHA
Armor Class 13 (natural armor) 23 (+6) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1)
Hit Points 59 (7d12+14)
Damage Resistances bludgeoning, piercing
Speed 20 ft.
Damage Vulnerabilities fire
STR DEX CON INT WIS CHA Condition Immunities yellow mold spores
19 (+4) 6 (-2) 15 (+2) 10 (+0) 10 (+0) 7 (-2)
Senses passive Perception 13
Damage Vulnerabilities fire Languages Common, Druidic, Elvish, Sylvan
Damage Resistances bludgeoning, piercing Challenge 9 (5,000 XP)
Senses passive Perception 10 False Appearance. While the corrupted treant
Languages understands Common but can’t speak remains motionless, it is indistinguishable from a
Challenge 2 (450 XP) normal tree.
Siege Monster. The treant deals double damage to
Actions objects and structures.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 14 (3d6+4) bludgeoning damage Actions
Multiattack. The corrupted treant makes two slam
Corrupted Owlbear attacks.
Large plant, neutral evil
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Armor Class 13 (natural armor) one target. Hit: 16 (3d6+6) bludgeoning damage.
Hit Points 59 (7d10+21)
Rock. Ranged Weapon Attack: +10 to hit,
Speed 30 ft.
range 60/180 ft., one target. Hit: 28 (4d10+6)
STR DEX CON INT WIS CHA bludgeoning damage.
20 (+5) 12 (+1) 17 (+3) 2 (-4) 6 (-2) 1 (-5)
Animate Trees (1/day). The corrupted treant
magically animates one or two trees it can see
Condition Immunities blinded, charmed, within 60’ of it. These trees have the same statistics
frightened, paralyzed as a treant, except they have Intelligence and
Senses blindsight 30 ft. (blind beyond this radius), Charisma scores of 1, they can’t speak, and they
passive Perception 8 have only the Slam action option. An animated
Languages - tree acts as an ally of the treant. The tree remains
Challenge 3 (700 XP) animate for 1 day or until it dies; until the treant
dies or is more than 120 feet from the tree; or
Actions until the treant takes a bonus action to turn it back
Multiattack. The corrupted owlbear makes two into an inanimate tree. The tree then takes root if
attacks: one with its beak and one with its claws. possible.
Beak Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 10 (1d10+5) piercing damage.
Claws Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 14 (2d8+5) slashing damage.

29 E L M W 1 - 3 / T H E B AT T L E O F E L M WO O D :
APPENDIX
Darkbringer Cultist Darkbringer Druid
Medium humanoid (any race), chaotic evil Medium humanoid (any race), neutral evil
Armor Class 12 (leather armor) Armor Class 11 (16 with barkskin)
Hit Points 9 (2d8) Hit Points 27 (5d8+5)
Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 10(+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0)
11(+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0)
Skills Medicine +4, Nature +3, Perception +4
Skills Deception +2, Religion +2
Condition Immunities yellow mold spores
Condition Immunities yellow mold spores
Senses passive Perception 14
Senses passive Perception 10
Languages Common, Druidic, Sylvan
Languages Common
Challenge 2 (450 XP)
Challenge ⅛ (50 XP)
Spellcasting. The druid is a 4th-level spellcaster.
Dark Devotion. The cultist has advantage on Its spellcasting ability is Wisdom (spell save DC 12,
saving throws against being charmed or frightened. +4 to hit with spell attacks). It has the following
Actions druid spells prepared.
Cantrips (at will): druidcraft, shillelagh, thorn
Scimitar. Melee Weapon Attack: +3 to hit, reach 5
whip
ft., one target. Hit: 4 (1d6+1) slashing damage
1st level (4 slots): charm person, entangle,
Yellow Mold Flask. The cultist hurls a flask
longstrider, thunderwave
containing yellow mold spores at a space within
15’, which bursts to fill a 10’ cube. Any creature 2nd level (3 slots): barkskin, hold person
in the area must succeed on a DC 15 Constitution Actions
saving throw or take 11 (2d10) poison damage and Quarterstaff. Melee Weapon Attack: +2 to hit
become poisoned for 1 minute. While poisoned (+4 to hit with shillelagh), reach 5 ft., one target.
in this way, the creature takes 5 (1d10) poison Hit: 3 (1d6) bludgeoning damage, or 4 (1d8)
damage at the start of each of its turns. The bludgeoning damage if wielded in two hands, or 6
creature can repeat the saving throw at the end of (1d8+2) bludgeoning damage with shillelagh
each of its turns, ending the effect on itself with
Yellow Mold Flask. The cultist hurls a flask
a successful save. Each cultist carries one flask of
containing yellow mold spores at a space within
yellow mold spores; if the cultist is reduced to 0 HP
15’, which bursts to fill a 10’ cube. Any creature
while carrying a flask, there is a 50% chance that
in the area must succeed on a DC 15 Constitution
it shatters in a cloud extending 5’ from the cultist;
saving throw or take 11 (2d10) poison damage and
the flask automatically breaks in this fashion if the
become poisoned for 1 minute. While poisoned
cultist takes 5 or more Thunder damage from a
in this way, the creature takes 5 (1d10) poison
single effect.
damage at the start of each of its turns. The
creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself with
a successful save. Each cultist carries one flask of
yellow mold spores; if the cultist is reduced to 0 HP
while carrying a flask, there is a 50% chance that
it shatters in a cloud extending 5’ from the cultist;
the flask automatically breaks in this fashion if the
cultist takes 5 or more Thunder damage from a
single effect.

30 E L M W 1 - 3 / T H E B AT T L E O F E L M WO O D :
APPENDIX
Darkbringer Berserker Darkbringer Otyugh (Spore Servant Otyugh)
Medium humanoid (any race), chaotic evil Large plant, neutral evil
Armor Class 13 (hide armor) Armor Class 14 (natural armor)
Hit Points 67 (9d8+27) Hit Points 114 (12d10+48)
Speed 30 ft. Speed 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16(+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1) 16 (+3) 11 (+0) 19 (+4) 2 (-4) 6 (-2) 1 (-5)

Condition Immunities yellow mold spores Condition Immunities blinded, charmed,


Senses passive Perception 10 frightened, paralyzed
Languages Common Senses blindsight 30’ (blind beyond) passive
Challenge 2 (450 XP) Perception 8
Reckless. At the start of its turn, the berserker can Languages - (can follow telepathic orders from the
gain advantage on all melee weapon attack rolls Voice of Moander)
during that turn, but attack rolls against it have Challenge 5 (1,800 XP)
advantage until the start of its next turn. Limiting Telepathy. The otyugh can magically
transmit simple messages and images to any
Actions creature within 120 feet of it that can understand a
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 language. This form of telepathy doesn’t allow the
ft., one target. Hit: 9 (1d12+3) slashing damage. receiving creature to telepathically respond.
Actions
Darkbringer Grabber (Spore Servant Chuul) Multiattack. The otyugh makes three attacks: one
Large plant, neutral evil with its bite and two with its tentacles.
Armor Class 16 (natural armor) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Hit Points 93 (11d10+33) one target. Hit: 12 (2d8+3) piercing damage. If
Speed 20 ft., swim 20 ft. the target is a creature, it must succeed on a DC
15 Constitution saving throw against disease or
STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 2 (-4) 6 (-2) 1 (-5) become poisoned until the disease is cured. Every
24 hours that elapse, the target must repeat the
Condition Immunities blinded, charmed, saving throw, reducing its hit point maximum
frightened, paralyzed by 5 (1d10) on a failure. The disease is cured on
a success. The target dies if the disease reduces
Senses blindsight 30 ft. (blind beyond this radius), its hit point maximum to 0. This reduction to the
passive Perception 8 target’s hit point maximum lasts until the disease
Languages understands Common, but can’t speak is cured.
Challenge 4 (1,100 XP) Tentacle. Melee Weapon Attack: +6 to hit, reach 10
Actions ft., one target. Hit: 7 (1d8+3) bludgeoning damage
plus 4 (1d8) piercing damage. If the target is
Multiattack. The darkbringer horror makes two Medium or smaller, it is grappled (escape DC 13)
pincer attacks. and restrained until the grapple ends. The otyugh
Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., has two tentacles, each of which can grapple one
one target. Hit: 11 (2d6+4) bludgeoning damage. target.
The target is grappled (escape DC 14) if it is a
Large or smaller creature and the Darkbringer
grabber doesn’t have two other creatures grappled.

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APPENDIX
Darkbringer Horror (Spore Servant Hook Horror) Elmwood Commoner
Large plant, neutral evil Medium humanoid (human), neutral
Armor Class 15 (natural armor) Armor Class 10
Hit Points 75 (10d10+20) Hit Points 4 (1d8)
Speed 20 ft., climb 20 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 15 (+2) 2 (-4) 6 (-2) 1 (-5) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Condition Immunities blinded, charmed, Senses passive Perception 10


frightened, paralyzed Languages Common
Senses blindsight 30 ft. (blind beyond this radius), Challenge 0 (10 XP)
passive Perception 8
Languages understands Common, but can’t speak
Actions
Challenge 3 (700 XP) Club. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 2 (1d4) bludgeoning damage
Actions
Multiattack. The darkbringer horror makes two
hook attacks.
Hook. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 11 (2d6+4) piercing damage
Umbero Marivaldi, veteran
Medium humanoid (human), lawful neutral
Armor Class 17 (splint)
Hit Points 58 (9d8+18)
Speed 30 ft.
STR DEX CON INT WIS CHA
16(+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Skills Athletics +5, Perception +2


Senses passive Perception 12
Elmwood Guard
Medium humanoid (human), neutral
Languages Common, Draconic
Armor Class 11
Challenge 3 (450 XP)
Hit Points 11 (2d8+2)
Actions Speed 30 ft.
Multiattack. Nama makes two spear attacks; if STR DEX CON INT WIS CHA
Nama is wielding a spear in each hand, she may 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
make a third spear attack
Spear. Melee or Ranged Weapon Attack: +5 to hit, Skills Perception +2
reach 5 ft. or range 20 ft./60 ft., one target. Hit: 7 Senses passive Perception 12
(1d6+3) piercing damage, or 8 (1d8+3 piercing Languages Common
damage) if wielded in two hands. Challenge 1/8 (25 XP)
Acid Breath. (1/short or long rest) creatures in a Actions
5 ft. by 30 ft. line must make a DC 14 Dex saving
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one
throw, taking 3d6 acid damage on a failure, or half
target. Hit: 2 bludgeoning damage
that on a success.

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APPENDIX
Gas Spore Giant Spider
Large plant, unaligned Large beast, unaligned
Armor Class 5 (natural armor) Armor Class 14 (natural armor)
Hit Points 1 (1d10-4) Hit Points 26 (4d10+4)
Speed 0 ft., fly 10 ft. (hover) Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (-3) 1 (-5) 3 (-5) 1 (-5) 1 (-5) 1 (-5) 14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)

Damage Immunities poison Skills Stealth +7


Condition Immunities blinded, deafened, Senses blindsight 10 ft., darkvision 60 ft., passive
frightened, paralyzed, poisoned, prone Perception 10
Senses blindsight 30 ft. (blind beyond this radius), Languages -
passive Perception 5 Challenge 1 (200 XP)
Languages - Spider Climb. The spider can climb difficult
Challenge 1/2 (100 XP) surfaces, including upside down on ceilings,
Death Burst. The gas spore explodes when it without need to man an ability check.
drops to 0 hit points. Each creature within 20 feet Web Sense. While in contact with a web, the spider
of it must succeed on a DC 15 Constitution saving know the exact location of any other creature in
throw or take 10 (3d6) poison damage and become contact with the same web.
infected with a disease on a failed save. Creatures Web Walker. The spider ignores movement
immune to the poisoned condition care immune to restrictions caused by webbing.
this disease.
Spores invade an infected creatures syste,
Actions
killing the creature in a number of hours equal to Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
1d12+the creature’s Constitution score, unless the one target. Hit: 7 (1d8+3) piercing damage, and
disease is removed. In half that time, the creature the target must make a DC 11 Constitution saving
becomes poisoned for the rest of the duration. throw, taking 9 (2d8) poison damage on a failed
After the creature dies, it sprouts 2d4 Tiny gas save, or half as much damage on a successful one.
spores that grow to full size in 7 days. If the poison damage reduces the target to 0 hit
points, the target is stable but poisoned for 1 hour,
even after regaining hit points, and paralyzed while
poisoned in this way.
Web (Recharge 5-6). Ranged Weapon Attack: +5 to
hit, range 30/60 ft., one target. Hit: The target is
restrained by webbing. As an action, the restrained
target can make a DC 12 Strength check, bursting
the webbing on a success. The webbing can also be
attacked and destroyed (AC 10; hp 5; vulnerability
to fire damage; immunity to bludgeoning, poison,
and psychic damage).

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APPENDIX
Kamik Felicity, Priest of Chauntea (Priest) Shambling Mound
Medium humanoid (half-elf), neutral good Large plant, neutral evil
Armor Class 13 (chain shirt) Armor Class 15 (natural armor)
Hit Points 27 (5d8+5) Hit Points 136 (16d10+48)
Speed 25 ft. Speed 20 ft., swim 20’
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1) 18 (+4) 8 (-1) 16 (+3) 5 (-3) 10 (+0) 5 (-3)

Skills Medicine +6, Persuasion +3, Perception +6, Skills Stealth +2


Religion +4 Damage Resistances cold, fire
Senses passive Perception 16 Damage Immunities lightning
Languages Common, Elvish, Sylvan Condition Immunities blinded, deafened,
Challenge 2 (450 XP) exhaustion, yellow mold spores
Fey Ancestry. Kamik has advantage on saving Senses blindsight 60 ft. (blind beyond this radius),
throws against being Charmed, and is immune to passive Perception 10
magical sleep. Languages understands Common, Druidic and
Divine Eminence. As a bonus action, Kamik can Sylvan but can’t speak
expend a spell slot to cause his melee weapon Challenge 5 (1,800 XP)
attacks to magically deal an extra 10 (3d6) radiant Lightning Absorption. Whenever the shambling
damage to a target on a hit. This benefit lasts until mound is subjected to lightning damage, it takes no
the end of the turn. If the priest expends a spell slot damage and regains a number of hit points equal to
of 2nd level or higher, the extra damage increases the lightning damage dealt.
by 1d6 for each level above 1st.
Spellcasting. Kamik is a 5th-level spellcaster. His Actions
spellcasting ability is Wisdom (spell save DC 13, Multiattack. The shambling mound makes two
+5 to hit with spell attacks). He has the following slam attacks. If both attacks hit a Medium or
cleric spells prepared. smaller target, the target is grappled (escape DC
Cantrips (at will): light, sacred flame, 14), and the shambling mound uses its Engulf on it.
thaumaturgy Slam. Melee Weapon Attack: +7 to hit, reach 5 ft.,
1st level (4 slots): cure wounds, healing word, one target. Hit: 13 (2d8+4) bludgeoning damage.
sanctuary Engulf. The shambling mound engulfs a Medium
2nd level (3 slots): augury, lesser restoration or smaller creature grappled by it. The engulfed
3rd level (2 slots): beacon of hope, dispel magic target is blinded, restrained, and unable to breathe,
and it must succeed on a DC 14 Constitution saving
Actions throw at the start of each of the mound’s turns
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., or take 13 (2d8+4) bludgeoning damage. If the
one target. Hit: 3 (1d6) bludgeoning damage mound moves, the engulfed target moves with it.
The mound can have only one creature engulfed at
a time.

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Voice of Moander (Drow Priestess of Lolth) Spellcasting The Voice of Moander is a 10th-level
Medium humanoid (elf), chaotic evil spellcaster. Her spellcasting ability is Wisdom
Armor Class 16 (scale mail) (spell save DC 14, +6 to hit with spell attacks). She
has the following spells prepared.
Hit Points 71 (13d8+13)
Cantrips (at will): guidance, minor illusion,
Speed 30 ft.
poison spray, shillelagh, thorn whip
STR DEX CON INT WIS CHA 1st level (4 slots): charm person, cure wounds,
10 (+0) 14 (+2) 12 (+1) 13 (+1) 17 (+3) 18 (+4)
entangle, longstrider
Saving Throws Con +4, Wis +6, Cha +7 2nd level (3 slots): hold person, spike growth,
Skills Nature +4, Perception +4, Religion +4, web
Stealth +5 3rd level (3 slots): conjure animals (2 giant
Condition Immunities yellow mold spores spiders), dispel magic
Senses darkvision 120’, passive Perception 16 4th level (3 slots): blight, confusion
Languages Elvish, Undercommon, Sylvan 5th level (2 slots): insect plague, mass cure
wounds
Challenge 8 (3,900 XP)
Sunlight Sensitivity. While in sunlight, Voice of
Fey Ancestry. The Voice of Moander has advantage
Moander has disadvantage on attack rolls, as well
on saving throws against being charmed, and
as on Wisdom (Perception) checks that rely on
magic can’t put her to sleep.
sight.
Innate Spellcasting. The Voice of Moander’s innate
spellcasting ability is Charisma (spell save DC 15). Actions
She can innately cast the following spells, requiring Multiattack. The Voice of Moander makes two
no material components: quarterstaff attacks.
At will: dancing lights Quarterstaff. Melee Weapon Attack: +3 to hit
1/day each: darkness, faerie fire, levitate (self (+6 to hit with shillelagh), reach 5 ft., one target.
only) Hit: 3 (1d6) bludgeoning damage, or 4 (1d8)
bludgeoning damage if wielded in two hands, or 7
(1d8+3) bludgeoning damage with shillelagh

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APPENDIX
Vine Blight Needle Blight
Medium plant, neutral evil Medium plant, neutral evil
Armor Class 12 (natural armor) Armor Class 12 (natural armor)
Hit Points 26 (4d8+8) Hit Points 11 (2d8+2)
Speed 10 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 14 (+2) 5 (-3) 10 (+0) 3 (-4) 12 (+1) 12 (+1) 13 (+1) 4 (-3) 8 (-1) 3 (-4)
Skills Stealth +1 Condition Immunities blinded, deafened, yellow
Condition Immunities blinded, deafened, yellow mold spores
mold spores Senses blindsight 60 ft. (blind beyond this radius),
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
passive Perception 10 Languages understands Common but can’t speak
Languages Common Challenge ¼ (50 XP)
Challenge 1/2 (100 XP)
Actions
Actions Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Constrict. Melee Weapon Attack: +4 to hit, reach one target. Hit: 6 (2d4+1) piercing damage
10 ft., one target. Hit: 9 (2d6+2) bludgeoning Needles. Ranged Weapon Attack: +3 to hit, range
damage, and a Large or smaller target is grappled 30/60 ft., one target. Hit: 8 (2d6+1) piercing
(escape DC 12). Until this grapple ends, the target damage
is restrained, and the blight can’t constrict another
target.
Entangling Plants (Recharge 5-6). Grasping roots
and vines sprout in a 15-foot radius centered on
the blight, withering away after 1 minute. For the
duration, the area is difficult terrain for nonplant
creatures. In addition, each creature of the blight’s
choice in that area when the plants appear must
succeed on a DC 12 Strength saving throw or
become restrained. A creature can use its action
to make a DC 12 Strength check, freeing itself or
another entangled creature within reach on a
success.

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APPENDIX
Appendix: Adventure Flowchart

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APPENDIX
Appendix: Maps

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APPENDIX
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APPENDIX
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Fetch the Fireworks

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APPENDIX
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APPENDIX
Appendix: Player Handouts
Handout 1: List of Councilors and their Likely Locations
• Constable Aliana Mathnir (already found)
• Alksuth Cork, a bald human male, gnarled and heavily tattooed; he is likely to be overseeing the
wrestling matches near Black Hand Cheeses
• Aranda Fletcher, a very tall half-elven woman, with blond hair and a pronounced limp; she is one of
the judges at the Beautiful Pig competition at Prici’s Threads and Gowns
• Drake Holmstrumph, an older, gray-haired human man, most likely at the docks drinking with other
survivors of the Burning
• Deputy Kala Namak, a black-scaled dragonborn female, assigned to patrol the festival; she could be
anywhere
• Larissa Aerasumé, Priestess of Selune, a strikingly beautiful half-elf who strongly favors here moon
elf heritage; she is likely sketching festival goers in exchange for donations to charity at the Wayfarer’s
Rest Inn
• Nils Sankt, Priest of Bane, an extremely old human male, who hobbles about with the aid of a long
cudgel carved with a fist; he is likely heckling at the dunking booth near the Refugee Barracks
• Harvest Mother Shayad, Priestess of Chauntea: an imposing half-orc woman, likely to be found in the
temple gardens shooing people away from her prized flowerbeds
• Thyra Stoneshoulders, a tall, lovely dwarf woman, most likely serving food and drink at her inn, the
Silvery Gem
• Yao Seijou, head of the Shield Trading Company: a short, slender man with long, black hair in a
ponytail, wears expensive clothes, probably at the Shield Trading Company compound working

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APPENDIX
Handout 2: Moander the Darkbringer
The saurial archmage Grypht devoted a great deal Any character with the Ritual Caster class
of time and energy to researching Moander the feature who is able to cast 3rd level spells can
Darkbringer, and even more to developing methods enact Grypht’s ritual. It has a 1-hour casting time,
to combat the god’s power. so ritually casting it will take 70 minutes. The ritual
The cult’s primary means of spreading its requires pure water and healing herbs, worth 100
influence is through the use of Dark Seeds. A gp. When completed, the ritual wards an area up
creature implanted with one of the corrupting pods to 100 feet on a side against creatures infected
quickly falls under the thrall of the Darkbringer, with Moander’s power. Such creatures must make
a Charisma saving throw in order to enter the
free will suppressed by the desire to serve.
warded area. If successful, repeat the saving throw
Willing thralls retain a good deal of their prior
at the start of each of its turns or fall unconscious
personalities, but unwilling victims are utterly
for 1 minute. If an infected creature fails 3 such
dominated by the dark god’s will. They tend to
saves, the Dark Seed within dies; the creatures
have a fixed, glassy stare, slightly jerky movements,
gains a level of Exhaustion for each day it has been
and no sense of humor, or sense of anything that infected, so long-time cultists die when their Seed
brings joy. does. Casting the ritual in the same place every day
The Dark Seeds continue growing in their for a year renders it permanent, or it can be tied to
hosts, eventually replacing their flesh and even a hallow spell.
vital organs. Unwilling victims can last as long While casting the ritual, the caster is
as a tenday before being fully corrupted, but the considered to be concentrating, as if on a spell. If
seeds grow much more quickly in the willing. In interrupted, the caster can defend herself, but must
either case, those infected with a Dark Seed are use either an action or a bonus action each round
identifiable by the plant material that grows from to maintain the ritual. If the caster leaves the area,
their bodies: green, leafy tendrils, even flowers. or loses concentration, the ritual ends and must be
The host grows sickly if these growths are denied started anew.
light and air for too long, so cultists trying to blend Several casters can undertake the ritual at
in tend to wear corsages, boutonnieres, wreaths, the same time. It doesn’t increase the speed of the
and such to camouflage the corrupting growths. casting but the ritual is not interrupted unless
Grypht’s crowning achievement was a all the participants lose concentration or leave
powerful ritual that could hedge out creatures the area. As long as one ritualist is continuing the
imbued with Moander’s power, and even kill the ritual, a caster who had lost concentration, or left
Dark Seeds within a host. the area, may rejoin the ritual as an action.

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APPENDIX
Handout 3: Welcome Home, Adventurer!

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APPENDIX
arrival
JAY AFRICA
Adventure Designer
Adventure Code: HILL 1-1

Hillsfar struggles to stay aloft after the fall of First Lord Torin Nomerthal.
Trade is stagnant. Relations between the citizens and non-humans remain
strained. Tensions are rising as Sir Vuhm Yestral is unable to ease the
situation. The arrival of a charismatic stranger incites the populace to rebel
against the new ruler. A D&D Adventurers League adventure set in Hillsfar.

A 4-hour adventure for 5th-10th level characters

Producer: Baldman Games


Hillsfar Administrator: Cindy Moore
Development: Shawn Merwin
Editing and Layout: Encoded Designs
Cartography: Jay Africa
Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall,
Claire Hoffman, Greg Marks, Alan Patrick

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.
©2016 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
Welcome to Arrival, a D&D Adventurers League
adventure, Part One of the Dark Intentions Trilogy
This adventure is designed for three to seven 5th-10th level characters, and is optimized for five 6th-
level characters. The adventure is set in the Moonsea region of the Forgotten Realms, in and around
the city of Hillsfar.

The D&D Adventurers League Preparing the Adventure


This adventure is official for D&D Adventurers Before you show up to Dungeon Master this
League play. The D&D Adventurers League is the adventure for a group of players, you should do the
official organized play system for DUNGEONS & following to prepare.
DRAGONS®. Players can create characters and • Make sure to have a copy of the most current
participate in any adventure allowed as a part of version of the D&D Basic Rules or the Player’s
the D&D Adventurers League. As they adventure, Handbook.
players track their characters’ experience, treasure, • Read through the adventure, taking notes
and other rewards, and can take those characters of anything you’d like to highlight or remind
through other adventures that continues their story. yourself while running the adventure, such as a
If you’re running this adventure as a part of a way you’d like to portray an NPC or a tactic you’d
store event or at certain conventions, you’ll need a like to use in a combat.
DCI number. This number is your official Wizards of • Get familiar with the monster statistics in the
the Coast organized play identifier. If you don’t have Appendix.
a number, you can obtain one at a store event. Check
• Gather together any resources you’d like to
with your organizer for details. use to aid you in running this adventure--such
D&D Adventurers League play is broken up into as notecards, a DM screen, miniatures, and
storyline seasons. When players create characters, battlemaps.
they attach those characters to a storyline season, • If you know the composition of the group
which determines what rules they’re allowed to beforehand, you can make adjustments as noted
use to create and advance their characters. Players throughout the adventure.
can continue to play their characters after the
storyline season has finished, possibly participating
in a second or third storyline with those same
characters. A character’s level is the only limitation Before Play at the Table
for adventure play. A player cannot use a character
of a level higher or lower than the level range of a Ask the players to provide you with relevant
D&D Adventurers League adventure. character information:
For more information on playing, running • Character name and level
games as a Dungeon Master, and organizing games • Character race and class
for the D&D Adventurers League, please visit the
• Passive Wisdom (Perception)—the most
D&D Adventurers League home at:
common passive ability check
• Anything notable as specified by the adventure
www.dndadventurersleague.org (such as backgrounds, traits, flaws, etc.)

2 H I L L 1 - 1 / A R R I VA L : I N T R O D U C T I O N
Players that have characters outside the You may adjust the adventure beyond the
adventure’s level range cannot participate in guidelines given. For example, if you’re playing
the adventure with those characters. Players with a group of inexperienced players, you might
with ineligible characters can make a new 1st-level want to make the adventure a little easier; for
character or use a pregenerated character. Players very experienced players, you may want to make
can play an adventure they previously played or it a little harder. Therefore, five categories of
ran as a Dungeon Master, but not with the same party strength have been created for you to use
character. as a guide. Feel free to use a different adjustment
Ensure that each player has an official during the adventure if the recommended party
adventure logsheet for his or her character (if not, strength feels off for the group.
get one from the organizer). The player fills out This adventure is optimized for a party of
the adventure name, session number, date, and five 6th-level characters. To figure out whether
your name and DCI number. In addition, the player you need to adjust the adventure, do the following:
also fills in the starting values for experience, gold, • Add up the total levels of all the characters
downtime, renown, and number of permanent • Divide the total by the number of characters
magic items. He or she fill in the other values and
write notes at the conclusion of the session. Each • Round fractions of .5 or greater up; round
player is responsible for maintaining an accurate fractions of less than .5 down
logsheet. You’ve now determined the average party level
If you have time, you can do a quick scan of (APL) for the adventure. To figure out the party
a player’s character sheet to ensure that nothing strength for the adventure, consult the following
looks out of order. If you see magic items of very table:
high rarities or strange arrays of ability scores, you
can ask players to provide documentation for the Determining Party Strength
irregularities. If they cannot, feel free to restrict
item use or ask them to use a standard ability Party Composition Party Strength
score array. Point players to the D&D Adventurers 3-4 characters, APL less than Very Weak
3-4 characters, APL equivalent Weak
League Player’s Guide for reference.
3-4 characters, APL greater than Average
If players wish to spend downtime days and 5 characters, APL less than Weak
it’s the beginning of an adventure or episode, 5 characters, APL equivalent Average
they can declare their activity and spend the days 5 characters, APL greater than Strong
6-7 characters, APL less than Average
now. Alternatively, they can do so at the end of
6-7 characters, APL equivalent Strong
the adventure or episode. Players should select 6-7 characters, APL greater than Very Strong
their characters’ spells and other daily options
prior to the start of the adventure, unless the
adventure specifies otherwise. Feel free to reread Running the Adventure
the adventure description to help give players hints
about what they might face. As the Dungeon Master of the session, you have the
most important role in facilitating the enjoyment
of the game for the players. You help guide the
Adjusting the Adventure narrative and bring the words on these pages
to life. The outcome of a fun game session often
Throughout this adventure, you may see sidebars creates stories that live well beyond the play at the
to help make adjustments for smaller/larger table. Always follow this golden rule when you DM
groups, and characters of higher/lower levels than for a group:
the optimized group. Most of the time, this is used Make decisions and adjudications that
for combat encounters. enhance the fun of the adventure when possible.

3 H I L L 1 - 1 / A R R I VA L : I N T R O D U C T I O N
To reinforce this golden rule, keep in mind the Downtime and Lifestyle
following:
• You are empowered to make adjustments to At the beginning of each play session, players must
the adventure and make decisions about how the declare whether or not they are spending any days
group interacts with the world of this adventure. of downtime. The player records the downtime
Doing so is especially important and applicable spent on the adventure logsheet. The following
outside of combat, but feel free to adjust the options are available to players during downtime
adventure for groups that are having too easy or (see the D&D basic rules or the D&D Adventurers
too hard of a time. League Player’s Guide for more information):
• Don’t make the adventure too easy or too • Catching up
difficult for a group. Never being challenged
• Crafting (exception: multiple characters cannot
makes for a boring game and being
commit to crafting a single item)
overwhelmed makes for a frustrating one.
Gauge the experience of the players (not the • Practicing a profession
characters) with the game, try to feel out (or • Recuperating
ask) what they like in a game, and attempt to • Spellcasting services
give each of them the experience they’re after • Training
when they play D&D. Give everyone a chance to
Other downtime options might be available during
shine.
adventures or unlocked through play, including
• Be mindful of pacing, and keep the game faction-specific activities.
session moving along appropriately. Watch for
In addition, whenever a character spends
stalling, since play loses momentum when this
downtime days, that character also spends the
happens. At the same time, make sure that the
requisite expense for his or her lifestyle. Costs
players don’t finish too early; provide them with
are per day, so a character that spends ten days
a full play experience. Try to be aware of running
of downtime also spends ten days of expenses
long or short. Adjust the pacing accordingly
maintaining his or her lifestyle. Some downtime
• Read-aloud text is just a suggestion; feel free activities help with lifestyle expenses or add
to modify the text as you see fit, especially when lifestyle expenses.
dialogue is present.
• Give the players appropriate hints so they can
make informed choices about how to proceed. Spellcasting Services
Players should be given clues and hints when
appropriate so they can tackle puzzles, combat, Any settlement the size of a town or larger can
and interactions without getting frustrated over provide some spellcasting services. Characters
lack of information. Doing so helps to encourage need to be able to travel to the settlement to obtain
immersion in the adventure and gives players these services.
“little victories” for figuring out good choices
Spell services generally available include
from clues.
healing and recovery spells, as well as information-
In short, being the DM isn’t about following gathering spells. Other spell services might be
the adventure’s text word-for-word; it’s about available as specified in the adventure. The number
facilitating a fun, challenging game environment of spells available to be cast as a service is limited
for the players. The Dungeon Master’s Guide™ has to a maximum of three per day total, unless
more information on the art of running a D&D otherwise noted.
game.

4 H I L L 1 - 1 / A R R I VA L : I N T R O D U C T I O N
Spellcasting Services Death
Spell Cost A character who is killed during the course of
Cure wounds (1st level) 10 gp the adventure has a few options at the end of the
Identify 20 gp session (or whenever arriving back in civilization)
Lesser restoration 40 gp
Prayer of healing (2nd level) 40 gp
if no one in the adventuring party has immediate
Remove curse 90 gp access to a raise dead or revivify spell, or similar
Speak with dead 90 gp magic. A character subject to a raise dead spell is
Divination 210 gp affected negatively until all long rests have been
Greater restoration 450 gp completed during an adventure. Alternatively, each
Raise dead 1,250 gp
downtime day spent after raise dead reduces the
penalty to attack rolls, saving throws, and ability
Acolyte Background checks by 1, in addition to any other benefits the
downtime activity might provide.
A character possessing the acolyte
Create a New 1st-Level Character. If the dead
background requesting spellcasting
character is unwilling or unable to exercise any
services at a temple of his or her faith
of the other options, the player creates a new
may request one spell per day from the
character. The new character does not have any
Spellcasting Services table for free. The
items or rewards possessed by the dead character.
only cost paid for the spell is the base price
for the consumed material component, if Dead Character Pays for Raise Dead. If the
any. character’s body is recoverable (it’s not missing
any vital organs and is mostly whole) and the
player would like the character to be returned to
life, the party can take the body back to civilization
Disease, Death, and Recovery and use the dead character’s funds to pay for a
raise dead spell. A raise dead spell cast in this
manner costs the character 1,250 gp.
Sometimes bad things happen, and characters get
poisoned, diseased, or are killed. Since you might Character’s Party Pays for Raise Dead. As
not have the same characters return from session above, except that some or all of the 1,250 gp for
to session, here are the rules when bad things the raise dead spell is paid for by the party at the
happen to characters. end of the session. Other characters are under no
obligation to spend their funds to bring back a
Disease, Poison, and Other Debilitating Effects dead party member.
A character still affected by diseases, poisons, Faction Charity. If the character is of level 1 to
and other similar effects at the conclusion of an 4 and a member of a faction, the dead character’s
adventure can spend downtime days recuperating body can be returned to civilization and a patron
until such time as he or she resolves the effect to from the faction ensures that he or she receives a
its conclusion (see the recuperating activity in the raise dead spell. However, any character invoking
D&D Basic Rules). this charity forfeits all experience and rewards
If a character doesn’t resolve the effect from that session (both those earned prior to and
between sessions, that character begins the next after death during that session) and cannot replay
session still affected by the debilitating effect. that episode or adventure with that character
again. Once a character reaches 5th level, this
option is no longer available.

5 H I L L 1 - 1 / A R R I VA L : I N T R O D U C T I O N
Adventure Background
Hillsfar, the City of Trade, is in disarray. The Dark With their forces at work within Hillsfar, the
Prince Graz’zt was banished from the Underdark dark fey are now positioned to escalate their plans
back to the Abyss, ending the madness that spread to capture the region. They have sent a night hag
throughout the area. The First Lord of Hillsfar, named Granny Eve-canker to Hillsfar with the
Torin Nomerthal, perished under insurgents’ mission of inciting dissent and rebellion. In the guise
hands, and with him also fell the second Great Law of a foreign elven noble named Estrellae Moonglow,
of Humanity. Granny Eve-canker has been gathering allies within
Commandant Vuhm Yestral of the Red Plumes, the Hillsfar’s nobility.
the military and police force of Hillsfar, has risen to
the position of First Lord. It falls upon his shoulders
Overview
to rebuild Hillsfar, drawing order out of disarray and
working to somehow reconcile conflicts between This adventure is divided into three parts.
the differing ideologies within the city. Many of the Part 1. The adventure begins with the
City of Trade’s citizens remain deeply xenophobic— characters at the docks of Hillsfar. Trouble rears its
former First Lord Nomerthal’s ideologies and wicked head when monsters smuggled into the city
propaganda having planted deep roots. As a former break out into the public. Subduing the beasts, the
commandant of the Red Plumes, Lord Yestral is adventurers witness open hostilities directed at
still viewed by much of the public as the face of the the hired dwarven sailors who unwittingly brought
city’s peacekeeping militia. While Lord Yestral has the creatures into the city. The dwarves plead
promoted Captain Jandra Gragdowel to the rank ignorance of their dangerous cargo, but the trader
of Commandant of the Red Plumes, it is the First who hired them is nowhere to be found.
Lord’s name and reputation that are sullied when Impressed by the adventurers’ actions, a
a Red Plume patrol exhibits poor behavior toward noble named Estrellae Moonglow invites them
Hillsfarian or foreigner. to her home for a gathering later that day. The
With no signs of tensions abating in the city, adventurers are also approached by a Red Plume
First Lord Yestral has made it his priority to win guard bearing a summons for them to meet with
the favor of the tradespeople. However, a recent Commandant Jandra Gragdowel at Hillsfar Castle.
spate of civic disturbances has been causing trouble, The good Commandant has a job for them.
disrupting the common folks’ efforts to return to Part 2. At Hillsfar Castle, the adventurers
everyday life. More importantly, these troubles have speak with Commandant Gragdowel. She believes
been disrupting the commerce protected by the that the incidents are intentional acts of malice and
city’s Great Law of Trade. asks the adventurers to investigate further.
The disturbances stem from a force at work As the adventurers investigate various
behind the scenes: Malkyn Grenefeld, the former locations around the city, they meet a number of
First Lord’s Chamberlain, harbors a passionate love individuals, root out rumors, and perhaps get into a
for the slain Lord Nomerthal and seeks revenge fight or two. Attending Moonglow’s gathering, the
on the current Lord Yestral. To that end, she has adventurers gain new insight about the growing
made a pact with dark fey forces set on conquering schism within the city populace. Eventually, they
Cormanthor Forest. Over the past month, Grenefeld find enough clues that point to the culprit they
has been planting misinformation, forging trade have been searching for.
records, and smuggling minions of the dark fey into Part 3. The adventurers track the culprit to
the city. a recently unearthed temple just outside the city
walls. There, they confront Granny Eve-canker and
her minions in her lair.

6 H I L L 1 - 1 / A R R I VA L : I N T R O D U C T I O N
Adventure Hooks Designers Notes
Heroes of Hillsfar. Characters who have On the Xenophobia of Hillsfar. The
adventured in Hillsfar and the surrounding region xenophobic populace of Hillsfar exhibit behavior
have ties there. They have maintained their that is hostile, oppressive, and racially charged.
presence in or have returned to the area to either Be aware of attitudes at your table. If portraying
keep a vigilant eye out for danger or to assist with NPCs’ xenophobia would make you or anyone at
the region’s recovery efforts. your table feel uncomfortable, feel free to shift the
focus of the social conflict toward the politics and
economics of Hillsfar. Perhaps an NPC is unhappy
Remuneration in Recuperation. Money-
with Vuhm Yestral as the successor to Torin
minded characters find no shortage of work in
Nomerthal. Or perhaps an NPC feels the influx of
Hillsfar. Traders need guards and the rebuilding
new labor into Hillsfar is diverting resources or
efforts need labor. Characters hiring themselves
employment from the long-time citizens of Hillsfar.
out in the city can maintain a comfortable lifestyle.
Maybe an NPC was slighted or wronged by the
Faction Directive. The Factions know that Red Plumes and, with the Plumes being better
there is much work to be done to rebuild the City controlled by the current government, sees the
of Trade. They have directed the adventurers to time as right to speak out against them. In any case,
Hillsfar to help First Lord Vuhm Yestral keep the feel free to paraphrase or alter any pertinent box
peace. This is particularly applicable to members text within this adventure appropriately in order to
of the Lords’ Alliance, the Order of the Gauntlet, minimize or eliminate the portrayal of xenophobia,
and the Zhentarim. should you feel the need.
Breaking Through Stigma. Both human
and non-human characters may be involved with
efforts to sway xenophobic Hillsfarians towards
open-mindedness. These characters speak in
public and seek audience with closed-minded
citizens in attempts to ease hostilities within the
populace. Harpers and members of the Emerald
Enclave may find this pursuit worthwhile.

7 H I L L 1 - 1 / A R R I VA L : I N T R O D U C T I O N
Part 1. Trouble Rears
Its Wicked Head
Danger At The Docks Characters engaging with tavern patrons or
listening in on the conversations around them
learn the following:
Expected Duration: 30 minutes
• Two local merchants debate the pros and cons
The adventurers find themselves at the docks of
of the Great Law of Humanity’s dissolution. One
Hillsfar in a tavern called the Rusty Nail. They are
of them blames the stagnant trade on the influx
either taking a break from patrolling the city, are
of non-humans, claiming that they are driving
taking repast, or are under the employ of the Rusty
away business from both local and foreign
Nail’s proprietor as guards (their payment having
merchants who only wish to deal with the
been settled “off-screen”).
human populace. The other trader advocates the
General Features return of non-humans to Hillsfar, claiming that
The general features of the Hillsfar docks are as the city’s commercial troubles are the result of
follows: the madness that gripped it not too long ago.
Light and Visibility. It is mid-morning, shortly • A group of sailors who have just returned
after nine bells. The sun is up but the sky is overcast, from a voyage discuss a recent spate of odd
setting a dreary tone to the day. occurrences: livestock falling ill and dying,
shipments of cargo going missing from various
Smells and Sounds. Sweaty laborers, barrels warehouses, and wild beasts being found within
of fish, merchants haggling with sailors, hoofs the city walls and terrorizing the public. Some
clattering on the pier, heated political conversation. sailors attribute these recent misfortunes to
Surrounding Activity. The docks are relatively the non-humans who have been allowed into
quiet, with few trade ships in port at the moment. the city, suspecting that these troubling events
Sailors and other hired-hands loiter, and traders and are acts of revenge against the city for having
merchants buy and sell wares. Both humans and enacted the now defunct Great Law of Humanity.
non-humans linger at the Rusty Nail, conducting • Nearby Red Plumes tell the story of several
business or looking for employment. within their ranks who went seemingly mad and
then abruptly passed away.
The waters of the Moonsea lap lazily against
• As the adventurers listen in on or speak with
Hillsfar’s docks as you sit at the Rusty Nail,
one of two dockside taverns. The docks of the tavern patrons, there is a sudden commotion
Hillsfar have seen busier days. Though built outside.
to accommodate up to a dozen cargo ships,
a recent slowdown in trade has left the piers
nearly empty for the past month. Fortunately
for you, your reputations as adventurers
have provided enough opportunities for
employment.
Three ships are currently anchored in
port, the one nearest the Rusty Nail unloading
several wagons onto the pier. All around,
Hillsfarians argue loudly and openly about the
recent resurgence of non-humans in the city.

8 H I L L 1 - 1 / A R R I VA L : PA RT 1
9 H I L L 1 - 1 / A R R I VA L : PA RT 1
stats, as above). After the end of the first round,
Loud crashing noises and screams erupt
from outside and from the docks just below. the pier clears as the fleeing workers move into the
Panicked dockworkers scramble around staging area. After the end of the second round,
three wagons parked in the staging area and the staging area clears.
at the edge of the pier. Off in the distance,
a frightened pair of draft horses about to get
hitched to the wagon on the left gallops up Adjusting the Encounter
the main path toward the city. What appear
to be two horse statues are hitched to the Here are recommendations for adjusting this
center wagon. A many-legged lizard the size combat encounter. These are not cumulative.
of a small pony takes bites out of a statue
of a dwarf, posed in a posture of fear and
• Very weak party: Remove two
gesturing towards the center wagon, the side basilisks, add three cockatrices­that
of which has been smashed open from the begin combat by the cart on the pier
inside. • Weak party: Remove one basilisk, add
At the edge of the pier below, a third three cockatrices that begin combat by
wagon stands idle, a similar hole punched
through its side. Two statues lay smashed
the cart on the pier
on the pier nearby the fearful scene, as • Strong party: Add one basilisk
dockworkers fend off more danger. • Very strong party: Add two basilisks,
and each basilisk has 66 HP
Two basilisks have awakened from magically-
induced sleep and have burst from the center
wagon and the wagon at the edge of the pier, both Development
having been unloaded from the moored ship. Once the monsters have been defeated or subdued,
Frightened dockworkers flee the scene, either the adventurers hear a crowd of raised voices.
running up the pier, taking refuge in the ship, or
scattering from the staging area away from the two
A dozen or so dockworkers and merchants
resting wagons. A few Red Plumes assist with their drag three dwarves to the wagons.
escape. The basilisks have plenty of dockworkers “We know you brought these monsters
and merchants within reach (use commoner on board that ship,” shouts one furious
stats), and unless the adventurers act fast, a dockhand. “I knew they would be trouble,”
dockworker or merchant perishes each round, yells a seething merchant. A chorus of
agreement and accusations follows from the
either turned to stone or ravaged by the beasts.
rest of the crowd.
Tactics “We had no idea what our cargo was,”
pleads one of the dwarves. “We swear!
The basilisks immediately shift their attention to Find Eldeth. She hired us for this job.” But
the adventurers if the characters advance. At the the dwarf’s voice is lost in the clamor of the
start of the second round, a third basilisk awakens, crowd.
bursts out of the leftmost cart, and joins combat.
To keep combat from drawing on too long, consider The dwarves are sincere in their claim of
limiting the use of each basilisk’s petrifying gaze to ignorance, a DC 5 Wisdom (Insight) check
one character per round. confirms. It takes a DC 12 Charisma (Persuasion)
Crowd. The dock is filled with workers fleeing or Charisma (Intimidation) to calm the crowd
for their lives. For the first two rounds of combat, and have them back away from the dwarves.
the pier and the staging area outside the Rusty Otherwise, the crowd obstinately refuses to ease
Nail are considered difficult terrain. In either zone, off the dwarves.
ranged attacks made at a distance greater than 10
ft. are made at disadvantage, while attacks that
affect an area risk hitting civilians (use commoner

10 H I L L 1 - 1 / A R R I VA L : PA RT 1
Whether questioned by the adventurers or
by the crowd, the dwarves relay the following Roleplaying Estrellae Moonglow
information. Elven noble Estrellae Moonglow is one of
• The three dwarves were hired by another several personas Granny Eve-canker has
dwarf named Eldeth Marblehead. Eldeth hired taken in her efforts to sow dissent in Hillsfar.
them just outside of Mulmaster. They were (Eldeth Marblehead being another).
desperate for work and agreed to take on the As Estrellae, she is graceful, poised,
job, no questions asked. well-spoken, and speaks in calming tones.
• The ship was likewise chartered in similar She claims to be new to Hillsfar, having only
desperate conditions. None of the crew knew moved recently from Sembia to capitalize
the nature of the cargo. on the trade opened up by the recently
• Eldeth kept to herself throughout the entire dismissed Great Law of Humanity. Estrellae
journey, so no one knows anything about her. In wears her emerald kidgloves (see Rewards at
the heat of the struggle against the monsters, she the end of this adventure for a description of
seems to have disappeared. this magic item), making her prone to giving
After a few minutes of interrogation, a squad of compliments and being generous.
Red Plumes arrives. They break up the crowd, take Granny Eve-canker is a night hag
the dwarves into custody, and march them off to from the Border Forest to the west of the
Hillsfar Castle for questioning. As the Red Plumes Moonsea. She is horrific in appearance,
leave with the dwarves, the adventurers are shrill of voice, and wicked in demeanor. She
approached by a stranger. hides all this when she takes the form of
Estrellae. More details about role-playing
An elven noblewoman approaches you Granny Eve-canker can be found in Part 3
gracefully. She is dressed in vibrant violet later in this adventure.
robes adorned with rich green trim, matching
green gloves gracing her hands.
“Greetings. My name is Estrellae,” she Estrellae asks the characters to visit her at her
says as she extends a hand to you. A small, home just north of the Vault of Swords, where
velvet pouch rests in her outstretched palm. the noblewoman is hosting a small gathering.
“You deserve this… for saving the day.” Based on the valor the characters just displayed,
she would like the characters to attend as special
guests. She hands them a paper invitation written
The pouch contains a reward of platinum pieces in green ink, then excuses herself, citing business
(see Treasure below), and Estrellae gives it to the to take care of at home before the guests arrive.
adventurers without hesitation.
As she walks away, a Red Plume guard
approaches the adventurers. The guard tells the
characters that Commandant Jandra Gragdowel,
the new leader of the Red Plumes, wishes to speak
with them at Hillsfar Castle. Gragdowel would like
to recruit the adventurers for a special assignment.
The guard asks that the adventurers go see the
Red Plume leader at once, handing each a writ
that grants free passage into Hillsfar Castle for the
purpose of speaking with the commandant.

11 H I L L 1 - 1 / A R R I VA L : PA RT 1
XP and Intrigue Awards
If the characters successfully calm the crowd in Intrigue
defense of the dwarves, award each character 100 Over the course of this adventure, characters
XP. can earn the favor of two different and
Characters that interact warmly, flatteringly, conflicting political circles jockeying
or otherwise positively with Estrellae receive for influence in Hillsfar: the Hillsfar
1 Hillsfar Dissidents Intrigue Point (see the Government and the Hillsfar Dissidents.
Intrigue sidebar). Characters who interact rudely, The Hillsfar Government group supports
dismissively, or otherwise negatively receive no First Lord Vuhm Yestral and works toward
Intrigue Points. repairing the City of Trade through the
power of the current administration.
Treasure The Hillsfar Dissidents are a cadre of
Estrellae gives the adventurers a small pouch filled nobles, traders, merchants, and guild leaders
with 20 platinum pieces (equivalent to 200 gp) for who are actively amassing support against
their display of bravery against the monsters. the current government. Their aim is to
unseat First Lord Yestral and his supporters
in order to put their own leaders into power.
As the characters interact with various
individuals in this adventure, they will gain
Intrigue Points in categories matching
the two political circles. At the end of the
adventure, the number of Intrigue Points
each character bears will determine which
political circle finds them more favorable.
Their Intrigue Points may also determine
how particular NPCs react to them.
Whenever the adventure text indicates
that characters earn Intrigue Points, tell the
respective players which category applies
and how many they receive.

12 H I L L 1 - 1 / A R R I VA L : PA RT 1
Part 2.
Hillsfar explored
Hillsfar Castle Roleplaying Commandant Jandra
Expected Duration: 15 minutes Gragdowel
Jandra, a human in her mid-30s, is small but
The adventurers arrive at Hillsfar Castle. bears an imposing presence. She is young for
her position and places the highest stakes on
General Features
her success. She has sharp features, raven
The general features of Hillsfar Castle are as follows: black hair, and is physically fit. She is to-the-
Light and Visibility. The sky remains overcast. point and all business when working.
Windows and arrow slits allow sunlight to enter the
castle halls. Wall mounted lamps cast light in halls
and rooms as needed. Gragdowel shares the information below with the
adventurers.
Sounds. Red Plumes marching in the hallways,
city officials dealing with the public within various • The past month has been difficult on the new
offices, individuals debating politics, the dull thrum Hillsfarian government. In the midst of recovery
of the protesting crowd outside bleeding through from the recently quelled demonic activity,
the castle walls. troublesome events have been occurring at
various places of commerce. These disturbances
Surrounding Activity. The usual activity within
are frightening merchants away to the degree
the castle walls consists of officials and scribes
that local traders are being forced to make their
tending to the day-to-day functions of the city, Red
deals at other locations outside the city, and
Plumes patrolling the grounds, servants taking care
much of the labor force is losing opportunities
of the castle’s many rooms, and other civic matters.
for work.
Hillsfar Castle is an unusual but grand • Local peacekeeping forces have their hands
and beautiful building. A mishmash of tied with a number of matters (city rebuilding,
primarily human architecture with elements re-establishing Yulash, patrolling the outskirts,
adopted from the styles of other races, etc.) and don’t have the manpower to deal with
the castle stands as a symbol of a previous these recent events.
government’s desire to distance itself from
the xenophobia of the original Great Law of • The situation has greatly strained First
Humanity. Lord Yestral’s reputation. Gragdowel is a loyal
Its gates are mobbed by locals and supporter of the new First Lord and knows that
foreigners loudly protesting the current he is doing everything within his resources to
administration’s inability to improve the city’s restore Hillsfar.
situation. A platoon of Red Plumes keeps
the crowd at bay, clearing a path to the Having relayed the circumstances, Commandant
castle’s gates and allowing you entry. You Gragdowel asks the adventurers to investigate the
are led to a large office, the far end of which latest disturbances and gives them the following
is occupied by an imposing and intricately
details. The adventurers may have already heard
carved wooden desk. On the far side of the
desk sits Red Plume Commandant Jandra of these depending on who they spoke to or
Gragdowel. eavesdropped on in the docks.

13 H I L L 1 - 1 / A R R I VA L : PA RT 2
• Earlier this morning, a herd of sheep were • Estrellae is new to Hillsfar, having taken up
found dead in a livestock trading house located residence within the city about a tenday ago.
within the Merchants Quarter. This is one of • A merchant by trade, she has been quite
several recent cases of animals mysteriously successful in doing business in the city despite
passing away. the stagnant commerce. Because of this, she has
• Crates of spices vanished from one of the gained the admiration of the nobility.
dockside warehouses the night before. The • Over the past five days, she has been publicly
entrance was broken into, but the trail ran cold speaking out against the First Lord. She accuses
just outside of the building. him of caring only for his own comfort, citing the
• Several Red Plumes have died after bouts of dwindling trade that plagues the city while Lord
madness. It was previously thought that this Yestral sits insulated within the Tower of the
madness was part of the epidemic that stemmed First Lord.
from the demonic presence of the Dark Prince Only if an Insight check is requested by a player
Graz’zt. The rest of the populace has recovered, should you have a character roll one. A successful
however, and Commandant Gragdowel believes DC 20 Wisdom (Insight) check reveals that
that the recent inflictions on the Red Plumes are Gragdowell is leaving something out. With that,
more than just coincidence. Another case was only a successful DC 25 Charisma (Intimidate or
reported several days ago. The afflicted Red Persuasion) check will get her to admit it. She will
Plume is currently bedridden at a guardhouse lie, and say that there is bad blood between them
by the city gates, where his companions wait and that it is rather personal. Nothing will convince
helplessly for him to die. her to confide in the characters.
• A grick burst out of a well by the Thayan If any of the characters mention being invited
Enclave in the south side of the city a tenday ago. into Estrellae’s home, Gragdowel encourages them
A number of the Faithful of Tempus from the to accept the invitation, asking them to report back
nearby Vault of Swords responded to the threat with whatever talk they might hear. Characters who
and killed the creature, but not before it killed agree to this request receive 2 Hillsfar Government
and injured several citizens. Intrigue Points.
• It is highly unlikely that these disturbances are
happening by chance. Commandant Gragdowel
suspects that there are hidden forces at work
behind these events. With so much happening,
surely some clues must have been left behind
somewhere.
These are only the most recent in a string of similar
events that have plagued Hillsfar over the past
month. To facilitate their investigation, Gragdowel
gives the adventurers a writ of her endorsement and
a city map noting the various locations above.
Gragdowel offers the adventurers a payment
of 500 gp up front (see Treasure below) to be split
The party can earn an additional 500 gp should they
succeed in apprehending a culprit (for a total of
reward of 1,000 gp).
If asked about Estrellae Moonglow, Gragdowel
gives an exasperated look. She reveals the following
to the adventurers:

14 H I L L 1 - 1 / A R R I VA L : PA RT 2
a sprite named Gillun Glimmersting materializes
Moving Forward before the character with the highest Charisma. The
At this point, the adventurers have a number lone sprite relays the following tale.
of areas they can visit. For a four-hour game • Gillun and three other sprites were captured
session, the characters are expected to visit by strange spider-like creatures some weeks ago
Estrellae Moonglow’s Home, plus investigate
as they cavorted in the woods of Cormanthor.
two of the leads below. If the session is
running without time constraints, the players • His friends are being held in an abandoned
may opt to explore more locations. shop not far from the trade house and have been
• The livestock trading house in the promised a grisly end if Gillun doesn’t do as their
Merchants Quarter captors command.
• The warehouse at the docks (additionally, • The captors have been sending him out to
they may think to re-visit the scene of the poison animals throughout the city. Gillun’s
basilisk attack in Part 1) powers of invisibility allow him to get into
• The Red Plume guardhouse by the city animal pens, and his poison-tipped arrows are
gates small enough to escape notice.
• The well by the Thayan Enclave If asked why the sprite revealed himself to the
• Estrellae Moonglow’s home adventurers, he says that he saw good intentions
The following sections detail what the players in the characters’ hearts. He implores the party to
find at each of the areas above. rescue his friends. If the adventurers hesitate, he
entices them with talk of treasure the captors had
accumulated. A DC 10 Wisdom (Insight) check
Treasure confirms the sprite’s truthfulness. If the party
Commandant Gragdowel gives the adventurers a agrees to the rescue mission, Gillun directs them to
sack containing 500 gp. the abandoned shop, a nondescript building built
against the city’s south wall.

The Merchants Quarter The Hostage-Takers’ Hideout


The hideout is a forgotten and largely ignored
building set back from the other buildings in the
Expected Duration: 15 minutes area. It currently houses a number of creatures
Estrellae smuggled into the city. The windows are
Chattering voices fill the air in the Merchants
Quarter. In the past, the voices mostly shuttered and the doors are locked from inside.
belonged to merchants and traders haggling The front door opens to a vestibule, which in
over assorted goods. Lately, though, the turn opens to the main room of the house. A human
majority of voices belong to laborers milling
about the quarter’s streets hoping to find
spy and a bugbear keep begrudging company as
employment. they watch over three ettercaps in this main room.
You come upon a squat, barn-like A door in the room’s southern wall leads into what
building. Livestock neigh, bleat, and cluck was once a kitchen, where a second bugbear is
from within, while the pungent smell of stationed.
animal hide fills your nostrils.
Three sprites (Gillun’s friends) are bound
within webbing that the ettercaps have spun in the
The proprietor greets the adventurers warmly western half of the room. These web-filled areas are
and welcomes them to look around. The trade difficult terrain. A creature entering a webbed area
house is a large, open building, the inside of which for the first time on a turn or starting its turn there
is divided into six large animal enclosures. The must succeed on a DC 12 Dexterity saving throw
carcasses of the sheep have been removed. or become restrained by the webs. A restrained
As the adventurers look around the trade house, creature can use its action to try to escape, doing

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16 H I L L 1 - 1 / A R R I VA L : PA RT 2
so with a successful DC 12 Strength (Athletics) to the house signed by First Lord Yestral himself,
check. Each 10-foot cube of webbing has AC 10, and Handout 1. If the players found Handout 1
15 hit points, vulnerability to fire, and immunity to at another location earlier in this adventure, they
bludgeoning, piercing, and psychic damage. instead find Handout 2.
Like the front entrance, the rear entrance opens Gillun and the other sprites leave the city and
up to a vestibule that then opens up to the kitchen. return to the forest of Cormanthor if freed.
A door on the north wall of the kitchen leads to the The bugbears and ettercaps were brought into
house’s main room. the city by a dwarf named Eldeth Marblehead and
The spy and the bugbears are biding their time, taken straight into the hideout. The spy was hired
waiting for the command to set the ettercaps loose by Marblehead, who claimed to somehow be in
on the populace. league with First Lord Yestral’s forces (this is false
Gillun discourages a direct or loud approach, but he does not know that). The deed to the hideout
saying that anything that alerts the miscreants signed by the First Lord himself was proof enough.
inside may result in harm befalling his sprite
XP and Intrigue Awards
friends. Encourage creative thinking and let the
characters decide how to approach the hideout If the characters successfully free the sprites,
and deal with the situation. It is possible to parlay award each character 100 XP.
with the human, but more difficult to do so with the If the characters capture any of the creatures
bugbears. in the hideout and turn them in either to Hillsfar
Castle or to the Red Plumes, they each receive 1
Hillsfar Government Intrigue Point. If the spy
Adjusting the Encounter
escapes, they each receive 1 Hillsfar Dissidents
Here are recommendations for adjusting this Intrigue Point.
combat encounter. These are not cumulative.
• Very weak party: Remove two bugbears Treasure
and one ettercap, and the spy flees combat The small chest hidden in the webs contains a burl
rather than participating wood sculpture of a goat’s head with milky pearls
• Weak party: Remove one bugbear for eyes (worth 40 gp) and 3 small coin purses
• Strong party: Replace the spy with a each containing 20 gp. Stitched on the coin purses
bugbear chief in green thread are the words, “With love, Granny.”
• Very strong party: Replace the spy with Additionally, the adventurers find a potion of
a half-black dragon veteran and add an greater healing. If they were awarded the potion of
ettercap greater healing previously during this adventure,
they instead find a potion of acid resistance. If both
potions were awarded previously, they simply find
the sculptures and coin purses.
Development
The spy, bugbears, and ettercaps attack the
adventurers on sight unless the characters give
them a compelling reason not to. If combat occurs,
the bugbears and ettercaps fight to the death, but
the spy attempts to escape when the battle goes
badly for his side.
If the party succeeds in overcoming the house’s
occupants and freeing the trapped sprites, Gillun
is grateful. He reveals a small chest wrapped up in
the webbing containing the treasures below, a deed

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The Docks Revisited Investigating the Warehouse
Have the characters make DC 10 Wisdom
Expected Duration: 20 to 30 minutes (Perception) or Intelligence (Investigation) check.
Each character who succeeds notices one of the
The docks have grown silent since you were following details:
last here. The wagons that carried the • Several sets of scrapes indicate that crates
deadly cargo remain, as do the two petrified were dragged back and forth across the floor
horses and the partially-eaten stone dwarf.
between the broken door and the interior of the
warehouse. There are no signs that point to any
Characters who inspect the wagons and crates being removed from the warehouse.
succeed in a DC 12 Intelligence (Investigation)
• The southwestern corner of the warehouse
check find pieces of parchment glued inside the
shows more signs of crates being moved around,
crates. Spellcasters, characters who are proficient
although no crates actually occupy that area.
in Arcana, or who use detect magic on the
parchment pieces sense the dwindling presence The broken door is a red herring. The thieves came
of enchantment magic—the parchment pieces are in through a tunnel underneath the warehouse.
remnants of sleep wards that kept the monsters Characters investigating the southwestern corner
contained. of the warehouse find a series of loose boards. The
boards lift up to reveal an unlit tunnel that descends
The Dockside Warehouse westward towards the city. The tunnel is large
enough to accommodate the missing shipping crates.
Red Plumes stand stationed at the dockside A trail of flattened earth on the tunnel floor indicates
warehouse’s broken doors, guarding the something heavy was dragged through the tunnel.
goods within.
The drag marks obscure any footprints that might
have been left, indicating that the item was pulled
If the adventurers question the guards, they learn
down the tunnel.
the following details:
The tunnel extends 100 feet westward from the
• The crates of spices arrived at the warehouse
warehouse and descends 15 feet before leveling off.
yesterday afternoon, shortly before the
From there it extends another 200 feet west, where it
warehouse was locked for day. When the
opens into a 30-foot-wide, 80-foot-long, torch-lit cave.
warehouse foreman arrived this morning, the
door was broken down and the spices gone. The point where the tunnel meets the cave is
trapped with a glyph of warding cast by Granny
• While the crates of spices were the only items
Eve-canker. Her hired thugs know the passphrase
stolen, although several other crates being
(“By the full moon’s glow”). The ward requires a
stored were moved, as if the perpetrators were
successful DC 15 Intelligence (Investigation) check to
searching for something.
detect and triggers if a creature gets within 5 feet of
General Features it. It can only be removed by triggering it, speaking
The general features of the Dockside Warehouse are the passphrase, or by casting dispel magic on it.
as follows: If triggered, the ward erupts with magical
Light and Visibility. The windows are energy in a 20-foot radius sphere centered on the
shuttered, allowing only dim inside through slits glyph. Each creature within that radius must make
and cracks. The only other light entering the a successful DC 15 Dexterity saving throw or take
warehouse comes through the broken door. 22 (5d8) thunder damage as a painfully deafening
cackle fills the area. Characters that succeed on the
Smells and Sounds. Wooden crates, dust, saving throw take only half damage.
ambient noise from the docks outside.

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The Smugglers’ Cave • His crew was given partial payment for
The cave is full of crates and barrels stolen their services up front, with a greater bounty
from various locations around the city. Another promised upon completion of the job. They
tunnel opening on the far wall of the cave (80 were to collect payment from Marblehead just
feet from where the characters enter) extends outside the city at a place called the Outcast’s
northwest 300 feet and ascends 100 feet to the Sanctuary.
city above. The tunnel exits out to a walled-off • The passphrase to gain access to the Sanctuary
property in the eastern quarter of the city near an is “Granny loves all her children”.
inn called the Diamond in the Dung. Old planks Characters who search the cave find Handout 1
from a demolished building conceal the tunnel where the thug laid sleeping. If the players found
entrance from public view. Signs plastered on the Handout 1 at another location, they instead find
surrounding wall declare the property as having Handout 2.
been seized in the name of First Lord Yestral.
XP and Intrigue Awards
A single thug lies snoring amidst a stack of
crates, about 40 feet from where the adventurers If the adventurers capture the thug, award each
enter. If the characters trigger the glyph of warding, character 100 XP.
the noise awakens the thug, who grabs a nearby Additionally, if the characters capture the thug
torch and attempts to escape via the western tunnel and turn him in to the Red Plumes, they each receive
leading up to the city. 1 Hillsfar Government Intrigue Point. If the thug
If the characters do not trigger the trap, they escapes, they receive no intrigue points for this
can sneak up on the sleeping thug. An opposed encounter.
Dexterity (Stealth) check against the Thug’s passive Treasure
Perception of 10 allows a character to get to the
A pouch containing 100 gp sits by the area where
thug without waking him. Since the thug is asleep,
the thug laid sleeping. The crates in the cave contain
characters making this check do so with advantage.
sundry supplies that are not valuable.
A failed check wakes the thug, who then attempts to
flee the scene. Additionally, the adventurers find a potion of
greater healing by the pouch of gold pieces. If they
If the adventurers take chase, feel free to run it
were already awarded the potion of greater healing
as you see fit, calling for ability and skill checks as
during this adventure, they instead find a potion of
needed. If the thug makes it out of the tunnel, he
acid resistance. If both potions were awarded, they
tosses the torch aside, bursts through the panels
simply find the pouch.
concealing the entrance, exits the property walls,
and disappears into the crowd.
Development
If the thug is captured, the characters can learn the
following information from him with a successful
DC 17 Charisma (Persuasion or Intimidate) check:
• He is part of a crew hired by a dwarf named
Eldeth Marblehead to steal goods from various
businesses and warehouses around Hillsfar.
• First Lord Vuhm Yestral is working with
Marblehead and has provided property in which
the stolen goods can be stored before being
transported to The First Lord’s Tower (this is
false, but they do not know that).

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The Red Plume Guardhouse What’s Going On With These Red Plumes?
Dern and the other afflicted Red Plumes were
Expected Duration: 30 to 40 minutes being visited in their sleep by an ethereal
Granny Eve-canker, falling prey to her
A rowdy crowd stands protesting by the
Red Plume guardhouse at the city gates. nightmare haunting ability, which she uses
Hillsfarians shout epithets at non-humans to plant horrible and extreme thoughts into
entering the city and at the Red Plumes who her victims’ heads. Granny despises the Red
are allowing them passage. A number of Plumes, seeing them as one of the forces that
protestors lead a scathing chant against First upheld the Great Law of Humanity, whether
lord Yestral.
actively or not. During her final visit to Dern
Pushing through crowds of protestors,
you make your way into the guardhouse to
three nights ago, Granny cast a ritual on his
see the afflicted Red Plume. body, the effect of which is about to manifest in
front of the adventurers.
The adventurers are led to an infirmary towards the
rear of the station, where a dressed-down human A few minutes into the conversation with Alis,
male lies tied to a bed. The lieutenant on duty, a Dern lets out a loud wail, moaning over and over
human female guard named Alis Maerr, introduces again that “Granny won’t come visit anymore. I
the sick individual as Dern Gelnacht and recounts need to see her at the Outcast’s Sanctuary!” Shortly
the details below to the adventurers. after, his body violently convulses for a few seconds,
• Seven days ago, Dern reported having trouble and then he dies. No amount of healing, magical or
sleeping. He was fine for a few days afterward, otherwise, prevents this.
but his condition deteriorated until one night Characters who examine Dern’s body and
he attacked and injured several of his fellow succeed in a DC 16 Wisdom (Perception or Medicine)
Red Plumes. During the attack he ranted about check notice a churning motion in the dead Plume’s
how someone called “Granny” was telling him to stomach and some sort of black ooze leaking from
punish the “bad, bad Red Plumes.” his ears. Characters who do not examine the body
• Alis shows the characters a heavily bandaged or who fail the check are caught surprised as a black
arm, revealing that she was one of the Plumes pudding magically bursts out of the dead body and
injured during the attack. This is painful attacks. As this happens, a feeling of dread fills the
for her to report, as she and Dern have been room as Dern’s spirit, corrupted by Granny Eve-
romantically involved for some time now. canker’s influence, appears as a wraith.
• Dern continues to ramble madly about “doing
what Granny says” and maliciously about “the Adjusting the Encounter
wicked people running Hillsfar.”
Here are recommendations for adjusting this
• Five other Red Plumes had been struck by such combat encounter. These are not cumulative.
madness over the past weeks, though Dern’s is • Very weak party: Replace the black
the first time someone was driven to violence. pudding with a swarm of insects
Characters who look around or who have a (centipedes) that bursts out of Dern
passive Perception of 10 or higher notice a small, • Weak party: Replace the black pudding
clothbound journal sitting on the side table by with two swarms of insects (centipedes)
Dern’s bedside. that burst out of Dern
• Strong party: Add one black pudding
• Very strong party: Add two black
puddings

20 H I L L 1 - 1 / A R R I VA L : PA RT 2
Tactics the adventurers a potion of greater healing. If they
The wraith and black pudding fight to the death. were already awarded the potion of greater healing
during this adventure, they instead receive a potion
In the third round of combat, two Red
of acid resistance. If both potions were awarded they
Plume guards rush onto the scene. They can
simply receive the necklace or the gold pieces.
either participate in combat, rush out to call for
reinforcements, or drag unconscious characters The Well
out of the room. If one of the Plumes leaves to call
for reinforcements, a squad of 6 Red Plume guards
arrives to help two rounds later. Expected Duration: 30 to 40 minutes
If Alis is in the room, the wraith targets her first
The sounds of heated debate greet your ears
at the start of combat for an easy kill, then uses its as you arrive at the portion of the city just
create specter ability on its next turn to summon outside the Thayan Enclave. A tradesperson
an ally from Alis’ body. It does this when the other and a Red Wizard stand in the middle of a
guards arrive at the scene as well. rapt audience arguing over the dissolution
of the Great Law of Humanity. The crowd
Development maintains its distance from the well from
which the grick burst, where two Red Plumes
If the party succeeds in defeating the ooze and the stand guard.
undead, Alis (if she survived) and the other Red
Plumes express their gratitude. Alis pulls a necklace
from around her neck and gives it to the players as a If the adventurers question the guards, they learn
token reward. If Alis perished during combat, a Red the information below.
Plume officer instead gives the characters a reward • This well was once a popular gathering place,
of gold pieces (see Treasure below for details where Hillsfarians would socialize as they drew
regarding either reward). water. Just over a week ago, the well’s water
If the adventures examine the journal by Dern’s level began to subside. No one thought anything
bedside, hand the players Handout 3. about it, expecting the water to rise again in
time.
XP and Intrigue Awards • A few days later, a grick emerged from the
If the adventurers keep Alis and the other Red Plumes well and attacked the crowd. Stalwarts from the
from being killed, award each character 100 XP. nearby Vault of Swords (the temple of Tempus)
Additionally, each character receives 2 Hillsfar rushed to the scene and got to work subduing
Government Intrigue Points. If Alis or any of the the creature. The monster was killed, but it
other Red Plumes perished, they do not receive the killed and injured a number of citizens.
extra 100 XP or Intrigue Points for this encounter. • Nothing has emerged since, but reports of odd
sounds coming out of the well (crumbling rocks,
Treasure
splashing noises in the water) convinced the
Alis’ necklace is a gold pendant mounted with authorities to post guards during daylight hours.
semiprecious stones worth 100 gp. It was a gift from
Dern and has their intertwined initials carved onto
its face. If Alis dies and the adventurers get the gold
piece reward instead, they receive 100 gp.
Additionally, one of the grateful Red Plumes gives

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Descent Into Darkness into the water. When the adventurers arrive, the
The well is 50 feet deep, with a few inches of water thugs have opened the remaining two barrels and
remaining at the bottom. Sunlight penetrates 30 are preparing to dump the swarms into the basin
feet down into the well and darkness fills the rest waters.
of the distance. Characters with darkvision or who
lower a light source down the shaft can see that a Adjusting the Encounter
portion of the well’s bottom wall has been smashed, Here are recommendations for adjusting this
revealing a passageway beyond. combat encounter. These are not cumulative.
The opening at the bottom of the well leads • Very weak party: Replace the giant
into a tunnel that extends 300 feet ahead before constrictor snake with a crocodile,
connecting to a large catch basin that is part of remove one swarm of poisonous snakes
the city sewer system. As adventurers approach
• Weak party: Remove one swarm of
the catch basin, they hear two voices in discussion
poisonous snakes
echoing through the tunnel. Characters succeeding
on a DC 12 Wisdom (Perception) check can pick out • Strong party: Replace the giant
the following phrases: constrictor snake with a giant crocodile
• “Watch yourself. One bite from these things will • Very strong party: Replace the giant
leave you sick for days.” constrictor snake with three giant
crocodiles, remove one swarm of
• “Keep your crossbow handy as I open the flood
poisonous snakes
gate. I don’t want that big one getting any ideas…”
• “With these things loose in the sewers, I can’t
wait to get out of here. No wonder that dwarf Tactics
wanted to meet outside the city walls.” The thugs do not wish to confront the adventurers
The tunnel ends at an opening in the catch basin’s and are only out to do what they’ve been paid to
western wall, 6 feet above a ledge. The ledge sits do. If combat starts without them having dumped
1 foot above the water level and spans the entire the two barrels of snakes, they do so at the start of
width of the wall. The basin itself is 40 feet wide by combat. Then, one thug rushes to the ladder and
60 feet across. The water is 2 feet deep, is difficult starts climbing while the other works on opening
terrain, and is filthy to the point that anything the floodgates. It takes the thug working the valve
submerged beneath is heavily obscured. On the two rounds using her action to open the gates. Once
eastern end of the basin is a similar ledge that spans the floodgates are opened, the thug flees up the
the eastern wall. On the north end of the far ledge, ladder. A thug who makes it to the top of the ladder
a ladder extends upward 10 feet into a hole in the 40 feet above flees into the streets of the city and
ceiling. The ladder ascends another 30 feet through cannot be apprehended.
a chute that ends at a sewer passageway above. By The other creatures attack the characters on
the ladder is a valve that opens flood gates built into sight and fight until defeated. Once the floodgates
the basin’s southern wall. Opening the flood gates are opened, the basin empties in two rounds. Once
causes the water in the basin to drain into the rest of the water has completely drained, the animals
the sewer system. escape through the now-open flood gate, diving
Two human thugs are preparing to unleash 30 feet down into a larger basin that filters out
a giant constrictor snake and three swarms of to the rest of the sewer system via a dozen or so
poisonous snakes into the city’s sewers to wreak passageways. Animals that escape through the flood
havoc. The giant constrictor snake has already gate effectively disappear as they swim through the
been released into the water. The three swarms of murky waters and flee through one of the many
snakes are contained in separate barrels. One barrel passageways out.
has already been opened and the swarm dumped

23 H I L L 1 - 1 / A R R I VA L : PA RT 2
Development Estrellae Moonglow’s Home
If the thugs are captured, the characters can
learn the following information from them with Expected Duration: 25 minutes
a successful DC 17 Charisma (Persuasion or
Intimidation) check: Estrellae’s home in the north side of the city
• They were part of a crew hired by a dwarf is humble for a noble’s dwelling. A servant
named Eldeth Marblehead to release smuggled leads you into an atrium where a small crowd
has already gathered. Estrellae stands in the
animals and beasts into the sewers.
center of a garden loudly criticizing the First
• Marblehead specifically hired thugs aligned Lord. Choruses of approval issue from the
against First Lord Yestral for one reason or other. crowd as they listen to her speech.
While they weren’t all keen on working with
a dwarf, the pay was good and her intentions
aligned with their own animosity against the General Features
government. The general features of Estrellae’s home are as
• They were given partial payment for their follows:
services up front, with a greater bounty Light and Visibility. The atrium is open to the
promised upon completion of the job. The thugs sky and is brightly lit by natural light.
were to collect payment from Marblehead at Sights. The house is not large, but is
someplace called the Outcast’s Sanctuary (show comfortable and stylish. Fine furniture speaks of
the players Handout 2).
Estrellae’s financial status. The guests come from
• The passphrase to gain access to the Sanctuary various walks of Hillsfarian life, from middle-class
is “Granny loves all her children.” laborers to upper-class elites.
If the thugs are killed, the adventurers find a Smells and Sounds. The aroma of flowers, the
roughly-drawn map on one of them. If the thugs scent of food wafting from the kitchen, servants
escaped, the adventurers instead find a satchel milling about the guests passing out hors d’oeuvres,
containing the map and the treasure below on the discussions about city politics, complaints against
far ledge, left behind in the thugs’ flight. the First Lord.
XP and Intrigue Awards Seeds of Dissent
If the adventurers capture either or both of the
When the adventurers arrive, Estrellae stops her
thugs, award each character 100 XP.
speech and welcomes the party, presenting them
Additionally, if the characters capture either or
to the crowd. If the characters are bedraggled
both of the thugs and turn them in either to Hillsfar
from other exploits during this adventure, neither
Castle or to the Red Plumes, they each receive 1
Estrellae nor the guests acknowledge this, knowing
Hillsfar Government Intrigue Point. If both of the
well that such is the state of adventurers sometimes.
thugs escape, they receive no intrigue points for this
encounter. The crowd is composed entirely of Hillsfar
Dissidents, individuals who oppose First Lord
Treasure Yestral’s administration. The reasons for these
Each thug carries a coin purse containing 50 gp. oppositions are varied, and some oppose it more
Additionally, one of the thugs carries a potion vehemently than others.
of greater healing. If they were already awarded Characters who socialize with Estrellae or the
the potion of greater healing during this adventure, Dissidents or who eavesdrop on the surrounding
the thug instead carries a potion of acid resistance. conversations hear the opinions and rumors:
If both potions were awarded, the thug carries the • The state of Hillsfar has hardly improved
coin purse only. since Yestral ascended to the title of First Lord.
If the thugs escaped, the treasures are instead While trouble did abound during First Lord
found in the satchel that was left behind. Nomerthal’s rule, the city prospered.

24 H I L L 1 - 1 / A R R I VA L : PA RT 2
• The dissolution of the Great Law of Humanity take note of how positively or negatively their
was done too swiftly and suddenly. The influx of interactions go.
non-humans has only served to dilute the labor After some time speaking with the adventurers
force and return unsettlingly foreign elements and her guests, Estrellae excuses herself to make an
into the city. announcement.
• The entrance of non-humans into Hillsfar
should be monitored and regulated. Priority Estrellae takes her position in the atrium as
should (of course) go to nobles, tradespeople of the crowd falls silent to listen. “Friends and all
renown, and individuals who will guarantee the my gracious guests, Hillsfar is being put to the
test. Yestral mocks us from on high, openly
growth of trade and commerce within the city. turning a blind eye upon the truth before his
• First Lord Yestral has been keeping himself face: poverty rises at a striking pace. The
holed up in his tower. Practical folk see this for time has come for all to act. Without fear
what it is: an unsure leader protecting himself and without tact shall we, Hillsfarians, rise to
meet this fraud upon the ruler’s seat. Speak
from the public. against him openly, and march against
• It has been rumored that Yestral is hoarding the powers that be. Tomorrow at nine bells
supplies within The First Lord’s Tower, we’ll meet outside the castle, in the streets.
anticipating societal collapse if trade doesn’t Demand that Yestral resign before our city’s
sure decline. Hillsfarians shall not stay quiet.
improve. Meet our demands or else we riot!”
• It has also been rumored that Yestral is The crowd roars in approval and the
participating in illicit trade activities. Though no guests turn their attention to one another,
one will openly accuse him, it has been said that excitedly discussing plans for the next day’s
he has something to do with the various troubles protest.
plaguing the City of Trade (dying livestock,
stolen goods, etc.) Estrellae’s speech marks the end of the gathering
• Despite having only recently moved to Hillsfar, and the guests start to leave. Estrellae has matters
Estrellae has been instrumental in unifying the to tend to before tomorrow’s activities. She bids the
citizens opposed to the First Lord. characters farewell and sees them to the door.
• Organized opposition to Yestral has grown to As soon as she is out of sight, Estrellae slips into
the point that a group of dissidents are ready to the ethereal plane, takes on her true form as Granny
take action. A concerted effort to incite a civilian Eve-canker, and spirits herself away to the Outcast’s
uprising has begun. Sanctuary where she has been keeping her base of
operations when not within the city walls. Granny
Feel free to create NPCs as needed, keeping in mind
has to prepare some surprises to be unleashed on
that almost every facet of society is represented
the city tomorrow.
in the gathering. Call for social interaction checks
(Deception, Intimidation, or Persuasion) as the Crafty characters may get the idea to explore
interactions demand. Characters that have more Estrellae’s home. If they do so, they find nothing out
Hillsfar Dissidents Intrigue Points than Hillsfar of the ordinary among the mundane goods and the
Government Intrigue Points make any such finery.
checks at advantage. Characters who have more Intrigue Reward
Hillsfar Government Intrigue Points than Hillsfar
Characters who interacted positively or supportively
Dissidents Intrigue Points make any such checks with Estrellae and the Dissidents receive 2 Hillsfar
at disadvantage. Dissidents Intrigue Points. Characters who
Note that the interaction and dialogue may be manage to sway a Dissident away from opposing the
influenced by details the characters learned earlier First Lord (either via good roleplaying by the player
or through successful social interaction checks)
in this adventure if they explored other locations
receive 3 Hillsfar Government Intrigue Points.
prior. As the characters interact with the attendees,

25 H I L L 1 - 1 / A R R I VA L : PA RT 2
Putting the Pieces Together Fenmarel Mestarine, God of Outcasts
Not much is known about the elven deity
After visiting the locations above, the adventurers known as Fenmarel Mestarine. The god of
should have gathered a few clues pointing toward outcasts is a member of the Seldarine and
Granny Eve-canker and the Outcast’s Sanctuary, just patron to castaways, exiles, pariahs, and
outside Hillsfar. derelict souls throughout the Realms. He
If the players missed any details (such as the is often portrayed as morose, reticent, and
map) or wish to investigate further, they may choose greatly distrustful of non-elves. Clergy who
to inquire about the clues in a number of ways: serve him have been known to train followers
Reporting to Jandra Gragdowel. Gragdowel in the ways of subterfuge (poisoning, guerilla
denies any allegations of the First Lord’s warfare, deception, etc.) His tenets include
involvement with illegal activity. If shown the letter fierce independence and self-sufficiency.
of instruction (Handout 1), she dismisses it as a
fake created to wrongly implicate the Lord Yestral. Once the adventurers decide to travel to the
She doesn’t know of the Outcast’s Sanctuary, but Outcast’s Sanctuary, move on to Part 3.
calls in a castle scholar who reveals it to be the
name of an old temple to Fenmarel Mestarine (see
sidebar below) that was lost to a sinkhole some few
hundred years ago. The scholar can provide the
location of the temple, several miles south of Hillsfar
and just west of the Moonsea Ride. Gragdowel
urges the adventurers to investigate the temple
immediately.
Researching. Adventurers trying to find
information around town can learn about the
Outcast’s Sanctuary from a local scholar or mage for
5 gp. (Characters with an appropriate background
may do so at a discount or for free.) Doing so
reveals the information and location noted above.
Asking the Dissidents. The characters may
possibly ask about these topics if they visit Estrellae
Moonglow’s home after finding clues. If so, one
of the attendees knows of the Outcast’s Sanctuary
and its location as given above. No one admits
to knowing about any criminal activity, though.
Estrellae herself may choose to reveal the lost
temple’s location, wishing to lure the adventurers
there and deal with them herself as Granny Eve-
canker. If shown the letter of instruction (Handout
1) or told of preparations being made concerning
the protest, the Dissidents ask the adventurers
to investigate the temple at once, hoping to stop
anything that may interrupt the next day’s activities.

26 H I L L 1 - 1 / A R R I VA L : PA RT 2
Part 3.
The Outcast’s Sanctuary
The Temple of Fenmarel Mestarine for medium or smaller sized creature to climb down
one at a time. The sides of the vent are slick and
muddy and it takes a successful DC 14 Strength
Expected Duration: 90 minutes altogether, (Athletics) check to climb down. Climbers using
between Areas 1 through 7. rope make the check at advantage. Characters who
General Features fail the climb check slide down the vent into Area 5:
Garbage Disposal below and take 2d6 hit points of
The general features of the Outcast’s Sanctuary are
bludgeoning damage from the fall.
as follows:
If the adventurers approach the temple head-on,
Light and Visibility. The time of day varies
they begin at Area 1: The Walk of Welcome. Area
from late afternoon to evening, depending on when
1 and Area 2: Pilgrim’s Crossing are exposed. The
the adventurers decide to go to the temple. Sunlight
rest of the temple is a series of structures that have
or moonlight shines accordingly on the exposed
either been partially or totally sunken into the earth.
areas. Unless otherwise noted, the interior areas of
the temple are lit by torch light. Unlit interior areas Area 1: The Walk of Welcome
are pitch dark. Expected Duration: 20 to 30 minutes
Sights. The temple walls, floors, and ceilings
are constructed of stone unless otherwise noted. Austere statues line the main walkway into
Having been submerged for a few hundred years, the temple. Each depicts a monk with
the walls are overgrown with various flora and its back turned toward the walkway—a
fungi. Tree roots burst through in places. welcome fit for castaways. Three of the
statues have fallen off their bases. Much
Smells and Sounds. Vegetation, dank earth, of the walkway’s north side remains buried
torch smoke, the pungent aroma of the creatures in earth, the statues there peeking out of
that linger within. mounds of rock and soil. An armed human
and three furry, humanoid creatures stand
guard.
The temple entrance is located amid a
nondescript copse of trees a few miles south
of the city. The tree line opens ahead of A human veteran and three bugbears keep watch.
you, revealing a statue-lined walkway that A druid stands behind a statue on the south side of
descends into a group of sunken buildings. the walkway. If the characters speak the passphrase,
the guards do not attack. Otherwise, they attack
The Outcast’s Sanctuary was consumed by a without any questions.
sinkhole and abandoned several hundred years ago. The area slopes from ground level on the east
The same seismic activity that created the Waydown down to 10 feet below ground level on the west.
unearthed the temple’s lost entrance, but it was not The three fallen statues are difficult terrain. The
discovered until recently by dark fey forces. mounds of dirt are also difficult terrain and may be
The temple entrance is obscured by the copse scaled from the ground level above.
of trees surrounding it. Characters who explore the The walkway to the west goes five feet then
area and succeed on a DC 18 Wisdom (Perception) drops off five feet below before continuing onto
check find a small, natural vent nearby from which Area 2: Pilgrim’s Crossing.
they hear faint, gruff voices. The vent is big enough

27 H I L L 1 - 1 / A R R I VA L : PA RT 3
Area 3: Burnt Offerings
Adjusting the Encounter
This area is unlit.
Here are recommendations for adjusting this
combat encounter. These are not cumulative.
A simple, stone altar sits at the northern end
• Very weak party: Remove the veteran of this dome-roofed room. Burn marks cover
and one bugbear its unadorned surface. A small break in the
east wall leads into a naturally formed tunnel
• Weak party: Remove one bugbear that descends further underground.
• Strong party: Add one veteran
• Very strong party: Add one druid, one Pilgrims visiting the temple used the altar to burn
veteran, and two bugbears offerings to Fenmarel and to forgotten souls before
entering the Chapel of the Outcast (Area 4). The
first character who burns an offering worth at least
Treasure
1 sp on the altar feels the god’s blessing and gains
Each creature carries a belt pouch containing Inspiration.
assorted coins totaling 40 gp. Additionally, the druid
has an exquisitely carved yew wand tipped with a Area 4: Chapel of the Outcast
piece of blue jasper (that acts as a druidic focus)
worth 60 gp. Torchlight fills what was once a large
chapel. The south wall is caved in, soil and
Area 2: Pilgrim’s Crossing rock intruding into the space. The chapel is
broken halfway through its length, the north
half of the room resting about 4 feet below
This intersection extends north, east, south,
the southern half.
and west.
Two passageways flank a dais on the
The northern path drops down five feet
north end of the room. On the wall above
into a domed structure buried under a layer
the dais is a bas relief depicting a robed
of earth. It is dark within.
figure with its back to the chapel, numerous
The southern path ends at a pile of worshippers reaching out towards it.
fallen earth that partially covers two stone
Scattered throughout the chapel are an
benches.
assortment of bedrolls, supplies, and cooking
The western path leads into another implements.
buried structure. A stone archway marks the
entrance into a large, torch-lit chamber. On
the archway’s capstone is carved a set of The various minions hired or brought in by Granny
peering eyes. Eve-canker use this chapel for lodging. The western
passageway on the north wall ends in rubble. The
The stone benches to the south were part of a small eastern passageway on the north wall drops off five
reflecting garden that was buried and destroyed feet into what was once the temple’s living quarters.
when the temple sank. Unless an enemy creature Characters who rummage through the various
from elsewhere in the temple escaped to this area, belongings find nothing of value. Unless an enemy
there is nothing of interest here. creature from elsewhere in the temple escaped to
this area, there is nothing of interest here.

28 H I L L 1 - 1 / A R R I VA L : PA RT 3
29 H I L L 1 - 1 / A R R I VA L : PA RT 3
Area 5: Garbage Disposal Area 6: Holding Cells
Expected Duration: 20 to 30 minutes Expected Duration: 20 to 30 minutes
The adventurers may find themselves here
after either climbing or falling down the natural This large chamber appears to be a kitchen.
vent described at the opening of Part 3. Unless A number of iron cauldrons—several filled
with some sort of pasty, yellow gruel—line the
unceremoniously dropped into the room from west wall.
falling, the first character that gets within 20 feet of Three doorways line the north wall. The
the area hears voices complaining about something leftmost and rightmost doorways lie shut. The
and catches the horrible stench of detritus. center doorway hangs open, revealing a
small storage room beyond.
The passageway opens up into a natural The southeast wall has collapsed,
cavern. A horrid stench fills the chamber. revealing a natural passageway that
Two humanoids dump what appear to be descends into the earth beyond.
dead bodies into a large, refuse-filled pit in There are two narrow passageways
the center of the cave. to the south. The western passageway is
blocked by debris. The eastern passageway
ends at a ledge 5 feet up that ascends into
Two thugs on garbage duty are dumping some of another large room beyond.
Granny Eve-canker’s slain victims into the refuse The northernmost third of the room has
pit so that the bodies may be devoured by the broken off from the rest and has sunk 3 feet
otyugh that lives there. If the characters have below the level of the southern portion of the
the passphrase, they can interact with the thugs. room. Two cages, 10 feet tall by 10 feet wide
Otherwise, the thugs attack any characters that and 10 feet deep, hang suspended by rusty
chains about 8 feet above the floor from the
wander in or that fall down the natural vent into vaulted, stone ceiling.
this room. If combat begins, the otyugh rises out of
the pit and joins the fight against the adventurers,
protecting the thugs that have been feeding it. This chamber used to be the temple’s main living
area, acting as a common sleeping room, kitchen,
and dining room for the monks, chaplains, and
Adjusting the Encounter transient pilgrims. The three rooms to the north
Here are recommendations for adjusting this were sleeping quarters for guests of note. Now,
combat encounter. These are not cumulative. Granny Eve-canker uses this room to store the
• Very weak party: Remove the two thugs monsters she plans to smuggle into Hillsfar. Granny
• Weak party: Remove one thug Eve-canker’s minions are aware of the contents of
this room and avoid it unless commanded to enter
• Strong party: Replace the two thugs with
by the hag.
three bugbears
Currently, the room is set up to house a
• Very strong party: Replace the two
number of oozes that Granny Eve-canker intends
thugs with three bugbears and add one
to teleport into the city during tomorrow’s protest.
bugbear chief
The “gruel” in the cauldrons are actually ochre
jellies kept at bay by continuous hold monster
Treasure spells. If this encounter is being run at strong or
very strong difficulty, the suspended cages each
At the edge of the pit, buried under a layer of filth,
contain a gelatinous cube also subject to similar
are a handful of halfling teeth encrusted with
continuous hold monster spells. If the gelatinous
obsidian, altogether worth 100 gp.
cubes are present, spotting them requires active
scrutiny of the cages and a successful DC 20 Wisdom
(Perception) check.

30 H I L L 1 - 1 / A R R I VA L : PA RT 3
Casting detect magic on the cauldrons and the gp altogether. Characters that search the center
cages reveals the presence of enchantment magic. storage room find a small box which contains
The first time a creature that is not Granny Eve- an assortment of gems, altogether worth 80 gp,
canker gets within five feet of a cauldron containing and a coin purse containing 10 platinum pieces
an ochre jelly, two things happen simultaneously. (observant characters may notice that these
platinum pieces match the ones given to them by
First, a hold person spell trap goes off. Any
Estrellae Moonglow earlier in this adventure).
character within five feet of a cauldron must make
a DC 13 Wisdom saving throw or be paralyzed Area 7: Granny’s Room
as if targeted by a hold person spell. Characters This area is unlit.
paralyzed in this way may make the same saving
throw at the end of their turns, ending the paralysis
Rotting animal furs covered in blood and
on a success. gore lie in a heap on the northwest corner
Second, all hold monster spells keeping of the room. On the southwest corner sits
the oozes in the room at bay deactivate, and a dainty, white writing desk painted with
any creature present in the room being held golden cloud motifs. An alabaster writing
set rests on the tabletop next to sheets of
in a cauldron or cage surges out to attack the parchment and a pair of delicate, emerald
adventurers. Gelatinous cubes slithering out of the green kidgloves.
cages fall to the ground below and take 1d6 points A tunnel stretches down and east
of bludgeoning damage from the fall. through a collapsed section of the
Of the three small rooms to the north, the northeastern corner of the room.
westernmost and center room are being used as
storage for sundry supplies. Most of the contents Granny Eve-canker has been using this room as her
found in the crates and barrels are not noteworthy, private quarters, retiring to the heap of furs when
but there are a few valuables to be found (see she gets tired of taking her disguised forms. The
Treasure below). door is enchanted, and Granny knows whenever
Granny Eve-canker uses the easternmost room anyone enters the room, regardless of her location.
as her private quarters. The writing desk is where the hag fabricates
her forged notes. The writing set is valuable
and the green gloves are magical (see Treasure
Adjusting the Encounter
below). Characters who leaf through the sheets
Here are recommendations for adjusting this of parchment find a number of noteworthy
combat encounter. These are not cumulative. documents:
• Very weak party: Remove one ochre • Several letters instructing hired thugs to receive
jelly, and each ochre jelly begins combat particular shipments from the docks and move
with 24 HP them to a number of locations throughout the city.
• Weak party: Remove one ochre jelly • A note titled “Granny’s Red Plume Sweethearts”.
• Strong party: Add two gelatinous cubes Several names have been written in and crossed
• Very strong party: Add one ochre jelly off, the last name being Dern Gelnacht. Small
and two gelatinous cubes hearts are scribbled throughout the note.
• A number of shipping manifests signed either
by Eldeth Marblehead or Estrellae Moonglow.
Treasure The several sets of manifests bear the same dates,
Characters that search the western storage room and a DC 13 Intelligence (Investigation) check
find a crate of burgundy silk robes lined with star reveals them to be well-crafted forgeries.
and moon motifs stitched in golden thread. The • A series of official-looking orders signed by
robes are exquisitely made and are worth 120 First Lord Yestral instructing the Red Plumes to

31 H I L L 1 - 1 / A R R I VA L : PA RT 3
arrest a half-dozen individuals, all of whom were Granny is in the final stages of completing a ritual
present at the Dissidents’ gathering at Estrellae’s to teleport the oozes in Area 6 into Hillsfar during
home. A DC 13 Intelligence (Investigation) check the crowded protest. If the adventurers destroyed
reveals these orders to be forgeries as well. all of the oozes in Area 6, Granny is furious—she
and her allies attack the characters on sight. If any
Intrigue Reward oozes were spared, Granny is incensed but open to
If the adventurers surrender the various forged parley. She is looking for only the slightest excuse
documents to either Commandant Jandra to attack the adventurers, though, and the slightest
Gragdowel or to First Lord Yestral at the conclusion provocation triggers her wrath.
of this adventure, they each receive 3 Hillsfar
Government Intrigue Points.
Roleplaying Granny Eve-canker
Treasure Granny is wicked and ruthless. Two horns
The alabaster writing set on the desk is worth 100 grow out of her head, sweeping back to
gp. The emerald kidgloves are gloves of thievery and sharpened points. Sagging indigo skin covers
may come in handy should the characters attempt her tall, thin body. She calls the adventurers
to steal Granny Eve-canker’s heartstone (see the pet names such as “sweetie, deary, honey-
Tactics section in Area 8 below). cake,” etc. Any interactions she makes with the
adventurers are done so in a parental fashion,
Area 8: The Sunken Garden as if instructing children.
Expected Duration: 20 to 30 minutes
A winding tunnel leads from Granny Eve-canker’s A character making a successful DC 20 Intelligence
private quarters to an old temple garden, once check knows that Granny is a night hag, and recalls
buried, now cleared and restored. Granny uses this the following about them.
area to cast rituals at a gory altar. • Night hags usually possess something called a
Having been warned by the enchantment on the heartstone. This lustrous black gem allows her
door, Granny expects the adventurers and cannot be to use her etherealness ability. If she does not
surprised. have possession of this gem, she can’t use that
ability.
The tunnel opens up to what appears to be a • A night hag uses a soul bag to collect souls.
large, underground garden. A stone walking When a victim of her soul mongering dies, she
path lines the walls of this cave, with stairs
leading down to a lower section three feet
captures their soul in this bag made of human
below. Lush greenery lines the walls. Tall, flesh, if she was able to convince them to
wild growths spring out of four plots of soil perform evil deeds on her behalf.
surrounding the garden’s lower level. Granny stands on the lower level of the garden, just
In the center of the lower level sits a four- east of the skull altar. Two displacer beasts hide
foot stack of bloody humanoid skulls, flesh still
on their bones and crawling with maggots.
in the plots of growth west of the altar. It takes a
A horrific, indigo-skinned creature dressed in passive Perception of 13 or better or a Wisdom
Estrellae’s clothing stands chanting with arms (Perception) check of the same difficulty to notice
outstretched by the gruesome collection of the creatures there. The plots are difficult terrain.
skulls.
If the skull altar is destroyed (AC 5, 5 hp), any
hag in the room takes 1d10 psychic damage. A
character that destroys the altar becomes the target
of Granny’s full wrath.

32 H I L L 1 - 1 / A R R I VA L : PA RT 3
Adjusting the Encounter Conclusion
Here are recommendations for adjusting this
combat encounter. These are not cumulative. Reporting back to Jandra Gragdowel at Hillsfar
• Very weak party: Replace the two Castle, the adventurers find her in audience with
displacer beasts with one cockatrice First Lord Vuhm Yestral. The First Lord recognizes
characters who have encountered him in past
• Weak party: Remove one displacer adventures (DDEX03-03 The Occupation of Szith
beast Morcane, DDEX03-14 Death on the Wall, and/or
• Strong party: Add two displacer beasts DDEX03-15 Assault on Maerimydra).
• Very strong party: Add two green hags
and one displacer beast, use coven rules Roleplaying First Lord Vuhm Yestral
for shared spellcasting for the night hag
Vuhm Yestral is a human in his early 60s
and green hags
and a member of the Lords’ Alliance. While
kind and compassionate, Yestral is also loud,
Tactics opinionated, and a commanding presence. His
Granny stays out of melee range, retreating to other authoritative presence masks his discomfort
portions of the room to sling spells and let her allies as the current leader of Hillsfar. Despite his
get close. If combat turns against her, she uses discomfort, he fervently works for the good of
etherealness to escape. If her heartstone is somehow the citizens of Hillsfar and the city.
taken from her, she cannot use etherealness and
instead focuses all of her efforts to retrieve the stone. Characters with Government Intrigue Points equal
If this combat is being run on very strong or exceeding their Dissidents Intrigue Points earn
difficulty, the green hags begin on the upper level the In Yestral’s Service Story Award. Characters
walkways in the northeast and southeast corners whose Dissidents Intrigue Points exceed their
of the room. In this case, the three hags stay out of Government Intrigue Points earn the A Dissident
melee range for as long as possible and cast their is Here Story Award.
coven spells without mercy. The hags support Regardless of which story award a character
Granny in any of her efforts to escape or retrieve her receives, both the First Lord and Commandant
heartstone. Unlike Granny, the hags fight to the death. Gragdowel express gratitude. If the adventurers
captured Granny Eve-canker or submit proof of her
XP Award defeat, they receive the additional reward promised
If the adventurers prevent Granny Eve-canker by Commandant Gragdowel (see Treasure below).
from escaping and slay or capture her, award each Capturing or slaying Granny Eve-canker
character 100 XP. leaves the Hillsfar Dissidents leaderless and
Treasure disorganized (for the moment). The protest
occurs, but Estrellae’s absence leaves much of the
Buried in the skull altar are valuables taken from
Hillsfar Dissidents demoralized: the event fizzles
Granny’s unfortunate victims. Characters searching
out without violence. If Granny was captured, the
the altar find several coin purses containing a total
Mage’s Guild is capable of holding her prisoner.
of 560 gp in coins, assorted pieces of jewelry valued
at 300 gp, and two ebony statuettes depicting The dark fey have other plans. The defeat of
prancing satyrs worth 70 gp each. the night hag is a mere setback for them. When
the adventurers wake the next day, they each find
Granny’s heartstone and soul bag may be taken
vellum notes by their bedsides. Written in beautiful
as trinkets. They are useless and have no magical
and flowing script, the notes read:
power to anyone but Granny Eve-canker herself.

33 H I L L 1 - 1 / A R R I VA L : PA RT 3
“Forces much greater than you
Are coming to collect their due.
Though our Granny did you quell,
Hillsfar yet shall see its hell.
Try and stop us, if you must.
Your bones shall be ground to dust.”

This story continues in HILL 1-2 Exodus.


Treasure
As promised earlier in the adventure, Commandant
Gragdowel awards the adventurers 500 gp if the
characters captured or defeated Granny Eve-canker.

34 H I L L 1 - 1 / A R R I VA L : PA RT 3
Rewards Non-Combat Awards
Make sure players note their rewards on their Task or Accomplishment XP per Char.
adventure logsheets. Give your name and DCI
Talk the crowd down (Part 1) 100
number (if applicable) so players can record who
Free the sprites (Part 2) 100
ran the session.
Protect the Red Plumes (Part 2) 100
Experience Capture a thug (Part 2) 100
Total up all combat experience earned for defeated Capture Granny (Part 3) 100
foes, and divide by the number of characters present
in the combat. For non-combat experience, the The minimum total award for each character
rewards are listed per character. Give all characters participating in this adventure is 3,000 experience points.
in the party non-combat experience awards unless
otherwise noted. The maximum total award for each character
participating in this adventure is 4,000 experience points.
Combat Awards
Name of Foe XP per Foe Treasure
Basilisk 700 The characters receive the following treasure,
Black Pudding 1,100 divided up amongst the party. Characters should
Bugbear 200 attempt to divide treasure evenly whenever
Bugbear Chief 700 possible. Gold piece values listed for sellable
Cockatrice 100 gear are calculated at their selling price, not their
Commoner 10 purchase price.
Crocodile 100
Displacer Beast 700 Consumable magic items should be divided
Druid 450 up however the group sees fit. If more than one
Ettercap 450 character is interested in a specific consumable
Gelatinous Cube 450 magic item, the DM can determine who gets it
Giant Constrictor Snake 450 randomly should the group be unable to decide.
Giant Crocodile 1,800 Permanent magic items are divided according
Green Hag (coven) 1,800 to a system. See the sidebar if the adventure awards
Guard 25 permanent magic items.
Half-Black Dragon Veteran 1,800
Night Hag 1,800
Night Hag (coven) 2,900 Treasure Awards
Ochre Jelly 450 Item Name/Location GP Value
Otyugh 1,800
Estrellae’s reward (Part 1) 200
Specter 200
Gragdowell’s reward (Part 2 & 3) 1,000
Sprite 50
Hostage Takers’ Hideout (Part 2) 100
Spy 200
Smugglers’ Cave (Part 2) 100
Swarm of Insects (Centipedes) 100
Red Plume Guardhouse (Part 2) 100
Swarm of Poisonous Snakes 450
Descent Into Darkness (Part 2) 100
Thug 100
Walk of Welcome (Part 3) 100
Veteran 700
Garbage Disposal (Part 3) 100
Wraith 1,800
Holding Cells (Part 3) 300
Granny’s Room (Part 3) 100
Sunken Garden (Part 3) 1,000

35 H I L L 1 - 1 / A R R I VA L : PA RT 3
Emerald Kidgloves (Gloves of Thievery) Story Rewards
Wondrous item, uncommon Characters have the opportunity to earn the
These delicate, goatskin gloves are colored with a following story awards during this adventure.
bright green pigment and slip onto the wearer’s In Yestral’s Service. Your actions supporting
hands effortlessly. While wearing these gloves, Hillsfar’s current regime have been noticed by
the wearer experiences irresistible generosity, the political factions in the City of Trade. You gain
expressing compliments to those around them and advantage on Charisma-based ability checks that
spending coin for the benefit of others without involve interacting with any of Hillsfar’s government
hesitation. Unlike conventional gloves of thievery, officials and with the Red Plumes. Additionally, you
these gloves do not turn invisible when worn, but gain disadvantage on those checks when interacting
shrink or grow to accommodate a small or medium with anyone actively opposed to First Lord Yestral
wearer’s size. and his government. If you later earn the A
Dissident is Here Story Award, you lose this Story
Award and any of its effects.
Potion of Greater Healing A Dissident is Here. Your actions subverting
Potion, uncommon Hillsfar’s current regime have been noticed by
A description of this item can be found in the the political factions in the City of Trade. You gain
Dungeon Master’s Guide. advantage on Charisma-based ability checks that
involve interacting with anyone actively opposed to
Potion of Acid Resistance First Lord Yestral and his government. Additionally,
Potion, uncommon you gain disadvantage on those checks when
A description of this item can be found in the interacting with any of Hillsfar’s government
Dungeon Master’s Guide. officials and with the Red Plumes. If you later earn
the In Yestral’s Service Story Award, you lose this
Renown Story Award and any of its effects.
Each character receives one point of renown.
DM Rewards
Downtime For running this adventure, you receive 875 XP,
Each character receives 10 downtime days at the 437 gp, and ten downtime days.
conclusion of this adventure.

36 H I L L 1 - 1 / A R R I VA L : PA RT 3
DM Appendix: NPC Summary
The following NPCs appear or are mentioned in this
adventure.

Estrellae Moonglow (ES-truh-lay). Female elf.


Noble and recent transplant to Hillsfar. Charismatic
and seemingly savvy in business and politics. De
facto leader and spokesperson of the dissidents
opposing First Lord Vuhm Yestral. Secretly Granny
Eve-canker in disguise.

Eldeth Marblehead (EL-dith). Female dwarf.


Trader who hired a company of dwarves to ship
questionable cargo into Hillsfar. Secretly Granny
Eve-canker in disguise.

Granny Eve-canker. Female night hag. Sent by the


dark fey to Hillsfar to cause chaos and subvert the
City of Trade’s government. Disguises herself as
Estrellae Moonglow and Eldeth Marblehead.

Commandant Jandra Gragdowel (JAN-druh).


Female human. Current Commandant of Hillsfar’s
Red Plumes. Assigned to her station by First Lord
Vuhm Yestral.

Gillun Glimmersting (GILL-uhn). Male sprite.


Forced to secretly kill livestock by Granny Eve-
canker’s minions. Originally from the forest of
Cormanthor.

Alis Maerr (AH-lis MARE). Female human. Red


Plume soldier. Lover of Dern Gelnacht.

Dern Gelnacht (DERN GUHL-nawkt). Male human.


Red Plume soldier. Lover of Alis Maerr. Afflicted by
madness by Granny Eve-canker.

First Lord Vuhm Yestral (VOOM YES-strill). Male


human. First Lord of New Hillsfar. Kind and
devoted to the City of Trade’s citizens. Member of
the Lords Alliance. Former Guard Commandant of
the Red Plumes and the Wall surrounding Yûlash.

37 H I L L 1 - 1 / A R R I VA L : D M A P P E N D I X
Appendix: NPC/Monster Statistics Cockatrice
Small monstrosity, unaligned
Armor Class 11
Basilisk
Hit Points 27 (6d6 + 6)
Medium monstrosity, unaligned
Speed 20 ft., fly 40 ft.
Armor Class 15 (natural armor)
Hit Points 52 (8d8 + 16) STR DEX CON INT WIS CHA
6 (-2) 12 (+1) 12 (+1) 2 (-4) 13 (+1) 5 (-3)
Speed 20 ft.
Senses darkvision 60ft., passive Perception 11
STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 15 (+2) 2 (-4) 8 (-1) 7 (-2) Languages –
Challenge 1/2 (100 XP)
Senses darkvision 60ft., passive Perception 9
Languages – Actions
Challenge 3 (700 XP) Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Petrifying Gaze. If a creature starts its turn within creature. Hit: 3 (1d4 + 1) piercing damage, and the
30 feet of the basilisk and the two of them can target must succeed on a DC 11 Constitution saving
see each other, the basilisk can force the creature throw against being magically petrified. On a failed
to make a DC 12 Constitution saving throw if the save, the creature begins to turn to stone and is
basilisk isn’t incapacitated. On a failed save, the restrained. It must repeat the saving throw at the
creature magically begins to turn to stone and is end of its next turn. On a success, the effect ends. On
restrained. It must repeat the saving throw at the a failure, the creature is petrified for 24 hours.
end of its next turn. On a success, the effect ends. On
a failure, the creature is petrified until freed by the
greater restoration spell or other magic. Commoner
A creature that isn’t surprised can avert its eyes Medium humanoid (any race), any alignment
to avoid the saving throw at the start of its turn. If it Armor Class 10
does so, it can’t see the basilisk until the start of its Hit Points 4 (1d8)
next turn, when it can avert its eyes again. If it looks Speed 30 ft.
at the basilisk in the meantime, it must immediately
make the save. STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
If the basilisk sees its reflection within 30 feet
of it in bright light, it mistakes itself for a rival and Senses passive Perception 10
targets itself with its gaze. Languages - any one language (usually Common)
Actions Challenge 0 (10 XP)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Actions
target. Hit: 10 (2d6 + 3) piercing damage plus 7
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one
(2d6) poison damage.
target. Hit: 2 (1d4) bludgeoning damage.

38 H I L L 1 - 1 / A R R I VA L : D M A P P E N D I X
Bugbear Bugbear Chief
Medium humanoid (goblinoid), chaotic evil Medium humanoid (goblinoid), chaotic evil
Armor Class 16 (hide armor, shield) Armor Class 17 (chain shirt, shield)
Hit Points 27 (5d8 + 5) Hit Points 65 (10d8 + 20)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1) 17 (+3) 14 (+2) 14 (+2) 11 (-0) 12 (+1) 11 (+0)

Skills Stealth +6, Survival +2 Skills Intimidation +2, Stealth +6, Survival +3
Senses darkvision 60ft., passive Perception 10 Senses darkvision 60ft., passive Perception 11
Languages Common, Goblin Languages Common, Goblin
Challenge 1 (200 XP) Challenge 3 (700 XP)
Brute. A melee weapon deals one extra die of its Brute. A melee weapon deals one extra die of its
damage when the bugbear hits with it (included in damage when the bugbear hits with it (included in
the attack). the attack). [continued next page]
Surprise Attack. If the bugbear surprises a creature Heart of Hruggek. The bugbear has advantage on
and hits it with an attack during the first round of saving throws against being charmed, frightened,
combat, the target takes an extra 7 (2d6) damage paralyzed, poisoned, stunned, or put to sleep.
from the attack. Surprise Attack. If the bugbear surprises a creature
and hits it with an attack during the first round of
Actions combat, the target takes an extra 7 (2d6) damage
Morningstar. Melee Weapon Attack: +4 to hit, reach from the attack.
5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Actions
Javelin. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 9 Multiattack. The bugbear makes two melee attacks.
(2d6 + 2) piercing damage in melee or 5 (1d6 + 2) Morningstar. Melee Weapon Attack: +5 to hit, reach
piercing damage at range. 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 10
(2d6 + 3) piercing damage in melee or 6 (1d6 + 3)
piercing damage at range.

39 H I L L 1 - 1 / A R R I VA L : D M A P P E N D I X
Ettercap Half-Black Dragon Veteran
Medium monstrosity, neutral evil Medium humanoid (human), lawful evil
Armor Class 13 (natural armor) Armor Class 18 (plate)
Hit Points 44 (8d8 + 8) Hit Points 65 (10d8 + 20)
Speed 30 ft., climb 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 13 (+1) 7 (-2) 12 (+1) 8 (-1) 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Skills Perception +3, Stealth +4, Survival +3 Saving Throws Str +5, Con +4
Senses darkvision 60ft., passive Perception 13 Skills Athletics +5, Perception +2
Languages – Damage Resistances acid
Challenge 2 (450 XP) Senses blindsight 10 ft., darkvision 60ft., passive
Perception 12
Spider Climb. The ettercap can climb difficult
surfaces, including upside down on ceilings, without Languages Common, Draconic
needing to make an ability check. Challenge 5 (1,800 XP)
Web Sense. While in contact with a web, the Actions
ettercap knows the exact location of any other
creature in contact with the same web. Multiattack. The veteran makes two longsword
Web Walker. The ettercap ignores movement attacks. If it has a shortsword drawn, it can also
restrictions caused by webbing. make a shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5
Actions ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8
Multiattack. The ettercap makes two attacks: one (1d10 + 3) slashing damage if used with two hands.
with its bite and one with its claws. Shortsword. Melee Weapon Attack: +5 to hit, reach 5
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one ft., one target. Hit: 6 (1d6 + 3) piercing damage.
creature. Hit: 6 (1d8 + 2) piercing damage plus 4 Heavy Crossbow. Ranged Weapon Attack: +3 to
(1d8) poison damage. The target must succeed on a hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1)
DC 11 Constitution saving throw or be poisoned for piercing damage.
1 minute. The creature can repeat the saving throw Acid Breath (Recharge 5-6). The veteran exhales
at the end of each of its turns, ending the effect on acid in a 15-foot line that is 5 feet wide. Each
itself on a success. creature in that line must make a DC 15 Dexterity
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., saving throw, taking 22 (5d8) acid damage on a
one target. Hit: 7 (2d4 + 2) slashing damage. failed save, or half as much damage on a successful
Web (Recharge 5-6). Ranged Weapon Attack: +4 to one.
hit, range 30/60 ft., one Large or smaller creature. Reactions
Hit: The creature is restrained by webbing. As an
action, the restrained creature can make a DC 11 Parry. The veteran adds 3 to its AC against one
Strength check, escaping from the webbing on a melee attack that would hit it. To do so, the veteran
success. The effect ends if the webbing is destroyed. must see the attacker and be wielding a melee
The webbing has AC 10, 5 hit points, resistance to weapon.
bludgeoning damage, and immunity to poison and
psychic damage.

40 H I L L 1 - 1 / A R R I VA L : D M A P P E N D I X
Sprite Spy
Tiny fey, neutral good Medium humanoid (any race), any alignment
Armor Class 15 (leather armor) Armor Class 12
Hit Points 2 (1d4) Hit Points 27 (6d8)
Speed 10 ft., fly 40 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (-4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0) 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16(+3)

Skills Perception +3, Stealth +8 Skills Deception +5, Insight +4, Investigation +5,
Senses passive Perception 13 Perception +6, Persuasion +5, Sleight of Hand +4,
Stealth +4
Languages Common, Elvish, Sylvan
Senses passive Perception 16
Challenge 1/4 (50 XP)
Languages any two languages
Actions Challenge 1 (200 XP)
Longsword. Melee Weapon Attack: +2 to hit, reach 5 Cunning Action. On each of its turns, the spy can
ft., one target. Hit: 1 slashing damage. use a bonus action to take the Dash, Disengage, or
Shortbow. Ranged Weapon Attack: +6 to hit, range Hide action.
40/160 ft., one target. Hit: 1 piercing damage, and Sneak Attack (1/Turn). The spy deals an extra 7
the target must succeed on a DC 10 Constitution (2d6) damage when it hits a target with a weapon
saving throw or become poisoned for 1 minute. If attack and has advantage on the attack roll, or
its saving throw result is 5 or lower, the poisoned when the target is within 5 feet of an ally of the spy
target falls unconscious for the same duration, or that isn’t incapacitated and the spy doesn’t have
until it takes damage or another creature takes an disadvantage on the attack roll.
action to shake it awake.
Heart Sight. The sprite touches a creature and
Actions
magically knows the creature’s current emotional Multiattack. The spy makes two melee attacks.
state. If the target fails a DC 10 Charisma saving Shortsword. Melee Weapon Attack: +4 to hit, reach 5
throw, the sprite also knows the creature’s ft., one target. Hit: 5 (1d6 + 2) piercing damage.
alignment. Celestials, fiends, and undead Hand Crossbow. Ranged Weapon Attack: +4 to
automatically fail the saving throw. hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2)
Invisibility. The sprite magically turns invisible until piercing damage.
it attacks or casts a spell, or until its concentration
ends (as if concentrating on a spell). Any equipment
the sprite wears or carries is invisible with it.

41 H I L L 1 - 1 / A R R I VA L : D M A P P E N D I X
Black Pudding Specter
Large ooze, unaligned Medium undead, chaotic evil
Armor Class 7 Armor Class 12
Hit Points 85 (10d10 + 30)
Speed 20 ft., climb 20 ft. Hit Points 22 (5d8)
STR DEX CON INT WIS CHA Speed 0 ft., fly 50 ft. (hover)
16 (+3) 5 (-3) 16 (+3) 1 (-5) 6 (-2) 1 (-5) STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
Damage Immunities acid, cold, lightning, slashing
Condition Immunities blinded, charmed, deafened, Damage Resistances acid, cold, fire, lightning,
exhaustion, frightened, prone thunder; bludgeoning, piercing, and slashing from
Senses blindsight 60 ft. (blind beyond this radius), non magical weapons that aren’t silvered
passive Perception 8 Damage Immunities necrotic, poison
Languages –
Condition Immunities charmed, exhaustion,
Challenge 4 (1,100 XP) grappled, paralyzed, petrified, poisoned, prone,
Amorphous. The pudding can move through a space restrained, unconscious
as narrow as 1 inch wide without squeezing.
Senses darkvision 60 ft., passive Perception 10
Corrosive Form. A creature that touches the
pudding or hits it with a melee attack while Languages understands all languages it knew in life
within 5 feet of it takes 4 (1d8) acid damage. Any but can’t speak
nonmagical weapon made of metal or wood that Challenge 1 (200 XP)
hits the pudding corrodes. After dealing damage, Incorporeal Movement. The specter can move
the weapon takes a permanent and cumulative -1 through other creatures and objects as if they were
penalty to damage rolls. If its penalty drops to -5, the difficult terrain. It takes 5 (1d10) force damage if it
weapon is destroyed. Nonmagical ammunition made ends its turn inside an object.
of metal or wood that hits the pudding is destroyed Sunlight Sensitivity. While in sunlight, the specter
after dealing damage. has disadvantage on attack rolls, as well as on
The pudding can eat through 2-inch-thick, non Wisdom (Perception) checks that rely on sight.
magical wood or metal in 1 round.
Actions
Spider Climb. The pudding can climb difficult
Life Drain. Melee Spell Attack: +4 to hit, reach 5
surfaces, including upside down on ceilings, without
ft. , one creature. Hit: 10 (3d6) necrotic damage.
needing to make an ability check.
The target must succeed on a DC 10 Constitution
Actions saving throw or its hit point maximum is reduced
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 by an amount equal to the damage taken. This
ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage reduction lasts until the creature finishes a long
plus 18 (4d8) acid damage. In addition, non magical rest. The target dies if this effect reduces its hit point
armor worn by the target is partly dissolved and maximum to 0.
takes a permanent and cumulative -1 penalty to the
AC it offers. The armor is destroyed if the penalty
reduces its AC to 10.
Reactions
Split. When a pudding that is Medium or larger is
subjected to lightning or slashing damage, it splits
into two new puddings if it has at least 10 hit points.
Each new pudding has hit points equal to half the
original pudding’s, rounded down. New puddings
are one size smaller than the original pudding.

42 H I L L 1 - 1 / A R R I VA L : D M A P P E N D I X
Guard Wraith
Medium humanoid (any race), any alignment Medium undead, neutral evil
Armor Class 16 (chain shirt, shield) Armor Class 13
Hit Points 11 (2d8 + 2) Hit Points 67 (9d8 + 27)
Speed 30 ft. Speed 0 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0) STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)
Skills Perception +2 Damage Resistances acid, cold, fire, lightning,
Senses passive Perception 12 thunder; bludgeoning, piercing, and slashing from
Languages any one languages (usually Common) non magical weapons that aren’t silvered
Challenge 1/8 (25 XP)
Damage Immunities necrotic, poison
Actions
Condition Immunities charmed, exhaustion,
Spear. Melee Weapon Attack: +3 to hit, reach 5 ft. or
grappled, paralyzed, petrified, poisoned, prone,
range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing
restrained
damage.
Senses darkvision 60 ft., passive Perception 12
Swarm of Insects (Centipedes) Languages the languages it knew in life
Medium swarm of Tiny beasts, unaligned
Challenge 5 (1,800 XP)
Armor Class 12 (natural armor)
Incorporeal Movement. The wraith can move
Hit Points 22 (5d8) through other creatures and objects as if they were
Speed 20 ft., climb 20 ft. difficult terrain. It takes 5 (1d10) force damage if it
STR DEX CON INT WIS CHA ends its turn inside an object.
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5) Sunlight Sensitivity. While in sunlight, the wraith
has disadvantage on attack rolls, as well as on
Damage Resistances bludgeoning, piercing,
Wisdom (Perception) checks that rely on sight.
slashing
Condition Immunities charmed, frightened, Actions
paralyzed, petrified, prone, restrained, stunned Life Drain. Melee Weapon Attack: +6 to hit, reach 5
Senses blindsight 10 ft., passive Perception 8 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage.
Languages – The target must succeed on a DC 14 Constitution
Challenge 1/2 (100 XP) saving throw or its hit point maximum is reduced
by an amount equal to the damage taken. This
Swarm. The swarm can occupy another creature’s
reduction lasts until the target finishes a long rest.
space and vice versa, and the swarm can move through
The target dies if this effect reduces its hit point
any opening large enough for a Tiny insect. The swarm
maximum to 0.
can’t regain hit points or gain temporary hit points.
Create Specter. The wraith targets a humanoid
Swarm of Centipedes. A creature reduced to 0
within 10 feet of it that has been dead for no longer
hit points by a swarm of centipedes is stable but
than 1 minute and died violently. The target’s spirit
poisoned for 1 hour, even after regaining hit points,
rises as a specter in the space of its corpse or in the
and paralyzed while poisoned in this way.
nearest unoccupied space. The specter is under the
Actions wraith’s control. The wraith can have no more than
seven specters under its control at one time.
Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one
target in the swarm’s space. Hit: 10 (4d4) piercing
damage, or 5 (2d4) piercing damage if the swarm
has half of its hit points or fewer.

43 H I L L 1 - 1 / A R R I VA L : D M A P P E N D I X
Crocodile Giant Crocodile
Large beast, unaligned Huge beast, unaligned
Armor Class 12 (natural armor) Armor Class 14 (natural armor)
Hit Points 19 (3d10 + 3) Hit Points 85 (9d12 + 27)
Speed 20 ft., swim 30 ft. Speed 30 ft., swim 50 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3) 21 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (-2)

Skills Stealth +2 Skills Stealth +2


Senses passive Perception 10 Senses passive Perception 10
Languages – Languages –
Challenge 1/2 (100 XP) Challenge 5 (1,800 XP)
Hold Breath. The crocodile can hold its breath for Hold Breath. The crocodile can hold its breath for
15 minutes. 30 minutes.
Actions Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Multiattack. The crocodile makes two attacks: one
creature. Hit: 7 (1d10 + 2) piercing damage, and the with its bite and one with its tail.
target is grappled (escape DC 12). Until this grapple Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
ends, the target is restrained, and the crocodile can’t target. Hit: 21 (3d10 + 5) piercing damage, and the
bite another target. target is grappled (escape DC 16). Until this grapple
ends, the target is restrained, and the crocodile can’t
bite another target.
Giant Constrictor Snake
Tail. Melee Weapon Attack: +8 to hit, reach 10ft., one
Huge beast, unaligned target not grappled by the crocodile. Hit: 14 (2d8 +
Armor Class 12 5) bludgeoning damage. If the target is a creature, it
Hit Points 60 (8d12 + 8) must succeed on a DC 16 Strength saving throw or
Speed 30 ft., swim 30 ft. be knocked prone.
STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)

Skills Perception +2
Senses blindsight 10 ft., passive Perception 12
Languages –
Challenge 2 (450 XP)
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one creature. Hit: 11 (2d6 + 4) piercing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 13 (2d8 + 4) bludgeoning damage,
and the target is grappled (escape DC 16). Until this
grapple ends, the creature is restrained, and the
snake can’t constrict another target.

44 H I L L 1 - 1 / A R R I VA L : D M A P P E N D I X
Swarm of Poisonous Snakes Actions
Medium swarm of Tiny beasts, unaligned Multiattack. The thug makes two melee attacks.
Armor Class 14 Mace. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Hit Points 36 (8d8) one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Speed 30 ft., swim 30 ft. Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
STR DEX CON INT WIS CHA range 100/400 ft., one target. Hit: 5 (1d10) piercing
8 (-1) 18 (+4) 11 (+0) 1 (-5) 10 (+0) 3 (-4) damage.
Damage Resistances bludgeoning, piercing,
slashing
Druid
Condition Immunities charmed, frightened,
Medium humanoid (any race), any alignment
paralyzed, petrified, prone, restrained, stunned
Armor Class 11 (16 with barkskin)
Senses blindsight 10 ft., passive Perception 10
Hit Points 27 (5d8 + 5)
Languages –
Speed 30 ft.
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA
Swarm. The swarm can occupy another creature’s 10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0)
space and vice versa, and the swarm can move
through any opening large enough for a Tiny snake. Skills Medicine +4, Nature +3, Perception +4
The swarm can’t regain hit points or gain temporary Senses passive Perception 14
hit points.
Languages Druidic plus any two languages
Actions Challenge 2 (450 XP)
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one Spellcasting. The druid is a 4th-level spellcaster. Its
creature in the swarm’s space. Hit: 7 (2d6) piercing spellcasting ability is Wisdom (spell save DC 12, +4
damage, or 3 (1d6) piercing damage if the swarm to hit with spell attacks). It has the following druid
has half of its hit points or fewer. The target must spells prepared:
make a DC 10 Constitution saving throw, taking 14 Cantrips (at will): druidcraft, produce flame,
(4d6) poison damage on a failed save, or half as shillelagh
much damage on a successful one. 1st level (4 slots): entangle, longstrider, speak with
Thug animals, thunderwave
Medium humanoid (any race), any non-good 2nd level (3 slots): moonbeam, barkskin
alignment Actions
Armor Class 11 (leather armor)
Quarterstaff. Melee Weapon Attack: +2 to hit (+4
Hit Points 32 (5d8 + 10)
to hit with shillelagh), reach 5 ft., one target. Hit: 3
Speed 30 ft. (1d6) bludgeoning damage, or 4 (1d8) bludgeoning
STR DEX CON INT WIS CHA damage with shillelagh or if wielded with two
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) hands.

Skills Intimidation +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/2 (100 XP)
Pack Tactics. The thug has advantage on an attack
roll against a creature if at least one of the thug’s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.

45 H I L L 1 - 1 / A R R I VA L : D M A P P E N D I X
Veteran Otyugh
Medium humanoid (any race), any alignment Large aberration, neutral
Armor Class 17 (splint) Armor Class 14 (natural armor)
Hit Points 58 (9d8 + 18) Hit Points 114 (12d10 + 48)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 16 (+3) 11 (+0) 19 (+4) 6 (-2) 13 (+1) 6 (-2)
Skills Athletics +5, Perception +2 Saving Throws Con +7
Senses passive Perception 12 Senses darkvision 120 ft., passive Perception 11
Languages any one language (usually Common) Languages Otyugh
Challenge 3 (700 XP) Challenge 5 (1,800 XP)
Actions Limited Telepathy. The otyugh can magically
transmit simple messages and images to any
Multiattack. The veteran makes two longsword creature within 120 feet of it that can understand a
attacks. If it has a shortsword drawn, it can also language. This form of telepathy doesn’t allow the
make a shortsword attack. receiving creature to telepathically respond.
Longsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 Actions
(1d10 + 3) slashing damage if used with two hands. Multiattack. The otyugh makes three attacks: one
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 with its bite and two with its tentacles.
ft., one target. Hit: 6 (1d6 + 3) piercing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, one target. Hit: 12 (2d8 + 3) piercing damage. If
range 100/400 ft., one target. Hit: 5 (1d10) piercing the target is a creature, it must succeed on a DC
damage. 15 Constitution saving throw against disease or
become poisoned until the disease is cured. Every
24 hours that elapse, the target must repeat the
saving throw, reducing its hit point maximum by
5 (1d10) on a failure. The disease is cured on a
success. The target dies if the disease reduces its hit
point maximum to 0. This reduction to the target’s
hit point maximum lasts until the disease is cured.
Tentacle. Melee Weapon Attack: +6 to hit, reach
10ft., one target. Hit: 7 (1d8 + 3) bludgeoning
damage plus 4 (1d8) piercing damage. If the target
is Medium or smaller, it is grappled (escape DC 13)
and restrained until the grapple ends. The otyugh
has two tentacles, each of which can grapple one
target.
Tentacle Slam. The otyugh slams creatures
grappled by it into each other or a solid surface.
Each creature must succeed on a DC 14 Strength
saving throw or take 10 (2d6 + 3) bludgeoning
damage and be stunned until the end of the otyugh’s
next turn. On a successful save, the target takes half
the bludgeoning damage and isn’t stunned.

46 H I L L 1 - 1 / A R R I VA L : D M A P P E N D I X
Gelatinous Cube On a failed save, the cube enters the creature’s
Large ooze, unaligned space, and the creature takes 10 (3d6) acid damage
and is engulfed. The engulfed creature can’t breathe,
Armor Class 6
is restrained, and takes 21 (6d6) acid damage at
Hit Points 84 (8d10 + 40) the start of each of the cube’s turns. When the cube
Speed 15 ft. moves, the engulfed creature moves with it.
STR DEX CON INT WIS CHA An engulfed creature can try to escape by taking
14 (+2) 3 (-4) 20 (+5) 1 (-5) 6 (-2) 1 (-5) an action to make a DC 12 Strength check. On a
success, the creature escapes and enters a space of
Condition Immunities blinded, charmed, deafened,
its choice within 5 feet of the cube.
exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 8 Ochre Jelly
Languages – Large ooze, unaligned
Challenge 2 (450 XP) Armor Class 8
Ooze Cube. The cube takes up its entire space. Other Hit Points 45 (6d10 + 12)
creatures can enter the space, but a creature that Speed 10 ft., climb 10 ft.
does so is subjected to the cube’s Engulf and has
STR DEX CON INT WIS CHA
disadvantage on the saving throw. 15 (+2) 6 (-2) 14 (+2) 2 (-4) 6 (-2) 1 (-5)
Creatures inside the cube can be seen but have
total cover. Damage Resistances acid
A creature within 5 feet of the cube can take an Damage Immunities lightning, slashing
action to pull a creature or object out of the cube. Condition Immunities blinded, charmed, deafened,
Doing so requires a successful DC 12 Strength check, exhaustion, frightened, prone
and the creature making the attempt takes 10 (3d6) Senses blindsight 60 ft. (blind beyond this radius),
acid damage. passive Perception 8
The cube can hold only one Large creature or Languages –
up to four Medium or smaller creatures inside it at a
Challenge 2 (450 XP)
time.
Amorphous. The jelly can move through a space as
Transparent. Even when the cube is in plain sight, it
narrow as 1 inch wide without squeezing.
takes a successful DC 15 Wisdom (Perception) check
to spot a cube that has neither moved nor attacked. Spider Climb. The jelly can climb difficult surfaces,
A creature that tries to enter the cube’s space while including upside down on ceilings, without needing
unaware of the cube is surprised by the cube. to make an ability check.

Actions Actions
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 Pseudopod. Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 10 (3d6) acid damage. ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage
plus 3 (ld6) acid damage.
Engulf. The cube moves up to its speed. While doing
so, it can enter Large or smaller creatures’ spaces. Reactions
Whenever the cube enters a creature’s space, the
Split. When a jelly that is Medium or larger is
creature must make a DC 12 Dexterity saving throw.
subjected to lightning or slashing damage, it splits
On a successful save, the creature can choose to into two new jellies if it has at least 10 hit points.
be pushed 5 feet back or to the side of the cube. A Each new jelly has hit points equal to half the
creature that chooses not to be pushed suffers the original jelly’s, rounded down. New jellies are one
consequences of a failed saving throw. size smaller than the original jelly.

47 H I L L 1 - 1 / A R R I VA L : D M A P P E N D I X
Displacer beast Amphibious. The hag can breathe air and water.
Large monstrosity, lawful evil Innate Spellcasting. The hag’s innate spellcasting
Armor Class 13 (natural armor) ability is Charisma (spell save DC 12). She can
innately cast the following spells, requiring no
Hit Points 85 (10d10 + 30)
material components:
Speed 40 ft.
At will: dancing lights, minor illusion, vicious mockery
STR DEX CON INT WIS CHA Mimicry. The hag can mimic animal sounds and
18 (+4) 15 (+2) 16 (+3) 6 (-2) 12 (+1) 8 (-1)
humanoid voices. A creature that hears the sounds
Senses darkvision 60 ft., passive Perception 11 can tell they are imitations with a successful DC 14
Languages – Wisdom (Insight) check.
Challenge 3 (700 XP) Actions
Avoidance. If the displacer beast is subjected to an Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
effect that allows it to make a saving throw to take one target. Hit: 13 (2d8 + 4) slashing damage.
only half damage, it instead takes no damage if it
Illusory Appearance. The hag covers herself and
succeeds on the saving throw, and only half damage
anything she is wearing or carrying with a magical
if it fails.
illusion that makes her look like another creature of
Displacement. The displacer beast projects a her general size and humanoid shape. The illusion
magical illusion that makes it appear to be standing ends if the hag takes a bonus action to end it or if
near its actual location, causing attack rolls against she dies.
it to have disadvantage. If it is hit by an attack, this
The changes wrought by this effect fail to hold
trait is disrupted until the end of its next turn. This
up to physical inspection. For example, the hag could
trait is also disrupted while the displacer beast is
appear to have smooth skin, but someone touching
incapacitated or has a speed of 0.
her would feel her rough flesh. Otherwise, a creature
Actions must take an action to visually inspect the illusion
and succeed on a DC 20 Intelligence (Investigation)
Multiattack. The displacer beast makes two attacks
check to discern that the hag is disguised.
with its tentacles.
Invisible Passage. The hag magically turns invisible
Tentacle. Melee Weapon Attack: +6 to hit, reach
until she attacks or casts a spell, or until her
10ft., one target. Hit: 7 (ld6 + 4) bludgeoning
concentration ends (as if concentrating on a spell).
damage plus 3 (1d6) piercing damage.
While invisible, she leaves no physical evidence of
Green Hag her passage, so she can be tracked only by magic.
Medium fey, neutral evil Any equipment she wears or carries is invisible with
her.
Armor Class 17 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2)

Skills Arcana +3, Deception +4, Perception +4,


Stealth +3
Senses darkvision 60ft., passive Perception 14
Languages Common, Draconic, Sylvan
Challenge 3 (700 XP)
Coven Challenge 5 (1,800 XP)

48 H I L L 1 - 1 / A R R I VA L : D M A P P E N D I X
Granny Eve-canker (Night Hag) Nightmare Haunting (1/Day). While on the
Medium fiend, neutral evil Ethereal Plane, the hag magically touches a sleeping
humanoid on the Material Plane. A protection from
Armor Class 17 (natural armor)
evil and good spell cast on the target prevents this
Hit Points 112 (15d8 + 45) contact, as does a magic circle. As long as the contact
Speed 30 ft. persists, the target has dreadful visions. If these
STR DEX CON INT WIS CHA visions last for at least 1 hour, the target gains no
18 (+4) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3) benefit from its rest, and its hit point maximum
is reduced by 5 (1d10). If this effect reduces the
Skills Deception +7, Insight +6, Perception +6, target’s hit point maximum to 0, the target dies,
Stealth +6 and if the target was evil, its soul is trapped in the
Damage Resistances cold, fire; bludgeoning, hag’s soul bag. The reduction to the target’s hit
piercing, and slashing from nonmagical weapons point maximum lasts until removed by the greater
that aren’t silvered restoration spell or similar magic.
Condition Immunities charmed
Senses darkvision 120ft., passive Perception 16
Languages Abyssal, Common, Infernal, Primordial Night Hag Items
Challenge 5 (1,800 XP) A night hag carries two very rare magic items
that she must craft for herself If either object
Coven Challenge 7 (2,900 XP)
is lost, the night hag will go to great lengths to
Innate Spellcasting. The hag’s innate spellcasting retrieve it, as creating a new tool takes time
ability is Charisma (spell save DC 13, +5 to hit with and effort.
spell attacks). She can innately cast the following
Heartstone. This lustrous black gem
spells, requiring no material components:
allows a night hag to become ethereal while it
At will: detect magic, magic missile is in her possession. The touch of a heartstone
2/day each: plane shift (self only), ray of also cures any disease. Crafting a heartstone
enfeeblement, sleep takes 30 days.
Magic Resistance. The hag has advantage on saving Soul Bag. When an evil humanoid dies as a
throws against spells and other magical effects. result of a night hag’s Nightmare Haunting, the
hag catches the soul in this black sack made
Actions
of stitched flesh. A soul bag can hold only one
Claws (Hag Form Only). Melee Weapon Attack: evil soul at a time, and only the night hag who
+6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) crafted the bag can catch a soul with it. Crafting
slashing damage. a soul bag takes 7 days and a humanoid
Change Shape. The hag magically polymorphs into sacrifice (whose flesh is used to make the bag).
a Small or Medium female humanoid, or back into
her true form. Her statistics are the same in each
form. Any equipment she is wearing or carrying isn’t
transformed. She reverts to her true form if she dies.
Etherealness. The hag magically enters the Ethereal
Plane from the Material Plane, or vice versa. To
do so, the hag must have a heartstone in her
possession.

49
Player handout 1: Letter of Instructions

Our plans proceed apace.

Stay at your post and watch over the goods.


We make our move when the protestors’ cries echo throughout the city.
I will be at the Outcast’s Sanctuary, preparing something special for
the occasion.

Lord Yestral is incredibly pleased with the progress we’ve made. When
the smoke clears, your rewards will exceed anything you can imagine.

By the full moon’s glow,


E.M.

50 H I L L 1 - 1 / A R R I VA L : P L AY E R H A N D O U T 1
Player handout 2: Thug’s Map

51 H I L L 1 - 1 / A R R I VA L : P L AY E R H A N D O U T 2
Player Handout 3: Entries from Dern Gelnacht’s Journal

TWO WEEKS AGO


“She visits me in my dreams, always beautiful. Alis has nothing to
fear from my dreams, though. I am hers and I shall always
be true to my love.”

TEN DAYS AGO


“These restless nights are taxing, but Granny’s nightly visits make
things better. It’s our special, little secret. She said last night that
she doesn’t appreciate my being a Red Plume. She says that the
Red Plumes are wicked and hurtful. But my Alis isn’t like that at
all, or is she? Perhaps I have gone down the wrong path.”

SEVEN DAYS AGO


“Granny said that I’m a bad, bad boy for staying within the Plumes’
ranks. I think my cohorts know of her nightly visits. They whisper
behind my back, even my beloved. But Granny is a true friend—
perhaps my only true friend. How long have my comrades-at-arms
been spreading rumors about me? How long must I put up with
their hushed words?”

FIVE DAYS AGO


“She says she won’t come back if I remain here. She is staying
somewhere called the Outcast’s Sanctuary. I need to find her.
My duty and my station can’t get in my way. The Red Plumes can’t
get in my way. I won’t let them…”

52 H I L L 1 - 1 / A R R I VA L : P L AY E R H A N D O U T 3
Player Handout 4: Emerald Kidgloves

Emerald Kidgloves (Gloves of Thievery)


Wondrous item, uncommon
These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands
effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but
shrink or grow to accommodate a small or medium wearer’s size.
While wearing these gloves, you gain a +2 bonus to Dexterity (Sleight of Hand) checks and
Dexterity checks made to pick locks. Additionally, you feel a sense of irresistible generosity, expressing
compliments to those around them and spending coin for the benefit of others without hesitation.

53 H I L L 1 - 1 / A R R I VA L : P L AY E R H A N D O U T 4
EXODUS
Scott Moore
Adventure Designer
Adventure Code: HILL 1-2

The monster attacks have caused the citizens of Hillsfar to lack confidence in
the ability of the new government to protect them. Families and merchants
are leaving for a safer place. Vuhm Yestral has to prove that he has control of
the situation. He decides that a bit of recon needs to be undertaken. A D&D
Adventurers League adventure for characters levels 5-10 in Hillsfar.

A 4-hour adventure for 5th-10th level characters

Producer: Baldman Games


Hillsfar Administrator: Cindy Moore
Development: Shawn Merwin
Editing and Layout: Encoded Designs
Cartography: Jay Africa
Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall,
Claire Hoffman, Greg Marks, Alan Patrick

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.
©2016 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
Welcome to Exodus, a D&D Adventurers League
adventure, Part Two of the Dark Intentions Trilogy
This adventure is designed for three to seven 5th-10th level characters, and is optimized for
five 7th-level characters. The adventure is set in the Moonsea region of the Forgotten Realms, in and
around the city of Hillsfar.

The D&D Adventurers League Preparing the Adventure


This adventure is official for D&D Adventurers Before you show up to Dungeon Master this
League play. The D&D Adventurers League is the adventure for a group of players, you should do the
official organized play system for DUNGEONS & following to prepare.
DRAGONS®. Players can create characters and • Make sure to have a copy of the most current
participate in any adventure allowed as a part of version of the D&D Basic Rules or the Player’s
the D&D Adventurers League. As they adventure, Handbook.
players track their characters’ experience, treasure, • Read through the adventure, taking notes
and other rewards, and can take those characters of anything you’d like to highlight or remind
through other adventures that continues their story. yourself while running the adventure, such as a
If you’re running this adventure as a part of a way you’d like to portray an NPC or a tactic you’d
store event or at certain conventions, you’ll need a like to use in a combat.
DCI number. This number is your official Wizards of • Get familiar with the monster statistics in the
the Coast organized play identifier. If you don’t have Appendix.
a number, you can obtain one at a store event. Check
• Gather together any resources you’d like to
with your organizer for details. use to aid you in running this adventure--such
D&D Adventurers League play is broken up into as notecards, a DM screen, miniatures, and
storyline seasons. When players create characters, battlemaps.
they attach those characters to a storyline season, • If you know the composition of the group
which determines what rules they’re allowed to beforehand, you can make adjustments as noted
use to create and advance their characters. Players throughout the adventure.
can continue to play their characters after the
storyline season has finished, possibly participating
in a second or third storyline with those same
characters. A character’s level is the only limitation Before Play at the Table
for adventure play. A player cannot use a character
of a level higher or lower than the level range of a Ask the players to provide you with relevant
D&D Adventurers League adventure. character information:
For more information on playing, running • Character name and level
games as a Dungeon Master, and organizing games • Character race and class
for the D&D Adventurers League, please visit the
• Passive Wisdom (Perception)—the most
D&D Adventurers League home at:
common passive ability check
• Anything notable as specified by the adventure
www.dndadventurersleague.org (such as backgrounds, traits, flaws, etc.)

2 H I L L 1 - 2 / E XO D U S : I N T R O D U C T I O N
Players that have characters outside the You may adjust the adventure beyond the
adventure’s level range cannot participate in guidelines given. For example, if you’re playing
the adventure with those characters. Players with a group of inexperienced players, you might
with ineligible characters can make a new 1st-level want to make the adventure a little easier; for
character or use a pregenerated character. Players very experienced players, you may want to make
can play an adventure they previously played or it a little harder. Therefore, five categories of
ran as a Dungeon Master, but not with the same party strength have been created for you to use
character. as a guide. Feel free to use a different adjustment
Ensure that each player has an official during the adventure if the recommended party
adventure logsheet for his or her character (if not, strength feels off for the group.
get one from the organizer). The player fills out This adventure is optimized for a party of
the adventure name, session number, date, and five 7th-level characters. To figure out whether
your name and DCI number. In addition, the player you need to adjust the adventure, do the following:
also fills in the starting values for experience, gold, • Add up the total levels of all the characters
downtime, renown, and number of permanent • Divide the total by the number of characters
magic items. He or she fill in the other values and
write notes at the conclusion of the session. Each • Round fractions of .5 or greater up; round
player is responsible for maintaining an accurate fractions of less than .5 down
logsheet. You’ve now determined the average party level
If you have time, you can do a quick scan of (APL) for the adventure. To figure out the party
a player’s character sheet to ensure that nothing strength for the adventure, consult the following
looks out of order. If you see magic items of very table:
high rarities or strange arrays of ability scores, you
can ask players to provide documentation for the Determining Party Strength
irregularities. If they cannot, feel free to restrict
item use or ask them to use a standard ability Party Composition Party Strength
score array. Point players to the D&D Adventurers 3-4 characters, APL less than Very Weak
3-4 characters, APL equivalent Weak
League Player’s Guide for reference.
3-4 characters, APL greater than Average
If players wish to spend downtime days and 5 characters, APL less than Weak
it’s the beginning of an adventure or episode, 5 characters, APL equivalent Average
they can declare their activity and spend the days 5 characters, APL greater than Strong
6-7 characters, APL less than Average
now. Alternatively, they can do so at the end of
6-7 characters, APL equivalent Strong
the adventure or episode. Players should select 6-7 characters, APL greater than Very Strong
their characters’ spells and other daily options
prior to the start of the adventure, unless the
adventure specifies otherwise. Feel free to reread Running the Adventure
the adventure description to help give players hints
about what they might face. As the Dungeon Master of the session, you have the
most important role in facilitating the enjoyment
of the game for the players. You help guide the
Adjusting the Adventure narrative and bring the words on these pages
to life. The outcome of a fun game session often
Throughout this adventure, you may see sidebars creates stories that live well beyond the play at the
to help make adjustments for smaller/larger table. Always follow this golden rule when you DM
groups, and characters of higher/lower levels than for a group:
the optimized group. Most of the time, this is used Make decisions and adjudications that
for combat encounters. enhance the fun of the adventure when possible.

3 H I L L 1 - 2 / E XO D U S : I N T R O D U C T I O N
To reinforce this golden rule, keep in mind the Downtime and Lifestyle
following:
• You are empowered to make adjustments to At the beginning of each play session, players must
the adventure and make decisions about how the declare whether or not they are spending any days
group interacts with the world of this adventure. of downtime. The player records the downtime
Doing so is especially important and applicable spent on the adventure logsheet. The following
outside of combat, but feel free to adjust the options are available to players during downtime
adventure for groups that are having too easy or (see the D&D basic rules or the D&D Adventurers
too hard of a time. League Player’s Guide for more information):
• Don’t make the adventure too easy or too • Catching up
difficult for a group. Never being challenged
• Crafting (exception: multiple characters cannot
makes for a boring game and being
commit to crafting a single item)
overwhelmed makes for a frustrating one.
Gauge the experience of the players (not the • Practicing a profession
characters) with the game, try to feel out (or • Recuperating
ask) what they like in a game, and attempt to • Spellcasting services
give each of them the experience they’re after • Training
when they play D&D. Give everyone a chance to
Other downtime options might be available during
shine.
adventures or unlocked through play, including
• Be mindful of pacing, and keep the game faction-specific activities.
session moving along appropriately. Watch for
In addition, whenever a character spends
stalling, since play loses momentum when this
downtime days, that character also spends the
happens. At the same time, make sure that the
requisite expense for his or her lifestyle. Costs
players don’t finish too early; provide them with
are per day, so a character that spends ten days
a full play experience. Try to be aware of running
of downtime also spends ten days of expenses
long or short. Adjust the pacing accordingly
maintaining his or her lifestyle. Some downtime
• Read-aloud text is just a suggestion; feel free activities help with lifestyle expenses or add
to modify the text as you see fit, especially when lifestyle expenses.
dialogue is present.
• Give the players appropriate hints so they can Spellcasting Services
make informed choices about how to proceed.
Players should be given clues and hints when Any settlement the size of a town or larger can
appropriate so they can tackle puzzles, combat, provide some spellcasting services. Characters
and interactions without getting frustrated over need to be able to travel to the settlement to obtain
lack of information. Doing so helps to encourage these services.
immersion in the adventure and gives players Spell services generally available include
“little victories” for figuring out good choices healing and recovery spells, as well as information-
from clues. gathering spells. Other spell services might be
In short, being the DM isn’t about following available as specified in the adventure. The number
the adventure’s text word-for-word; it’s about of spells available to be cast as a service is limited
facilitating a fun, challenging game environment to a maximum of three per day total, unless
for the players. The Dungeon Master’s Guide™ has otherwise noted.
more information on the art of running a D&D
game.

4 H I L L 1 - 2 / E XO D U S : I N T R O D U C T I O N
Spellcasting Services access to a raise dead or revivify spell, or similar
Spell Cost magic. A character subject to a raise dead spell is
Cure wounds (1st level) 10 gp affected negatively until all long rests have been
Identify 20 gp completed during an adventure. Alternatively, each
Lesser restoration 40 gp downtime day spent after raise dead reduces the
Prayer of healing (2nd level) 40 gp
Remove curse 90 gp
penalty to attack rolls, saving throws, and ability
Speak with dead 90 gp checks by 1, in addition to any other benefits the
Divination 210 gp downtime activity might provide.
Greater restoration 450 gp Create a New 1st-Level Character. If the dead
Raise dead 1,250 gp character is unwilling or unable to exercise any
of the other options, the player creates a new
Acolyte Background character. The new character does not have any
items or rewards possessed by the dead character.
A character possessing the acolyte
Dead Character Pays for Raise Dead. If the
background requesting spellcasting
character’s body is recoverable (it’s not missing
services at a temple of his or her faith
any vital organs and is mostly whole) and the
may request one spell per day from the
player would like the character to be returned to
Spellcasting Services table for free. The
life, the party can take the body back to civilization
only cost paid for the spell is the base price
and use the dead character’s funds to pay for a
for the consumed material component, if
raise dead spell. A raise dead spell cast in this
any.
manner costs the character 1,250 gp.
Character’s Party Pays for Raise Dead. As
above, except that some or all of the 1,250 gp for
Disease, Death, and Recovery the raise dead spell is paid for by the party at the
end of the session. Other characters are under no
obligation to spend their funds to bring back a
Sometimes bad things happen, and characters get dead party member.
poisoned, diseased, or are killed. Since you might
not have the same characters return from session Faction Charity. If the character is of level 1 to
to session, here are the rules when bad things 4 and a member of a faction, the dead character’s
happen to characters. body can be returned to civilization and a patron
from the faction ensures that he or she receives a
Disease, Poison, and Other Debilitating Effects raise dead spell. However, any character invoking
A character still affected by diseases, poisons, this charity forfeits all experience and rewards
and other similar effects at the conclusion of an from that session (both those earned prior to and
adventure can spend downtime days recuperating after death during that session) and cannot replay
until such time as he or she resolves the effect to that episode or adventure with that character
its conclusion (see the recuperating activity in the again. Once a character reaches 5th level, this
D&D Basic Rules). option is no longer available.
If a character doesn’t resolve the effect
between sessions, that character begins the next
session still affected by the debilitating effect.
Death
A character who is killed during the course of
the adventure has a few options at the end of the
session (or whenever arriving back in civilization)
if no one in the adventuring party has immediate

5 H I L L 1 - 2 / E XO D U S : I N T R O D U C T I O N
Adventure Background
Since the death of First Lord Torin Nomerthal, his or out of it). Creatures arriving in the tower from
replacement First Lord Vuhm Yestral has dealt with a portal may not leave the tower except by passing
repeated attacks by evil fey creatures within the through a different portal.
city limits of Hillsfar. Adventurers, working under Grenefeld has been hard at work attempting
the employ of Red Plumes Commandant Jandra to stabilize the existing portals, create several
Gragdowel, were able to identify a hag named new ones, create port keys that allow travel
Granny Eve-canker as the source of the creatures. through them, and recruit the assistance of evil fey
Unfortunately, she must not have been the only creatures in unleashing chaos upon Hillsfar.
one smuggling monsters into the city. Confidence By the time the adventurers arrive at Abarat’s
in First Lord Yestral is waning, resulting in a Folly, Grenefeld’s preparations are nearly complete.
massive exodus of the population before its new
government can even establish a foothold.
Malkyn Grenefeld, former Chamberlain of the
previous First Lord, is attempting to take revenge
against Hillsfar and its new First Lord by releasing
monsters into the city to terrorize the population.
Granny was one of the ways Grenefeld was
accomplishing this. She has made an agreement
with several drow settlements and hag covens
in the Cormanthor Forest for their assistance in
forcing the city into chaos.
Grenefeld was secretly infatuated with Torin
Nomerthal and has found his death too great a
burden to bear. With the assistance of the drow,
she has rediscovered the remains of a long-
abandoned wizard’s tower known as Abarat’s Folly,
which she now uses as a base of operations.
Abarat was an elven mage who centuries ago
built the tower in hopes of it becoming a hub of
activity across the Moonsea’s Cormanthor region.
Abarat created magical portals within the tower
before the tower itself was even completed.
Eventually, something happened to Abarat and he
disappeared, leaving his tower unfinished.
Since that time, the high concentration of
conjuration magic (specifically teleportation) has
warped the area, as well as the magic within the
tower.
The rooms containing the portals are warped,
such that they appear larger on the inside than
would physically be possible based on the area
containing them. In addition, the portals do not
always function. When they do, they currently only
allow travel in one direction (either into the tower

6 H I L L 1 - 2 / E XO D U S : I N T R O D U C T I O N
Overview Adventure Hooks
This adventure is divided into three parts. The following adventure hooks can be used to
Part 1: The Situation. The characters meet draw the characters into the story.
with the new First Lord of Hillsfar, Vuhm Yestral, I’m Familiar with Your Work. If the characters
who explains the recent incursions of monstrous played the first part of the Dark Intentions trilogy
creatures into Hillsfar and the resulting exodus (HILL1-1 Arrival) or have encountered Vuhm
of citizens as they no longer feel it to be safe. In Yestral before, either in DDEX3-03 The Occupation
order to restore confidence in his new government, of Szith Morcaine, or DDEX3-14 Death on the Wall,
Vuhm has reached out to Elanil Elassidil of he is familiar with them and reaches out to them
Elventree, whose scouts have confirmed that for a meeting with an offer of potential work. This
monster activity within the Cormanthor Forest option could also be used for any characters that
to the south is on the rise and warrants further have encountered Elanil Elassidil during any of the
attention. Vuhm offers to hire the adventuring various adventures she has appeared in.
party to perform some reconnaissance within Stop, Collaborate, and Listen. The Stop is one
the Cormanthor Forest, determine what types of of the best places in the region for an adventurer-
creatures they are dealing with, and locate any for-hire to find work. While there, the character
cells or bases the creatures may have established learns that the new First Lord of Hillsfar, Vuhm
in the forest. Yestral, is looking to hire a group of adventurers for
Part 2: Into the Woods. The party spends a mission into the Cormanthor Forest.
several days exploring the Cormanthor Forest The Harpers (Faction). Elanil Elassidil has
and comes across evidence that other scouting reached out to Harper agents in the area and told
parties in the area have disturbed local wildlife. them that the new First Lord of Hillsfar, Vuhm
The party is attacked by a scouting party of drow, Yestral, is in need of some hired hands to perform
and discovering that they have captured a lone some reconnaissance work in the Cormanthor
human merchant named Gloria Brelliar. Upon Forest. The character’s contacts have sent them to
defeating the drow and freeing Gloria Brelliar, the meet with him.
party discovers a map of the area marked with The Lords Alliance (Faction). As a member
the possible location of an enemy base. The party of the Lord’s Alliance, Vuhm has reached out to
continues through the forest in hopes of finding the his contacts in search of agents in the area who
location marked on the map. he might be able to recruit for a reconnaissance
Part 3: Abarat’s Folly. The party finally mission into the Cormanthor Forest. The
reaches the area marked on the map and discovers character’s contacts have sent them to answer the
the ruins of Abarat’s Folly. Exploring the tower, call.
the characters encounter numerous evil fey and Cormanthor Refugee (Background).
discover Grenefeld’s plan to usher in waves of Elanil Elassidil has suggested to Vuhm that any
monsters from various areas around the Moonsea exploratory mission into the Cormanthor Forest
by using portals to reach the heart of Hillsfar. could easily benefit from the experience of one
They also likely discover several of the portals who has spent some time there. The character is
themselves, as well as catch a glimpse of Grenefeld asked to a meeting at the First Lord’s Tower with
just as she departs the tower through a portal. an offer of paid work that might be specially suited
to a person of their experience.

7 H I L L 1 - 2 / E XO D U S : I N T R O D U C T I O N
Part 1.
The Situation
The Meeting
Expected Duration: 15 minutes the Lord’s Alliance present. He then takes a seat
and suggests the others do the same if they have not
already. Vuhm wastes no further time in getting to
Upon your arrival at Hillsfar Castle, you are the point of this meeting:
questioned by a member of the Red Plumes
as to what business you have at the castle. “Thank to you all for coming,” Vuhm offers.
When you mention the appointment with “Hillsfar has recently come under attack
First Lord, Vuhm Yestral, another Red Plume from within. Drow, hags, and other strange
is called to escort you to the Tower of the creatures appear unexpectedly around
First Lord. You are led past the expansive the city and create chaos. With the recent
gardens and an elegant ballroom on your change in power within Hillsfar, the people
way to the First Lord’s office, where you are are nervous. Understandably so. There are
asked to wait patiently… along with several those who feel our new government cannot
other adventurers who must be here to keep them safe, even within the city walls.
partake in the same discussion. Many have fled, and I am afraid for the
stability of the region should this continue.
We are already dealing with previous waves
Upon your arrival at Hillsfar Castle, you are of refugees from Cormanthor and what
questioned by a member of the Red Plumes as to happened under the old government of
Hillsfar, and I do not believe the region can
what business you have at the castle. When you
sustain these conditions for much longer.
mention the appointment with First Lord, Vuhm
I have reached out to our allies in
Yestral, another Red Plume is called to escort you Elventree — some of you know Elanil
to the Tower of the First Lord. You are led past Elassidil — and her scouts have detected
the expansive gardens and an elegant ballroom on an increase of unusual activity within the
Cormanthor Forest to the south. I cannot
your way to the First Lord’s office, where you are spare the Red Plumes to investigate what
asked to wait patiently… along with several other forces may be hiding in Cormanthor, as I
adventurers who must be here to partake in the need them here for security.
same discussion. That is why I have turned to you. As First
Lord, I am willing to offer your party 1000gp
The characters can take this opportunity to to undertake a reconnaissance mission into
introduce themselves to each other if they wish. the Cormanthor Forest. Learn what you can
about the activities of any organized threats
They are not kept waiting for very long before gathering there, and return that information
Vuhm, quite spry for his six plus decades, enters the to us. Any information on their forces, bases
room. He makes a point of engaging any characters of operations, or anything of value should
be of help. I do apologize for the short
he has previously met, offering simple pleasantries notice, but this mission must be undertaken
(“Thank you for coming; it is good to see you again. immediately. The sooner we learn more
You are looking well.”, etc.). He will also pass a about the threat facing us, the sooner we
knowing glance and nod to any other members of can respond to it. What do you say? Are
you interested?”

8 H I L L 1 - 2 / E XO D U S : PA RT 1
If the characters attempt to bargain for a better offer,
Vuhm will add:

“The best I can do is to pay you half in


advance and provide each of you with
a week’s rations from our military reserve
before you leave. That should save you
some preparation time and enable you to
get on your way a little quicker. As far as the
compensation offered, I believe it is more
than fair.”

Vuhm will answer any relevant questions the best


that he can, but will grow weary of those that waste
time as he does not suffer fools gladly. If the party
accepts the offer, they may make any preparations
necessary, including any last minute shopping for
adventuring gear, before leaving the city.
The most direct route to the Cormanthor Forest
is to follow the trade road that heads south out of
Hillsfar. Once the party is on their way, proceed to
Part 2.

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Part 2.
Into the Woods
Expected Duration: 90 minutes
Intelligence (Nature) DC 10. This much
General Features humanoid travel off-road through the forest will
The vast majority of the Cormanthor Forest is likely be adding stress to many of the woodland
ancient hardwood with a lush canopy and an creatures who call this area home.
amazing assortment of wildlife. Some areas within Wisdom (Animal Handling) DC 10. Many of
it, however, have seen centuries of magical abuse the animals seem to be on high alert, based on their
that make it dangerous. Many of these areas are well actions and chatter.
known, mapped, and heavily avoided.
Wisdom (Survival) DC 10. The berries, roots,
Light and Visibility. The Cormanthor Forest and nuts you would expect to be plentiful in the area
is densely wooded, but there are very few places are significantly more difficult to find than expected.
where is it thick enough to prevent any sunlight It appears the forest is either supporting a larger
from breaching the canopy. During the daytime, population than it should or more creatures are
there should be plenty of light available to see by. feeding in this area than usual.
Certain areas, however, may limit visibility at a
distance due to the density of the forest.
Smells and Sounds. The air is clean and moist, Day One
with the occasional scent of flowering blooms Two Heads Are Better Than One
drifting through the air. Songbirds chirp almost
continually from an hour or so before sunrise until
A DC 15 Wisdom (Survival) check reveals that the
just after the sun finally sets in the evening.
humanoid activity is unusual given that a much
easier way to travel lies not far away. It implies that
Taking the trade road south from Hillsfar, you
reach the northern edge of the Cormanthor
those leaving the tracks did not want to be detected.
Forest. From there, your travels take you
off road and find many signs of spoor, both While scanning the ground for more tracks
humanoid and animal, to the west. This gives at the edge of a clearing, you hear a crash
you reason to suspect more activity in that of wood from the forest ahead. Looking up,
area of the forest. you see a large humanoid form, bearing
weapons in both hands, exploding from
the forest and charging you. The most
Additional information may be obtained through the noteworthy feature of this creature is that it
use of the following ability checks: supports a pair of two tusked heads upon its
Intelligence (History) DC 15. Much of the shoulders.
Cormanthor Forest is densely populated by a
vast array of creatures: humanoid, animal, and There are a pair of ettins here that have been
monster. Elves and drow were among the more pushed out of their regular lands by the movement
intelligent races known to dwell there, in addition of drow patrols. They are hungry, angry, and
to the abundant natural wildlife and unusual quite willing to take out their frustrations on the
monstrosities. characters.

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11 H I L L 1 - 2 / E XO D U S : PA RT 2
Adjusting the Encounter Once the drow mage and half of the drow are
Here are recommendations for adjusting this defeated, the remaining creatures attempt to escape
combat encounter. These are not cumulative. into the forest. The drow mage carries a map
• Very weak party: remove one ettin (described in the Treasure section below).
• Strong party: add one ettin When the combat is over, the party hears
muffled shouting. Once the party decides to
investigate the source of the sounds, read the
Treasure following:
One of the ettins has a small sack affixed to its belt.
In the sack, hidden among the carcasses of several A bound and gagged human woman,
dead squirrels, two chipmunks, and a small raccoon, disheveled but clad in fine robes, has
are a small, tied pouch of finely-ground jade powder somehow managed to loosen the binding on
her ankles. She now works to loosening the
and a small silver rod, each worth 10 gp, as well as
binding on her hands as she motions to you
a potion of hill giant strength (useless to the ettins). for help.
Any character passing a DC 15 Intelligence (Arcana)
check will know the jade powder and silver rod are
material components for the spells magic mouth and Once she is freed from her bonds, continue:
guards and wards respectively; odd things to find in
the possession of an ettin. “Thank you, so kindly”, the woman says
with a warm smile before moving her hands
in the manner of a mage and whispering
Ambush! a few arcane words. Her appearance is
immediately refreshed, leaving no indication
of her disheveled state only moments before.
“Allow me to introduce myself; my
Night comes fast when you are away from name is Gloria Brelliar. I am but a simple
the comforts of the cit,y and after a day’s travelling merchant who was set upon by
travel through the woods you have found a those misguided creatures while travelling
reasonably comfortable clearing where you along the road to Hillsfar. I would have given
can make your camp for the night. As you them a good fight had they not caught me
prepare, several dark-skinned, humanoid unawares! But, here I go, rambling again.
figures drop from the trees and spill out of the Please, allow me to know the names of the
forest around you, weapons drawn. heroes who so bravely have come to my
rescue?”

This is one of the fey scouting parties that Elanil’s


forces have reported seeing. This group consists of The party may introduce themselves and ask any
a drow mage (who hangs back by the edge of the questions they may have, handled below:
clearing) and four drow who move in to engage the Who else was travelling with you?
party in melee.
No one; I was travelling alone.
Adjusting the Encounter
Here are recommendations for adjusting this Don’t you think that’s unsafe?
combat encounter. These are not cumulative.
I can usually take care of myself; it’s just that
• Very weak party: replace the drow mage
these brigands caught me unexpectedly.
with a drow elite warrior
• Strong or very strong party: replace the
drow mage with a drow priestess of Lolth

12 H I L L 1 - 2 / E XO D U S : PA RT 2
Where is the rest of your caravan if you are a
After a sufficient amount of time has lapsed,
merchant? Gloria Brelliar takes her leave of the heroes:
“Oh, my dears, I’m sorry; I have taken you
I wasn’t travelling with a caravan; I was going away from your doings for too long, I’m
to surprise my cousin, Fortuna Brelliar, and afraid. I wish there was more I could do
meet her on the road to Hillsfar. to thank you…oh, I have an idea.” Gloria
Brelliar pulls out several small envelopes from
a pocket in her robes. Conveniently, she
So, you were walking the trade road alone? seems to have drawn out a number equaling
the number of people in your party.
Oh, no, dear; I teleported to one of the “Please take these in case you ever
frequent rest stops along the way I knew she run into my cousin.” She gestures and
would be likely to stop at. utters a few before adding, “Fare thee well,
adventurers!” Gloria Brelliar utters a few more
words and disappears.
Do you have anything to sell or trade?
Arcane spellcasters will recognize Gloria Brelliar
Sadly, no. My cousin keeps the inventory
used the gestures and words associated with the
and, truth be told, does most of the work.
Don’t tell her I told you that, though; it’ll go to prestidigitation and teleport spells.
her head (she smiles broadly). When the party sets up camp for the evening,
they find that their rations taste like the finest and
Do you know what the drow were doing in these most delicious meal they have ever had in their
woods? lives. The rest of the evening is uneventful and the
party may take a long rest. When the party decides
They spoke amongst themselves in to follow the map and investigate in the direction of
Undercommon, foolishly thinking I could the tower, move on to Day Two (below).
not understand them. They apparently saw
me teleport to the road. From the sounds Treasure
of it, there are several more exploring the
One of the drow’s shortswords is silvered, making
forest from here to Hillsfar. They did mention
heading back to “the tower,” but I don’t it worth 125 gp. The drow mage carried a potion of
know where that would be. They also talked growth as well as a rough, unlabeled map showing
of scouting the way through the woods to the locations of the western Moonsea, Hillsfar, the
Hillsfar as a backup plan. main trade road south of the city, the Cormanthor
Forest, and Abarat’s Folly. Abarat’s Folly is given
Can you tell us anything about this map (the one prominence on the maps. The adventurers are
carried by the drow mage)? unfamiliar with the place, although a DC 20
Intelligence (History) check reveals a story of an old
Hmmm…well, I’m sure this is supposed to be wizard’s tower that was supposed to be in that area.
north, making this the Moonsea…Hillsfar…the
The envelopes from Gloria Brelliar each contain
Cormanthor Forest, which we are in now…
probably somewhere around here…and a single card with a note written in Common using
this…I think I remember hearing stories about extremely fancy calligraphy. It is essentially a
an old abandoned wizard’s tower around coupon for use at Fortuna Brelliar’s shop, Tity’s
these parts. Emporium. Each character receives the I Only Do
This for Special Customers story award.

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14 H I L L 1 - 2 / E XO D U S : PA RT 2
Day Two You Have Arrived At Your
Bearly Troubling Destination

Following the crude map you liberated from As the last glimmers of the sun’s afterglow are
the drow, you progress further west through finally extinguished and night sets in earnest,
the Cormanthor Forest and away from any you arrive at what must be your destination:
semblance of civilization. a ruined ivory tower that sits half-hidden at
Around midday, the occasional chirp the northern edge of the Cormanthor Forest.
of birds is broken by a low, rumbling growl,
followed by a booming “WHO!”, as several
large creatures charge out of the underbrush The characters are still far enough away from the
toward your party. tower to set camp. If they take precautions to hide
their camp, and/or set watch, they make it through
This a family of three owlbears has been displaced the evening hours without confrontation.
and agitated by the continued movement of fey Once the characters are ready to investigate the
patrols through the area. tower, proceed to Part 3: Abarat’s Folly.

Adjusting the Encounter


Here are recommendations for adjusting this
combat encounter. These are not cumulative.
• Very weak party: remove one owlbear
• Weak or strong party: no change
• Strong party: add one owlbear, for a total
of four

The owlbears have been harried by the increased


amount of humanoid traffic in the area and have
decided to strike out. The creatures have no
treasure.
The remainder of the afternoon is uneventful. If
the characters continue to head towards the tower,
they can start the next section just as night falls.

15 H I L L 1 - 2 / E XO D U S : PA RT 2
Part 3.
Abarat’s Folly
Abarat’s Folly simply do not function. If a spell of this type is
cast, the appropriate slot is expended, but it has
no effect.
Expected Duration: 2 Hours
• Animals avoid the tower. Familiars or animal
Abarat’s Folly was constructed centuries ago by companions are hesitant to approach, explore,
an elf wizard known as Abarat the Alabaster, and or enter the tower, even in the company of
was intended to serve as a hub of trade for the their masters. Communication with these
region. Abarat’s intention to create a tower of companions will indicate that they wish to
portals to allow easy and expeditious travel between remain outside and a short distance away.
settlements was never completed, but several
General Features
portals were activated before Abarat disappeared.
Most space within the tower is what one would
Travel through any of the portals requires a
expect of a long-abandoned ruin, although some
unique portal key for each. Although Grenefeld
areas have been cleared and cleaned-up for the
has established what is needed for each portal,
creatures currently residing there.
the characters in this adventure do not have that
knowledge and are unable to travel through most of Light and Visibility. Very few of the areas inside
the portals they discover. the tower are illuminated, as most of the creatures
here are fey and have darkvision. Depending on the
The number and close proximity of portals
time of day, parts of the 4th and 5th floors may receive
Abarat created at the site, as well as the amount of
sunlight on the unfinished sections.
magic expended trying to study them, have caused
several strange effects over the years: Smells and Sounds. There is an acrid mix of
mustiness and rot peppered with a tinge of wood
• Those who enter the tower through a
smoke. In the basement, it is quite intense; in the
teleportation portal may not leave the tower
higher floors, it tapers off to only mildly noticeable.
except by exiting through a different portal.
The tower is generally quiet, but floorboard
• Several rooms on floors 3 and higher are larger occasionally creak to indicate creatures moving
than expected on the inside, as the magics used directly above.
in the construction of the tower have somehow
managed to warp the space. This makes The maps leads you to a small, cylindrical,
mapping the tower difficult. uncompleted tower — seemingly
• Portals are currently one-way only. Some constructed entirely of ivory — stands
lead into the tower, and some lead out. This is partially obscured by the slowly advancing
Cormanthor Forest to the south. The tower
an effect Grenefeld put into place to limit the sits four or five stories tall, with the top floor
number of potential visitors. appearing incomplete and open to the
• The entire inside of the tower bars elements. No windows decorate the ground
floor, and a single closed ivory door offer
dimensional travel except for those using the
access.
established portals. That means spells such as
dimension door, misty step, teleport, and similar
conjuration spells, as well as any magical effects
that summon creatures from other planes,

16 H I L L 1 - 2 / E XO D U S : PA RT 3
17 H I L L 1 - 2 / E XO D U S : PA RT 3
The door is held fast by an arcane lock spell and B. The Second Floor
has a break DC of 30, an AC of 20, and 80 hp. The
exterior walls of the tower are extremely smooth,
making them difficult to climb (DC 30 Strength B1. Guest Bedroom
[Athletics] check) unless a rope and grappling hook
are used (reducing the DC to 10) to attach to one This room was probably intended to serve as
of the unfinished sections of wall on the 4th floor a bedroom at one time but now only broken
(about 40 feet up). fragments of furniture and worthless debris
remain scattered across the floor.

A. The First Floor B2. Used Bedroom


A1. The Kitchen This bedroom’s rather spartan furnishings
This roughly 15-foot by 15-foot room is a include a pile of cushions, likely intended to
simple kitchen and has seen recent use, but serve as bedding, a rather simple desk, and a
only the barest of cooking implements are pair of chairs.
present. The cookware and utensils lying
around have seen better days, but would Treasure. In the first bedroom of this type (B2)
suffice for making a meal in a pinch.
that the characters enter, there is a locked chest that
The door on the eastern wall leads
requires a DC15 Dexterity (Thieves Tools) check
into a small pantry, where several jars of
unidentifiable foodstuff line the shelves, along to open. The chest is hidden behind the cushions
with several selections of salt-cured meats. and can be discovered with a successful DC 15
The meager amount of food here gives the Intelligence (Investigation) or Wisdom (Perception)
impression that the kitchen area has only check. Inside the chest is a coin album with a
recently started to come back into use.
complete set of 550 Cormanthor silver pieces from
every year and mint going back over a century, a
A2. Unused Bedroom/Storage magnifying glass, and small velvet drawstring pouch
that is tied in a knot. Sticking from the opening
This small room may have served as a of the pouch is a rolled up piece of parchment
bedroom or storage area at one time. Now,
debris and the remains of broken furniture
which reads “use caution – deck of many things”
litter the floor. If there was anything of value, in Common, Elven, and Undercommon. Inside the
it was stripped away long ago. pouch is an unremarkable deck of tarokka cards.
B3. Master Bedroom
A3. Unused Bedroom
This is one of the best maintained areas
you have seen within the tower. A bed,
You enter this room through a door set into
footlocker, desk, and two chairs are
the southeast corner. The space appears
positioned around the area and an extremely
to have been intended as a bedroom or
large painting with a gilded filigree frame
storage area at one time. Broken pieces of
hangs on the southeastern wall of this room.
furniture lie strewn about the floor. Near the
This oil painting depicts a full moon reflecting
north wall, a small, metal ring lies attached to
off a large body of water, possibly the
the floor.
Moonsea, and the surrounding landscape.

Pulling on the ring will lift a trapdoor which


provides access to room F1 in the tower’s basement.

18 H I L L 1 - 2 / E XO D U S : PA RT 3
19 H I L L 1 - 2 / E XO D U S : PA RT 3
Treasure. The painting was a favorite of former to the head, and that one of the bodies was male and
First Lord of Hillsfar Torin Nomerthal, as well as the other female.
of Malkyn Grenefeld, and was proudly on display Previous occupants of the tower found this area
in the Tower of the First Lord. Grenefeld stole it unnerving and left it as is through the years.
as a souvenir and brought it here. It could easily
sell for 200 gp, but Vuhm would be happy to see it C. The Third Floor
returned to the Tower of the First Lord, as he has no
idea what happened to it. Characters who played C1. Foyer
DDEX3-12 Hillsfar Reclaimed remember seeing this
on display during the masquerade in that adventure. The spiral staircase brings you to the center of
a room with a single door set into the center
In the footlocker is a tiny ornate reliquary. If the of each of the four walls surrounding you.
characters open it, read the following: Two small unkempt human girls dressed in
ragged clothes are startled by your arrival.
Inside the reliquary is an ancient scrap “Please don’t hurt us”, one of them
of parchment that is part of an inventory pleads, “we only left our room because
or requisition list. From the stylized script, we were hungry. Can we please have
you can tell it was written long ago. The something to eat?”
parchment read “seven candles, bell, chalk
dust, signet ring, orb, wand, seven vials holy The children are actually a pair of night hags.
water” and is signed “Midnight”.
Tactics
A successful DC 15 Intelligence (Religion) check If the party does not immediately attack, one hag
reveals that “Midnight” was once the mortal casts sleep on the party on her initiative, hoping that
identity of the goddess Mystra and that the number the party is too distracted by the other hag’s request
7 holds a special significance to that deity. The for food to notice. Once the deception has been
reliquary was secretly in the possession of Torin discovered, the second hag casts sleep and both
Nomerthal, although Grenefeld knew about it and follow with either claw attacks (if in melee) or magic
took it after Torin’s death. She has future plans for missile followed by ray of enfeeblement (if ranged).
using the reliquary. Any character passing a DC 20 The hags do not have heartstones or soul bags.
Intelligence (Arcana or Religion) check know that
the reliquary could be utilized as a component for Adjusting the Encounter
the holy aura and magic jar spells. Here are recommendations for adjusting this
Although valuable as treasure (1,000 gp), those combat encounter. These are not cumulative.
who realize the reliquary’s true nature know that • Very weak or weak party: replace one
it is probably best served in the possession of the night hag with one green hag
church of Mystra.
• Strong party: no change
B4. Skeleton Room • Very Strong party: add a drow elite
warrior who comes out of one of the
The remains of two humanoid skeletons lie adjoining rooms the round after the hags
sprawled on the floor of this room, covered in attack
the tattered remains of clothing and leather
armor.
Treasure
A DC 10 Intelligence (History) check reveals their One of the hags has a pouch filled with 200 gp
clothes were indicative of a wealthy couple that worth of incense and powdered diamonds. A DC
lived at least 300 years ago. A DC 10 Wisdom 20 Intelligence (Arcana or Religion) check knows
(Medicine) or Intelligence (Investigation) check reveals these could be used as components for a
reveals that both were killed by blunt force trauma glyph of warding spell.

20 H I L L 1 - 2 / E XO D U S : PA RT 3
21 H I L L 1 - 2 / E XO D U S : PA RT 3
C2. Portal to the Drow Grenefeld has made arrangements to bring
through a small army of fey once the portals are
The unusual interior shape of this room does stabilized enough to permit regular entry and exit
not seem to match what you would expect from the tower.
from observing the outside of the tower. The
room is empty save for a large wooden panel C4. Portal to the House of Happiness
affixed to one of the walls.
The unusual interior shape of this room does
not match what you would expect from
If the panel is removed, it reveals a ring of elven
observing the outside of the tower. The
runes carved into the shape of a circle. Any room is empty save for a circular ring of runes
character that can read Elven and passes a DC 20 carved into the wall. Lights dance and flicker
Intelligence (Arcana) check can determine that the on the wall from the space within the runes.
runes refer to this as a teleportation portal to an
“Elven Court,” but nothing further can be gleaned Any character that can read Elven and passes a
from it. If the opposite side of the panel is examined DC 20 Intelligence (Arcana) check can determine
once it is removed, it has the phrase “not yet” that the runes refer to this as a teleportation portal
written upon it in Elvish and Undercommon. to Myth Glaurach (its original destination, before
This portal is currently set to only allow passage Grenefeld altered the portal). Unlike the portals in
into the tower; individuals may not leave by passing rooms C2 and C3, this one currently allows passage
through it. The connecting portal is somewhere out of the tower, but it requires a portal key to do
near a drow settlement on the surface. so. It also doubles as a scrying device, allowing
Grenefeld has already made arrangements to characters to see (but not hear) the other side.
bring a small army of drow through once the portals Closer examination of the scene within the
to Hillsfar are stable enough to permit continued portal reveals an active pub, with drinks being
exit from the tower. served, plenty of dancing, and a band playing in the
background.
C3. Portal to Myth Drannor
Although originally a portal to Myth Glaurach,
Grenefeld has managed to alter this portal to peer
The irregular shape of this room does not
seem to match what you would expect from into the temple of Lliira in Hillsfar, better known as
observing the outside of the tower. The room the House of Happiness. Grenefeld plans to direct
is empty save for a large wooden panel some of her forces through this portal and into
affixed to one of the walls. Hillsfar once she is ready to move against the city.
Anyone passing a DC 20 Intelligence (Religion)
If the panel is removed, it reveals a ring of elven check recognizes the Joydancers (worshippers of
runes carved into the shape of a circle. Any Lliira). Followers of Lliira or anyone exceeding the
character that can read Elven and passes a DC 20 skill check by 5 or more recognizes the scene takes
Intelligence (Arcana) check can determine the place in the House of Happiness in Hillsfar. The
runes refer to this as a teleportation portal to Myth knowledge that a portal into the heart of Hillsfar
Drannor, but nothing further can be gleaned from it. exists within Abarat’s Folly is extremely valuable
If the opposite side of the panel is examined, it has information.
the phrase “not yet” written upon it in Elvish and
Undercommon.
This portal is set to only allow passage into the
tower; individuals may not leave by passing through
it. This portal is not stable and frequently becomes
inoperable for periods of varying duration.

22 H I L L 1 - 2 / E XO D U S : PA RT 3
C5. Portal to the Tower of the First Lord
Adjusting the Encounter
This room’s unusual interior shape does not Here are recommendations for adjusting this
match the outside of the tower. A circular combat encounter. These are not cumulative.
portal surrounded by a set of carved runes • Very weak party: replace the drow
decorates the southwest wall. The portal
peers into an enormous ballroom containing priestess with a drow elite warrior
several long oak tables and an elevated dais • Weak party: replace the drow priestess
to the side, backed by open patio doors that with a drow mage
overlook an expansive garden.
• Strong or very strong party: no change
Bringing your attention back to this room,
four humanoids step out of the shadows. Two,
dressed in chain armor, raise their weapons.
Grenefeld was able to pass through the portal
because she possessed a portal key. None of the
Aware of the battle with the hags, several drow other inhabitants currently know what portal
hid here to protect Grenefeld long enough for her keys are needed to activate the portals to Hillsfar.
to determine the outcome of the battle and escape Grenefeld kept that information to herself just
back to Hillsfar through this portal. because of possible situations like this.
Characters that have played DDEX3-12 Hillsfar Any character that can read Elven and passes
Reclaimed recognize the only non-drow in the group a DC 20 Intelligence (Arcana) check can determine
as Malkyn Grenefeld, former Chamberlain in First that the runes refer to this as a teleportation portal
Lord Torin Nomerthal’s court. They also recognize to Myth Lharast (its original destination, before
the ballroom as the location of the masquerade Grenefeld altered the portal). Unlike the portals in
party portrayed in that adventure. Those who rooms C2 and C3, this one currently allows passage
did not play in that adventure but succeed at a DC out of the tower, but it requires a portal key to do
15 Wisdom (Perception) check recognize it from so. It also doubles as a scrying device, allowing
passing by the room in Part 1 of this adventure. characters to see (but not hear) the other side.
Tactics Treasure
The four creatures in this room have taken can take Each of the two drow have a vial of antitoxin on
reactions unless the adventurers knew of their them. The drow priestess wears a periapt of wound
presence before entering the room: closure.
• Malkyn Grenefeld moves through the portal
into the Tower of the First Lord, effectively
removing her from this combat.
• Two drow fire their hand crossbows at the two
least-armored adventurers.
• A drow priestess of Lolth casts ray of sickness
at the most heavily armored adventurer.

23 H I L L 1 - 2 / E XO D U S : PA RT 3
D. The Fourth Floor
If the party climbs the outside or otherwise arrives D2. Portal to Arvandor
on this partial floor without attempting to be quiet,
they draw the attention of the drow in areas D1, D2, The unusual interior shape of this room does
and E1. not seem to match what you would expect
from observing the outside of the tower.
D1. Portal to Talarith’s Settlement About 25 feet north of the door, a circle of
carved runes can be seen on the wall.
The irregular shape of this room does
not match what you would expect from If they have not previously joined in a combat, there
observing the outside of the tower. A circle are two drow present. If the party is very weak or
of newly carved runes can be seen on the
northwest wall. already battled these drow, the room is empty.
Any character that can read Elven and passes
If they have not previously joined a combat outside a DC 20 Intelligence (Arcana) check can determine
this room, there are two drow present. If the party that the runes refer to this as a teleportation portal
is very weak or has already battled these drow, the to Arvandor. An elf, half-elf, or any character
room is empty. successfully passing a DC 15 Intelligence (Religion)
check know that Arvandor is the home of the elven
Any character that can read Elven and passes pantheon. This portal is active and permits exit
a DC 20 Intelligence (Arcana) check can determine from the tower, but none of the inhabitants know
that the runes refer to this as a teleportation portal what portal key activates it. The key is actually a
to Talarith’s Settlement (an area also known as gold or silver coin with Corellon’s symbol on one
the “Ruins in Cormanthor,” south of Elventree). side and Sehanine Moonbow’s symbol on the other.
Grenefeld has been working on this portal, getting Although coins of this exact design have not been
as far as completing the runes, but it is not yet produced for years, there is a silver piece matching
functional. It does not detect as magical. Grenefeld this description in the coin collection found in one of
is planning to bring more drow from the ruins into the used bedrooms (B2) on the second floor.
Hillsfar.
If a character possessing the proper coin
enters the portal, they return two rounds later
with no memory of what transpired except for an
overwhelming sense of peace and calmness. An
elven or half-elven character who does the same has
the same result, except that they are healed back to
full hit points (if they were injured) and have any
detrimental conditions (except a curse) removed. A
character may only receive this effect once.

24 H I L L 1 - 2 / E XO D U S : PA RT 3
25 H I L L 1 - 2 / E XO D U S : PA RT 3
E. The Roof Treasure
The drow mage has with him a small pouch
If the party climbs the outside of the tower or containing 100 gp worth of diamond dust and a 100
otherwise arrives on this partial floor without gp pearl. Any character passing a DC 15 Intelligence
stealth, they draw the attention of all the drow in (Arcana) check will know that a pearl of that size
areas D1, D2, and E1. can be used as a spell component for the identify
spell. Any character passing a DC 20 Intelligence
E1. Private Retreat (Arcana, Nature, or Religion) check will know that
the diamond dust can be used as a component for
The partial roof of the tower is apparently a the greater restoration spell.
good place to find some solitude as a single
drow reclines here, seemingly relaxing and
basking in the light.
F. The Basement
This drow mage has decided to take a break and
relax on the roof. He has already used his daily F1. Access
levitate to get up here. He starts the encounter
prone. This room contains a ladder leading up to
trapdoor set in the floor of an unused room
If the party arrives at night, he is basking in above. The room is dark and smells musty.
the moonlight. If they arrive during the day, he is Are doors in the western and southern walls.
basking in the sun. This may seem unusual for drow
(specifically, the allied drow of Szith Morcaine from
the Rage of Demons season 3 storyline that never see F2. Unused Room
the sun). This may (correctly) give the characters
the impression that the drow they are dealing with This room is unused, probably due to the
here are not from the same place. Regardless, the strong moldy/musty smell and the high level
drow mage is still sensitive to the sunlight. of moisture in the room.

On his action, the drow mage stands, hurls a


poison spray at the closest character, and calls for F3. Ivory Storage
help, alerting the four drow in room D1 and D2 who
arrive on the 4th floor the following round, and up to This room is empty except for several long,
the roof on the round after that. flat sections of sheets of ivory stacked against
the wall.

Adjusting the Encounter


Here are recommendations for adjusting this Abarat stored the ivory here that he used in the
combat encounter. These are not cumulative. creation of the tower’s exterior. Most of it has
• Very weak party: replace the drow mage been looted, leaving only these four small sections
with a drow priestess of Lolth, remove the remain. How Abarat managed to acquire ivory in
four additional drow sheets is unknown.
• Weak party: no change Treasure
• Strong or very strong party: replace the The four ivory sheets are worth a total of 200 gp. Any
drow mage with a drow priestess of Lolth character passing a DC 20 Intelligence (Arcana or
Religion) check realizes that this ivory could be used
as the material component for the legend lore spell.

26 H I L L 1 - 2 / E XO D U S : PA RT 3
27 H I L L 1 - 2 / E XO D U S : PA RT 3
F4. Writing Room other information they can provide (including
descriptions of the areas they saw through the
The walls of this room are covered with portals in rooms C4 and C5 and/or the book from
arcane writings, many obscured by time basement room F4) is greatly appreciated.
and water damage. Several sections have
If the characters present Vuhm with the
overlapping handwriting, as if someone
attempt to preserve what rest underneath. landscape painting retrieved from Abarat’s Folly,
On the floor, several stubs of chalk and a he is thankful for its return, but does not offer any
small book lie against the base of the wall. compensation for it, as it was stolen from the First
Lord’s Tower. If the characters decide to sell it
The writings on the wall can be interpreted by a DC instead, Vuhm is indifferent. Characters can get the
15 Intelligence (Arcana) check. They are magical gold piece value for selling the painting or the XP
research pertaining to teleportation, portals, and award for returning it; they may not get both.
portal keys, but nothing that a student of magic Similarly, if the characters recovered the
wouldn’t already be familiar with. reliquary and turn it over to a temple of Mystra, they
The book on the floor details plans to bring earn the associated XP award for doing so, which
an army of fey creatures through the portals and they do not get if they decide to sell it or keep it.
into Hillsfar to terrorize the city, once she has the Vuhm pays the party the agreed upon amount
opportunity to stabilize the existing portals, create a and attempts to entice them to stay by offering each
few new ones, and perfect the new portal keys. character their choice of the two You Should Stick
Although Grenefeld is not mentioned by name Around for a While story awards. He is certain he
in the book, it includes enough detailed references will have more work for the party in the days ahead.
to Hillsfar for someone to conclude it belonged to Those characters willing to stay in Hillsfar for
someone with a position of authority and/or power a little while after the completion of this adventure
within the city. may spend downtime preparing themselves for
One key piece of information within the book what is to come by taking advantage of the Know
is that the author is looking to create new portal Your Enemy downtime activity quest as well.
keys that are ingestible, so that users do not have
to worry about losing them or having them stolen.
Although the exact formula to be used is not
detailed, there is the implication that there have
been several successful experiments done to try out
this idea.

Conclusion
Unless the characters have an expeditious way of
sending a message back to Vuhm Yestral (sending
stones, the animal messenger spell using a flying
messenger, the sending spell, etc., it takes at least
two days to journey back to Hillsfar. In that time,
Grenefeld accelerates her plans.
Upon their return, Vuhm happens to be meeting
with Elanil Elassidil but has the characters ushered
in to hear their report. If they name Grenefeld,
Vuhm is shocked to discover she is involved. Any

28 H I L L 1 - 2 / E XO D U S : PA RT 3
Rewards Treasure
The characters receive the following treasure, divided
Make sure the players note their rewards on their up amongst the party. Characters should attempt
adventure logsheets. Give your name and DCI to divide treasure evenly whenever possible. Gold
number (if applicable) so players can record who piece values listed for sellable gear are calculated at
ran the session. their selling price, not their purchase price.
Consumable magic items should be divided
Experience up however the group sees fit. If more than one
Total up all combat experience earned for the character is interested in a specific consumable
defeated foes and divide by the number of magic item, the DM can determine who gets it
characters present in the combat. For non-combat randomly should the group be unable to decide.
experience, the rewards are listed per character. Permanent magic items are divided according to
Give all characters in the party non-combat a system. See the sidebar if the adventure awards
experience awards unless otherwise noted. permanent magic items.
Treasure Awards
Combat Awards
Item Name GP value
Name of Foe XP per Foe Vuhm’s payment 1000
Basilisk 700 Silvered shortsword 125
Drow 50 Jade 10
Drow Elite Warrior 1800 Small silver rod 10
Drow Mage 2900 Coin collection 55
Drow Priestess of Lolth 3900 Magnifying glass 100
Ettin 1100 Grenefeld’s landscape painting 200
Green Hag 700 Grenefeld’s reliquary 1000
Night Hag 1800 Incense and powdered diamond 200
Owlbear 700 Antitoxins (two vials) 100
Diamond dust 100
Pearl 100
Ivory strips 200
Non-Combat Awards
Task or Accomplishment XP per Char.
Rescuing Gloria Brelliar 200
Discovering portals to Hillsfar 200
Alert Vuhm of Grenefeld’s escape 250
Giving the reliquary to a temple 500
Returning the painting to Vuhm 100

The minimum total award for each character


participating in this adventure is 3,750 experience
points.

The maximum total award for each character


participating in this adventure is 5,000 experience
points.

29 H I L L 1 - 2 / E XO D U S : PA RT 3
Permanent Magic Item Distribution Influence
All characters earn five Hillsfar influence points
D&D Adventurers League has a system in place to
for participating in this adventure.
determine who is awarded permanent magic items
at the end of a session. Each character’s logsheet Renown
contains a column to record permanent magic items
All faction members earn one renown point for
for ease of reference.
participating on this adventure.
• If all the players at the table agree on one
character taking possession of a permanent Downtime
magic item, that character gets the item.
Each character receives ten downtime days at the
• In the event that one or more characters conclusion of this adventure.
indicate an interest in possessing a
permanent magic item, the character that
possesses the fewest permanent magic items
gets the item. If there is a tie in the total
number of permanent magic items owned
by contesting characters, the item’s owner is
determined randomly by the DM.

Periapt of Wound Closure


Wondrous item, uncommon (requires attunement)
This fine gold pendant boasts a small, golden charm
depicting two upturned, open hands with long, graceful
fingers holding a set of three small crystals. It does have
one minor drawback. Unless the wielder is a construct or
of fey origin (including elves and half-elves), they suffer
a non-life threatening allergic reaction during the entire
short rest they are attuning to the item, as well as for 2d4
rounds after each use. The allergic reaction may take the
form of sneezing, coughing, itching, or watery eyes and
may vary from use to use. A description of this item can
be found on page 184 of the Dungeon Master’s Guide.

Potion of Hill Giant Strength


Potion, uncommon
This murky green fluid seems to have a disturbingly large
amount of what appears to be cut grass mixed into it. A
description of this item can be found on page 187 of the
Dungeon Master’s Guide.

Potion of Growth
Potion, uncommon
This thick, golden fluid has an almost gelatinous
consistency to it and smells of a mixture of honey and
spinach. A description of this item can be found on page
187 of the Dungeon Master’s Guide.

30 H I L L 1 - 2 / E XO D U S : PA RT 3
Story Awards Downtime Activity: Quest
The characters have the opportunity to earn the
following story awards during the adventure. Know Your Enemy
With access to the libraries of Hillsfar and the
I Only Do This for Special Customers. Upon knowledge of the citizens of Elventree, you may
presenting their coupon at Tity’s Emporium in spend 5 downtime days engaged in research on
Hillsfar, the character may select any one (and only evil fey creatures and gain advantage on any single
one) of the following benefits: skill check or attack against an evil fey creature.
• 10% off the total bill of any normal equipment Remove this story award from your adventure
purchase of 50 gp or more (before discount). logsheet once it has been used.
This includes everything in the armor, weapons,
adventuring gear, and tools tables from the
Equipment chapter of the Player’s Handbook. DM Rewards
• One weapon you already own silvered at half For running this adventure, you receive 1,250 XP,
price (50 gp instead of the usual 100 gp). 625 gp, and ten downtime days.
• Closeout special! You may purchase a single
potion of climbing for 50 gp. They do not usually
sell these potions, but Fortuna tells the character
she had a recent opportunity to purchase
another merchant’s remaining stock at the “end
of the season.”
Remove this story award from your logsheet once
it has been used.

You Should Stick Around for a While (Option 1).


Until the character either completes adventure
HILL 1-3 or reaches 11th level (whichever comes
first), the character enjoys a Comfortable lifestyle
without any expense while they are in Hillsfar.

You Should Stick Around for a While (Option 2).


Until the wizard either completes adventure HILL
1-3 or reaches 11th level (whichever comes first),
they are granted free access to the Mage’s Guild
library in Hillsfar Castle. The character may spend
downtime and gold to copy into their spellbook
any two PHB spells of level 4 or lower that they do
not currently have. The wizard must still spend
the lifestyle expenses associated with the total
downtime invested.

31
Appendix: Monster Statistics Drow Elite Warrior
Medium humanoid (elf), neutral evil
Note: creatures with abilities that will not function Armor Class 18 (studded leather, shield)
within Abarat’s Folly due to the magical effects Hit Points 71 (11d8+22)
therein have already had those abilities removed Speed 30 ft.
from their statistics below. STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 12 (+1)
Drow
Medium humanoid (elf), neutral evil Saving Throws Dex +7, Con +5, Wis +4
Armor Class 15 (chain shirt) Skills Perception +4, Stealth +10
Senses darkvision 120 ft., passive Perception 14
Hit Points 13 (3d8)
Languages Elvish, Undercommon
Speed 30 ft.
Challenge 5 (1,800 XP)
STR DEX CON INT WIS CHA Fey Ancestry. The drow has advantage on saving
10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1)
throws against being charmed and magic can’t put
Skills Perception +2, Stealth +4 the drow to sleep.
Senses darkvision 120 ft., passive Perception 12 Innate Spellcasting. The drow’s spellcasting ability
is Charisma (spell save DC 12). It can innately
Languages Elvish, Undercommon cast the following spells, requiring no material
Challenge 1/4 (50 XP) components:
Fey Ancestry. The drow has advantage on saving At will: dancing lights
throws against being charmed and magic can’t put 1/day each: darkness, faerie fire, levitate (self only)
the drow to sleep. Sunlight Sensitivity. While in sunlight, the drow
Innate Spellcasting. The drow’s spellcasting has disadvantage on attack rolls, as well as on
ability is Charisma (spell save DC 11). It can Wisdom (Perception) checks that rely on sight.
innately cast the following spells, requiring no
Actions
material components:
At will: dancing lights Multiattack. The drow makes two shortsword
attacks.
1/day each: darkness, faerie fire
Shortsword. Melee Weapon Attack: +7 to hit, reach
Sunlight Sensitivity. While in sunlight, the drow
5 ft., one target. Hit: 7 (1d6+4) piercing damage
has disadvantage on attack rolls, as well as on
plus 10 (3d6) poison damage.
Wisdom (Perception) checks that rely on sight.
Hand Crossbow. Ranged Weapon Attack: +7 to hit,
Actions range 30/120 ft., one target. Hit: 7 (1d6+4) piercing
Shortsword. Melee Weapon Attack: +4 to hit, reach damage and the target must succeed on a DC 13
5 ft., one target. Hit: 5 (1d6+2) piercing damage. Constitution saving throw or be poisoned for 1 hour.
If the saving throw fails by 5 or more, the target is
Hand Crossbow. Ranged Weapon Attack: +4 to also unconscious while poisoned in this way. The
hit, range 30/120 ft., one target. Hit: 5 (1d6+2) target wakes up if it takes damage or if another
piercing damage and the target must succeed on a creature takes an action to shake it awake.
DC 13 Constitution saving throw or be poisoned for
1 hour. If the saving throw fails by 5 or more, the Reactions
target is also unconscious while poisoned in this
Parry. The drow adds 3 to its AC against one melee
way. The target wakes up if it takes damage or if
attack that would hit it. To do so, the drow must see
another creature takes an action to shake it awake.
the attacker and be wielding a melee weapon.

32 H I L L 1 - 2 / E XO D U S : A P P E N D I X
Drow Mage Drow Priestess of Lolth
Medium humanoid (elf), neutral evil Medium humanoid (elf), neutral evil
Armor Class 12 (15 with mage armor) Armor Class 16 (scale mail)
Hit Points 45 (10d8) Hit Points 71 (13d8+13)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 13 (+1) 17 (+3) 18 (+4)
9 (-1) 14 (+2) 10 (+0) 17 (+3) 13 (+1) 12 (+1)
Saving Throws Con +4, Wis +6, Cha +7
Skills Arcana +6, Deception +5, Perception +4,
Stealth +5 Skills Insight +6, Perception +6, Religion +4, Stealth
+5
Senses darkvision 120 ft., passive Perception 14
Senses darkvision 120 ft., passive Perception 16
Languages Elvish, Undercommon Languages Elvish, Undercommon
Challenge 7 (2,900 XP) Challenge 8 (3,900 XP)
Fey Ancestry. The drow has advantage on saving Fey Ancestry. The drow has advantage on saving
throws against being charmed and magic can’t put throws against being charmed and magic can’t put
the drow to sleep. the drow to sleep.
Innate Spellcasting. The drow’s spellcasting ability Innate Spellcasting. The drow’s spellcasting ability
is Charisma (spell save DC 12). It can innately is Charisma (spell save DC 15). It can innately
cast the following spells, requiring no material cast the following spells, requiring no material
components: components:
At will: dancing lights At will: dancing lights
1/day each: darkness, faerie fire, levitate (self 1/day each: darkness, faerie fire, levitate (self only)
only) Spellcasting. The drow is a 10th-level spellcaster.
Its spellcasting ability is Wisdom (spell save DC
Spellcasting. The drow is a 10th-level spellcaster.
14, +6 to hit with spell attacks). The drow has the
Its spellcasting ability is Intelligence (spell save DC
following cleric spells prepared:
14, +6 to hit with spell attacks). The drow has the
following wizard spells prepared: Cantrips (at will): guidance, poison spray,
resistance, spare the dying, thaumaturgy
Cantrips (at will): mage hand, minor illusion,
1st level (4 slots): animal friendship, cure wounds,
poison spray, ray of frost
detect poison and disease, ray of sickness
1st level (4 slots): mage armor, magic missile, 2nd level (3 slots): lesser restoration, protection
shield, witch bolt from poison, web
2nd level (3 slots): alter self, web 3rd level (3 slots): dispel magic
3rd level (3 slots): fly, lightning bolt 4th level (3 slots): divination, freedom of movement
4th level (3 slots): Evard’s black tentacles, greater 5th level (2 slots): insect plague, mass cure wounds
invisibility Sunlight Sensitivity. While in sunlight, the drow
5th level (2 slots): cloudkill has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
Sunlight Sensitivity. While in sunlight, the drow
has disadvantage on attack rolls, as well as on Actions
Wisdom (Perception) checks that rely on sight.
Multiattack. The drow makes two scourge attacks.
Actions Scourge. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage plus 17
one target. Hit: 2 (1d6-1) bludgeoning damage if (5d6) poison damage.
used with two hands, plus 3 (1d6) poison damage.

33 H I L L 1 - 2 / E XO D U S : A P P E N D I X
Ettin Green Hag
Large giant, chaotic evil Medium fey, neutral evil
Armor Class 12 (natural armor) Armor Class 17 (natural armor)
Hit Points 85 (10d10+30) Hit Points 82 (11d8+33)
Speed 40 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 17 (+3) 6 (-2) 10 (+0) 8 (-1) 18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2)

Skills Perception +4 Skills Arcana +3, Deception +4, Perception +4,


Senses darkvision 60 ft., passive Perception 14 Stealth +3
Languages Giant, Orc Senses darkvision 60 ft., passive Perception 14
Challenge 4 (1,100 XP) Languages Common, Draconic, Sylvan
Two Heads. The ettin has advantage on Wisdom Challenge 3 (700 XP)
(Perception) checks and on saving throws against Amphibious. The hag can breathe air and water.
being blinded, charmed, deafened, frightened, Innate Spellcasting. The hag’s spellcasting ability
stunned, and knocked unconscious. is Charisma (spell save DC 12). She can innately
Wakeful. When one of the ettin’s heads is asleep, its cast the following spells, requiring no material
other head is awake. components:
Actions At will: dancing lights, minor illusion, vicious
mockery
Multiattack. The ettin makes two attacks: one with Mimicry. The hag can mimic animal sounds and
its battleaxe and one with its morningstar. humanoid voices. A creature that hears the sounds
Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 can tell they are imitations with a successful DC 14
ft., one target. Hit: 14 (2d8+5) slashing damage. Wisdom (Insight) check.
Morningstar. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 14 (2d8+5) piercing damage.
Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (2d8+4) slashing damage.
Illusionary Appearance. The hag covers herself
and anything she is wearing or carrying with a
magical illusion that makes her look like another
creature of her general size and humanoid shape.
The illusion ends if the hag takes a bonus action to
end it or she dies.
The changes wrought by this effect fail to hold
up to physical inspection. For example, the hag could
appear to have smooth skin, but someone touching
her would feel her rough flesh. Otherwise, a creature
must take an action to visually inspect the illusion
and succeed on a DC 20 Intelligence (Investigation)
check to discern that the hag is disguised.
Invisible Passage. The hag magically turns invisible
until she attacks or casts a spell, or until her
concentration ends (as if concentrating on a spell).
While invisible, she leaves no physical evidence of her
passage, so she can be tracked only by magic. Any
equipment she wears or carries is invisible with her.

34 H I L L 1 - 2 / E XO D U S : A P P E N D I X
Night Hag Owlbear
Medium fiend, neutral evil Large monstrosity, unaligned
Armor Class 17 (natural armor) Armor Class 13 (natural armor)
Hit Points 112 (15d8+45) Hit Points 59 (7d10+21)
Speed 30 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3) 20 (+5) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 7 (-2)

Skills Deception +7, Insight +6, Perception +6, Skills Perception +3


Stealth +6 Senses darkvision 60 ft., passive Perception 13
Damage Resistances cold, fire; bludgeoning, Languages -
piercing, and slashing from nonmagical attacks that Challenge 3 (700 XP)
aren’t silvered
Keen Sight and Smell. The owlbear has advantage
Condition Immunities charmed on Wisdom (Perception) checks that rely on sight or
Senses darkvision 120 ft., passive Perception 16 smell.
Languages Abyssal, Common, Infernal, Primordial
Actions
Challenge 5 (1,800 XP)
Innate Spellcasting. The hag’s innate spellcasting Multiattack. The owlbear makes two attacks: one
ability is Charisma (spell save DC 13, +5 to hot with with its bear and one with its claws.
spell attacks). She can innately cast the following Beak. Melee Weapon Attack: +7 to hit, reach 5 ft.,
spells, requiring no material components: one creature. Hit: 10 (1d10+5) piercing damage.
At will: detect magic, magic missile Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
2/day each: ray of enfeeblement, sleep one target. Hit: 14 (2d8+5) slashing damage.
Magic Resistance. The hag has advantage on saving
throws against spells and other magical effects.
Actions
Claws (Hag Form Only). Melee Weapon Attack:
+6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4)
slashing damage.
Change Shape. The hag magically polymorphs into
a Small or Medium female humanoid, or back into
her true form. Her statistics are the same in each
form. Any equipment she is wearing or carrying
isn’t transformed. She reverts to her true form if she
dies.

35 H I L L 1 - 2 / E XO D U S : A P P E N D I X
DM Appendix: NPC Summary
This section is provided to give the Dungeon
Master help in keeping track of the various NPCs
mentioned in the adventure.

Elanil Elassidil (EL-uh-kneel ul-LASS-ih-deel).


Female elf. Bard extraordinaire and member of
the Harpers. Moonsilver Herald of Elventree.
Based in Elventree.

Fortuna Brelliar (for-TOONA BREE-lier). Female


human. Cousin to Gloria Brelliar. Current
proprietor of Tity’s Emporium, a long-established
outfitter’s business in Hillsfar. Secret member of
the Rogues Guild.

Gloria Brelliar (GLOR-ee-uh BREE-lier). Female


human. Cousin and part-time assistant to Fortune
Brelliar, who currently runs Tity’s Emporium in
Hillsfar. Arcane spellcaster and former adventurer.
Member of the Mage’s Guild and secret member of
the Rogues Guild.

Malkyn Grenefeld (MALL-kinn GRENN-feld).


Female human. Former Chamberlain for First
Lord Torin Nomerthal. Member of the Cloaks of
Mulmaster. Whereabouts unknown at the start of
this adventure.

First Lord Torin Nomerthal (TOR-in NOME-er-


thol). Male human. Former supreme ruler of
Hillsfar. Currently deceased.

First Lord Vuhm Yestral (VOOM YES-strill). Male


human. Formerly Guard Commandant of the
Red Plumes military group serving as security in
charge of the Waydown, currently supreme ruler
of Hillsfar. Member of the Lord’s Alliance.

36 H I L L 1 - 2 / E XO D U S : A P P E N D I X
Handout 1: Periapt of Wound Closure

Periapt of Wound Closure


Wondrous item, uncommon (requires attunement)
This fine gold pendant boasts a small, golden charm depicting two upturned, open hands with long,
graceful fingers holding a set of three small crystals. It does have one minor drawback. Unless the wielder
is a construct or of fey origin (including elves and half-elves), they suffer a non-life threatening allergic
reaction during the entire short rest they are attuning to the item, as well as for 2d4 rounds after each
use. The allergic reaction may take the form of sneezing, coughing, itching, or watery eyes and may vary
from use to use.
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In
addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. A
description of this item can be found on page 184 of the Dungeon Master’s Guide.

37 H I L L 1 - 2 / E XO D U S : H A N D O U T 1
RESURGENCE
Cindy Moore
Adventure Designer
Adventure Code: HILL 1-3

There is a spy in Hillsfar! Your job is to find him or her before the city has
no defense against the oncoming Dark Fey that are fueled by a forgotten ally
of Torin Nomerthal and their lust for revenge. A D&D Adventurers League
adventure for characters levels 5-10 in Hillsfar.

A 4-hour adventure for 5th-10th level characters

Producer: Baldman Games


Hillsfar Administrator: Cindy Moore
Development: Shawn Merwin
Editing and Layout: Encoded Designs
Cartography: Jay Africa
Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall,
Claire Hoffman, Greg Marks, Alan Patrick

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster
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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.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31,
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Introduction
Welcome to Resurgence, a D&D Adventurers League
adventure, Part Three of the Dark Intentions Trilogy
This adventure is designed for three to seven 5th-10th level characters, and is optimized for
five 8th-level characters. The adventure is set in the Moonsea region of the
Forgotten Realms, in and around the city of Hillsfar.

The D&D Adventurers League Preparing the Adventure


This adventure is official for D&D Adventurers Before you show up to Dungeon Master this
League play. The D&D Adventurers League is the adventure for a group of players, you should do the
official organized play system for DUNGEONS & following to prepare.
DRAGONS®. Players can create characters and • Make sure to have a copy of the most current
participate in any adventure allowed as a part of version of the D&D Basic Rules or the Player’s
the D&D Adventurers League. As they adventure, Handbook.
players track their characters’ experience, treasure, • Read through the adventure, taking notes
and other rewards, and can take those characters of anything you’d like to highlight or remind
through other adventures that continues their story. yourself while running the adventure, such as a
If you’re running this adventure as a part of a way you’d like to portray an NPC or a tactic you’d
store event or at certain conventions, you’ll need a like to use in a combat.
DCI number. This number is your official Wizards of • Get familiar with the monster statistics in the
the Coast organized play identifier. If you don’t have Appendix.
a number, you can obtain one at a store event. Check
• Gather together any resources you’d like to
with your organizer for details. use to aid you in running this adventure--such
D&D Adventurers League play is broken up into as notecards, a DM screen, miniatures, and
storyline seasons. When players create characters, battlemaps.
they attach those characters to a storyline season, • If you know the composition of the group
which determines what rules they’re allowed to beforehand, you can make adjustments as noted
use to create and advance their characters. Players throughout the adventure.
can continue to play their characters after the
storyline season has finished, possibly participating
in a second or third storyline with those same
characters. A character’s level is the only limitation Before Play at the Table
for adventure play. A player cannot use a character
of a level higher or lower than the level range of a Ask the players to provide you with relevant
D&D Adventurers League adventure. character information:
For more information on playing, running • Character name and level
games as a Dungeon Master, and organizing games • Character race and class
for the D&D Adventurers League, please visit the
• Passive Wisdom (Perception)—the most
D&D Adventurers League home at:
common passive ability check
• Anything notable as specified by the adventure
www.dndadventurersleague.org (such as backgrounds, traits, flaws, etc.)

2 H I L L 1 - 3 / R E S U RG E N C E : I N T R O D U C T I O N
Players that have characters outside the You may adjust the adventure beyond the
adventure’s level range cannot participate in guidelines given. For example, if you’re playing
the adventure with those characters. Players with a group of inexperienced players, you might
with ineligible characters can make a new 1st-level want to make the adventure a little easier; for
character or use a pregenerated character. Players very experienced players, you may want to make
can play an adventure they previously played or it a little harder. Therefore, five categories of
ran as a Dungeon Master, but not with the same party strength have been created for you to use
character. as a guide. Feel free to use a different adjustment
Ensure that each player has an official during the adventure if the recommended party
adventure logsheet for his or her character (if not, strength feels off for the group.
get one from the organizer). The player fills out This adventure is optimized for a party of
the adventure name, session number, date, and five 8th-level characters. . To figure out whether
your name and DCI number. In addition, the player you need to adjust the adventure, do the following:
also fills in the starting values for experience, gold, • Add up the total levels of all the characters
downtime, renown, and number of permanent • Divide the total by the number of characters
magic items. He or she fill in the other values and
write notes at the conclusion of the session. Each • Round fractions of .5 or greater up; round
player is responsible for maintaining an accurate fractions of less than .5 down
logsheet. You’ve now determined the average party level
If you have time, you can do a quick scan of (APL) for the adventure. To figure out the party
a player’s character sheet to ensure that nothing strength for the adventure, consult the following
looks out of order. If you see magic items of very table:
high rarities or strange arrays of ability scores, you
can ask players to provide documentation for the Determining Party Strength
irregularities. If they cannot, feel free to restrict
item use or ask them to use a standard ability Party Composition Party Strength
score array. Point players to the D&D Adventurers 3-4 characters, APL less than Very Weak
3-4 characters, APL equivalent Weak
League Player’s Guide for reference.
3-4 characters, APL greater than Average
If players wish to spend downtime days and 5 characters, APL less than Weak
it’s the beginning of an adventure or episode, 5 characters, APL equivalent Average
they can declare their activity and spend the days 5 characters, APL greater than Strong
6-7 characters, APL less than Average
now. Alternatively, they can do so at the end of
6-7 characters, APL equivalent Strong
the adventure or episode. Players should select 6-7 characters, APL greater than Very Strong
their characters’ spells and other daily options
prior to the start of the adventure, unless the
adventure specifies otherwise. Feel free to reread Running the Adventure
the adventure description to help give players hints
about what they might face. As the Dungeon Master of the session, you have the
most important role in facilitating the enjoyment
of the game for the players. You help guide the
Adjusting the Adventure narrative and bring the words on these pages
to life. The outcome of a fun game session often
Throughout this adventure, you may see sidebars creates stories that live well beyond the play at the
to help make adjustments for smaller/larger table. Always follow this golden rule when you DM
groups, and characters of higher/lower levels than for a group:
the optimized group. Most of the time, this is used Make decisions and adjudications that
for combat encounters. enhance the fun of the adventure when possible.

3 H I L L 1 - 3 / R E S U RG E N C E : I N T R O D U C T I O N
To reinforce this golden rule, keep in mind the Downtime and Lifestyle
following:
• You are empowered to make adjustments to At the beginning of each play session, players must
the adventure and make decisions about how the declare whether or not they are spending any days
group interacts with the world of this adventure. of downtime. The player records the downtime
Doing so is especially important and applicable spent on the adventure logsheet. The following
outside of combat, but feel free to adjust the options are available to players during downtime
adventure for groups that are having too easy or (see the D&D basic rules or the D&D Adventurers
too hard of a time. League Player’s Guide for more information):
• Don’t make the adventure too easy or too • Catching up
difficult for a group. Never being challenged
• Crafting (exception: multiple characters cannot
makes for a boring game and being
commit to crafting a single item)
overwhelmed makes for a frustrating one.
Gauge the experience of the players (not the • Practicing a profession
characters) with the game, try to feel out (or • Recuperating
ask) what they like in a game, and attempt to • Spellcasting services
give each of them the experience they’re after • Training
when they play D&D. Give everyone a chance to
Other downtime options might be available during
shine.
adventures or unlocked through play, including
• Be mindful of pacing, and keep the game faction-specific activities.
session moving along appropriately. Watch for
In addition, whenever a character spends
stalling, since play loses momentum when this
downtime days, that character also spends the
happens. At the same time, make sure that the
requisite expense for his or her lifestyle. Costs
players don’t finish too early; provide them with
are per day, so a character that spends ten days
a full play experience. Try to be aware of running
of downtime also spends ten days of expenses
long or short. Adjust the pacing accordingly
maintaining his or her lifestyle. Some downtime
• Read-aloud text is just a suggestion; feel free activities help with lifestyle expenses or add
to modify the text as you see fit, especially when lifestyle expenses.
dialogue is present.
• Give the players appropriate hints so they can Spellcasting Services
make informed choices about how to proceed.
Players should be given clues and hints when Any settlement the size of a town or larger can
appropriate so they can tackle puzzles, combat, provide some spellcasting services. Characters
and interactions without getting frustrated over need to be able to travel to the settlement to obtain
lack of information. Doing so helps to encourage these services.
immersion in the adventure and gives players Spell services generally available include
“little victories” for figuring out good choices healing and recovery spells, as well as information-
from clues. gathering spells. Other spell services might be
In short, being the DM isn’t about following available as specified in the adventure. The number
the adventure’s text word-for-word; it’s about of spells available to be cast as a service is limited
facilitating a fun, challenging game environment to a maximum of three per day total, unless
for the players. The Dungeon Master’s Guide™ has otherwise noted.
more information on the art of running a D&D
game.

4 H I L L 1 - 3 / R E S U RG E N C E : I N T R O D U C T I O N
Spellcasting Services Death
Spell Cost A character who is killed during the course of
Cure wounds (1st level) 10 gp the adventure has a few options at the end of the
Identify 20 gp session (or whenever arriving back in civilization)
Lesser restoration 40 gp
Prayer of healing (2nd level) 40 gp
if no one in the adventuring party has immediate
Remove curse 90 gp access to a raise dead or revivify spell, or similar
Speak with dead 90 gp magic. A character subject to a raise dead spell is
Divination 210 gp affected negatively until all long rests have been
Greater restoration 450 gp completed during an adventure. Alternatively, each
Raise dead 1,250 gp downtime day spent after raise dead reduces the
penalty to attack rolls, saving throws, and ability
Acolyte Background checks by 1, in addition to any other benefits the
downtime activity might provide.
A character possessing the acolyte
Create a New 1st-Level Character. If the dead
background requesting spellcasting
character is unwilling or unable to exercise any
services at a temple of his or her faith
of the other options, the player creates a new
may request one spell per day from the
character. The new character does not have any
Spellcasting Services table for free. The
items or rewards possessed by the dead character.
only cost paid for the spell is the base price
for the consumed material component, if Dead Character Pays for Raise Dead. If the
any. character’s body is recoverable (it’s not missing
any vital organs and is mostly whole) and the
player would like the character to be returned to
life, the party can take the body back to civilization
Disease, Death, and Recovery and use the dead character’s funds to pay for a
raise dead spell. A raise dead spell cast in this
manner costs the character 1,250 gp.
Sometimes bad things happen, and characters get
poisoned, diseased, or are killed. Since you might Character’s Party Pays for Raise Dead. As
not have the same characters return from session above, except that some or all of the 1,250 gp for
to session, here are the rules when bad things the raise dead spell is paid for by the party at the
happen to characters. end of the session. Other characters are under no
obligation to spend their funds to bring back a
Disease, Poison, and Other Debilitating Effects dead party member.
A character still affected by diseases, poisons, Faction Charity. If the character is of level 1 to
and other similar effects at the conclusion of an 4 and a member of a faction, the dead character’s
adventure can spend downtime days recuperating body can be returned to civilization and a patron
until such time as he or she resolves the effect to from the faction ensures that he or she receives a
its conclusion (see the recuperating activity in the raise dead spell. However, any character invoking
D&D Basic Rules). this charity forfeits all experience and rewards
If a character doesn’t resolve the effect from that session (both those earned prior to and
between sessions, that character begins the next after death during that session) and cannot replay
session still affected by the debilitating effect. that episode or adventure with that character
again. Once a character reaches 5th level, this
option is no longer available.

5 H I L L 1 - 3 / R E S U RG E N C E : I N T R O D U C T I O N
Adventure Background
Hillsfar has been through a lot in recent years. The Jandra sees the withdraw of The First Law of
Dark Prince Graz’zt’s influence brought the city Humanity as proof that Yestral is endangering the
to the brink of complete madness. In the city’s citizens of Hillsfar. Helping to destroy the city will
most desperate time of need, the Factions joined show the citizens and the council of merchants that
together and orchestrated a coup of the oppressive the safety of the city is at risk under the leadership
reign of First Lord Torin Nomerthal. The new of Yestral. When she was approached by Malkyn
leader, First Lord Vuhm Yestral, then joined with Grenefeld to help bring The First Lord down,
the Factions to defeat Graz’zt and bring sanity back Jandra was more than willing to help.
to the southern shore of the Moonsea. A capable group of adventurers has stepped
Hillsfar and its fledgling government again up and taken on the tasks of righting this setback.
embarked on a military campaign, along with They quelled the monster attacks, investigated
the Factions and leaders of the once-great Phlan, the cause of them, and brought news of a growing
to wrest Phlan from the clutches of the Maimed force of enemies in the Cormanthor Forest.
Virulence. The adventurers also brought news of a
With the success of that great battle, First returning threat. Malkyn Grenefeld seeks revenge
Lord Yestral returned a victorious military leader. for the death of her love, the former First Lord,
His next goal was to tackle the role of government Torin Nomerthal. She is the impetus behind the
leader. His revocation of the Great Law of army amassing in the forest. She has also re-
Humanity - the law that banned non-humans from inhabited the ruins of Abarat’s Folly, an ancient
entering the city - was not popular with everyone. arcane experiment that tried to create a point from
Hillsfar had become xenophobic, and many citizens which travel through portals to many destinations
actually liked it. Changing the law was easy. was possible from a single place. Grenefeld has
Changing the hearts and minds of the people of been able to alter some of the portals to breach
Hillsfar was a far more difficult task. Hillsfar, and she plans to use these portals to
Then the attacks started. Monsters somehow assault the city using enemy forces. Her plans
entered the city and wrought havoc on the city’s were further enhanced by Hillsfar defensive
livelihood: trade. With shipments being lost to secrets, obtained from a spy deep within the city
monstrous attacks, inventory being stolen, and the government.
needless loss of life, Yestral’s control is slipping.
Several prominent citizens and a large contingent
of Hillsfar citizens have called for Yestral’s
ouster. His Commandant of the Red Plumes,
Jandra Gragdowel, has secretly been leading that
underground rebellion.
Jandra Gragdowel holds First Lord Vuhm
Yestral for the loss of many Red Plumes during the
hostile takeover of the government. She feels that
a leader who betrays their sovereign, no matter
ideals the sovereign, is a traitor. A traitor cannot
be trusted to put the best interest of the citizens
foremost in the policies they implement.

6 H I L L 1 - 3 / R E S U RG E N C E : I N T R O D U C T I O N
Overview Adventure Hooks
This adventure contains 4 parts. You Should Stick Around a While or In Yestral’s
Chapter 1. The characters start the adventure Service (Story Award)
at the Classy Lady Inn, where they recover from The characters earned the trust of First Lord Vuhm
traveling to Hillsfar from the Cormanthor Forest. Yestral in HILL1-2 Exodus. He would like you to get
The First Lord summons them to discuss the next in touch with Elanil Elassidil at the Classy Lady Inn
course of action. He hires them to find the portals in Hillsfar. He wishes to discuss the information
that Malkyn Grenefeld has created and, with the you retrieved in prior missions.
help of the Mage’s Guild, destroy the connections. The Harpers (Faction). Elanil Elassidil contacts
If they come across any information about a spy in you and asks you to meet her at the Classy Lady
Hillsfar, they are to report back immediately. Inn in Hillsfar. Your work has brought your skills to
Chapter 2. The characters conduct an her attention and she may have a mission for you
investigation, looking for clues to where the portals inside of the city.
are located and how to render them useless. They The Lord’s Alliance (Faction). Your contacts in
pinpoint the location of two portals and enlist the the faction are in need of your help to ensure that
help of a Guild Mage to disrupt them. Commandant Vuhm Yestral remains in power. You are to find
Jandra Gragdowel has allowed Grenefeld to create Elanil Elassidil, who is expecting you at the Classy
a connection inside of the Red Plume garrison. She Lady Inn in Hillsfar.
is also the spy from whom Grenefeld is receiving
strategic military secrets.
Chapter 3. The group heads to The House of
Happiness, the Temple to Lliira in the city, where
one of the portals is located. They are faced with
portal travelers who try to stop the Guild mage
from rendering the portal unusable.
Chapter 4. The characters arrive at the Red Plume
garrison to take care of the other portal to find that
Gragdowel has put the facility on lockdown and has
refused to let the Hillsfarian Guard inside. Upon
entering, the adventurers find the Commandant
and Malkyn Grenefeld preparing the portal.

7 H I L L 1 - 3 / R E S U RG E N C E : I N T R O D U C T I O N
CHApter 1.
Urgent Matters
Hillsfar is on the brink. Monster attacks within the
Elanil looks up from the message and sees
city have caused trade to decline. An enemy army that you have come down from your rooms.
is amassing in the Cormanthor Forest, just south of She motions to your group to join her at the
the city. A rogue official of the former First Lord’s table.
court is attempting to open portals inside the city She waves over the server and says,
for that army to march through. Those are not even “Give these fine heroes whatever they would
like. You can put it on my bill.” The girl takes
the worst of what the city faces! The worst? A spy,
the orders and goes off to put it in with the
likely lurking among the city’s fighting forces, is kitchen staff. Elanil gets right to the contents
passing secrets about crucial defense strategies to of the message. “The First Lord requests
the enemy. Hillsfar needs its heroes more than ever! our presence after breakfast to discuss the
matter at hand. He is concerned about the
news brought from the Cormanthor Forest.”

Reporting Back
Catching Up
The characters have procured lodging at the Classy If for some reason the characters have not played
Lady Inn with some help from Elanil Elassidil. the other parts of the Dark Intentions trilogy, an
advisor is also in the room with Yestral. He tells of
The aroma of fresh baked bread and information that other adventurers were able to
cooked pork meets you in the common obtain:
room of the Classy Lady Inn. The space is
alive with activity. Servers carry platters full • A large number of creatures, the size of an
of food to tables full of customers. The inn army, have gathered in the vicinity of Hillsfar.
guests converse over the morning’s meal • The numbers are well commanded and very
and get ready for their day in Hillsfar.
organized for wild creatures. The legion is led
Your patron, Elanil Elassidil, sits at a table
by hags and drow.
listening to a small boy as he hands her a
message from within a satchel he wears • The creatures have gained access to the inside
over his shoulder. She smiles at him, hands of a tower. The tower is still very unstable due to
him a coin, and he rushes out of the inn. the magical “accidents” that happened therein.
She proceeds to open the sealed letter and
Portals are open throughout the structure.
reads it.
• These portals seem to be very unpredictable,
and can spit out creatures seemingly at random.
A character succeeding at a DC 10 Wisdom Some are inactive while others seem to never
(Perception) check notices that the boy is wearing sleep.
the livery of a messenger of the First Lord. • While exploring the tower, the adventurers
came across someone who had been forgotten
about. Malkyn Grenefeld, the former First Lord’s
Chamberlain, was manipulating the portals. She
escaped through a portal that seemed to lead
to a ballroom that has mirrors on all the walls.
Once through, she must have shattered the

8 H I L L 1 - 3 / R E S U RG E N C E : C H A P T E R 1
mirror, breaking the connection.
You make your way upstairs to what looks like
• Evidence found in the tower indicates that a meeting room. A large table surrounded
Malkyn is the one gathering creatures to attack by chairs occupies the middle of a room
Hillsfar in retribution for the coup in which her decorated with many maps of Hillsfar.
Partially filled bookshelves mostly contain
beloved (First Lord Torin Nomerthal) was killed. tomes covering military history and strategy.
• She is working to get the portals linked to A large office lies beyond. It is dimly lit by
various places in Hillsfar in order bring enemy the glow of a fireplace. A large mahogany
legions directly into the city. She is working to desk is the centerpiece, surrounded by even
create ingested portal keys so creatures are less more bookshelves. Papers litter the desk, on
top of which sits a pair of spectacles and a
likely to lose a key. quill.
• Further investigation has produced suspicion In front of the fireplace, a set of
that someone within Hillsfar is feeding the leather chairs and a couch surround a low
military leaders of the monstrous forces mahogany table. A man with greying hair, a
strategies for the city’s defense. weathered face, and broad shoulders stands
staring into the fire. He wears a military
uniform with a sword at his side.
When the characters are ready to head over to the As you enter he turns his head. “Ah,
First Lord’s Tower, read the text below: come in, come in. I am anxious to speak
with you!” He turns to a servant who has
been waiting quietly on the other side of the
The streets of Hillsfar are not as busy as they room, “Fetch us a bottle of wine and some
were before you left. The monster attacks refreshments, will you, Edmond?” The servant
have subsided, but there is still tension in exits with a “Yes sir” thrown over his shoulder
the air. You are met with many sneers from on the way out.
Hillsfarians along the way. The ingrained
xenophobia of the city’s population is slow
to subside, especially with the damage to First Lord Yestral gets right to point of his summons:
property and lives that the attacks brought
to their home. Even with that, the citizens are
• He has been meeting with his advisors all night
not confrontational with a group that is as planning the defense of the city against the army
heavily armed as you. that threatens Hillsfar.
Elanil presents the message at the Castle • They have what he believes to be a very good
gates, and the guards bring you to the plan to fend off any attack from outside the
Tower. You are led through the main doors
and past many rooms, including a ballroom
city. This, of course, leaves the matter of portals
where men are measuring a large blank opening inside the city and attacks from within.
space on a wall that is otherwise covered in • Since the characters did such a commendable
large mirrors.
job of obtaining this crucial piece of intelligence,
it is his opinion that they would be the best to
With a successful DC 15 Intelligence check, lead the search for portals in the city.
characters that played in HILL1-2 Exodus may • However, that leaves the matter of a spy.
recognize the ballroom that was the other end of a This is another disturbing issue that must be
portal that Malkyn Grenefeld escaped through while addressed. He asks the adventurers, as they go
in Abarat’s Folly. about other tasks, to look for clues about who
the spy might be.

9 H I L L 1 - 3 / R E S U RG E N C E : C H A P T E R 1
one of the many portals. In the tavern there were
He opens a desk drawer and takes out a
piece of parchment. Dipping his quill in the many dancers and a band playing. Some characters
ink pot, he writes. “This writ will allow you legal may have identified the dancers as Joydancers,
access to the entire city. It says that you are the followers of Lliira. If they mention this, Elanil
conducting an investigation on behalf of speaks up and tells them this:
the First Lord and should not be impeded in
doing.” • There is a temple to Lliira in Hillsfar called the
House of Happiness. The character’s description
of the tavern they saw seems to describe what
Yestral gives the writ to the characters and tells
the inside of the temple looks like.
them that finding all portals that provide access to
the city is their priority. He reaches into a drawer First Lord Yestral offers 1,000 gp they find the spy
in the desk and pulls out a sending stone. He tells and bring them in for questioning. He offers half
the characters that they are to use the stone if they now for the characters to use for equipment, and the
come across any information about a possible spy. loosening of tongues.
The first Lord gives the characters a couple of Edmond, the servant, returns with food and
suggestions on where to begin: drink just as the characters are about to leave.
There is wine and Underbough Half-Cakes on
• The Hydra’s Den is a good place to find ale
the tray he brings. There may be time for some
and hear some gossip. The proprietor, Brendon
refreshments!
Tamesford, is a former adventurer and keeps his
ears open to what is going on in the city. Treasure
• Isthana Ro, the head of the Rogues Guild, has The adventurers receive 1,000 gp for bringing in the
eyes and ears throughout the city. She may have spy, half of which he provides them immediately.
information about Grenefeld being in the city. They are also given a sending stone in order to
• The Mage’s Guild has the largest library this provide a direct line of communication to him.
side of the Moonsea. You may be able to talk
with one of the sages there and figure out how
these portals will work.

Finding Grenefeld’s Journal


Characters that played HILL1-2 Exodus may
have come across Malkyn Grenefeld’s journal.
If the group (or the majority, if the group
did not play the adventure together) at the
table found the book Yestral also gives this
information:
• The Mage’s Guild was given the journal
to try and ascertain where Malkyn was
planning on putting the portals.
If the characters did not find the journal,
details are given in Chapter 2: Needle in a
Haystack in The Rogue’s Guild section on how
the journal was discovered.

If the characters played HILL1-2 Exodus, they may


recall that they were able to see a tavern through

10 H I L L 1 - 3 / R E S U RG E N C E : C H A P T E R 1
Chapter 2.
Needle in a Haystack
In order to find the places that Grenefeld is using
to link portals from Abarat’s Folly, the characters Roleplaying Isthana Ro
venture into the city. Faced with trying to find such Isthana Ro is the leader of the thieves’ guild
places in a large city, the citizens of Hillsfar are not in Hillsfar. In the new government, she is a
always helpful. member of the senate. The role of the senate is
yet to be determined in its infancy.
Outside The First Lord’s Tower, the citizens of She is wickedly smart and doesn’t care
Hillsfar go about their daily business. Some about anything other than her guild. This
greet you with the tip of a hat, while others
look at you with angry glares. One such man
sense of self-preservation is tempered with an
is bold enough to say, “You lot goin’ ta’ do amazingly acute business sense and the ability
sumthin’ ‘bout makin’ it safe for us? I ‘spect to think ahead. With the new regime in place,
not, since you comin’ outta there!” he points she hopes to use her connections among the
to the Tower. “Al’ays knew you ‘venturin’ merchants to give First Lord Yestral what he
types only cared ‘bout fillin’ your pockets
from them that can pay ya’.” He walks
needs to get the city back on its feet. This will,
away continuing to grumble as he does so. of course, put the new leader in her debt.

Each place the First Lord suggested they visit


will give the adventurers a pertinent piece of The Rogues Guild is located in the
information that will lead them to the location of Merchant’s District of the city, a short
Grenefeld or one of her portals. distance from Hillsfar Castle. A rather plain
building from the outside, it shows a lot of
The group may decide to follow up on what activity. A plaque bolted to the wall near
they learned from one of the suggested starting the door has a simple black mask painted on
points rather than move to the next. This adventure it, under which the letters “RG” are carved
is designed to allow the characters to finish all the into the wood.
tasks in whichever order they choose. Acting on
information they receive from these roleplaying
options just requires a bit of going back and forth
between sections of the adventure.

The Rogues Guild


First Lord Yestral mentioned that Isthana Ro, the
leader of the Rogues Guild, is an excellent source of
information regarding the underbelly of the City of
Trade.

11 H I L L 1 - 3 / R E S U RG E N C E : C H A P T E R 2
When the group decides to enter the building, read:
She stops at the end of the hall, opens a
door, and motions you through. She closes
The inside of the building is richly decorated. the door behind her before moving to a
Dark wood, warm paint tones, large desk, which is bare save for a crystal globe
paintings, exquisite wall tapestries and rugs with a map etched into it.
complement luxurious furniture made for She sets the helmet on a coat rack
lounging. A dramatic staircase winds its way next to the chair behind the desk and
to the second floor, covered with a bright removes the chain shirt revealing a black
blue runner. A hallway to the right of the shirt underneath. As she sits, the door opens
staircase extends further into the building. Its and the servant that greeted you comes in
walls are lined with portraits. with wine and several glasses. She says, “Oh
People lounge in a sitting room off of Fritz, you always know exactly what I need!”
the main foyer, while some play chess or She gives him a peck on the cheek as he
read books. Across from that room, on the pours her a glass. She takes the glass and sits
opposite side of the foyer, are a set of closed back in her chair as Fritz leaves. “OK what
doors that open to let a cloud of smoke out, is so important that I needed to cancel my
along with a person or two. fencing duel?”
An older man in a servant’s uniform
greets you as you take in the scene,
“Welcome to The Guild. May I be of If the characters bring out the writ again, she tells
assistance?” them that bullying will get them nothing from her.
She is unimpressed by the First Lord using his
If the characters ask for Isthana Ro, the gentleman power to interrupt her day.
apologizes and says that, unfortunately, Miss Ro is As the characters speak, she listens quietly,
indisposed. If they bring out the writ, he looks a bit sipping her wine. It seems intentional that she
flustered but bids you to wait a moment while he has not offered any to the party. When they have
goes to let Miss Ro know you are here. He ascends finished explanations, she puts her glass down and
the stairs and is gone for a fair amount of time. smiles at them.

A figure carrying a rapier and wearing a “So, the First Lord needs my help once more
chain shirt, black leather chaps, and a to save his city. That’s what he calls it, you
helmet casually descends the stairs with the know: his city. He will come to understand
servant walking a short distance behind. that this city has never belonged to one man
alone. When he learns that, I am sure his
As they get closer, the armored figure
luck will turn. Vuhm is a good man. He just
takes off the helmet to reveal a woman,
needs to share.” She smiles widely, “Care
whose hair is soaked with sweat, smiling
for some wine? I might be persuaded to
widely at your group.
give you some information that will help your
“So, the First Lord stamps his foot and we investigation. Has the First Lord sent you with
are all supposed to come running?” she says, payment? My help is never free.”
after which she attempts to blow a piece of
hair from her face. She looks your group over
and continues, “Well let’s not conduct this She will take nothing less than 50 gp to relay what
interview here at the entrance. Let us go to
she knows. She starts the negotiation at 100 gp.
my office.” She turns on her heel and quickly
walks down the hallway to the left of the Once compensation is made, she gives the
stairs. characters the following information, all the while
sipping on her wine and pacing the floor:
• She has heard rumors that Malkyn Grenefeld
was traveling through the city in disguise.
Isthana’s “eyes” have seen Grenefeld frequenting
the Red Plume garrison just next door, as well as
the House of Happiness.

12 H I L L 1 - 3 / R E S U RG E N C E : C H A P T E R 2
• On Isthana’s request, one of her boys followed Fritz returns and clears his throat:
Grenefeld to a tavern at the docks, where she
met with a physically fit woman with long black “Excuse me Miss Ro, your…upstairs guest is
hair. getting a little
• She eventually learned this woman was impatient. Shall I tell him you are nearly
finished?”
Commandant Jandra Gragdowel, the leader of
Isthana stands, puts her wine glass down,
the Red Plumes. “The girl has never been seen
and grabs her gear. “I believe we are done
without a uniform on before.” here?” she asks. “Tell Vuhm I expect his
• The two met for hours, with Jandra doing most support at the next council meeting.” With
of the talking. The Commandant looked nervous, that she strides out of the room. Fritz waits to
escort you out.
constantly scanning the room. Grenefeld took
notes the entire time.
• Just this morning, before the sun came If the characters would like to immediately go to
up, Jandra returned from the Tower looking the Red Plume garrison, go to Chapter 4: The Spy
quite nervous. She entered the Red Plume Revealed.
garrison, and minutes later a messenger left in Otherwise, the characters can continue with
a hurry. It was the same messenger, Isthana’s their investigation.
informants believe, she has been using for her
correspondences with Grenefeld.
Hydra’s Den
Finding Grenefeld’s Journal
If the characters did not find Grenefeld’s The characters were told by First Lord Yestral
journal in HILL1-2 Exodus, Isthana tells the that the Hydra’s Den is a tavern they can go to find
characters the following: rumors and a pint.
• Feeling a little nimble-fingered, Isthana’s
The sign outside of this tavern depicts a
informant thought it prudent to find out mug of ale with the many heads of a hydra
what Grenefeld was writing down. They popping out of it. It swings lightly in the
followed Grenefeld for a bit after she left afternoon breeze, as a man stumbles out of
Jandra, and managed to borrow the journal. the establishment and starts down the street.
• The journal had strange notes about
portal magic and keys. Knowing that it was Once the characters decide to go in, read the
of no use to her without translation, Isthana following:
took it to the Mage’s Guild to be interpreted
into “plain Common”. Master Ladron is still The inside of the tavern is busy. The tables
looking it over. are filled with merchants, laborers, and
guards. All seem to be enjoying the food and
atmosphere. The smell of roasted vegetables
Once Isthana is finished, she pours herself more mixes with the musty smell of ale to create a
wine, and elegantly sits back in the chair once again. unique fragrance. There are several open
If the characters have any questions, she will do her tables, and a couple of open stools at the
best to answer them. bar.
She goes not disclose the identity of her
informant. All she says is that she trusts them
and that there would be little reason for them to
misinform her. “People around here know the
consequences for making me look the fool.”

13 H I L L 1 - 3 / R E S U RG E N C E : C H A P T E R 2
There are several opportunities for the characters to
interact with the patrons and workers in the Hydra’s Role Playing Brendon Tamesford
Den. If they sit at a table or at the bar, a server asks Brendon has long blond hair and deep blue
for their orders: eyes, and a stocky, muscular build. He is polite
• Brendon Tamesford, the owner and manager and kind to everyone that he meets. He is
of the Hydra’s Den, works at the bar. He busily especially fond of adventurers, having earned
fills mugs of ale and helps the servers clean the the money to purchase the Hydra’s Den while
tables as people finish their meal. adventuring.
• There are a group of five men, laborers from Tamesford is happy that Vuhm Yestral has
the looks of their clothing and grimy faces, taken on the role of First Lord. He is especially
hurriedly eating their meal. The men are pleased that the first thing he did was get rid of
friendly enough. They know nothing about the Great Law of Humanity. As an adventurer
any portals, a spy, or anything pertinent to the he had many non-human friends, and he is
character’s investigation. When they finish happy to know that they will now be able to
eating, they politely excuse themselves citing visit him and have a few pints. His familiarity
that they have to get back to work. with the plight of the common man in Hillsfar
has gained him a seat on the newly reformed
• A couple sits near the front of the
senate of the city.
establishment, lost in each other’s company.
They are so wrapped up in each other that they
never notice a server dropping an entire tray of
Tamesford
empty plates right behind them. If the characters
interrupt the couple rudely, they will get up, Brendon Tamesford is busy but by no means
give them a sneer, and walk out. This will cause unapproachable. If a character tries to get his
disadvantage on any Charisma checks the group attention, he politely tells them he would be happy
may have to make while talking with Brendon, to talk with them in just a moment. They can wait at
as he is not happy about the lost customers. the bar for him. Tamesford quickly finishes the task
If the characters are polite, they will answer at hand and joins the characters at the bar. As long
the questions in passing, while gazing into as the characters were friendly to the others in the
each other’s eyes. They remember Grenefeld, tavern while waiting, Brendon offers each of them a
“nice lady,” but haven’t seen her since the new mug of ale on the house.
government took over.
Brendon Tamesford walks behind the bar
• A group of three men sit at the bar, conversing and sets out a mug for each of you. He fills
over their pints. One seems quite intoxicated them to the brim with some ale from a keg,
and talks loudly about the First Lord, about and leans on it as he says, “So what can I do
how he refuses to keep “them” out of the city, for you?”
and because of that, his business has gone from
seven barrels of fish sold a day, to two. If the If the characters engage in pleasantries before
characters confront the man, he is not happy getting to the point, Brendon plays along. He gladly
with being challenged, but his friends quickly engages about the weather, the new government, or
lead him away from the confrontation. This whatever subject the characters choose.
makes Brendon start neutral to the characters
If the characters are rude to him, any staff, or
if they approach, resulting in the characters not
any patron, Brendon is reluctant to converse any
getting a free pint of ale during the talk.
further than pleasantries. It takes a successful DC
15 Charisma (Persuasion) check to convince him
that helping them would be the right thing to do.
The characters will not, however, get out of the
Hydra’s Den without a lecture from him on the finer

14 H I L L 1 - 3 / R E S U RG E N C E : C H A P T E R 2
points of diplomacy. After relaying the information, and finishing his ale
If the characters show him the writ they in one last gulp, he wipes his mouth on his arm and
received from First Lord Yestral, he immediately says:
tells them to put it away and be careful where they
show it. “The First Lord is not a favorite of many “Well, it has certainly been a pleasure talking
around here,” he says rather quietly. And gives them with you all, but I must get back to work.
Come again and we can share stories of our
the information below: exploits.” A smirk creeps onto his face as
• The citizens of Hillsfar trust him enough to he continues, “Unless you have some juicy
reveal their true feelings about matters. They information that I can hand out to the next
know that, while in his company, there is no lucky fellow who sits down to have a pint with
me?”
danger of repercussions for speaking out against
the First Lord or the wealthy. They also know he
loves gossip and rumors, as it is what gives him If the characters relay rumors to him, he thanks
so much to talk about. them with a broad smile and he moves to clear a
• The other day, a regular who usually comes in table of dishes from a group that is walking out the
at the end of the work day with a good friend of door.
his, came in by himself and looking a bit glum. Brendon doesn’t know where the customers he
When asked what was bothering him, he said mentioned live or where the injured man may be
that the two of them were attacked on the way recovering.
home from “The Den.” If the group decides to head to the House of
• His friend recognized a woman walking toward Happiness go to Chapter 3: Dancing for Joy.
them and greeted her. This startled her and she Otherwise, the characters can continue with their
lashed out with some sort of energy spell. His suggested stops.
friend has been in the infirmary all night and
day. It all happened so fast, but he thinks his
friend called the woman “the Chamberlain.” The Mage’s Guild
• The regular said that the woman just left
him there injured and laying in the street. She The First Lord told the party that the Mage’s Guild
continued to head into the House of Happiness. may be able to help them make sense of the magic
He carried his friend to the infirmary. behind the portals that Grenefeld is using.
• The only woman Chamberlain that Brendon
can remember was Malkyn Grenefeld. She was The Mage’s Guild is a short distance from
First Lord Torin Nomerthal’s Chamberlain, the First Lord’s Tower in the Hillsfar Castle
rumored to be in love with him. She hasn’t been complex. The guild seems like a mini fortress
on its own. It consists of five 3-story towers,
seen since she left with the former First Lord surrounded by a 10-foot-high stone wall. At
to go to The Waydown for an inspection of the the entrance to the complex is a large two-
fortress that was built there. On that trip, the story gatehouse.
First Lord and his entourage ended up being Entry into the gatehouse is fairly easy.
killed and Vuhm Yestral took command of the The doors open into a large common room.
city after that. The stone floor has two large carpets that
separate the room into sections. A large
fireplace, open on all sides, sits in the middle
of the room. The two carpeted sections
have several large leather chairs that are
well cushioned, complete with matching
ottomans. (continued)

15 H I L L 1 - 3 / R E S U RG E N C E : C H A P T E R 2
A bar sits against one wall in an A middle-aged woman stands among
uncarpeted area. Several small tables, with the sea of books, with a large tome held
two chairs at each, rest near the bar. Several open against her body with one hand. In the
stools provide seating at the bar. other, she holds a journal. She looks back
Lastly, in a non-carpeted area next to and forth between the two as if comparing
the door is a counter at which a spectacled them. After a moment, she shakes her head,
man with grey hair is sitting half-asleep while closes the tome, and places it on one of the
reading a book. piles she is standing next to.
She looks up at your group, “There is just
one part that stumps me. The keys. They
If the characters approach the man at the counter, are so very different from normal portal keys.
he lazily looks up at them from his book. Nonetheless, I do have a way to change
how the portals interact with them.”
Rather surprised by your presence in front
of him the man stammers, “I-I-I apologize
for being in a daydream. W-w-welcome to
the Mage’s Guild, my friends! I am Zaberos.
How can I help you today?” Looking over Roleplaying Master Torsha Ladron
your group, he continues, “Are you looking Master Ladron is the ranking member of the
to converse with one of our sages? Their Mage’s Guild and regarded as one of the most
subject knowledge is exceptional, and
knowledgeable people in all of the Moonsea.
I am sure you will find satisfaction in the
information they impart.” She also serves as First Lord Vuhm Yestral’s
Chancellor. Her knowledge on just about
everything makes her invaluable to him.
When the characters tell them why they have come
and/or show him the writ from the First Lord, he Torsha is very energetic and always has a
nervously comes out from behind the counter and book in hand. A page within the library is often
shouts for a boy of teen years to hurry over. assigned to walk with her in order to pick up
the pages that she accidentally drops as she
strolls. From the moment she starts talking,
“Bring these important guests straight to
Master Ladron. And no bothering these it is apparent that this woman is a wealth of
fine folks by asking about their exploits. They information, trivial and pertinent.
don’t have time for your childish curiosity.”
Embarrassed, the young man shyly tells you
to follow him, and he leads you into the
Mage Tower gardens. Zaberos announced the groups arrival via a sending
A stone pathway winds around the five stone so that Master Ladron would be ready. Torsha
towers, with beds of flowers and topiary knows it is urgent that the unfettered access to
decorating the open spaces. Benches and the city be sealed quickly and has not slept since
small fountains make for a very tranquil receiving Grenefeld’s journal. She has learned
space among the looming towers.
several important things from her research:
He continues to the center tower,
where one large room encompasses the • Grenefeld is having a very difficult time
entire diameter of the first floor. Your guide altering the portals inside of Abarat’s Folly. The
continues up the stairs there, stopping to wild magic that caused its creator to disappear
knock on a heavy oak door. A grunt from was uncontrollable from the start. The magical
the other side indicates that he may enter.
The boy holds the door for you to enter and surge during the Spellplague further changed
closes it behind you. Every available surface them from their original design.
in this room is covered in books or papers. • Grenefeld has spent countless hours
There is not even a place for your group to
deciphering Abarat’s original notes and dealing
sit. (continued)
with the alterations made through Faerûn’s
history.

16 H I L L 1 - 3 / R E S U RG E N C E : C H A P T E R 2
• The former Chamberlain has been primarily Master Ladron tells the characters that she plans
focused on creating portal keys that allow one to send a Guild mage to render the portals useless.
to use the portals. None of Abarat’s keys were She asks if the characters would be willing to
found in the tower’s ruins. accompany the mage, as the portals are active, and
• In the short time she has had possession of any tampering may alert those that desire to keep
the journal, Master Ladron, without access to the portals open. If alerted, they may come through
Abarat’s notes, has been able to devise a method the portals to intervene. If the characters do so,
to negate Greenfield’s link between the keys and she offers to make each character a potion of their
the portals. choice (uncommon).
• The concerning part about the keys is that each If the characters agree to accompany the mage,
affects the user in some way once it interacts she informs them that the Guild mage has already
with the wild magic of the portal. Grenefeld has traveled to the House of Happiness to get started.
been unable to stop this (sometimes harmful) She has sent word to the First Lord that a portal is
effect. Unfortunately, Master Ladron has been in the Red Plume barracks. He has taken on the task
unable to find a fix. of securing the area until you arrive. However, she
acquiesces to wherever the characters wish to start.
• Torsha has also ascertained the locations of the
portals that Grenefeld has successfully activated. If the group wishes to first head to the House
There is a portal that opens into the House of of Happiness, continue on to Chapter 3: Dancing
Happiness and the second is located somewhere for Joy. If the characters would like to immediately
inside of the Red Plume barracks. go to the Red Plume garrison, go to Chapter 4: The
Spy Revealed.

17 H I L L 1 - 3 / R E S U RG E N C E : C H A P T E R 2
Chapter 3.
Dancing for Joy
The characters arrive at the House of Happiness The House of Happiness is being destroyed by a
looking for a portal that leads into the festhall from drow elite warrior and an ettin. They both came
Abarat’s Folly in the Cormanthor Forest. out of the wall (a portal from Abarat’s Tower)
when the Guild mage attempted the ritual Master
From the outside, the House of Happiness Ladron instructed him to perform. There are five
looks like any tavern in the city. The sounds commoners still in the temple. The dancers are
of revelers enjoying the entertainment that already unconscious on the stage, on which the ettin
the clergy of Lliira bring rings forth from the
building. The only evidence of this being a
now stands.
temple is the sign above the door that shows
a triangle made of six-pointed stars, Lliira’s Adjusting the Encounter
holy symbol.
Suddenly screams erupt from within Here are some suggestions for adjusting this
rather than laughter. Patrons flee through encounter. These are not cumulative.
the front door. One notices you and shouts, • Very Weak Party: Remove one ettin
“Monsters came right out of the wall!”
and one drow elite warrior and add two
hobgoblin captains
The characters enter into a chaotic scene. Change • Weak Party: Remove the ettin and add
the description to match the monsters based on one hobgoblin captain
encounter difficulty.
• Strong Party: Remove the drow elite
warrior and add two hobgoblin captains
Inside the building, people flee from a giant-
like creature and a dark-skinned elf. Tables • Very Strong Party: Remove the ettin
and chairs are overturned as the giant and the drow elite warrior and add one
knocks tries to get at the fleeing patrons. A fomorian and one drow.
mage lies unconscious on the floor near the
door.
Tactics
General Features The drow tries to command the ettin as much as
possible to fulfill his mission: disrupt any attempt
Ceilings. The ceilings in this room are 10 feet high. to tamper with the portal. He knew it was a suicide
Lighting. The room is lit by the candles of three mission before he came through. The corrupted wild
large crystal chandeliers, supplying dim light. magic has given him renewed confidence that he
Smells. The room is an unusually pleasant mix of and the ettin can succeed. He fights to the death.
perfume and stale ale. The ettin is determined to destroy anything in
Sounds. The sounds of the raging ettin and crying its path. It attacks the commoners as if their cries
from the patrons that remain fill the room. and pleas for help are actually causing it harm. It
Portal. The wall next to the entry door contains an fights to the death.
active portal. A black void is surrounded by a purple
energy. See Development for an explanation of the
portal’s part in this scene.

18 H I L L 1 - 3 / R E S U RG E N C E : C H A P T E R 3
Map: House of Happiness

19 H I L L 1 - 3 / R E S U RG E N C E : C H A P T E R 3
Developments There are six more drow waiting on the other
On initiative 0 of the first round, the portal side of the portal in Abarat’s Folly. They were given
disappears. No additional enemies are able to come orders to raise the alarm and go through the portal
through. if it activates. The alarm brings two more drow
through every three rounds. If the Guild mage is
The ettin’s sense of hearing has increased
able to finish his ritual, the portal no longer allows
because of its travel through the portal. Because
passage. The keys they possess no longer work.
of this, the slightest sound causes it pain. Every
round a commoner is still in the room, the ettin Treasure
breaks engagement with a combatant to attack The drow elite warrior has a belt pouch with 50 gp
a commoner instead. If the characters make a and wears an onyx and gold spider cloak pin worth
loud noise, the ettin attacks them instead, with 100 gp.
disadvantage. If a spell caster casts thunderwave or
any other loud spell, the ettin has disadvantage on Experience Points
the saving throw and takes double the damage if it The characters receive 100 xp each if the guild mage
fails, and full damage if it saves. Similarly, if deafen is is able to complete the ritual. They also receive 50
cast on the ettin, it doesn’t go after the commoners xp each for every commoner that was saved from
at all. the ettin.
If the characters are able to stabilize and heal
the Guild mage, he continues to work on the portal.
This causes the portal to once again become active.
The Guild mage needs to continue his ritual for four
rounds.

20 H I L L 1 - 3 / R E S U RG E N C E : C H A P T E R 3
Chapter 4.
The Spy Revealed
The characters head to the Red Plume garrison in that it doesn’t matter who the attack is from,
Hillsfar Castle with evidence that Commandant they are only doing their duty. He asks that the
Jandra Gragdowel might be the spy giving military adventurers don’t kill anyone, including Jandra
secrets to Malkyn Grenefeld. Gragdowel. “Besides, we need them if there is an
army on the way, right?”
The Red Plume garrison at Hillsfar Castle
has been surrounded by a contingent
of the First Lord’s Guard. First Lord Yestral Yestral is able to give the characters a map of the
himself commands them, putting himself at garrison showing where everything is. He doesn’t
considerable risk by doing so. Elanil Elassidil is think the layout has been changed much from when
there as well, pleading with Yestral. Elanil sees he commanded it. He also insists that the Guild
your arrival and greets you: “Aren’t you a mage not go in until they have secured the area.
sight for sore eyes? Yestral is planning to lead
a charge into the garrison. He was worried The iron-banded double doors to the garrison
by what might happen if we waited for you. are barred from the inside. The city guard can
With you here, he will hand the reigns to you, provide a battering ram for the group to use to
I’m sure.”
break down the door. A successful DC 10 Strength
Yestral is speaking to a group of soldiers, check is required to break down the doors.
pointing to the garrison, and then to some of
the men. Elanil walks to them and bids you General Features
to follow. She says to Yestral, “They are here
now, so you can let them take point on this.” Ceilings. The ceilings in all the areas are 10 feet
Yestral looks up, and with a somewhat high.
disappointed look addresses you. “Ah, Lighting. The rooms are brightly lit with torch light,
wonderful, let me catch you up on what is except when indicated in the description of the
going on here.”
room.
Sounds. The buildings are unusually quiet. If
Yestral explains the situation to the group: the characters ask, a successful DC 20 Wisdom
• Yestral conducted his own investigation and (Perception) check is required to hear anything
learned that Jandra Gragdowel has been acting from the other parts of the complex.
strangely since Abarat’s Tower was discovered.
• Yestral didn’t want to wait to confront
Gragdowel, as she might try to escape. He sent a
contingent of City Guards to bring Jandra back.
They found that the garrison was on lockdown
and that they were not letting anyone inside—
especially those representing the usurper of the
title of First Lord.
• That is when Yestral decided that there was
no time to waste in breaking down the door and
taking back control of the garrison.
• The soldiers inside have vowed to protect the
garrison from attack. It is engrained in them

21 H I L L 1 - 3 / R E S U RG E N C E : C H A P T E R 4
Map: Red Plume Garrison at Hillsfar Castle

22 H I L L 1 - 3 / R E S U RG E N C E : C H A P T E R 4
A. Administration to the Commandant, and threaten to tell the First
Lord that Jandra Gragdowel was the leader of a
growing resistance movement in the city if she did
not provide Grenefeld with key defense secrets of
This large one roomed building has a
sign hanging above the door that reads,
thecity.
“Administration”. If the characters investigate the cries for help,
The inside is sparsly decorated. The the door is locked. If they look through the barred
stone walls have no paintings or wall opening, read the following:
coverings. The floor is wooden and there are
spaces between some of the more worn
boards. Some of the boards are newer than Beyond the door, is a small room with a pile
others. of straw along one wall. A face suddenly
appears just on the other side of the opening
Three simple desks, with three chairs inside the room. “Hey! Get me outta here
around them, are the only furniture in the will ‘ya?’
room.The desks all have an ink pot and quill
on the desk. On one desk there is also a
book. A larger desk has a candle, a hunk of The man in the cell is Foster Grimes. He is has
wax, and a seal on it along with the writing recently come to town and was caught pick-
instruments.
pocketing in the market. He was not, exhonerated
There are three banded wooden doors
along one wall of the building. Each door
for his crime, because he is not yet part of the
has a small barred opening in it. You can Rogue’s Guild in Hillsfar.
hear cries of help coming from behind one of The keys are on the Warden’s belt. The Warden
the doors. is currently not in the garrison. He was meeting
with Isthana Ro when the garrison went on
This building serves as the garrison’s administration lockdown.
building. The Commandant, Warden,and senior A successful DC 25 Dexterity check is necessary
officers work here when not in the field. The to open the lock on the door. If the characters do
Commandant’s desk is the biggest in the room. manage to open the lock, Foster tries to escape past
The Warden and senior officers’ desk drawers them. He is easliy kept from getting out, no check
are not locked. In the officer’s desk the group will needed. If the characters let him go, Foster is able to
find scrolls that have orders from the Commandant get away from the forces outside of the garrison.
and the First Lord. There is nothing incriminatingin
the orders. XP
The Warden has a book on his desk that records If the group finds the letters from Grenefeld to
the prisoners, charges, and sentence for anyone in Jandra Gragdowel, they each receive 100 xp.
the jail. The beginning of the book is quite full of
names. Most of the sentences in that part of the
book are “Death in Colosseum.” Recently dated B. Storage
pages are not as full, and most sentences are only
for days in prison. The last entry in the book, dated The small storage building contains mostly
today, is Foster Grimes. His criime was pick- maintanence supplies for the garrison.
pocketing. There is no sentence written next to his
name.
The Commandant’s desk drawers are locked. A
successful DC 10 Dexterity (Thieves’ Tools) checkor
a DC 10 Strength check is required to open or break
the lock. Inside the drawer are correspondences
from Malkyn Grenefeld. The correspondences are

23 H I L L 1 - 3 / R E S U RG E N C E : C H A P T E R 4
C. Barracks Treasure
Among all of the chests, the characters find 50 gp
This large building houses the members of the Red and a pair of ivory dice worth 75 gp.
Plumes that are not on duty.
1. Mess Hall 3b. Commandant’s Quarters
The large room contains many large tables and
benches. There is no one in the room, however, This is a luxurious bedroom. The bed has a silk
canopy, curtains, and sheets. A thick rug lies
there are many plates still full of food. in the middle of the floor. An oak wardrobe
contains many beautiful gowns. There is a
2. Kitchen fireplace that is lit in the room.
There is a hearth, a butcher’s block, and a table in A door in the room leads to an office
this small room. There is a door that looks to lead with a table and comfortable chair.
into one of the back towers. There are no drawers in this desk. There is
parchment, ink, a quill, wax, a seal and a
The door is locked. A successful DC 15 Strength candle on top of the desk. There is a small
(Athletics) or Dexterity (Thieves’ Tools) check bookshelf with some books on it.
breaks or opens the lock.
The Commandant uses this area as her personal
The round room is a food storage area. As office. She writes letters to family from here. One of
the door opens, you hear crying inside the
dark room. Hiding behind crates are a
the books on the shelf is a first-edition signed copy
man and a woman holding tightly to each of a famous work. Another book is hollow. A DC 15
other. “P-p-please don’t hurt us! We are just Wisdom (Perception) check finds it among the other
servants,” the man says. books.
Treasure
The two do not know where everyone went. Two
The First edition book is worth 300gp. Inside the
Red Plume soldiers locked them in here when the
hollow book are 20 pp.
alarm was raised.
There are no other exits from this room. The
characters can escort the two from the garrison and D. Courtyard
return without any consequences.
XP The doors fly open as the battering ram
If the characters escort the two servants out of the breaks the bar that kept them closed.
garrison, they each receive 100 xp. Inside, soldiers wait for the attackers to
pour in. There are four soldiers and two large
3a. Barracks dogs that ready to attack when you enter
the courtyard.

This large room houses many bunk beds.


There are approximately ten bunks, each Three veterans and three mastiffs wait to keep
with a chest at each end. the intruders out. The combatants fight until
incapacitated.
The chests contain off duty clothing, cleaning
supplies for weapons, and tools for repairing
weapons and armor. None of the chests are locked.

24 H I L L 1 - 3 / R E S U RG E N C E : C H A P T E R 4
Ther opening in the tower on this floor leads
Adjusting the Encounter to the top of the crenalated wall that surrounds the
Here are some suggestions for adjusting this garrison. The wall along the southern side of the
encounter. These are not cumulative. garrison leads to Tower H.
• Very Weak Party: Remove one veteran
and two mastiffs Adjusting the Encounter
• Weak Party: Remove one veteran and Here are some suggestions for adjusting this
three mastiffs, and add one dire wolf encounter. These are not cumulative.
• Strong Party: Remove three mastiffs, • Very Weak Party: Remove five guards
and add one dire wolf
• Weak Party: Remove five guards, and
• Very Strong Party: Remove three add one veteran
mastiffs, and add one veteran and two
• Strong Party: Remove two guards, and
dire wolves
add one veteran
• Very Strong Party: Remove five guards,
Treasure and add two veterans
The soldiers have a total of 50 gp on them.

Treasure
E and G. Towers The soldiers have a total of 50 gp among them.

These two towers each have three floors that


are identical. The first floor simply has a staircase
F. Tower
that winds around the inside and goes up.
The room on the second floor is full of weapon The first floor of this tower differs from the others
racks. Longswords, short swords, and heavy in that it also has stairs going down. The stairs lead
crossbows are on the racks. There are six arrow to Area I. This tower also doesn’t have any soldiers
slits in the walls of this room as well. Barrels of on the top floors.
crossbow bolts are next to each slit.
The third floors of these towers also have
arrow slits with barrels of crossbow bolts next to
H. Tower
them.
This tower differs from the others in that the first
As you emerge onto the second floor of this floor is a storage room in the barracks (see Area
tower, there are seven soldiers at the ready, C2). The other floors of this tower are the same as
swords drawn and ready to defend their the others. There are no soldiers in this tower.
garrison.
There is an opening in this room that
leads outside to the top of the wall that
surrounds the garrison. The wall leads to
I. Dungeon
another tower. Inside the room are several
arrow slits with barrels of crossbow bolts next This is where prisoners are kept to serve out their
to them.
sentences. Malkyn Grenefeld has successfully
connected a portal to the others waiting in Abarat’s
The two veterans and five guards fight till Folly. When the characters arrive, Malkyn is leaving
incapacitated. The soldiers were keeping watch and through a secret door in the room that leads to the
they saw the characters come into the barracks. sewers.

25 H I L L 1 - 3 / R E S U RG E N C E : C H A P T E R 4
Map: The Dungeon

26 H I L L 1 - 3 / R E S U RG E N C E : C H A P T E R 4
or using a spell to neutralize the poison can keep
This large room is damp, smells of waste,
and is lined with prison cells. A bright purple Jandra from dying. The other combatants fight until
light illuminates the otherwise dimly lit room. Jandra is dead. At that time, they surrender.
Along with a Red Plume soldier and a
drow is a middle aged woman with raven Treasure
hair dressed in chainmail armor. Jandra Malkyn left spell components worth 500 gp at the
greets you, “Hello heroes of Hillsfar! It seems
foot of the portal. A character can choose which
that we are on different sides of this little
disagreement. First Lord Yestral will not take components they would like them to be, up to the
me alive!” value given.
The purple glow comes from an active
portal on the wall of the dungeon. A female
XP
mage stands near the portal, opening a The characters receive 100 xp each if they manage
secret door on the wall. “You may know the to keep Jandra from dying.
onslaught is coming, but you have no idea
the strength of the storm coming toward
Hillsfar.” She steps through the door and the
warriors move to protect her escape. Conclusion
First Lord Yestral is very grateful to the characters
There is no negotiating with the group. A human
for their help in closing the portals.
veteran, a drow elite warrior, and Jandra
Gragdowel protect Malkyn Greenfield’s escape with
After you have secured the garrison, the
their lives. Guild mage is taken to the portal to perform
the ritual to disable it. First Lord Yestral thanks
you for again saving Hillsfar from itself. [If the
Adjusting the Encounter characters saved Jandra’s life, he says, “The
Here are some suggestions for adjusting this information we get from Jandra will help us
encounter. These are not cumulative. greatly in defending the city against what
Grenefeld has planned for us.”]
• Very Weak Party: Remove one drow
elite warrior, and add two drow
• Weak Party: Remove the veteran, and First Lord Vuhm Yestral pays the characters the
add one drow remainer of the fee he owes them.
• Strong Party: Add one veteran The characters also receive the Savior of
• Very Strong Party: Add two veterans Hillsfar story award, and 5 Hillsfar Government
Influence Points.

Tactics
The veteran and drow elite warrior move to engage
the characters, trying to target spell casters.
Jandra stays back waiting to engage a
character who attempts to give chase after Malkyn.
Otherwise, she engages the strongest-looking
character.
Development
If Jandra Gragdowel has 20 or less hit points left
on her turn, she uses her action to ingest a vial of
poison. Only characters administering an antitoxin

27 H I L L 1 - 3 / R E S U RG E N C E : C H A P T E R 4
Rewards Treasure
The characters receive the following treasure, divided
Make sure the players note their rewards on their up amongst the party. Characters should attempt
adventure logsheets. Give your name and DCI to divide treasure evenly whenever possible. Gold
number (if applicable) so players can record who piece values listed for sellable gear are calculated at
ran the session. their selling price, not their purchase price.
Consumable magic items should be divided
Experience up however the group sees fit. If more than one
Total up all combat experience earned for the character is interested in a specific consumable
defeated foes and divide by the number of magic item, the DM can determine who gets it
characters present in the combat. For non-combat randomly should the group be unable to decide.
experience, the rewards are listed per character. Permanent magic items are divided according to
Give all characters in the party non-combat a system. See the sidebar if the adventure awards
experience awards unless otherwise noted. permanent magic items.

Combat Awards Treasure Awards


Name of Foe XP per Foe Item Name/Location GP value
Dire Wolf 200 First Lord’s reward (C1) 1000
Drow 50 House of Happiness (C3) 150
Drow Elite Warrior 1800 Commandant’s Quarters (C4) 500
Ettin 1100 Courtyard (C4) 50
Fomorian 3900 Tower E(C4) 50
Guard 25 Tower G (C4) 50
Hobgoblin Captain 700 Dungeon (C4) 500
Jandra Gragdowel 700
Mastiff 25
Veteran 700 Permanent Magic Item Distribution
D&D Adventurers League has a system in place to
determine who is awarded permanent magic items
Non-Combat Awards at the end of a session. Each character’s logsheet
contains a column to record permanent magic items
Task or Accomplishment XP per Char.
for ease of reference.
Guild mage completes ritual (C3) 100 • If all the players at the table agree on one
Find Grenefeld’s letters to Jandra (C4, A) 100 character taking possession of a permanent
Escort Servants Out of Garrison (C4, C2) 100 magic item, that character gets the item.
Keep Jandra from Dying (Chapter 4) 100 • In the event that one or more characters
indicate an interest in possessing a
The minimum total award for each character permanent magic item, the character that
participating in this adventure is 4,500 experience possesses the fewest permanent magic items
points. gets the item. If there is a tie in the total
number of permanent magic items owned
The maximum total award for each character by contesting characters, the item’s owner is
participating in this adventure is 6,000 experience determined randomly by the DM.
points.

28 H I L L 1 - 3 / R E S U RG E N C E : C H A P T E R 4
Audience Stones (Sending Stones) Renown
Wondrous item, uncommon Each character receives one point of renown.
These smooth stones made of marble have the crest
of Hillsfar carved into them. As well as the properties Downtime
described in the Dungeon Master’s Guide (pg. 199), these Each character receives 10 downtime days at the
stones also have the ability to directly contact the First conclusion of this adventure.
Lord of Hillsfar. You have been assured that he always
keeps the stone close at hand. Contacting the First Lord Story Awards
expends the single use the stones gain every dawn. Characters have the opportunity to earn the
following story awards during this adventure.
Potion of Greater Healing Savior of Hillsfar. Your actions in finding the
Potion, uncommon portals created by Malkyn Grenefeld have given
A description of this item can be found in the Dungeon the army of Hillsfar a chance against the incoming
Master’s Guide. Dark Fey. The citizens of Hillsfar recognize you
when you are in a public tavern or inn. The first
round of drinks and food are paid for by grateful
Potion of Growth patrons. Your first night of stay at any inn is on the
Potion, uncommon house as well.
A description of this item can be found in the Dungeon Special Brew. Master Landon has promised to
Master’s Guide. brew one potion of your choice (common or
uncommon) to thank you for ensuring the safety of
her Guild Mage.

DM Rewards
For running this adventure, you receive 1500 XP,
750 gp, and 10 downtime days.

29 H I L L 1 - 3 / R E S U RG E N C E : C H A P T E R 4
Appendix: Monster Statistics Drow Elite Warrior
Medium humanoid (elf), neutral evil
Armor Class 18 (studded leather, shield)
Commoner
Hit Points 71 (11d8+22)
Medium humanoid (any race), any alignment Speed 30 ft.
Armor Class 10 STR DEX CON INT WIS CHA
Hit Points 4 (1d8) 13 (+1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 12 (+1)
Speed 30 ft.
Saving Throws Dex +7, Con +5, Wis +4
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) Skills Perception +4, Stealth +10
Senses darkvision 120 ft., passive Perception 14
Senses passive Perception 10 Languages Elvish, Undercommon
Languages any one language (usually Common) Challenge 5 (1,800 XP)
Challenge 0 (10 XP) Fey Ancestry. The drow has advantage on saving
Actions throws against being charmed and magic can’t put
the drow to sleep.
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one Innate Spellcasting. The drow’s spellcasting ability
target. Hit: 2 (1d4) bludgeoning damage. is Charisma (spell save DC 12). It can innately
cast the following spells, requiring no material
components:
Ettin
At will: dancing lights
Large giant, chaotic evil
1/day each: darkness, faerie fire, levitate (self only)
Armor Class 12 (natural armor) Sunlight Sensitivity. While in sunlight, the drow
Hit Points 85 (10d10+30) has disadvantage on attack rolls, as well as on
Speed 40 ft. Wisdom (Perception) checks that rely on sight.
STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 17 (+3) 6 (-2) 10 (+0) 8 (-1) Actions
Multiattack. The drow makes two shortsword
Skills Perception +4
attacks.
Senses darkvision 60 ft., passive Perception 14
Shortsword. Melee Weapon Attack: +7 to hit, reach
Languages Giant, Orc
5 ft., one target. Hit: 7 (1d6+4) piercing damage
Challenge 4 (1,100 XP)
plus 10 (3d6) poison damage.
Two Heads. The ettin has advantage on Wisdom
(Perception) checks and on saving throws against Hand Crossbow. Ranged Weapon Attack: +7 to hit,
being blinded, charmed, deafened, frightened, range 30/120 ft., one target. Hit: 7 (1d6+4) piercing
stunned, and knocked unconscious. damage and the target must succeed on a DC 13
Constitution saving throw or be poisoned for 1 hour.
Wakeful. When one of the ettin’s heads is asleep, its
If the saving throw fails by 5 or more, the target is
other head is awake.
also unconscious while poisoned in this way. The
Actions target wakes up if it takes damage or if another
Multiattack. The ettin makes two attacks: one with creature takes an action to shake it awake.
its battleaxe and one with its morningstar. (continued)
Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 Reactions
ft., one target. Hit: 14 (2d8+5) slashing damage.
Parry. The drow adds 3 to its AC against one melee
(continued) attack that would hit it. To do so, the drow must see
Morningstar. Melee Weapon Attack: +7 to hit, reach the attacker and be wielding a melee weapon.
5 ft., one target. Hit: 14 (2d8+5) piercing damage.

30 H I L L 1 - 3 / R E S U RG E N C E : A P P E N D I X
Drow Fomorian
Medium humanoid (elf), neutral evil Huge giant, chaotic evil
Armor Class 15 (chain shirt) Armor Class 14 (natural armor)
Hit Points 13 (3d8) Hit Points 149 (13d12+65)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1) 23 (+6) 10 (+0) 20 (+5) 9 (-1) 14 (+2) 6 (-2)

Skills Perception +2, Stealth +4 Skills Perception +8, Stealth +3


Senses darkvision 120 ft., passive Perception 12 Senses darkvision 120 ft., passive Perception 18
Languages Elvish, Undercommon Languages Giant, Undercommon
Challenge 1/4 (50 XP) Challenge 8 (3,900 XP)
Fey Ancestry. The drow has advantage on saving Actions
throws against being charmed and magic can’t put
the drow to sleep. Multiattack. The fomorian attacks twice with its
Innate Spellcasting. The drow’s spellcasting ability greatclub or makes one greatclub attack and uses
is Charisma (spell save DC 11). It can innately Evil Eye once.
cast the following spells, requiring no material Greatclub. Melee Weapon Attack: +9 to hit, reach 15
components: ft., one target. Hit: 19 (3d8+6) bludgeoning damage.
At will: dancing lights Evil Eye. The fomorian magically forces a creature
1/day each: darkness, faerie fire it can see within 60 feet of it to make a DC 14
Charisma saving throw. The creature takes 27
Sunlight Sensitivity. While in sunlight, the drow
(6d8) psychic damage on a failed save, or half as
has disadvantage on attack rolls, as well as on
much on a successful one.
Wisdom (Perception) checks that rely on sight.
Actions
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 and the target must succeed on a DC 13
Constitution saving throw or be poisoned for 1 hour.
If the saving throw fails by 5 or more, the target is
also unconscious while poisoned in this way. The
target wakes up if it takes damage or if another
creature takes an action to shake it awake.

31 H I L L 1 - 3 / R E S U RG E N C E : A P P E N D I X
Hobgoblin Captain Veteran
Medium humanoid (goblinoid), lawful evil Medium humanoid (any race), any alignment
Armor Class 17 (half plate) Armor Class 17 (splint)
Hit Points 39 (6d8 + 12) Hit Points 58 (9d8 + 18)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1)
Skills Athletics +5, Perception +2
Senses darkvision 60 ft., passive Perception 10
Senses passive Perception 12
Languages Common, Goblin
Languages any one language (usually Common)
Challenge 3 (700 XP) Challenge 3 (700 XP)
Martial Advantage. Once per turn, the hobgoblin
can deal an extra 10 (3d6) damage to a creature Actions
it hits with a weapon attack if that creature is Multiattack. The veteran makes two longsword
within 5 feet of an ally of the hobgoblin that isn’t attacks. If it has a shortsword drawn, it can also
incapacitated. make a shortsword attack.
(continued) Longsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit:7 (1d8 + 3) slashing damage, or 8
(1d10 + 3) slashing damage if used with two hands.
Actions Shortsword. Melee Weapon Attack: +5 to hit, reach
Multiattack. The hobgoblin makes two greatsword 5 ft., one target. Hit:6 (1d6 + 3) piercing damage.
attacks. Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
Greatsword. Melee Weapon Attack: +4 to hit, reach range100/400 ft., one target. Hit: 5 (1d10) piercing
5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit,
Mastiff
reach 5 ft. or range 30/120 ft., one target. Hit:5 (1d6
+ 2) piercing damage. Medium beast, unaligned
Leadership (Recharges after a Short or Long Armor Class 12
Rest). For 1 minute, the hobgoblin can utter a Hit Points 5 (1d8 + 1)
special command or warning whenever a non- Speed 40 ft.
hostile creature that it can see within 30 feet of it STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)
makes an attack roll or saving throw. The creature
can add a d4 to its roll provided it can hear and Skills Perception +3
understand the hobgoblin. A creature can benefit Senses passive Perception 13
from only one Leadership die at a time. This effect Languages
ends if the hobgoblin is incapacitated.
Challenge 1/8 (25 XP)
Keen Hearing and Smell. The mastiff has
advantage on Wisdom (Perception) checks that rely
hearing or smell.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
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.

32 H I L L 1 - 3 / R E S U RG E N C E : A P P E N D I X
Dire Wolf Jandra Gragdowel
Large beast, unaligned Medium humanoid (human), chaotic neutral
Armor Class 14 (natural armor) Armor Class 17 (splint)
Hit Points 37 (5d10+ 10) Hit Points 65 (10d8 +20)
Speed 50 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+1) 15 (+2) 3 (-4) 12 (+1) 7 (-2) 18 (+3) 15 (+2) 14 (+2) 14 (+2) 11 (+0) 14 (+2)

Skills Perception +3, Stealth +4 Saving Throws Str +6, Dex +4, Wis +2
Senses passive Perception 13 Skills Athletics+6, Deception +4
Languages - Senses passive Perception 12
Challenge 1 (200 XP) Languages Common, Elven
Keen Hearing and Smell. The dire wolf has Challenge 5 (1800 XP)
advantage on Wisdom (Perception) checks that rely
on hearing or smell. Actions
Pack Tactics. The dire wolf has advantage on an Multiattack. Jandra makes two melee attacks with
attack roll against a creature if at least one of the her longsword.
dire wolf’s allies is within 5 feet of the creature and Longsword. Melee Weapon Attack: +6 to hit, reach
the ally isn’t incapacitated. 5 ft., one target. Hit:8 (1d8 + 4) slashing damage, or
9 (1d10+4) slashing damage if used with two hands.
Actions
Dagger. Melee or Ranged Weapon Attack: +6 to
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5
one target. Hit: 10 (2d6 + 3) piercing damage. If (1d4 + 4) slashing damage, or 9 (1d10+4) slashing
the target is a creature, it must succeed on a DC 13 damage if used with two hands.
Strength saving throw or be knocked prone.
Reactions
Parry. Jandra adds 2 to her AC against one melee
Guard attack that would hit it. To do so, the captain must
Medium humanoid (any race), any alignment see the attacker and be weilding a weapon.
Armor Class 16 (chain shirt, shield)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

Skills Perception +2
Senses passive Perception 12
Languages any one languages (usually Common)
Challenge 1/8 (25 XP)
Actions
Spear. Melee Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing
damage.

33 H I L L 1 - 3 / R E S U RG E N C E : A P P E N D I X
Onslaught
Malkyn Grenefeld and her dark fey allies have vowed to destroy Hillsfar, and the attack is
imminent. The forces of evil have established traitors inside the city, have stolen secret defense
plans, and have some secret allies preparing to join the assault. The forces of good have only
brave adventurers willing to die for their cause. A D&D Adventurers League adventure set in
Hillsfar.

A 4-hour adaptable adventure for 5th-10th level characters

Baldman Games
Adventure Designer
Adventure Code: HILL 1-S

Producer: Baldman Games


Hillsfar Administrator: Cindy Moore
Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan
Patrick

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.

©2016 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.

Not for resale. Permission granted to print or photocopy this document for personal use only . HILL 1-S Onslaught 1
Introduction Preparing the Adventure
Before you show up to Dungeon Master this
Welcome to Onslaught, a D&D Adventurers League
adventure for a group of players, you should do the
adventure, the capstone event of the Dark Intentions
following to prepare.
trilgoy.
This adventure is designed for three to seven 5th-  Make sure to have a copy of the most current
10th level characters, and is optimized for five 8th- version of the D&D Basic Rules or the Player’s
level characters. Handbook.
The adventure is set in the Moonsea region of the  Read through the adventure, taking notes of
Forgotten Realms, in and around the city of Hillsfar. anything you’d like to highlight or remind yourself
while running the adventure, such as a way you’d
like to portray an NPC or a tactic you’d like to use
The D&D Adventurers in a combat.
League  Get familiar with the monster statistics in the
This adventure is official for D&D Adventurers Appendix.
League play. The D&D Adventurers League is the  Gather together any resources you’d like to use to
official organized play system for DUNGEONS & aid you in running this adventure--such as
DRAGONS®. Players can create characters and notecards, a DM screen, miniatures, and
participate in any adventure allowed as a part of the battlemaps.
D&D Adventurers League. As they adventure,  If you know the composition of the group
players track their characters’ experience, treasure, beforehand, you can make adjustments as noted
and other rewards, and can take those characters throughout the adventure.
through other adventures that continues their story.
If you’re running this adventure as a part of a store Before Play at the Table
event or at certain conventions, you’ll need a DCI
Ask the players to provide you with relevant
number. This number is your official Wizards of the
character information:
Coast organized play identifier. If you don’t have a
number, you can obtain one at a store event. Check  Character name and level
with your organizer for details.  Character race and class
D&D Adventurers League play is broken up into  Passive Wisdom (Perception)—the most common
storyline seasons. When players create characters, passive ability check
they attach those characters to a storyline season,  Anything notable as specified by the adventure
which determines what rules they’re allowed to use (such as backgrounds, traits, flaws, etc.)
to create and advance their characters. Players can
Players that have characters outside the adventure’s
continue to play their characters after the storyline
level range cannot participate in the adventure
season has finished, possibly participating in a with those characters. Players with ineligible
second or third storyline with those same characters.
characters can make a new 1st-level character or use
A character’s level is the only limitation for
a pregenerated character. Players can play an
adventure play. A player cannot use a character of a adventure they previously played or ran as a
level higher or lower than the level range of a D&D
Dungeon Master, but not with the same character.
Adventurers League adventure.
Ensure that each player has an official adventure
For more information on playing, running games logsheet for his or her character (if not, get one from
as a Dungeon Master, and organizing games for the the organizer). The player fills out the adventure
D&D Adventurers League, please visit the D&D
name, session number, date, and your name and DCI
Adventurers League home at:
number. In addition, the player also fills in the
starting values for experience, gold, downtime,
www.dndadventurersleague.org
renown, and number of permanent magic items. He
or she fill in the other values and write notes at the
conclusion of the session. Each player is responsible
for maintaining an accurate logsheet.
If you have time, you can do a quick scan of a
player’s character sheet to ensure that nothing looks

Not for resale. Permission granted to print or photocopy this document for personal use only . HILL 1-S Onslaught 2
out of order. If you see magic items of very high 5 characters, APL less than Weak
rarities or strange arrays of ability scores, you can 5 characters, APL equivalent Average
ask players to provide documentation for the 5 characters, APL greater than Strong
irregularities. If they cannot, feel free to restrict item 6-7 characters, APL less than Average
use or ask them to use a standard ability score array. 6-7 characters, APL equivalent Strong
Point players to the D&D Adventurers League Player’s 6-7 characters, APL greater than Very Strong
Guide for reference.
If players wish to spend downtime days and it’s
the beginning of an adventure or episode, they can Running the Adventure
declare their activity and spend the days now. As the Dungeon Master of the session, you have the
Alternatively, they can do so at the end of the most important role in facilitating the enjoyment of
adventure or episode. Players should select their the game for the players. You help guide the
characters’ spells and other daily options prior to narrative and bring the words on these pages to life.
the start of the adventure, unless the adventure The outcome of a fun game session often creates
specifies otherwise. Feel free to reread the stories that live well beyond the play at the table.
adventure description to help give players hints Always follow this golden rule when you DM for a
about what they might face. group:
Make decisions and adjudications that enhance
the fun of the adventure when possible.
Adjusting the Adventure To reinforce this golden rule, keep in mind the
Throughout this adventure, you may see sidebars to following:
help make adjustments for smaller/larger groups,
and characters of higher/lower levels than the
optimized group. Most of the time, this is used for  You are empowered to make adjustments to the
combat encounters. adventure and make decisions about how the
You may adjust the adventure beyond the group interacts with the world of this adventure.
guidelines given. For example, if you’re playing with Doing so is especially important and applicable
a group of inexperienced players, you might want to outside of combat, but feel free to adjust the
make the adventure a little easier; for very adventure for groups that are having too easy or
experienced players, you may want to make it a little too hard of a time.
harder. Therefore, five categories of party strength  Don’t make the adventure too easy or too difficult
have been created for you to use as a guide. Feel free for a group. Never being challenged makes for a
to use a different adjustment during the adventure if boring game and being overwhelmed makes for a
the recommended party strength feels off for the frustrating one. Gauge the experience of the
group. players (not the characters) with the game, try to
This adventure is optimized for a party of five feel out (or ask) what they like in a game, and
8th-level characters. To figure out whether you attempt to give each of them the experience
need to adjust the adventure, do the following: they’re after when they play D&D. Give everyone a
chance to shine.
 Add up the total levels of all the characters
 Be mindful of pacing, and keep the game session
 Divide the total by the number of characters
moving along appropriately. Watch for stalling,
 Round fractions of .5 or greater up; round
since play loses momentum when this happens. At
fractions of less than .5 down
the same time, make sure that the players don’t
finish too early; provide them with a full play
You’ve now determined the average party level
experience. Try to be aware of running long or
(APL) for the adventure. To figure out the party
short. Adjust the pacing accordingly
strength for the adventure, consult the following
 Read-aloud text is just a suggestion; feel free to
table:
modify the text as you see fit, especially when
Determining Party Strength dialogue is present.
Party Composition Party Strength  Give the players appropriate hints so they can
3-4 characters, APL less than Very Weak make informed choices about how to proceed.
3-4 characters, APL equivalent Weak Players should be given clues and hints when
3-4 characters, APL greater than Average appropriate so they can tackle puzzles, combat,

Not for resale. Permission granted to print or photocopy this document for personal use only . HILL 1-S Onslaught 3
and interactions without getting frustrated over Spellcasting Services
lack of information. Doing so helps to encourage Spell Cost
immersion in the adventure and gives players Cure wounds (1st level) 10 gp
“little victories” for figuring out good choices from Identify 20 gp
clues. Lesser restoration 40 gp
In short, being the DM isn’t about following the Prayer of healing (2nd level) 40 gp
adventure’s text word-for-word; it’s about Remove curse 90 gp
facilitating a fun, challenging game environment for Speak with dead 90 gp
the players. The Dungeon Master’s Guide™ has more Divination 210 gp
information on the art of running a D&D game. Greater restoration 450 gp
Raise dead 1,250 gp
Downtime and Lifestyle
Acolyte Background
At the beginning of each play session, players must
A character possessing the acolyte background requesting
declare whether or not they are spending any days
spellcasting services at a temple of his or her faith may
of downtime. The player records the downtime request one spell per day from the Spellcasting Services table
spent on the adventure logsheet. The following for free. The only cost paid for the spell is the base price for
options are available to players during downtime the consumed material component, if any.
(see the D&D basic rules or the D&D Adventurers
League Player’s Guide for more information):
 Catching up
Disease, Death, and Recovery
 Crafting (exception: multiple characters cannot Sometimes bad things happen, and characters get
commit to crafting a single item) poisoned, diseased, or are killed. Since you might not
 Practicing a profession have the same characters return from session to
 Recuperating session, here are the rules when bad things happen
 Spellcasting services to characters.
 Training
Disease, Poison, and Other Debilitating
Other downtime options might be available during
adventures or unlocked through play, including
Effects
faction-specific activities. A character still affected by diseases, poisons, and
In addition, whenever a character spends other similar effects at the conclusion of an
downtime days, that character also spends the adventure can spend downtime days recuperating
requisite expense for his or her lifestyle. Costs are until such time as he or she resolves the effect to its
per day, so a character that spends ten days of conclusion (see the recuperating activity in the D&D
downtime also spends ten days of expenses Basic Rules).
maintaining his or her lifestyle. Some downtime If a character doesn’t resolve the effect between
activities help with lifestyle expenses or add lifestyle sessions, that character begins the next session still
expenses. affected by the debilitating effect.

Spellcasting Services Death


A character who is killed during the course of the
Any settlement the size of a town or larger can adventure has a few options at the end of the session
provide some spellcasting services. Characters need (or whenever arriving back in civilization) if no one
to be able to travel to the settlement to obtain these in the adventuring party has immediate access to a
services. raise dead or revivify spell, or similar magic. A
Spell services generally available include healing character subject to a raise dead spell is affected
and recovery spells, as well as information-gathering negatively until all long rests have been completed
spells. Other spell services might be available as during an adventure. Alternatively, each downtime
specified in the adventure. The number of spells day spent after raise dead reduces the penalty to
available to be cast as a service is limited to a attack rolls, saving throws, and ability checks by 1, in
maximum of three per day total, unless otherwise addition to any other benefits the downtime activity
noted. might provide.

Not for resale. Permission granted to print or photocopy this document for personal use only . HILL 1-S Onslaught 4
Create a New 1st-Level Character. If the dead make it their own. Blank spaces have been left for
character is unwilling or unable to exercise any of the convention coordinator—or even the DMs
the other options, the player creates a new character. themselves—to fill in with information, NPCs,
The new character does not have any items or locations, and challenges that will make the event
rewards possessed by the dead character. unique to their convention.
Dead Character Pays for Raise Dead. If the For example, one of the Part 1 missions asks the
character’s body is recoverable (it’s not missing any adventurers to leave the safety of the city walls,
vital organs and is mostly whole) and the player infiltrate an enemy camp, and rescue an important
would like the character to be returned to life, the NPC. The convention coordinator can name that NPC,
party can take the body back to civilization and use detail the monsters guarding the prisoner, and even
the dead character’s funds to pay for a raise dead create a layout for the camp.
spell. A raise dead spell cast in this manner costs the This involves work on the part of the convention,
character 1,250 gp. but it also gives the patrons of that convention a
Character’s Party Pays for Raise Dead. As above, unique experience and a personalized story. And the
except that some or all of the 1,250 gp for the raise convention should be willing to do the work for the
dead spell is paid for by the party at the end of the opportunity to provide such an experience.
session. Other characters are under no obligation to This adventure is divided into three parts:
spend their funds to bring back a dead party Part 1: The Missions. The adventurers are asked
member. to perform specific tasks to ready the city for the
Faction Charity. If the character is of level 1 to 4 attack. Success or failure at these missions affect the
and a member of a faction, the dead character’s body story moving forward and the difficulty of
can be returned to civilization and a patron from the encounters is later parts.
faction ensures that he or she receives a raise dead Part 2: The Attack. The attack begins.
spell. However, any character invoking this charity Adventurers must deal with threats within the city
forfeits all experience and rewards from that session while the Red Plumes defend the walls.
(both those earned prior to and after death during Part 3: The Final Onslaught. The full forces of the
that session) and cannot replay that episode or invading army are brought to bear.
adventure with that character again. Once a
character reaches 5th level, this option is no longer
available. Adventure Hooks
Heroes of Hillsfar. Characters who have
adventured in Hillsfar and the surrounding region
Adventure Background have ties there. They have maintained their
Hillsfar, the City of Trade, is currently covered in presence in or have returned to the area to either
shadow: literally and figuratively. Malkyn Grenefeld, keep a vigilant eye out for danger or to assist with
the chamberlain of the former First Lord, Torin the region’s recovery efforts.
Nomerthal, is mad with grief at his death. She has Faction Directive. The Factions know that there is
vowed to bring the city down in retribution. much work to be done to rebuild the City of Trade.
To that end, she has formed alliances with several They have directed the adventurers to Hillsfar to
forces: predominately, the dark fey of the help First Lord Vuhm Yestral keep the peace.
Cormanthor Forest. These forces of evil have sowed Survival. The adventurers just happen to be in
discord within the city, smuggled monsters and Hillsfar when the shadow falls over the city. As
other minions into the city proper, created portals to heroes with reputations for skill and bravery, they
move troops effectively, and gained the support of are looked upon to again rescue innocents from the
some powerful monsters. ravages of evil.
The adventure begins just hours before the evil
forces attack the city, and groups of heroes are called
upon to help defend Hillsfar. Introduction
When the players are ready, read the following. This
can be read individually by DMs to their tables, or to
Overview all the players simultaneously by one reader. The
Unlike other Adventurers League adventures you adventure assumes that all the characters are in the
may have run, this one is adaptable. The idea behind same room.
the event is that each convention running it can

Not for resale. Permission granted to print or photocopy this document for personal use only . HILL 1-S Onslaught 5
You find yourselves in an audience hall within the tower of choose the missions and debate which ones their
the First Lord, Vuhm Yestral. The broad-shouldered, gray- own parties should undertake. Even allow individual
adventurers to trade tables if they choose.
haired old soldier enters the room, and everyone stands. “Be
At the end of the missions in Part 1, the groups are
seated,” he says in a hoarse voice. It is obvious he has not
expected to turn to Hillsfar Castle for a thorough
slept much in the last ten-day. “I’m sure most of you know debriefing and planning for the next part of the
what we face. An army of dark fey—and other things—waits battle of Hillsfar.
within a short distance of the city. Our security has been
breached in the most grievous way. Some within the city
want to return to the old ways to fear and hatred—“ Part 1. The Missions
The speech is interrupted as a guard drops his spear, Expected Duration: 60 minutes
causing a crash that makes everyone start. “And, it appears
we are also cursed by clumsiness,” Yestral finishes with a These missions are expected to run for 1 hour. Each
mission is described in general below. It is up to the
pained smirk. “But you are here! You are our hopes. The Red
individual DM to create the map, decide on the
Plumes defend the city walls, and they are prepared to a
enemies, and work out the other encounter elements
soldier to die defending the citizens of this great city. But you
based on the information provided. Each table
are our secret weapons.” should play only 1 mission in this part, although
He waves his arm, and a middle-aged man dressed in splint each mission may have multiple steps. There is a
mail steps forward. “This is Bertram Mosslighter. With the drawback for any mission not completed
betrayal of our former Commandant, Mosslighter here is now successfully.
acting Commandant. He will provide you with the details At the end of the missions, each table should relate
about your parts in winning the battlefield this day. Carry on, their successes or failures to the rest of the tables.
and may Tempus himself guide our hand while Tymora Allow the interaction between tables to happen for a
guides your fate.” length of time reasonable for the flow of the
adventure and the time left in the slot.

Roleplaying Bertram Mosslighter A. Retrieve the Kidnapped


Acting Commandant of the Red Plumes Bertram Mosslighter The fey forces have kidnapped Heldred Masonarch
is a no-nonsense, by-the-book, crime-will-be-punished kind and her children. The dwarf architect was consulted
of guy. The fact that he is 6'5" tall and is only seen wearing
on reinforcing the walls of city, and now the fey
his armor, even in a casual setting, helps illicit fear and
forces are attempting to get important information
respect from those around him. He expects nothing but
perfection from the soldiers under him, and he does not
out of her. The adventurers must rescue her before
hesitate to let them know he disagrees with something they she divulges the information.
have done.
Encounter Outline
The following must be overcome for this mission to
Mosslighter dismisses everyone in the room except be successful:
for the adventurers, as well as his closest advisors  Find the place where Masonarch and her two
and lieutenants. Without any pleasantries, he begins children are being held.
listening the six missions that the adventurers must  Fight a battle with a scout party on the way.
undertake outside of the city walls to help with the  Defeat the guards at the enemy prison, and
battle about to begin: rescue the dwarven family.
 The family should be locked in a cage that
A. Retrieve the kidnapped requires avoid traps and picking locks to get
B. Scout the secret enemy the family to safety.
C. Destroy the siege engine  Escape from the area and get back to the city.
D. Elicit help from Elfhome
E. Disrupt the ritual
F. Intercept the plans B. Scout the Secret Enemy
Use the details in Part 1 to give the basic background Information gathered from enemy soldiers revealed
information about the missions. Let the adventurers that there is some secret ally that the fey forces plan
to level against the city. This secret enemy is waiting

Not for resale. Permission granted to print or photocopy this document for personal use only . HILL 1-S Onslaught 6
in a location within the Cormanthor Forest. The to fall. You are asked to seek out the leaders and
party needs to find this location, learn the identity of Elfhome and get their support in the battle. Any
the secret enemy, and bring that information back. troops they can spare, even if it is just to harry the
There is no expectation on the group to try to defeat fey forces from the flank during the battle, would
this enemy at this point. The information is most assist Hillsfar in defending the city.
valuable.
Encounter Outline
Encounter Outline The following must be overcome for this mission to
The following must be overcome for this mission to be successful:
be successful:  Fight a battle with a scout party on the way to
 Find the place where the ally of the fey army is Elfhome.
being hidden. This could involve Nature and  Use whatever persuasive tactics are necessary
Survival checks, or a brief encounter with to get an audience with the leaders of Elfhome
friendly natural creatures. and convince them to assist in the war effort.
 Fight a battle with a scout party on the way.  Do a favor for the leaders of Elfhome to show
 Sneak to get close enough to the encampment. good faith. This could be fighting a battle for
Use Stealth or other checks to avoid detection. them with nearby threats, remove the
 The adventurers find that the secret enemy is corruption from a nearby stream that
massive animated fungal growth with wings. provides water, etc.
 Escape from the area and get back to the city.  Return to the city through enemy lines with
the help secured.

C. Destroy the Siege Engine


E. Disrupt the Ritual
The craft of war requires tools, and machinery like
siege engines and catapults are standard fare. The A days-long ritual has been undertaken by the fey
Red Plumes have learned that the fey forces may forces to summon a host of infernal allies in the
have created a magical siege engine. One group must battle. A group must interrupt the ritual and make
locate and destroy this piece of equipment. sure the demonic allies are not summoned.

Encounter Outline Encounter Outline


The following must be overcome for this mission to The following must be overcome for this mission to
be successful: be successful:
 Find the camp where the siege engine is being  Find the camp where the ritual is being
built. This could involve Nature and Survival conducted. This could involve Nature and
checks, or a brief encounter with friendly Survival checks, or a brief encounter with
natural creatures. friendly natural creatures.
 Fight a battle with a scout party on the way.  Fight a battle with a scout party on the way.
 The siege engine is a large hollow wooden  The ritual is close to completion, so not only
structure that can fly. It is guarded by a couple must the adventurers kill the enemy, they
of different groups of enemies. must then take active steps to undo the ritual.
 Destroying the engine can be done with fire or  Reversing the ritual could involve Arcana and
acid, or by getting inside it and disabling the Religion checks, or other physical checks to
arcane runes that make it fly. destroy the apparatus of summoning.
 Escape from the area and get back to the city.  Some demons could be added as enemies if
 If the adventurers are very good and very the ritual does not get stopped immediately.
lucky, let them take it over and fly it back to  Escape from the area and get back to the city.
the city.

E. Intercept the Plans


D. Elicit Help from Elfhome The fey forces are currently divided into many
The fey forces threaten not just Hillsfar. If the forces camps. Fearing spies and magical observation, plans
of evil prevail, other settlements in the area are sure are being transferred the old-fashioned way: on

Not for resale. Permission granted to print or photocopy this document for personal use only . HILL 1-S Onslaught 7
paper via messenger. An important set of plans is
currently on route to the leadership of the fey forces, These missions are expected to run for 1 hour. Each
and intercepting these plans could be invaluable. mission finds the adventurers rushing to the site of a
place where a portal is opening within the city, and
Encounter Outline enemy forces are entering the city.
The following must be overcome for this mission to Each portal requires 2 groups of adventurers to
be successful: deal with a portal at a given location. Pair up with
 Find the path where the messengers will be another DM to detail the location. Each location pair
travelling. This could involve Nature and should be different, with a map you create on your
Survival checks, or a brief encounter with own, based on what kind of battle you want to run.
friendly natural creatures. Each location should have unique terrain to interact
 Fight a battle with a scout party on the way. with. Here are some suggestions:
 The messengers could be any creatures, from  The top of a rickety building with holes in the
typical enemy humanoids, to strange beasts of roof and stirges in the attic
the forest, to mundane animals that would not  A zoo full of exotic animals and reptiles
draw attention.  An ancient sewer system beneath the city
 Messages found are in code, so Investigation  Training rooms beneath the arena with pits
or History checks could be called to decipher and traps
the message, that leads to the conclusion that  A garden with exotic plants, including some
the real messages are being delivered that move and attack
elsewhere. Use that information to find the  An alchemist’s lab full of equipment and
real messenger. hazardous chemicals
 Escape from the area and get back to the city.  The docks where some of the piers and
scaffolding are being repaired
Treasure  Any other locale you can imagine
Each mission should reward the adventurers with
500 total gp in gems, coins, or other goods. In At least 2 waves of monsters should emerge from
additional, the adventurers should find 5 potions of the portal during this part for each party. The DM
greater healing as treasure along the way. Coordinator might also come around with special
encounters (additional monsters, special effects,
Failure etc.) during the event.
For each mission that is not a total success, impose
one of the following restrictions in the final battle: In addition, the dark fey army has created a terrible
 Advantage on attack rolls in the first 3 rounds monstrosity: a huge flying myconid and a smaller
for the enemies in Part 3. myconid army. These myconids share hit points
 Double the hit points of the first enemies faced (500 for APL 8, 700 for APL 9, 900 for APL 10). The
in Part 3. huge myconid uses the stat block on an adult green
 Add numbers of enemies to make the dragon reskinned to appear as a flying myconid.
encounter more challenging.
 Eliminate any helpful NPCs the adventurers Portals
would have otherwise had. At some point during the combat (close to the end of
 Add something of your own devising that is this part), the portal should weaken, giving the
similar in scope to any of the above. adventurers the chance to close them. The portals
are semi-physical entities, allowing them to be
Rest closed with DC 15 checks with any of the following
Groups should be allowed to take a short rest now, skills: Arcana, Athletics, Religion, Sleight of Hand.
because it is the last one they will be able to take. Allow other skills to work if players can make a good
They are provided with the opportunity to share the argument. At least 3 successes must be made within
results of their missions. 2 rounds. Failure to close the portal does not mean
the mission failed, but see Failure below.
Part 2. The Portals
Expected Duration: 60 minutes

Not for resale. Permission granted to print or photocopy this document for personal use only . HILL 1-S Onslaught 8
Treasure Phase 2
Each mission should reward the adventurers with When phase 2 starts, read:
500 total gp in gems, coins, or other goods from the
monsters. In additional, the adventurers are given 5 The blobs that have been slipping past you and disappearing
potions of healing by a Red Plume soldier surveying finally reappear, but not as the small blobs you had seen
the scene. earlier. A large blob, larger than any building in Hillsfar, rears
up and is visible above the building of the city. It clutches
Failure
innocent city-folk and Red Plume guards in awful
If any pair of tables fails to close their portal, some of
pseudopods, and the victims dissolve in goo before your very
the monsters in the first wave of Part 3 appears out
of thin air, next to the most vulnerable adventurers, eyes. Red Plume guards come to plug the breaches. The
and gain surprise. Acting Commandant shouts at you. “My troops are no match
for that thing! Get over there and deal with it while we still
Transition have a city to save!”
At the end of this part, the adventures hear that the
city wall is under attack: Each table will fight the same blob, doing damage to
their portion of the creature. Use the stats for blob of
Before you have even a moment to catch your breaths, you death at the end of this document.
hear the sound of a great horn: the city walls are under
attack! Several enormous booms echo across the city, and After the creature has taken x points of damage total,
the sound of rocks striking earth and buildings resonates read:
inside your skulls. As dust billows in the distance, you realized
that several parts of the city wall have been breached. You
are going to be needed to plug those holes before too many You relentless barrage of attacks finally phase the monstrous
enemy troops can enter. ooze. It breaks into smaller parts, each set of smaller oozes
roiling off down city streets and into buildings. .

Part 3. The Onslaught


Expected Duration: 90 minutes
This part happens in three phases. In phase 1, the
adventurers must stop enemy troops from entering Phase 3
the city through the breaches in the wall. Phase 2 If a pair of tables fails to close their portal, some of
sees an enormous ooze form within the city, forcing the monsters in the first wave of Part 3 appears out
the adventurers to fall back and deal with it and a of thin air, next to the most vulnerable adventurers,
whole. Phase 3 begins after the destruction of the and gain surprise.
large ooze, where the adventurers must clean up the
mess and drive the invaders back. Transition
At the end of this part, the adventures hear that the
Phase 1 city wall is under attack:
Each table finds that a 30 foot wide breach has been
made in the walls. One team of monsters is just
crossing through the breach when they arrive. In
addition, at the start of every round, three medium- Conclusion
sized oozes come through the wall. The oozes move TBD
at 40 feet and use their actions to Dash in order to
get past the adventurers. They have an AC of 12 and Treasure
a +4 to saves and 15 hp each. They do not attack. TBD
Once they are past the PCs, they can wriggle into
cracks in the street. Let the Special Coordinator
know each round how many escaped from your
table. After a certain number escape, the Special
Coordinator will instruct you to move to phase 2.

Not for resale. Permission granted to print or photocopy this document for personal use only . HILL 1-S Onslaught 9
Rewards Renown
Make sure players note their rewards on their Each character receives one point of renown.
adventure logsheets. Give your name and DCI
number (if applicable) so players can record who Downtime
ran the session.
Each character receives 10 downtime days at the
Experience conclusion of this adventure.

Award experience based on the success of the table: Story Awards


Combat Awards Characters have the opportunity to earn the
Success XP per PC following story award during this adventure.
Total Success 6000
Partial Success 5500 Knight of the Plume
For bravery in the face of overwhelming odds, you
Failure 4500
have been awarded the title of “Knight of the Plume,
Protector of Hillsfar.” This new-found order has
The minimum total award for each character
established by First Lord Vuhm Yestral of Hillsfar,
participating in this adventure is 4500 experience
and you are the first group to have been awarded
points.
this honor. While within the jurisdiction of Hillsfar,
The maximum total award for each character
you can expect to be addressed with the honorific
participating in this adventure is 6000 experience
“Sir” or “Lady” depending on your preference. The
points.
doors of Hillsfar Castle are open to you, and you can
Treasure get lodging and a meal there.
In addition, you have been titled with a small plot
The characters receive the following treasure, of barren land on the outskirts of Hillsfar, outside
divided up amongst the party. Characters should the city walls. The land is currently in bad shape, as
attempt to divide treasure evenly whenever possible. the armies of the dark fey have ravaged it while
Gold piece values listed for sellable gear are approaching Hillsfar. The deed and title to this land
calculated at their selling price, not their purchase can be held for as long as the character is alive, but it
price. cannot be transferred to anyone else. In addition,
Consumable magic items should be divided up because of the current political unrest in Hillsfar, no
however the group sees fit. If more than one development can take place on this land until this
character is interested in a specific consumable character earns another story award which allows
magic item, the DM can determine who gets it for development of the land.
randomly should the group be unable to decide. In return for the title and the land, you are
Permanent magic items are divided according to expected to act in a manner befitting the title,
a system. See the sidebar if the adventure awards especially when you are representing Hillsfar to
permanent magic items. people outside of Hillsfar and the Moonsea region.
Reports of questionable behavior getting back to the
Treasure Awards leaders of Hillsfar could result in having this honor
Item Name/Location GP Value rescinded.
Part 1 Treasure 500
Part 2 Treasure 500
DM Rewards
TBD
Potion of Greater Healing
Potion, uncommon
A description of this item can be found in the
Dungeon Master's Guide.

Not for resale. Permission granted to print or photocopy this document for personal use only . HILL 1-S Onslaught 10
Appendix. NPC/Monster Statistics
Owlbear
Large monstrosity, unaligned
Team 1
Armor Class 13 (natural armor)
Druid (1)
Hit Points 59 (7d10 + 21)
Speed 40 ft.
Owlbear (1)
Shambling Mound (1) STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 17 (+3) 3 (−4) 12 (+1) 7 (−2)
Adjusting the Encounter
Skills Perception +3
Very Weak : Replace (1) Shambling Mound with (4) Vine Senses darkvision 60 ft., passive Perception 13
Blights. Add (1) Owlbear.
Languages —
Weak: Replace (1) Shambling Mound with (4) Vine Blights
and (2) Twig Blights. Add (1) Owlbear. Challenge 3 (700 XP)
Strong: Add (1) Owlbear. Keen Sight and Smell. The owlbear has advantage on
Very Strong: Add (2) Owlbears. Wisdom (Perception) checks that rely on sight or smell.

Actions
Druid
Multiattack. The owlbear makes two attacks: one with
Medium humanoid (any race), any alignment
its beak and one with its claws.
Armor Class 11 (16 with barkskin) Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Hit Points 27 (5d8 + 5) creature. Hit: 10 (1d10 + 5) piercing damage.
Speed 30 ft.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 14 (2d8 + 5) slashing damage.
10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0)
Shambling Mound
Skills Medicine +4, Nature +3, Perception +4
Large plant, unaligned
Senses passive Perception 14
Languages Druidic plus any two languages Armor Class 15 (natural armor)
Challenge 2 (450 XP) Hit Points 136 (16d10 + 48)
Spellcasting. The druid is a 4th-level spellcaster. Its Speed 20 ft., swim 20 ft.
spellcasting ability is Wisdom (spell save DC 12, +4 to
STR DEX CON INT WIS CHA
hit with spell attacks). It has the following druid spells 18 (+4) 8 (−1) 16 (+3) 5 (−3) 10 (+0) 5 (−3)
prepared:
Skills Stealth +2
Cantrips (at will): druidcraft, produce flame, shillelagh Damage Resistances cold, fire
1st level (4 slots): entangle, longstrider, speak with Damage Immunities lightning
animals, thunderwave Condition Immunities blinded, deafened, exhaustion
2nd level (3 slots): animal messenger, barkskin Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 10
Actions Languages —
Challenge 5 (1,800 XP)
Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit
with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) Lightning Absorption. Whenever the shambling mound
bludgeoning damage, or 4 (1d8) bludgeoning damage is subjected to lightning damage, it takes no damage
with shillelagh or if wielded with two hands. and regains a number of hit points equal to the
lightning damage dealt.

Not for resale. Permission granted to print or photocopy this document for personal use only . HILL 1-S Onslaught 11
Actions check, freeing itself or another entangled creature
within reach on a success.
Multiattack. The shambling mound makes two slam
attacks. If both attacks hit a Medium or smaller target,
the target is grappled (escape DC 14), and the Twig Blight
shambling mound uses its Engulf on it. Small plant, neutral evil
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one Armor Class 13 (natural armor)
target. Hit: 13 (2d8 + 4) bludgeoning damage. Hit Points 4 (1d6 + 1)
Engulf. The shambling mound engulfs a Medium or Speed 20 ft.
smaller creature grappled by it. The engulfed target is
STR DEX CON INT WIS CHA
blinded, restrained, and unable to breathe, and it must 6 (−2) 13 (+1) 12 (+1) 4 (−3) 8 (−1) 3 (−4)
succeed on a DC 14 Constitution saving throw at the
start of each of the mound’s turns or take 13 (2d8 + 4) Skills Stealth +3
bludgeoning damage. If the mound moves, the Damage Vulnerabilities fire
engulfed target moves with it. The mound can have Condition Immunities blinded, deafened
only one creature engulfed at a time. Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 9
Vine Blight Languages understands Common but can’t speak
Medium plant, neutral evil Challenge 1/8 (25 XP)
Armor Class 12 (natural armor) False Appearance. While the blight remains motionless,
Hit Points 26 (4d8 + 8) it is indistinguishable from a dead shrub.
Speed 10 ft.
Actions
STR DEX CON INT WIS CHA Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
15 (+2) 8 (−1) 14 (+2) 5 (−3) 10 (+0) 3 (−4) target. Hit: 3 (1d4 + 1) piercing damage.
Skills Stealth +1
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 10
Languages Common
Challenge 1/2 (100 XP)
False Appearance. While the blight remains motionless,
it is indistinguishable from a tangle of vines.

Actions
Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft.,
one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a
Large or smaller target is grappled (escape DC 12). Until
this grapple ends, the target is restrained, and the
blight can’t constrict another target.
Entangling Plants (Recharge 5–6). Grasping roots and
vines sprout in a 15-foot radius centered on the blight,
withering away after 1 minute. For the duration, that
area is difficult terrain for nonplant creatures. In
addition, each creature of the blight’s choice in that
area when the plants appear must succeed on a DC 12
Strength saving throw or become restrained. A
creature can use its action to make a DC 12 Strength

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Team 2 true form. Her statistics are the same in each form. Any
equipment she is wearing or carrying isn't transformed.
She reverts to her true form if she dies.
Night Hag (1)
Etherealness. The hag magically enters the Ethereal
Harpy (1)
Plane from the Material Plane, or vice versa. To do so,
Satyr (3)
the hag must have a heartstone in her possession.
Nightmare Haunting (1/Day). While on the Ethereal
Adjusting the Encounter Plane, the hag magically touches a sleeping humanoid
Very Weak : Replace (1) Night Hag with (2) Green Hags. on the Material Plane. A protection from evil and good
Remove (2) Satyrs. spell cast on the target prevents this contact, as does a
Weak: Replace (1) Night Hag with (2) Green Hags. magic circle. As long as the contact persists, the target
Strong: Add (1) Green Hag.
has dreadful visions. If these visions last for at least 1
Very Strong: Add (1) Night Hag.
hour, the target gains no benefit from its rest, and its
hit point maximum is reduced by 5 (1d10). If this effect
Night Hag reduces the target's hit point maximum to 0, the target
Medium fiend, neutral evil dies, and if the target was evil, its soul is trapped in the
hag's soul bag. The reduction to the target's hit point
Armor Class 17 (natural armor) maximum lasts until removed by the greater
Hit Points 112 (15d8 + 45) restoration spell or similar magic.
Speed 30 ft.
Night Hag Items
STR DEX CON INT WIS CHA A night hag carries two very rare magic items that she must
18 (+4) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3) craft for herself If either object is lost, the night hag will go to
great lengths to retrieve it, as creating a new tool takes time
Skills Deception +7, Insight +6, Perception +6, and effort.
Stealth +6 Heartstone. This lustrous black gem allows a night hag to
Damage Resistances cold, fire; bludgeoning, piercing, become ethereal while it is in her possession. The touch of a
and slashing from non magical weapons that aren’t heartstone also cures any disease. Crafting a heartstone
silvered takes 30 days.
Soul Bag. When an evil humanoid dies as a result of a night
Condition Immunities charmed
hag's Nightmare Haunting, the hag catches the soul in this
Senses darkvision 120ft., passive Perception 16 black sack made of stitched flesh . A soul bag can hold only
Languages Abyssal, Common, Infernal, Primordial one evil soul at a time, and only the night hag who crafted
Challenge 5 (1,800 XP) the bag can catch a soul with it. Crafting a soul bag takes 7
Coven Challenge 7 (2,900 XP) days and a humanoid sacrifice (whose flesh is used to make
Innate Spellcasting. The hag's innate spellcasting the bag).
ability is Charisma (spell save DC 13, +5 to hit with spell
attacks). She can innately cast the following spells,
requiring no material components:
At will: detect magic, magic missile
2/day each: plane shift (self only), ray of enfeeblement,
sleep
Magic Resistance. The hag has advantage on saving
throws against spells and other magical effects.

Actions
Claws (Hag Form Only). Melee Weapon Attack: +6 to
hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing
damage.
Change Shape. The hag magically polymorphs into a
Small or Medium female humanoid, or back into her

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Harpy Skills Perception +2, Performance +6, Stealth +5
Medium monstrosity, chaotic evil Senses passive Perception 12
Languages Common, Elvish, Sylvan
Armor Class 11 Challenge 1/2 (100 XP)
Hit Points 38 (7d8 + 7)
Magic Resistance. The satyr has advantage on saving
Speed 20 ft., fly 40 ft.
throws against spells and other magical effects.
STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 7 (-2) 10 (+0) 13 (+1) Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Senses passive Perception 10 target. Hit: 6 (2d4 + 1) bludgeoning damage.
Languages Common
Shortsword. Melee Weapon Attack: +5 to hit, reach 5
Challenge 1 (200 XP)
ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Actions Shortbow. Ranged Weapon Attack: +5 to hit, range
80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Multiattack. The harpy makes two attacks: one with its
claws and one with its club.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one Green Hag
target. Hit: 6 (2d4 + 1) slashing damage. Medium fey, neutral evil
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4+1) bludgeoning damage. Armor Class 17 (natural armor)
Luring Song. The harpy sings a magical melody. Hit Points 82 (11d8+33)
Every humanoid and giant within 300 feet of the Speed 30 ft.
harpy that can hear the song must succeed on a DC STR DEX CON INT WIS CHA
11 Wisdom saving throw or be charmed until the
18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2)
song ends. The harpy must take a bonus action on its
subsequent turns to continue singing. It can stop
Skills Arcana +3, Deception +4, Perception +4, Stealth
singing at any time. The song ends if the harpy is
+3
incapacitated.
While charmed by the harpy, a target is Senses darkvision 60 ft., passive Perception 14
incapacitated and ignores the songs of other harpies. Languages Common, Draconic, Sylvan
If the charmed target is more than 5 feet away from Challenge 3 (700 XP)
the harpy, the target can take the Dash action on its Amphibious. The hag can breathe air and water.
turn to move toward the harpy by the most direct Innate Spellcasting. The hag’s spellcasting ability is
route. It doesn't avoid opportunity attacks, but Charisma (spell save DC 12). She can innately cast the
before moving into damaging terrain, such as lava or following spells, requiring no material components:
a pit, and whenever it takes damage from a source
other than the harpy, a target can repeat the saving At will: dancing lights, minor illusion, vicious mockery
throw. A creature can also repeat the saving throw at Mimicry. The hag can mimic animal sounds and
the end of each of its turns. If a creature's saving humanoid voices. A creature that hears the sounds can
throw is successful, the effect ends on it. A target tell they are imitations with a successful DC 14 Wisdom
that successfully saves is immune to this harpy's (Insight) check.
song for the next 24 hours.
Actions
Satyr Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Medium fey, chaotic neutral target. Hit: 13 (2d8+4) slashing damage.
Armor Class 14 (leather armor) Illusionary Appearance. The hag covers herself and
Hit Points 31 (7d8) anything she is wearing or carrying with a magical
Speed 40 ft. illusion that makes her look like another creature of
STR DEX CON INT WIS CHA her general size and humanoid shape. The illusion
12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2) ends if the hag takes a bonus action to end it or she
dies.

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The changes wrought by this effect fail to hold up to
physical inspection. For example, the hag could appear
to have smooth skin, but someone touching her would
feel her rough flesh. Otherwise, a creature must take
an action to visually inspect the illusion and succeed on
a DC 20 Intelligence (Investigation) check to discern
that the hag is disguised.
Invisible Passage. The hag magically turns invisible
until she attacks or casts a spell, or until her
concentration ends (as if concentrating on a spell).
While invisible, she leaves no physical evidence of her
passage, so she can be tracked only by magic. Any
equipment she wears or carries is invisible with her.

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Team 3 Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) slashing damage, or 8
(1d10+3) slashing damage when used with two hands.
Drider (1)
Longbow. Ranged Weapon Attack: +6 to hit, range
Giant Spider (4)
120/600 ft., one target. Hit: 7 (1d8 + 3) piercing
damage plus 4(1d8) poison damage.
Adjusting the Encounter
Very Weak : Remove (2) Giant Spiders. Giant Spider
Strong: Add (1) Giant Spider.
Large beast, unaligned
Very Strong: Add (2) Giant Spiders.
Armor Class 14 (natural armor)
Hit Points 26 (4d10+4)
Drider Speed 30 ft., climb 30ft.
Large Monstrosity, chaotic evil
STR DEX CON INT WIS CHA
Armor Class 19 (natural armor) 14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)
Hit Points 123 (13d10+52) Skills Stealth +7
Speed 30 ft., Climb 30ft. Senses blindsight 10 ft., darkvision 60ft., passive
Perception 10
STR DEX CON INT WIS CHA Languages -
16 (+3) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 12 (+1) Challenge 1 (200 XP)
Skills Perception +5, Stealth +9 Spider Climb. The spider can climb difficult surfaces,
Senses darkvison 120 ft., passive Perception 15 including upside down on ceilings, without needing to
Languages Elvish, Undercommon make an ability check
Challenge 6 (2300 XP)
Web Sense. While in contact with a web, the spider
Fey Ancestry. The drider has advantage on saving knows the exact location of any creature in contact
throws against being charmed and magic can’t put the with the same web.
drow to sleep.
Web Walker. The spider ignores movement restrictions
Innate Spellcasting. The drider’s spellcasting ability is caused by webbing.
Charisma (spell save DC 12). It can innately cast the
following spells, requiring no material components: Actions
At will: dancing lights Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
1/day each: darkness, faerie fire creature. Hit: 7 (1d8+3) piercing damage and the
Spider Climb. The drider can climb difficult surfaces, creature must make a DC 11 Constitution saving throw,
including upside down on ceilings, without needing to taking 9 (2d8) poison damage on a failed save, or half
make an ability check as much damage on a successful one. If the poison
Sunlight Sensitivity. While in sunlight, the drider has damage reduces the target to 0 hit points, the target is
disadvantage on attack rolls, as well as on Wisdom stable but poisoned for one hour, even after regaining
(Perception) checks that rely on sight. hit points, and is paralyzed while poison in this way.
Web Walker. The drider ignores movement restrictions
caused by webbing. Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit,
range 30/60 ft., one creature. Hit The target is
Actions restrained by webbing. As an action, the restrained
target can make a DC 12 Strength check, bursting the
Multiattack. The drider makes three attacks, either webbing on a success. The webbing can also be
with its longsword or its longbow. It can replace one of attacked and destroyed (AC 10; hp5; vulnerability to
those attacks with a bite. fire damage, immunity to bludgeoning, poison, and
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one psychic damage).
creature. Hit: 2 (1d4) piercing damage plus 9 (2d8)
poison damage.

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Team 4 a weapon attack if that creature is within 5 feet of an
ally of the hobgoblin that isn’t incapacitated.

Ogre (2) Actions


Hobgoblin Captain (1)
Multiattack. The hobgoblin makes two greatsword
Hobgoblin (4)
attacks.
Greatsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Adjusting the Encounter Javelin. Melee or Ranged Weapon Attack: +4 to hit,
Very Weak : Remove (2) Hobgoblins. reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 +
Strong and Very Strong: Replace (1) Hobgoblin Captain with 2) piercing damage.
(1) Oni. Replace (2) Ogres with (1) Ettin. Remove (4)
Hobgoblins. Leadership (Recharges after a Short or Long Rest). For
1 minute, the hobgoblin can utter a special command
or warning whenever a nonhostile creature that it can
see within 30 feet of it makes an attack roll or a saving
Ogre throw. The creature can add a d4 to its roll provided it
Large giant, chaotic evil can hear and understand the hobgoblin. A creature can
Armor Class 11 (hide armor) benefit from only one Leadership die at a time. This
Hit Points 59 (7d10 + 21) effect ends if the hobgoblin is incapacitated.
Speed 40 ft.

STR DEX CON INT WIS CHA Hobgoblin


19 (+4) 8 (−1) 16 (+3) 5 (−3) 7 (−2) 7 (−2) Medium humanoid (goblinoid), lawful evil

Senses darkvision 60 ft., passive Perception 8 Armor Class 18 (chain mail, shield)
Languages Common, Giant Hit Points 11 (2d8 + 2)
Challenge 2 (450 XP) Speed 30 ft.

Actions STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (−1)
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) bludgeoning damage. Senses darkvision 60 ft., passive Perception 10
Javelin. Melee or Ranged Weapon Attack: +6 to hit, Languages Common, Goblin
reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 Challenge 1/2 (100 XP)
+ 4) piercing damage. Martial Advantage. Once per turn, the hobgoblin can
deal an extra 7 (2d6) damage to a creature it hits with a
weapon attack if that creature is within 5 feet of an ally
Hobgoblin Captain of the hobgoblin that isn’t incapacitated.
Medium humanoid (goblinoid), lawful evil
Actions
Armor Class 17 (half plate)
Hit Points 55 (6d8 + 12) Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Speed 30 ft. one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10
+ 1) slashing damage if used with two hands.
STR DEX CON INT WIS CHA Longbow. Ranged Weapon Attack: +3 to hit, range
15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing
damage.
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 3 (700 XP)
Martial Advantage. Once per turn, the hobgoblin can
deal an extra 10 (3d6) damage to a creature it hits with

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Oni Ettin
Large giant, lawful evil Large giant, chaotic evil
Armor Class 16 (chain mail) Armor Class 12 (natural armor)
Hit Points 110 (13d10 + 39) Hit Points 85 (10d10 + 30)
Speed 30 ft., fly 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 16 (+3) 14 (+2) 12 (+1) 15 (+2) 21 (+5) 8 (−1) 17 (+3) 6 (−2) 10 (+0) 8 (−1)

Saving Throws Dex +3, Con +6, Wis +4, Cha +5 Skills Perception +4
Skills Arcana +5, Deception +8, Perception +4 Senses darkvision 60 ft., passive Perception 14
Senses darkvision 60 ft., Passive Perception 14 Languages Giant, Orc
Languages Common, Giant Challenge 4 (1,100 XP)
Challenge 7 (2,900 XP) Two Heads. The ettin has advantage on Wisdom
Innate Spellcasting. The oni's innate spellcasting ability (Perception) checks and on saving throws against being
is Charisma (spell save DC 13). The oni can innately cast blinded, charmed, deafened, frightened, stunned, and
the following spells, requiring no material components. knocked unconscious.
Wakeful. When one of the ettin’s heads is asleep, its
At will: darkness, invisibility other head is awake.
1/day: charm person, cone of cold, gaseous form, sleep
Actions
Magic Weapons. The oni's weapon attacks are magical. Multiattack. The ettin makes two attacks: one with its
Regeneration. The oni regains 10 hit points at the start battleaxe and one with its morningstar.
of its turn if it has at least 1 hit point. Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 14 (2d8 + 5) slashing damage.
Actions
Morningstar. Melee Weapon Attack: +7 to hit, reach 5
Multiattack. The oni makes two attacks, either with its ft., one target. Hit: 14 (2d8 + 5) piercing damage.
claws or its glaive.
Claw (Oni Form Only). Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 15 (2d10 + 4) slashing damage, or 9
(1d10 +4) slashing damage in Small or Medium form.
Change Shape. The oni magically polymorphs into a
Small or Medium humanoid, into a Large giant, or back
into its true form. Other than its size, its statistics are
the same in each form. The only equipment that is
transformed is its glaive, which shrinks so that it can be
wielded in humanoid form. If the oni dies, it reverts to
its true form, and its glaive reverts to its normal size.

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Team 5 Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Giant, Orc
Troll (1) Challenge 4 (1,100 XP)
Ettin (1)
Two Heads. The ettin has advantage on Wisdom
Bugbear (1)
(Perception) checks and on saving throws against being
blinded, charmed, deafened, frightened, stunned, and
Adjusting the Encounter knocked unconscious.
Very Weak : Remove (1) Troll and (1) Bugbear. Add (1) Ettin. Wakeful. When one of the ettin’s heads is asleep, its
Weak: Remove (1) Bugbear. other head is awake.
Troll Actions
Large giant, chaotic evil
Multiattack. The ettin makes two attacks: one with its
Armor Class 15 (natural armor) battleaxe and one with its morningstar.
Hit Points 84 (8d10 + 40)
Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Speed 30 ft.
one target. Hit: 14 (2d8 + 5) slashing damage.
STR DEX CON INT WIS CHA Morningstar. Melee Weapon Attack: +7 to hit, reach 5
18 (+4) 13 (+1) 20 (+5) 7 (−2) 9 (−1) 7 (−2) ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Skills Perception +1
Senses darkvision 60 ft., passive Perception 11 Ettercap
Languages Giant Medium monstrosity, neutral evil
Challenge 5 (1,800 XP) Armor Class 13 (natural armor)
Keen Smell. The troll has advantage on Wisdom Hit Points 44 (8d8 + 8)
(Perception) checks that rely on smell. Speed 30 ft., climb 30 ft.
Regeneration. The troll regains 10 hit points at the
STR DEX CON INT WIS CHA
start of its turn. If the troll takes acid or fire damage, 14 (+2) 15 (+2) 13 (+1) 7 (−2) 12 (+1) 8 (−1)
this trait doesn’t function at the start of the troll’s next
turn. The troll dies only if it starts its turn with 0 hit Skills Perception +3, Stealth +4, Survival +3
points and doesn’t regenerate. Senses darkvision 60 ft., passive Perception 13
Languages —
Actions
Challenge 2 (450 XP)
Multiattack. The troll makes three attacks: one with its Spider Climb. The ettercap can climb difficult surfaces,
bite and two with its claws. including upside down on ceilings, without needing to
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one make an ability check.
target. Hit: 7 (1d6 + 4) piercing damage. Web Sense. While in contact with a web, the ettercap
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one knows the exact location of any other creature in
target. Hit: 11 (2d6 + 4) slashing damage. contact with the same web.
Web Walker. The ettercap ignores movement
restrictions caused by webbing.
Ettin
Large giant, chaotic evil Actions
Armor Class 12 (natural armor) Multiattack. The ettercap makes two attacks: one with
Hit Points 85 (10d10 + 30) its bite and one with its claws.
Speed 40 ft. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8)
STR DEX CON INT WIS CHA
21 (+5) 8 (−1) 17 (+3) 6 (−2) 10 (+0) 8 (−1)
poison damage. The target must succeed on a DC 11
Constitution saving throw or be poisoned for 1 minute.

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The creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
success.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) slashing damage.
Web (Recharge 5–6). Ranged Weapon Attack: +4 to
hit, range 30/60 ft., one Large or smaller creature.
Hit: The creature is restrained by webbing. As an
action, the restrained creature can make a DC 11
Strength check, escaping from the webbing on a
success. The effect ends if the webbing is destroyed.
The webbing has AC 10, 5 hit points, resistance to
bludgeoning damage, and immunity to poison and
psychic damage.

Bugbear
Medium humanoid (goblinoid), chaotic evil
Armor Class 16 (hide armor, shield)
Hit Points 27 (5d8 + 5)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 13 (+1) 8 (−1) 11 (+0) 9 (−1)

Skills Stealth +6, Survival +2


Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 1 (200 XP)
Brute. A melee weapon deals one extra die of its
damage when the bugbear hits with it (included in the
attack).
Surprise Attack. If the bugbear surprises a creature and
hits it with an attack during the first round of combat,
the target takes an extra 7 (2d6) damage from the
attack.

Actions
Morningstar. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 +
2) piercing damage in melee or 5 (1d6 + 2) piercing
damage at range.

Not for resale. Permission granted to print or photocopy this document for personal use only . HILL 1-S Onslaught 20
Team 6 the saving throw fails by 5 or more, the target is also
unconscious while poisoned in this way. The target
wakes up if it takes damage or if another creature
Drow Elite Warrior (1) takes an action to shake it awake.
Drow (2)
Manticore (1) Reactions
Parry. The drow adds 3 to its AC against one melee
attack that would hit it. To do so, the drow must see
Adjusting the Encounter the attacker and be wielding a melee weapon.
Weak and Very Weak : Remove (2) Drow.
Strong and Very Strong: Remove (1) Manticore. Add (1) Drow
Elite Warrior. Drow
Medium humanoid (elf), neutral evil
Armor Class 15 (chain shirt)
Drow Elite Warrior Hit Points 13 (3d8)
Medium humanoid (elf), neutral evil Speed 30 ft.
Armor Class 18 (studded leather, shield) STR DEX CON INT WIS CHA
Hit Points 71 (11d8+22) 10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1)
Speed 30 ft.
Skills Perception +2, Stealth +4
STR DEX CON INT WIS CHA
Senses darkvision 120 ft., passive Perception 12
13 (+1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 12 (+1)
Languages Elvish, Undercommon
Challenge 1/4 (50 XP)
Saving Throws Dex +7, Con +5, Wis +4
Skills Perception +4, Stealth +10 Fey Ancestry. The drow has advantage on saving
Senses darkvision 120 ft., passive Perception 14 throws against being charmed and magic can’t put the
Languages Elvish, Undercommon drow to sleep.
Challenge 5 (1,800 XP) Innate Spellcasting. The drow’s spellcasting ability is
Fey Ancestry. The drow has advantage on saving Charisma (spell save DC 11). It can innately cast the
throws against being charmed and magic can’t put the following spells, requiring no material components:
drow to sleep. At will: dancing lights
Innate Spellcasting. The drow’s spellcasting ability is 1/day each: darkness, faerie fire
Charisma (spell save DC 12). It can innately cast the Sunlight Sensitivity. While in sunlight, the drow has
following spells, requiring no material components: disadvantage on attack rolls, as well as on Wisdom
At will: dancing lights (Perception) checks that rely on sight.
1/day each: darkness, faerie fire, levitate (self only)
Actions
Sunlight Sensitivity. While in sunlight, the drow has
disadvantage on attack rolls, as well as on Wisdom Shortsword. Melee Weapon Attack: +4 to hit, reach 5
(Perception) checks that rely on sight. ft., one target. Hit: 5 (1d6+2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit,
Actions range 30/120 ft., one target. Hit: 5 (1d6+2) piercing
damage and the target must succeed on a DC 13
Multiattack. The drow makes two shortsword attacks.
Constitution saving throw or be poisoned for 1 hour. If
Shortsword. Melee Weapon Attack: +7 to hit, reach 5
the saving throw fails by 5 or more, the target is also
ft., one target. Hit: 7 (1d6+4) piercing damage plus 10
unconscious while poisoned in this way. The target
(3d6) poison damage.
wakes up if it takes damage or if another creature
Hand Crossbow. Ranged Weapon Attack: +7 to hit,
takes an action to shake it awake.
range 30/120 ft., one target. Hit: 7 (1d6+4) piercing
damage and the target must succeed on a DC 13
Constitution saving throw or be poisoned for 1 hour. If

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Manticore
Large monstrosity, lawful evil
Armor Class 14 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA


17 (+3) 16 (+3) 17 (+3) 7 (−2) 12 (+1) 8 (−1)

Senses darkvision 60 ft., passive Perception 11


Languages Common
Challenge 3 (700 XP)
Tail Spike Regrowth. The manticore has twenty-four
tail spikes. Used spikes regrow when the manticore
finishes a long rest.

Actions
Multiattack. The manticore makes three attacks: one
with its bite and two with its claws or three with its tail
spikes.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage.
Tail Spike. Ranged Weapon Attack: +5 to hit, range
100/200 ft., one target. Hit: 7 (1d8 + 3) piercing
damage.

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Team 7 remains for 10 minutes, until it or its summoner dies,
or until its summoner dismisses it as an action.

Malkyn Grenefeld (1)


Veteran (1) Veteran
Medium humanoid (any race), any alignment
Adjusting the Encounter Armor Class 17 (splint)
Weak and Very Weak : Replace (1) Veteran with (1) Spy Hit Points 58 (9d8 + 18)
Strong and Very Strong: Replace (1) Veteran with (1) Drow Speed 30 ft.
Elite Warrior.
STR DEX CON INT WIS CHA
Malkyn Grenefeld 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Medium humanoid (human), neutral evil
Armor Class 12 (15 with mage armor) Skills Athletics +5, Perception +2
Hit Points 45 (10d8) Senses passive Perception 12
Speed 30 ft. Languages any one language (usually Common)
Challenge 3 (700 XP)
STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) Actions
Multiattack. The veteran makes two longsword attacks.
Saving Throws Int +6, Wis +4 If it has a shortsword drawn, it can also make a
Skills Arcana +6, Deception +3, Perception +4 shortsword attack.
Senses passive Perception 11
Languages Elvish, Common, Sylvan, Orcish Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Challenge 6 (2,300 XP) one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10
+ 3) slashing damage if used with two hands.

Spellcasting. Malkyn is a 9th-level spellcaster. Her Shortsword. Melee Weapon Attack: +5 to hit, reach 5
spellcasting ability is Intelligence (spell save DC 14, +6 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
to hit with spell attacks). Malkyn has the following Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
wizard spells prepared: range 100/400 ft., one target. Hit: 5 (1d10) piercing
Cantrips (at will): fire bolt, light, mage hand, damage.
prestidigitation.
1st level (4 slots): mage armor, magic missile, shield, Spy
mage armor Medium humanoid (any race), any alignment
2nd level (3 slots): alter self, misty step
Armor Class 12
3rd level (3 slots): fly, lightning bolt, counterspell Hit Points 27 (6d8)
4th level (3 slots): banishment, greater invisibility Speed 30 ft.
5th level (2 slots): Wall of Force
STR DEX CON INT WIS CHA
Actions 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)

Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one Skills Deception +5, Insight +4, Investigation +5,
target. Hit: 2 (1d6-1) bludgeoning damage if used with Perception +6, Persuasion +5, Sleight of Hand +4,
two hands, plus 3 (1d6) poison damage. Stealth +4
Summon Demon (1/Day). The drow magically Senses passive Perception 16
summons a quasit, or attempts to summon a shadow Languages any two languages
demon with a 50 percent chance of success. The Challenge 1 (200 XP)
summoned demon appears in an unoccupied space Cunning Action. On each of its turns, the spy can use a
within 60 feet of its summoner, acts as an ally of its bonus action to take the Dash, Disengage, or Hide
summoner, and can’t summon other demons. It action.

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Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage and the target must succeed on a DC 13
damage when it hits a target with a weapon attack and Constitution saving throw or be poisoned for 1 hour. If
has advantage on the attack roll, or when the target is the saving throw fails by 5 or more, the target is also
within 5 feet of an ally of the spy that isn’t unconscious while poisoned in this way. The target
incapacitated and the spy doesn’t have disadvantage wakes up if it takes damage or if another creature
on the attack roll. takes an action to shake it awake.

Actions Reactions
Multiattack. The spy makes two melee attacks. Parry. The drow adds 3 to its AC against one melee
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 attack that would hit it. To do so, the drow must see
ft., one target. Hit: 5 (1d6 + 2) piercing damage. the attacker and be wielding a melee weapon.
Hand Crossbow. Ranged Weapon Attack: +4 to hit,
range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.

Drow Elite Warrior


Medium humanoid (elf), neutral evil
Armor Class 18 (studded leather, shield)
Hit Points 71 (11d8+22)
Speed 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 12 (+1)

Saving Throws Dex +7, Con +5, Wis +4


Skills Perception +4, Stealth +10
Senses darkvision 120 ft., passive Perception 14
Languages Elvish, Undercommon
Challenge 5 (1,800 XP)
Fey Ancestry. The drow has advantage on saving
throws against being charmed and magic can’t put the
drow to sleep.
Innate Spellcasting. The drow’s spellcasting ability is
Charisma (spell save DC 12). It can innately cast the
following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Sunlight Sensitivity. While in sunlight, the drow has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Actions
Multiattack. The drow makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 7 (1d6+4) piercing damage plus 10
(3d6) poison damage.
Hand Crossbow. Ranged Weapon Attack: +7 to hit,
range 30/120 ft., one target. Hit: 7 (1d6+4) piercing

Not for resale. Permission granted to print or photocopy this document for personal use only . HILL 1-S Onslaught 24
Team 8 Senses passive Perception 15
Languages any one language (usually Common)
Challenge 1/2 (100 XP)
Veteran (3)
Keen Hearing and Sight. The scout has advantage on
Scout (1)
Wisdom (Perception) checks that rely on hearing or
Guards (4)
sight.

Actions
Adjusting the Encounter Multiattack. The scout makes two melee attacks or
Weak and Very Weak : Remove (4) Guards. two ranged attacks.
Very Strong: Add (1) Scout Shortsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, ranged
Veteran 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
Medium humanoid (any race), any alignment damage.
Armor Class 17 (splint)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
Guard
Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA Armor Class 16 (chain shirt, shield)
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
Skills Athletics +5, Perception +2
Senses passive Perception 12 STR DEX CON INT WIS CHA
Languages any one language (usually Common) 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Challenge 3 (700 XP)
Skills Perception +2
Actions Senses passive Perception 12
Multiattack. The veteran makes two longsword attacks. Languages any one language (usually Common)
If it has a shortsword drawn, it can also make a Challenge 1/8 (25 XP)
shortsword attack.
Actions
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 Spear. Melee or Ranged Weapon Attack: +3 to hit,
+ 3) slashing damage if used with two hands. reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 +
1) piercing damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
range 100/400 ft., one target. Hit: 5 (1d10) piercing
damage.

Scout
Medium humanoid (any race), any alignment
Armor Class 13 (leather armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
Skills Nature +4, Perception +5, Stealth +6, Survival +5

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Team 9 The changes wrought by this effect fail to hold up to
physical inspection. For example, the hag could appear
to have smooth skin, but someone touching her would
Sea Hag (1) feel her rough flesh. Otherwise, a creature must take
Kuo-Toa Archpriest (1) an action to visually inspect the illusion and succeed on
Kuo-Toa Whip (1) a DC 20 Intelligence (Investigation) check to discern
that the hag is disguised.
Adjusting the Encounter Invisible Passage. The hag magically turns invisible
until she attacks or casts a spell, or until her
Weak and Very Weak : Remove (1) Kuo-Toa Archpriest. Add
(3) Kuo-Toa Whips and (2) Kuo-Toa concentration ends (as if concentrating on a spell).
Very Strong: Replace (1) Sea Hag with a Coven of Sea Hags (3 While invisible, she leaves no physical evidence of her
hags). Remove (1) Kuo-Toa Whip and (1) Kuo-Toa Archpriest. passage, so she can be tracked only by magic. Any
equipment she wears or carries is invisible with her.
Sea Hag
Medium fey, Chaotic evil
Hag Covens
Armor Class 14 (natural armor)
When hags must work together, they form covens, in spite of
Hit Points 52 (7d8+21) their selfish natures. A coven is made up of hags of any type,
Speed 30 ft., swim 40 ft. all of whom are equals in the group. However, each of the
hags continue to desire more personal power.
STR DEX CON INT WIS CHA A coven consists of three hags so any arguments between
16 (+3) 13 (+1) 16 (+3) 12 (+1) 12 (+1) 13 (+1) two hags can be settled by the third. If more than three hags
ever come together, as might happen if two covens come
into conflict, the result is usually chaos.
Senses darkvision 60 ft., passive Perception 11 Shared Spellcasting. While all three members of a hag
Languages Common, Aquan, Giant coven are within 30 feet of each other, they each can cast the
Challenge 2 (450 XP) following spells from the wizard’s spell list but must share the
spell slots among themselves.
Amphibious. The hag can breathe air and water.
Horrific Appearance. Any humanoid that starts its turn 1st level (4 slots): identify, ray of sickness
within 30 feet of the hag and can see the hag’s true 2nd level (3 slots): hold person, locate object
form must make a DC 11 Wisdom saving throw. On a 3rd level (3 slots): bestow curse, counterspell, lightning bolt
failed save, the creature is frightened for 1 minute. A 4th level (3 slots): phantasmal killer, polymorph
creature can repeat the saving throw at the end of 5th level (2 slots): contact other plane, scrying
6th level (1 slot): eyebite
each of its turns, with disadvantage if the hag is within
line of sight, ending the effect on itself on a success. If For casting these spells, each hag is a 12th level spellcaster
a creature’s saving throw is successful or the effect that uses Intelligence as her spellcasting ability. The spell
ends for it, the creature is immune to the hag’s Horrific save DC is 12 + the hag’s Intelligence modifier, and the spell
Appearance for the next 24 hours. attack bonus is 4 + the hag’s Intelligence modifier.

Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one Kuo-Toa Archpriest
target. Hit: 10 (2d6+3) slashing damage. Medium Humanoid (kuo-toa), neutral evil
Death Glare. The hag targets one frightened creature Armor Class 13 (natural armor)
she can see within 30 feet of her. If the target can see Hit Points 97 (13d8+39)
the hag, it must succeed on a DC 11 Wisdom saving Speed 30 ft., swim 30 ft.
throw against the magic or drop to 0 hit points. STR DEX CON INT WIS CHA
Illusionary Appearance. The hag covers herself and 16 (+3) 14 (+2) 16 (+3) 13 (+1) 16 (+3) 14 (+2)
anything she is wearing or carrying with a magical Skills Perception +9, Religion +6
illusion that makes her look like another creature of Senses darkvision 120 ft., passive Perception 19
her general size and humanoid shape. The illusion Languages Undercommon
ends if the hag takes a bonus action to end it or she Challenge 6 (2,300 XP)
dies. Amphibious. Kuo-Toa can breathe air and water.

Not for resale. Permission granted to print or photocopy this document for personal use only . HILL 1-S Onslaught 26
Otherworldly Perception. The kuo-Toa can sense the Speed 30 ft., swim 30 ft.
presence of any creature within 30 feet of it that is STR DEX CON INT WIS CHA
invisible or on the Ethereal Plane. It can pinpoint such a 14 (+2) 10 (+0) 14 (+2) 12 (+1) 14 (+2) 11 (+0)
creature that is moving. Skills Perception +6, Religion +4
Slippery. The kuo-Toa has advantage on ability checks Senses darkvision 120 ft., passive Perception 16
and saving throws made to escape a grapple. Languages Undercommon
Sunlight Sensitivity. While in the sunlight, the kuo-toa Challenge 1 (200 XP)
has disadvantage on attack rolls, as well as on Wisdom Amphibious. Kuo-Toa can breathe air and water.
(Perception) checks that rely on sight. Otherworldly Perception. The kuo-Toa can sense the
Spellcasting. The kuo-toa is a 10th level spell caster. Its presence of any creature within 30 feet of it that is
spellcasting ability is Wisdom (spell save DC 14, +6 to invisible or on the Ethereal Plane. It can pinpoint such a
hit with spell attacks). It knows the following cleric creature that is moving.
spells: Slippery. The kuo-Toa has advantage on ability checks
Cantrips (at will): guidance, sacred flame, thaumaturgy and saving throws made to escape a grapple.
1st level (4 slots): detect magic, sanctuary, shield of Sunlight Sensitivity. While in the sunlight, the kuo-toa
faith has disadvantage on attack rolls, as well as on Wisdom
2nd level (3 slots): hold person, spiritual weapon (Perception) checks that rely on sight.
3rd level (3 slots): spirit guardians, tongues Spellcasting. The kuo-toa is a 2nd level spell caster. Its
4th level (3 slots): control water, divination spellcasting ability is Wisdom (spell save DC 12, +4 to
5th level (2 slots): mass cure wounds, scrying hit with spell attacks). It knows the following cleric
spells:
Actions Cantrips (at will): sacred flame, thaumaturgy
1st level (3 slots): bane, shield of faith
Multiattack. The kuo-toa makes two melee attacks
Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Actions
one target. Hit: 6 (1d6+3) bludgeoning damage plus 14
(4d6) lightning damage. Multiattack. The kuo-toa makes two attacks: one with
Unarmed Strike. Melee Weapon Attack: +6 to hit, its bite and one with its pincher staff.
reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
damage. target. Hit: 4 (1d4+2) piercing damage.
Pincher Staff. Melee Weapon Attack: +4 to hit, reach
10 ft., one target. Hit: 5 (1d6+2) piercing damage. If the
Kuo-Toa Whip target is a medium or smaller creature, it is grappled
Medium Humanoid (kuo-toa), neutral evil (escape DC 14). Until the grapple ends, the kuo-toa
can't use its pincher staff on another target.
Armor Class 11 (natural armor)
Hit Points 65 (10d8+20)

Not for resale. Permission granted to print or photocopy this document for personal use only . HILL 1-S Onslaught 27
Team 10 4th level (3 slots): Evard’s black tentacles, greater
invisibility

Drow Mage (1)


5th level (2 slots): cloudkill
Displacer Beast (1) Sunlight Sensitivity. While in sunlight, the drow has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Adjusting the Encounter Actions


Very Weak : Remove (2) Giant Spiders. Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Strong: Replace (1) Drow Mage with (1) Drow Priestess of target. Hit: 2 (1d6-1) bludgeoning damage if used with
Lolth. Replace (1) Displacer Beast with (1) Giant Wolf Spider
two hands, plus 3 (1d6) poison damage.
Very Strong: Replace (1) Drow Mage with (1) Drow Priestess
Summon Demon (1/Day). The drow magically
of Lolth. Replace (1) Displacer Beast with (4) Giant Wolf
Spider. summons a quasit, or attempts to summon a shadow
demon with a 50 percent chance of success. The
summoned demon appears in an unoccupied space
Drow Mage within 60 feet of its summoner, acts as an ally of its
Medium humanoid (elf), neutral evil summoner, and can’t summon other demons. It
remains for 10 minutes, until it or its summoner dies,
Armor Class 12 (15 with mage armor)
or until its summoner dismisses it as an action.
Hit Points 45 (10d8)
Speed 30 ft.
Drow Priestess of Lolth
STR DEX CON INT WIS CHA Medium humanoid (elf), neutral evil
9 (-1) 14 (+2) 10 (+0) 17 (+3) 13 (+1) 12 (+1)
Armor Class 16 (scale mail)
Hit Points 71 (13d8+13)
Skills Arcana +6, Deception +5, Perception +4, Stealth
Speed 30 ft.
+5
Senses darkvision 120 ft., passive Perception 14 STR DEX CON INT WIS CHA
Languages Elvish, Undercommon 10 (+0) 14 (+2) 12 (+1) 13 (+1) 17 (+3) 18 (+4)
Challenge 7 (2,900 XP)
Fey Ancestry. The drow has advantage on saving Saving Throws Con +4, Wis +6, Cha +7
throws against being charmed and magic can’t put the Skills Insight +6, Perception +6, Religion +4, Stealth +5
drow to sleep. Senses darkvision 120 ft., passive Perception 16
Innate Spellcasting. The drow’s spellcasting ability is Languages Elvish, Undercommon
Charisma (spell save DC 12). It can innately cast the Challenge 8 (3,900 XP)
following spells, requiring no material components: Fey Ancestry. The drow has advantage on saving
At will: dancing lights throws against being charmed and magic can’t put the
drow to sleep.
1/day each: darkness, faerie fire, levitate (self only)
Innate Spellcasting. The drow’s spellcasting ability is
Spellcasting. The drow is a 10th-level spellcaster. Its
Charisma (spell save DC 15). It can innately cast the
spellcasting ability is Intelligence (spell save DC 14, +6
following spells, requiring no material components:
to hit with spell attacks). The drow has the following
wizard spells prepared: At will: dancing lights
Cantrips (at will): mage hand, minor illusion, poison 1/day each: darkness, faerie fire, levitate (self only)
spray, ray of frost Spellcasting. The drow is a 10th-level spellcaster. Its
1st level (4 slots): mage armor, magic missile, shield, spellcasting ability is Wisdom (spell save DC 14, +6 to
witch bolt hit with spell attacks). The drow has the following
cleric spells prepared:
2nd level (3 slots): alter self, misty step, web
Cantrips (at will): guidance, poison spray, resistance,
3rd level (3 slots): fly, lightning bolt
spare the dying, thaumaturgy

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1st level (4 slots): animal friendship, cure wounds, disrupted until the end of its next turn. This trait is also
detect poison and disease, ray of sickness disrupted while the displacer beast is incapacitated or
2nd level (3 slots): lesser restoration, protection from has a speed of 0.
poison, web
Actions
3rd level (3 slots): conjure animals (2 giant spiders),
dispel magic Multiattack. The displacer beast makes two attacks
with its tentacles.
4th level (3 slots): divination, freedom of movement
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft.,
5th level (2 slots): insect plague, mass cure wounds
one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3
Sunlight Sensitivity. While in sunlight, the drow has (1d6) piercing damage.
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Giant Wolf Spider
Actions Medium beast, unaligned
Multiattack. The drow makes two scourge attacks. Armor Class 13
Scourge. Melee Weapon Attack: +5 to hit, reach 5 ft., Hit Points 11 (2d8 + 2)
one target. Hit: 5 (1d6+2) piercing damage plus 17 Speed 40 ft., climb 40 ft.
(5d6) poison damage.
Summon Demon (1/Day). The drow attempts to STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)
magically summon a yochlol with a 30 percent chance
of success. If the attempt fails, the drow takes 5 (1d10)
Skills Perception +3, Stealth +7
psychic damage. Otherwise, the summoned demon
Senses blindsight 10 ft., darkvision 60 ft., passive
appears in an unoccupied space within 60 feet of its
Perception 13
summoner, acts as an ally of its summoner, and can’t
Languages —
summon other demons. It remains for 10 minutes,
Challenge 1/4 (50 XP)
until it or its summoner dies, or until its summoner
dismisses it as an action. Spider Climb. The swarm can climb difficult surfaces,
including upside down on ceilings, without needing to
make an ability check.
Displacer Beast Web Sense. While in contact with a web, the swarm
Large monstrosity, lawful evil knows the exact location of any other creature in
contact with the same web.
Armor Class 13 (natural armor)
Hit Points 85 (10d10 + 30) Web Walker. The swarm ignores movement
Speed 40 ft. restrictions caused by webbing.

STR DEX CON INT WIS CHA Actions


18 (+4) 15 (+2) 16 (+3) 6 (−2) 12 (+1) 8 (−1) Bites. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 4 (1d6 + 1) piercing damage, and the
Senses darkvision 60 ft., passive Perception 11
target must make a DC 11 Constitution saving throw,
Languages —
taking 7 (2d6) poison damage on a failed save, or half
Challenge 3 (700 XP)
as much on a successful one. If the poison damage
Avoidance. If the displacer beast is subjected to an reduces the target to 0 hit points, the target is stable
effect that allows it to make a saving throw to take but poisoned for 1 hour, even after regaining hit points,
only half damage, it instead takes no damage if it and is paralyzed while poisoned in this way.
succeeds on the saving throw, and only half damage if
it fails.
Displacement. The displacer beast projects a magical
illusion that makes it appear to be standing near its
actual location, causing attack rolls against it to have
disadvantage. If it is hit by an attack, this trait is

Not for resale. Permission granted to print or photocopy this document for personal use only . HILL 1-S Onslaught 29
Adult Green Dragon Legendary Actions
Huge dragon, lawful evil The dragon can take 3 legendary actions, choosing
Armor Class 19 (natural armor) from the options below. Only one legendary action
Hit Points 207 (18d12 + 90) option can be used at a time and only at the end of
Speed 40 ft., fly 80 ft., swim 40 ft. another creature’s turn. The dragon regains spent
legendary actions at the start of its turn.
STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3)  Detect. The dragon makes a Wisdom (Perception)
check.
Saving Throws Dex +6, Con +10, Wis +7, Cha +8  Tail Attack. The dragon makes a tail attack.
Skills Deception +8, Insight +7, Perception +12,  Wing Attack (Costs 2 Actions). The dragon beats its
Persuasion +8, Stealth +6 wings. Each creature within 10 feet of the dragon
Damage Immunities poison must succeed on a DC 19 Dexterity saving throw or
Condition Immunities poisoned take 13 (2d6 + 6) bludgeoning damage and be
Senses blindsight 60 ft., darkvision 120 ft., passive knocked prone. The dragon can then fly up to half its
Perception 22 flying speed.
Languages Common, Draconic
Challenge 15 (13,000 XP)

Amphibious. The dragon can breathe air and water.


Legendary Resistance (3/Day). If the dragon fails a
saving throw, it can choose to succeed instead.

Actions
Multiattack. The dragon can use its Frightful Presence.
It then makes three attacks: one with its bite and two
with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 17 (2d10 + 6) piercing damage plus 7
(2d6) poison damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon’s
choice that is within 120 feet of the dragon and aware
of it must succeed on a DC 16 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the
creature is immune to the dragon’s Frightful Presence
for the next 24 hours.
Poison Breath (Recharge 5–6). The dragon exhales
poisonous gas in a 60-foot cone. Each creature in that
area must make a DC 18 Constitution saving throw,
taking 56 (16d6) poison damage on a failed save, or
half as much damage on a successful one.

Not for resale. Permission granted to print or photocopy this document for personal use only . HILL 1-S Onslaught 30
Blob of Death
Colossal ooze, unaligned
Armor Class 14 (natural armor)
Hit Points 300 (24d10 + 168)
Speed 20 ft.

STR DEX CON INT WIS CHA


26 (+8) 10 (+0) 24 (+7) -- (+4) 18 (+4) 10 (+0)

Saving Throws Dex +6, Con +13


Damage Resistances acid, cold, fire, poison
Condition Immunities poisoned, blinded, charmed,
deafened, exhaustion, prone, frightened
Senses blindsight 120 ft., passive Perception 14
Languages --

Legendary Resistance (3/Day). If the blob of death fails


a saving throw, it can choose to succeed instead.
Magic Resistance. The blob of death has advantage on
saving throws against spells and other magical affects.
Magic Weapons. The blob of death’s attacks are
magical.

Actions
Multiattack. The block of death makes 4 attacks: two
with its pseudopod and two with its maws.
Pseudopod. Melee Weapon Attack: +12 to hit, reach 20
ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage
plus 7 (2d6) acid damage.
Maw. Melee Weapon Attack: +12 to hit, reach 10 ft.,
one target. Hit: 22 (4d6 + 4) slashing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only . HILL 1-S Onslaught 31
Hulburg
Rebuilding
Dave Zajac
Adventure Designer
Adventure Code: HULB 1-1

Since the rebirth of Hulburg, the strong have preyed upon the weak, with
only limited protection offered by the law. Recently, any resemblance of law
and order has been threatened, and even the town’s greedy callous ruler
cannot ignore the threat anymore. A war is brewing. Can you stop it before
it is too late? A D&D Adventurers League adventure set in Hulburg
A four-hour adventure for 5th-10th level characters

Producer: Baldman Games


Core Administrator: Pieter Sleijpen
Editing and Layout: Encoded Designs
Cartography: Andrew Smith
Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall,
Claire Hoffman, Greg Marks, Alan Patrick

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.
©2016 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
Welcome to Hulburg Rebuilding, a D&D adventure that is part of
the official D&D Adventurers League™ organized play system.

Hulburg will be a better place if the common folk know respected and capable adventurers have
taken an interest in its well-being.
—Lord Eorl Hulmaster
This adventure is designed for three to seven 5th-10th level characters, and is
optimized for five 8th-level characters. Characters outside this level range cannot participate in
this adventure.
The adventure is set in the Moonsea region of the Forgotten Realms, in the town of Hulburg.

The D&D Adventurers League Preparing the Adventure


This adventure is official for D&D Adventurers Before you show up to Dungeon Master this
League play. The D&D Adventurers League is the adventure for a group of players, you should do the
official organized play system for DUNGEONS & following to prepare.
DRAGONS®. Players can create characters and • Make sure to have a copy of the most current
participate in any adventure allowed as a part of version of the D&D Basic Rules or the Player’s
the D&D Adventurers League. As they adventure, Handbook.
players track their characters’ experience, treasure, • Read through the adventure, taking notes
and other rewards, and can take those characters of anything you’d like to highlight or remind
through other adventures that continues their story. yourself while running the adventure, such as a
If you’re running this adventure as a part of a way you’d like to portray an NPC or a tactic you’d
store event or at certain conventions, you’ll need a like to use in a combat.
DCI number. This number is your official Wizards of • Get familiar with the monster statistics in the
the Coast organized play identifier. If you don’t have Appendix.
a number, you can obtain one at a store event. Check
with your organizer for details. • Gather together any resources you’d like to
use to aid you in running this adventure--such
D&D Adventurers League play is broken up into as notecards, a DM screen, miniatures, and
storyline seasons. When players create characters, battlemaps.
they attach those characters to a storyline season,
• If you know the composition of the group
which determines what rules they’re allowed to
use to create and advance their characters. Players beforehand, you can make adjustments as noted
throughout the adventure.
can continue to play their characters after the
storyline season has finished, possibly participating Before Play at the Table
in a second or third storyline with those same
characters. A character’s level is the only limitation Ask the players to provide you with relevant
for adventure play. A player cannot use a character character information:
of a level higher or lower than the level range of a • Character name and level
D&D Adventurers League adventure. • Character race and class
For more information on playing, running • Passive Wisdom (Perception)—the most
games as a Dungeon Master, and organizing games common passive ability check
for the D&D Adventurers League, please visit the • Anything notable as specified by the adventure
D&D Adventurers League home at: (such as backgrounds, traits, flaws, etc.)
www.dndadventurersleague.org
2 H U L B 1 - 1 / H U L B U RG R E B U I L D I N G
I N T RO D U C T I O N
Players that have characters outside the with a group of inexperienced players, you might
adventure’s level range cannot participate in want to make the adventure a little easier; for
the adventure with those characters. Players very experienced players, you may want to make
with ineligible characters can make a new 1st-level it a little harder. Therefore, five categories of
character or use a pregenerated character. Players party strength have been created for you to use
can play an adventure they previously played or as a guide. Feel free to use a different adjustment
ran as a Dungeon Master, but not with the same during the adventure if the recommended party
character. strength feels off for the group.
Ensure that each player has an official This adventure is optimized for a party of
adventure logsheet for his or her character (if not, five 1th-level characters. To figure out whether
get one from the organizer). The player fills out you need to adjust the adventure, do the following:
the adventure name, session number, date, and • Add up the total levels of all the characters
your name and DCI number. In addition, the player • Divide the total by the number of characters
also fills in the starting values for experience, gold,
downtime, renown, and number of permanent • Round fractions of .5 or greater up; round
magic items. He or she fill in the other values and fractions of less than .5 down
write notes at the conclusion of the session. Each You’ve now determined the average party level
player is responsible for maintaining an accurate (APL) for the adventure. To figure out the party
logsheet. strength for the adventure, consult the following
If you have time, you can do a quick scan of table:
a player’s character sheet to ensure that nothing Determining Party Strength
looks out of order. If you see magic items of very
Party Composition Party Strength
high rarities or strange arrays of ability scores, you
3-4 characters, APL less than Very Weak
can ask players to provide documentation for the
3-4 characters, APL equivalent Weak
irregularities. If they cannot, feel free to restrict 3-4 characters, APL greater than Average
item use or ask them to use a standard ability 5 characters, APL less than Weak
score array. Point players to the D&D Adventurers 5 characters, APL equivalent Average
League Player’s Guide for reference. 5 characters, APL greater than Strong
6-7 characters, APL less than Average
If players wish to spend downtime days and 6-7 characters, APL equivalent Strong
it’s the beginning of an adventure or episode, 6-7 characters, APL greater than Very Strong
they can declare their activity and spend the days
now. Alternatively, they can do so at the end of
the adventure or episode. Players should select Running the Adventure
their characters’ spells and other daily options As the Dungeon Master of the session, you have the
prior to the start of the adventure, unless the most important role in facilitating the enjoyment
adventure specifies otherwise. Feel free to reread of the game for the players. You help guide the
the adventure description to help give players hints narrative and bring the words on these pages
about what they might face. to life. The outcome of a fun game session often
creates stories that live well beyond the play at the
Adjusting the Adventure table. Always follow this golden rule when you DM
Throughout this adventure, you may see sidebars for a group:
to help make adjustments for smaller/larger Make decisions and adjudications that
groups, and characters of higher/lower levels than enhance the fun of the adventure when
the optimized group. Most of the time, this is used possible.
for combat encounters.
To reinforce this golden rule, keep in mind the
You may adjust the adventure beyond the following:
guidelines given. For example, if you’re playing

3 H U L B 1 - 1 / H U L B U RG R E B U I L D I N G
I N T RO D U C T I O N
• You are empowered to make adjustments to spent on the adventure logsheet. The following
the adventure and make decisions about how the options are available to players during downtime
group interacts with the world of this adventure. (see the D&D basic rules or the D&D Adventurers
Doing so is especially important and applicable League Player’s Guide for more information):
outside of combat, but feel free to adjust the • Catching up
adventure for groups that are having too easy or • Crafting (exception: multiple characters cannot
too hard of a time. commit to crafting a single item)
• Don’t make the adventure too easy or too • Practicing a profession
difficult for a group. Never being challenged
makes for a boring game and being • Recuperating
overwhelmed makes for a frustrating one. • Spellcasting services
Gauge the experience of the players (not the • Training
characters) with the game, try to feel out (or Other downtime options might be available during
ask) what they like in a game, and attempt to adventures or unlocked through play, including
give each of them the experience they’re after faction-specific activities.
when they play D&D. Give everyone a chance to
In addition, whenever a character spends
shine.
downtime days, that character also spends the
• Be mindful of pacing, and keep the game requisite expense for his or her lifestyle. Costs
session moving along appropriately. Watch for are per day, so a character that spends ten days
stalling, since play loses momentum when this of downtime also spends ten days of expenses
happens. At the same time, make sure that the maintaining his or her lifestyle. Some downtime
players don’t finish too early; provide them with activities help with lifestyle expenses or add
a full play experience. Try to be aware of running lifestyle expenses.
long or short. Adjust the pacing accordingly
• Read-aloud text is just a suggestion; feel free Spellcasting Services
to modify the text as you see fit, especially when Any settlement the size of a town or larger can
dialogue is present. provide some spellcasting services. Characters
• Give the players appropriate hints so they can need to be able to travel to the settlement to obtain
make informed choices about how to proceed. these services.
Players should be given clues and hints when Spell services generally available include
appropriate so they can tackle puzzles, combat, healing and recovery spells, as well as information-
and interactions without getting frustrated over gathering spells. Other spell services might be
lack of information. Doing so helps to encourage available as specified in the adventure. The number
immersion in the adventure and gives players of spells available to be cast as a service is limited
“little victories” for figuring out good choices to a maximum of three per day total, unless
from clues. otherwise noted.
In short, being the DM isn’t about following
the adventure’s text word-for-word; it’s about Spellcasting Services
facilitating a fun, challenging game environment Spell Cost
for the players. The Dungeon Master’s Guide™ has Cure wounds (1st level) 10 gp
more information on the art of running a D&D Identify 20 gp
game. Lesser restoration 40 gp
Prayer of healing (2nd level) 40 gp
Downtime and Lifestyle Remove curse 90 gp
At the beginning of each play session, players must Speak with dead 90 gp
declare whether or not they are spending any days Divination 210 gp
Greater restoration 450 gp
of downtime. The player records the downtime
Raise dead 1,250 gp

4 H U L B 1 - 1 / H U L B U RG R E B U I L D I N G
I N T RO D U C T I O N
Create a New 1st-Level Character. If the dead
Acolyte Background character is unwilling or unable to exercise any
A character possessing the acolyte of the other options, the player creates a new
background requesting spellcasting character. The new character does not have any
services at a temple of his or her faith items or rewards possessed by the dead character.
may request one spell per day from the Dead Character Pays for Raise Dead. If the
Spellcasting Services table for free. The only character’s body is recoverable (it’s not missing
cost paid for the spell is the base price for any vital organs and is mostly whole) and the
the consumed material component, if any. player would like the character to be returned to
Melvaunt is a large city where any life, the party can take the body back to civilization
acolyte can find a friendly shrine or and use the dead character’s funds to pay for a
temple. raise dead spell. A raise dead spell cast in this
manner costs the character 1,250 gp.
Character’s Party Pays for Raise Dead. As
Disease, Death, and Recovery above, except that some or all of the 1,250 gp for
Sometimes bad things happen, and characters get the raise dead spell is paid for by the party at the
poisoned, diseased, or are killed. Since you might end of the session. Other characters are under no
not have the same characters return from session obligation to spend their funds to bring back a
to session, here are the rules when bad things dead party member.
happen to characters. Faction Charity. If the character is of level 1 to
Disease, Poison, and Other Debilitating Effects 4 and a member of a faction, the dead character’s
body can be returned to civilization and a patron
A character still affected by diseases, poisons, from the faction ensures that he or she receives a
and other similar effects at the conclusion of an raise dead spell. However, any character invoking
adventure can spend downtime days recuperating this charity forfeits all experience and rewards
until such time as he or she resolves the effect to from that session (both those earned prior to and
its conclusion (see the recuperating activity in the after death during that session) and cannot replay
D&D Basic Rules). that episode or adventure with that character
If a character doesn’t resolve the effect again. Once a character reaches 5th level, this
between sessions, that character begins the next option is no longer available.
session still affected by the debilitating effect.
Death
A character who is killed during the course of
the adventure has a few options at the end of the
session (or whenever arriving back in civilization)
if no one in the adventuring party has immediate
access to a raise dead or revivify spell, or similar
magic. A character subject to a raise dead spell is
affected negatively until all long rests have been
completed during an adventure. Alternatively, each
downtime day spent after raise dead reduces the
penalty to attack rolls, saving throws, and ability
checks by 1, in addition to any other benefits the
downtime activity might provide.

5 H U L B 1 - 1 / H U L B U RG R E B U I L D I N G
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Hulburg Today Harbor District
Over the centuries Hulburg was plundered and The lifeline of Hulburg is its harbor, which lies to
razed many times, but each time industrious folk the south of Tent City along the northern shore of
returned to rebuild atop its ruins. Remnants of the Moonsea. A large, rocky bluff separates it from
its previous incarnations still exist beneath the Tent City, and travel between the two districts is
surface of the current remains as a disjointed limited to a steep man-made trail that traverses the
collection of old sewers, passageways, and even the stony face of the slope. Laborers, called hoppers,
buried founda-tions and basements of destroyed carry loads of ore and other supplies up and down
buildings. the trail, which can be treacherous in poor weather.
While small in comparison to its former size, Warehouses and rows of docks make up the
mod-ern-day Hulburg is no exception to this cycle bulk of the Harbor District, but the area is also
of re-birth. Today, the town consists mainly of three home to a tariff office, guard post, and many other
dis-tinct areas: Tent City, the Harbor District, and smaller businesses built to service ships and their
Hul-master Manor. crews. The district has seen recent investments
by Lord Eorl Hulmaster, making it opulent in
A map can be found in Appendix II.
comparison to Tent City. Consequently, few tents
Tent City and temporary struc-tures lie within its palisades.
A handful of successful merchants, traders, and
The bulk of the town rests atop a tall plateau on the
ship captains live here, but even these individuals
northern banks of the Moonsea with the heights
live a modest lifestyle in comparison to other
of Thar rising to the north. A steep and rocky hill
towns and cities in the Moonsea region.
blocks expansion to the east, and the stony cliffs
along the Moonsea lie to the south. Hulmaster Manor
Known by Hulburg’s residents as Tent City, the Lord Eorl Hulmaster’s manor lies a short thirty-
plateau is home to a haphazard collection of large minute walk to the northwest of Tent City on
canvas tents and makeshift wooden buildings. This the outskirts of the ruins of old Hulburg. The
fledgling residential district lies near the center current lord and his trusted retainers live in a
of the plateau, and it stands upon the ruins of a small wooden fortress that backs up to a tall bluff.
former fortress. It contains a large natural well Residents of Hulburg jokingly (and never in the
and several older defenses constructed at the presence of the lord or his retainers) refer to the
height of Hulburg’s former glory. Several miles of structure as the Hedge Lord’s Manor.
unoccupied ruins sur-round the area.
Many residents of Tent City work in Lord Eorl Adventure Background
Hulmaster’s gem mine, which is located in the hills
to the northeast of the town. The remaining resi- In spite of its lawless reputation, Hulburg
dents survive by plying common trades to support maintains a delicate balance that keeps it from
the miners or working as dockhands in the Harbor descending into complete chaos. This precarious
District. Life in Tent City is rough, with most people system is held in place by the presence of two
living in poverty. These conditions breed crime major criminal factions: the Ships Guild and
and violence, but Lord Hulmaster’s small force of the Scarlet Fangs. These sizeable organizations
guards and Hulburg’s larger gangs manage to keep respectively control Hulburg’s Harbor District
the town from falling into complete lawlessness. and Tent City. Many other small gangs exist, but
none comes close to the same reach or power as
the Scarlet Fangs and the Ships Guild. The gangs
have coexisted in a state of dysfunctional harmony
for several years, with each feeding off a different
piece of Hulburg—until recently.

6 H U L B 1 - 1 / H U L B U RG R E B U I L D I N G
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Tent City is home to nearly all of Hulburg’s they are cor-rect or not is questionable.
miners and other working-class residents. Regardless of the source, the ghosts have been
Unfortunately, it rests directly atop the ruins of old all too happy to oblige their violent appetites. After
Hulburg. Roughly ten days ago, Harun Flatsteel, the learning of Hulburg’s power structure, they opted
leader of a smaller gang of miners known as Clan to destroy the city from within, starting with its
Stoneringer, discov-ered an entrance to some of gangs.
the ruins beneath the surface. To make some quick
Sythus and Darnik began by killing members
coin and feed his gam-bling addiction, Harun and
of the Ships Guild and the Scarlet Fangs to build
his gnome companion, Bettle, mounted a small
tension and fuel hatred. To their surprise, the
expedition into the buried ruins.
gangs were slower to accuse and act than the
In the eerie and disconcerting underground brothers expected.
pas-sages, Harun found little except an impending
To hasten their scheme, two nights ago they
sense of unease. He was about to abandon his
left the bodies of Harun and Bettle chained in
search when he stumbled upon a sealed doorway
the under-ground crypt and possessed two other
covered in strange script and symbols. It did not
members of Clan Stoneringer. Their plan was to
take the expe-rienced dwarven miner and his
start a bloody conflict at a popular drinking tent
helper long to break through the doorway, where
called the Stum-bling Goat, thus plunging the gangs
they discovered an an-cient crypt.
into all-out war.
Inside, Harun found two stone cairns. Giving
Their scheme somewhat failed when the Clan
little thought to the dead, he disassembled the
Stoneringer dwarf Sythus had possessed was
cairns and retrieved the valuables entombed
inad-vertently slain during the fight, revealing his
with the skeletons. Before he could leave with
ghostly form. Rather than let their true nature be
the treasure, two ghosts appeared and attacked.
exposed, the ghosts opted to kill everyone in the
In spite of his battle prowess, Harun could not
tent and con-tinue their machinations in a different
prevent the ghosts from possessing him or his
manner.
gnome companion.
In addition to terrorizing Hulburg, the brothers
In life, the ghosts, Sythus and Darnik Handwyn,
have (under the guise of Harun Flatsteel) been
were twin brothers. They were also Zhentarim
using several loyal and unquestioning members of
mem-bers and priests of Bane known for their
Clan Stoneringer to clear rubble and debris from
fervent ded-ication to the Black Lord. They fell
key loca-tions beneath the ruins of Hulburg. They
in battle in 1347 when a horde of orcs in alliance
believe Bane wants them to discover something
with the forces of Zhentil Keep destroyed Hulburg.
of great im-portance, but they do not know
Knowing their thirst for violence would not grant
specifically what.
them peace in death, their fellow Banite priests
entombed their corpses in a small room and sealed Possession as a Plot Device
it by performing a ritual that would keep their The ghosts of Sythus and Darnik Handwyn
spirits at rest. When Harun destroyed the doorway serve as the catalyst for events in HULB1-1
sealing the tomb, the sanctity of their resting place Hulburg Rebuilding. The ghosts spread their
was shattered, and the brothers returned to the chaos by possessing Hulburg’s residents
realm of the living as ghosts. and using them to commit acts of deceit and
Since that time, Sythus and Darnik have taken violence, often disposing of them afterward.
turns possessing, restraining, and torturing Harun While it is possible many of these
and Bettle to learn all they can of Hulburg’s history possession attempts would fail from a
and current situation. The brothers believe they gameplay perspective, the narrative assumes
hear the voice of Bane commanding them to make most residents of Hulburg simply do not have
war on the residents of Hulburg. As ghosts, their the resilience to resist the ghosts. They are
grasp of reality is tenuous at best, and whether not adventuring material.

7 H U L B 1 - 1 / H U L B U RG R E B U I L D I N G
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Adventure Overview Faction Assignment: Harpers, Lord’s
Alliance and Order of the Gauntlet. Hulburg
HULB 1-1 Hulburg Rebuilding consists of three ma-
is a recent at-tempt to establish civilization on
jor parts.
the northern shores of the Moonsea. As such its
Part 1: The Hedge Lord. Lord Erol Hulmaster
continued exist-ence of interest to these three
invites the characters to his manor to ask for
factions. They are also aware of recent trouble
their assistance. Violence has broken out between
within that threatens it.
several of the gangs in Hulburg, and with limited
resources, he needs a neutral party to locate and
remedy the source of the conflict.
Keeping Time
HULB1-1 Hulburg Rebuilding is designed to
Part 2: The Gangs of Hulburg. The characters play in a standard 4-hour convention timeslot.
investigate each of Hulburg’s gangs to find the If you need to reduce the time re-quired to
under-lying cause of the gang war. As they do, the play the adventure, consider eliminating
fighting escalates around them. Part 2 ends with encounters Retribution from Part 2 and
the charac-ters learning that something is afoot in Crawlers in the Dark in Part 3. Doing so
the ruins un-der Hulburg. shortens the adventure without upsetting the
Part 3: The Ruins of Hulburg. The characters story.
enter the ruins beneath Hulburg and make their Similarly, if things go faster than planned,
way to the tomb of Sythus and Darnik Handwyn, you can add Crawlers in the Dark regardless
where they have the opportunity to deal with the of the results of the checks, but keep in mind
ghosts once and for all. that this can be a serious drain on the party’s
Adventure Hooks re-sources.

The characters may already have their own reasons


for being in Hulburg, but if not, the following adven-
ture hooks are available to draw them into the story.
Summoned. Lord Eorl Hulmaster’s advisors
in-form him that capable adventurers are in the
area, and he sends an envoy asking the characters
to his manor to discuss the gang war.
Justice. The characters knew one of the
individu-als killed in the earlier gang fighting. They
have come to Hulburg to see justice served.
Travel. The characters are traveling via
ship from one location in the Moonsea region to
another, and their boat has docked in Hulburg’s
harbor for several days to unload and undergo
minor repairs. While exploring the town, they learn
of the gang war and offer their services to Lord
Hulmaster.
Faction Assignment: Zhentarim. The Scarlet
Fangs have drawn the attention of the Zhentarim,
who would like to incorporate the gang into their
organization. Members of the Zhentarim arrive
in Hulburg to gain the trust of the gang’s leader,
Gnarl Nosebiter, thus paving the way for a formal
meeting in the future.

8 H U L B 1 - 1 / H U L B U RG R E B U I L D I N G
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Part 1.
The Hedge Lord
Expected Duration: 20 minutes recently invested in the Harbor District, but
Either of their own volition or with an invitation only because he expects a greater return on
from Lord Hulmaster, the characters arrive at his investment.
Hulmaster Manor. If the characters arrive on their He considers himself better than the
own, simply stating that they wish to discuss the characters except for other nobles, and while
gang war is enough for the manor’s guards to grant blunt, he does not act in a rude or con-
them an audience with the lord, who is eager to see descending manner. He realizes the sooner
the situation swiftly resolved. the gang war is resolved, the sooner his
Although the hour is early, the thirty-minute profits return to normal.
walk from Hul-burg’s Tent City to Hulmaster
Manor has left you covered in a thin sheen
of sweat. The weather for the past several Lord Eorl Hulmaster
weeks has been unseasonably warm, caus- After formal introductions, Lord Hulmaster bids
ing tempers to flair, and the town is abuzz the characters to sit at a long wooden table set
with talk of gang violence. As evidence, two
nights ago a particularly brutal fight left six with cups and several pitchers of water.
gang members and two innocents dead. In Lord Hulmaster desires a swift resolution to
response, Lord Eorl Hulmaster has posted a the gang war. He does not tarry or beat around the
summons for capable adventures, and you
bush. Instead, he prefers to cut straight to what he
have an-swered.
Upon arriving at the small well-defended knows and where he thinks the characters should
wooden manor house and announcing your start their investigation.
intentions, Lord Hulmaster’s guards escort In spite of his thriftiness, Lord Hulmaster
you and your companions to a waiting room.
does not expect the characters to take on the task
To your surprise, only minutes pass before a
butler leads you to Lord Hulmaster’s meeting for free. He offers them 500 gp if they can find
chamber. the source of the conflict and see it resolved. He
considers the pay-ment more than fair and does
Roleplaying Lord Eorl Hulmaster not negotiate or pro-vide any of the amount in
At thirty-five years of age, Lord Hulmaster advance.
focuses on the ac-cumulation of wealth. He If the characters accept his terms, Lord
owns the gem mine, most of the warehouses Hulmaster relays the important information below.
in the Harbor District, and nearly all the • Lord Hulmaster’s resources are limited. He
legitimate businesses in Tent City. He has a gener-ally relies on Hulburg’s gangs to maintain
wife and several young chil-dren, but they at least a semblance of law and order in the
remain in Mulmaster until he can bring frontier town. With the gangs fighting among
Hulburg to heel. themselves, he needs help from a neutral party
Lord Hulmaster has bold plans for to find the under-lying cause of the issue.
Hulburg but currently lacks the coin to see • The skirmishes started recently and escalated
those plans fully realized. While not an evil quickly. It began almost a ten-day prior with the
man, his drive makes him a bit insensitive isolated stabbings of several Ships Guild and
toward the working condi-tions of the miners Scar-let Fang gang members. Each was found
and the living conditions in Tent City. He has dead be-hind tents or in alleys.

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• Two nights ago, a fight in Tent City resulted in
enough to do “real work.”
eight people dead. Of the dead gang members,
three were Scarlet Fangs, two were Clan Like most dwarves, Harun is fond of
Stoneringer la-borers, and one was a Ships Guild his ale. When not work-ing in the mine, he
member. A bar-keep and a barmaid also died in spends most of his time at a gambling tent
the fight. called the Sleeveless Charlatan. Aside from
pocketing the occa-sional uncut gem to sell
• The fight happened at a drinking tent in
at the harbor’s black market, the members of
Tent City called the Stumbling Goat. The tent
Clan Stoneringer are simply rough and tumble
is dismantled. The bodies of the deceased are
laborers who like to work and play hard.
at one of Hulburg’s older cemeteries a short
distance from the manor. Scarlet Fangs. The Scarlet Fangs are your
run-of-the-mill thieves’ guild. They have their
• Only the Scarlet Fangs, Ships Guild, and Clan
hand in most of the gambling, drinking, and
Stoneringer gangs have been involved in the
prostitution that happens in Tent City. Their
fighting so far.
lead-er is a 7-foot-tall half-orc by the name of
• He provides the basic information on each of Gnarl Nosebiter. While Gnarl has a propensity
the involved gangs, including the names of each for solving conflicts with violence, he is as fair
of the leaders (see the Hulburg’s Gangs sidebar). and honorable as a thief can be in his business
• He is contemplating the appointment of a deal-ings.
sheriff to help deal with similar problems in the In exchange for a cut of the profits, he and
future, since his captain of the guard simply does his crew quell fights, deal with cheaters, and
not have the time. He asks the characters to keep see that none of Tent City’s “working women”
their eyes open for a possible candidate. are treated badly. Gnarl runs his operation
Lord Hulmaster provides the characters with direc- from the top floor of the only two-story
tions to the cemetery. He suggests they visit it to building in Tent City, a raucous tavern named
see if they can learn anything of significance by the Suckling Pup.
examin-ing the corpses. The cemetery is a fifteen- Ships Guild. Rumored to be an offshoot
minute walk from the manor on the way to Tent of Luskan’s Ship Kurth, the Ships Guild
City. He also suggests the characters speak with surprisingly has the best interests of Hulburg
each leader of the gangs involved in the fighting. at heart. The guild is prospering as the town
Finally, he provides the characters with a grows and attracts new settlers, and it hopes
formal writ stating they are acting on his behalf. to maintain a steady stream of profits from
that growth.
Hulburg’s Gangs Its illicit activities consist mainly of
The gangs below are featured prominently
inflating tariffs, skimming cargo from
in HULB 1-1 Hulburg Rebuilding, but many
incoming ships, and buying and selling black
others exist in the rough frontier town. Except
market items from a hidden shop within the
for the Scarlet Fangs and Ships Guild, most
harbor district. Mara Be-try, a levelheaded
are groups of small-time thugs or simply
human in her mid-forties, heads the guild. She
residents who have joined together for
oversees activities in the harbor from a large
common protection.
stone ware-house near the water.
Clan Stoneringer. Less a gang than a small
group of miners, Clan Stoneringer is what
the black-bearded mountain dwarf, Harun
Flatsteel, calls his crew of workers. Harun’s
crew consists of dwarves, gnomes, and a
smattering of humans he considers tough

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Hulburg’s Cemetery cooperative and even relieved to know someone is
taking the situation seriously.
Hulburg’s cemetery lies midway between Tent
City and Hulmaster Manor on the outskirts of Of the eight individuals killed in the fight, only
the former city’s ruins. If the characters stop to two corpses remain unburied, one is a male dwarf
investigate the bodies of those killed in the most and the other a burly human. A successful DC 10
recent gang fight, they find Jarus Grainger digging Intelli-gence (Investigation) or DC 10 Wisdom
graves for the de-ceased. (Medicine) check reveals both seem to have died
from a single stab wound directly to the heart.
The elderly priest of Tyr has called Hulburg
home for less than a year. He does his best to tend Jarus collected the dead after the incident
to the health of the residents of Tent City and holds occurred and helped move them to the cemetery
small services to spread the word of the god of for burial. If asked about the wounds on the
justice. two corpses, he re-calls they were found a short
distance from the drinking tent. They were both
Roleplaying Jarus Grainger near a ruined wall and each had a knife protruding
A native of the Dalelands, Jarus found his faith from their chests.
in Tyr late in life, after losing his wife to a long Jarus assumes one of the two tried to flee,
bout of wasting sickness. He is an honest man the other gave chase, and they killed each other
with a good heart, but in his fifty-eight years fighting, but he admits the scenario seems odd.
of living, he has developed a stubborn streak He also informs the characters the other corpses
and a penchant for speaking bluntly. In spite contained numerous significant stabs and cuts
of his flaws, the residents of Hulburg respect typical of a swordfight.
him. In reality, the unburied corpses are two of
Jarus came to Hulburg because he knew those possessed by the ghosts Sythus and Darnik.
the town needed individuals who cared After kill-ing everyone in the Stumbling Goat, the
more for people than profit. Even though phantom brothers made their way to the nearby
his is simply a low-ranking servant of Tyr, ruined wall. There they murdered the individuals
he firmly believes in the god’s edicts. More they possessed by plunging daggers into their
than anything, he wants to see the gang hearts. They then fled the scene.
war stopped and justice served to those Clever characters may attempt to learn what
responsible. hap-pened during the fight by casting speak with
dead on one of the remaining corpses. If this
happens, re-member to keep the corpse’s answers
Weeds and trees cover a large part of Hul- brief and cryp-tic. It is fine for the characters to
burg’s cemetery, but several hundred feet
from its entrance is a neatly tended area
learn something other than a simple gang fight
free of overgrowth. A gray-haired man digs a occurred, but they do not need to discover the
grave near the middle of the space, pausing specifics.
occasionally to stretch his back. He wears a The human corpse was a Scarlet Fang gang
sweat-soaked tunic that bears an embroi-
mem-ber and the dwarf a member of Clan
dered symbol of a balanced scale resting
atop a hammer. Two corpses wrapped in Stoneringer. Both individuals were possessed
sheets lie near the base of the new grave, but did not see Sythus or Darnik’s spectral forms
with six other freshly filled graves nearby. approach. Both know something was controlling
them and that their actions before, during, and
Any character recognizes the tunic’s markings as after the fight were not their own. The dwarf is
the symbol of Tyr, the god of justice. The corpses aware of his gang digging around in the ruins, but
are those of the individuals killed in the fight at the spell is not precise enough for him to guide
the Stumbling Goat drinking tent. If the characters the characters to the en-trance. He does not know
at-tempt to examine the bodies, Jarus stops them about the tomb, nor does he think his leader is
and asks them what they want with the dead. As acting strangely.
long as they show Lord Hulmaster’s writ, he is

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Part 2.
The Gangs of Hulburg
In Part 2 the characters investigate each of If asked about becoming a sheriff, he thinks
Hulburg’s gangs. As they do, the fighting escalates it is a joke at first. Still, he is intrigued.
around them. Each of the main three encounters
contain a linked secondary encounter that occurs
immediately before or after the primary encounter. Gnarl has little patience for those not involved in
The primary encounters can be played in any his daily business, but if the characters display the
order. The Suckling Pup deals with the Scarlet writ they received from Lord Hulmaster, his guards
Fangs. The Ship Guild obviously deals with the begrudgingly escort them upstairs to meet with
Ship Guild. The Sleeveless Charlatan deals with their leader.
Clan Stoneringer.
Gnarl’s office is surprisingly clean and orga-
When the characters have exhausted all nized. Stacks of papers rest neatly on several
possible leads and witnessed firsthand the tables lining the walls. In the middle of the
violence gripping Hulburg, the A Watchful Eye space, the large half-orc sits behind a sizeable
desk. Several small piles of copper, silver, and
encounter directs them to the ruins beneath
gold coins rest on its surface. Gnarl eyes the
Tent City, although they might not need the push coins and looks irritably at a lanky teenage
depending on how much information they gleaned boy with red hair standing before the desk.
in earlier encounters. “You aren’t pulling your weight, boy. I’ve no
use for dullards in the Fangs. If you can’t make
The Suckling Pup your marks, you are of no use to me. You have
a ten-day to make up your shortcomings or
Expected Duration: 20 minutes things are going to get considerably worse for
Gnarl Nosebiter runs the Scarlet Fangs from the you. Now get out of my sight!”
When the boy turns to leave, you see
second story of a wooden tavern in Tent City
a fresh bruise on his left cheek. He hangs his
called the Suckling Pup. The tavern serves a steady head and scurries past you toward the steps
stream of customers from early morning until well at a brisk pace.
after midnight, with miners stopping by to quench The half-orc looks to you, sweat bead-
their thirsts both before and after their shifts. ing on his clean-shaven head. Visibly annoyed,
he says, “You’re here at Lord Hulmaster’s suf-
A wooden sign painted with the image of ferance, so let’s make this quick. It’s too damn
a puppy curled atop a barrel of ale hangs hot to dance around the issue at hand.”
from the second-floor balcony of a tall timber
building. The sounds of laughter and the
smell of pipe smoke spill from an open door If questioned about the gang war, Gnarl retells
on the ground level into the hot, dry, and what the characters already learned from Lord
dusty street. Hulmaster. He honestly does not know what
happened to cause the fight that killed eight people
Roleplaying Gnarl Nosebiter two nights earlier. He also does not know what
With ample muscles and a clean-shaven head, started the greater conflict, but given the current
the 7-foot-tall half-orc leader of the Scarlet situation, he is not surprised the incident occurred.
Fangs makes an intimidating figure. He keeps his He is not happy about the deaths of his fellow
gang of thugs and thieves in line using fear and members and vows retribution. He suggests the
violence, but only when necessary. In spite of characters stay out of his way and mind their own
his appearance, he is intelligent and calculating. business.

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A successful DC 10 Wisdom (Insight) check reveals When you reach the first floor of the tavern,
that, in spite of his gruff mannerisms, Gnarl is you find its bar ablaze. Screaming and cough-
holding something back. If the characters notice ing patrons run about searching frantically
this and inquire, the half-orc orders his guards for an exit. Several men struggle to open the
wooden door at the front of the building.
to leave so that he can speak with the characters Behind you, you hear Gnarl barking orders
openly. When they have departed, Gnarl admits his to his men to help him retrieve the valuables
concern over the situation. He does not believe the from upstairs. He turns to you and yells, “Get
Ships Guild would make a play for his business, and these people out of here!” before bounding
he does not consider Clan Stoneringer a serious back up the steps.
threat. Losing members is bad for his operation,
Two doors provide exit from the tavern: one in
but given the recent events, he has no choice but
its front and one in its back. Unfortunately, both
to respond with violence if he is to maintain his
are chained shut from the outside, and the fire is
reputation. He truly hopes the characters find a
already too large to be extinguished by ordinary
resolution soon. His members are already on edge,
means. Well-prepared characters can douse the fire
and it is just a matter of time until the situation
using magic, provided the spell cast is capable of
goes from bad to worse.
extinguishing flames in an area equal to or greater
As the character wrap up their discussion with than a 20-foot cube.
Gnarl, proceed to A Fire Inside below.
To escape, the characters can force either door
open with a successful DC 20 Strength check. As
Desperate Boy an alternative, they can throw a chair through one
The boy in front of Gnarl calls himself ‘Billy’ for of the tavern’s two large front windows. There are
the moment, although it is not his real name. also several smaller windows on the second floor,
He lacks the age and physique to become a but escaping through them and dropping 10 feet
miner, but he desperately wants to become a to the ground would be difficult for the tavern’s
man and earn his own coin. He wants to join the patrons.
gang since it offers both family and protection,
and he is well aware that accepting favors from Splitting the Party
outsiders is not going to help. Besides, the If characters remain downstairs while others
adventurers are only going to stick around for go up to meet with Gnarl, there is a chance
a short time. As such, he does not go into an they catch the dockworkers in the act of arson.
extensive discussion with the characters (and Sythus and Darnik move quickly upon entering
Gnarl is certainly not going to wait). the tavern. They target the bar with their flasks
The boy has a more important role in HULB of oil, breaking the flammable bottles of spirits
1-2 Hulburg Burning, so be sure to make his and setting it ablaze before the characters can
presence memorable without overdoing it. react.
While the characters cannot stop the
A Fire Inside possessed dockworkers from lighting the bar on
fire, there is a chance their presence and quick
As the characters finish their meeting with Gnarl,
action is enough to cause the ghosts to abandon
screams break out in the tavern below. By the time
their plan to slaughter the patrons. Allow each
they make it to the ground floor, the entire bar is
character remaining on the first floor to make a
on fire, and they discover both exits barred from
DC 15 Dexterity or DC 15 Wisdom (Perception)
the outside.
check. If half or more of the characters succeed,
the ghosts flee the tavern without chaining
the doors shut, and all of the patrons escape
without harm.

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The two dockworkers are commoners, and driving daggers into their hearts. Once free from
as such can potentially be stopped before they the dockworkers’ bodies, the ghosts easily escaped
leave the tavern or kill themselves. If so, do not in ethereal form.
worry. See the speak with dead information If the characters search for the criminals,
below for what they know. Characters with a they discover their corpses in a nearby tent with
passive Perception of 20 or higher observing daggers protruding from their chests. If they noted
the two just after capture note some magical the different wounds on the two corpses at the
energy leaving the captured dockworkers, but cemetery, they immediately recognize the same
it is too quick for any details. Keep in mind that wounds on the bodies.
the ghosts are intelligent, and they prefer to As before, clever characters may attempt to
leave when no ranger or cleric type of character learn what happened by casting speak with dead
is observing. on one of the corpses. If this happens, remember
to keep the corpse’s answers brief and cryptic. It
To maintain a sense of urgency, only give the is fine for the characters to learn the dockworkers
players about a minute to decide what actions to were compelled to act against their will, but they
take. If the characters manage to force open one do not need to discover the exact nature of the
of the doors in three rounds or less, they (and all compulsion.
the patrons) escape without harm. If they break a
window, they escape as well. However, the extra Both individuals were Ships Guild members,
time and care required to climb though the jagged named Treemus and Ellisa. Sythus and Darnik were
frame causes part of the tavern’s ceiling to collapse. careful to possess them so as not to be seen. Both
The collapse traps the establishment’s bartender, know something was controlling them and that
an elderly man called Pour Pete. their actions were not their own. Neither knows
exactly what forced them to act. They neither saw
A character can attempt to rescue Pete by nor heard anybody casting a spell.
lifting the beam trapping him with DC 12 Strength
(Athletics) check. A success allows Pete to wriggle
Faction Assignment: Zhentarim
free and escape. A failure causes the character
Gnarl Nosebiter is fond of his bartender, Pour
lifting the beam to suffer 2d6 fire damage. Two
Pete. If the elderly man survives the fire, the
characters can attempt to lift the beam by working
half-orc is grateful. Since the Zhentarim helped
together. This grants the primary character
rescue his old friend, he agrees to a formal
advantage, but if the check fails, both characters
meeting with them at a later date.
suffer 2d6 fire damage. On the third failure,
another portion of the ceiling collapses, burying If Pour Pete perishes in the fire, Gnarl
the bartender in flaming rubble, and he perishes. refuses to meet with the Zhentarim, and the
faction assignment fails.
After the Fire
After the characters, Gnarl, and his men escape,
the Suckling Pup burns to the ground in a matter
of minutes. If questioned about the fire’s origin,
the surviving patrons report that two men in
dockworker clothing came in and hurled flasks
of flaming oil at the bar. They then yelled, “Death
to the Scarlet Fangs!” and each ran out a separate
entrance.
The dockworkers were the possessed pawns
of Sythus and Darnik, and after chaining the tavern
doors shut, the ghosts fled to a nearby tent. Inside,
they murdered the individuals they possessed by

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The Ships Guild Mara is genuinely concerned about the gang
fighting and not simply because she recently lost
Expected Duration: 40 minutes
several dockworkers. She explains that the gangs
To reach the Ships Guild, the characters must travel have always respected each other’s territories. She
down the rocky cliff that separates Tent City from has no interest in mining, gambling, or prostitution
the Harbor District. Doing so is a fifteen-minute and only wants to see things return to normal.
walk, but the return trip requires almost twice as
If asked about the other gangs or their leaders,
much time due to the steep incline of the trail.
she mentions that Harun Flatsteel had been selling
While not cool, the breeze from the Moonsea more “extra” gems from the mine than usual. Ten
rustles through the Harbor District, provid- days ago, he stopped bringing gems to the black
ing a brief respite from the oppressive heat. market altogether, but she does not see how the
Warehouses, docks, and the tall masts of
change could be related to the violence.
ships dominate the waterfront. A smattering
of smaller businesses and alehouses fills in the Retribution
gaps.
After several minutes of wandering, you As the characters make their way to or from the
finally locate the large stone warehouse near harbor, they encounter a band of five Scarlet
the water that belongs to the Ships Guild. Fang veterans taking vengeance on four Ships
Guild thugs, for each thug that escapes alive or is
The Ships Guild employs an impressive array disabled by the characters they gain xp as if they
of informants, so the characters’ arrival is not a defeated the thugs. The Ships Guild thugs are easily
surprise. Tiers of scaffolding stocked with crates outmatched, making the fight more of a slaughter.
and barrels form a labyrinth inside the warehouse. The characters can choose to ignore the fight
Upon entering, four solid dockworkers guide the or try to save the Ships Guild members by getting
characters to an enclosed mezzanine in the center involved.
of the large building. From inside, Mara Betry As you navigate the streets near the harbor,
oversees the day-to-day activities of the Ships Guild. you hear the unmistakable ringing of metal
on metal. When you round the corner, you
Roleplaying Mara Betry see fighting at the end of an alleyway.
Wisps of gray streak Mara Betry’s coal-black The Scarlet Fang veterans have the Ships Guild
hair. She is attractive for her forty-four years thugs trapped at the end of the alley where they
of age and not afraid to use her charm to get are slowly cutting them to pieces. One of the Fangs
what she wants. Mara treats the members of keeps guard on the roof, far enough away from the
the Ships Guild with decency and respect, and rest to prevent area spells hitting both.
they are fiercely loyal to her in return.
If the characters ignore the fight or watch from
The Ships Guild leader has a reputation a distance, it only takes the Scarlet Fangs moments
for being sensible and fair. She captained a to cut them down. Once finished, they loot the
cargo vessel for many years. Consequently, bodies and move on in search of other victims.
she knows how to handle people and how to
If the characters attempt to engage the Scarlet
solve disputes without bloodshed.
Fangs verbally or physically, they turn on the party
If asked about becoming a sheriff, she and attack the characters instead. However, the
immediately takes the suggestion seriously. characters’ involvement is enough of a distraction
She is genuinely concerned about the fate to allow the Ships Guild gang members to escape.
of her people, and being a sheriff is going
If the characters capture any of the Scarlet
to help. Of course, she is realistic enough to
Fang members, they learn nothing of interest. The
realize her appointment would not go over
Scarlet Fangs were merely seeking vengeance for
well with other gangs.
the earlier deaths of their gang’s members.
The Scarlet Fangs are half-orcs and have the

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following powers in addition to regular veterans The Sleeveless Charlatan
and gladiator:
Expected Duration: 40 minutes
Senses. Darkvision 60 feet.
In spite of being possessed by a ghost, Harun
Relentless Endurance. When they are Flatsteel still spends part of his days working
reduced to 0 hit points but not outright killed, they in Hulburg’s mine. He also spends most nights
can drop to 1 hit point instead. drinking and gambling at a gaming tent called the
Savage Attack. When they score a critical Sleeveless Charlatan.
hit with a melee weapon attack, they deal one After possessing the dwarf in the underground
extra weapon damage dice in addition to that of a ruins, Sythus and Darnik chained the Clan
critical. Stoneringer leader in their tomb and spent time
interrogating and torturing him. In doing so,
Adjusting the Encounter they learned a great deal about Hulburg’s power
While potentially a hard encounter, the intent
structure and how its gangs interact.
is more to let the characters know tension
is rising. They can try to put an end to the Since then, the ghosts have taken care to
preserve Harun’s basic routine. Doing so allows
fighting through social interaction though. If
them to maintain control of Clan Stoneringer and
they do talk, give them full XP for defeating
use its members for their own nefarious plans.
the opponents.
This means the brothers must routinely possess
Here are recommendations for adjusting the dwarf and keep up appearances by appearing
this combat encounter. These are not at the mine and the Sleeveless Charlatan.
cumulative. If the characters seek an audience with Harun
• Very weak party: Remove two veterans. at the mine, their request is denied. Even though
• Weak party: Remove one veteran. they have a writ from Lord Hulmaster, the mine
• Strong party: Add one veteran and one is simply too large and too dangerous for them
gladiator. to be allowed inside. The mine’s guards suggest
the characters seek the dwarf at the Sleeveless
• Very strong party: Add two gladiators. Charlatan at night.
General Features On any given night, the possessed Harun
The area has the following features. Flatsteel arrives at the gambling tent around dusk,
making him easy for the characters to locate.
Light. Daylight.
Crates. Several crates lie scattered about the The flaps of the large tent before you are tied
back, allowing a meager hot breeze to work
alleyway. Each crate can provide half-cover.
its way inside. Within, sweaty patrons sit around
Tactics circular tables holding hands of cards or rolling
When the characters enter the fight, the Ships dice. Bottles of spirits line a small corner bar.
Beside it rests an elevated wooden keg with a
Guild thugs use their actions to disengage and tap at its base.
flee. As long as the characters remain to fight, the A black-bearded dwarf sits alone at a ta-
Scarlet Fangs do not give chase. If it becomes clear ble. Raising his mug, he calls to a middle-aged
the Fangs are overmatched, they try to flee or woman wearing too much powder on her
surrender. They are not suicidal. face. “Fetch me another ale, Twilio.”
You watch as the woman pulls a dark-
Treasure brown ale from the keg and delivers it to the
If the characters kill, chase off, or otherwise dwarf. She places it on the table and says,
“It’s good to see you around, Harun. I’d hate
incapacitate the Scarlet Fangs, they find 250 gp in
to think you were spending time with anoth-
various coins and one potion of greater healing on er woman’s ale.” She adds a sultry wink and
the bodies. makes her way back to the bar.
With a look of indifference, the dwarf
takes a drink from the mug.

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If the characters speak with the dwarf but do
Roleplaying Harun Flatsteel
not suspect he is lying or do not press him for
When the characters encounter Harun
information, Harun volunteers the tale about the
Flatsteel, he is possessed by Sythus
Scarlet Fangs before they depart. He knows he must
Handwyn’s ghost. The ghost has taken great
deal with the characters before they learn too much.
care to preserve the middle-aged dwarf’s
accent and mannerisms, but his presentation Note that Sythus can be detected with a detect
is not flawless. He occasionally pauses while evil and good, hinting something is wrong, but not
talking, either searching for the correct words exactly what. A paladin of course knows of the
or struggling to keep his thoughts together. presence of an undead. Unless special precautions
Because of this, Sythus keeps his answers are taken, Sythus is aware some kind of ability is
short and to the point. used and reacts accordingly. Casting spells without
permission is at best rude and at worse assault. It is
To help with any lies he has to tell, the
similar to drawing a weapon.
ghost speaks about the dwarf in the third
person. He uses phrases like, “Old Harun Development
thinks all this violence is a terrible tragedy.” If the characters start to suspect or accuse Harun
of lying, Sythus does his best to deceive them with
If the characters ask Harun about the fight at the the story about the Scarlet Fangs. He then excuses
Stumbling Goat, the dwarf replies that his workers himself, claiming he only stopped by for a quick
frequently drink there. He adds that they usually drink and has other matters that need his attention.
keep to themselves.
If the characters attempt to restrain or detain
If questioned about the gang war, he states the possessed dwarf, he does his best to flee. As a
that he and his crew are a small-time operation. He last resort, he pulls a dagger and stabs himself in the
chalks their involvement up to being in the wrong heart. This action kills the dwarf and reveals Sythus’
place at the wrong time. true form. The ghost then enters the Ethereal Plane
If accused of stealing gems from the mine, Harun and sinks into the ground, escaping into the ruins
confesses to the crime. He also points out that most beneath Tent City.
miners pocket a gem here and there. He admits to If the characters are perceptive enough to drive
having a gambling addiction, but he claims he has the ghost from Harun’s body before he can flee (such
not stolen any gems in nearly a tenday. as by using turn undead or dispel evil and good),
Sythus does his best to keep some truth in Sythus attempts to kill the dwarf before escaping,
Harun’s replies, hoping they hold up under scrutiny. but not at the risk of his own unlife. He does so
If a character specifically questions the truth of to keep the location of his tomb a secret. Use the
his answers, allow them to make a DC 15 Wisdom commoner statistics for Harun’s physical form.
(Insight) check. Success on the check allows the If the characters somehow manage to save
character to realize the dwarf is either lying or Harun, the dwarf knows the location of the ghosts’
holding something back. tomb and tells them how to find it. If this happens,
If a character presses the dwarf about it, he skip It’s a Trap, and proceed directly to A Watchful
admits something strange is happening in Hulburg. Eye and potentially Minions in the Dark in Part 3
He confesses that his crew has recently seen several afterwards.
Scarlet Fangs lurking around a ruined building on The rest of the adventure assumes the
the outskirts of Tent City. He offers the characters characters do not discover Harun’s possession or the
directions to the site. possessed dwarf escapes. If events unfold differently,
Harun asks that Clan Stoneringer’s name be left adjust the remaining encounters to fit.
out of whatever they find at the site. He states that Awarding XP
he cannot afford to lose any more members to gang
violence. A successful DC 15 Wisdom (Insight) check If the characters managed to save Harun Flatsteel
reveals he is lying. In reality, the ghost hopes to from the ghost in this encounter, award the same
stage a trap in the ruins and eliminate the meddling XP as if defeating the dwarves in the ambush and
characters for good. proceed to A Watchful Eye.

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It’s a Trap! Tactics
When the characters arrive at the ruined location Barr starts the fight with his area spells, potentially
given to them by Harun Flatsteel, four seasoned cast at higher level for more damage. He is not afraid
Clan Stoneringer veterans and their leader Barr of melee combat though, especially considering
Flatsteel (a cousin of Harun), black earth priest, his shield spell. The Clan Stoneringer veterans
are waiting for them. The group consists of the concentrate on eliminating any characters they see
same loyal and unquestioning dwarves Sythus and wielding divine or arcane magic (in that order).
Darnik have been using to excavate key locations The Clan Stoneringer dwarves are wholly
beneath the ruins. loyal to Harun, and have the typical stubbornness
Even at night, the heat remains oppressive. of dwarves. Ultimately, they are not suicidal, and
Mosquitos and other insects swarm about, if things go really badly they try to flee and/or
adding to the misery. A thick, humid haze surrender. If the characters choose to knock one
quells the moonlight, making it difficult to spot or more of the dwarves unconscious and question
potential threats amid the foundations and
collapsed walls that fill the area.
them, see Interrogating a Dwarf below.
Treasure
The Clan Stoneringer dwarves begin combat
If the characters kill or capture the Clan
crouching behind the crumbled walls. Since the
Stoneringer dwarves, they find 150 gp in various
characters are expecting possible trouble, allow
coins, a ruby ring worth 100 gp, and a jade
each of them to make a DC 15 Wisdom (Perception)
statuette of a bear worth 50 gp on their bodies.
check with Advantage. Those who succeed hear
the slight clink of armor just before the Clan Interrogating a Dwarf
Stoneringer dwarves attack. They are not surprised If the characters elect to spare one or more of the
and can act during the first round of combat Clan Stoneringer dwarves, they can attempt to gain
Adjusting the Encounter information from their captive. Doing so requires a
Here are recommendations for adjusting this successful DC 15 Charisma (Intimidation) check. Each
combat encounter. These are not cumulative. Clan Stoneringer dwarf can convey the points below.
• Very weak party: Remove two veterans. • Harun Flatsteel ordered the dwarves to ambush
• Weak party: Remove one veteran. the characters.
• Strong party: Add two veterans. • The dwarves work for Harun at the mine. He is
their foreman.
• Very strong party: Use the stonemelder
version for Barr. Replace the veteran’s with • Harun found an entrance leading to the older
gladiators. tunnels beneath the city. (The dwarves give the
characters the exact location - proceed directly to
General Features Minions in the Dark in Part 3.)
The area has the following features. • Harun hasn’t been himself since he found the
entrance. He disappears from the mine for hours
Light. Darkness. during the day and does not spend as much time
Walls. Portions of crumbled walls and old gambling as before.
foundations dot the area. These three-foot-tall • The dwarves have been digging under the city
obstacles provide half-cover. Climbing over a wall at Harun’s request. So far, they have only found
requires a successful DC 10 Strength (Athletics) empty passages and some strange trinkets, which
or DC 10 Dexterity (Acrobatics) check. Characters they have sold for a few silvers.
who fail the check slip and end their movement.
Characters who fail the check by 5 or more fall The Clan Stoneringer dwarves are not inherently
prone and end their movement. evil. They were only following Harun’s orders. It
Stoneringers. The Stoneringers are dwarves is up to the characters to decide what to do with
and as such they all have darkvision 60 ft., any dwarves they spare. Hulburg has no jail, but if
advantage on saving throws against poison, and necessary, Lord Hulmaster’s guards can detain the
resistance against poison damage. captives and decide their fate.

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A Watchful Eye
Expected Duration: 10 minutes Faylin freely shares the information below:
Immediately after exploring their final lead in Part • Harun started behaving strangely about ten days
2, if Harun Flatsteel drew them into an ambush it ago after he missed a day of work. When his
is after the trap the characters are approached by attendance became even spottier, she decided
Faylin Greenbaum. Since Faylin has been searching to question the dwarf, and Harun claimed to be
for the characters, this encounter can occur feeling ill.
anywhere in Hulburg and at any time of the day • When other members of Clan Stoneringer started
missing shifts, the half-elf grew concerned. After
Roleplaying Faylin Greenbaum the deaths at the Stumbling Goat, she decided to
In spite of her half-elven heritage, Faylin is follow Harun to make certain his crew was not
neither slender nor graceful. While the thirty- the source of the trouble.
two-year-old’s dusty blond hair, blue-gray • Last night, Faylin tracked Harun and his friend
eyes, and stout build are somewhat plain, her Bettle to the ruins on the outskirts of Tent City.
true beauty lies on the inside. She saw them enter a tunnel in the basement
Faylin oversees Hulburg’s mine. Lord of a crumbled building. While she hid and
Hulmaster pays her a pittance of her actual waited for the pair to emerge, several other Clan
worth, but she cares little for money. Her Stoneringer dwarves arrived carrying picks
heart lies with the town’s miners and other and shovels. They entered as well. The dwarves
working-class residents. She spends her free departed the ruins near dawn, but Harun and
time and money repairing tents, serving Bettle did not.
meals, and performing other tasks to improve • So far, Faylin has not seen Clan Stoneringer
the living conditions in Tent City. commit any crimes, but she knows something out
Faylin holds no particular religious of the ordinary is happening.
devotion. While she admires Jarus Grainger • Since Lord Eorl Hulmaster has tasked the
for his dedication to Tyr, she prefers to rely on characters with investigating the gangs, she
her own hard work and compassion to make decided to bring the information directly to them.
Hulburg a better place to live.
• Faylin can show the characters the exact location
She was not aware Lord Hulmaster was of the ruined building that holds the tunnel (A
looking for a sheriff, but she is definitely Trail in the Dark in Part 3).
interested, and she considers herself a logical
• Faylin asks the characters to leave her name out
candidate.
of any official reports. She does not want the
other miners to feel like she cannot be trusted.

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Part 3.
The Ruins oF Hulburg
Miles of old passages and rooms lie beneath The initial trail of boot prints and moved
Hulburg. Most are the product of many centuries stones makes tracking simple, but after thirty-
of destruction and rebuilding. These underground minutes of walking, all signs of movement
ruins exist in small sections. Collapsed tunnels disappear. Relocating the trail requires a group
connect some, but many remain as individual Survival check. Each character must make an
dungeons either completely isolated or only individual DC 15 Wisdom (Survival) check. If half
accessible from the surface. The tunnel Harun or more of the characters succeed, they manage to
Flatsteel found in the basement of the ruined locate the trail again and follow it to Minions in
building outside Tent City leads to one of these the Dark below. If half or more of the characters
underground areas. fail, they become temporarily lost and stumble into
Unfortunately for the residents of Hulburg, a room occupied by carrion crawlers (see Crawlers
Clan Stoneringer’s recent excavation efforts have in the Dark below).
opened several passages to the oldest levels of the Awarding XP
buried city, and undead are beginning to ascend If the characters pass the group survival check
from its depths. Sythus and Darnik have brought to rediscover the trail, award them 270 XP each.
several of these undead horrors under their Award the same amount if they learned the way to
control, and they now protect the ghosts’ tomb. the tomb from Harun or from a Clan Stoneringer
A Trail in the Dark dwarf in Part 2.

Expected Duration: 10 minutes Crawlers in the Dark


The entrance to Hulburg’s underground ruins Expected Duration: 30 minutes
lies twenty minutes from Tent City. When the This encounter can be skipped if the adventurers
characters arrive, they find the area and the learn the exact path in Part 2, or if they made the
entrance unguarded. group Survival check at the start of Part 3.
Stone steps lead to the basement of a ruined
building. Splintered wood, rock, and other de- The hallway you have been following opens to
bris lie scatter about. In the corner of the under- a small landing before rising to an empty room
ground room, a doorway leads into darkness. that is 20 feet wide and 40 feet deep. A short
flight of steps leads to a large 10-foot-square
with an open doorway on the room’s west wall.
To reach the ghosts’ tomb, the characters need to
navigate the underground ruins. To do so, they Three carrion crawlers make their home in the
need to follow the tracks left by Harun, Bettle, large divided room. One of the carrion crawlers
and other dwarves of Clan Stoneringer. Since the lurks above the room’s entrance, clinging to the
Clan Stoneringer dwarves have been excavating wall. When a character enters the room, it attacks.
different areas within this section of the ruins, Characters with a passive Perception of 15 or
numerous tracks exist, making the path difficult to lower are surprised by the attack and unable to act
follow. during the first round of combat.
If the characters learned the way to the tomb The remaining two creatures dwell beyond the
from Harun in The Sleeveless Charlatan or from west doorway. The sound of combat draws them to
a Clan Stoneringer dwarf in It’s A Trap in Part 2, the fight.
they can proceed directly to Minions in the Dark.

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Adjusting the Encounter The Clan Stoneringer dwarves have been
The encounter should drain some resources, but excavating the southern hallway at the possessed
it should be relatively easy. Harun’s request. The piles of rubble are the results
Here are recommendations for adjusting of their efforts. In spite of their persistence, they
this combat encounter. These are not have yet to break through the collapse in this
cumulative. particular area of the ruins.
• Very weak party: Each carrion crawler has Not long after returning to the material plane,
25 hit points. the ghosts repaired both sets of stone doors in
• Weak party: One carrion crawler has 25 hit the room to the north of the intersection. The
points. doors remain locked at all times to keep the Clan
• Strong party: Increase the AC, attack rolls, Stoneringer dwarves from discovering what lies
damage rolls, the DC of the paralysis and beyond. Opening either set of doors requires a
saves by 1 and the hit points by 20. successful DC 15 Dexterity (thieves’ tools) check.
• Very strong party: Replace the carrion If necessary, a character can force the doors open
crawlers with two bulettes. with a successful DC 20 Strength check.
General Features The ghosts have called a flameskull and four
ghasts from deeper in the ruins to guard the area
The area has the following features.
leading to their tomb. These undead minions
Light. Darkness. attack any living creature that enters the room,
Ceilings. The ceilings in the hallways are 10 providing they are not possessed by Sythus or
feet high. The ceilings in each room are 20 feet high. Darnik.
Tactics
Adjusting the Encounter
As mindless devourers of death and decay, the
Here are recommendations for adjusting this
carrion crawlers utilize little in the way of tactics.
combat encounter. These are not cumulative.
They attempt to paralyze their prey and drag it into
the western room. If successful, they kill their meal • Very weak party: Remove one ghast. Each
and leave it to ripen before returning to combat for ghast has 18 hit points.
more food. The bulettes are slightly smarter, but • Weak party: Remove one ghast.
just as hungry. • Strong party: Add one flameskull. The
turning defiance of the ghast applies to the
Minions in the Dark flameskulls as well.
Expected Duration: 40 minutes • Very strong party: Add a flameskull. Increase
After almost an hour of navigating Hulburg’s the ghasts AC, attack rolls, damage and the
underground passages, the characters finally arrive save DC of its claws by 2 and they have 50
at the entrance to the rooms that hold Sythus and hit points. The turning defiance of the ghasts
Darnik’s tomb. applies to the flameskulls as well.

Hulburg’s underground ruins are cool and in General Features


sharp contrast with the sweltering heat on the
The area has the following features.
surface.
After nearly an hour of navigating damp Light. Darkness.
and the dark tunnels, you arrive at an inter- Ceilings. The ceiling in the hallway is 10 feet high.
section. Stairs rise to the north and south. The
northern steps end at a pair of large stone
The ceiling in the room to the north is 20 feet high.
doors, the southern steps in a collapse of stone Braziers. Old brass braziers rest in the corners of
and earth. Several picks and shovels rest near- the room. The wood they contain is too damp to burn.
by. To the east, an alcove holds piles of dirt
and rock. The rubble appears to be from the
collapsed hallway to the south.

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Statue. A 15-foot-tall stone statue of a robed in the nearby area has given them ample time to
human holding a triangular tray occupies the prepare for combat (see Tactics below).
northern end of the room. Its significance has been Six thick stone columns rise thirty feet to the
lost to time. ceiling of the large rectangular room before
The statue is large enough to block line of sight you. A row of old wooden pews lies between
them. A doorway occupies the southern wall.
and provide full cover to those behind it. Climbing
Rubble lies scattered about near it.
the statue requires a successful DC 15 Strength As you survey the space, several humanoid
(Athletics) check. forms with gaunt faces emerge from the shad-
ows and move purposefully toward you with
Tactics drawn swords.
The ghasts swarm any character who enters the
room. They fight in a pack, hoping to take down Adjusting the Encounter
individual foes quickly. Here are recommendations for adjusting this
combat encounter. These are not cumulative.
The flameskull hovers near the middle of the
room just below the 20-foot-tall ceiling. When • Very weak party: Replace wights with ghasts.
Each ghost has 25 hit points.
the characters enter, it flairs to life, shedding
bright light in a 15-foot radius and dim light for an • Weak party: Remove one wight. Each wight
has 25 hit points.
additional 15 feet. It remains near the ceiling, using
its spells and fire ray to attack from a distance. If • Strong party: Add two wights.
the characters eliminate the ghasts before killing • Very strong party: Add two wights. Each
the flameskull, it casts fireball at the center of the wight has a +2 to AC, attack rolls, damage
room. and the saving throw of its life drain ability
All the undead creatures fight until slain. If and has 60 hit points. Each ghost has 68
driven off by the use of turn undead, they return hit points and a +2 to attack rolls, damage
when the feature’s duration expires and attack the rolls and the saving throw of its possession
characters again. ability.”.

Development General Features


Fighting in this area alerts the ghosts and wights in The area has the following features.
the next room (Ghosts in the Dark) to intruders, Light. Darkness.
giving them time to prepare for battle. If the
Ceilings. The ceiling in the main room is 30
characters unlock and open the doors leading to feet high. The ceiling in the small sacristy to the
the area during combat, the ghosts and wights join south is 10 feet high.
fight. Columns. The large support columns block
If the characters pause for more than five line of sight and provide full cover to those hiding
minutes after the fight, the ghosts and wights from behind them.
Ghosts in the Dark arrive and attack. Pews. The wooden pews are bolted to the floor
and unmovable. They provide half-cover. Climbing
Ghosts in the Dark over a pew requires a successful DC 10 Strength
This large 35-foot-by-75-foot room once (Athletics) or DC 10 Dexterity (Acrobatics) check.
functioned as a worship hall. A small sacristy Characters who fail the check slip and end their
movement. Characters who fail the check by 5 or
exists at its southern end. The sacristy served as
more fall prone and end their movement.
Sythus and Darnik’s tomb until Harun Flatsteel
and his gnome companion broke through its sealed Tactics
doorway, destroying the runes that kept the ghosts Both ghosts start the fight hovering just below
at rest. the ceiling behind the room’s northeastern
support columns. On his turn, Darnik moves to
The ghosts of Sythus and Darnik and four
an advantageous location and uses his horrifying
wights wait inside the main room. The fighting

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visage, hoping to scare off as many enemies as holy symbols and all the items they were buried
possible. If he has enough movement remaining, with (see Treasure below). The holy symbols
he flies into another room, remaining near the depict a black fist squeezing green rays of light. Any
ceiling. Sythus attempts to possess any character character proficient in the Religion skill recognizes
that looks like an easy target, such as fighters and the symbols belong to Bane, the god of Tyranny.
barbarians, to then attack the group’s spellcasters. If the ghosts were turned and not destroyed,
The wights attack the strongest or most their holy symbols are the key to granting them
heavily armored opponent. They fight as a group rest. Let any character proficient in the Religion
to take down individual characters quickly. If hit skill make a DC 15 Intelligence (Religion) check.
by a magical weapon, they change their focus and Those who succeed realize it is possible to perform
attempt to eliminate the character wielding it. a quick ritual capable of forcing the spirits back
The ghosts and wights fight until destroyed. If into their earthly forms.
driven off by the use of turn undead, they return To perform the ritual, a character must make
when the feature’s duration expires and attack the a successful DC 15 Intelligence (Religion) check
characters again. while touching one of the corpses and its holy
symbol. The ritual takes three rounds to complete,
Combating Turn Undead and the character performing it must maintain his
Because of their turn undead class feature, or her concentration for the duration.
clerics and paladins pose the greatest threat
to the ghosts and their wight allies. When If a character attempts the ritual during the
facing a party with multiple clerics or a cleric fight with the ghosts, they immediately sense the
and a paladin, repeated turn attempts can threat and attack the character in anger.
easily decimate the undead’s ranks. The ritual is not capable of putting Sythus and
If you encounter this situation, consider Darnik’s spirits to rest permanently, but it does
using etherealness to keep one or both of the grant the characters enough time to transport
ghosts on the Ethereal Plane. You can bring their bones and holy symbols to Jarus Grainger.
them back once the bulk of the party’s turn The elderly priest can see the brothers finally find
undead attempts have been expended. eternal rest.
Another option is to let both ghosts Treasure
attempt to possess characters who can turn Sythus and Darnik were buried with their favored
undead as early as possible in the fight, thus weapons: a wicked-looking mace fashioned from
eliminating the greatest threats. razor-sharp metal and skulls (vicious weapon) and
a silvered warhammer etched with the holy symbol
Rescue in the Dark of Bane worth 15 gp. In addition, their cairns hold
The ghosts have chained Harun Flatsteel (assuming 500 gp in gems and coins.
the characters have not caught or killed him) and
his gnome companion, Bettle, to the wall of the
small sacristy that once served as their tomb. A peg
on the opposite wall of the tiny room holds a ring
with a key that unlocks their manacles. Picking
the locks on the manacles requires a successful
DC 15 Dexterity (thieves’ tools) check. If needed,
a character can force the manacles open with a
successful DC 20 Strength check.
Harun is able to answer any questions about
the sequence of events that occurred over the past
ten days. He is genuinely remorseful for his actions
(both possessed and unpossessed) and willing to
cooperate in any way possible.
Two stone cairns occupy the western portion
of the room. Sythus and Darnik’s skeletal remains
still lie within. The cairns also hold the brothers’

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Conclusion
While Lord Eorl Hulmaster’s greed typically
knows no bounds, the characters have done him a
considerable service by stopping the gang war. To
show his appreciation, he pays them the agreed
upon 500 gp.
Assuming the characters also dealt with the
gangs in a reasonable fashion they earn the reward
Gratitude of Hulburg’s Gangs: Clan Stoneringer
/ Scarlet Fangs / Ships Guild. Scratch the names
of the gangs if they were rude, aggressive, killed
their leaders or otherwise aggravated the gangs.
Use your judgment, but remember that the gangs
are not particularly forgiving.
He also asks the characters whether they have
a good candidate for the position of sheriff in mind.
He notes down their recommendation, keeping it
in consideration for the future.

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Rewards Treasure
Make sure note their rewards on their adventure The characters receive the following treasure,
log sheets. Give your name and DCI number (if divided up amongst the party. Characters should
applicable) so players can record who ran the attempt to divide treasure evenly whenever
session. possible. Gold piece values listed for sellable
gear are calculated at their selling price, not their
Experience purchase price.
Total up all combat experience earned for Consumable magic items should be divided
defeated foes, and divide by the number of up however the group sees fit. If more than one
characters present in the combat. For non- character is interested in a specific consumable
combat experience, the rewards are listed per magic item, the DM can determine who gets it
character. Give all characters in the party non- randomly should the group be unable to decide.
combat experience awards unless otherwise Permanent magic items are divided
noted. according to a system. See the sidebar if the
Combat Awards adventure awards permanent magic items.
Name of Foe XP per Foe Treasure Awards
Barr Flatsteel (black earth priest) 700 Item Name GP Value
Barr Flatsteel (stonemelder) 1,100
Lord Hulmaster’s payment 500
Bulette 1,800
Scarlet Fang veteran coins 250
Carrion Crawler 450
Clan Stoneringer dwarf coins 150
Carrion Crawler, advanced 700
Clan Stoneringer dwarf ring 100
Flameskull 1,100
Clan Stoneringer dwarf statuette 50
Ghast 450
Coins from tomb 500
Ghost 1,100
Silvered warhammer from tomb 115
Ghast, advanced 700
Ghost, advanced 1,800 Vicious Mace
Gladiator 1,800 Weapon (mace), rare
Thug 100 A description of this item is in the Dungeon
Veteran 700 Master’s Guide. This mace is crafted into the image
Veteran, advanced 1,100
of a clenched fist wearing spiked gauntlets. It
Wight 700
functions as a holy symbol of Bane when wielded.
Non-Combat Awards A cleric or paladin of Bane has advantage on
Charisma (Intimidation) checks against followers
Task or accomplishment XP per Char. of Bane.
Avoided Clan Stoneringer ambush same as
defeating the Potion of Greater Healing
encounter Potion, uncommon
Avoided carrion crawler encounter same xp if they
defeated the A description of this item is in the Dungeon
creatures Master’s Guide.
Saving Sour Pete 500
The minimum total award for each
character participating in this adventure is 4,500
experience points.
The maximum total award for each
character participating in this adventure is 6,000
experience points.

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R E WA R D S
Permanent Magic Item Distribution Renown
D&D Adventurers League has a system All faction members earn one renown point for
in place to determine who is awarded participating in this adventure.
permanent magic items at the end of a Zhentarim characters earn one additional renown
session. Each character’s log sheet contains a point for saving Pour Pete and getting Gnarl
column to record permanent magic items for Nosebiter to agree to meet with the Zhentarim.
ease of reference.
• If the players at the table agree on one Downtime
character taking possession of a permanent Each character receives 10 downtime days at the
magic item, that character gets the item. conclusion of this adventure.
• In the event that one or more characters
indicate an interest in possessing a DM Rewards
permanent magic item, the character that You receive 875 XP, 400 gp, and 10 downtime
possesses the fewest permanent magic days for running this session.
items gets the item. If there is a tie in the
total number of permanent magic items
owned by contesting characters, the item’s
owner is determined randomly by the DM.

Gratitude of Hulburg’s Gangs


Write down on the campaign log the character
earned the gratitude of one or more of the
following gangs of Hulburg: Clan Stoneringer /
Scarlet Fangs / Ship Guild. Scratch the names of
those gangs the characters aggravated. In general,
the gangs keep the whole group responsible
for the behavior of one, but if any connection
is unclear or characters go out of their way to
apologize you can add or remove gangs from
individual PC’s rewards.

26
Appendix: Barr Flatsteel (stonemelder)
Medium humanoid (dwarf ), lawful neutral
NPC / Monster Statistics Armor Class 17 (splint)
Barr Flatsteel (black earth priest) Hit Points 75 (10d8 + 30)
Medium humanoid (dwarf ), lawful neutral Speed 25 ft.
Armor Class 17 (splint) STR DEX CON INT WIS CHA
Hit Points 45 (7d8 + 14) 15 (+2) 10 (+0) 16 (+3) 12 (+1) 11 (+0) 17 (+3)
Speed 25 ft.
Skills Intimidation +5, Perception +2
STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 12 (+1) 10 (+0) 16 (+3) Damage Resistances poison
Senses tremorsense 30 ft., darkvision 60 ft.,
Skills Intimidation +5, Religion +3, Persuasion +5 passive Perception 12
Damage Resistances poison Languages Common, Dwarven
Senses darkvision 60 ft., passive Perception 10 Challenge 4 (1,100 XP)
Languages Common, Dwarven Death Burst. When the stonemelder dies, it turns
Challenge 3 (700 XP) to stone and explodes in a burst of rock shards,
becoming a smoking pile of rubble. Each creature
Dwarven Resilience. Barr has advantage on saving
within 10 feet of the exploding stonemelder must
throws against poison.
make a DC 14 Dexterity saving throw, taking 11
Spellcasting. The priest is a 5th-level spell caster. (2d10) bludgeoning damage on a failed save, or
Its spellcasting ability is Charisma (spell save half as much damage on a successful one.
DC 13, +5 to hit with spell attacks). It knows the
Dwarven Resilience. Barr has advantage on saving
following sorcerer spells :
throws against poison.
• Cantrip (at will): acid splash, blade ward, light,
Spellcasting. The stonemelder is a 7th-level spell
mending, mold earth
caster. Its spellcasting ability is Charisma (spell
• 1st level (4 slots): earth tremor, expeditious save DC 13, +5 to hit with spell attacks). It knows
retreat, shield the following sorcerer spells :
• 2nd level (3 slots): shatter, spider climb • Cantrip (at will): acid splash, blade ward, light,
• 3rd level (2 slots): slow mending, mold earth
Actions • 1st level (4 slots): expeditious retreat, false life,
shield
Multiattack. The priest makes two glaive attacks.
• 2nd level (3 slots): Maximilian’s earthen grasp,
Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft.,
shatter
one target. Hit: 7 (1d10 +2) slashing damage.
• 3rd level (3 slots): erupting earth, meld into
Reaction stone
Unyielding. When the priest is subjected to an • 4th level (1 slot): stoneskin
effect that would move it, knock it prone, or both,
it can use its reaction to be neither moved nor Actions
knocked prone. Mace. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 +2) bludgeoning damage.
The stonemelder can also expend a spell slot
to deal extra damage, dealing 2d8 bludgeoning
damage for a 1st level slot, plus an additional 1d8
for each level of the slot above 1st.

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APPENDIX
Bulette Senses passive Perception 10
Large monstrosity, unaligned Languages any one language (usually Common)
Armor Class 17 {natural armor) Challenge 0 (10 XP)
Hit Points 94 (9d10 + 45)
Actions
Speed 40 ft., burrow 40 ft.
Club. Melee Weapon Attack: +2 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA one target. Hit: 2 (1d4) bludgeoning damage.
19 (+4) 11 (+0) 21 (+5) 2 (-4) 10 (+0) 5 (-3)

Skills Perception +6 Carrion Crawler


Senses darkvision 60 ft., tremorsense 60 ft., Large monstrosity, unaligned
passive Perception 16 Armor Class 13 {natural armor)
Languages — Hit Points 51 (6d10 + 18)
Challenge 5 (1,800 XP) Speed 30 ft., climb 30 ft.
Standing Leap. The bulette’s long jump is up to
STR DEX CON INT WIS CHA
30 feet and its high jump is up to 15 feet, with or 14 (+2) 13 (+1) 16 (+3) 1 (-5) 12 (+1) 5 (-3)
without a running start.
Actions Skills Perception +3
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., Senses darkvision 60 ft., passive Perception 13
one target. Hit: 30 (4d12 + 4) piercing damage. Languages —
Deadly Leap. If the bulette jumps at least 15 feet Challenge 2 (450 XP)
as part of its movement, it can then use this action Keen Smell. The carrion crawler has advantage on
to land on its feet in a space that contains one or Wisdom (Perception) checks that rely on smell.
more other creatures. Each of those creatures Spider Climb. The carrion crawler can climb
must succeed on a DC 16 Strength or Dexterity difficult surfaces, including upside down on
saving throw (target’s choice) or be knocked prone ceilings, without needing to make an ability check.
and take 14 (3d6 + 4) bludgeoning damage plus
14 (3d6 + 4) slashing damage. On a successful Actions
save, the creature takes only half the damage, Multiattack. The carrion crawler makes two
Isn’t knocked prone, and is pushed 5 feet out of attacks: one with its tentacles and one with its bite.
the bulette’s space into an unoccupied space of Tentacles. Melee Weapon Attack: +8 to hit, reach
the creature’s choice. If no unoccupied space is 10 ft., one creature. Hit: 4 (1 d4 + 2) poison
within range, the creature instead falls prone in the damage, and the target must succeed on a DC
bulette’s space. 13 Constitution saving throw or be poisoned for
Commoner 1 minute. Until this poison ends, the target is
Medium humanoid (any race), any alignment paralyzed. The target can repeat the saving throw
at the end of each of its turns, ending the poison on
Armor Class 10
itself on a success.
Hit Points 4 (1d8)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Speed 30 ft. one target. Hit: 7 (2d4 + 2) piercing damage.
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

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APPENDIX
Flameskull Ghast
Tiny undead, neutral evil Medium undead, chaotic evil
Armor Class 13 Armor Class 13
Hit Points 40 (9d4 + 18) Hit Points 36 (8d8)
Speed 0 ft., fly 40 ft. (hover) Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0) 16 (+-3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1)

Skills Arcana +5, Perception +2 Damage Resistances necrotic


Damage Resistances lightning, necrotic, piercing Damage Immunities poison
Damage Immunities cold, fire, poison Condition Immunities charmed, exhaustion,
Condition Immunities charmed, frightened, poisoned
paralyzed, poisoned, prone Senses darkvision 60 ft., passive Perception 10
Senses darkvision 60 ft., passive Perception 12 Languages Common
Languages Common Challenge 2 (450 XP)
Challenge 4 (1,100 XP) Stench. Any creature that starts its turn within
Illumination. The flameskull sheds either dim 5 feet of the ghast must succeed on a DC 10
light in a 15-foot radius, or bright light in a 15-foot Constitution saving throw or be poisoned until the
radius and dim light for an additional 15 feet. It can start of its next turn. On a successful saving throw,
switch between the options as an action. the creature is immune to the ghast’s Stench for 24
Magic Resistance. The flameskull has advantage hours.
on saving throws against spells and other magical Turning Defiance. The ghast and any ghouls
effects. within 30 feet of it have advantage on saving
Rejuvenation. If the flameskull is destroyed, it throws against effects that turn undead.
regains all its hit points in 1 hour unless holy water
Actions
is sprinkled on its remains or a dispel magic or
remove curse spell is cast on them. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one creature. Hit: 12 (2d8 + 3) piercing damage.
Spellcasting. The flameskull is a 5th-level spell
caster. Its spellcasting ability is Intelligence (spell Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
save DC 13, +5 to hit with spell attacks). It requires one target. Hit: 10 (2d6 + 3) slashing damage. If the
no somatic or material components to cast its target is a creature other than an undead, it must
spells. The flameskull has the following wizard succeed on a DC 10 Constitution saving throw or
spells prepared: be paralyzed for 1 minute. The target can repeat
the saving throw at the end of each of its turns,
• Cantrip (at will): mage hand
ending the effect on itself on a success.
• 1st level (3 slots): magic missile, shield
• 2nd level (2 slots): blur, flaming sphere
• 3rd level (1 slot): fireball
Actions
Multiattack. The flameskull uses Fire Ray twice.
Fire Ray. Ranged Spell Attack: +5 to hit, range 30
ft., one target. Hit: 10 (3d6) fire damage.

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APPENDIX
Ghost Horrifying Visage. Each non-undead creature
Medium undead, any alignment within 60 feet of the ghost that can see it must
Armor Class 11 succeed on a DC 13 Wisdom saving throw or
be frightened for 1 minute. If the save fails by 5
Hit Points 45 (10d8)
or more, the target also ages 1d4 x 10 years. A
Speed 0 ft., fly 40 ft. (hover) frightened target can repeat the saving throw at
STR DEX CON INT WIS CHA the end of each of its turns, ending the frightened
7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) condition on itself on a success. If a target’s
saving throw is successful or the effect ends for
Damage Resistances acid, fire, lightning, thunder; it, the target is immune to this ghost’s Horrifying
bludgeoning, piercing, and slashing from Visage for the next 24 hours. The aging effect can
nonmagical weapons be reversed with a greater restoration spell, but
Damage Immunities cold, necrotic, poison only within 24 hours of it occurring.Possession
Condition Immunities charmed, exhaustion, (Recharge 6). One humanoid that the ghost can
frightened, grappled, paralyzed, petrified, see within 5 feet of it must succeed on a DC 13
poisoned, prone, restrained Charisma saving throw or be possessed by the
Senses darkvision 60 ft., passive Perception 11 ghost; the ghost then disappears, and the target
is incapacitated and loses control of its body. The
Languages any languages it knew in life
ghost now controls the body but doesn’t deprive
Challenge 4 (1,100 XP) the target of awareness. The ghost can’t be targeted
Ethereal Sight. The ghost can see 60 feet into the by any attack, spell, or other effect, except ones
Ethereal Plane when it is on the Material Plane, that turn undead, and it retains its alignment,
and vice versa. Intelligence, Wisdom, Charisma, and immunity to
Incorporeal Movement. The ghost can move being charmed and frightened. It otherwise uses
through other creatures and objects as if they were the possessed target’s statistics, but doesn’t gain
difficult terrain. It takes 5 (1d10) force damage if it access to the target’s knowledge, class features, or
ends its turn inside an object. proficiencies.
The possession lasts until the body drops to 0
Actions hit points, the ghost ends it as a bonus action, or
Withering Touch. Melee Weapon Attack: +5 to hit, the ghost is turned or forced out by an effect like
reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic the dispel evil and good spell. When the possession
damage. ends, the ghost reappears in an unoccupied
Etherealness. The ghost enters the Ethereal Plane space within 5 feet of the body. The target is
from the Material Plane, or vice versa. It is visible immune to this ghost’s Possession for 24 hours
on the Material Plane while it is in the Border after succeeding on the saving throw or after the
Ethereal, and vise versa, yet it can’t affect or be possession ends.
affected by anything on the other plane.

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APPENDIX
Gladiator Thug
Medium humanoid (any race), any alignment Medium humanoid (any race), any non-good
Armor Class 16 (studded leather, shield) alignment
Hit Points 112 (15d8 + 45) Armor Class 11 (leather armor)
Hit Points 32 (5d8 + 10)
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2) Speed 30 ft.
STR DEX CON INT WIS CHA
Speed 30 ft. 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
Saving Throws Str +7, Dex +5, Con +6
Skills Athletics +10, Intimidation +5 Skills Intimidation +2
Senses passive Perception 11 Senses passive Perception 10
Languages any one language (usually Common) Languages any one language (usually Common)
Challenge 5 (1,800 XP) Challenge 1/2 (100 XP)
Brave. The gladiator has advantage on saving Pack Tactics. The thug has advantage on an attack
throws against being frightened. roll against a creature if at least one of the thug’s
Brute. A melee weapon deals one extra die of its allies is within 5 feet of the creature and the ally
damage when the gladiator hits with it (included in isn’t incapacitated.
the attack). Actions
Actions Multiattack. The thug makes two melee attacks.
Multiattack. The gladiator makes three melee Mace. Melee Weapon Attack: +4 to hit, reach 5 ft.,
attacks or two ranged attacks. one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Spear. Melee or Ranged Weapon Attack: +7 to hit, Heavy Crossbow. Ranged Weapon Attack: +2 to
reach 5 ft. and range 20/60 ft., one target. Hit: 11 hit, range 100/400 ft., one target. Hit: 5 (1d10)
(2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing piercing damage.
damage if used with two hands to make a melee
attack.
Shield Bash. Melee Weapon Attack: +7 to hit, reach
5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning
damage. If the target is a Medium or smaller
creature, It must succeed on a DC 15 Strength
saving or be knocked prone.
Reactions
Parry. The gladiator adds 3 to its AC against
one melee attack that would hit it. To do so, the
gladiator must see the attacker and be wielding a
melee weapon.

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APPENDIX
Veteran Wight
Medium humanoid (any race), any alignment Medium undead, neutral evil
Armor Class 17 (splint) Armor Class 14 (studded leather)
Hit Points 58 (9d8 + 18) Hit Points 45 (6d8 + 18)
STR DEX CON INT WIS CHA Speed 30 ft.
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
Speed 30 ft.
Skills Athletics +5, Perception +2 Skills Perception +3, Stealth +4
Senses passive Perception 12 Damage Resistances necrotic; bludgeoning,
Languages any one language (usually Common) piercing, and slashing from nonmagical weapons
that aren’t silvered
Challenge 3 (700 XP)
Damage Immunities poison
Actions Condition Immunities exhaustion, poisoned
Multiattack. The veteran makes two longsword Senses darkvision 60 ft., passive Perception 13
attacks. If it has a shortsword drawn, it can also
make a shortsword attack. Languages the languages it knew in life
Longsword. Melee Weapon Attack: +5 to hit, reach Challenge 3 (700 XP)
5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, Sunlight Sensitivity. While in sunlight, the wight
or 8 (1d10 + 3) slashing damage if used with two has disadvantage on attack rolls, as well as on
hands. Wisdom (Perception) checks that rely on sight.
Shortsword. Melee Weapon Attack: +5 to hit, reach Actions
5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Multiattack. The wight makes two longsword
Heavy Crossbow. Ranged Weapon Attack: +3 to attacks or two longbow attacks. It can use its Life
hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) Drain in place of one longsword attack.
piercing damage. Life Drain. Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 5 (1d6 + 2) necrotic damage.
The target must succeed on a DC 13 Constitution
saving throw or its hit point maximum is reduced
by an amount equal to the damage taken. This
reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point
maximum to 0.
A humanoid slain by this attack rises 24 hours
later as a zombie under the wight’s control, unless
the humanoid is restored to life or its body is
destroyed. The wight can have no more than twelve
zombies under its control at one time.
Longsword. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 6 (1d8 + 2) slashing damage,
or 7 (1d10 + 2) slashing damage if used with two
hands.
Longbow. Ranged Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.

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APPENDIX
Appendix II: Hulburg

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APPENDIX
Map: Crawlers in the Dark

34 H U L B 1 - 1 / H U L B U RG R E B U I L D I N G :
APPENDIX
Map: The Ghosts’ Tomb

35 H U L B 1 - 1 / H U L B U RG R E B U I L D I N G :
APPENDIX
Hulburg
Burning
Mickey Tan
Adventure Designer
Adventure Code: HULB 1-2

Violence is on the on the rise, even more than expected. The heat is rising.
People run amok. But greed does not appear to be the flame behind it.
Something much colder appears to drive the chaos. Can you track it down
and remove it? A D&D Adventurers League adventure set in Hulburg.
A four-hour adventure for 5th-10th level characters

Producer: Baldman Games


Core Administrator & Developer: Pieter Sleijpen
Editing and Layout: Encoded Designs
Cartography: Andrew Smith
Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall,
Claire Hoffman, Greg Marks, Alan Patrick

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.
©2016 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
Welcome to Hulburg Burning, a D&D adventure that is part of the
official D&D Adventurers League™ organized play system.

This adventure is designed for three to seven 5th-10th level characters, and is
optimized for five 8th-level characters. Characters outside this level range cannot participate in
this adventure.
The adventure is set in the Moonsea region of the Forgotten Realms, in the town of Hulburg.

The D&D Adventurers League Preparing the Adventure


This adventure is official for D&D Adventurers Before you show up to Dungeon Master this
League play. The D&D Adventurers League is the adventure for a group of players, you should do the
official organized play system for DUNGEONS & following to prepare.
DRAGONS®. Players can create characters and • Make sure to have a copy of the most current
participate in any adventure allowed as a part of version of the D&D Basic Rules or the Player’s
the D&D Adventurers League. As they adventure, Handbook.
players track their characters’ experience, treasure, • Read through the adventure, taking notes
and other rewards, and can take those characters of anything you’d like to highlight or remind
through other adventures that continues their story. yourself while running the adventure, such as a
If you’re running this adventure as a part of a way you’d like to portray an NPC or a tactic you’d
store event or at certain conventions, you’ll need a like to use in a combat.
DCI number. This number is your official Wizards of • Get familiar with the monster statistics in the
the Coast organized play identifier. If you don’t have Appendix.
a number, you can obtain one at a store event. Check
• Gather together any resources you’d like to
with your organizer for details.
use to aid you in running this adventure--such
D&D Adventurers League play is broken up into as notecards, a DM screen, miniatures, and
storyline seasons. When players create characters, battlemaps.
they attach those characters to a storyline season,
• If you know the composition of the group
which determines what rules they’re allowed to
beforehand, you can make adjustments as noted
use to create and advance their characters. Players
throughout the adventure.
can continue to play their characters after the
storyline season has finished, possibly participating Before Play at the Table
in a second or third storyline with those same
characters. A character’s level is the only limitation Ask the players to provide you with relevant
for adventure play. A player cannot use a character character information:
of a level higher or lower than the level range of a • Character name and level
D&D Adventurers League adventure. • Character race and class
For more information on playing, running • Passive Wisdom (Perception)—the most
games as a Dungeon Master, and organizing games common passive ability check
for the D&D Adventurers League, please visit the • Anything notable as specified by the adventure
D&D Adventurers League home at: (such as backgrounds, traits, flaws, etc.)
www.dndadventurersleague.org Players that have characters outside the
adventure’s level range cannot participate in
the adventure with those characters. Players

2 H U L B 1 - 2 / H U L B U RG B U R NIN G
I N T RO D U C T I O N
with ineligible characters can make a new 1st-level it a little harder. Therefore, five categories of
character or use a pregenerated character. Players party strength have been created for you to use
can play an adventure they previously played or as a guide. Feel free to use a different adjustment
ran as a Dungeon Master, but not with the same during the adventure if the recommended party
character. strength feels off for the group.
Ensure that each player has an official This adventure is optimized for a party of
adventure logsheet for his or her character (if not, five 1th-level characters. To figure out whether
get one from the organizer). The player fills out you need to adjust the adventure, do the following:
the adventure name, session number, date, and • Add up the total levels of all the characters
your name and DCI number. In addition, the player • Divide the total by the number of characters
also fills in the starting values for experience, gold,
downtime, renown, and number of permanent • Round fractions of .5 or greater up; round
magic items. He or she fill in the other values and fractions of less than .5 down
write notes at the conclusion of the session. Each You’ve now determined the average party level
player is responsible for maintaining an accurate (APL) for the adventure. To figure out the party
logsheet. strength for the adventure, consult the following
If you have time, you can do a quick scan of table:
a player’s character sheet to ensure that nothing Determining Party Strength
looks out of order. If you see magic items of very
Party Composition Party Strength
high rarities or strange arrays of ability scores, you
3-4 characters, APL less than Very Weak
can ask players to provide documentation for the
3-4 characters, APL equivalent Weak
irregularities. If they cannot, feel free to restrict 3-4 characters, APL greater than Average
item use or ask them to use a standard ability 5 characters, APL less than Weak
score array. Point players to the D&D Adventurers 5 characters, APL equivalent Average
League Player’s Guide for reference. 5 characters, APL greater than Strong
6-7 characters, APL less than Average
If players wish to spend downtime days and 6-7 characters, APL equivalent Strong
it’s the beginning of an adventure or episode, 6-7 characters, APL greater than Very Strong
they can declare their activity and spend the days
now. Alternatively, they can do so at the end of
the adventure or episode. Players should select Running the Adventure
their characters’ spells and other daily options As the Dungeon Master of the session, you have the
prior to the start of the adventure, unless the most important role in facilitating the enjoyment
adventure specifies otherwise. Feel free to reread of the game for the players. You help guide the
the adventure description to help give players hints narrative and bring the words on these pages
about what they might face. to life. The outcome of a fun game session often
creates stories that live well beyond the play at the
Adjusting the Adventure table. Always follow this golden rule when you DM
Throughout this adventure, you may see sidebars for a group:
to help make adjustments for smaller/larger Make decisions and adjudications that
groups, and characters of higher/lower levels than enhance the fun of the adventure when
the optimized group. Most of the time, this is used possible.
for combat encounters.
To reinforce this golden rule, keep in mind the
You may adjust the adventure beyond the following:
guidelines given. For example, if you’re playing
• You are empowered to make adjustments to
with a group of inexperienced players, you might
the adventure and make decisions about how the
want to make the adventure a little easier; for
group interacts with the world of this adventure.
very experienced players, you may want to make

3 H U L B 1 - 2 / H U L B U RG B U R NIN G
I N T RO D U C T I O N
Doing so is especially important and applicable • Catching up
outside of combat, but feel free to adjust the • Crafting (exception: multiple characters cannot
adventure for groups that are having too easy or commit to crafting a single item)
too hard of a time. • Practicing a profession
• Don’t make the adventure too easy or too • Recuperating
difficult for a group. Never being challenged
makes for a boring game and being • Spellcasting services
overwhelmed makes for a frustrating one. • Training
Gauge the experience of the players (not the Other downtime options might be available during
characters) with the game, try to feel out (or adventures or unlocked through play, including
ask) what they like in a game, and attempt to faction-specific activities.
give each of them the experience they’re after In addition, whenever a character spends
when they play D&D. Give everyone a chance to downtime days, that character also spends the
shine. requisite expense for his or her lifestyle. Costs
• Be mindful of pacing, and keep the game are per day, so a character that spends ten days
session moving along appropriately. Watch for of downtime also spends ten days of expenses
stalling, since play loses momentum when this maintaining his or her lifestyle. Some downtime
happens. At the same time, make sure that the activities help with lifestyle expenses or add
players don’t finish too early; provide them with lifestyle expenses.
a full play experience. Try to be aware of running
long or short. Adjust the pacing accordingly Spellcasting Services
• Read-aloud text is just a suggestion; feel free Any settlement the size of a town or larger can
to modify the text as you see fit, especially when provide some spellcasting services. Characters
dialogue is present. need to be able to travel to the settlement to obtain
• Give the players appropriate hints so they can these services.
make informed choices about how to proceed. Spell services generally available include
Players should be given clues and hints when healing and recovery spells, as well as information-
appropriate so they can tackle puzzles, combat, gathering spells. Other spell services might be
and interactions without getting frustrated over available as specified in the adventure. The number
lack of information. Doing so helps to encourage of spells available to be cast as a service is limited
immersion in the adventure and gives players to a maximum of three per day total, unless
“little victories” for figuring out good choices otherwise noted.
from clues.
In short, being the DM isn’t about following
the adventure’s text word-for-word; it’s about Spellcasting Services
facilitating a fun, challenging game environment Spell Cost
for the players. The Dungeon Master’s Guide™ has
Cure wounds (1st level) 10 gp
more information on the art of running a D&D
Identify 20 gp
game.
Lesser restoration 40 gp
Downtime and Lifestyle Prayer of healing (2nd level) 40 gp
Remove curse 90 gp
At the beginning of each play session, players must Speak with dead 90 gp
declare whether or not they are spending any days Divination 210 gp
of downtime. The player records the downtime Greater restoration 450 gp
spent on the adventure logsheet. The following Raise dead 1,250 gp
options are available to players during downtime
(see the D&D basic rules or the D&D Adventurers
League Player’s Guide for more information):
4 H U L B 1 - 2 / H U L B U RG B U R NIN G
I N T RO D U C T I O N
Create a New 1st-Level Character. If the dead
Acolyte Background character is unwilling or unable to exercise any
A character possessing the acolyte of the other options, the player creates a new
background requesting spellcasting character. The new character does not have any
services at a temple of his or her faith items or rewards possessed by the dead character.
may request one spell per day from the Dead Character Pays for Raise Dead. If the
Spellcasting Services table for free. The only character’s body is recoverable (it’s not missing
cost paid for the spell is the base price for any vital organs and is mostly whole) and the
the consumed material component, if any. player would like the character to be returned to
Melvaunt is a large city where any life, the party can take the body back to civilization
acolyte can find a friendly shrine or and use the dead character’s funds to pay for a
temple. raise dead spell. A raise dead spell cast in this
manner costs the character 1,250 gp.
Disease, Death, and Recovery Character’s Party Pays for Raise Dead. As
above, except that some or all of the 1,250 gp for
Sometimes bad things happen, and characters get
the raise dead spell is paid for by the party at the
poisoned, diseased, or are killed. Since you might
end of the session. Other characters are under no
not have the same characters return from session
obligation to spend their funds to bring back a
to session, here are the rules when bad things
dead party member.
happen to characters.
Faction Charity. If the character is of level 1 to
Disease, Poison, and Other Debilitating Effects 4 and a member of a faction, the dead character’s
A character still affected by diseases, poisons, body can be returned to civilization and a patron
and other similar effects at the conclusion of an from the faction ensures that he or she receives a
adventure can spend downtime days recuperating raise dead spell. However, any character invoking
until such time as he or she resolves the effect to this charity forfeits all experience and rewards
its conclusion (see the recuperating activity in the from that session (both those earned prior to and
D&D Basic Rules). after death during that session) and cannot replay
If a character doesn’t resolve the effect that episode or adventure with that character
between sessions, that character begins the next again. Once a character reaches 5th level, this
session still affected by the debilitating effect. option is no longer available.

Death
A character who is killed during the course of
the adventure has a few options at the end of the
session (or whenever arriving back in civilization)
if no one in the adventuring party has immediate
access to a raise dead or revivify spell, or similar
magic. A character subject to a raise dead spell is
affected negatively until all long rests have been
completed during an adventure. Alternatively, each
downtime day spent after raise dead reduces the
penalty to attack rolls, saving throws, and ability
checks by 1, in addition to any other benefits the
downtime activity might provide.

5 H U L B 1 - 2 / H U L B U RG B U R NIN G
I N T RO D U C T I O N
Hulburg Today Harbor District
Over the centuries Hulburg was plundered and The lifeline of Hulburg is its harbor, which lies to
razed many times, but each time industrious folk the south of Tent City along the northern shore of
returned to rebuild atop its ruins. Remnants of the Moonsea. A large, rocky bluff separates it from
its previous incarnations still exist beneath the Tent City, and travel between the two districts is
surface of the current remains as a disjointed limited to a steep man-made trail that traverses the
collection of old sewers, passageways, and even the stony face of the slope. Laborers, called hoppers,
buried founda-tions and basements of destroyed carry loads of ore and other supplies up and down
buildings. the trail, which can be treacherous in poor weather.
While small in comparison to its former size, Warehouses and rows of docks make up the
mod-ern-day Hulburg is no exception to this cycle bulk of the Harbor District, but the area is also
of re-birth. Today, the town consists mainly of three home to a tariff office, guard post, and many other
dis-tinct areas: Tent City, the Harbor District, and smaller businesses built to service ships and their
Hul-master Manor. crews. The district has seen recent investments
by Lord Eorl Hulmaster, making it opulent in
A map can be found in Appendix II.
comparison to Tent City. Consequently, few tents
Tent City and temporary struc-tures lie within its palisades.
A handful of successful merchants, traders, and
The bulk of the town rests atop a tall plateau on the
ship captains live here, but even these individuals
northern banks of the Moonsea with the heights
live a modest lifestyle in comparison to other
of Thar rising to the north. A steep and rocky hill
towns and cities in the Moonsea region.
blocks expansion to the east, and the stony cliffs
along the Moonsea lie to the south. Hulmaster Manor
Known by Hulburg’s residents as Tent City, the Lord Eorl Hulmaster’s manor lies a short thirty-
plateau is home to a haphazard collection of large minute walk to the northwest of Tent City on
canvas tents and makeshift wooden buildings. This the outskirts of the ruins of old Hulburg. The
fledgling residential district lies near the center current lord and his trusted retainers live in a
of the plateau, and it stands upon the ruins of a small wooden fortress that backs up to a tall bluff.
former fortress. It contains a large natural well Residents of Hulburg jokingly (and never in the
and several older defenses constructed at the presence of the lord or his retainers) refer to the
height of Hulburg’s former glory. Several miles of structure as the Hedge Lord’s Manor.
unoccupied ruins sur-round the area.
Many residents of Tent City work in Lord Eorl
Hulmaster’s gem mine, which is located in the hills
to the northeast of the town. The remaining resi-
dents survive by plying common trades to support
the miners or working as dockhands in the Harbor
District. Life in Tent City is rough, with most people
living in poverty. These conditions breed crime
and violence, but Lord Hulmaster’s small force of
guards and Hulburg’s larger gangs manage to keep
the town from falling into complete lawlessness.

6 H U L B 1 - 2 / H U L B U RG B U R NIN G
I N T RO D U C T I O N
Adventure Background Series
Hulburg is burning. The town is under siege, and HULB 1-2 Hulburg Burning is the second part of
its fate is teetering on the edge. This miner town a trilogy of adventures. The first part is HULB 1-1
built on a plateau at the northern banks of the Hulburg Rebuilding. The third part is HULB 1-3
Moonsea is threatened by corpses coming to life, Hulburg Rising. The adventures have been written
animated by some unknown source. The people to be played in order. Part 1 and 2 could be played
are afraid and looking for answers. in a different order with some minor difficulties.
Dealing with the ghosts in HULB 1-1 Hulburg Playing the third part before the others can be
Rebuilding offered temporary relief and a glimmer confusing, since the force directing the undead
of hope to the town, but something is still stirring in the earlier parts is confronted in the final
up trouble. Cursed items appear among the people, adventure in the trilogy.
causing them to run amok before others are forced Make sure your players are aware of this being
to intervene. a series and that playing them out of order might
make no sense. Nobody is stopping the players
Overview from playing them out of order: either consider the
first two adventures as flashbacks or deal with the
This adventure is divided into an introduction and
after effects when played at a later date.
three parts.
Part 1. The adventure begins with the
characters at the marketplace, where they witness
Adventure Hooks
one of the cursed items transform a thieving Played Hulburg Rebuilding. After staving
teenager into a menace to the town. off the gang war and dealing with the ghosts, the
characters find themselves at the market in Tent
Part 2. Spurred on by grateful survivors,
City some days later to restock their supplies. Here
the characters are asked to investigate further.
events progress as described below.
Lord Eorl Hulmaster offers a reward for their
services. In addition, Lord Hulmaster reminds If they played other adventures in between,
the characters he is still contemplating hiring a news of undead still troubling the town likely
sheriff and that he seeks good candidates (and the drew them back. Their faction contacts or Lord
adventurers are not eligible). Hulmaster asked to meet them at the market, and
events take place before the meeting starts.
As the characters investigate a previous
incident at the mines, they are led to the Sleeveless First Time in Hulburg. Whether it be a layover
Charletan and witness another cursed item in the on a longer trip, a place to start fresh or the call of
possession of the festhall mistress, Twilio. someone you know, the characters find themselves
in Hulburg for the first time. Exploring Tent City,
Part 3. The characters track the items to a
black market in the Harbor District, where they the characters find themselves at the marketplace.
have to deal with the merchant selling the items for Alternatively, they can be at Tent City due to
his undead master. the news of undead plaguing the area and the fact
that the locals are looking to hire adventurers to
deal with the issue. The marketplace is simply the
first place they look.

7 H U L B 1 - 2 / H U L B U RG B U R NIN G
I N T RO D U C T I O N
Part 1.
What goes up, must come down
The marketplace is in the center of Tent City. A • Shamus, the fruit vendor
variety of merchants set up pop-up booths to • Aubrey, the seamstress
display their wares. It is fairly busy when the • Redvin, the baker
characters arrive.
• Orlissa, the flower seller
The smell of dried fish and various soups and • Alfi, the rug merchant
stews fills the hot, humid air. Eager vendors
dispense samples with promises of being the • Brick, the soup vendor
best in Hulburg. Local fruits and vegetables
are also on display, along with all types of General Features
supplies and goods for sale.
A dirty-faced teenage boy takes a bite of an
The general features of the marketplace are as
apple, then runs off as a fat, sweaty mer- follows:
chant wielding a cutting knife chases him Light and Visibility. It is mid-morning, and
crying,,. “Stop! Thief!” Some of you recog-
the sun lights the area brightly despite overcast
nize him as Billy of the Scarlet Fangs. The boy
stops and picks up an onyx dagger lying on skies.
the ground, turning to face his accuser. A Smells and Sounds. all kinds of food smells
black glow emanates from the dagger and fill the air, as do the sounds of vendors hawking
envelopes the boy. His eyes turn milky white
their wares.
as dark tentacles shoot from the dagger and
attack the accusing merchant and other by- Terrain. The marketplace is crowded. Each
standers. The merchant and others grappled stall provides partial cover and is difficult terrain.
by the dark tentacles scream for help as they
are lifted into the air. Mechanics
Billy made an appearance in HULB 1-1, where The possessed dagger has taken over the boy and
is threatening innocent people. The adventurers
the characters observed his interaction with
must make sure the people don’t fall to their deaths
the Scarlet Fangs gang leader. Billy is clearly
while also removing the dagger from Billy.
not himself, and he does not react to talk. He is
obviously possessed by some kind of dark magic or Possessed Billy. Billy is a commoner, but the
spirit. spirit of the dagger grants him the following:
Characters must deal with the threat of the • Initiative 18, AC 18 and +5 to all saves and skill
teenage boy possessed by the spirit of the dagger, checks as a black energy shield surrounds him.
as well as save the levitated innocents from falling • Immunity to necrotic damage and the
to their deaths. conditions charmed, frightened, and exhaustion
The amount of people in the air are half of the (including sleep effects).
party number rounded up. One of these is the fruit • Each time the black energy shield is hit, the
vendor. Each person starts 20 feet in the air. adventurer rolls a DC 14 Intelligence saving
The people grabbed by the tentacles are listed throw as black energy backlashes at them,
here (including extra ones if the tentacles get to dealing 14 (4d6) psychic damage on a failed
grab again): save, or 7 (2d6) psychic damage on a successful
save.
• 100 temporary hit points. The temporary hit
points regenerate by 10 at the start of Billy’s

8 H U L B 1 - 2 / H U L B U RG B U R N I N G
PA RT 1
turn every round he hasn’t taken radiant Adjusting the Encounter
damage. As long as the shield is up, the dagger Here are recommendations for adjusting this
can’t be removed from Billy. combat encounter. These are not cumulative.
• Once the temporary hit points are gone, all the • Very weak party: Decrease the
tentacles go down and anyone held immediately temporary hit points to 80 for Possessed
falls. Any excess damage above the 100 hit Billy
points is ignored. Go to Development for what
• Weak party: Decrease the temporary hit
happens next.
points to 90 for Possessed Billy
• Effects like turn undead do not push the spirit
• Strong party: Increase the temporary hit
out of Billy, but make him and the dagger move
points to 120 for Possessed Billy
away from the PC - taking the levitated people
with him. • Very strong party: Increase the
temporary hit points to 150 for Possessed
• The break enchantment effect of the spell
Billy
dispel evil and good, greater restoration or more
powerful similar spells causes the black energy Development
shield to immediately be destroyed. Go to
Development for what happens next. Read out loud or paraphrase when the adventurers
take down the black energy shield around Billy:
• The tentacles each have AC 15 and 20 hit
points. The tentacles are immune to psychic and The black shield of energy is sucked back
into the dagger as you hear a high-pitched
necrotic damage, as well as all conditions. Once a cackling laugh from the weapon. A moment
tentacle’s hit points are exceeded, the tentacle is later it explodes, and you see the black
severed and the held person is dropped. energy seep into the ground. The boy’s eyes
• At the end of each round, the victims are raised return to normal as he slumps to the ground.
10 more feet in the air until they reach 40 feet.
Billy is unconscious and can be revived after a
On the following round, they are dropped. On the
short rest or a lesser restoration or similar spell.
round after that, another bystander is targeted
This is the first clue that there are cursed items in
and lifted 20 feet in the air.
Hulburg.
Levitated Bystanders. Each person is a
commoner (4 hps). Roleplaying Billy
A native of the Phlan, Billy was separated from
The adventurers can use spells like feather fall
his family during the escape when he stowed
to save anyone from taking falling damage.
away on a ship. He was discovered when
They can also use a reaction or ready an action they got to Hulburg and kicked off the ship.
to catch a falling citizen. If they ready an action A lad of 15 years of age, he has been forced
they gain advantage to catch the falling citizen. to choose a gang for survival, so he chose the
This requires a Strength (Athletics) check against Scarlet Fangs. He doesn’t like the crimes he is
a DC of 10 + 1 per 10 feet in the air. On success, the asked to commit, but does it to survive and to
player takes the falling damage and the innocent belong.
person takes none. On a failure, the innocent
The lanky teenager with red hair is not
person takes the damage as the adventurer misses.
the most graceful kid, and always seems to be
If players come up with other creative methods apologizing for something he has done wrong.
of catching falling people, such as moving carts or Even though Gnarl Nosebiter berates him
creating a web to break the fall, adjudicate to the constantly, he appreciates the attention and
best of your ability, rewarding creative play. sense of family that the Scarlet Fangs provide.
He is fiercely loyal to the gang for taking him
in when he had nowhere to turn.

9 H U L B 1 - 2 / H U L B U RG B U R N I N G
PA RT 1
Lord Eorl Hulmaster arrives on the scene once the Roleplaying Lord Eorl Hulmaster
threat is neutralized. At thirty-five years of age, Lord Hulmaster is
His timing is impeccable as Lord Eorl Hulmas- focused on the accumulation of wealth. He
ter arrives on the scene to inspect the situa- owns the gem mine, most of the warehouses
tion at the marketplace. in the Harbor District, and nearly all the
As he surveys the scene, he addresses
the adventurers, “I am grateful for your help
legitimate businesses in Tent City. He has a
with this situation. Maybe I can interest you wife and several young children, but they
with a proposition to investigate further. This remain in Mulmaster until he can bring
wasn’t the first time something like this hap- Hulburg to heel.
pened.”
Lord Hulmaster has bold plans for
Hulburg but currently lacks the coin to see
The lord asks the adventurers to investigate the those plans realized. While not an evil man,
origin of the cursed items that have appeared in his drive makes him a bit insensitive toward
town. the working conditions of the miners and the
• He offers the adventurers 500 gp to investigate. living conditions in Tent City. He has recently
With a successful DC 15 Charisma (Persuasion) invested in the Harbor District, but only
check, he adds 100 gp to the initial total. The because he expects a greater return on his
players have advantage if they successfully investment.
helped Lord Hulmaster in HULB 1-1. He considers himself better than the
• Yesterday, there was an incident at the mines. characters, and while blunt, he does not act
A miner went crazy after putting on a ring and rude or condescending. He realizes the sooner
started attacking his fellow miners. the cursed item problem is resolved; the
• Faylin Greenbaum is in charge of the mines sooner his profits return to normal.
and would have more information.
• Lord Hulmaster is even more convinced than Harpers
in HULB 1-1 that he needs to appoint a sheriff. Characters belonging to the Harpers receive a note
Once again, he asks the characters to keep their that the Harpers would like them to retrieve one of
eyes open for potential candidates. If asked what the cursed items for further study.
he is looking for in a sheriff, he says he does not
know, which is why he is asking the characters. XP Award
• If a character volunteers, he laughs and Award each character 300 XP per NPC (including
mentions that adventurers operate better Billy) saved to a maximum of 1500 XP.
outside the organization of the guard. He is
mostly being polite in that he simply does not
trust adventurers to be good sheriffs.

10 H U L B 1 - 2 / H U L B U RG B U R N I N G
PA RT 1
Part 2.
Digging up clues
The Hulburg Mines are some distance to the Hulburg Mines
northeast of town. The mines are worked
When the adventurers arrive at the Hulburg Mines,
throughout the day, but the miners leave about 1
read:
hour before sundown. Currently nobody dares to
The walk to the mines takes only 30 minutes,
wander around outside the three districts of town
but the heat and humidity make it seem
during the darkness of night. In fact, even during longer. You arrive at the foreman’s office at
the day people are extremely nervous to leave the the entrance of the mine where Faylin Green-
safety of the compounds. baum stands over a map of the mines on a
table. With his back to you, a sturdy looking
Approaching the mine gate at the pallisade
human stares over the map as well.
surrounding Tent City, you note a sergeant of
“Hern, I need you take your group to
the guard arguing loudly with another guard
the southern end of the mine to continue the
while a group of teamsters and their wagons
excavation. I know you lost some of your com-
wait nervously.
rades a few days ago, but we need to get it
“I am not getting paid enough to go
done.”
outside with just two guards. You protect those
The miner grunts in an attempt to show
wagons yourself. You know what happened
his displeasure, but is immediately dismissed as
last time.”
Faylin notices your arrival.
If the adventurers keep their distance, the
Faylin shares the information below with the
argument goes on for some time. Apparently
adventurers:
undead have been attacking people outside the
compounds, and the guard wants more backup • A miner named Grufton was showing off a ring
before going outside. No undead have been seen he bought for his girlfriend. When he modeled it
today, but that is no guarantee it stays that way. A on his finger, he was enveloped by a black mist.
single death in a mine accident could lead to the Then he went crazy and started attacking the
creation of a new undead, since a rumor says the other miners.
dead sometimes spontaneously animate unless • “We sent a group of large half-orcs to try to
a cleric arrives quickly enough to put the body to restrain him. They were able to put him down
rest. but not after he killed a half-dozen of them.”
As soon as the people at the gate become • The ring exploded and the black mist seeped
aware of the characters, the sergeant immediately into the wall of the tunnel.
turns toward them. If they tell him that they are • Grufton collapsed and has been unconscious
going to the mines, he smiles brightly before since, recovering in the infirmary tent.
turning to the protesting guards. The adventurers
have become the backup for the guard.
The characters probably have no reason to
refuse, but they do not get an additional reward for
the help. The trip itself is uneventful. No undead
roam the area at the moment.

11 H U L B 1 - 2 / H U L B U RG B U R N I N G
PA RT 2
Roleplaying Faylin Greenbaum Charmed Life
In spite of her half-elven heritage, Faylin is The adventurers arrive at the Sleeveless Charlatan.
neither slender nor graceful. While the thirty- Entering the Sleeveless Charlatan, the table
two-year-old’s dusty blond hair, blue-gray games at the front of the gambling tent are
eyes, and stout build are rather plain, her true sparsely attended. There is a crowd gathering
beauty lies on the inside. at the far corner table around a female attired
in a fancy gown.
Faylin oversees Hulburg’s mine. Lord
Hulmaster pays her a pittance of her actual Twilio is surround by her new suitors: two
worth, but she cares little for money. Her priestly suitors, two hotheaded suitors and one
heart lies with the town’s miners and other dwarven suitor.
working-class residents. She spends her free Twillio wears a black onyx necklace. To any
time and money repairing tents, serving characters who are attracted to (human) women,
meals, and performing other tasks to improve she is the most beautiful creature they have ever
the living conditions in Tent City. seen (result of the cursed onyx necklace). To
Faylin holds no particular religous others, she looks like any other human woman
devotion. While she admires Jarus Grainger they might come across in their travels, wearing a
(see HULB 1-1 and HULB 1-3) for his simple necklace adorned with a single onyx.
dedication to Tyr, she prefers to rely on her She freely interacts with the adventurers, but
own hard work and compassion to make her suitors don’t let them get too close, as they are
Hulburg a better place to live. always vying for her attention. She will not take off
Faylin is aware Lord Hulmaster is the necklace for any reason.
looking for a sheriff and she is happy about If the adventurers try to remove the necklace,
it. She does not consider herself to be a good read the following:
candidate, proposing Grainger as the next No,” Twilio says in a deep menacing voice.
sheriff. Of course, if characters think she “You’ll never have this necklace. Protect me.”
makes a good candidate, she is honored and Her eyes turn milky white and black energy
she can be convinced to apply. surrounds her body.
All the men fawning over her turn to
you and draw their weapons to attack.
When they go to check on Grufton, he is still in
a coma. Nothing they can do revives him. If they
check through his mining pack by his bed, they
Roleplaying Twilio Othenium
The festhall mistress of the Sleeveless
find a 5 sp gambling token from the Sleeveless
Charlatan has been serving patrons since
Charlatan. On one side there is the following
it has opened, as the job gives her the best
inscription written in Common:
opportunity to meet men. She longs to be
Hope she likes the ring! courted and eventually married. She feels that
-Yours, Twilio. once she is married, she will have the social
Back to Town and economic stablity to expand her business.
While the characters talk with Faylin and check Her black hair is always tied up in a bun,
on Grufton, the wagons they escorted are being which accentuates her round face and the
unloaded and loaded. By the time the adventurers large mole over her right eye. She wears a lot
are ready to return, so are the guards and a group of makeup. Any attention given to her is met
of teamsters. As with the way to the mines, nothing with an overwhelming appreciation of drinks
happens on the trip back to Tent City. and affection.

12 H U L B 1 - 2 / H U L B U RG B U R N I N G
PA RT 2
The Fight General Features
The sentient necklace is now in complete control The general features of the Sleeveless Charlatan
of Twilio. It grants her suitors immunity to the are as follows:
charmed condition until the necklace is removed Light and Visibility. The tent is brightly lit.
from Twilio. Smells and Sounds. Sounds of gambling are
Possessed Twilio. Twilio is a commoner, heard. Men fawning over Twilio can also be heard
but the spirit of the necklace grants Twilio the from the far corner.
following: Terrain. The tables and chairs are difficult
• Initiative 18, AC 18 and +5 to all saves and skill terrain and can be stood upon. The bar can provide
checks as a black energy shield surrounds her. cover as well as overturned tables.
• Immunity to necrotic damage and the
conditions charmed, frightened, and exhaustion
Adjusting the Encounter
Here are recommendations for adjusting this
(including sleep effects).
combat encounter. These are not cumulative.
• Each time a character attracted to Twilio
• Very weak party: Remove one hotheaded
wants to attack her, the player must succeed on
suitor and one priestly suitor
a DC 12 Charisma saving throw. On a failure, the
character attacks with disadvantage and Twilio • Weak party: Remove one hotheaded suitor
gets advantage on her saving throws against • Strong party: Add one hotheaded suitor
effects originating from the character. • Very strong party: Add one hotheaded
• 100 temporary hit points. The temporary hit suitor and one priestly suitor
points regenerate by 10 at the start of Twilio’s
turn every round she hasn’t taken radiant `Tactics
damage. As long as the shield is up, the necklace All the suitors fight to the death for Twilio.
can’t be removed from Twilio. The hotheaded suitors open with fireball the
• Once the temporary hit points are gone, the first two rounds and try to stay out of melee. The
suitors are no longer under Twilio’s spell. Any priestly suitors cast spirit guardians and exclude
excess damage above the 100 hit points is Twilio and all her suitors, then follow up with
ignored. Go to Development for what happens spiritual weapon if spirit guardians is still in effect.
next. The dwarven suitor wades into melee and
• Effects like turn undead do not push the spirit uses action surge in the first round to take down
out of Twilio but make her move away from the an adventurer quickly, targeting the closest
adventurer. adventurer to Twilio.
• The break enchantment effect of the spell Development
dispel evil and good, greater restoration or
Read when the adventurers take down the black
more powerful similar spells causes the black
energy shield around Twilio:
energy shield to immediately be destroyed. Go to
The black shield of energy is sucked back
Development for what happens next.
into the necklace as you hear a high-pitched
cackling laugh from the necklace. A moment
later it explodes and you see the black energy
seep into the ground. Twilio’s eyes and form
return to normal as she falls to the ground.

The suitors continue to fight even when the charm


wears off. They are upset that the adventurers hurt
them and fight on.

13 H U L B 1 - 2 / H U L B U RG B U R N I N G
PA RT 2
Twilio can be revived with any healing. If
questioned, she tells the adventurers she got the
necklace from Dr. Mingli at the black market in the
Harbor District. She doesn’t know where the black
market is, as she was blindfolded when she was
taken there and when she left. She arranged going
to the black market with Mara Betry. She gives
the adventurers directions to the warehouse that
houses Mara’s office.
More information on the Ships Guild gang
can be found in the sidebar. Characters having
played HULB 1-1 have dealt with the group before,
otherwise Twilio can provide them with the
information in the sidebar. Some characters might
have the gang’s favor, which impacts how they deal
with the characters in the next section.

Ships Guild
Rumored to be an offshoot of Luskan’s Ship
Kurth, the Ships Guild surprisingly has the
best interests of Hulburg at heart. The guild
is prospering as the town grows and attracts
new settlers, and it hopes to maintain a steady
stream of profits from that growth.
Its illicit activities consist mainly of
inflating tariffs, skimming cargo from
incoming ships, and buying and selling black
market items from a hidden shop within the
harbor district. Mara Betry, a level-headed
woman in her mid-forties, heads the guild.
She oversees activities in the harbor from a
large stone warehouse near the water.

Treasure
The suitors have a total of 300 gp. The dwarf suitor
carries a potion of greater healing.

14 H U L B 1 - 2 / H U L B U RG B U R N I N G
PA RT 2
Part 3.
The man behind the curtain
The Harbor District is a fifteen-minute hike down The Magnificent Mara Betry
a steep slope to the harbors below. The soldiers
The characters arrive at Mara’s warehouse at the
opening the palisade gate for the characters
edge of the dock. The labyrinth of crates inside lead
mention they heard some odd noises outside.
to Mara’s office, overlooking the entire warehouse.
Under Siege Inside the office, Mara is busy looking over
About halfway to the Harbor District, the a stack of paperwork. She looks up when the
characters suddenly smell the stench of rotting adventurers enter her office.
corpses. From among the overgrown rubble Mara greets anyone she has met before by
six large bloated corpses stumble toward the name. If she doesn’t know any of the adventurers,
characters. she assumes they have been sent by Lord
The six ogre zombies are spread out, Hulmaster. She normally charges a fee for the
attacking the closest targets. The fight takes place location of the black market, but if one of the
on a steep slope on a winding dusty road. The road adventurers has the Gratitude of the Gangs – Ships
is surrounded by overgrown rubble, bushes, and Guild story award from HULB 1-1, she gives them
crumbling walls. the location immediately and at no charge.
Once the characters have dealt with the Her normal fee for the location of the black
zombies, they are free to proceed to the Harbor market is 100 gp for the characters. With a DC 15
District. The guards are worried if the characters Charisma (Persuasion) check, she lowers the price
tell them about the incident, but they are glad the to 75 gp.
adventurers dealt with problem. If pressed, they If the adventurers imply that she has anything
grumble a bit about Lord Hulmaster not caring to do with the cursed items that are causing
much about the people of town. Hopefully the problems in Hulburg, Mara is offended but does
characters can do something about the trouble. not show it. A successful DC 15 Wisdom (Insight)
check shows her displeasure at having her
Adjusting the Encounter business interrupted by such baseless accusations.
The encounter is intended to be Easy, its If the adventurers press with their accusations,
purpose is to highlight the fact that the town
remove the Gratitude of the Gangs – Ships Guild
is under a siege of sorts.
story award from any character that has it.
Here are recommendations for adjusting
this combat encounter. These are not If asked about her connection to the black
cumulative. market or Dr. Mingli’s Magical Emporium, Mara
• Very weak party: Remove two ogre honestly says that she has no connection to the
zombies. strange man. He is one of the people involved in
• Weak party: Remove one ogre zombie. selling illegal goods, but she knows little about
him. He has been in the area for a few weeks, and
• Strong party: Add one ogre zombie
she has heard no complaints about his goods until
• Very strong party: Add two ogre zombies. now.
For strong & very strong also add The ogre
zombies have 104 hit points each, a +2 bonus
on attack and damage rolls and they make
two attacks as an action.

15 H U L B 1 - 2 / H U L B U RG B U R N I N G
PA RT 3
products. When the adventurers start asking about
Roleplaying Mara Betry the cursed items, he knows that he has been found
Wisps of gray streak Mara Betry’s coal-black out. Read the following:
hair. She is attractive for her forty-four years Dr. Mingli doesn’t take too kindly to others besmirch-
of age and not afraid to use her charm to get ing Dr. Mingli’s products,” Dr. Mingli says in a serious
what she wants. Mara treats the members of tone. “Dr. Mingli will not put up with such an affront to
the Ships Guild with decency and respect, and his reputation.”
they are fiercely loyal to her in return. With that, Dr. Mingli raises his hooked spear
and calls out, “Rise, my minions, and defend the name
The Ships Guild leader has a reputation of Dr. Mingli. Show these unbelievers what true faith is
for being sensible and fair. She captained all about.”
a Ship Kurth cargo vessel for many years. The lids of two large crates flanking the stall
Consequently, she knows how to handle people burst open, and the bones in them animate to form
large snake creatures. Onlookers flee at the horrors as
and how to solve disputes without bloodshed. the undead snakes strike.
Mara would look favorably on being
appointed a sheriff, although she fears the Two bone nagas form from the piles of bones in the
reaction of the other gangs. crates near the cart as two banshees lurk beneath
the surface. The banshees rise on their turn.
Dr. Mingli wants to escape. He knows if he can
get to the necromancer, his chances of survival
Dr. Mingli’s Magical Emporium increase tremendously.
`The adventurers arrive at the black market under
the Harbor District in what were once the sewers
and cellars of Hulburg’s dockside area. Roleplaying Dr. Mingli
Dressed in gold studded purple leathers with
The black market of Hulburg is small, buying mostly
a gold cloak, Dr. Mingli is a sophisticated derro
rough gems smuggled out of the mines, and selling
who always carries his hooked shortspear.
mostly luxurious foods, drugs, and weapons to the
He has slicked back white hair with a neatly
miners.
trimmed mustache and goatee.
Dr. Mingli is not hard to find as bystanders
direct you to his stall, where you find a crowd
Dr. Mingli is the consummate salesman and
formed. A short dwarf-looking humanoid in always speaks about himself in the third person.
purple leathers and a golden cloak, with He is very adept at perceiving the needs of a
slicked back white hair and a neatly trimmed person and offering just the right item to fulfill
goatee stands on top of the stall, leaning on them. He loves to sell and it shows.
his hooked spear for support.
The purple-draped stall displays a wide Dr. Mingli works for a necromancer in
variety of items, mostly junk, but some odd exchange for the dark magic that he imbues
things look more valuable. into his items and the undead protection he
“Dr. Mingli has the perfect item for provides. Dealing with the necromancer is part
whatever problem you face,” Dr. Mingli ex-
claims, “Looking for love, give the object of of HULB 1-3.
your desire this potion and they will be yours
forever. I guarantee it or my name is not Dr. General Features
Mingli. “
The general features of the marketplace are as
Dr. Mingli is the consummate salesman and loves follows:
the show. He really believes he helps people with his Light and Visibility. The sewers that house the
items. He distributes the cursed items only because black market are dimly lit with the green moss that
of the magic that a necromancer provides, which Dr, is everywhere.
Mingli needs to create his magical trinkets. Smells and Sounds. Due to the proximity of the
Dr. Mingli is willing to banter with the water and abandoned cellars, there a mixed smell of
adventurers and answer questions about his dark earth and ocean water.

16 H U L B 1 - 2 / H U L B U RG B U R N I N G
PA RT 3
Terrain. The stall is difficult terrain. The Development
grate behind it that leads to the sewer can also be If Dr. Mingli gets off the map at the exit, he
squeezed through, but costs 15 feet of movement. disappears and cannot be found. If the adventurers
Sea Water. The water is slow moving but slay or capture Dr. Mingli, he refuses to talk. It
very harmful. Each time someone moves into a is assumed the characters hand him over to the
sewer water space, the creature takes 7 (2d6) acid authorities for questioning.
damage. Anyone who starts their turn in the water If the adventurers prevent Dr. Mingli from
also takes 7 (2d6) acid damage. escaping and slay or capture him, award each
Tactics character 1,000 XP.
Dr. Mingli casts invisibility before fleeing behind the Treasure
stall into the sewers. If trapped, he casts confusion Dr. Mingli’s stall contains a range of items.
then continues to flee. If he gets off the map, he There are several cursed items worth a total of
escapes. 1,000 gp. The mundane pieces of jewelry are worth
The bone nagas open with lightning bolts, 400 gp.
catching as many adventurers as possible, then Of more interest is a note. Give the characters
move to block the exit behind the stall to aid Dr. Handout 1.
Mingli’s escape. If any adventurers get past them, There is also a lantern of revealing and a potion
they cast hold person. of resistance (necrotic) among the items.
The banshees arise from the ground in the
center of the adventurers and wail on the first Conclusion
round. Then they move to use horrifying visage to
frighten the adventurers away from Dr. Mingli. Reporting back to Lord Eorl Hulmaster at his
manor, the Lord is eager to hear from them. Lord
Hulmaster is concerned about the necromancer
Adjusting the Encounter still being out there and asks the Adventurers to
Here are recommendations for adjusting this stay in Hulburg as he may need their assistance in
combat encounter. These are not cumulative. the near future.
• Very weak party: Remove one banshee, Harpers. The players must decide what to do
and replace one bone nage with two ogre with the cursed items. Mara is willing to purchase
zombies. them and promises to sell them to a traveling
• Weak party: Replace one banshee with vendor, so the items don’t come back to haunt
two ogre zombies. Hulburg. The players can alternatively turn them in
• Strong party: Add one banshee and two to the Harpers, who also pay for them.
ogre zombies. The ogre zombies have 105 This story continues in HULB 1-3 Hulburg Rising.
hit points each, +2 bonus on attack and Treasure
damage rolls and make two attacks as an
As promised earlier in the adventure, Lord
action.
Hulmaster awards the adventurers 500 (or 600)
• Very strong party: Add one banshee and gp.
four ogre zombies. The ogre zombies have
105 hit points each, a +2 bonus on attack
and damage rolls and make two attacks as
an action.

17 H U L B 1 - 2 / H U L B U RG B U R N I N G
PA RT 3
Rewards Treasure Awards
Make sure players note their rewards on their Item Name/Location GP Value
adventure logsheets. Give your name and DCI number (if Lord Hulmaster’s payment (Intro) 500-550
applicable) so players can record who ran the session. Suitors gold (Part 1: Charmed Life) 300
Dr. Mingli’s jewelry (Part 2) 400
Experience Cursed items 1,000
Total up all combat experience earned for defeated
foes, and divide by the number of characters Permanent Magic Item Distribution
present in the combat. For non-combat experience, D&D Adventurers League has a system
the rewards are listed per character. Give all in place to determine who is awarded
characters in the party non-combat experience permanent magic items at the end of a
awards unless otherwise noted. session. Each character’s log sheet contains a
column to record permanent magic items for
Combat Awards ease of reference.
Name of Foe XP per Foe • If the players at the table agree on one
Banshee 1,100 character taking possession of a permanent
Bone Naga 1,100 magic item, that character gets the item.
Dr. Mingli 700 • In the event that one or more characters
Dwarven Suitor 2,900 indicate an interest in possessing a
Hotheaded Suitor 700 permanent magic item, the character that
Priestly Suitor 50 possesses the fewest permanent magic
Ogre Zombie 450 items gets the item. If there is a tie in the
Ogre Zombie, Advanced 700 total number of permanent magic items
Non-Combat Awards owned by contesting characters, the item’s
owner is determined randomly by the DM.
Task or Accomplishment XP per Char
Each NPC saved from cursed dagger 300
Stop Dr. Mingli from escaping 1,000 Lantern of Revealing
The minimum total award for each character Wondrous item, uncommon
participating in this adventure is 4,500 experience points. A description of this item can be found in the
The maximum total award for each character Dungeon Master’s Guide.
participating in this adventure is 6,000 experience points. Potion of Greater Healing
Potion, uncommon
Treasure
The characters receive the following treasure, A description of this item can be found in the
divided up amongst the party. Characters should Dungeon Master’s Guide.
attempt to divide treasure evenly whenever Potion of Resitance (necrotic)
possible. Gold piece values listed for sellable Potion, uncommon
gear are calculated at their selling price, not their
purchase price. A description of this item can be found in the
Dungeon Master’s Guide.
Consumable magic items should be divided
up however the group sees fit. If more than one
character is interested in a specific consumable
magic item, the DM can determine who gets it
randomly should the group be unable to decide.
Permanent magic items are divided according
to a system. See the sidebar if the adventure
awards permanent magic items.

18 H U L B 1 - 2 / H U L B U RG B U R N I N G
R E WA R D S
Renown
Each character receives one point of renown.
Harpers who retrieve cursed items and return
them to the Harpers receive an extra point of
renown.

Downtime
Each character receives 10 downtime days at the
conclusion of this adventure.

DM Rewards
You receive 875 XP, 400 gp, and 10 downtime
days for running this session.

19 H U L B 1 - 2 / H U L B U RG B U R N I N G
R E WA R D S
Appendix: must make a DC 13 Constitution saving throw.
On a failure, a creature drops to 0 hit points. On a
NPC / Monster Statistics success, a creature takes 10 (3d6) psychic damage.
Banshee Bone Naga
Medium undead, chaotic evil Large undead, lawful evil
Armor Class 12 (natural armor) STR DEX CON INT WIS CHA
Hit Points 58 (13d8) 10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0)
Speed 0 ft., fly 40 ft. (hover)
Armor Class 15 (natural armor)
STR DEX CON INT WIS CHA Hit Points 58 (9d10 + 9)
1 (-5) 14 (+2) 10 (+0) 12 (+1) 11 (+0)17 (+3)
Speed 30 ft.
Saving Throws Wis +2, Cha +4 Damage Immunities poison
Damage Resistance acid, fire, lightning, thunder; Condition Immunities charmed, exhaustion,
bludgeoning, piercing, and slashing from non- paralyzed, poisoned
magical weapons Senses darkvision 60 ft., passive Perception 12
Condition Immunities charmed, exhaustion, Languages Common and Undercommon
frightened, grappled, paralyzed, petrified, Challenge 4 (1,100 XP)
poisoned, prone, restrained
Spellcasting. The spirit naga is a 5th-level
Senses darkvision 60 ft., passive Perception 10 spellcaster. Its spellcasting ability is Intelligence
Languages Common, Elvish (spell save DC 12, +4 to hit with spell attacks). It
Challenge 4 (1,100 XP) has the following wizard spells prepared:
Detect Life. The banshee can magically sense the Cantrips (at will): mage hand, minor illusion, ray
presence of living creatures up to 5 miles away. She of frost
knows the general direction they’re in but not their 1st level (4 slots): charm person, sleep
exact locations. 2nd level (3 slots): detect thoughts, hold person
Actions 3rd level (2 slots): lightning bolt
Corrupting Touch. Melee Spell Attack: +5 to hit, Actions
reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft.,
damage.
one target. Hit: 10 (2d6 + 3) piercing damage plus
Horrifying visage. Each non-undead creature 10 (3d6) poison damage.
within 60 feet of the banshee that can see her must
succeed on a DC 13 Wisdom saving throw or be
frightened for 1 minute. A frightened target can
repeat the saving throw at the end of each of its
turns, with disadvantage if the banshee is within
line of sight, ending the effect on itself on a success.
If a target’s saving throw is successful or the effect
ends for it, the target is immune to the banshee’s
Horrifying Visage for the next 24 hours.
Wail (1/day). The banshee releases a mournful
wail, provided that she isn’t in sunlight. The wail
has no effect on constructs and undead. All other
creatures within 30 feet of her that can hear her

20 H U L B 1 - 2 / H U L B U RG B U R N I N G
APPENDIX
Commoner Cantrips (at will): friends, prestidigitation, vicious
Medium humanoid (any race), any alignment mockery
Armor Class 10 1st level (4 slots): disguise self, dissonant
Hit Points 4 whispers, thunderwave
Speed 30 ft. 2nd level (3 slots): invisibility, shatter, silence
STR DEX CON INT WIS CHA 3rd level (3 slots): nondetection, sending, tongues
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 4th level (3 slots): confusion, dimension door

Senses passive Perception 10 Actions


Languages any one language (usually Common) Multiattack. Dr. Mingli makes two melee attacks.
Challenge 0 (10 XP) Hooked Shortspear. Melee Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 4 (1d4 + 3) piercing
Actions damage. If the target is a creature, Dr. Mingli can
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., choose to deal no damage and try to trip the target
one target. Hit: 2 (1d4) bludgeoning damage. instead, in which case the target must succeed on a
DC 10 Strength saving throw or fall prone.
Dr. Mingli* * Windharrow from Princes of the Apocalypse.
Small humanoid (derro), lawful evil Changed Windharrow from a half-elf to a derro.
Armor Class 15
Hit Points 55 (10d8 + 10)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+1) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 17 (+3)

Saving Throws Int +6, Wis +4


Skills Acrobatics +5, Deception +7, Persuasion +5,
Performance +7, Stealth +5
Senses darkvision 60 ft., passive Perception 10
Languages Common, Dwarvish, Undercommon
Challenge 3 (700 XP)
Insanity. Dr. Mingli has advantage on saving
throws against being charmed or frightened.
Magic Resistance. Dr. Mingli has advantage on
saving throws against spells and other magical
effects.
Sunlight Sensitivity. While in sunlight, Dr. Mingli
has disadvantage on attack rolls, as well as Wisdom
(Perception) checks that rely on sight.
Spellcasting. The mage is a 8th-level spellcaster.
His spellcasting ability is Charisma (spell save DC
13, +5 to hit with spell attacks). It has the following
bard spells prepared:

21 H U L B 1 - 2 / H U L B U RG B U R N I N G
APPENDIX
Dwarven Suitor* Hotheaded Suitor*
Medium humanoid (shield dwarf), neutral Medium humanoid (human), chaotic neutral
Armor Class 18 (plate) Armor Class 12 (15 with mage armor)
Hit Points 93 (11d8 + 44) Hit Points 52 (8d8 + 16)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 18 (+4) 11 (+0) 8 (-1) 12 (+1) 14 (+2) 12 (+1) 12 (+1) 11 (+0) 14 (+2) 16 (+3)

Skills Athletics +7, Intimidation +4 Skills Deception +5, Intimidation +5, Religion +2
Damage Resistances poison Senses passive Perception 10
Senses darkvision 60ft., passive Perception 9 Languages Common, Igan
Languages Common, Dwarvish Challenge 3 (700 XP)
Challenge 7 (2,900 XP) Spellcasting. The hotheaded suitor is a 5th-level
Action Surge (Recharges after short or long rest). spellcaster. His spellcasting ability is Charisma
A dwarven suitor takes an additional action on his (spell save DC 13, +5 to hit with spell attacks). It
turn. has the following sorcerer spells prepared:
Brute. A melee weapon deals one extra die of Cantrips (at will): control flames, create bonfire,
its damage when the dwarven suitor hits with it fire bolt, light, minor illusion
(included in the attack). 1st level (4 slots): burning hands, expeditious
Dwarven Resilience. The dwarven suitor has retreat, mage armor
advantage on saving throws against poison. 2nd level (3 slots): blur, scorching ray
Indomitable (Recharges after short or long rest). 3rd level (2 slots): fireball
The dwarven suitor can reroll a saving throw that
he fails. He must use the new roll. Actions
Second Wind (Recharges after short or long rest). Dagger. Melee Weapon Attack: +4 to hit, reach 5
The dwarven suitor can use a bonus action to ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2)
regain 16 (1d10 + 11) hit points. piercing damage.
Actions *Eternal Flame Priest from Princes of the
Apocalypse.
Multiattack. The dwarven suitor makes three
melee attacks with his greataxe.
Greataxe. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 17 (2d12 + 4) slashing damage.
* Drannin from Princes of the Apocalypse
(removed his special equipment).

22 H U L B 1 - 2 / H U L B U RG B U R N I N G
APPENDIX
Priestly Suitor*
Medium humanoid (human), neutral
Armor Class 18 (chainmail, shield)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 14 (+2) 10 (+0) 11 (+0) 16 (+3)

Saving Throws Wis +4, Cha +5


Skills Persuasion +5, Religion +2
Senses passive Perception 12
Languages Common, Undercommon
Challenge 2 (450 XP)
Spellcasting. The priestly suitor is a 6th-level
spellcaster. His spellcasting ability is Wisdom (spell
save DC 12, +4 to hit with spell attacks). It has the
following cleric spells prepared:
Cantrips (at will): guidance, light, sacred flame,
thaumaturgy
1st level (4 slots): cure wounds, divine favor,
inflict wounds, protection from good and evil,
shield of faith
2nd level (3 slots): continual flame, hold person,
magic weapon, spiritual weapon
3rd level (3 slots): bestow curse, dispel magic,
spirit guardians
Actions
Multiattack. The priestly suitor makes two attacks
with his flail.
Flail. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) bludgeoning damage.
* Grisha from Out of the Abyss (removed +1 flail).

23 H U L B 1 - 2 / H U L B U RG B U R N I N G
APPENDIX
Appendix II: Hulburg

24 H U L B 1 - 2 / H U L B U RG B U R N I N G
APPENDIX
Map: What goes up must come down

B = Billy
A = Aubrey
S = Shamus
R = Redvin

25 H U L B 1 - 2 / H U L B U RG B U R N I N G
APPENDIX
Map: The Charmed Life

T = Twilio Othenium
P = Priestly Suitor
H = Hotheaded Suitor
D = Dwarven Suitor

26 H U L B 1 - 2 / H U L B U RG B U R N I N G
APPENDIX
Map: Dr. Mingli’s Magical Emporium

B = Bone Naga
M = Dr. Mingli
Banshees start off the map.

27 H U L B 1 - 2 / H U L B U RG B U R N I N G
APPENDIX
Player Handout: Letter from the Necromancer

The undead are growing.

Release the items to the citizens of Hulburg to


sow the seeds of what is to come. More orders
will follow.

When Hulburg is reborn, your rewards will


exceed anything you can imagine.

Let the dead rise,


Aesperus

H U L B 1 - 2 / H U L B U RG B U R N I N G
28 APPENDIX
Hulburg
Rising
Merric blackman
Adventure Designer
Adventure Code: HULB 1-3

Since the rebirth of Hulburg, the strong have preyed upon the weak, with
only limited protection offered by the law. Recently, any resemblance of law
and order has been threatened, and even the town’s greedy callous ruler
cannot ignore the threat anymore. A war is brewing. Can you stop it before
it is too late? A D&D Adventurers League adventure set in Hulburg
A four-hour adventure for 5th-10th level characters

Producer: Baldman Games


Hulburg Administrator & Developer: Pieter Sleijpen
Editing and Layout: Encoded Designs
Cartography: Andrew Smith
Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall,
Claire Hoffman, Greg Marks, Alan Patrick

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.
©2016 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
Welcome to Hulburg Rising, a D&D adventure that is part of the
official D&D Adventurers League™ organized play system.

This adventure is designed for three to seven 5th-10th level characters, and is
optimized for five 8th-level characters. Characters outside this level range cannot participate in
this adventure.
The adventure is set in the Moonsea region of the Forgotten Realms, in the town of Hulburg.

The D&D Adventurers League Preparing the Adventure


This adventure is official for D&D Adventurers Before you show up to Dungeon Master this
League play. The D&D Adventurers League is the adventure for a group of players, you should do the
official organized play system for DUNGEONS & following to prepare.
DRAGONS®. Players can create characters and • Make sure to have a copy of the most current
participate in any adventure allowed as a part of version of the D&D Basic Rules or the Player’s
the D&D Adventurers League. As they adventure, Handbook.
players track their characters’ experience, treasure, • Read through the adventure, taking notes
and other rewards, and can take those characters of anything you’d like to highlight or remind
through other adventures that continues their story. yourself while running the adventure, such as a
If you’re running this adventure as a part of a way you’d like to portray an NPC or a tactic you’d
store event or at certain conventions, you’ll need a like to use in a combat.
DCI number. This number is your official Wizards of • Get familiar with the monster statistics in the
the Coast organized play identifier. If you don’t have Appendix.
a number, you can obtain one at a store event. Check
• Gather together any resources you’d like to
with your organizer for details.
use to aid you in running this adventure--such
D&D Adventurers League play is broken up into as notecards, a DM screen, miniatures, and
storyline seasons. When players create characters, battlemaps.
they attach those characters to a storyline season,
• If you know the composition of the group
which determines what rules they’re allowed to
beforehand, you can make adjustments as noted
use to create and advance their characters. Players
throughout the adventure.
can continue to play their characters after the
storyline season has finished, possibly participating Before Play at the Table
in a second or third storyline with those same
characters. A character’s level is the only limitation Ask the players to provide you with relevant
for adventure play. A player cannot use a character character information:
of a level higher or lower than the level range of a • Character name and level
D&D Adventurers League adventure. • Character race and class
For more information on playing, running • Passive Wisdom (Perception)—the most
games as a Dungeon Master, and organizing games common passive ability check
for the D&D Adventurers League, please visit the • Anything notable as specified by the adventure
D&D Adventurers League home at: (such as backgrounds, traits, flaws, etc.)
www.dndadventurersleague.org Players that have characters outside the
adventure’s level range cannot participate in
the adventure with those characters. Players

2 H U L B 1 - 3 / H U L B U RG RI S IN G :
I N T RO D U C T I O N
with ineligible characters can make a new 1st-level it a little harder. Therefore, five categories of
character or use a pregenerated character. Players party strength have been created for you to use
can play an adventure they previously played or as a guide. Feel free to use a different adjustment
ran as a Dungeon Master, but not with the same during the adventure if the recommended party
character. strength feels off for the group.
Ensure that each player has an official This adventure is optimized for a party of
adventure logsheet for his or her character (if not, five 1th-level characters. To figure out whether
get one from the organizer). The player fills out you need to adjust the adventure, do the following:
the adventure name, session number, date, and • Add up the total levels of all the characters
your name and DCI number. In addition, the player • Divide the total by the number of characters
also fills in the starting values for experience, gold,
downtime, renown, and number of permanent • Round fractions of .5 or greater up; round
magic items. He or she fill in the other values and fractions of less than .5 down
write notes at the conclusion of the session. Each You’ve now determined the average party level
player is responsible for maintaining an accurate (APL) for the adventure. To figure out the party
logsheet. strength for the adventure, consult the following
If you have time, you can do a quick scan of table:
a player’s character sheet to ensure that nothing Determining Party Strength
looks out of order. If you see magic items of very
Party Composition Party Strength
high rarities or strange arrays of ability scores, you
3-4 characters, APL less than Very Weak
can ask players to provide documentation for the
3-4 characters, APL equivalent Weak
irregularities. If they cannot, feel free to restrict 3-4 characters, APL greater than Average
item use or ask them to use a standard ability 5 characters, APL less than Weak
score array. Point players to the D&D Adventurers 5 characters, APL equivalent Average
League Player’s Guide for reference. 5 characters, APL greater than Strong
6-7 characters, APL less than Average
If players wish to spend downtime days and 6-7 characters, APL equivalent Strong
it’s the beginning of an adventure or episode, 6-7 characters, APL greater than Very Strong
they can declare their activity and spend the days
now. Alternatively, they can do so at the end of
the adventure or episode. Players should select Running the Adventure
their characters’ spells and other daily options As the Dungeon Master of the session, you have the
prior to the start of the adventure, unless the most important role in facilitating the enjoyment
adventure specifies otherwise. Feel free to reread of the game for the players. You help guide the
the adventure description to help give players hints narrative and bring the words on these pages
about what they might face. to life. The outcome of a fun game session often
creates stories that live well beyond the play at the
Adjusting the Adventure table. Always follow this golden rule when you DM
Throughout this adventure, you may see sidebars for a group:
to help make adjustments for smaller/larger Make decisions and adjudications that
groups, and characters of higher/lower levels than enhance the fun of the adventure when
the optimized group. Most of the time, this is used possible.
for combat encounters.
To reinforce this golden rule, keep in mind the
You may adjust the adventure beyond the following:
guidelines given. For example, if you’re playing
• You are empowered to make adjustments to
with a group of inexperienced players, you might
the adventure and make decisions about how the
want to make the adventure a little easier; for
group interacts with the world of this adventure.
very experienced players, you may want to make

3 H U L B 1 - 3 / H U L B U RG RI S IN G :
I N T RO D U C T I O N
Doing so is especially important and applicable • Catching up
outside of combat, but feel free to adjust the • Crafting (exception: multiple characters cannot
adventure for groups that are having too easy or commit to crafting a single item)
too hard of a time. • Practicing a profession
• Don’t make the adventure too easy or too • Recuperating
difficult for a group. Never being challenged
makes for a boring game and being • Spellcasting services
overwhelmed makes for a frustrating one. • Training
Gauge the experience of the players (not the Other downtime options might be available during
characters) with the game, try to feel out (or adventures or unlocked through play, including
ask) what they like in a game, and attempt to faction-specific activities.
give each of them the experience they’re after In addition, whenever a character spends
when they play D&D. Give everyone a chance to downtime days, that character also spends the
shine. requisite expense for his or her lifestyle. Costs
• Be mindful of pacing, and keep the game are per day, so a character that spends ten days
session moving along appropriately. Watch for of downtime also spends ten days of expenses
stalling, since play loses momentum when this maintaining his or her lifestyle. Some downtime
happens. At the same time, make sure that the activities help with lifestyle expenses or add
players don’t finish too early; provide them with lifestyle expenses.
a full play experience. Try to be aware of running
long or short. Adjust the pacing accordingly Spellcasting Services
• Read-aloud text is just a suggestion; feel free Any settlement the size of a town or larger can
to modify the text as you see fit, especially when provide some spellcasting services. Characters
dialogue is present. need to be able to travel to the settlement to obtain
• Give the players appropriate hints so they can these services.
make informed choices about how to proceed. Spell services generally available include
Players should be given clues and hints when healing and recovery spells, as well as information-
appropriate so they can tackle puzzles, combat, gathering spells. Other spell services might be
and interactions without getting frustrated over available as specified in the adventure. The number
lack of information. Doing so helps to encourage of spells available to be cast as a service is limited
immersion in the adventure and gives players to a maximum of three per day total, unless
“little victories” for figuring out good choices otherwise noted.
from clues.
In short, being the DM isn’t about following
the adventure’s text word-for-word; it’s about
Spellcasting Services
facilitating a fun, challenging game environment
for the players. The Dungeon Master’s Guide™ has Spell Cost
more information on the art of running a D&D Cure wounds (1st level) 10 gp
game. Identify 20 gp
Lesser restoration 40 gp
Downtime and Lifestyle Prayer of healing (2nd level) 40 gp
At the beginning of each play session, players must Remove curse 90 gp
declare whether or not they are spending any days Speak with dead 90 gp
of downtime. The player records the downtime Divination 210 gp
spent on the adventure logsheet. The following Greater restoration 450 gp
options are available to players during downtime Raise dead 1,250 gp
(see the D&D basic rules or the D&D Adventurers
League Player’s Guide for more information):

4 H U L B 1 - 3 / H U L B U RG RI S IN G :
I N T RO D U C T I O N
Create a New 1st-Level Character. If the dead
Acolyte Background character is unwilling or unable to exercise any
A character possessing the acolyte of the other options, the player creates a new
background requesting spellcasting character. The new character does not have any
services at a temple of his or her faith items or rewards possessed by the dead character.
may request one spell per day from the Dead Character Pays for Raise Dead. If the
Spellcasting Services table for free. The only character’s body is recoverable (it’s not missing
cost paid for the spell is the base price for any vital organs and is mostly whole) and the
the consumed material component, if any. player would like the character to be returned to
Melvaunt is a large city where any life, the party can take the body back to civilization
acolyte can find a friendly shrine or and use the dead character’s funds to pay for a
temple. raise dead spell. A raise dead spell cast in this
manner costs the character 1,250 gp.
Disease, Death, and Recovery Character’s Party Pays for Raise Dead. As
above, except that some or all of the 1,250 gp for
Sometimes bad things happen, and characters get
the raise dead spell is paid for by the party at the
poisoned, diseased, or are killed. Since you might
end of the session. Other characters are under no
not have the same characters return from session
obligation to spend their funds to bring back a
to session, here are the rules when bad things
dead party member.
happen to characters.
Faction Charity. If the character is of level 1 to
Disease, Poison, and Other Debilitating Effects 4 and a member of a faction, the dead character’s
A character still affected by diseases, poisons, body can be returned to civilization and a patron
and other similar effects at the conclusion of an from the faction ensures that he or she receives a
adventure can spend downtime days recuperating raise dead spell. However, any character invoking
until such time as he or she resolves the effect to this charity forfeits all experience and rewards
its conclusion (see the recuperating activity in the from that session (both those earned prior to and
D&D Basic Rules). after death during that session) and cannot replay
If a character doesn’t resolve the effect that episode or adventure with that character
between sessions, that character begins the next again. Once a character reaches 5th level, this
session still affected by the debilitating effect. option is no longer available.

Death
A character who is killed during the course of
the adventure has a few options at the end of the
session (or whenever arriving back in civilization)
if no one in the adventuring party has immediate
access to a raise dead or revivify spell, or similar
magic. A character subject to a raise dead spell is
affected negatively until all long rests have been
completed during an adventure. Alternatively, each
downtime day spent after raise dead reduces the
penalty to attack rolls, saving throws, and ability
checks by 1, in addition to any other benefits the
downtime activity might provide.

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I N T RO D U C T I O N
Hulburg Today Harbor District
Over the centuries Hulburg was plundered and The lifeline of Hulburg is its harbor, which lies to
razed many times, but each time industrious folk the south of Tent City along the northern shore of
returned to rebuild atop its ruins. Remnants of the Moonsea. A large, rocky bluff separates it from
its previous incarnations still exist beneath the Tent City, and travel between the two districts is
surface of the current remains as a disjointed limited to a steep man-made trail that traverses the
collection of old sewers, passageways, and even the stony face of the slope. Laborers, called hoppers,
buried founda-tions and basements of destroyed carry loads of ore and other supplies up and down
buildings. the trail, which can be treacherous in poor weather.
While small in comparison to its former size, Warehouses and rows of docks make up the
mod-ern-day Hulburg is no exception to this cycle bulk of the Harbor District, but the area is also
of re-birth. Today, the town consists mainly of three home to a tariff office, guard post, and many other
dis-tinct areas: Tent City, the Harbor District, and smaller businesses built to service ships and their
Hul-master Manor. crews. The district has seen recent investments
by Lord Eorl Hulmaster, making it opulent in
A map can be found in Appendix II.
comparison to Tent City. Consequently, few tents
Tent City and temporary struc-tures lie within its palisades.
A handful of successful merchants, traders, and
The bulk of the town rests atop a tall plateau on the
ship captains live here, but even these individuals
northern banks of the Moonsea with the heights
live a modest lifestyle in comparison to other
of Thar rising to the north. A steep and rocky hill
towns and cities in the Moonsea region.
blocks expansion to the east, and the stony cliffs
along the Moonsea lie to the south. Hulmaster Manor
Known by Hulburg’s residents as Tent City, the Lord Eorl Hulmaster’s manor lies a short thirty-
plateau is home to a haphazard collection of large minute walk to the northwest of Tent City on
canvas tents and makeshift wooden buildings. This the outskirts of the ruins of old Hulburg. The
fledgling residential district lies near the center current lord and his trusted retainers live in a
of the plateau, and it stands upon the ruins of a small wooden fortress that backs up to a tall bluff.
former fortress. It contains a large natural well Residents of Hulburg jokingly (and never in the
and several older defenses constructed at the presence of the lord or his retainers) refer to the
height of Hulburg’s former glory. Several miles of structure as the Hedge Lord’s Manor.
unoccupied ruins sur-round the area.
Many residents of Tent City work in Lord Eorl Adventure Background
Hulmaster’s gem mine, which is located in the hills
to the northeast of the town. The remaining resi- During the earlier days of Hulburg. a powerful
dents survive by plying common trades to support wizard named Aesperus lived in the region. Like
the miners or working as dockhands in the Harbor many necromancers, he was not the nicest person,
District. Life in Tent City is rough, with most people and he became a powerful leader. Eventually, an
living in poverty. These conditions breed crime invasion of orcs and giants destroyed Hulburg, and
and violence, but Lord Hulmaster’s small force of Aesperus was knocked unconscious in the battle.
guards and Hulburg’s larger gangs manage to keep The bodies of the dead, and that of the
the town from falling into complete lawlessness. unconscious Aesperus, were placed in a mass grave
– the Vault of the Dead – and there he died. But
not for long. Soon Aesperus awoke as one of the
undead. Now a creature of great power, he was able
to build his strength and formed a legion of undead
followers beneath the earth.

6 H U L B 1 - 3 / H U L B U RG RI S IN G :
I N T RO D U C T I O N
His plots to grow a kingdom of undeath on the The Fate of Dr. Mingli
surface were thwarted over the years, and soon his
existence was lost to history. Although he has lost In HULB 1-2 Hulburg Burning, the characters
some of his power, he still lurks beneath Hulburg, confront the mad merchant Dr. Mingli who
plotting and planning his return. is selling cursed items. These items were
provided by Aesperus. Check with your group
Aesperus might have completely faded from before gameplay to see what happened to
the world but for the discovery of an ancient relic: the merchant during their adventures. If he
the Teeth of Myrkul. The unholy relic has come escaped for more than half of the players at
to Hulburg, and with its power Aesperus plans to your table, he can be found in Room 3B of Part
regain his dominion of the land. 2. (See that encounter for more details).
Of course, having been defeated by
adventurers once, and well aware of the recently
resettled town, he did not expact things to go Adventure Overview
smoothly. The events of HULB 1-1 and HULB HULB 1-3 Hulburg Rising consists of three parts. In
1-2 were his attempts to destabilize the town. If each section, the danger from the ritual increases.
successful, all the better. If not, they offered him
Part I: Home in Hulburg. The adventurers are
the opportunity to acquire the components for the
in a meeting with Jarus Grainger when Aesperus
ritual without drawing attention. It also allowed
begins his ritual, which they experience as a brief
him to learn about the current conditions of the
wave of dizziness. They must quickly prepare to
town and prepare accordingly.
descend into the depths of the ruined Temple
To achieve this, he has captured thirteen of Lathander, where they have learned their foe
townsfolk, and intends to sacrifice them to the awaits. They must deal with some gargoyles that
Teeth of Myrkul this day. The only people who Aesperus has left for them before descending.
can stop him are the adventurers. Are they strong
Part II: Hope under the Temple. The
enough to succeed?
adventurers descend into the temple vaults, where
Series they have the opportunity to gain aid from the
spirit of a Champion of Lathander. They must
HULB 1-3 Hulburg Rising is the third part of a defeat or evade a great clay golem of the church,
trilogy of adventures. The first part is HULB 1-1 corrupted to the service of Aesperus, before
Hulburg Rebuilding. The second part is HULB descending further.
1-2 Hulburg Burning. The adventures have been Part III: Reign of the Dead. The adventurers
written to be played in order. Playing this part can enter a sealed room where treasures of
before the others can create confusion, since the Lathander await, before finding the surviving
force directing the undead in the earlier parts prisoners kidnapped by Aesperus’s minions,
is confronted here. Make sure your players are and finally facing the potential lich himself.
aware of this being a series and the fact that
playing them out of order might make little
sense. Nobody is stopping the players from
playing them out of order: either consider the
first two adventures as flashbacks or deal with
the after-effects when played at a later date.

7 H U L B 1 - 3 / H U L B U RG RI S IN G :
I N T RO D U C T I O N
Characters with a more mercenary bent might
Necrotic Waves
suspect the priest has no gold to pay for their
The adventure is on a countdown. Aesperus is
services, and they are correct. Their faction
conducting a ritual using a relic known as the
mentions that the lord of the city, Lord Eorl
Teeth of Myrkul.
Hulmaster, is aware of the trouble and he is paying
Roughly every 30 minutes a wave of the usual fee.
necrotic force rocks the town. After six hours
of this, the ritual is complete, the dead rise
with even more power than before, and the
adventure ends with the player characters
unsuccessful. Keep an eye on the time, but
unless the characters start taking short rests,
there should not be too many waves.
The wave of energy becomes more
powerful the deeper the party are in the
temple, as noted in the text of each part in a
sidebar like this one.
Make sure the players are aware of these
waves, even on the surface, since it impacts
how they approach the adventure.

Adventure Hooks
Played HULB 1-1 and/or HULB 1-2. Characters
that played the previous adventures of the series
should have a stake in learning what exactly is
going on. The dead are rising with no apparent
cause, and something seems to be directing them.
They might even have learned of a necromancer
providing cursed items to a mad merchant.
If the characters play this adventure
immediately after HULB 1-2, they are in town and
Father Jarus Grainger directs them to a tavern.
Otherwise they returned after an urgent message
from Jarus that he learned more and needs
adventurers before it is too late.
First Time in Hulburg. Characters who have
not yet played the first two parts are contacted
by their factions. Trouble is rising in Hulburg,
and nobody wants the city to be destroyed. The
adventurers are asked to wait in the appointed
tavern for Father Jarus Grainger of Tyr to contact
them. The priest of Tyr has more details about
what is going on and what needs to be done.

8 H U L B 1 - 3 / H U L B U RG RI S IN G :
I N T RO D U C T I O N
Part 1.
Home in hulburg
Aesperus has begun his final plan: infuse the Teeth You have been waiting for a few moments
of Myrkul with the life force of twelve sacrifices. when suddenly a wave of cold washes over
If successfully performed, the ritual gives him you, leaving you woozy for a heartbeat or
the power to raise and control all of the dead in two. It is clear everybody present was af-
fected. Before you can react, an extremely
Hulburg, as well as complete his transmogrification worried Jarus steps inside, rushing toward your
into full lich status. group when he spots you. “It seems the prob-
The adventure begins at noon with the party in lem is even more pressing than I thought…”
conversation with Jarus Grainger, who is concerned
about the recent disappearance of a number of The remainder of this adventure is on a
villagers. At that point, the first sacrifice is made countdown. Aesperus has started the ritual. Every
and the player characters become aware of the 30 minutes a wave of necrotic force rocks the town.
danger. The ritual takes six hours to complete. After six hours of this, the ritual is complete. On the
surface, the wave is noticeable primarily as a brief
It is assumed that the characters have all their
darkening of sight and a wave of dizziness, neither
normal adventuring gear. Allow them a chance to
with any game effect.
buy additional equipment before the meeting. Once
the adventure starts properly, time is limited! Jarus is in a hurry and rather blunt. He learned
of Aesperus and the undead’s hideout at least
Encounter 1: The End Begins partially from what the characters found in HULB
The adventure starts with the characters waiting in 1-2. The rest he aquired through his own research
one of the many drinkholes in Tent City. Food and and divination magic.
drink is cheap, its quality reflected in the price. Jarus Grainger tells the following:
You find yourself lunching in a hot sweltering • The wave of dizziness is the result of some
tavern, encompassed by the smell of ale, moldy kind of powerful ritual performed somewhere in
straw, and a sweaty crowd. Summer has been the ruins of Hulburg. The effects are weak here,
hot, adding fuel to the tension within Hulburg. but likely nastier closer to the source.
The dead have been extremely restless in the
past few days, and people worry the town is • The ritual is performed by a powerful undead
going to fall. You are here to meet Father Jarus wizard operating from the ruins of the Temple
Grainger of Tyr, since he recently acquired infor- of Lathander, or so Jarus hopes. He knows the
mation needed to deal with the trouble. merchant Mingli, the lunatic selling cursed
items in HULB 1-2, got his orders at that spot.
Note that if the players played HULB 1-2, they
The wave of dark energy originated from that
likely provided information to the authorities.
direction.
Jarus spent the last ten-day or so researching
and questioning people to learn enough to find • The ritual is still going on, since otherwise an
more information on the necromancer behind the army of undead would have erupted from the
undead attacks. earth. It must be stopped before it is too late.
Give the players some time to introduce their • A champion of the faith named Kylina
characters before proceeding with the first wave of Godsworn built the temple of Lathander. The
necrotic energy. temple was destroyed in the war with Zhentil
Keep over a century ago. He is not sure what
happened with the place during or after the

9 H U L B 1 - 3 / H U L B U RG RI S IN G :
PA RT 1
battle, although it is unlikely the Banites would Characters learn the following through ability
have been kind to the place. checks:
• There are crypts beneath the temple where the • Intelligence (Religion or History) DC
devout of the faith were buried. 13: Kylina Godsworn was a holy warrior of
Lathander, known for her battles against the orcs
• He has heard of six residents of Hulburg being
in the region. When she died, she was buried
snatched. Three were miners, two were guards,
beneath the temple in Hulburg.
and one was a beggar. In some cases, the earth
just opened and skeletons dragged them down. • Intelligence (Religion or History) DC 18: For
In other cases, the victim was snatched by a a few years after Kylina’s death, the temple was
group of ghouls or zombies and dragged away – a place of pilgrimage for followers of Lathander.
still alive – towards the temple. That ended when Hulburg was destroyed.
• He suspects the victims will be used as The characters may prepare as much as they like,
sacrifices in the ritual. although when it arrives the second wave of energy
should make them realise they are running out of
• He is aghast if characters want some kind
time. Feel free to describe it as slightly more potent
of pay for saving the town, but is sure Lord
Hulmaster will reward them as is fitting for the than the last...
task at hand. There is no time to consult Lord Jarus Grainger has two potions of healing and
Hulmaster though. If the ritual concludes it will four vials of holy water at his residence. However,
be too late. it takes him 20 minutes to retrieve them if asked. It
costs 10 minutes if the characters come with him
Roleplaying Jarus Grainger to his house and leave for the ruins from there.
A native of the Dalelands, Jarus found his faith
Timing
in Tyr late in life after losing his wife to a long
It takes 20 minutes for the players to reach the
bout of wasting sickness. He is an honest man
ruined Temple of Lathander unless they find a way
with a good heart, but in his fifty-eight years
to get there faster.
of living, he has developed a stubborn streak
and a penchant for speaking bluntly. In spite Encounter 2: Ruined Temple
of his flaws, the residents of Hulburg respect
him. Walking through the overgrown rubble that used
to be the city of Hulburg, the characters reach the
The gray-haired priest of Tyr has called
ruined temple of Lathander.
Hulburg home for less than a year. He does his
best to tend to the health of the residents of Before being destroyed this must have been
an impressive building, but that was long ago.
Tent City and holds small services to spread The walls still stand, but most of the temple’s
the word of the God of Justice. roof has collapsed, leaving the interior open
Jarus came to Hulburg because he knew to the sky. Faded frescoes depicting the glory
of the Morninglord can still be made out on
the town needed individuals who cared
the walls, and grotesque statues sit on the
more for people than profit. Even though he remnants of the walls.
is simply a low-ranking servant of Tyr, he
firmly believes in the god’s edicts. More than The statues are actually five gargoyles that have
anything, he wants to see justice served to been corrupted to serve Aesperus. They attack
those responsible. intruders at a time that seems appropriate to them,
preferably with surprise and trying to prevent
clustering on one spot. Characters knowing of
Aesperus might try to fool them, but that would
only work if Dr. Mingli did not escape, and even
then it would only confuse them for a few moments.

10 H U L B 1 - 3 / H U L B U RG RI S IN G :
PA RT 1
Note that the gargoyles’ goal is to prevent the
Adjusting the Encounter
characters from entering the stairs. They are happy
The encounter has a Medium difficulty.
to use their flight to their advantage, but they are
forced into melee if the adventurers go into area Here are recommendations for adjusting
2B. this combat encounter. These are not
cumulative.
2A: Altar – The side of the altar facing the church • Very weak party: There are two
is covered in dirt, but a design can be faintly gargoyles.
discerned below the encrustation. Cleaning the
• Weak party: There are four gargoyles.
altar properly, which takes 30 character-minutes
to perform, reveals the symbol of the Morninglord • Strong party: Add a flameskull. The
inscribed on that side. Doing so grants inspiration gargoyles have 67 hit points, +1 to attacks,
to each character who participated in the cleaning. damage, and saving throws.
• Very strong party: Add a flameskull. It is
2B: Grand Stair – The roof of this area still
infused with necrotic energy and as a result
stands, although the area has been looted and the
it has advantage on all its saving throws and
furniture destroyed. A large mural on the eastern
its fire spells and attacks also deal necrotic
wall depicts the sun rising above the Moonsea. A
damage. The gargoyles have 67 hit points
large set of stairs leads down into the chambers
each and a +1 to attacks, (10) +3d6 damage,
below.
and saving throws.
2C: Ruined Rooms – Rubble fills these rooms
from the ruined ceiling above, and grass and lichen
grow among the stones. Searching a room takes
10 minutes, and a successful DC 15 Intelligence
(Investigation) check allows the characters to find
a silver dagger.
2D: Sacristy – Tables, wardrobes, and cabinets
lie in smashed splinters on the floor, covered with
a thin layer of harmless mold. The roof above
is intact. Searching the room thoroughly takes
10 character-minutes, and a successful DC 10
Intelligence (Investigation) check reveals two
unbroken vials containing holy water.
2E: High Priest’s Chambers – The doors of
this room have been smashed, and the northern
portion of the roof is missing. A mass of sludge
covers the floor, the rotted remnants of the
furnishings. A proper search here (taking 10
character-minutes) reveals nothing of value.

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PA RT 1
Upper Temple

H U L B 1 - 3 / H U L B U RG RI S IN G :
12 PA RT 1
Part 2.
Hope Under the temple
This section of the adventure takes place in the Doors. Doors are aged oak bound in metal;
basement of the Temple of Lathander, where a unless denoted otherwise, they are stuck and require
number of crypts to the most devout followers of a DC 10 Strength (Athletics) check to force open.
Lathander were built, as well as various storage
chambers. They have all been despoiled and Necrotic Wave
desecrated, with the exception of one: the crypt of In this level of the dungeon, the effects of the
Kylina, Knight of Lathander. necrotic waves are more pronounced. When
Dungeon Features they occur, each living creature must make a
DC 13 Constitution saving throw. On a failure,
The walls are made of dressed stone. The floors are
it takes 10 (3d6) necrotic damage and its
of uneven slate, although the slate is often buried
movement speed is reduced to 0 on its until
under a thin layer of mud and grime.
the end of their next turn. On a successful
Light and Visibility. There is no light in this saving throw, the creature takes half damage
level except as noted. and may move normally.
Passages. The shaded passageways were dug by • Very Weak Party: The wave only deals 3
the undead. They have walls made of packed earth (1d6) necrotic damage.
and rock; the ceiling is held up by supports made
• Very Strong Party: The wave deals 17
of bone - structures of dark magic. The floors are
(5d6) necrotic damage.
of earth and muddy rock. If the Tears of Myrkul are
destroyed, the bone supports break and crumble,
collapsing and trapping any characters within.

13 H U L B 1 - 3 / H U L B U RG RI S IN G :
PA RT 2
Encounter 3: The Upper Catacombs If Dr. Mingli escaped in HULB 1-2, he can
be found here, propped up against the wall in a
The stairs in Area 2B take the characters down into
corner. He is at death’s door, drained of most of
the upper catacombs. his life energy. He is conscious but too feverish to
The grand stairs go down to a number of in- recognize the characters. A lesser restoration or
tersecting corridors, leading into the darkness. more powerful magic is required to get him back
From the east, you can make out a faint yel-
on his feet. He is unlikely to survive the next wave.
low glow illuminating where the passage turns.
You feel a strange sense of peace as you look Bringing him out of the temple costs 10 minutes.
in that direction. You can hear strange clack- Roleplaying Dr. Mingli
ing noises reverberating softly through the
Dr. Mingli isn’t the derro he used to be. The
passages.
consummate salesman is now a rambling,
The clacking noises are made by a patrol of eight dying mad man. Betrayed by Aesperus, he is
skeletons that are currently north of 3B. They angry for not getting his promised reward,
come within sight of the party from the passage to blaming everybody but himself. He wants to
the south at a moment of your choosing. get out, and he is willing to promise anything.
This encounter is not meant to take too long, In his current condition he lacks self-control
nor drain much of their resources. It is primarily to though, thinking out loud and changing his
alert the players to the movement of undead in the story abrubtly to something he thinks the
area. characters want to hear.
3A: The main hallway here proceeds with a 15- 3C: This chamber contains several shelves filled
foot ceiling to a pair of great wooden doors at the with commonplace items: toys, bracelets, necklaces
far end; they show the marks of axes and swords and cheap tools used to modify them. They are
having been used upon them, but they still stand worthless.
firm. A DC 12 Intelligence (Investigation) check
discerns the remnants of the rising sun holy 3D: The cells in this area were used as emergency
symbol of Lathander on the doors. sleeping areas during the Siege of Hulburg over a
century ago. They show signs of fierce battle from
3B: A golden cloak hangs from a hook on the south
when the town was overrun, such as shattered
wall. It is of recent manufacture. Characters who
furniture and broken weapons, but have nothing of
succeed at a DC 10 Intelligence (Investigation)
value.
check also find slivers of onyx, too small to be of
any value. Combined with what can be found in 3C,
astute characters realize this is where the cursed
items from HULB 1-2 came from.

14 H U L B 1 - 3 / H U L B U RG RI S IN G :
PA RT 2
Encounter 4: Tears of Hope
The alcoves in the corridors to the north and Kylina knows the following:
south contain memorials to important members of • She was a champion of Lathander in Hulburg
Hulburg society from centuries ago. around the year 1250 DR. She fought the orcs
At the northern end of the corridor is a and ogres of Thar that menaced the city until she
glowing marble door, a holy symbol of Lathander was finally killed in 1260 DR. Her remains were
carved onto its surface. Characters may make a entombed here by a sorrowing populace.
DC 12 Intelligence (Religion or Arcana) check to • The temple was built while she lived in
determine that the glow wards away undead. The Hulburg.
door is unlocked and opens easily to the hand. • Hulburg fell to the invading orcs and ogres in
Beyond the door is a crypt, where a single 1275 DR, and the temple was looted. She felt the
marble sarcophagus stands in dusty splendor. desecration take places but could do nothing
It is adorned with the image of a noble knight, about it.
the sunburst of Lathander displayed promi-
nently on her shield. • She felt the rise of a great evil below, and
As you take this in, the dust swirls and her spirit rose to offer counsel and help to the
forms the spectral form of the knight, hover- heroes who could save her city.
ing in front of her tomb. She addresses you
in a hollow voice: “I am Kylina, Knight of • The creature is known as Aesperus. He was an
Lathander! Who are you to disturb my rest?” evil necromancer who became a lich of sorts. He
was thrown down with the help of the Church of
Kylina’s spirit has been disturbed by the presence Lathander, and he fears the artifacts the church
of the Teeth of Myrkul below. She is sympathetic to holds could destroy him.
the characters’ quest and wishes to aid them, but • She recently petitioned Lathander for aid. His
she does not abide falsehoods. If the characters reply was to bless a silver flask amongst Kylina’s
are truthful, she provides them with the Tears of bones, filling it with the Tears of Lathander. The
Lathander, a special item that works as a vial of Tears function as holy water, and for the next 24
holy water, but refills itself once used. She also hours the flask refills whenever it is used. Kylina
gives directions to the Vault of Sorrows, where urges the players to take it.
characters can find more items to aid them, as well
as the passphrase to enter: “Open to the Dawn of
Lathander’s Glory”.

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PA RT 2
Encounter 5: Guardian of the Gates
Large iron-bound double oak doors lead to a big It is possible for an attentive party to lure the
circular vaulted room beyond. golem away and slip down the stairs while it
is distracted. The golem pursues or abandons
Ahead is a large chamber where many pas-
pursuit as noted above. Of course, the party could
sages converge. Standing in front of a flight of
rough-cut stairs leading down is a great statue just destroy the golem. Regardless of how the
of clay. It appears that a design was inscribed characters deal with the golem, they get xp for
on its chest, but that has been chipped away. bypassing it as if they defeated it in combat.
The image of a skull is written on its forehead.
The rest of the chamber shows signs of
a great battle having once taken place here. Adjusting the Encounter
Rusted weapons and armor litter the area, as The encounter has a medium challenge level,
do shattered bones. but the golem is stupid and its behavioral
pattern easily recognizable. Taking advantage
The chamber was the location of the final battle
of those to make the fight considerably
between the defenders of the temple and attackers
easier or even avoidable is the intent of the
that destroyed it.
encounter. Make sure the players are aware
Undead tunneled most of the corridors leading of this option if they lack magic weapons to
out of this room. Aesperus gave them orders to actually damage it, especially when dealing
tunnel to the Tomb of Kylina or down to the Vault with weaker parties.
of Sorrows, but the lingering blessing of Lathander
Here are recommendations for adjusting
caused them to turn away and tunnel randomly.
this combat encounter. These are not
The statue is a clay golem that once aided the cumulative.
priests of Lathander as a guardian and servant.
• Very weak party: The clay golem is
Aesperus has corrupted it. It attacks any creature
damaged, having only 80 hit points, and
that approaches, attacks it, or uses the stairs.
it lacks multiattack and haste. The saving
The golem is not intelligent, and does the throw against the hit point drain is 11.
following in battle:
• Weak party: The clay golem is
• Move toward the closest creature that damaged, having only 100 hit points and
damaged it last round and attack it (does not disadvantage on its attacks. The saving
need to be in line of sight). throw against the hit point drain is 13.
• If no creature damaged it, move toward the • Strong party: Add a clay golem.
closest creature in its line of sight and attack it
• Very strong party: The clay golems have
(random determination if two or more creatures
151 hit points each and a +2 to attack and
are equidistant).
damage rolls.
• If no creatures are in its line of sight, return
to the center of the chamber by the shortest
route and stand there. Do not activate again until
attacked or the chamber is entered.
• It does not move down the stairs.

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PA RT 2
Part 3.
Reign of the Dead
This section of the adventure takes place in the Room 6: Vault of Sorrow
lowest levels under the Temple of Lathander.
With the exception of the Vault of Sorrows, all The Vault was the store of many treasures of the
the tunnels were constructed by miners or (more Temple. During the attack that caused the fall
commonly) the undead. of the Temple, a few priests and acolytes were
The connection from the Temple to the Pit trapped inside, and their spirits still linger.
of Bones was created so Aesperus could gain The tunnel ahead must have collapsed long
access to the Vault of Sorrows, but his discovery ago, but a path has been cleared through it
by a number of skeletons who are standing
of the Teeth of Myrkul has meant that he has not still, picks and shovels in hands, in the middle
brought all his efforts to bear on opening the Vault. of the tunnel. At the end of the tunnel is a
The Vault itself is protected by the blessing of large stone door, the symbol of Lathander
Lathander, and requires Aesperus to be at his full carved prominently into its face.
strength to penetrate it. Aesperus sent 10 skeletons to clear the tunnel,
Generic Dungeon Features which they have completed. The skeletons are
The walls are made of packed earth and rock. unresponsive and do not react to the characters,
The ceiling is held up by supports made of bone, not even to defend themselves if attacked.
structures of Aesperus’s dark magic. The floors are The door is locked, but can be opened by
of earth and muddy rock. magic, a DC 15 Dexterity (thieves’ tools) check
Light and Visibility. There is no light in this or by using the passphrase “Open to the Dawn
level except as noted. of Lathander’s Glory.” The door is too solid to be
Smells and Sounds. The air smells foul, but is opened by brute strength. If the characters make
breathable. a loud noise, such as a knock spell, a group of 4
If Aesperus is slain, the bone supports break and skeletons and 4 zombies arrive in 1d4 rounds
crumble. The adventurers are able to escape if they to investigate. If the party is inside the vault (and
hurry, but they are unable to spend much time the door closed) they remain for 1 minute before
looting. leaving again. The fight is intended to give a feel of
the number of undead in the region, and defeating
Necrotic Wave them should not be a big challenge.
In this level of the dungeon, the effects of the Read aloud or paraphrase once the characters
necrotic waves are at their most pronounced. open the vault:
When a wave occurs, each living creature
Behind the door is a room full of treasures,
must make a DC 15 Constitution saving throw. weapons, suits of armor and more, most-
On a failure, the creature takes 17 (5d6) ly stacked neatly on shelves or arrayed on
necrotic damage and its movement speed is stands, although a few lie scattered on the
reduced to 0 until the end of its next turn. On floor.
a successful saving throw, the creature takes As the room feels its first breath of new
air in decades, the dust swirls and forms into
half damage and may move normally.
the shape of three ghostly figures, attired in
• Very Weak Party: The wave only deals 7 the raiment of acolytes of Lathander, their
(2d6) necrotic damage. faces twisted in pain. One speaks, “Why do
you disturb our rest, mortals?”
• Very Strong Party: adventuerers make
the saving throw at disadvantage.

17 H U L B 1 - 3 / H U L B U RG RI S IN G :
PA RT 3
The three specters are confused and mad and The following items are in the Vault:
assume anything the characters say is intended • 10 vials of holy water
to deceive them. They were once acolytes of • Wand of magic missile
Lathander who hid in the Vault when the Temple
fell. Afterward they were unable to leave due to the • 1 silvered longsword
collapsed tunnel. They protect the contents of the • 1 silvered mace
vault as well as they can. The Tears of Lathander • 20 silver arrows
can release them from their eternal torment. • 3 art objects worth 100 gp each
If the characters roleplay well, or make a • 10 gold rings worth 10 gp each
successful DC 12 Charisma (Persuasion) check, the
• 3 silver holy symbols of Lathander worth 50 gp
specters can be convinced of the good nature of the
each.
adventuerers and allow them to take items from
the Vault. Clerics and paladins of Lathander gain
advantage on this check. If a character spends a
turn attempt, they succeed automatically.

18 H U L B 1 - 3 / H U L B U RG RI S IN G :
PA RT 3
Room 7: Prison
While passing through the makeshift corridors, the 1. Jhessail Carver –female human, wife of Kon
characters get to the prison. Carver, distressed, pessimistic
Ahead is a makeshift prison - an alcove dug 2. Kon Carver – male human miner, stubborn
into the wall with a number of wooden bars 3. Sylzana – female elf miner, aloof, calm
preventing easy exit. Outside the bars stand
a number of descicated corpses armed with
4. Rulgel Ironcoat – male dwarf miner, gruff, greedy
ancient gear and intelligent red glowing eyes, 5. Gidrare Grimhorn – female dwarf mine overseer;
while inside you can hear the moans of fright- considerate, deceptive
ened people.
6. Victakain – male half-orc miner, compassionate,
Four wights, who attack the adventurers if they cowardly.
approach, hold the captured villagers here. A 7. Marella – female human cook, gruff, competent
character may use an action to attempt to remove 8. Janonna – female gnome gemsmith; cowardly,
a bar with a DC 15 Strength (Athletics) check. Once slow-witted
two bars are removed, the prisoners can leave.
9. Aluvre – female half-elf scout; wise, silent
Adjusting the Encounter 10. Walhand – male halfling messenger; flighty,
The encounter is intended to be a Medium talkative
challenge. The cramped terrain can work in 11. Jannys – female human weaver; cowardly, flirty
favor of the characters. If things appear to
be too easy, you can have one or more of the 12. Leoril – male human settler; cowardly,
prisoners among the wights, or have the undead impulsive
boosted by the artifact, giving them advantage 13. Petaver – male human baker; brave, witty
on their saving throws and attack rolls. The remaining prisoners (if any) can tell the
Here are recommendations for adjusting adventurers that a pair of undead have come by
this combat encounter. These are not every thirty minutes and escorted one of them
cumulative. away. A short time later they’ve felt something
• Very weak party: There are only two happen; they’ve felt weak, as if their life force was
wights. draining away. In fact, the cell is partially warded
by Aesperus, so that the prisoners are protected
• Weak party: There are only three wights. from the full effects of the ritual. This can be
• Strong party: The wights have 55 hit determined by detect magic or similar spells.
points each and a +2 to attack and damage Most of the prisoners, especially the cowardly
rolls. ones, want the adventurers to escort them to the
• Very strong party: The wights have surface immediately. To accomplish this and return
55 hit points each and a +2 to attack and takes approximately 30 minutes. Persuading
damage rolls. The are resistant to magic the prisoners to remain or to attempt their own
and have advantage on any saving throw escape requires the character to roleplay well or
against spells and other magical effects. make a successful DC 15 Charisma (Persuasion or
Intimidation) check.
The number of prisoners depends on how long
the players have taken to get here. For every 30 The prisoners can point the characters in the
minutes since the adventure began (not counting direction of the ritual chamber.
the first sacrifice during Encounter 1), Aesperus
has taken one prisoner to the altar and sacrificed
him or her. At the beginning of the adventure, all
the prisoners were present. They are listed in the
order of their sacrifices.

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PA RT 3
Encounter 8: The Altar of Despair
Assuming the characters proceed down the The skull has AC 18 and 100 hit points; it
corridor and look around the corner, read or ignores the first 10 points of damage from any
paraphrase the following: attack that does not deal radiant damage. Holy
water affects it as if it were undead. An adjacent
A terrible sight greets your eyes: a great character can pour the Tears of Lathander over it as
underground chamber, with human bones an action: this immediately destroys the Teeth.
protruding from the earth in the floor, walls
and ceiling. As a side effect of the ritual, Aesperus is
In the center of the chamber, a spec- infused with power and has 10 additional
tral man clad in dark, opulent robes stands temporary hit points for every sacrifice that has
in front of a makeshift altar constructed from been made.
dark stones piled together. A number of corps-
es lie nearby, spectral shapes floating above At this point, Aesperus has been utterly
them. On the altar, a black skull sits, gem- frustrated by how his plans have been undone by
stones glistening in its eyes. Its teeth are black, the characters. He attacks them without mercy.
although you can just make out that some are His servants attack as well, but with an eye toward
discoloured.
The spectral figure turns to you and
protecting the Teeth of Myrkul from attacks.
speaks, “Welcome to my ascension. I am Aes- The areas marked on the map with T symbols
perus, and you will serve me well - as the living are traps – a character entering that area will find
dead!” skeletal hands attempting to grasp their ankles. For
Depending on when the characters arrive every five feet an adventurer travels in the area,
here, they may find one of the prisoners being that character must make a DC 12 Dexterity saving
prepared for sacrifice – being held by two wights. throw or be grappled (Escape DC 12).
Otherwise, the wights stand in the near corners of Adjusting the Encounter
the room, waiting until their master needs them. The encounter is inteded to be a Hard, if not
Their master, Aesperus, is using the Teeth of deadly, encounter and should be challenging,
Myrkul to draw the life forces from the sacrifices especially if the characters ignore the Teeth of
to infuse it with power. The spirits of the sacrifices Myrkul. Having Aesperus or some of the other
are twisted to become specters in the process; undead ressurect as long as the skull is in one
although there has been one created for each piece is certainly an option if the characters
sacrifice since the start of the adventure, most have appear to have an easy time.
gone to do Aesperus’s bidding. Three specters Here are recommendations for adjusting
remain and guard the relic. this combat encounter. These are not
The skull is made of a polished black stone, cumulative.
but contains four human teeth, the Teeth of Myrkul, • Very weak party: The skull does not
the remnant of a one-time avatar of the dread ignore the first 10 damage per round and it
god. The skull protects all undead within 100 has only 60 hit points. There are no wights.
feet of it, granting them resistance to all damage • Weak party: The skull does not ignore
and advantage on all saving throws. This benefit the first 10 damage per round and it has
ends if the skull is destroyed. On initiative 20, it only 80 hit points. There are no specters.
sends out a wave of necrotic energy that causes • Strong party: The skull has 120 hit
all living creatures within 30 feet of it to make a points. Add a wight.
DC 13 Constitution saving throw; on a failed save,
• Very strong party: The skull has 120 hit
the creature takes 3 (1d6) necrotic damage and is
points and deals 10 (3d6) necrotic damage
pushed back 10 feet. The creature is not affected
to the living within 10 feet and 3 (1d6)
with a successful save.
necrotic damage from 10 to 30 feet. Add
two wights.

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PA RT 3
Epilogue
With the destruction of Aesperus and the skull, the
magic upholding the vault collapses.
With one last angry screech, Aesperus dissa-
pears in a wave of dark cold energy. Bones
move and creak, and the roof above you
begins to crack. Dirt and stones rain down.
With the undead’s magic gone, the vault is on
the verge of collapsing. You cannot stay lest
you be buried.
The destruction of the underground tunnels only
affects those reinforced by the bone supports, the
shaded areas on the map. The temple tunnels are
unaffected. The adventurers can escape easily, even
if they have to release the prisoners first, although
you may make the escape seem more difficult than
it is, calling for Strength (Athletics) and Dexterity
(Acrobatic) checks to navigate the crumbling
tunnels, and the occasional Dexterity saving throw.
Once outside, it is a short uneventful trip back
to Tent City. Once back in town, they get a hero’s
welcome. Everyone hopes that with Aesperus dead,
things will quiet down. Lord Eorl Hulmaster gives
the adventurers a small monetary reward, 500 gp
total, as a token of his gratitude, including a silver
signet ring with the city’s sigil on it. The ring is
worth 25 gp and it can be sold. If kept, showing
it to citizens of Hulburg in future adventures
generates at least some respect. The exact effects
depend on the DM.
Note that the silver flask with the Tears of
Lathander is only magical during the adventure.
The champion does not need the flask back. The
Order of the Gauntlet is interested in it, and are
willing to pay 100 gp for it.
Failure
While unlikely, it is always possible the characters
fail to stop Aesperus. In this case, the adventurers
have been forced to flee the ruins, assuming they
even survived, and Aesperus creates an army of the
dead. Obviously, the characters do not get a hero’s
welcome nor do they get any monetary reward
from Lord Hulmaster. Saving the town is up to
other heroes.

21 H U L B 1 - 3 / H U L B U RG RI S IN G :
PA RT 3
Rewards Consumable magic items should be divided
up however the group sees fit. If more than one
Make sure note their rewards on their adventure
character is interested in a specific consumable
log sheets. Give your name and DCI number (if
magic item, the DM can determine who gets it
applicable) so players can record who ran the
randomly should the group be unable to decide.
session.
Permanent magic items are divided according
Experience to a system. See the sidebar if the adventure
Total up all combat experience earned for awards permanent magic items.
defeated foes, and divide by the number of
characters present in the combat. For non-combat
experience, the rewards are listed per character. Treasure Awards
Give all characters in the party non-combat Item Name GP Value
experience awards unless otherwise noted.
Art object (3 total) 100 gp per
Combat Awards Gold ring (10 total) 10 gp each
Name of Foe XP per Foe Hulburg signet ring* x #PCs 25 gp each
Reward Lord Hulmaster 500 gp
Aesperus 1,800
Silver flask (remnant of Tears
Clay golem 5,000
of Lathander) 100 gp
Damaged clay golem 2,500
Silver Holy Symbols (3 total) 50 gp each
Flameskull 1,100
Silvered Longsword 115 gp
Gargoyle 450
Silvered Mace 105 gp
Gargoyle, Advanced 700
Silvered Arrows (per 10) 100 gp
Skeleton 50
Spectre 200 * Characters getting the signet ring can either sell it
Wight 700 for gold or keep it. They should note it down on the
Zombie 50 log sheet if they decide to keep it.

Non-Combat Awards
Task or accomplishment XP per Char. Wand of Magic Missiles
Per rescued NPC 50 Wand, uncommon
Disabling the Teeth of Myrkul 1,000 A description of this item is in the Dungeon
The minimum total award for each Master’s Guide.
character participating in this adventure is 4,500
experience points.
Vial of Holy Water
The maximum total award for each character
Potion, common
participating in this adventure is 6,000 experience
points. A description of this item is in the Player’s
Handbook.
Treasure
The characters receive the following treasure,
divided up amongst the party. Characters should
attempt to divide treasure evenly whenever
possible. Gold piece values listed for sellable
gear are calculated at their selling price, not their
purchase price.

22 H U L B 1 - 3 / H U L B U RG RI S IN G :
R E WA R D S
Permanent Magic Item Distribution
D&D Adventurers League has a system
in place to determine who is awarded
permanent magic items at the end of a
session. Each character’s log sheet contains a
column to record permanent magic items for
ease of reference.
• If the players at the table agree on one
character taking possession of a permanent
magic item, that character gets the item.
• In the event that one or more characters
indicate an interest in possessing a
permanent magic item, the character that
possesses the fewest permanent magic
items gets the item. If there is a tie in the
total number of permanent magic items
owned by contesting characters, the item’s
owner is determined randomly by the DM.

Renown
All faction members earn one renown point for
participating in this adventure.
Order of the Gauntlet members earn one renown
point if they return the Tears of Lathander to the
order.

Downtime
Each character receives 10 downtime days at the
conclusion of this adventure.

DM Rewards
You receive 875 XP, 400 gp, and 10 downtime
days for running this session.

23 H U L B 1 - 3 / H U L B U RG RI S IN G :
R E WA R D S
Appendix: NPC / Monster Statistics
Aesperus (mage/wraith) Spellcasting. Aesperus is a 9th-level spellcaster.
Medium undead, neutral evil His spellcasting ability is Intelligence (spell save
Armor Class 13 (16 with mage armor) DC 14, +6 to hit with spell attacks). Aesperus has
Hit Points 67 (9d8 + 27) the following wizard spells prepared:
Speed 0 ft., fly 60 ft. (hover) Cantrips (at will): fire bolt, light, mage hand,
STR DEX CON INT WIS CHA prestidigitation
6 (−2) 16 (+3) 16 (+3) 17 (+3) 14 (+2) 15 (+2) 1st level (4 slots): detect magic, mage armor,
magic missile, shield
Saving Throws Int +6, Wis +5
2nd level (3 slots): misty step, suggestion
Skills Arcana +6, History +6
3rd level (3 slots): counterspell, fireball, fly
Damage Resistances acid, cold, fire, lightning,
thunder; bludgeoning, piercing, and slashing from 4th level (3 slots): greater invisibility, ice storm
nonmagical attacks that aren’t silvered 5th level (1 slot): cone of cold
Damage Immunities necrotic, poison Actions
Condition Immunities charmed, exhaustion, Life Drain. Melee Weapon Attack: +6 to hit, reach 5
grappled, paralyzed, petrified, poisoned, prone, ft., one creature. Hit: 21 (4d8 + 3) necrotic damage.
restrained The target must succeed on a DC 14 Constitution
Senses darkvision 60 ft., passive Perception 12 saving throw or its hit point maximum is reduced
Languages Common, Elven, Ogre, Orc. by an amount equal to the damage taken. This
Challenge 6 (1,800 XP) reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point
Incorporeal Movement. Aesperus can move maximum to 0.
through other creatures and objects as if they were
difficult terrain. He takes 5 (1d10) force damage if Create Specter. Aesperus targets a humanoid
he ends its turn inside an object. within 10 feet of it that has been dead for no longer
than 1 minute and died violently. The target’s spirit
Sunlight Sensitivity. While in sunlight, Aesperus rises as a specter in the space of its corpse or in the
has disadvantage on attack rolls, as well as on nearest unoccupied space. The specter is under the
Wisdom (Perception) checks that rely on sight. wraith’s control. Aesperus can have no more than
seven specters under its control at one time.

24 H U L B 1 - 3 / H U L B U RG RI S IN G :
APPENDIX
Clay Golem Flameskull
Large construct, unaligned Tiny undead, neutral evil
Armor Class 14 (natural armor) Armor Class 13
Hit Points 133 (14d10 + 56) Hit Points 40 (9d4 + 18)
Speed 20 ft. Speed 0 ft., fly 40 ft.
STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 18 (+4) 3 (-4) 8 (-1) 1 (-5) STR DEX CON INT WIS CHA
1 (-5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0)
Damage Immunities acid, poison, psychic;
bludgeoning, piercing and slashing from nonmagical Skills Arcana +5, Perception +2
attacks that aren’t adamantine Damage Resistances lightning, necrotic, piercing
Condition Immunities charmed, exhaustion, Damage Immunities cold, fire, poison
frightened, paralyzed, petrified, poisoned Condition Immunities charmed, frightened,
Senses darkvision 60 ft., passive Perception 9 paralyzed, poisoned
Languages understands the languages of its creator Senses dakrvision 60 ft., passive Perception 12
but can’t speak
Languages Common
Challenge 9 (5,000 XP)
Acid Absorption. Whenever the golem is subjected to Challenge 4 (1,100 XP)
acid damage, it takes no damage and instead regains a Illunimination. The flameskull sheds either dim
number of hit points equal to the acid damage dealt. light in a 15-foot radius, or bright light in a 15-
Berserk. Whenever the golem starts its turn with 60 foot radius and dim light for an additional 15 feet.
hit points or fewer, roll a d6. On a 6, the golem goes It can switch between the options as an action.
berserk. On each of its turns while berserk, the golem Magic Resistance. The flameskull has advantage
attacks the nearest creature it can see. If no creature is on saving throws against spells and other magical
near enough to move to and attack, the golem attacks
an object, with preference for an object smaller than effects.
itself. Once the golem goes berserk, it continues to do Rejuvenation. If the flameskull is destroyed, it
so until it is destroyed or regains all its hit points. regains all its hit points in 1 hour unless holy
Immutable Form. The golem is immune to any spell water is sprinkeled on its remains or a dispel
or effect that would alter its form. magic or remove curse spell is cast on them.
Magic Resistance. The golem has advantage on saving Spellcasting. The flameskull is a 5th-level
throws against spells and other magical effects. spellcaster. Its spellcasting ability is Intelligence
Magic Weapons. The golem’s weapon attacks are (spell save DC 13, +5 to hit with spell attacks). It
magical. requires no somatic or material components to
Actions cast its spells. The flameskull has the following
Multiattack. The golem makes two slam attacks. wizard spells prepared:
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., Cantrip (at will): mage hand
one target. Hit: 16 (2d10 + 5) bludgeoning damage. 1st level (3 slots): magic missile, shield
If the target is a creature, it must succeed on a DC
15 Constitution saving throw or have its hit point 2nd level (2 slots): blur, flaming sphere
maximum reduced by an amount equal to the 3rd level (1 slot): fireball
damage taken. The target dies if this attack reduces
its hit point maximum to 0. The reduction lasts until Actions
removed by the greater restoration spell or other Multiattack. The flameskull uses Fire Ray twice.
magic.
Fire Ray. Ranged Spell Attack: +5 to hit, range 30
Haste (Recharge 5-6). Until the end of its next turn, ft., one target. Hit: 10 (3d6) fire damage.
the golem magically gains a +2 bonus to its AC, has
advantage on Dexterity saving throws, and can use its
slam attack as a bonus action.

25 H U L B 1 - 3 / H U L B U RG RI S IN G :
APPENDIX
Gargoyle
Medium elemental, chaotic evil
Actions
Armor Class 15 (natural armor)
Shortsword. Melee Weapon Attack: +4 to hit, reach
Hit Points 52 (7d8 + 21) 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Speed 30 ft., fly 60 ft. Shortbow. Ranged Weapon Attack: +4 to hit, range
STR DEX CON INT WIS CHA 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
15 (+2) 11 (+0) 16 (+3) 6 (−2) 11 (+0) 7 (−2) damage.
Damage Resistances bludgeoning, piercing, and Specter
slashing from nonmagical attacks that aren’t Medium undead, chaotic evil
adamantine
Armor Class 12
Damage Immunities poison
Hit Points 22 (5d8)
Condition Immunities exhaustion, petrified,
poisoned Speed 0 ft., fly 50 ft. (hover)
Senses darkvision 60 ft., passive Perception 10 STR DEX CON INT WIS CHA
1 (−5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
Languages Terran
Challenge 2 (450 XP) Damage Resistances acid, cold, fire, lightning,
thunder; bludgeoning, piercing, and slashing from
False Appearance. While the gargoyle remains
nonmagical attacks
motionless, it is indistinguishable from an
inanimate statue. Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion,
Actions grappled, paralyzed, petrified, poisoned, prone,
Multiattack. The gargoyle makes two attacks: one restrained, unconscious
with its bite and one with its claws. Senses darkvision 60 ft., passive Perception 10
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., Languages understands all languages it knew in
one target. Hit: 5 (1d6 + 2) piercing damage. life but can’t speak
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., Challenge 1 (200 XP)
one target. Hit: 5 (1d6 + 2) slashing damage.
Incorporeal Movement. The specter can move
Skeleton through other creatures and objects as if they were
Medium undead, lawful evil difficult terrain. It takes 5 (1d10) force damage if it
Armor Class 13 (armor scraps) ends its turn inside an object.
Hit Points 13 (2d8 + 4) Sunlight Sensitivity. While in sunlight, the specter
has disadvantage on attack rolls, as well as on
Speed 30 ft.
Wisdom (Perception) checks that rely on sight.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3) Actions
Damage Vulnerabilities bludgeoning Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 10 (3d6) necrotic damage. The
Damage Immunities poison target must succeed on a DC 10 Constitution saving
Condition Immunities exhaustion, poisoned throw or its hit point maximum is reduced by an
Senses darkvision 60 ft., passive Perception 9 amount equal to the damage taken. This reduction
Languages understands all languages it knew in lasts until the creature finishes a long rest. The
life but can’t speak target dies if this effect reduces its hit point
maximum to 0.
Challenge 1/4 (50 XP)

26 H U L B 1 - 3 / H U L B U RG RI S IN G :
APPENDIX
Wight Zombie
Medium undead, neutral evil Medium undead, neutral evil
Armor Class 14 (studded leather) Armor Class 8
Hit Points 45 (6d8 + 18) Hit Points 22 (3d8 + 9)
Speed 30 ft. Speed 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2) 13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)

Skills Perception +3, Stealth +4 Saving Throws Wis +0


Damage Resistances necrotic; bludgeoning, Damage Immunities poison
piercing, and slashing from nonmagical attacks Condition Immunities poisoned
that aren’t silvered
Senses darkvision 60 ft., passive Perception 8
Damage Immunities poison
Languages understands the languages it knew in
Condition Immunities exhaustion, poisoned life but can’t speak
Senses darkvision 60 ft., passive Perception 13 Challenge 1/4 (50 XP)
Languages the languages it knew in life Undead Fortitude. If damage reduces the zombie
Challenge 3 (700 XP) to 0 hit points, it must make a Constitution saving
Sunlight Sensitivity. While in sunlight, the wight throw with a DC of 5 + the damage taken, unless
has disadvantage on attack rolls, as well as on the damage is radiant or from a critical hit. On a
Wisdom (Perception) checks that rely on sight. success, the zombie drops to 1 hit point instead.

Actions Actions
Multiattack. The wight makes two longsword Slam. Melee Weapon Attack: +3 to hit, reach 5 ft.,
attacks or two longbow attacks. It can use its Life one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Drain in place of one longsword attack.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 5 (1d6 + 2) necrotic damage.
The target must succeed on a DC 13 Constitution
saving throw or its hit point maximum is reduced
by an amount equal to the damage taken. This
reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point
maximum to 0.
A humanoid slain by this attack rises 24 hours
later as a zombie under the wight’s control, unless
the humanoid is restored to life or its body is
destroyed. The wight can have no more than twelve
zombies under its control at one time.
Longsword. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 6 (1d8 + 2) slashing damage,
or 7 (1d10 + 2) slashing damage if used with two
hands.
Longbow. Ranged Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.

27 H U L B 1 - 3 / H U L B U RG RI S IN G :
APPENDIX
Appendix II: Hulburg

28 H U L B 1 - 3 / H U L B U RG RI S IN G :
APPENDIX
Upper Temple

29 H U L B 1 - 3 / H U L B U RG RI S IN G :
APPENDIX
Temple Catacombs

30 H U L B 1 - 3 / H U L B U RG RI S IN G :
APPENDIX
Lower Vaults

The rough looking corridors have been dug by the undead


and look irregular and on the verge of collapse.

31 H U L B 1 - 3 / H U L B U RG RI S IN G :
APPENDIX
Sepulture
Greg Marks
Adventure Designer
Adventure Code: PHLAN 1-1

Spirits in Phlan are high in the wake of Vorgansharax’s defeat. Reconstruction


plans are finally in motion, yet one threat looms. The Doomguide of Kelemvor
has descended into the shadows of the necropolis and gathers dark forces
around him. There is little he won’t anticipate. One should have their affairs
in order before accepting this mission

A four-hour adventure for 11th-16th level characters

Producer: Baldman Games


Phlan Administrator: Robert Alaniz
Editing and Layout: Encoded Designs
Cartography: Andrew Smith
Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall,
Claire Hoffman, Greg Marks, Alan Patrick

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.
©2016 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
Sepulture is the first installment of the
Baldman Games Alliances trilogy

This adventure is designed for three to seven 10th-16th level characters, and is
optimized for five 11th-level characters. The adventure is set in the Moonsea region of
the Forgotten Realms, in and around the city of Phlan.

The D&D Adventurers League Preparing the Adventure


This adventure is official for D&D Adventurers Before you show up to Dungeon Master this
League play. The D&D Adventurers League is the adventure for a group of players, you should do the
official organized play system for DUNGEONS & following to prepare.
DRAGONS®. Players can create characters and • Make sure to have a copy of the most current
participate in any adventure allowed as a part of version of the D&D Basic Rules or the Player’s
the D&D Adventurers League. As they adventure, Handbook.
players track their characters’ experience, treasure, • Read through the adventure, taking notes
and other rewards, and can take those characters of anything you’d like to highlight or remind
through other adventures that continues their story. yourself while running the adventure, such as a
If you’re running this adventure as a part of a way you’d like to portray an NPC or a tactic you’d
store event or at certain conventions, you’ll need a like to use in a combat.
DCI number. This number is your official Wizards of • Get familiar with the monster statistics in the
the Coast organized play identifier. If you don’t have Appendix.
a number, you can obtain one at a store event. Check • Gather together any resources you’d like to
with your organizer for details. use to aid you in running this adventure—such
D&D Adventurers League play is broken up into as notecards, a DM screen, miniatures, and
storyline seasons. When players create characters, battlemaps.
they attach those characters to a storyline season, • If you know the composition of the group
which determines what rules they’re allowed to beforehand, you can make adjustments as noted
use to create and advance their characters. Players throughout the adventure.
can continue to play their characters after the
storyline season has finished, possibly participating
in a second or third storyline with those same
characters. A character’s level is the only limitation Before Play at the Table
for adventure play. A player cannot use a character
of a level higher or lower than the level range of a Ask the players to provide you with relevant
D&D Adventurers League adventure. character information:
For more information on playing, running • Character name and level
games as a Dungeon Master, and organizing games • Character race and class
for the D&D Adventurers League, please visit the
• Passive Wisdom (Perception)—the most
D&D Adventurers League home at:
common passive ability check
• Anything notable as specified by the adventure
www.dndadventurersleague.org

P H L A N 1 - 1 / S E P U LT U R E :
2 INTRODUCTION
(such as backgrounds, traits, flaws, etc.) for combat encounters.
Players that have characters outside the You may adjust the adventure beyond the
adventure’s level range cannot participate in guidelines given. For example, if you’re playing
the adventure with those characters. Players with a group of inexperienced players, you might
with ineligible characters can make a new 1st-level want to make the adventure a little easier; for
character or use a pregenerated character. Players very experienced players, you may want to make
can play an adventure they previously played or it a little harder. Therefore, five categories of
ran as a Dungeon Master, but not with the same party strength have been created for you to use
character. as a guide. Feel free to use a different adjustment
Ensure that each player has an official during the adventure if the recommended party
adventure logsheet for his or her character (if not, strength feels off for the group.
get one from the organizer). The player fills out This adventure is optimized for a party of
the adventure name, session number, date, and five 11th-level characters. To figure out whether
your name and DCI number. In addition, the player you need to adjust the adventure, do the following:
also fills in the starting values for experience, gold, • Add up the total levels of all the characters
downtime, renown, and number of permanent
• Divide the total by the number of characters
magic items. He or she fill in the other values and
write notes at the conclusion of the session. Each • Round fractions of .5 or greater up; round
player is responsible for maintaining an accurate fractions of less than .5 down
logsheet. You’ve now determined the average party level
If you have time, you can do a quick scan of (APL) for the adventure. To figure out the party
a player’s character sheet to ensure that nothing strength for the adventure, consult the following
looks out of order. If you see magic items of very table:
high rarities or strange arrays of ability scores, you
can ask players to provide documentation for the Determining Party Strength
irregularities. If they cannot, feel free to restrict
item use or ask them to use a standard ability Party Composition Party Strength
score array. Point players to the D&D Adventurers 3-4 characters, APL less than Very Weak
3-4 characters, APL equivalent Weak
League Player’s Guide for reference.
3-4 characters, APL greater than Average
If players wish to spend downtime days and 5 characters, APL less than Weak
it’s the beginning of an adventure or episode, 5 characters, APL equivalent Average
they can declare their activity and spend the days 5 characters, APL greater than Strong
6-7 characters, APL less than Average
now. Alternatively, they can do so at the end of
6-7 characters, APL equivalent Strong
the adventure or episode. Players should select 6-7 characters, APL greater than Very Strong
their characters’ spells and other daily options
prior to the start of the adventure, unless the
adventure specifies otherwise. Feel free to reread
the adventure description to help give players hints Running the Adventure
about what they might face.
As the Dungeon Master of the session, you have the
Adjusting the Adventure most important role in facilitating the enjoyment
of the game for the players. You help guide the
narrative and bring the words on these pages
Throughout this adventure, you may see sidebars to life. The outcome of a fun game session often
to help make adjustments for smaller/larger creates stories that live well beyond the play at the
groups, and characters of higher/lower levels than table. Always follow this golden rule when you DM
the optimized group. Most of the time, this is used for a group:

P H L A N 1 - 1 / S E P U LT U R E :
3 INTRODUCTION
Make decisions and adjudications that Downtime and Lifestyle
enhance the fun of the adventure when
possible.
At the beginning of each play session, players must
To reinforce this golden rule, keep in mind the declare whether or not they are spending any days
following: of downtime. The player records the downtime
• You are empowered to make adjustments to spent on the adventure logsheet. The following
the adventure and make decisions about how the options are available to players during downtime
group interacts with the world of this adventure. (see the D&D basic rules or the D&D Adventurers
Doing so is especially important and applicable League Player’s Guide for more information):
outside of combat, but feel free to adjust the • Catching up
adventure for groups that are having too easy or
• Crafting (exception: multiple characters cannot
too hard of a time.
commit to crafting a single item)
• Don’t make the adventure too easy or too
• Practicing a profession
difficult for a group. Never being challenged
makes for a boring game and being • Recuperating
overwhelmed makes for a frustrating one. • Spellcasting services
Gauge the experience of the players (not the • Training
characters) with the game, try to feel out (or Other downtime options might be available during
ask) what they like in a game, and attempt to adventures or unlocked through play, including
give each of them the experience they’re after faction-specific activities.
when they play D&D. Give everyone a chance to
In addition, whenever a character spends
shine.
downtime days, that character also spends the
• Be mindful of pacing, and keep the game requisite expense for his or her lifestyle. Costs
session moving along appropriately. Watch for are per day, so a character that spends ten days
stalling, since play loses momentum when this of downtime also spends ten days of expenses
happens. At the same time, make sure that the maintaining his or her lifestyle. Some downtime
players don’t finish too early; provide them with activities help with lifestyle expenses or add
a full play experience. Try to be aware of running lifestyle expenses.
long or short. Adjust the pacing accordingly
• Read-aloud text is just a suggestion; feel free
to modify the text as you see fit, especially when Spellcasting Services
dialogue is present.
• Give the players appropriate hints so they can Any settlement the size of a town or larger can
make informed choices about how to proceed. provide some spellcasting services. Characters
Players should be given clues and hints when need to be able to travel to the settlement to obtain
appropriate so they can tackle puzzles, combat, these services.
and interactions without getting frustrated over Spell services generally available include
lack of information. Doing so helps to encourage healing and recovery spells, as well as information-
immersion in the adventure and gives players gathering spells. Other spell services might be
“little victories” for figuring out good choices available as specified in the adventure. The number
from clues. of spells available to be cast as a service is limited
In short, being the DM isn’t about following to a maximum of three per day total, unless
the adventure’s text word-for-word; it’s about otherwise noted.
facilitating a fun, challenging game environment for
the players. The Dungeon Master’s Guide™ has more
information on the art of running a D&D game.

P H L A N 1 - 1 / S E P U LT U R E :
4 INTRODUCTION
Spellcasting Services if no one in the adventuring party has immediate
Spell Cost access to a raise dead or revivify spell, or similar
magic. A character subject to a raise dead spell is
Cure wounds (1st level) 10 gp
Identify 20 gp affected negatively until all long rests have been
Lesser restoration 40 gp completed during an adventure. Alternatively, each
Prayer of healing (2nd level) 40 gp downtime day spent after raise dead reduces the
Remove curse 90 gp penalty to attack rolls, saving throws, and ability
Speak with dead 90 gp
checks by 1, in addition to any other benefits the
Divination 210 gp
Greater restoration 450 gp downtime activity might provide.
Raise dead 1,250 gp Create a New 1st-Level Character. If the dead
character is unwilling or unable to exercise any
of the other options, the player creates a new
Acolyte Background character. The new character does not have any
A character possessing the acolyte items or rewards possessed by the dead character.
background requesting spellcasting Dead Character Pays for Raise Dead. If the
services at a temple of his or her faith character’s body is recoverable (it’s not missing
may request one spell per day from any vital organs and is mostly whole) and the
the Spellcasting Services table for free. player would like the character to be returned to
The only cost paid for the spell is the life, the party can take the body back to civilization
base price for the consumed material and use the dead character’s funds to pay for a
component, if any. raise dead spell. A raise dead spell cast in this
manner costs the character 1,250 gp.
Character’s Party Pays for Raise Dead. As
above, except that some or all of the 1,250 gp for
Disease, Death, and Recovery the raise dead spell is paid for by the party at the
end of the session. Other characters are under no
Sometimes bad things happen, and characters get obligation to spend their funds to bring back a
poisoned, diseased, or are killed. Since you might dead party member.
not have the same characters return from session Faction Charity. If the character is of level 1 to
to session, here are the rules when bad things 4 and a member of a faction, the dead character’s
happen to characters. body can be returned to civilization and a patron
from the faction ensures that he or she receives a
Disease, Poison, and Other Debilitating Effects raise dead spell. However, any character invoking
A character still affected by diseases, poisons, this charity forfeits all experience and rewards
and other similar effects at the conclusion of an from that session (both those earned prior to and
adventure can spend downtime days recuperating after death during that session) and cannot replay
until such time as he or she resolves the effect to that episode or adventure with that character
its conclusion (see the recuperating activity in the again. Once a character reaches 5th level, this
D&D Basic Rules). option is no longer available.
If a character doesn’t resolve the effect
between sessions, that character begins the next
session still affected by the debilitating effect. Adventure Background
Death
“The librarian was explaining the benefits of the
A character who is killed during the course of Dewey decimal system to her junior—benefits that
the adventure has a few options at the end of the extended to every area of life. It was orderly, like
session (or whenever arriving back in civilization) the universe. It had logic. It was dependable. Using

P H L A N 1 - 1 / S E P U LT U R E :
5 INTRODUCTION
it allowed a kind of moral uplift, as one’s own chaos Jhessail Greycastle, the highest ranking member
was also brought under control. ‘Whenever I am of the Black Fists and the current de facto ruler of
troubled,’ said the librarian, ‘I think about the Dewey Phlan has called for a popular democratic election,
decimal system.’ ‘Then what happens?’ asked the declaring herself a candidate for First Minister.
junior, rather overawed. ‘Then I understand that Also declaring their candidacies are Barrett Sokol
trouble is just something that has been filed in the of House Sokol, who seeks to be named High
wrong place. That is what Jung was explaining of Councilor and bring back the noble Council of Ten;
course—as the chaos of our unconscious contents Colvin Doverson, who claims a tenuous lineage
strive to find their rightful place in the index of to the original Cinnabar Throne and the Lord
consciousness.” Protector; and Graben Samulkin, a priest of Bane
—Jeanette Winterson, Why Be Happy who seeks to be named Ruinlord and make Phlan a
When You Could Be Normal theocracy once again.
Further complicating things, citizens are
developing strange, uncontrollable powers that
When Doomguide Yorvir Glandon, high priest of are causing chaos in the streets. At the same time,
Kelemvor, first rose from the dead, he begged for the defenses of the town have been devastated
anyone to kill him and end his miserable state, following the defeat of the Maimed Virulence.
which he spent his lifetime trying to prevent in The town’s walls are rubble, and few capable
others. But the closely lurking mists of Barovia defenders remain.
twisted his mind, and eventually he succumbed
to despair and hate. His fall completed, he
fully embraced his vampirism and hatched a Adventure Overview
complicated plot to protect the town of Phlan,
in a perverse way that mortal men may not fully
comprehend. “The librarian was explaining the benefits of the
Dewey decimal system to her junior—benefits
Yorvir detected a corruption of mind and body
that extended to every area of life. It was orderly,
spreading through the populace but could not
like the universe. It had logic. It was dependable.
determine the source. He still wishes to protect his
Using it allowed a kind of moral uplift, as one’s
town and the only way he can think of to save it is
own chaos was also brought under control.
to convert the entire town to undeath so that they
‘Whenever I am troubled,’ said the librarian, ‘I
remain pure and unchanging forever.
think about the Dewey decimal system.’ ‘Then
The former Doomguide’s power is well beyond what happens?’ asked the junior, rather overawed.
many vampires, and he now commands a sizable ‘Then I understand that trouble is just something
force of undead, a force which he is using to scour that has been filed in the wrong place. That is what
the tunnels and catacombs beneath Valhingen Jung was explaining of course—as the chaos of our
Graveyard. Somewhere within lies the Shield of unconscious contents strive to find their rightful
Miltiades, a relic of his service to Tyr as both a place in the index of consciousness.”
celebrated paladin and death knight. Yorvir seeks
—Jeanette Winterson, Why Be Happy When You
to use the shield as a focus for a ritual to encase
Could Be Normal
the town in an endless night where all succumb
to the embrace of undeath. Unfortunately for him, When Doomguide Yorvir Glandon, high priest of
Yorvir was seen by members of the Silent Shroud Kelemvor, first rose from the dead, he begged for
entering the tomb, and so the Kelemvorites seek anyone to kill him and end his miserable state,
adventurers to assist in Yorvir’s interment, not which he spent his lifetime trying to prevent in
knowing his greater plan. others. But the closely lurking mists of Barovia
twisted his mind, and eventually he succumbed
At the same time, the town of Phlan is experiencing
to despair and hate. His fall completed, he
an event unprecedented in its history: an election.
fully embraced his vampirism and hatched a

P H L A N 1 - 1 / S E P U LT U R E :
6 INTRODUCTION
complicated plot to protect the town of Phlan, Adventure Hooks
in a perverse way that mortal men may not fully
comprehend.
For each character, choose an appropriate reason
Yorvir detected a corruption of mind and body
why the characters are meeting with the Lord Sage
spreading through the populace but could not
of Phlan.
determine the source. He still wishes to protect his
town and the only way he can think of to save it is Follower of the Lord of the Dead. Followers of
to convert the entire town to undeath so that they Kelemvor, particularly clerics or paladins of that
remain pure and unchanging forever. deity, have been asked by their church to aid in the
expedition. These characters know the clerics of
The former Doomguide’s power is well beyond
Kelemvor CANNOT become undead. The blessing
many vampires, and he now commands a sizable
of their god prevents it. So determining how
force of undead, a force which he is using to scour
Yorvir became a vampire is very important to their
the tunnels and catacombs beneath Valhingen
superiors. Other clerics with domains pertaining to
Graveyard. Somewhere within lies the Shield of
life and death are also interested.
Miltiades, a relic of his service to Tyr as both a
celebrated paladin and death knight. Yorvir seeks Heroes of Phlan. Characters that have played a
to use the shield as a focus for a ritual to encase number of adventures in Phlan, particularly ones
the town in an endless night where all succumb that featured the Lord Sage such as DDEX 1-5 The
to the embrace of undeath. Unfortunately for him, Courting of Fire, DDEX 1-6 The Scroll Thief, or DDEX
Yorvir was seen by members of the Silent Shroud 1-14 Escape from Phlan, are known to the Lord
entering the tomb, and so the Kelemvorites seek Sage as someone that has aided him in the past. He
adventurers to assist in Yorvir’s interment, not personally reaches out to the characters to aid him
knowing his greater plan. again.
At the same time, the town of Phlan is experiencing Members of the Emerald Enclave: The Lord Sage
an event unprecedented in its history: an election. is playing a dangerous political game, attempting
Jhessail Greycastle, the highest ranking member to help one of our allies in taking control of Phlan’s
of the Black Fists and the current de facto ruler of government. Colvin Doverson has always been
Phlan has called for a popular democratic election, good to us, and now he needs our aid. Hurry to the
declaring herself a candidate for First Minister. Lord Sage and aid him in finding proof of Colvin
Also declaring their candidacies are Barrett Sokol Doverson’s claim to the Cinnabar Throne.
of House Sokol, who seeks to be named High Mercenary. The Lord Sage is paying and the
Councilor and bring back the noble Council of Ten; character can always use more coin.
Colvin Doverson, who claims a tenuous lineage
to the original Cinnabar Throne and the Lord
Protector; and Graben Samulkin, a priest of Bane Vampire of the Mists
who seeks to be named Ruinlord and make Phlan a
theocracy once again. Despite the Quivering Forest’s return from Barovia,
Further complicating things, citizens are the mists that twisted and corrupted Yorvir cling
developing strange, uncontrollable powers that to him and affect the way sunlight and divination
are causing chaos in the streets. At the same time, magic affect him. He also cannot be affected by
the defenses of the town have been devastated turn undead.
following the defeat of the Maimed Virulence. The Sunlight: Surrounded by mist muting the effects
town’s walls are rubble, and few capable defenders of light, Yorvir can stand in naturally or magically
remain. produced sunlight with no ill effect. This negates
his sunlight hypersensitivity trait.
(continued)

P H L A N 1 - 1 / S E P U LT U R E :
7 INTRODUCTION
Divination Magic: Any magic that attempts to locate Yorvir, read his mind, or divine anything about him
or the object or location of his search always fails. Answers are still received, but they do not make sense.
Here are some examples; feel free to make up your own:
• Yorvir is in Waterdeep getting a sweet muffin that he will use to resurrect the dead god Sune.
• Yorvir seeks to rescue puppies from a shelter in Mulmaster and bring them back to orphans of
Bloodstone Village.
• There is no Yorvir. He is a made up story told to children to encourage them to become reporters when
they grow old and are bored.
• Yorvir is in the room with you, eating a scone.

P H L A N 1 - 1 / S E P U LT U R E :
8 INTRODUCTION
Part 1.
025
“Perhaps no place in any community is so General Features
totally democratic as the town library. The only
The following features apply to the library and
requirement is interest.”
can be experienced by the characters from their
—Lady Bird Johnson position in the foyer.
Front Desk Illumination. Sunlight streams in through many
windows filling the room with bright light. A
number of unlit torches and lamps are placed
The adventure begins with the characters having around the main room.
arrived at Mantor’s Library in the town of Phlan.
Sound. The scrapes of feet and rustles of paper are
ever present. Two humans, Siria and Maelan are
The smell of paint and new construction is
heavy in the air of the library. Signs of repair having a whispered discussion at one of the tables
following the recent troubles are clear. The just past the desk and it is rapidly growing more
librarian at the front desk has asked you to heated. See Corruption and Politics for more.
wait on the benches in the foyer while the
Circulation Desk. The huge desk is firmly attached
Lord Sage is summoned.
to the floor and cannot be easily moved. It is large
enough to seek cover behind.
The characters have all been summoned by Librarian Romaolt
the Lord Sage of Phlan. Give them a chance to
introduce themselves, speak to the librarian Romaolt looks up as the characters arrive but then
Romaolt, or look around the area. goes back to quietly reading and taking notes on
the volume in front of him, Vanul Ternis’ Migratory
The characters are seated on long benches in a Birds of the Northern Sword Coast. If a character
small foyer in front of a tall desk where a librarian interrupts him, he will whisper in hushed tones,
is working. Behind the desk the characters can see answer questions as quickly as possible, as while
a number of tables on the main floor where a small he is there to direct patrons, he would rather be
handful of librarians and patrons go about their reading.
business. Shelves filled with books are scattered
around the sides of the room and hallways exit the • What can you tell me about the Lord Sage?
main room to side chambers. The Lord Sage of Phlan has been the driving
force behind Mantor’s Library for several
decades and he is dedicated to expanding and
Time Management preserving the collection.”
If you are running this adventure at a • What’s with all the construction? “The last few
convention or other location where time years have seen some troubling times for Phlan
is limited, it is recommended that after and the occupation of the town by the dragon
character introductions, the DM skip directly to Vorgansharax resulted in some damage to the
Corruption and Politics below. building and the collection. While the building is
easy to repair, we may never recover from losses
to the collection.”
• What’s going on in Phlan? “Of course the
biggest news is the ousting of the Maimed

P H L A N 1 - 1 / S E P U LT U R E :
9 PA RT 1 : “ 0 2 5 ”
Virulence and the Cult of the Dragon. Most
The sound of a fist pounding a table
recently there have been rumors of a spreading thunders through the quiet cavernous
sickness, causing madness I hear. Oh and of library. “How can you support that pig!” an
course the silly election. If you seek the latest angry woman coughs out, wiping a trickle
gossip, I recommend you consult the Podal of blood from her lip.
Prophet broadsheet. The library is a place for The small man across the table from
her eyes her obvious sickness warily. “I
true learning, not current events and rumor.”
simply think the clerisy of Bane will be better
• Sickness? “There are stories that people have equipped to bring stability to Phlan than the
been becoming ill, growing strange lesions, and youngest child of some money-grubbing
even gaining mental powers. It seems most likely noble family. There is no need for this anger.”
that it is some leftover taint of madness from The woman seethes with rage and the
man takes a step back from the obviously
when the Demon Lords walked Faerûn. Some
stronger woman. “You, *cough*, will *cough*...”
folks are calling the sick the Godstouched.” The woman falls to her knees as her flesh begins
• Election? “Oh yes, an election. Can you believe to melt and her arms droop like they were sacks
such madness? Letting uneducated people filled with water. “You *gurgling cough* will
never cast *cough* a vote!”
decide who should lead them? Its insanity.
A tentacle from the pile of yellowed
Jhessail Greycastle of the Black Fists, Barrett
flesh that was once the woman lashes out,
Sokol of House Sokol, Colvin Doverson who crushing the man, who dies screaming.
claims royal blood, and Graben Samulkin a priest
of Bane are all running. If forced to cast a ballot,
I suppose I will support Greycastle if for no Siria has succumbed to the Godstouched taint
other reason than it will maintain the status quo that infests Phlan and has become an aberrant
and that means stability. All that matters is the monstrosity that appears as a yellow, fleshy puddle
library.” with two tentacles. The mutated Siria (as a
yochlol demon except that her type is aberration
Corruption and Politics and not fiend) is nearly mindless, using dominate
Two library patrons are having a heated, person to gain an ally and then moving to attack
whispered discussion when the characters arrive. the nearest uncontrolled character. She does not
They have strong, differing opinions about the change shape and fights to the death. This combat
upcoming election. A sickly human woman, Siria, is intended to be quick and easy, highlighting the
strongly supports Barrett Sokol. Siria is navigator sickness plaguing Phlan.
on the Shrouded Nixie out of Hillsfar, and she When Siria is reduced to zero hit points, she
believes that Sokol and his support for a return to dissolves into a steaming puddle of goo. There
the Council of Ten will do the best for trade. The is nothing left to inspect to determine what
target of her ire is a small human man with dark happened to her other than the obvious - whatever
hair and prominent widow’s peak. Maelan is a this illness was: it was not entirely natural.
follower of Bane and believes an iron fist is needed (continued)
to control the chaos that has tormented Phlan over
the last few years. He points to the many failures
of the previous governments as proof, and so he
supports Samulkin, hoping for more stability.
The more the two argue, the louder they
become and the more Siria coughs, blood staining
her hand. If the characters do not pay them any
attention, they will be forced to soon enough.

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Adjusting this Encounter Roleplaying the Lord Sage of Phlan
Here are some suggestions for adjusting this The Lord Sage is quite old but, thanks to
encounter. These are not cumulative. his half-elven blood, still retains a bit of
• Very Weak Party: Decrease Siria’s AC youthful vigor. Nevertheless, he is a taciturn
and to hit by 1 and hit points by 30. and reserved man, slow to display his
emotions. Any other man in his position
• Weak Party: Decrease Siria’s AC by 1 and
would have cracked long ago, but the Lord
hit points by 15.
Sage remains placid and stoic despite his
• Strong Party: Increase Siria’s AC by 1 previous imprisonment at the hands of the
and hit points by 15. Maimed Virulence.
• Very Strong Party: Increase Siria’s AC by
1 and hit points by 30.
The Lord Sage has the following to impart:
• There has been a sickness running through
town, but the Lord Sage has not paid it too much
Development mind as his attention has been elsewhere. It
If during the fight the characters use fire- or appears that the woman in the reading room
lightning-based attacks, several of the oil lamps was a victim of the Godstouched sickness that
burst aflame and the librarians scramble to limit deforms its victims and causes them to develop
the damage. In this case the party earns the strange aberrant mental powers. The Lord
Barbarian story award. Any characters that break Sage hopes that whomever is elected to rule
off from the fight to also fight the fire may be Phlan deals with the situation. He hopes the
spared from this penalty at the DM’s discretion. characters are not distracted by the incident
from what he feels is a more pressing danger, the
vampire Yorvir Glandon, a former Doomguide of
The Lord Sage Kelemvor.
• As the characters may know, when the
Once the combat has ended, proceed: Maimed Virulence attacked, he destroyed the
Kelemvorite cathedral in Valhingen Graveyard
“We don’t normally allow fighting in the and Yorvir Glandon died during the attack.
library, but I suppose we’ll have to make an
• Somehow Yorvir returned from the dead as
exception in this case. If you’d come with
me.” The half-elven man turns and walks a vampire, even though that is impossible for a
through the door to the Lord Sage’s office. cleric of Kelemvor. He even managed to convince
Sitting behind a desk, he gestures to several adventurers to hand the Gulthias Stake, which
chairs and crosses his hands. might have killed him permanently, over to him,
A young librarian comes in with pitchers and he was most recently seen entering the
of ice water and beer, bowls of stew, and necropolis beneath Valhingen.
loaves of bread. “Please enjoy a small
repast while we speak.” • The Lord Sage has contacted the home of the
Kelemvorite faith in Iriaebor and asked them
to send aid. He has also convinced Jhessail
The Lord Sage is bothered by what just Greycastle, who currently controls Phlan, to re-
occurred, but he does not want the characters deed the graveyard to the church of Kelemvor
to be distracted from why he asked them here. if the clerics help dispatch the vampire. (Any
Throughout the discourse he is clearly nervous and character with a Passive Insight of DC 15 or
constantly steers the conversation back to the job higher notes unease from the Lord Sage when he
he hopes the characters will complete for him. says this. If questioned, see below.)

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• Three clerics of Kelemvor have arrived from knight. The Lord Sage offers a bonus of 2000 gp
Iriaebor to assist in putting the vampire down if they can recover something. He has already
permanently: Zindelo Chegari, Lene Reinhild, spoken with the clerics of Kelemvor, who would
and Cadeyrn Solemnstone. The clerics have normally not allow ANYTHING to be removed
been researching in the library and believe they from the burial sites. They are willing to allow
know where the vampire is headed, and have this one historical artifact, whatever it might
concocted a plan to defeat him. be, to be removed in exchange for the Lord
• The Lord Sage would like to offer the Sage’s aid in stopping the vampire Yorvir and
characters 3000 gp to accompany the clerics to returning the graveyard to their control. Of
stop this foe. course the artifact would be returned once it is
• In addition, the town of Phlan is experiencing properly studied. (Any character with a Passive
an event unprecedented in its history: an Insight of DC 15 or higher notes unease from the
election. There are four candidates running, Lord Sage when he says this. If questioned, see
though they do not even agree as to what they below.)
are running for. (Give Handout 1 to the players.) • Graben Samulkin a priest of Bane who seeks to
• Jhessail Greycastle, the highest ranking be named Ruinlord and make Phlan a theocracy
member of the Black Fists and the current de once again. He emigrated from Mulmaster to
facto ruler of Phlan, has called for a popular Phlan several decades ago in hopes of rebuilding
democratic election and has declared herself the Lyceum. To his credit, Graben could have fled
a candidate for First Minister. She is a hero of the city, but he opted to stay and help those who
reclamation despite some corruption allegations were trapped. He did what he could, often under
in her past. She seeks to reform the Black great danger to himself, and many look to him
Fists and continue a similar government of now with grateful hearts. With the devastation
the previous Lord Regent, with an additional in Mulmaster, many of the Bane faithful have
democratically elected parliament as a part of it. come to Phlan, some with deep pockets. Graben
has already secured the funds to reconstruct the
• Barrett Sokol of House Sokol seeks to be Lyceum, and its congregation is growing daily.
named High Councilor and return to power the
noble Council of Ten. He is very charismatic and
is out to an early lead by playing to the common If the characters question what the Lord Sage is
folk. He has his father’s wealth behind him, and holding back (because a character had a high
he strongly supports shoring up the decimated enough Passive Insight), he comes clean:
defenses of the town immediately. • The Lord Sage admits that he didn’t mention
• Colvin Doverson claims a tenuous lineage that he was looking for proof that Colvin has a
to the original Cinnabar Throne and the Lord hereditary claim to the Cinnabar Throne when
Protector. The Lord Sage has been looking into he asked for Jhessail Greycastle to grant the
his family history, and he believes that he may graveyard back to the Kelemvorites. It is likely she
actually be related to Anivar Daoran, cousin of felt that she would be able to curry the religion’s
the Lord Protector. He would reinstate the old favor and thus gain their support in the election
monarchy, as well as renegotiate the ancient by doing so.
trade deals with the cities of the Moonsea to • The Lord Sage believes that Colvin Doverson
the benefit of Phlan’s economy. The Lord Sage may be the best candidate to lead Phlan. The
believes there may be proof of Colvin’s lineage Black Fists have shown significant corruption.
in the necropolis. He would very much like The nobility and merchants of the Ten Families
the adventurers to recover any proof for him. seek to profit off the people without regard for
The best place to look would be in the tomb their welfare. The people have long since rejected
of Miltiades, the man who served in the early the theocracy of Bane and its ties to Zhentil
days of Phlan as a paladin of Tyr and death Keep. (continued)

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Supporting Colvin’s claim is partially why he has
undertaken organizing this expedition.
Development
Make note of any characters that consume any of
the food or drink offered. Those that do get the
Exposed story award at the end of the adventure.
Do not inform the players as to how or why they
received this award.
Treasure
The Lord Sage offers to pay 3000 gp if the
characters defeat the vampire Yorvir and an
additional 2000 gp if they can recover something
that proves or disproves Colvin’s claim.
If the characters press him for additional
pay, particularly in light of his lies of omission,
he is willing to offer the party a potion of greater
healing and a spell scroll of lesser restoration
immediately for their acceptance of his proposal.

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Part 2.
204
“Believe me, the library is the temple of God. adventurers from Phlan.
Education is the most sacred religion of all.” • The Lord Sage has provided information that
—Gene Simmons the vampire has been seen descending into
the necropolis beneath Valhingen Graveyard.
The Clerics Unfortunately, a complete map or even detailed
records of the necropolis have long been lost, but
Once the characters have completed their from what they have been able to determine, the
discussion with the Lord Sage, he directs them to a vampire is in the area of the tomb of Miltiades; a
reading room in the library where the three clerics former paladin of Tyr who became a death knight,
are preparing their expedition. who some claimed still aided Phlan despite his
curse. They have been constructing a rough map
Books are stacked high on the table of the from various graves they have been able to locate
reading room. Three robed clerics of the in the library’s records, which should set them
Master of the Crystal Spire look up from their on a path to where the vampire is. It will be slow
preparations. A swarthy Gur man smiles going.
wide and stands quickly with a welcoming
hand, a late middle-aged Damaran woman • The clerics believe the vampire seeks something
stands quietly watching, and an elven man from this crypt. Unfortunately, they only know
does not rise from his place at the table but roughly where that crypt is. No records of this
regards you passively. area remain, and there are no clerics of Kelemvor
or Tyr who have seen it that currently live. They
Zindelo quickly introduces the three clerics have, however, prepared a ritual that will allow
and asks the adventurer’s names. He is quick to them to put the vampire down, and potentially
make friends while the other two look on. Once allow Yorvir’s soul to rest. The performance of
the pleasantries are over, he defers to Lene to this ritual is a condition of the cleric’s help. The
explain their plan and the rules of the expedition. vampire cannot simply be slain. Given the fact
Deliberately, she lists off the following details, that a Doomguide became an undead monstrosity,
answering questions the characters might pose as it is unclear if normal methods can permanently
she goes. kill the beast.
• The clerics have been dispatched by the Most • For the ritual to work, the vampire needs to
Solemn Order of the Silent Shroud in Iriaebor to be immobilized with a specially prepared stake
destroy the vampire who was once Doomguide driven into his heart while a special prayer to
Yorvir Glandon. Doomguides cannot become Kelemvor is intoned. Immobilizing the vampire
undead, so whatever has twisted what was Yorvir is difficult given his likely ability to shapechange.
must be powerful indeed. The characters must counteract that or be very
• The heroes of Phlan once possessed a Gulthias fast immobilizing and staking the vampire. If he
Stake that could have ended the vampire’s threat. becomes a cloud of mist and tries to flee, he must
be contained so the ritual can be performed.
• For reasons the clerics cannot understand,
adventurers chose to give this powerful weapon • The Lord Sage has generously allowed for
to the vampire. Lene is honest that this decision Valhingen Graveyard to return to the possession
makes it difficult to consider trusting any of the church of Kelemvor. In exchange, the clerics
allow the characters to remove ONE artifact from

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the burial chambers of the necropolis, and only
if it is evidence of the lineage of Colvin Doverson, Lene Reinhild (female, human (Damaran),
and then only since the Lord Sage has promised priest): Lene is as she appears: a reserved
that the artifact will be eventually returned once cleric of Kelemvor. She is calm and methodical
its evaluation is complete. Grave robbing or tomb and shows little outward emotion. Her goal is
raiding will NOT be permitted or condoned, and the destruction of the vampire Yorvir, a better
such behavior is cause for the immediate end of understanding of how he could have been
the expedition. turned, and the eventual restoration of the
Kelemvorite cathedral in Valhingen Graveyard.
• In addition, traveling in the company of undead
She cares nothing for politics and only worries
will NOT be permitted. Any undead encountered
about the plague as it affects her job as a cleric
MUST be destroyed. This is part of the
of the Lord of the Dead.
Kelemvorite faith, and they will not compromise
on it. Cadeyrn Solemnstone (male, elf (High),
priest): Cadeyrn is dour in his dealings
• The clerics have a backpack of goods that the
and prefers expedience to complicated
characters may divide among them if they wish.
negotiations. He sees the characters as useful
Any additional payment must be negotiated with
pawns to protect him in the necropolis and
the Lord Sage, as they are here at his invitation.
does what he can to keep them functioning
• The clerics wish to leave as soon as possible as long as they take his direction. He was
since the vampire has a head start on them. They once a cleric of Kelemvor but has strayed
may delay up to one hour if the characters have and now devotes himself to Bane, the Lord
items or gear they wish to retrieve or spells they of Strife, though he remains a plant in the
wish to cast. Kelemvorite church. Cadeyrn has been hired
by an intermediary to make sure that no proof
Roleplaying the Clerics of Kelemvor of Colvin’s heritage is recovered. He has NO
knowledge of who he really works for.
The three clerics of Kelemvor each have their
own personalities and goals. Following each The Clerics in Combat
name is the gender, race, sub-race, and stat The clerics try to stay away from combat
block. and aid in ways that are helpful without
Zindelo Chegari (male, human (Vistani), overshadowing the player’s actions. In
assassin): Zindelo claims to be an itinerate addition, since they are much lower level than
cleric of Kelemvor, but he is a Vistani agent for the characters, it is unlikely that they will have
a darker power than the Lord of the Dead. He much to offer in most encounters. As such
defers to the other clerics in matters of dogma. Cadeyrn or Lene might cast cure wounds to
He is by far the most friendly and prone bring a character back to consciousness or light
to direct action. He is colorful and sees no to help characters who cannot see in the dark,
problem in enriching himself along the way to but generally they do not cast offensive spells
completing his mission, and he has no special unless absolutely necessary. Zindelo, as he is
opinions on the plague or politics. He tries to not actually a cleric, might aid a PC or stabilize
avoid discussing dogma with any characters them with a Wisdom (Medicine) check after
who might be followers of Kelemvor. His goal is pulling them from combat.
not to destroy Yorvir, but rather forcibly extend
an invitation to Barovia as part of a future plot.
(continued) Treasure
The clerics offer the characters an explorer’s pack
that also has two bottles of holy water, a holy
symbol of Kelemvor, and an additional five torches.

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Part 3.
911
“The venerable dead are waiting in my library to character can see it, dealing 55 (10d10) necrotic
entertain me and relieve me from the nonsense of damage, DC 15 Constitution saving throw for half.
surviving mortals.” Once the characters locate the details of at
—Samuel Davies least four graves, the clerics take two minutes
to determine the path to the next landmark: the
When the characters are ready to proceed, the shrine of Tyr.
clerics light torches and follow them into one of the Rests: If the characters try to rest, the clerics
many entrances to the necropolis beneath Valhingen are willing to wait for a short rest but if the
Graveyard. characters try to take a long rest, they stress the
need to catch up with Yorvir. If the characters
The ruins of the cathedral loom over you as insist on a long rest, the clerics go on without
you descend into the necropolis. Shadows them. In this case the clerics are slain by Yorvir’s
flicker along the walls of the simple stairwell forces and there is no way for the characters to
until you come into a vast cavern, the lay Yorvir permanently to rest.
endless night devouring the light.
As far as you can see there are
mausoleums, an entire city of the dead
that will never see the sun. The structures B: The Shrine of Tyr
closest to you seem newer than others in the
distance, suggesting that you might travel
back through history as you move deeper
into the cavern. You have walked in the dark for more than
an hour. It is unclear how much further
you have to go, but the darkness remains
A: Locating the Path ever present. Turning down a wide avenue
between the monuments to mortality, your
light fills a plaza. In the center there is a
raised dais with a statue of a bearded man
The clerics consult their notes and disagree missing one hand and both his eyes.
on which way is the correct path. They ask the
Zindelo smiles, “Looks like we have found
characters to spread out and look for names or our first landmark my friends. Rest a moment
dates on the buildings near the entrance, while the and look around. Perhaps you will find
clerics work to orient themselves. The characters something interesting?”
need four identifiers for the clerics to chart their The clerics huddle together while leaving
location and course. Some mausoleums are covered you to investigate.
in extravagant decorations, while others are blank
and stoic. A character can find one identifier with Those investigating the statue find the following:
a successful DC 12 Intelligence (Investigation) • It is clearly a statue of the Maimed God, Tyr,
check. One character (determine randomly) that is who judges wrong-doers and furthers the law.
searching notices graffiti scrawled on the side of a A successful DC 10 Intelligence (Religion) check
tomb. If a character moves to where they can read recalls some basic details about Tyr (followers of
the writing, they see that it appears to be written Tyr automatically succeed): Tyr’s faith died out
in fresh blood and says, “See you soon.” Below it following the Time of Troubles when he lost faith
is a symbol (death) which activates as soon as a

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in himself and passed his divinity on to Torm. He proceed. Lene wishes to head toward the grave of
later died fighting off a demonic invasion of the Adelajda Salko, a sage that was a follower of Jergal,
upper planes. He was resurrected within the last the Lord of the End of Everything. It is possible that,
decade, and his faith is spreading again. as a follower of the god of burials and internment,
• Around the base of the statue are inscribed the she may have been buried with records of older
words “Reveal the truth, punish the guilty, right the vaults that could be consulted to locate Miltiades’s
wrong, and be always true and just in your actions.” tomb and possibly find information on Colvin
Doverson’s lineage.
• Searching the statue with a successful DC 20
Wisdom (Perception) check finds that the statue Cadeyrn argues there is no proof anything
can be slid to reveal a secret cache. Inside is a useful is in Adelajda’s tomb, and even if there is,
wooden holy symbol of Tyr and a spell scroll of they have no time to go out of their way to it, much
zone of truth. As this is technically not a tomb, less read through any records they might find. He
the clerics do not stop the adventurers from instead argues they should make for the next closest
robbing it but each reacts in their own way. Lene landmark, the tomb of Radomil the Crafter, a wizard
is disgusted at the characters’ behavior. Cadeyrn whose tomb is an elaborate clock. It should be easy
shakes his head but seems more frustrated by to find and take them closer to the vampire, which is
their delay than their behavior. Zindelo winks and their true goal.
finds their blasphemy amusing. The clerics allow the characters to make the
• A successful DC 15 Wisdom (Perception) check final decision. Proceed to C1 or C2 of this encounter
locates a number of footprints in the dust moving based on their choice.
through this area. Once found, those who succeed
in a DC 15 Wisdom (Survival) check note that
they are medium-sized boots and many of them C1: Adelajda’s Tomb
(but not all) shuffle, as if those making them were
very tired, injured, or possibly undead. If the
players ask, the prints move in the direction of the The smell of smoke reaches you before you
tomb of Radomil the Crafter. see the flickering light bouncing off nearby
• The shrine radiates faint abjuration magic if mausoleums. One of the tombs, your goal,
checked for. Any character that worships Tyr or stands open, and the roar of flames can be
heard from it.
is lawful in alignment, and who prays to Tyr for
aid or guidance gains Inspiration. Characters
that do not worship Tyr and are not lawful but Yorvir has used his charm ability on an archmage
pray to the Even-Handed find their alignment who had come to Phlan to fight in its reclamation.
forcibly changed to lawful (the Neutral or Good Everyone thought the man was lost in the fighting,
moral portion says the same). This change may be unaware he has been a slave to the vampire ever
reversed when the adventure ends. since, helping him raise additional undead to
expand his forces and prepare the vampire’s ritual.
Development
Illumination. The fire fills the room with bright
While the characters investigate the area, it becomes light. If the fire is put out, there is no light.
obvious that Lene and Cadeyrn are having a
Campfire. A large fire burns atop the burial vault
disagreement over the direction to proceed. A DC
in the center room. Books, tapestries, and other
15 Wisdom (Insight) check notes that Zindelo finds
flammables burn rapidly. Any creature entering
the situation humorous and is avoiding being part
or ending their turn in the fire takes 10 (2d6 + 3)
of the discussion. If asked, he says that he is not
points of fire damage.
interested in arguments, but rather cares only for
the experience of the journey. Now ready to proceed, Yorvir has sent Eihim
the archmage and the mage’s stone golem, to
The arguers are quarrelling about how to best

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Adelajda Salko’s Tomb to destroy any information
that might aid in locating the grave of Miltiades, Adjusting the Encounter
where Yorvir hopes to implement his plan. When Here are recommendations for adjusting this
Eihim arrived, he used a spell scroll of alarm and combat encounter. These are not cumulative.
warded the area in front of the tomb’s entry with • Very weak party: Eihim is a mage, not an
a silent mental alarm, excepting himself and his archmage.
golem. He then cast invisibility upon himself and • Weak party: Decrease Eihim’s hit points
built a campfire in the center of the room on top of by 15 and he does not have 8th- or 9th-level
the burial vault. He is feeding records into the fire spell slots.
when the characters arrive, and his stone golem is • Strong party: Increase the stone golem’s
just inside the door with orders to kill anyone who hit points by 15, its to hit by 1 and its
enters. damage by 3.
Upon seeing Eihim, characters may attempt a • Very strong party: Increase Eihim’s hit
DC 20 Intelligence (History) check to recognize him. points by 30 and the DC of his spells by 1.
He is a famous archmage known for his gentle soul, Increase the stone golem’s hit points by
15, its to hit by 1 and its damage by 3.
his imposing stone golem, and his fierce devotion to
Phlan. He was last seen during the battle to reclaim
Phlan, when he went missing and was thought slain. Development
This may be a hint to clever players that Eihim is not
If the characters realize that he is controlled and
acting entirely under his own power. In addition,
manage to free Eihim from his charm (via any
a detect magic spell that targets him determines
number of possible spells), he immediately stops
Eihim is under a charm effect. Any character using
attacking and calls off his stone golem if it is still
detect thoughts, telepathy, or similar effects may
functional. He is very thankful for his freedom and
attempt a DC 15 Wisdom (Insight) check while
is very concerned about his family, which he has not
reading Eihim’s mind to realize that his thoughts are
seen for several months. He tells the characters that
muddled, as if he is being controlled or compelled in
Yorvir is traveling to Miltiades’s tomb and should be
some way.
near the Fountain of the Crying Angels by now. He
Tactics can give directions directly there. Combined with
During the combat, the golem tries to the maps in this tomb, the characters need not make
bottleneck the door so it can use slow on multiple any checks to travel to Encounter 3D.
targets. Eihim tries to eliminate dangerous foes Eihim explains what he knows of Yorvir’s
with spells like maze and then target others with current plan:
the most damaging spells in his arsenal. The golem • Doomguide Yorvir Glandon is definitely a
fights for as long as it is able, but if Eihim is below vampire, but something is odd about him. He is
half hit points, and it is clear that he is about to be often surrounded by bits of mist. Yorvir is very
defeated, he uses teleport to arrive at the Fountain powerful. Eihim has seen him cast spells and
of the Crying Angels and warn Yorvir. He then helps command a sizable force of undead.
defend him as they travel to Miltiades’s tomb. • Yorvir is very concerned about the strange
corruption spreading through Phlan, twisting
and mutating body and mind. He has been
unable to learn how it is spread, but he has
determined that it does not seem to affect the
undead. Therefore, he has concocted a plan to
save his beloved Phlan: turn everyone in it into
an undead creature! Eihim is not entirely sure
why that sounded like such a good idea before,

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but thankfully the characters freed him from the Miltiades. The ledger also contains a note that
desire to help the vampire. drinking from the magical fountains is beneficial,
• Yorvir seeks the Shield of Miltiades, a relic but warns the drinker not to be greedy and
of Tyr that was buried with the celebrated return for more.
paladin and death knight. He will use the shield • Records worth up to 1000 gp if sold to
as a focus for a ritual to encase the town in an collectors or treasure hunters.
endless night, where all succumb to the embrace • A record that describes the Tomb of Radomil
of undeath. Eihim does not know how to use the Crafter. It notes that it is defended by an iron
the shield or specifically how to stop the ritual golem that activates if any living creature tries to
beyond stopping the vampire. enter the tomb. Activating the golem also causes
Eihim is unwilling to face the vampire, fearful that the bells in its great clock spire to ring, echoing
he will be separated from his wife and children throughout the entire necropolis.
again. As a reward, he offers the party a copy of a • A record describing the Tomb of Miltiades. It
spell book. describes a gallery filled with burial mementos
Searching Adelajda’s Tomb and art, an arcade of statues, and a very large
tomb where the shield of Miltiades rests atop
The tomb is a mess once characters take control the death knight’s sarcophagus. The record also
of the scene. A number of vaults have been broken notes that Adelajda admired the lethalness of
into. Glass and stone fragments are everywhere, the the trap placed in the mausoleum, but it does not
contents thrown into the flames. The characters may mention what it was.
search the room with a DC 15 Wisdom (Perception)
check to find one thing. If the characters or Eihim Treasure
used elemental area of effect spells (such as fireball, If the characters defeat Eihim, or free him from his
flamestrike, or lightning bolt) in the tomb, these charm, he offers them his traveling spell book. If
checks are made with disadvantage. Keep track Eihim escapes to warn Yorvir, but the characters
of the time spent searching, as you will need it defeat him later, they also find his traveling spell
for Part 4. Making an ability check to search takes book.
a character ten minutes and each character that In addition, the tomb is filled with records on where
succeeds finds one thing from the list below, in
some of the oldest tombs are in the necropolis,
order (do not duplicate if multiple characters along with who is buried in them. These records
search - everyone should get a different piece of would be worth up to 1000 gp to collectors or
information if bullet points remain): treasure hunters. Lene is absolutely horrified if the
• A carving on the wall that depicts Adelajda characters take the records. Cadeyrn also feigns
Salko in her prime, along with the dates 728 being horrified, but a successful DC 20 Wisdom
DR-790 DR. She appears as a robed human of (Insight) check suggests he is less horrified as he is
average build with long hair pinned up. She impatient. Zindelo sees no problem with it, figuring
wears a holy symbol of Jergal and smiles slightly. the characters earned it for defeating the archmage
She holds a ledger in her arms. and the golem. If the characters rob Adelajda’s Tomb
• A ledger (that appears to be the ledger in and Lene lives to report it, the Blasphemer story
the carving) that describes the location of the award is given to each character.
Fountain of the Crying Angels (along with a
map on how to get there from Adelajda’s Tomb)
and how to get to Miltiades’s tomb from that
location. It also describes someone hiding some
of their belongings under one of the benches in
the plaza and marking it with a holy symbol of
Tyr, the one closest the direction of the Tomb of

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C2: Radomil’s Tomb Adjusting the Encounter
Here are recommendations for adjusting this
combat encounter. These are not cumulative.
The large tomb of Radomil the Crafter rises
several stories above the necropolis, its clock • Very weak party: Decrease the iron
face softly illuminated with a phosphorescent golem’s hit points by 30, AC by 1, to hit by 1
glow from behind. and damage by 3.
As the building comes into view, it is • Weak party: Decrease the iron golem’s
clear the door stands open beneath the legs hit points by 15 and to hit by 1.
of a large clockwork knight decorating the
• Strong party: Increase the iron golem’s
facade.
hit points by 15, AC by 1, to hit by 1 and
damage by 3.
Radomil’s tomb is protected by an iron golem with • Very strong party: Increase the iron
orders to attack any living creature that tries to golem’s hit points by 30, AC by 1, to hit by
enter. This unfortunate wording allowed the undead 1, DC by 1 and damage by 6.
in Yorvir’s service to break into the tomb without
challenge on their way through to the Fountain
of the Crying Angels. This does not apply to the Searching Radomil’s Tomb
characters should they attempt to enter. The golem The inside of Radomil’s Tomb has been ransacked.
fights to the death and follows the characters unless Clockwork creations are strewn about the floor,
they run out of sight of the building. and two walls of burial vaults that housed his many
Illumination. The clock face fills the square with servants, family, and apprentices are ajar.
dim light. There is no light inside. The characters may search the room with a DC 15
Bells. If the iron golem is activated, the bells in the Wisdom (Perception) check to find one thing in the
clock ring loudly and can be heard throughout the tomb. Keep track of the time spent searching, as
necropolis. This allows Yorvir to realize where the you will need it for Part 4. Making an ability check
characters are, and perhaps a bit of what they are to search takes a character ten minutes, and each
up to. character that succeeds finds one thing from the list
Tracks. There are a large number of humanoid below, in order. Do not duplicate results if multiple
tracks in the area. A successful DC 10 Wisdom characters search. Everyone should get a different
(Perception) check locates them moving through piece of information:
this area, and anyone can easily follow the trail. • There are a number of clockwork devices
Once found, those who succeed in a DC 15 Wisdom spread throughout the room that are likely quite
(Survival) check note that they are medium-sized valuable.
boots with a few large-sized ones, and many of them • All of the coffins are empty, despite showing
(but not all) shuffle, as if those making them were signs of stains or dust, having once housed the
very tired, injured, or possibly the undead. There are dead.
more than twenty individuals. The prints move in • There are more footprints in the dust and
the direction of the Fountain of the Crying Angels. rubble leaving than entering the tomb.
• A smashed glass case is in one corner of the
room. A placard lies face down nearby. The
front of it says “Quaverranex, Eye Tyrant of the
Dragonspine Mountains. Slain 693 DR.” There is
no sign of the missing beholder’s body.

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The Treasure north has a holy symbol of Tyr crudely carved onto
Inside the tomb are a number of beautiful clockwork its underside. It can be found with a successful DC 5
creations made by Radomil over the course of his Wisdom (Perception) check, which is automatically
life: clocks, toys, and music boxes. These clockworks successful if the bench is flipped.
would be worth up to 1000 gp to collectors. Lene Pool, Female Angels. The one-foot-deep pools
is absolutely horrified if the characters take them. contain cool, clean water, and are surrounded by a
Cadeyrn also feigns being horrified, but a successful two-foot-high wall that can be used to take cover if
DC 20 Wisdom (Insight) check suggests he is the character is small-sized. The water in the two
less horrified as he is impatient. Zindelo sees no pools with female statues can be consumed as an
problem with it, figuring the characters earned it for action. Drinking from the fountain fills the character
defeating the golem. If the characters rob Radomil’s with relaxation and gives the character the benefit
Tomb and Lene lives to report it, the Blasphemer of a short rest without taking the time or increasing
story award is given to each character. the delay track in Part 4. A character may only
receive one benefit from a pool in a 24-hour period.
Any character that attempts to drink from this pool
D: Fountain of the Crying Angels while under the benefit of either pool must succeed
on a DC 15 Constitution saving throw or gain one
level of exhaustion.”
The sounds of splashing water and weeping Pool, Male Angels. The one-foot-deep pools contain
echo through the marble streets of the dark cool, clean water, and are surrounded by a two-
necropolis. When the fountain comes into foot-high wall that can be used to take cover if the
view, you see four low-walled pools, each
character is small-sized. The water in the two pools
with a marble angelic figure in the center.
Two are male and silently scream in anguish, with male statues can be consumed as an action.
water pouring from the mouths and eyes The character is filled with a resolute, determined
of their long, drawn faces. The other two feeling which gives the character the benefit of a
are female and cover their faces, water bless spell and an aid spell. A character may only
pouring from behind their hands. Decorative
receive one benefit from a pool in a 24-hour period.
archways stand between adjacent pools,
offering access to a central sitting area. Any character that attempts to drink from this pool
while under the benefit of either pool must succeed
on a DC 15 Constitution saving throw or be blinded
The Fountain of the Crying Angels was once for 8 hours.
envisioned as a place where grieving visitors might
rest while paying their respects. The necropolis has The Attack
long since fallen into disuse and become a much Yorvir has recently passed through the square that is
more dangerous place. The pools and the fountains home to the fountain and left a dangerous surprise
radiate faint abjuration magic. for the adventurers. He has placed several of his
minions in ambush with the intent to wear down
General Features
their resources with wave after wave of foes. The
The following applies to the fountain and square undead swarm forward and do not retreat. Should
around it. any be turned and not destroyed, they follow the
Illumination. There is no light in the square save adventurers to hound them until the adventurers
what the characters bring with them. are dead or the undead are destroyed.
Benches. There are four marble benches in the The attack begins when the characters move into
center of the area enclosed by the pools. They can the square around the fountain. The first wave of 15
be moved or flipped to provide low walls that can be ghouls stream out of the surrounding mausoleums,
used for cover. The benches are heavy and require three groups of five each from opposite directions
a DC 10 Strength check to move. The bench to the to limit the effectiveness of area spells and turn

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undead attempts. Each group of ghouls tries to
surround and paralyze a single target and then Adjusting the Encounter
rip that victim apart, ignoring other foes until that Here are recommendations for adjusting this
enemy is dead. combat encounter. These are not cumulative.
• Very weak party: Remove three vampire
spawn and add two banshees.
Adjusting the Encounter
• Weak party: Replace one vampire
Here are recommendations for adjusting this spawn with one banshee.
combat encounter. These are not cumulative.
• Strong party: Add one banshee.
• Very weak party: Remove two ghouls.
• Very strong party: Remove two vampire
• Weak party: Remove one ghoul. spawn and add four banshees.
• Strong party: Add one ghoul.
• Very strong party: Add three ghouls.
Treasure
Three rounds after the ghouls attack, or if all the Hidden under the bench marked with the holy
ghouls are destroyed, a second wave consisting of symbol of Tyr is a loose brick that can be located
a beholder zombie and six ogre zombies attack. with a successful DC 15 Wisdom (Perception)
Four of the ogre zombies rush forward from one check. Those who know of its location from their
boulevard to aid the chaos caused by the ghouls, investigation earlier find it automatically if they
while the other two ogre zombies and the beholder look. Under the brick is a sack containing 1,000 gp
zombie approach from the opposite direction. The in old coins and a spell scroll of windwall. This is
beholder stays away from melee using its eye rays, not a burial offering, so it can be claimed without
and the two ogres that arrive with it move to attack drawing the ire of the clerics of Kelemvor.
a foe that is attacking the beholder zombie from Development
range, or failing that, the nearest foe. If somehow captured, the intelligent undead whine
and cower. None can tell the adventurers about
Adjusting the Encounter Yorvir’s plan, though they are confident their master
Here are recommendations for adjusting this has something dreadful planned for them. All of
combat encounter. These are not cumulative. the intelligent undead were raised from remains in
Radomil’s Tomb.
• Very weak party: Remove two ogre
zombies. From here, the clerics can calculate the course
• Weak party: Remove one ogre zombie. to Miltiades’s tomb and their goal. Proceed to Part 4.
• Strong party: Add one ogre zombie.
• Very strong party: Add four ogre zombies.

Three rounds after the zombies attack, or if all the


zombies are destroyed, a third wave consisting of
five vampire spawn try to sneak up on an isolated
foe, such as a wizard or archer in the party’s rear
rank. They all try to grapple and bite that foe until it
is dead, or they are no longer able.

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Part 4.
726
“Being the evil undead wasn’t fun anymore. For one
thing, it was increasingly hard to get a library card.” The Endless Darkness
—Sharon Ashwood, Ravenous Yorvir’s endless darkness has the following
effects:
• All undead within the darkness gain
turning defiance, which grants advantage
Miltiades’s Mausoleum on saving throws against effects that turn
undead.
• Living creatures within the darkness
One of the largest structures you have must attempt a DC 15 Constitution saving
seen in the necropolis, this entire building throw when they enter the area and
is covered in a strange hemisphere of for every full hour they remain within.
darkness, making it even harder to see Those that fail gain a level of exhaustion.
than the endless darkness would make it. Creatures that die due to exhaustion rise
Miltiades’s mausoleum is faced with several as a ghoul within 1d4 rounds.
large columns, each depicting an armored
skeletal warrior with a kite shield proudly
• All rooms are shrouded in shadow. While
displaying the holy symbol of Tyr. the effect is magical, natural or magical light
can provide some measure of dim light. It is
not total darkness.
Yorvir has arrived prior to the characters, • Light-based spells or effects cannot dispel
breeched the tomb itself (C) and begun his ritual the endless darkness, and the light level
to encase Phlan in endless darkness. So far it only cannot rise higher than dim. There are
encompasses the mausoleum. always shadows for those attempting stealth.

General Features
The following features apply to the mausoleum
unless noted otherwise.
Illumination. There is no light save what the
characters bring. Nothing can raise the light level
above dim.
Ceilings. All of the ceilings are 20 feet high and
covered in complex, baroque decorations.
Doors. Unless noted, the doors are not locked.

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Delay Track Searching the Room
When the characters arrive, the DM should The room is VERY busy. Without searching, the
determine the value of the delay track using the characters notice the walls are covered in shelves
following formula: with trophies and knickknacks, and a few paintings
• Start with 1. here and there. There is a very large painting on
the northern wall (see below). If the characters
• Subtract 1 if the party is Weak or 2 if Very Weak.
choose to search, they use ten minutes and increase
• Add 1 if the party is Strong or 2 if Very Strong. the delay track by 1. A successful DC 15 Wisdom
• Add 1 for every Short Rest the party took. (Perception) check finds numerous trophies from
• Add 2 if the characters chose to go the long way the city of Turell, Phlan, and the Utter East worth
to Adelajda Salko’s Tomb. 2000 gp. If taken and Lene lives to report it, the
• Add 1 if the characters triggered the bells of characters earn the Blasphemer story award. The
Radomil’s tomb, giving Yorvir a warning to hurry. character also notices tracks, less than they might
previously have seen, have passed this way through
• Add 1 for every ten minutes searching Adelajda
the northwestern door. In addition, if they have not
Salko’s or Radomil the Crafter’s tomb.
inspected it yet, they note the painting is placed
• Add 1 for every ten minutes (round down) that prominently and looks very valuable.
the characters spent in Miltiades’s Mausoleum
Note where the characters search the room,
before entering The Tomb (area C).
consult the Death’s Grasp Trap below for more
• Add 1 if the party took a detour or otherwise they might “discover.”
wasted time (DM discretion).
The final delay value is used to calculate how far Picture of the Past
along Yorvir is in his ritual and how many undead it Displayed prominently on the northern wall is
has spawned. a painting that shows Cvaal Daoren, the Zhent
Hatemaster and Leader of the Brothers of the
Black Fist who started the Shadowbane war and
A. The Gallery eventually become the first Lord Protector of Phlan.
Cvaal is easily recognized from the numerous
statues and memorials in Phlan. Seated next to
This cross-shaped room is covered in him appears to be his wife and two children, a boy
memorabilia of Miltiades’s past, trophies of and a girl. In the background, there appear to be
his battles, and gifts from his friends and allies. some favored retainers including a few Knights of
A large painting is displayed prominently on the Black Fist and another woman holding a baby.
the northern wall. The ceiling is decorated
On the frame is a plaque that says “To Miltiades in
in a busy style with a riot of colors and many
carvings of finely dressed knights and nobles. honor of the recovery of the Hammer of Tyr. Honor,
Two doors exit this room to the north. Dedication, Family.”
If the characters look on the back of the
painting, they find faded handwriting that lists the
This room is a cluttered memorial to the many lives names of all those in the painting. Of particular note
of Miltiades, from his fall from paladinhood in Turell, is the woman with the baby in the background:
the curse of his undeath, his redemption as a death Nycella Doverson and Kadr Doverson, her bastard
knight in Phlan recovering the Hammer of Tyr, and child by Cvaal. This suggests that Colvin is of the
his eventual journey into the east. If the characters blood of the original Lord Protector, though not of
wish to search through the shelves for clues or proof the legitimate line. Given that no true blooded heir
of Colvin’s lineage, see Searching the Room. If they remains, it is still a powerful argument for his right
inspect the painting, see Picture of the Past. If they to the Cinnabar Throne.
approach the trapped doors, consult the Death’s
Transporting the Painting: The painting is 8’ by 10’
Grasp Trap.

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in the frame; much too large to fit in a bag of holding, This vulnerability can be removed by dispel good
Heward’s Handy Haversack, or portable hole. Zindelo and evil or remove curse.
suggests cutting the painting out of the frame to Second, necrotic rays fire from the miniature
transport it. Lene angrily complains that no burial knight’s outstretched hand, targeting every creature
items can be defaced or damaged. Besides, without that was within the cloud. Each victim is targeted by
the frame, the strength of the claim is weakened. one ray (+8 ranged spell attack) that does 22 (4d10)
Cadeyrn offers to carry it and stand well in the necrotic damage.
rear, as clearly the characters are more needed to
succeed in defeating the vampire.
Adjusting the Encounter
Death’s Grasp Trap Here are recommendations for adjusting this
Magical Trap combat encounter. These are not cumulative.
Among the carvings upon the ceiling, there is a • Very weak party: Decrease the DC to
skeletal knight that looks like the columns in front find the trap and the saving throw to 17.
of the mausoleum (marked on the map). On the Decrease the to hit of the rays to +7.
knight’s shields there is necromantic symbol instead • Weak party: Decrease the DC to find the
of the holy symbol of Tyr like the ones previously trap and the saving throw to 17.
seen. • Strong party: Increase the DC to find the
Detecting and Disabling: A character that trap to 18.
specifically inspects the ceiling and succeeds on • Very strong party: Increase the DC to find
a DC 18 Intelligence (Investigation) check notices the trap and the saving throw to 18. Increase
that there is a six-inch-tall skeletal knight in front of the to hit of the rays to +9.
each door and their shields bear a strange-looking
magical symbol. After finding it, a DC 20 Intelligence
Treasure
(Arcana) check or a detect magic can determine it is
some sort of necromantic magic. Numerous trophies from the city of Turell, Phlan,
and the Utter East worth 2000 gp fill the room. If
If the character does not detect as a living
taken and Lene lives to report it, the characters earn
creature (or can disable from range such as an
the Blasphemer story award.
Arcane Trickster), the symbol can be disabled with
a DC 20 Dexterity (Thieves’ Tools) check, assuming Development
the character can reach the symbol. If the characters do not notice the painting, none
The symbol can also be disabled by dispel magic of the clerics of Kelemvor do either. It is simply left
or a similar effect. It can be dispelled as a 7th-level behind.
spell, which deactivates it for 1d4 + 1 rounds, after
which the symbol reappears.
Effect: If a living creature approaches within 5 feet B. The Arcade
of the door or the carving on the ceiling, the skeletal
knight reaches out toward the trespasser and two
effects are triggered. The trap resets at the end of The walls of this room are fronted by columns
the next round after it is triggered. Triggering the like those outside, each depicting an
trap over one door does not trigger the trap above armored skeletal warrior with a kite shield
proudly displaying the holy symbol of Tyr. A
the other door. large set of double doors are to the north.
First a burst of black energy billows down
from the carving, filling all squares within 20 feet
of the door. Living creatures within the cloud must The arcade is dark and otherwise quiet. However,
succeed in a DC 18 Constitution saving throw or the characters are not alone; three wraiths are
become vulnerable to necrotic damage for 1 hour. hiding behind the pillars. When the characters enter

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the hallway, the wraiths rush and attack the first
character , hoping to cause confusion and potentially Roleplaying Former Doomguide
bottleneck characters in the trapped spaces of The Yorvir Glandon, the Vampire
Gallery (area A). One of the wraiths immediately Yorvir was a firm believer in the god Kelemvor,
moves through the wall into The Tomb (area C) to but when the Maimed Virulence attacked
warn Yorvir. If that wraith is destroyed by an attack, the Valhingen Cathedral and its rubble fell
a second wraith takes its place and also flees. upon him, he found it rapidly crushing him.
The Doors: The doors to The Tomb (area C) are Filled with grief, he cursed Kelemvor for not
locked, but can be opened with a successful DC 20 giving him the strength to defend Phlan. In his
Dexterity (Thieves’ Tools) or Strength check to break weakness, a voice asked “Do you want to live?”
Thinking Kelemvor had answered his plea, he
down the doors. Note that attempting to break down
thankfully agreed. It was in this moment that
the doors and failing automatically warns Yorvir of Esmae Amaratha, the witch of Barovia, joined
the party’s approach. with the vestige of the Evening Glory, making
her first inroad into Faerûn, and the mists of
that evil and cursed place bubbled from his lips
C. The Tomb (see the events in Season 4 Curse of Strahd of
the D&D Adventurer’s League). Yorvir died.
Sometime later he rose as a vampire. Filled
Miltiades’s Tomb lies across a sunken foyer
with despair at his betrayal and weakness, he
from you, with stairs descending nearest you begged the adventurers of Phlan to end his
and then rising on the sides. Bodies have misery, but they failed him again. Eventually his
been piled high at the tops of the stairs, curse, coupled with the closeness of Barovia,
blocking access to the sarcophagus. Some continued to corrupt his mind until the
of them are beginning to move. normally reserved Yorvir has instead become
Next to the sarcophagus is a plain- a driven, twisted version of himself dedicated
looking man in grey robes surrounded in to saving Phlan the only way he knows how. He
mist. He chants with his arms upraised, blood is no longer calm and reserved but filled with
dripping from his wrists and pouring over the desperation. He truly thinks that what he is
shield. The mists seem to lash out like angry doing is for the best.
tentacles, and faces can be seen swirling in
the mists around him.
The man looks at you sadly, “You should
not have come, my friends. You didn’t kill In addition to the Former Doomguide Yorvir
me when I begged you, when I didn’t know Glandon (vampire) and any wraiths that have fled
how to deal with the curse, but now I know from The Arcade (area B), there are also a number
my purpose. This is the only way we can save of undead in the room, spawned from the ritual,
Phlan. Kelemvor may have failed to save
based on the current value of the Delay Track.
Phlan, but the voices in the mists will not. They
will save you all!” Spread the undead as you like throughout the raised
part of the room, paying special attention to block
the stairs up.
Yorvir is in the middle of his ritual when the Yorvir sends his undead into the fight and then
characters arrive. While he does not especially uses his charm ability to try to add to his forces. He
wish to stop his ritual, there is no reason he then uses spells until he is engaged or must resort
cannot resume it later, so if the characters insist on to melee. The undead do not go out of their way to
attacking him, he quickly breaks off to deal with target the clerics of Kelemvor, unless the characters
them. If they instead try to speak or reason with leave them no other choice.
him, he is happy to stay his hand and try to convince
the characters to his side. He is crazed, and nothing
the characters say convinces him to put his plans
aside.

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Delay Track The DM should make it clear that the characters
can see him so they have a chance to stop him. And
Value Add the Following Undead assuming a character isn’t carrying the painting, it
1 2 ogre zombies should not be destroyed in the various area spells
2 4 ghouls the undead might use. If the characters chose to
3 2 flameskulls
4 2 wraiths leave the painting behind to get it on their way out,
5 2 vampire spawn Cadeyrn “flees” combat (DC 16 Wisdom (Insight)
6 1 flameskull to realize that he is feigning fear) on the second
7 1 beholder zombie round to go destroy the painting. If the characters
8+ 1 wraith and 1 banshee used a creative method to keep the painting out of
his hands (such as using reduce and then putting
it into a bag of holding), Cadeyrn tries to take that
character by surprise and steal the container so he
Adjusting the Encounter can destroy it.
Here are recommendations for adjusting this Zindelo Chegari: Zindelo moves forward with
combat encounter. These are not cumulative. any frontline characters, aiding their attacks. He is
• Very weak party: Decrease Yorvir’s AC by especially interested in helping characters get their
1, hit points by 15, damage by 3 and DC by 1. sneak attack. Once he can get near Yorvir and the
• Weak party: No adjustment. vampire has been injured, he switches to aiding the
• Strong party: No adjustment. vampire. He explains that his master invites Yorvir
• Very strong party: Increase Yorvir’s hit to join him in escape and the faces in the mists begin
points by 30, damage by 6, and DC by 1. whispering “Yes” and “Join us.”
Yorvir has an additional 5th-level spell slot. Every round as his action, Zindelo aids Yorvir
and attempts to convince him to leave this place
with him, offers his outstretched hand, and begs that
The “Clerics” of Kelemvor he accept Zindelo’s Master’s invitation. He does not
During the final fight, the clerics have specific say who his Master is but explains that his Master
actions they take that aid or complicate this has also been tricked in death and has much to
encounter. share with Yorvir.
Lene Reinhild: Lene behaves as she has throughout Yorvir is not convinced until things seem dire, but
the adventure. She stays in the second rank and tries if Zindelo is still standing when the vampire agrees
to assist with the occasional bless or cure wounds. (DM’s choice as to when the time seems right) and
She is reliable and unaware of her compatriots’ is able to link hands with Yorvir, the mists transport
other motives. Regardless of what the others do, them both to Barovia, trapping Yorvir beyond the
Lene remains committed to putting Yorvir to rest. reach of the characters, but effectively defeating
him. If Zindelo is defeated without taking Yorvir to
Cadeyrn Solemnstone: Cadeyrn behaves normally
Barovia, he disappears in a swirl of mist.
the first round of combat to make sure the
characters have fully committed to the combat. In Treasure
the second round, he puts the painting down and Yorvir is wearing two garnet and silver rings and
pulls out a metal vial and a box. In the third round a gold and diamond necklace as foci for his ritual.
he douses the painting with oil and, if not stopped These pieces of jewelry are worth 2,000 gp. These
in the fourth round, he uses the tinderbox to burn can be claimed without drawing the ire of the clerics
the painting. At any point if the characters try to of Kelemvor.
stop him, he uses whatever force he can muster to
complete his mission.

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Conclusion If Yorvir is Driven Off but Not Laid to Rest

The killing blow struck, the vampire


If Yorvir is Defeated becomes a cloud of mist that flows away
through cracks in the wall. Lene screams
“No! We can’t let him escape! We cannot
As the stake drives into the vampire’s heart, have failed!”
Lene’s supplication to the Lord of the Crystal
Spire rises above the noise of combat. For a
moment Yorvir’s color returns and the angry
red is stripped away from his eyes. Looking
When the characters return to the Lord Sage, he is
at you, he whispers, “Forgive me.” Then he is disappointed that the characters have not ended
engulfed in holy fire that rapidly burns away the threat of Former Doomguide Yorvir Glandon.
the corrupting mists until there is nothing left In this case he rewards the characters half of what
of him but ash and a few fragments of bone. was promised (1,500 gp) and does not arrange for
Valhingen Graveyard to be returned to the church of
When the characters return to the Lord Sage, he Kelemvor.
is very pleased that the characters have ended the
threat of Former Doomguide Yorvir Glandon. He
If the Painting is Returned Intact
rewards the characters as promised and arranges
for Valhingen Graveyard to once again be returned
Returning the painting to the Lord Sage,
to the church of Kelemvor. he is grateful. “This will go a long way to
solidifying Colvin’s claim to the throne, and
can only help his chances in the upcoming
If Yorvir Escapes to Barovia election. I wonder why Cadeyrn tried
to destroy it? Who could he have been
Reaching out, Yorvir takes Zindelo’s hand. working for?”
“It appears there is no choice but to leave
Phlan to fall. I accept the invitation of your The Lord Sage is pleased the painting was found
Master.” The contempt for the last word
can barely be heard over the squeals of and rewards the characters as promised. Members
joy coming from the faces in the mist that of the Emerald Enclave receive a renown point for
surrounds Yorvir. The mist quickly spreads recovering the painting successfully.
across the two of them as Zindelo intones
“Vezesse végig köd, annak a földnek ura.” A
moment later, they are gone. If the Painting is Not Returned Intact

When the characters return to the Lord Sage, he is Returning without the painting to the Lord
pleased that the characters have ended the threat of Sage, he is disappointed in your failure. “It
sounds as if that painting would have gone
Former Doomguide Yorvir Glandon but is worried
a long way to solidifying Colvin’s claim to
that it may only have delayed the threat. Still he the throne, and helping his chances in the
rewards the characters as promised and arranges upcoming election. I wonder why Cadeyrn
for Valhingen Graveyard to once again be returned tried to destroy it? Who could he have
to the church of Kelemvor. been working for?”

The Lord Sage is disappointed that the painting was


not recovered and does not reward the characters.
The End

P H L A N 1 - 1 / S E P U LT U R E :
28 PA RT 4 : “ 7 2 6 ”
Rewards Treasure
The characters receive the following treasure,
Make sure players note their rewards on their divided up amongst the party. Characters should
adventure logsheets. Give your name and DCI attempt to divide treasure evenly whenever
number (if applicable) so players can record who possible. Gold piece values listed for sellable
ran the session. gear are calculated at their selling price, not their
purchase price.
Experience Consumable magic items should be divided
Total up all combat experience earned for defeated up however the group sees fit. If more than one
foes, and divide by the number of characters present character is interested in a specific consumable
in the combat. For non-combat experience, the magic item, the DM can determine who gets it
rewards are listed per character. Give all characters randomly should the group be unable to decide.
in the party non-combat experience awards unless Permanent magic items are divided according
otherwise noted. to a system. See the sidebar if the adventure awards
permanent magic items.
Combat Awards
Treasure Awards
Name of Foe XP per Foe
Assassin 3,900 Item Name GP Value
Archmage 8,400 Lord Sage’s Reward (Yorvir) 3,000 gp
Banshee 1,100 Lord Sage’s Reward (Painting) 2,000 gp
Beholder zombie 1,800 Adelajda’s Records 1,000 gp
Ghoul 200 or
Iron golem 15,000 Radomil’s Clockworks 1,000 gp
Mage 2,300 Hidden Fountain Cache 1,000 gp
Mutated Siria (Yochlol) 5,900 Yorvir’s Jewelry 2,000 gp
Ogre zombie 450 Miltiades’s Trophies 2,000 gp
Priest 450
Stone golem 5,900 The clerics gave the characters an explorer’s pack
Vampire spawn 1,800 that also has two bottles of holy water, a holy symbol
Yorvir Glandon (Vampire) 13,000 of Kelemvor, and an additional five torches. These
items may be kept.

Non-Combat Awards
Task or Accomplishment XP per Char.
Recover the Painting 500

The minimum total award for each character


participating in this adventure is 8,625 experience
points.
The maximum total award for each character
participating in this adventure is 11,500
experience points.

P H L A N 1 - 1 / S E P U LT U R E :
29 R E WA R D S
Spell Scroll, Windwall
Permanent Magic Item Distribution Scroll, Uncommon
D&D Adventurers League has a system in place
This scroll is inscribed with the spell lesser
to determine who is awarded permanent magic
restoration. A description of this item can be found
items at the end of a session. Each character’s
in the Dungeon Master’s Guide.
logsheet contains a column to record
permanent magic items for ease of reference. Spell Scroll, Zone of Truth
• If all the players at the table agree on one Scroll, Uncommon
character taking possession of a permanent
This scroll is inscribed with the spell lesser
magic item, that character gets the item.
restoration. A description of this item can be found
• In the event that one or more characters in the Dungeon Master’s Guide.
indicate an interest in possessing a
permanent magic item, the character that Eihim’s Traveling Spellbook
possesses the fewest permanent magic items
gets the item. If there is a tie in the total This slim traveling spellbook is bound in heavy
number of permanent magic items owned leather with the mage sigil of Eihim the Archmage,
by contesting characters, the item’s owner is a star burst atop the heraldry of the town of Phlan,
determined randomly by the DM. embossed on the cover. It contains the following
spells:
1st - detect magic, identify, mage armor, magic
Miltiades’s Shield missile;
Armor (shield), very rare 2nd - detect thoughts, mirror image, misty step;
This shield is decorated with symbols of service and 3rd - counterspell, fly, lightning bolt;
fealty. The shield empathically encourages service 4th - banishment, evard’s black tentacles, fire
to others and whenever the bearer considers shield, stoneskin;
performing a selfish act, the shield enhances pangs
5th - cone of cold, wall of force;
of conscience. While holding this shield, you have
a +3 bonus to AC. This bonus is in addition to the 6th - disintegration;
shield’s normal bonus to AC. 7th - teleport;
8th - maze;
9th - time stop.
Potion of Greater Healing
Potion, Uncommon
A description of this item can be found in the
Dungeon Master’s Guide.

Spell Scroll, Lesser Restoration


Scroll, Uncommon
This scroll is inscribed with the spell lesser
restoration. A description of this item can be found
in the Dungeon Master’s Guide.

P H L A N 1 - 1 / S E P U LT U R E :
30 R E WA R D S
Downtime
Each character receives ten downtime days at the
conclusion of this adventure.

Renown
All faction members earn one renown point for
participating in this adventure. Members of the
Emerald Enclave receive a second renown point
if they recover the painting successfully.

DM Rewards
You receive 2,875 XP, 1,438 gp, and ten downtime
days for running this session.

Story Rewards
Characters have the opportunity to earn the
following story awards during this adventure.
Barbarian. You have shown a willful disregard for
the preservation of knowledge in Mantor’s Library.
The librarians remember your callous disregard for
the books and you have disadvantage on any ability
checks made to convince the librarians to assist you.
Blasphemer. You have robbed the Necropolis or
allowed others to do so and your behavior has
been reported back to the church of Kelemvor.
Your despised name is spread far and wide
among its clergy. Because of this, all members of
Kelemvor’s clergy are highly distrustful of you. So
long as you have this enmity, all future Charisma
(Deception, Intimidation, or Persuasion) checks
made against members of Kelemvor’s faithful are
made with disadvantage. Additionally, the cost for
any spellcasting services provided by the clergy of
Kelemvor is increased by 10%. If you have Enmity
of Doomguide Yovir Glandon from DDEX1-4 Dues
from the Dead, your costs instead increase by 50%.
Exposed. You have been previously exposed to
Godstouched disease. In any adventure where you
might contract this disease, increase your chance by
10%.

P H L A N 1 - 1 / S E P U LT U R E :
31 R E WA R D S
Appendix: NPC / Monster Statistics Banshee
Medium undead, chaotic evil
Assassin Armor Class 12
Medium humanoid (any race), any non-good alignment Hit Points 58 (13d8)
Armor Class 15 (studded leather) Speed 30 ft
Hit Points 78 (12d8 + 24) STR DEX CON INT WIS CHA
Speed 30 ft. 1 (-5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3)
STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0) Saving Throws Wis +2, Cha +5
Damage Resistances acid, fire, lightning,
Saving Throws Dex +7, Int +5 thunder; bludgeoning, piercing, and slashing from
Skills Acrobatics +7, Deception +4, Perception +4, nonmagical attacks
Stealth +11 Damage Immunities cold, necrotic, poison
Damage Resistances poison Condition Immunities charmed, exhaustion,
Senses passive Perception 14 frightened, grappled, paralyzed, petrified, poisoned,
Languages Thieves’ cant plus any two languages prone, restrained
Challenge 8 (3,900 XP) Senses darkvision 60 ft., passive Perception 10
Assassinate. During its first turn, the assassin has Languages Common, Elvish
advantage on attack rolls against any creature that Challenge 4 (1,100 XP)
hasn’t taken a turn. Any hit the assassin scores Detect Life. The banshee can magically sense the
against a surprised creature is a critical hit. presence of living creatures up to 5 miles away. She
Evasion. If the assassin is subjected to an effect knows the general direction they’re in but not their
that allows it to make a Dexterity saving throw to exact locations.
take only half damage, the assassin instead takes no Incorporeal Movement. The banshee can move
damage if it succeeds on the saving throw, and only through other creatures and objects as if they were
half damage if it fails. difficult terrain. She takes 5 (1d10) force damage if
Sneak Attack (1/Turn). The assassin deals an she ends her turn inside an object.
extra 13 (4d6) damage when it hits a target with a
weapon attack and has advantage on the attack roll, Actions
or when the target is within 5 feet of an ally of the Corrupting Touch. Melee Spell Attack: +4 to hit,
assassin that isn’t incapacitated and the assassin reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic
doesn’t have disadvantage on the attack roll. damage.
Actions Horrifying Visage. Each non-undead creature
within 60 feet of the banshee that can see her must
Multiattack. The assassin makes two shortsword attacks. succeed on a DC 13 Wisdom saving throw or be
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 frightened for 1 minute. A frightened target can
ft., one target. Hit: 6 (1d6 + 3) piercing damage, and repeat the saving throw at the end of each of its
the target must make a DC 15 Constitution saving turns, with disadvantage if the banshee is within
throw, taking 24 (7d6) poison damage on a failed line of sight, ending the effect on itself on a success.
save, or half as much damage on a successful one. If a target’s saving throw is successful or the effect
Light Crossbow. Ranged Weapon Attack: +7 to ends for it, the target is immune to the banshee’s
hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) Horrifying Visage for the next 24 hours.
piercing damage, and the target must make a DC 15 Wail (1/Day). The banshee releases a mournful
Constitution saving throw, taking 24 (7d6) poison wail, provided that she isn’t in sunlight. This wail
damage on a failed save, or half as much damage on has no effect on constructs and undead. All other
a successful one. creatures within 30 feet of her than can hear her

P H L A N 1 - 1 / S E P U LT U R E :
32 APPENDIX
must make a DC 13 Constitution saving throw. On a 4. Disintegration Ray. If the target is a creature, it
failure, a creature drops to 0 hit points. On a success, must succeed on a DC 14 Dexterity saving throw
a creature takes 10 (3d6) psychic damage. or take 45 (10d8) force damage. If this damage
reduces the creature to 0 hit points, its body
Beholder Zombie becomes a pile of fine gray dust.
Large undead, neutral evil If the target is a Large or smaller
Armor Class 15 (natural armor) nonmagical object or creation of magical force,
Hit Points 93 (11d10+33) it is disintegrated without a saving throw. If the
Speed 0 ft., fly 20 ft. (hover) target is a Huge or larger nonmagical object or
creation of magical force, this ray disintegrates
STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 16 (+3) 3 (-4) 8 (-1) 5 (-3) a 10-foot cube of it.

Saving Throws Wis +2


Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands Deep Speech and
Undercommon but can’t speak
Challenge 5 (1,800 XP)

Undead Fortitude. If damage reduces the zombie


to 0 hit points, it must make a Constitution saving
throw with a DC of 5+the damage taken, unless the
damage is radiant or from a critical hit. On a success,
the zombie drops to 1 hit point instead.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 14 (4d6) piercing damage.
Eye Ray. The zombie uses a random magical eye ray,
choosing a target that it can see within 60 feet of it.
1. Paralyzing Ray. The targeted creature must
succeed on a DC 14 Constitution saving throw or
be paralyzed for 1 minute. The target can repeat
the saving throw at the end of each of its turns,
ending the effect on a success
2. Fear Ray. The targeted creature must succeed
on a DC 14 Wisdom saving throw or be
frightened for 1 minute. The target can repeat
the saving throw at the end of each of its turns,
ending the effect on itself on a success.
3. Enervation Ray. The targeted creature must
make a DC 14 Constitution saving throw, taking
36 (8d8) necrotic damage on a failed save, or
half as much damage on a successful one.

P H L A N 1 - 1 / S E P U LT U R E :
33 APPENDIX
Former Doomguide Yorvir Glandon While it has 0 hit points in mist form, it can’t
revert to its vampire form, and it must reach its
(Vampire Cleric)
resting place within 2 hours or be destroyed. Once
Medium undead (shapechanger), lawful evil in its resting place, it reverts to its vampire form. It
Armor Class 16 (natural armor) is then paralyzed until it regains at least 1 hit point.
Hit Points 144 (17d8 + 68) After spending 1 hour in its resting place with 0 hit
Speed 30ft. points, it regains 1 hit point.
STR DEX CON INT WIS CHA
Regeneration. The vampire regains 20 hit points
18 (+4) 18 (+4) 18 (+4) 15 (+2) 17 (+3) 18 (+4) at the start of its turn if it has at least 1 hit point
and isn’t in sun light or running water. lf the
Saving Throws Dex +9, Wis +8, Cha +9 vampire takes radiant damage or damage from holy
Skills Perception +8, Stealth +9 water, this trait doesn’t function at the start of the
Damage Resistance necrotic; bludgeoning, vampire’s next turn .
piercing, and slashing from nonmagical weapons Spider Climb. The vampire can climb difficult
Senses darkvision 120 ft., passive Perception 17 surfaces, including upside down on ceilings, without
needing to make an ability check.
Languages Common
Vampire Weaknesses. The vampire has the
Challenge 15 (13,000 XP)
following flaws:
Shapechanger. If the vampire isn’t in sun light or
• Forbiddance. The vampire can’t enter a
running water, it can use its action to polymorph in
residence without an invitation from one of the
to a Tiny bat or a Medium cloud of mist, or back into
occupants,
its true form.
• Harmed by Running Water. The vampire takes
While in bat form, the vampire can’t speak, its
20 acid damage if it ends its turn in running
walking speed is 5 feet, and it has a flying speed of
water.
30 feet. Its statistics, other than its size and speed,
are unchanged. Anything it is wearing transforms • Stake to the Heart. If a piercing weapon made
with it, but nothing it is carrying does. It reverts to of wood is driven into the vampire’s heart
its true form if it dies. while the vampire is incapacitated in its resting
place, the vampire is paralyzed until the stake is
While in mist form, the vampire can’t take
removed.
any actions, speak, or manipulate objects. It is
weightless, has a flying speed of 20 feet, can hover, • Sunlight Hypersensitivity. The vampire takes
and can enter a hostile creature’s space and stop 20 radiant damage when it starts its turn in
there. In addition, if air can pass through a space, sunlight. While in sun light, it has disadvantage
the mist can do so without squeezing, and it can’t on attack rolls and ability checks.
pass through water. It has advantage on Strength, Spellcasting. The vampire is a 9th-level spellcaster.
Dexterity, and Constitution saving throws, and it His spellcasting ability is Wisdom (save DC 14,
is immune to all nonmagical damage, except the +6 to hit with spell attacks). The vampire has the
damage it takes from sunlight. following cleric spells prepared:
Legendary Resistance (3/Day). If the vampire fails a Cantrips (at will): guidance, poison spray,
saving throw, it can choose to succeed instead. resistance, spare the dying, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, ray
Misty Escape. When it drops to 0 hit points outside
of sickness
its resting place, the vampire transforms into a
cloud of mist (as in the Shapechanger trait) instead 2nd level (3 slots): blindness/deafness, lesser
restoration, spiritual weapon
of falling unconscious, provided that it isn’t in sun
light or running water. If it can’t transform, it is 3rd level (3 slots): dispel magic, vampiric touch
destroyed. 4th level (3 slots): blight, banishment
5th level (1 slots): antilife shell, flame strike

P H L A N 1 - 1 / S E P U LT U R E :
34 APPENDIX
Actions Legendary Actions
Multiattack (Vampire Form Only). The vampire The vampire can take 3 legendary actions, choosing
makes two attacks, only one of which can be a bite from the options below. Only one legendary action
attack. option can be used at a time and only at the end of
Unarmed Strike (Vampire Form Only). Melee another creature’s turn. The vampire regains spent
Weapon Attack: +9 to hit, reach 5 ft., one creature. legendary actions at the start of its turn.
Hit: 8 (1d8 + 4) bludgeoning damage. Instead of Move. The vampire moves up to its speed without
dealing damage, the vampire can grapple the target provoking opportunity attacks.
(escape DC 18). Unarmed Strike. The vampire makes one unarmed
Bite (Bat or Vampire Form Only). Melee Weapon strike.
Attack: +9 to hit, reach 5 ft., one willing creature, Bite (Costs 2 Actions). The vampire makes one bite
or a creature that is grappled by the vampire, attack.
incapacitated, or restrained. Hit: 7 (1d6 + 4)
piercing damage plus 10 (3d6) necrotic damage.
The target’s hit point maximum is reduced by an
amount equal to the necrotic damage taken, and the
vampire regains hit points equal to that amount.
The reduction lasts until the target finishes a long
rest. The target dies if this effect reduces its hit point
maximum to 0. A humanoid slain in this way and
then buried in the ground rises the following night
as a vampire spawn under the vampire’s control.
Charm. The vampire targets one humanoid it
can see within 30 feet of it. If the target can see
the vampire, the target must succeed on a DC 17
Wisdom saving throw against this magic or be
charmed by the vampire. The charmed target
regards the vampire as a trusted friend to be heeded
and protected. Although the target isn’t under the
vampire’s control, it takes the vampire’s requests or
actions in the most favorable way it can, and it is a
willing target for the vampire’s bite attack.
Each time the vampire or the vampire’s
companions do anything harmful to the target, it can
repeat the saving throw, ending the effect on itself
on a success. Otherwise, the effect lasts 24 hours or
until the vampire is destroyed, is on a different plane
of existence than the target, or takes a bonus action
to end the effect.
Children of the Night (1/Day). The vampire
magically calls 2d4 swarms of bats or rats, provided
that the sun isn’t up. While outdoors, the vampire
can call 3d6 wolves instead. The called creatures
arrive in 1d4 rounds, acting as allies of the vampire
and obeying its spoken commands. The beasts
remain for 1 hour, until the vampire dies, or until the
vampire dismisses them as a bonus action.

P H L A N 1 - 1 / S E P U LT U R E :
35 APPENDIX
Eihim, Archmage Flameskull
Medium humanoid (any race), any alignment Tiny undead, neutral evil
Armor Class 12 (15 with mage armor) Armor Class 13
Hit Points 99 (18d8 + 18) Hit Points 40 (9d4 + 18)
Speed 30 ft. Speed 0 ft., fly 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3) 1 (−5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0)

Saving Throws Int +9, Wis +6 Skills Arcana +5, Perception +2


Skills Arcana +13, History +13 Damage Resistances lightning, necrotic, piercing
Damage Resistance damage from spells; Damage Immunities cold, fire, poison
nonmagical bludgeoning, piercing, and slashing Condition Immunities charmed, frightened,
(from stoneskin) paralyzed, poisoned
Senses passive Perception 12 Senses darkvision 60 ft., passive Perception 12
Languages any six languages Languages Common
Challenge 12 (8,400 XP) Challenge 4 (1,100 XP)
Magic Resistance. The archmage has advantage Illumination. The flameskull sheds either dim light
on saving throws against spells and other magical in a 15-foot radius, or bright light in a 15-foot radius
effects. and dim light for an additional 15 feet. It can switch
Spellcasting. The archmage is an 18th‐level between the options as an action.
spellcaster. Its spellcasting ability is Intelligence Magic Resistance. The flameskull has advantage
(spell save DC 17, +9 to hit with spell attacks). The on saving throws against spells and other magical
archmage can cast disguise self and invisibility* at effects.
will and has the following wizard spells prepared: Rejuvenation. If the flameskull is destroyed, it
Cantrips (at will): fire bolt, light, mage hand, regains all its hit points in 1 hour unless holy water
prestidigitation, shocking grasp is sprinkled on its remains or a dispel magic or
1st level (4 slots): detect magic, identify, mage remove curse spell is cast on them.
armor*, magic missile
Spellcasting. The flameskull is a 5th-level
2nd level (3 slots): detect thoughts, mirror image,
misty step spellcaster. Its spellcasting ability is Intelligence
(spell save DC 13, +5 to hit with spell attacks). It
3rd level (3 slots): counterspell, fly, lightning bolt
requires no somatic or material components to cast
4th level (3 slots): banishment, evard’s black its spells. The flameskull has the following wizard
tentacles, fire shield, stoneskin*
spells prepared:
5th level (3 slots): cone of cold, wall of force
Cantrip (at will): mage hand
6th level (1 slot): disintegration
1st level (3 slots): magic missile, shield
7th level (1 slot): teleport
2nd level (2 slots): blur, flaming sphere
8th level (1 slot): maze
3rd level (1 slot): fireball
9th level (1 slot): time stop
*The archmage casts these spells on itself before Actions
combat. Multiattack. The flameskull uses Fire Ray twice.
Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft.,
Actions
one target. Hit: 10 (3d6) fire damage.
Dagger. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4
+ 2) piercing damage.

P H L A N 1 - 1 / S E P U LT U R E :
36 APPENDIX
Ghoul Iron Golem
Medium undead, chaotic evil Large Construct, unaligned
Armor Class 12 Armor Class 20 (natural armor)
Hit Points 22 (5d8) Hit Points 210 (20d10 + 100)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 7 (−2) 10 (+0) 6 (−2) 24 (+7) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)

Damage Immunities poison Damage Immunities. fire, poison, psychic;


Condition Immunities charmed, exhaustion, bludgeoning, piercing, and slashing from
poisoned nonmagical weapons that aren’t adamantine
Senses darkvision 60 ft., passive Perception 10 Condition Immunities. charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
Languages Common
Senses. darkvision 120 ft., Passive Perception 10
Challenge 1 (200 XP)
Languages. understands the languages of its
Actions creator, but can’t speak
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one Challenge. 16 (15,000 XP)
creature. Hit: 9 (2d6 + 2) piercing damage. Fire Absorption. Whenever the golem is subjected
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., to fire damage, it takes no damage and instead
one target. Hit: 7 (2d4 + 2) slashing damage. If the regains a number of hit points equal to the fire
target is a creature other than an elf or undead, it damage dealt.
must succeed on a DC 10 Constitution saving throw Immutable Form. The golem is immune to any spell
or be paralyzed for 1 minute. The target can repeat or effect that would alter its form.
the saving throw at the end of each of its turns,
ending the effect on itself on a success. Magic Resistance. The golem has advantage on
saving throws against spells and other magical
effects.
Magic Weapons. The golem’s weapon attacks are
magical.
Actions
Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft.,
one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Sword. Melee Weapon Attack: +13 to hit, reach 10 ft.,
one target. Hit: 23 (3d10 + 7) slashing damage.
Poison Breath (Recharge 6). The golem exhales
poisonous gas in a 15-foot cone. Each creature in
that area must make a DC 19 Constitution saving
throw, taking 15 (10d8) poison damage on a failed
save, or half as much damage on a successful one.

P H L A N 1 - 1 / S E P U LT U R E :
37 APPENDIX
Mage Priest
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor) Armor Class 13 (chain shirt)
Hit Points 40 (9d8) Hit Points 27 (5d8 + 5)
Speed 30 ft. Speed 25 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) 10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)

Saving Throws Int +6, Wis +4 Skills Medicine +7, Persuasion +3, Religion +4
Skills Arcana +6, History +6 Senses passive Perception 13
Senses passive Perception 11 Languages any two languages
Languages any four languages Challenge 2 (450 XP)
Challenge 6 (2,300 XP) Divine Eminence. As a bonus action, the priest
Spellcasting. The mage is a 9th-level spellcaster. can expend a spell slot to cause its melee weapon
Its spellcasting ability is Intelligence (spell save DC attacks to magically deal an extra 10 (3d6) radiant
14, +6 to hit with spell attacks). The mage has the damage to a target on a hit. This benefit lasts until
following wizard spells prepared: the end of the turn. If the priest expends a spell slot
Cantrips (at will): fire bolt, light, mage hand, of 2nd level or higher, the extra damage increases by
prestidigitation 1d6 for each level above 1st.
1st level (4 slots): detect magic, mage armor, Spellcasting. The priest is a 5th-level spellcaster.
magic missile, shield Its spellcasting ability is Wisdom (spell save DC
2nd level (3 slots): misty step, suggestion 13, +5 to hit with spell attacks). The priest has the
3rd level (3 slots): counterspell, fireball, fly following cleric spells prepared:
4th level (3 slots): greater invisibility, ice storm Cantrips (at will): light, sacred flame,
thaumaturgy
5th level (1 slot): cone of cold
1st level (4 slots): cure wounds, guiding bolt,
Actions sanctuary
Dagger. Melee or Ranged Weapon Attack: +5 to hit, 2nd level (3 slots): lesser restoration, spiritual
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 weapon
+ 2) piercing damage. 3rd level (2 slots): dispel magic, spirit guardians
Actions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 3 (1d6) bludgeoning damage.

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38 APPENDIX
Stone Golem Wraith
Large construct, unaligned Medium undead, neutral evil
Armor Class 17 (natural armor) Armor Class 13
Hit Points 178 (17d10 + 85) Hit Points 67 (9d8 + 27)
Speed 30 ft. Speed 0 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5) 6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)

Damage Immunities poison, psychic; bludgeoning, Damage Resistances acid, cold, fire, lightning,
piercing, and slashing from nonmagical weapons thunder; bludgeoning, piercing, and slashing from
that aren’t adamantine nonmagical attacks that aren’t silvered
Condition Immunities charmed, exhaustion, Damage Immunities necrotic, poison
frightened, paralyzed, petrified, poisoned Condition Immunities charmed, exhaustion,
Senses darkvision 120 ft., passive Perception 10 grappled, paralyzed, petrified, poisoned, prone,
Languages understands the language of its creator restrained
but can’t speak Senses darkvision 60 ft., passive Perception 12
Challenge 10 (5,900 XP) Languages the languages it knew in life
Immutable Form. The golem is immune to any spell Challenge 5 (1800 XP)
or effect that would alter its form. Incorporeal Movement. The wraith can move
Magic Resistance. The golem has advantage on through other creatures and objects as if they were
saving throws against spells and other magical difficult terrain. It takes 5 (1d10) force damage if it
effects. ends its turn inside an object.
Magic Weapons. The golem’s weapon attacks are Sunlight Sensitivity. While in sunlight, the wraith
magical. has disadvantage on attack rolls, as well as on
Actions Wisdom (Perception) checks that rely on sight.
Multiattack. The golem makes two slam attacks. Actions
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., Life Drain. Melee Weapon Attack: +6 to hit, reach 5
one target. Hit: 19 (3d8 + 6) bludgeoning damage. ft., one creature. Hit: 21 (4d8 + 3) necrotic damage.
Slow (Recharge 5‐6). The golem targets one or The target must succeed on a DC 14 Constitution
more creatures it can see within 10 feet of it. Each saving throw or its hit point maximum is reduced
target must make a DC 17 Wisdom saving throw by an amount equal to the damage taken. This
against this magic. On a failed save, a target can’t reduction lasts until the target finishes a long rest.
use reactions, its speed is halved, and it can’t make The target dies if this effect reduces its hit point
more than one attack on its turn. In addition, the maximum to 0.
target can take either an action or a bonus action on Create Specter. The wraith targets a humanoid
its turn, not both. These effects last for 1 minute. A within 10 feet of it that has been dead for no longer
target can repeat the saving throw at the end of each than 1 minute and died violently. The target’s spirit
of its turns, ending the effects on itself on a success. rises as a specter in the space of its corpse or in the
nearest unoccupied space. The specter is under the
wraith’s control. The wraith can have no more than
seven specters under its control at one time.

P H L A N 1 - 1 / S E P U LT U R E :
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Vampire Spawn Bite. Melee Weapon Attack: +6 to hit, range 5 ft., one
Medium undead, neutral evil willing creature, or a creature that is grappled by
the spawn, incapacitated, or restrained. Hit: 6 (1d6
Armor Class 15 (natural armor)
+ 3) piercing damage plus 7 (2d6) necrotic damage.
Hit Points 60 (11d6 + 22) The target’s hit point maximum is reduced by an
Speed 30 ft. amount equal to the necrotic damage taken, and
STR DEX CON INT WIS CHA the spawn regains hit points equal to that amount.
16 (+3) 16 (+3) 14 (+2) 11 (+0) 10 (+0) 12 (+1) The reduction lasts until the target finishes a long
rest. The target dies if this effect reduces its hit point
Saving Throws Dex +6, Wis +3 maximum to 0.
Skills Perception +3, Stealth +6
Reactions
Damage Resistances necrotic
Insightful Defense. When an attacker the spawn
Senses darkvision 60 ft., passive Perception 13
can see hits it with an attack, the spawn can halve
Languages Common the damage against it.
Challenge 4 (1,100 XP)
Ogre Zombie
Regeneration. The spawn regains 10 hit points at
the start of its turn if it has at least 1 hit point and Large undead, neutral evil
isn’t in direct sunlight or running water. If it takes Armor Class 8
radiant damage or damage from holy water, this Hit Points 85 (9d10+36)
trait doesn’t function at the start of her next turn. Speed 30 ft.
Spider Climb. The spawn can climb difficult STR DEX CON INT WIS CHA
surfaces, including upside down on ceilings, without 19 (+4) 6 (-2) 18 (+4) 3 (-4) 6 (-4) 5 (-3)
needing to make an ability check.
Vampire Weaknesses. The spawn has the following Saving Throws Wis +0
flaws: Damage Immunities poison
• Forbiddance. The spawn can’t enter a residence Condition Immunities poisoned
with an invitation from one of the occupants. Senses darkvision 60 ft., passive Perception 8
• Harmed by Running Water. The spawn takes Languages understands Giant and Common but
20 acid damage when it ends its turn in running can’t speak
water. Challenge 2 (450 XP)
• Stake to the Heart. The spawn is destroyed if
a piercing weapon made of wood is driven into Actions
its heart while it is incapacitated in her resting Morningstar. Melee Weapon Attack: +6 to hit, reach
place. 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning
• Sunlight Hypersensitivity. The spawn takes 20 damage.
radiant damage when it starts its turn in direct
sunlight. While in direct sunlight, the spawn has
disadvantage on attack rolls and ability checks.
Actions
Multiattack. The spawn makes two melee attacks,
only one of which can be a bite attack.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 8 (2d4 + 3) slashing damage.
Instead of dealing damage, the spawn can grapple
her target (escape DC 13).

P H L A N 1 - 1 / S E P U LT U R E :
40 APPENDIX
Yochlol spider form) damage plus 21 (6d6) poison damage.
Medium fiend (demon, shapechanger), chaotic evil Mist Form. The yochlol transforms into toxic mist or
Armor Class 15 (natural armor) reverts to its true form. Any equipment it is wearing
Hit Points 136 (16d8 + 64) or carrying is also transformed. It reverts to its true
Speed 30 ft., climb 30 ft. form if it dies.
STR DEX CON INT WIS CHA While in mist form, the yochlol is incapacitated
15 (+2) 14 (+2) 18 (+4) 13 (+1) 15 (+2) 15 (+2) and can’t speak. It has a flying speed of 30 feet, can
hover, and can pass through any space that isn’t
Saving Throws. Dex +6, Int +5, Wis +6, Cha +6 airtight. It has advantage on Strength, Dexterity,
Skills. Deception +10, Insight +6 and Constitution saving throws, and it is immune to
Damage Resistances. cold, fire, lightning, nonmagic damage.
bludgeoning, piercing, and slashing from While in mist form, the yochlol can enter a
nonmagical weapons creature’s space and stop there. Each time that
Damage Immunities. poison creature starts its turn with the yochlol in its space,
the creature must succeed on a DC 14 Constitution
Condition Immunities. poisoned
saving throw or be poisoned until the start of its
Senses. darkvision 120 ft., Passive Perception 12 next turn. While poisoned in this way, the target is
Languages. Abyssal, Elven, Undercommon incapacitated.
Challenge. 10 (5,900 XP)
Shapechanger. The yochlol can use its action to
polymorph into a form that resembles a female
drow or giant spider, or back to its true form. Its
statistics are the same in each form. Any equipment
it is wearing or carrying its transformed. It reverts
to its true form if it dies.
Magic Resistance. The yochlol has advantage on
saving throws against spells and other magical
effects.
Spider Climb. The yochlol can climb difficult
surfaces, including upside down on ceilings, without
needing to make an ability check.
Innate Spellcasting. The yochlol’s spellcasting
ability is Charisma (spell save DC 14). The yochlol
can innately cast the following sells requiring no
material components.
At Will: detect thoughts, web
1/day: dominate person
Web Walker. The yochlol ignores movement
restrictions caused by webbing.
Actions
Multiattack. The yochlol makes two melee attacks.
Slam (Bite in Spider Form). Melee Weapon Attack:
+6 to hit, reach 5 ft. (10 ft. in demon form), one
target. Hit: 5 (1d6 + 2) bludgeoning (piercing in

P H L A N 1 - 1 / S E P U LT U R E :
41 APPENDIX
Player Handout: Rewards
Magic Items
Story Awards
Characters have the opportunity to earn the
Miltiades’s Shield following story awards during this adventure.
Armor (shield), very rare
Barbarian. You have shown a willful disregard for
This shield is decorated with symbols of service and the preservation of knowledge in Mantor’s Library.
fealty. The shield empathically encourages service The librarians remember your callous disregard for
to others and whenever the bearer considers the books and you have disadvantage on any ability
performing a selfish act, the shield enhances pangs checks made to convince the librarians to assist you.
of conscious. While holding this shield, you have
a +3 bonus to AC. This bonus is in addition to the Blasphemer. You have robbed the Necropolis or
shield’s normal bonus to AC. allowed others to do so and your behavior has
been reported back to the church of Kelemvor.
Potion of Greater Healing Your despised name is spread far and wide
Potion, Uncommon among its clergy. Because of this, all members of
A description of this item can be found in the Kelemvor’s clergy are highly distrustful of you. So
Dungeon Master’s Guide. long as you have this enmity, all future Charisma
(Deception, Intimidation, or Persuasion) checks
Spell Scroll, Lesser Restoration made against members of Kelemvor’s faithful are
Scroll, Uncommon made with disadvantage. Additionally, the cost for
This scroll is inscribed with the spell lesser any spellcasting services provided by the clergy of
restoration. A description of this item can be found Kelemvor is increased by 10%. If you have Enmity of
in the Dungeon Master’s Guide. Doomguide Yovir Glandon from DDEX1-4 Dues from
the Dead, your costs instead increase by 50%.
Spell Scroll, Windwall
Scroll, Uncommon Exposed. You have been previously exposed to
This scroll is inscribed with the spell lesser Godstouched disease. In any adventure where you
restoration. A description of this item can be found might contract this disease, increase your chance by
in the Dungeon Master’s Guide. 10%.

Spell Scroll, Zone of Truth


Scroll, Uncommon
This scroll is inscribed with the spell lesser
restoration. A description of this item can be found
in the Dungeon Master’s Guide.
Eihim’s Traveling Spellbook
This slim traveling spellbook is bound in heavy
leather with the mage sigil of Eihim the Archmage,
a star burst atop the heraldry of the town of Phlan,
embossed on the cover. It contains the following
spells: 1st-detect magic, identify, mage armor,
magic missile; 2nd-detect thoughts, mirror image,
misty step; 3rd-counterspell, fly, lightning bolt;
4th-banishment, evard’s black tentacles, fire shield,
stoneskin; 5th-cone of cold, wall of force; 6th-
disintegration; 7th-teleport; 8th-maze; 9th-time
stop.

42
Handout 1

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ENEMY OF MY
ENEMY
Will Doyle
Adventure Designer
Adventure Code: PHLAN1-2

Something odd is happening to the citizens of Phlan. Some have


inexplicably gone mad and must be restrained, while others have
developed strange magical abilities. No one is immune as it has affected
young and old, rich and poor, strong and weak. Opinions about the cause
are plentiful, but some theories seem more solid than others. A D&D
Adventurers League adventure for character levels 11 to 16 set in and
around Phlan.
A four-hour adventure for 11th-16th level characters

Producer: Baldman Games


Hulburg Administrator & Developer: Robert Alaniz
Editing and Layout: Encoded Designs
Cartography: John Arcadian
Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall,
Claire Hoffman, Greg Marks, Alan Patrick

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.
©2016 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
Enemy of My Enemy is the second installment of the Baldman
Games Alliances trilogy.

This adventure is designed for three to seven 10th -16th level characters, and is
optimized for five 12th-level characters.
The adventure is set in the Moonsea region of the Forgotten Realms, in and around the city
of Phlan.

The D&D Adventurers League Preparing the Adventure


This adventure is official for D&D Adventurers Before you show up to Dungeon Master this
League play. The D&D Adventurers League is the adventure for a group of players, you should do the
official organized play system for DUNGEONS & following to prepare.
DRAGONS®. Players can create characters and • Make sure to have a copy of the most current
participate in any adventure allowed as a part of version of the D&D Basic Rules or the Player’s
the D&D Adventurers League. As they adventure, Handbook.
players track their characters’ experience, treasure, • Read through the adventure, taking notes of
and other rewards, and can take those characters anything you’d like to highlight or remind
through other adventures that continues their story. yourself while running the adventure, such as
If you’re running this adventure as a part of a a way you’d like to portray an NPC or a tactic
store event or at certain conventions, you’ll need a you’d like to use in a combat.
DCI number. This number is your official Wizards of • Get familiar with the monster statistics in the
the Coast organized play identifier. If you don’t have Appendix.
a number, you can obtain one at a store event. Check
• Gather together any resources you’d like to
with your organizer for details.
use to aid you in running this adventure--such
D&D Adventurers League play is broken up into as notecards, a DM screen, miniatures, and
storyline seasons. When players create characters, battlemaps.
they attach those characters to a storyline season,
• If you know the composition of the group
which determines what rules they’re allowed to
beforehand, you can make adjustments as
use to create and advance their characters. Players
noted throughout the adventure.
can continue to play their characters after the
storyline season has finished, possibly participating Before Play at the Table
in a second or third storyline with those same
characters. A character’s level is the only limitation Ask the players to provide you with relevant
for adventure play. A player cannot use a character character information:
of a level higher or lower than the level range of a • Character name and level
D&D Adventurers League adventure. • Character race and class
For more information on playing, running • Passive Wisdom (Perception)—the most
games as a Dungeon Master, and organizing games common passive ability check
for the D&D Adventurers League, please visit the • Anything notable as specified by the adventure
D&D Adventurers League home at: (such as backgrounds, traits, flaws, etc.)
www.dndadventurersleague.org Players that have characters outside the
adventure’s level range cannot participate in
the adventure with those characters. Players

2 PHLAN 1-2 / ENEMY OF MY ENEMY:


I N T RO D U C T I O N
with ineligible characters can make a new 1st-level it a little harder. Therefore, five categories of
character or use a pregenerated character. Players party strength have been created for you to use
can play an adventure they previously played or as a guide. Feel free to use a different adjustment
ran as a Dungeon Master, but not with the same during the adventure if the recommended party
character. strength feels off for the group.
Ensure that each player has an official This adventure is optimized for a party of
adventure logsheet for his or her character (if not, five 1th-level characters. To figure out whether
get one from the organizer). The player fills out you need to adjust the adventure, do the following:
the adventure name, session number, date, and • Add up the total levels of all the characters
your name and DCI number. In addition, the player • Divide the total by the number of characters
also fills in the starting values for experience, gold,
downtime, renown, and number of permanent • Round fractions of .5 or greater up; round
magic items. He or she fill in the other values and fractions of less than .5 down
write notes at the conclusion of the session. Each You’ve now determined the average party level
player is responsible for maintaining an accurate (APL) for the adventure. To figure out the party
logsheet. strength for the adventure, consult the following
If you have time, you can do a quick scan of table:
a player’s character sheet to ensure that nothing Determining Party Strength
looks out of order. If you see magic items of very
Party Composition Party Strength
high rarities or strange arrays of ability scores, you
3-4 characters, APL less than Very Weak
can ask players to provide documentation for the
3-4 characters, APL equivalent Weak
irregularities. If they cannot, feel free to restrict 3-4 characters, APL greater than Average
item use or ask them to use a standard ability 5 characters, APL less than Weak
score array. Point players to the D&D Adventurers 5 characters, APL equivalent Average
League Player’s Guide for reference. 5 characters, APL greater than Strong
6-7 characters, APL less than Average
If players wish to spend downtime days and 6-7 characters, APL equivalent Strong
it’s the beginning of an adventure or episode, 6-7 characters, APL greater than Very Strong
they can declare their activity and spend the days
now. Alternatively, they can do so at the end of
the adventure or episode. Players should select Running the Adventure
their characters’ spells and other daily options As the Dungeon Master of the session, you have the
prior to the start of the adventure, unless the most important role in facilitating the enjoyment
adventure specifies otherwise. Feel free to reread of the game for the players. You help guide the
the adventure description to help give players hints narrative and bring the words on these pages
about what they might face. to life. The outcome of a fun game session often
creates stories that live well beyond the play at the
Adjusting the Adventure table. Always follow this golden rule when you DM
Throughout this adventure, you may see sidebars for a group:
to help make adjustments for smaller/larger Make decisions and adjudications that
groups, and characters of higher/lower levels than enhance the fun of the adventure when
the optimized group. Most of the time, this is used possible.
for combat encounters.
To reinforce this golden rule, keep in mind the
You may adjust the adventure beyond the following:
guidelines given. For example, if you’re playing
• You are empowered to make adjustments to
with a group of inexperienced players, you might
the adventure and make decisions about how the
want to make the adventure a little easier; for
group interacts with the world of this adventure.
very experienced players, you may want to make

3 PHLAN 1-2 / ENEMY OF MY ENEMY:


I N T RO D U C T I O N
Doing so is especially important and applicable • Catching up
outside of combat, but feel free to adjust the • Crafting (exception: multiple characters cannot
adventure for groups that are having too easy or commit to crafting a single item)
too hard of a time. • Practicing a profession
• Don’t make the adventure too easy or too • Recuperating
difficult for a group. Never being challenged
makes for a boring game and being • Spellcasting services
overwhelmed makes for a frustrating one. • Training
Gauge the experience of the players (not the Other downtime options might be available during
characters) with the game, try to feel out (or adventures or unlocked through play, including
ask) what they like in a game, and attempt to faction-specific activities.
give each of them the experience they’re after In addition, whenever a character spends
when they play D&D. Give everyone a chance to downtime days, that character also spends the
shine. requisite expense for his or her lifestyle. Costs
• Be mindful of pacing, and keep the game are per day, so a character that spends ten days
session moving along appropriately. Watch for of downtime also spends ten days of expenses
stalling, since play loses momentum when this maintaining his or her lifestyle. Some downtime
happens. At the same time, make sure that the activities help with lifestyle expenses or add
players don’t finish too early; provide them with lifestyle expenses.
a full play experience. Try to be aware of running
long or short. Adjust the pacing accordingly Spellcasting Services
• Read-aloud text is just a suggestion; feel free Any settlement the size of a town or larger can
to modify the text as you see fit, especially when provide some spellcasting services. Characters
dialogue is present. need to be able to travel to the settlement to obtain
• Give the players appropriate hints so they can these services.
make informed choices about how to proceed. Spell services generally available include
Players should be given clues and hints when healing and recovery spells, as well as information-
appropriate so they can tackle puzzles, combat, gathering spells. Other spell services might be
and interactions without getting frustrated over available as specified in the adventure. The number
lack of information. Doing so helps to encourage of spells available to be cast as a service is limited
immersion in the adventure and gives players to a maximum of three per day total, unless
“little victories” for figuring out good choices otherwise noted.
from clues.
In short, being the DM isn’t about following
the adventure’s text word-for-word; it’s about
Spellcasting Services
facilitating a fun, challenging game environment
for the players. The Dungeon Master’s Guide™ has Spell Cost
more information on the art of running a D&D Cure wounds (1st level) 10 gp
game. Identify 20 gp
Lesser restoration 40 gp
Downtime and Lifestyle Prayer of healing (2nd level) 40 gp
At the beginning of each play session, players must Remove curse 90 gp
declare whether or not they are spending any days Speak with dead 90 gp
of downtime. The player records the downtime Divination 210 gp
spent on the adventure logsheet. The following Greater restoration 450 gp
options are available to players during downtime Raise dead 1,250 gp
(see the D&D basic rules or the D&D Adventurers
League Player’s Guide for more information):

4 PHLAN 1-2 / ENEMY OF MY ENEMY:


I N T RO D U C T I O N
Create a New 1st-Level Character. If the dead
Acolyte Background character is unwilling or unable to exercise any
A character possessing the acolyte of the other options, the player creates a new
background requesting spellcasting character. The new character does not have any
services at a temple of his or her faith items or rewards possessed by the dead character.
may request one spell per day from the Dead Character Pays for Raise Dead. If the
Spellcasting Services table for free. The only character’s body is recoverable (it’s not missing
cost paid for the spell is the base price for any vital organs and is mostly whole) and the
the consumed material component, if any. player would like the character to be returned to
Melvaunt is a large city where any life, the party can take the body back to civilization
acolyte can find a friendly shrine or and use the dead character’s funds to pay for a
temple. raise dead spell. A raise dead spell cast in this
manner costs the character 1,250 gp.
Disease, Death, and Recovery Character’s Party Pays for Raise Dead. As
above, except that some or all of the 1,250 gp for
Sometimes bad things happen, and characters get
the raise dead spell is paid for by the party at the
poisoned, diseased, or are killed. Since you might
end of the session. Other characters are under no
not have the same characters return from session
obligation to spend their funds to bring back a
to session, here are the rules when bad things
dead party member.
happen to characters.
Faction Charity. If the character is of level 1 to
Disease, Poison, and Other Debilitating Effects 4 and a member of a faction, the dead character’s
A character still affected by diseases, poisons, body can be returned to civilization and a patron
and other similar effects at the conclusion of an from the faction ensures that he or she receives a
adventure can spend downtime days recuperating raise dead spell. However, any character invoking
until such time as he or she resolves the effect to this charity forfeits all experience and rewards
its conclusion (see the recuperating activity in the from that session (both those earned prior to and
D&D Basic Rules). after death during that session) and cannot replay
If a character doesn’t resolve the effect that episode or adventure with that character
between sessions, that character begins the next again. Once a character reaches 5th level, this
session still affected by the debilitating effect. option is no longer available.

Death
A character who is killed during the course of
the adventure has a few options at the end of the
session (or whenever arriving back in civilization)
if no one in the adventuring party has immediate
access to a raise dead or revivify spell, or similar
magic. A character subject to a raise dead spell is
affected negatively until all long rests have been
completed during an adventure. Alternatively, each
downtime day spent after raise dead reduces the
penalty to attack rolls, saving throws, and ability
checks by 1, in addition to any other benefits the
downtime activity might provide.

5 PHLAN 1-2 / ENEMY OF MY ENEMY:


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Background The Election
For millennia, the death slaad Nethrex has Four candidates have emerged as front-runners in
scrutinized Toril with one patient, envious eye. Phlan’s upcoming election.
Now he draws his plans against the world, reaching
Jhessail Greycastle
out from the chaos of Limbo to poison Toril’s
oceans. Nethrex has developed a waterborne strain Knight Commander Greycastle is a hero, but her
of the Chaos Phage, and is testing it in the Stojanow loyalty to the Black Fists makes her vulnerable. She
River. pledges to:
Slaad larvae infect all who drink the polluted • Establish a parliament of elected peers to
river water. As each parasite grows, the personality govern Phlan, and serve as First Minister.
of its host changes. They master new skills, and • Reform the Black Fists and weed out
even manifest aberrant magic powers. In the final corruption in its ranks.
stages of affliction, physical mutations tear their
body apart. Nethrex is yet to perfect the strain, but Barrett Sokol
yearns for it to evolve into a new breed of slaadi! The youngest scion of House Sokol has gained
Nethrex’s minions recently seized Sorcerer’s popularity among the labor guilds. He pledges to:
Isle (see DDEX1-11: Dark Pyramid of Sorcerer’s • Reinstate the mercantile Council of Ten and
Isle). Brave adventurers fought them off, but now stand as High Councilor.
the slaadi have reclaimed the pyramid. • Create jobs reconstructing Phlan and raising
At the mouth of the Stojanow River, Phlan revels the old city walls.
in its victory over the Cult of the Dragon. They fete
their afflicted as “Godstouched”: heroes blessed Colvin Doverson
with divine boons. When the Godstouched start Lord Doverson claims ancestry with the Royal
dying, Knight Commander Greycastle deduces that House of Daoran. If legitimized, this would make
the water is to blame. She hatches a plan to save the him heir to the Cinnabar Throne. He pledges to:
infected; including herself. But she needs help. • Reinstate the monarchy and crown himself
Lord Protector.
The State of Phlan
Phlan is an anchorage on the north coast of • Renegotiate trade deals with other Moonsea
the Moonsea. Its inhabitants are celebrating ports for the benefit of Phlan’s merchants.
the death of Vorgansharax: a green dragon Graben Samaulkin
who laid claim to the town for many months. The religious fervor washing through town has
Knight Commander Greycastle led the aided this priest of Bane. He pledges to:
alliance of heroes that slew the dragon (as
• Establish theocratic rule and declare himself
told in DDEP4: Reclamation of Phlan). In
Ruinlord of Phlan,
doing so, she leaned on the neighboring
city states of Mulmaster and Hillsfar. • Rebuild the Lyceum of the Black Lord and
Masquerading as friends, these rival powers appease the god with plentiful sacrifices.
circle hungrily, eager to steer Phlan’s future to The Godstouched
their own ends.
The townsfolk avoid drawing water from their
Yet the townsfolk grow weary of tyranny.
polluted river. Unfortunately, an explosion cracked
Veterans of the resistance demand a stake in
a cistern during the liberation, and river sludge
the town’s future. Merchants wish for fewer
leaked through. Nethrex’s chaos strain has now
regulations. Loyalists call for the return
infected over a third of the populace.
of monarchy. With the militia too weak to
In most folk, the affliction manifests as
impose order, Greycastle has conceded to an
personality changes and odd epiphanies. In others –
election. For the first time, Phlan’s citizens
the so-called “Godstouched”– it is not so subtle. Few
have a say in their own destiny.
are aware that the affliction ends in fatal mutation.

6 PHLAN 1-2 / ENEMY OF MY ENEMY:


I N T RO D U C T I O N
Aberrant Powers Chaos Mutation
Each character in the group has a 50% chance of d8 Mutation
starting the adventure infected by the chaos strain. 1 Fits. You fall prone and froth at the
At least one character must be infected. The chaos mouth for 1 minute, counting as
strain is a magical affliction, so even creatures stunned. At the end of each of your
immune to poison or disease can be affected. turns, you make a DC 10 Constitution
Characters infected by the strain gain access to one saving throw to recover from the
of the aberrant powers listed below. effect.
To activate an aberrant power, a character 2 Stench. You emit a cloud of ghastly
must gain a level of exhaustion. No action is stench in a 15 ft. sphere around
required. yourself. The stench lasts for 1 minute.
All creatures inside the cloud have
Aberrant Powers disadvantage on attacks, ability checks
d8 Power and saving throws.
3 Mania. On your next turn, you attack
1 Stoneskin. You gain resistance to
slashing and piercing damage until the a random creature in sight. After the
end of your next turn. attack, you have no memory of the
event.
2 Fire Mind. Unattended flammable 4 Warped Features. For 1 minute, your
objects within 5 ft. of your character
burst into flame. nose, eyes and mouth switch positions
on your face. You cannot talk, and gain
3 Savant. You gain advantage on one disadvantage on ability checks that
skill check made before the end of rely on sight, hearing or smell.
your next turn.
5 Silly Walk. For 1 minute, your speed is
4 Living Shadow. Your own shadow halved due to your ridiculous gait.
uses the Help action to distract an
enemy you are fighting. 6 Brittle Body. Until the end of your
next turn, you are vulnerable to
5 Lightning Rush. Your speed doubles bludgeoning, slashing and piercing
until the end of your next turn. damage.
6 Time Shift. Reroll one attack, ability 7 Hairy. Thick hair sprouts from
check or saving throw (unless it is a every pore. Until sheared, you have
natural 1). You must keep the new disadvantage on ability checks and
result. saving throws that rely on movement.
7 Suckers. You gain a climb speed of
8 Levitation. For 1 minute, you levitate
15ft. until the end of your next turn.
upwards at a speed of 20 ft. per turn.
8 Strength. Your Strength increases to Once airborne, you cannot move
30 until the end of your next turn (+10 unless you have a fly speed. At the
ability modifier). end of each of your turns, you make
Characters with aberrant powers also experience a DC 15 Constitution saving throw to
bizarre mutations. These manifest as brief “chaos recover from the effect.
spasms” when the player rolls a natural 1 on any
ability check, attack roll, or saving throw. Roll on Left unchecked, characters afflicted by the chaos
the following table if this occurs: strain die within one month (or after 30 downtime
days have been awarded). Due to its alien nature,
only divine intervention or the magic of a wish
spell can cure the affliction. Doing so removes any
aberrant powers and chaos mutations from the
character.

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I N T RO D U C T I O N
Adventure Hooks
Use one of the following hooks to draw the
characters into the adventure, or devise your own.
Infected
The chaos strain has afflicted one or more
characters in the group. According to rumor,
Jhessail Greycastle has troubling theories about
the source of these powers. When the adventure
begins, the characters are on their way to meet her.
Spies
Spymasters from Hillsfar or Mulmaster have sent
the characters to spy on the election candidates.
The motives of Lord Commander Greycastle are of
particular interest.
Investigators
Characters with the Hero of the Welcomers story
award learn that the Black Fists have arrested
Glevith, king of thieves. When the adventure
begins, they are on their way to meet Greycastle
and negotiate his release.

8 PHLAN 1-2 / ENEMY OF MY ENEMY:


I N T RO D U C T I O N
Part 1.
OUtbreak
Aesperus The adventure begins in Podol Plaza. In his death throws, the mutated priest attacks
When everyone is ready to begin, read: the group. For this combat, refer to Map 1: Podol
Plaza. The mutated priest uses the statistics of a
Sunlight melts the snow over Podol Plaza. With
marilith, with the following modifications:
the death of the dragon, election fever has
gripped the town. Posters plaster every wall, • It is a Medium aberration with 240 hit points
and demagogues sing their candidates’ prais- • It speaks no languages, and has no telepathy
es from the soapboxes.
Just nearby, a beer tent plies its trade,
• Its longswords are pincers and its tail is a
watched by thirsty laborers from the scaffolds. tentacle. It does not need a longsword to use
Children wearing lion and eagle masks dash parry.
underfoot, chasing a pantomime green drag-
on.
Scaling the Encounter: Mutated Priest
Use the following recommendations to adjust
Introducing the Candidates this combat encounter. These adjustments are
Ask the players to describe their characters. When not cumulative:
they’re done, read: • Very Weak Party: The mutated priest
loses 30 hit points at the start of each of
An acolyte of Bane howls at you from his its turns.
soapbox.
“A thousand curses rot Jhessail Greycastle, • Weak Party: The mutated priest loses
betrayer of the Black Lord! She’s forsaken her 15 hit points at the start of each of its
vows as a paladin! Our champion, Graben turns.
Samalkin, calls on Greycastle to prove her
powers in public! Vote Samalkin – and bow • Strong Party: Add another fallen child
before the first Ruinlord of Phlan!” (see complications, below
One of the dwarves drinking nearby winks • Very Strong Party: Add two fallen
at you. “Fat chance of that! So, who’re you
children (see complications, below).
voting for?”

Give the players Handout 1: The Candidates. General Features


Roleplay the scene with the friendly dwarf so the Podol Plaza has the following important features:
players can express their loyalties. When the time Lighting. Sunlight.
seems right, launch the following encounter. Cover. Crates, barrels or wagons count as
The Mutated Priest difficult terrain. They grant half-cover to any
character hiding behind them (+2 AC and Dexterity
Samalkin’s demagogue is one of the “Godstouched.” saving throws).
Midway through his diatribe, the chaos strain Gantries. Creatures traversing the gantries
destroys him. move at half speed. To move faster, the creature
The demagogue convulses mid-sentence. He must succeed on a DC 10 Dexterity (Acrobatics)
shrieks, and a mass of crab-like pincers bursts check. On a failure, they fall to the plaza below,
from his stomach. As panic spreads through the taking 1d6 bludgeoning damage for every 10 feet
crowd, a suckered tentacle emerges from the
fallen.
demagogue’s mouth, ripping his head apart in a
shower of gore.

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PA RT 1
Complications
The following complications add jeopardy to the • Recently, some of the “Godstouched” have
encounter. The first (Stampeding Oxen) is always disappeared. Others have shown signs of
in play. If there are more than three characters, madness.
add another complication for every additional • There are rumors of strange monsters
character. prowling the streets at night. The militia
Stampeding Oxen. Any creature that ends its remain tight-lipped on the subject but have
turn standing on the ground must succeed on a doubled their patrols.
DC 12 Dexterity saving throw or take 22 (4d10)
Any character examining the priest’s corpse
bludgeoning damage and fall prone. After 2 rounds,
discovers that the mutated appendages hatched
the stampeding oxen thunder past.
from the priest’s own stomach.
Fallen Child. A child has fallen in the path
• Intelligence (Arcana) DC 18: A magical
of the stampede. Plucking the child from danger
disease mutated the priest’s flesh into a new
requires an action and a successful DC 10 Strength
form. It seems extraplanar in origin.
(Athletics) check. The child dies under hoof if the
group fails to save them by the end of the second Rescuing the Children
round. If the group rescues all the children, their mother
Overturned Cart. The oxen have overturned a reveals herself as the wife of a local merchant. Any
mason’s cart, crushing a halfling beneath it. Lifting characters belonging to the Lords’ Alliance gain 1
the cart requires an action and a successful DC 15 renown with their faction.
Strength check. While the halfling remains trapped, Greycastle’s Summons
make a death saving throw for her at the end of
A squad of Black Fist militia soon arrives on the
each round (do not track successes).
scene. Their sergeant, Bors Bartol, requests that
Collapsing Gantries. As the workers flee, the
the group report to the Knight Commander. The
gantries collapse beneath them. At the end of each
soldiers escort them to the Stojanow Gate.
round, there’s a 50% chance that a random section
Behind the Curtain: Mutated Priest
of gantry collapses, dealing 33 (6d10) bludgeoning
This encounter gives players a chance to flex their
damage to all creatures within 10 feet (half damage
muscles and act like heroes. It should be quick
on a successful DC 15 Dexterity saving throw). A
and easy: if the battle turns against the group, the
collapsed gantry counts as difficult terrain.
mutated priest explodes!
Behind the Curtain: Mutated Priest
This encounter gives players a chance to flex The Knights of the Black Fist
their muscles and act like heroes. It should be After the unexpected death of the Lord
quick and easy: if the battle turns against the Protector, Phlan’s militia seized control
group, the mutated priest explodes! of the town. A coup tore them apart, and
half their members defected to the dragon
Vorgansharax. Lord Regent Ector Brahms died
Aftermath in the revolt. Adventurers later slew Knight
After the battle, the townsfolk gather around the Commander Aleyd Burralafter when she
priest’s corpse. The group learns that: succumbed to the Cults of Elemental Evil.
• The priest was one of the “Godstouched.” Most Command of the decimated order fell to
people believe that the gods have blessed Jhessail Greycastle (DDEX1-10 Escape from
these townsfolk with supernatural powers. Phlan and DDEP4: Reclamation of Phlan).
• Others have wilder ideas about how the Greycastle led the uprising against the dragon,
Godstouched acquired their powers. Perhaps so most folk regard her as a hero. She is a
they watched a star fall, or breathed spores paladin of Bane, god of tyranny.
from the dragon’s thicket?

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PHLAN 1-2 / ENEMY OF MY ENEMY:
11 PA RT 1
Part 2.
Secrecy
The group meets Knight Commander Greycastle in Meeting Jhessail Greycastle
the dungeons beneath the Stojanow Gate.
Knight Commander Greycastle is the leader of
Into the Dungeons Phlan’s Black Fist militia. She’s a paladin of Bane,
but recent events have made her doubt her faith.
Read the following aloud:
Knight Commander Greycastle is a wom-
The Stojanow Gate stands in ruin, its doors an in her early thirties. She ties her hair in
blown apart during the Reclamation. When a messy bunch, and her arms are knotted
you arrive, wooden cranes are hoisting the with muscle. She assesses you with a single
mangled doors onto their hinges. glance, then turns to Sergeant Bartol.
Sergeant Bartol leads you into the dun- “Another outbreak?”
geons beneath the outer bailey. You arrive
outside an iron-bound door. As the sergeant
Greycastle questions the group about the
fishes for his keys, he glances back at you.
“What you’re about to see isn’t pleasant. incident in Podol Plaza. She reveals the following
Keep your questions for the Lord Command- information:
er. All will become clear.” • “Godstouched” across town are showing signs
of aberrant mutation. Such mutations start as
brief “chaos spasms,” but soon become more
Sergeant Bartol is troubled but unwilling to explain pronounced.
further. He opens the door.
• There’s no cure: even divine magic doesn’t
A dungeon hallway lined with barred cells help. As the mutations worsen, they tear their
stretches before you. Dozens of civilians are victims apart.
shackled inside the cells: men, women, and
children. As the sergeant leads you forward, a • The “Godstouched” aren’t the only ones
cacophony of cries fills the air: pleas for mer- afflicted. Hundreds of people across town
cy, freedom, even death. show signs of personality change. They too are
mutating.
• Wisdom (Perception) DC 10: Strange, • Her soldiers are quarantining the afflicted to
mutant growths afflict many of the captives. avoid mass panic, but rumors are spreading.
They have extra appendages, glowing eyes, • Greycastle believes that the town’s drinking
enlarged features, and worse. water is to blame. One of the cisterns cracked
Sergeant Bartol marches the group through the during the assault, and the polluted Stojanow
cell block to Greycastle’s office. Twenty Black seeped through. By now, it could have infected
Fist knights stand on guard, watching over the thousands.
afflicted. If the characters cause trouble, Greycastle
emerges to intercept them.

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PA RT 2
The Silver Pyramid If pressured, Greycastle confesses that recent
Characters who’ve played DDEX1-11 Dark Pyramid events have made her question her faith. She wants
of Sorcerers Isle might guess the source of the to reform the Black Fists as a force for justice, and
pollution. If not, Greycastle explains: establish an honest government for Phlan. She’ll
• Long ago, the sorcerer Yarash raised a silver only reveal this information if the characters seem
pyramid on an islet near the head of the genuine.
Stojanow. Within its walls, Yarash conducted Roleplaying Jhessail Greycastle
experiments on the local lizardfolk. Jhessail Greycastle was once a loyal firebrand
• Yarash’s experiments polluted the river of Bane. Like many of her militia comrades,
forever. In recent months, the Lord Sage she wasn’t above corruption, but she was
discovered that it corrupted the local flora and loyal to the order. When Vorgansharax seized
fauna. the town, she led a failed uprising against her
• The Lord Sage sent adventurers to investigate traitorous brothers. Later, in Mulmaster and
the pyramid. They learned that a race of Phlan, she helped assemble the alliance that
extraplanar monsters called “slaadi” had liberated Phlan.
opened a gate to Limbo. The adventurers The chaos strain has changed her
closed the gate, and the pollution flushed into alignment from Lawful Evil to Chaotic Good.
the Moonsea. Her divine powers have waned in step with
• Greycastle suspects that the slaadi are back. her loss of faith. She knows she is dying, and
She offers the group 400 gp each to locate the wants to redeem herself before oblivion.
source of the corruption, with a bonus of 600 Establishing a parliament of elected peers is
gp each if they discover a cure. her legacy to the people of Phlan.
The characters may have fought the slaadi before. Quote: “I’d rather have a laborer by my side,
If so, they’ll know the basics of their reproductive with fire in his gut and pride in his heart, than
cycle. Give the group Handout 2: Slaad Ecology. any one of those nobles.”
If not, they’ll need a successful DC 18 Intelligence
(Arcana) check to recall the information. The leader of the Welcomers slumps at the
back of his cell. As he looks up, you see that
If the characters have never been to Sorcerer’s one of his bloodshot eyes has two overlapping
Isle, Greycastle tells them to speak to Ser Agin pupils.
Lamarck, a local historian (see below). He last “Not a pretty sight, eh?” he rasps.
visited the silver pyramid and knows a little about
its inhabitants. Optional: Glevith, King of Thieves
The Election If the group asks Greycastle about Glevith, she
admits to holding him in her dungeons. She won’t
If the characters ask Greycastle about the election,
release him but allows the characters to speak with
she admits that it’s a sham. By allowing the people
him under armed guard.
to vote for their leaders, they’ll remain compliant.
Glevith has accepted his lot. He fought alongside
• Intelligence (Religion) DC 10: Such talk is
Greycastle in the Reclamation and understands
still antithetical to the teachings of Bane. The
why she’s imprisoned him. He promises to reward
god forbids democracy.
any “Heroes of the Welcomers” if they can lift his
• Wisdom (Insight) DC 15: Greycastle doesn’t curse before it consumes him.
seem convinced by her own words. The election
If the group finds a cure, Glevith awards each
means more to her than she’s making out.
character 200 gp. In addition, he grants them the
“Master of the Thieves’ Guild” story award.

13 PHLAN 1-2 / ENEMY OF MY ENEMY:


PA RT 2
Optional: Ser Agin Lamarck Roleplaying Ser Agin Lamarck
Characters who’ve played DDEP4 Reclamation of Ser Agin is Phlan’s resident expert on history
Phlan or DDEX1-6 The Scroll Thief may have met and genealogy. The Red Wizards recently
Ser Agin before. kidnapped him to aid their investigation into
Ser Agin Lamarck’s store once specialized in the silver pyramid. At Sorcerer’s Isle, they sent
historical records. Buckets now catch meltwa- him to make peace with the pyramid’s mutant
ter from the leaky roof, and parchments litter inhabitants. Negotiations collapsed when
the floor. The noble glares at you from behind
a stack of soggy books. the wizards found another way into Yarash’s
“Oh no. You’re going to bother me with a laboratory. Shortly after, heroes from Phlan
load of questions, aren’t you?” fought off the wizards and rescued Ser Agin
(see DDEP4: Reclamation of Phlan).
Ser Agin can impart the following information:
Quote: “Darling, let me break this down into
• A clan of mutant lizardfolk inhabit the silver words you’re more likely to understand…”
pyramid. They are the descendants of Yarash’s
experiments.
• The mutants barely speak Common, so Ser
Agin invented a simple sign language to better
communicate with them. They responded well
to this.
• The mutants are dangerous but not overtly
hostile. Ser Agin advises that the characters
negotiate with them instead of fighting.
Ser Agin won’t escort the characters to the pyramid
for love nor money. He teaches the group the
following hand signals to aid communication with
the mutants:
• Thump your chest with your fist to emphasize
“Me” or “Us”. The harder you thump, the more
impressive you appear.
• Rub your belly for “Good” and slap your
forehead for “Bad”.
• Hop from foot-to-foot and wave your hands
above your head for “Go”.
• For “Kill”, slash your thumb across your neck
while hissing with your tongue.
• For “Help,” hug yourself. The harder you hug,
the more sincere you seem.

14 PHLAN 1-2 / ENEMY OF MY ENEMY:


PA RT 2
Part 3.
Confusion
Sorcerer’s Isle is 50 miles upriver from Phlan. Due Any threats lurking here are long gone, so don’t
to the urgency of the mission, Greycastle supplies linger on exploration. Characters who’ve been here
griffons for the journey. The group arrives after before realize that the magic they encountered
two hours of flight. previously is absent.
A foreboding pyramid stands on an island in Antimagic Field
the middle of the lake. Ravens flock around
An oversized antimagic field emanates from the
its peak, and dark moss clings to its silvered
flanks. planar gate at the apex of the pyramid. Nethrex
used a slaadi ritual to create the field, allowing his
Nothing moves on the boggy island. The lizardfolk minions to hide from prying eyes while they deploy
that camped here have retreated inside their the chaos strain. The field functions as a normal
pyramid. antimagic field with the following exceptions:
• The sphere has a 300-foot-radius, emanating
The Silver Pyramid from the planar gate at the top of the pyramid,
Steep stairs rise to doors on the north and and encompasses the entire pyramid.
south sides of the pyramid. Orange waste • The planar gate occupies a “bubble” at the center
dribbles down the pyramid’s sides from holes
of the field, and is not subject to its effects.
near its apex, and runs off into the river.
• The antimagic field collapses if the gate closes.
• Intelligence (Arcana) DC 15: The orange
waste is extraplanar in nature. It swirls with Mutant Standoff
tiny life forms. The mutants occupy the “Pump Room” at the
The chaos strain infects any creature foolish apex of the pyramid. When the group arrives, the
enough to drink the undiluted waste. These mutants are in the middle of a heated debate.
creatures suffer mutations on all failed ability
A large chamber opens ahead. Orange
checks, saving throws or attack rolls (see “The goo surges through glass pipes on the ceil-
Godstouched”, above). ing, pumped by a mechanism of cranks and
wheels. The pipes emerge from a doorway
Entering the Pyramid opposite. Against the walls, pickled lizardfolk
The interior of the pyramid is too cramped to take specimens lurk inside glass tanks.
the griffons inside. Dozens of white-scaled lizardfolk gather in
the chamber. The creatures yip and howl at
A labyrinth of dead-end passages and each other, snarling in an incomprehensible
cramped laboratories stretches before you. language. The community has split in two.

The air in here is clammy and echoes with One camp rallies behind a male with a single,
strange noises. outsized tusk protruding from his lower jaw. The
other camp rallies behind a one-eyed female
Intelligence (Investigation) DC 12: wearing a bone necklace.
Hundreds of clawed footprints thread
The debate has transfixed the whole community, so
throughout the labyrinth. Lizardfolk have been
the group can approach unseen. Sneaking past into
here recently.
the gate chamber is impossible without magic.
• Wisdom (Perception) DC 10: The strange
• Wisdom (Insight) DC 15: The one-eyed
noises sound mechanical. They emanate from
female is winning the argument.
somewhere above.

15 PHLAN 1-2 / ENEMY OF MY ENEMY:


PA RT 3
What Happened Negotiating with the Mutants
A few weeks ago, Nethrex and his slaadi warriors If the characters are strangers, the mutants
emerged through the planar gate and enslaved the refuse to let them near the gate chamber. They
mutants. He forced them to work the pumps for his explain what has happened and try to recruit the
poisoning operation. characters to their cause:
Yesterday, githzerai hunters attacked the slaadi • Big Tooth thinks the mutants should destroy
forces on the other side of the gate. They forced the planar gate.
their way into the pyramid, but Nethrex drove • Blind Eye thinks they should remain at their
them back into Limbo, leaving the mutants alone posts, else they risk death when Nethrex returns.
again. Neither option meets the group’s objectives, so the
With Nethrex gone, the mutants argue about players must find a way to win over both leaders.
what to do next. They have separated into two Currently, Blind Eye has more support. She argues
camps: one led by the warrior Big Tooth, and the that adventurers destroyed the gate before, yet the
other by the mystic Blind Eye. slaadi returned. Big Tooth cannot counter this.
The Saviors Return Roleplay the negotiation, only calling for
The mutants speak a degenerate form of Draconic, Charisma checks if the characters reach an impasse
but most know a little Common. If any characters (DC 15). The mutants can barely speak Common.
helped them in DDEX1-11 Dark Pyramid of If the players make good use of sign language, they
Sorcerers Isle or DDEP4: Reclamation of Phlan, gain advantage on Charisma checks when talking
the argument stops at once – their saviors have to the mutants.
returned! The mutants reveal the following
information:
Fighting the Mutants
• Recently, the slaadi reopened the planar Combat ensues if negotiations fail badly. For this
gate and enslaved the mutants. Their leader, battle, refer to Map 2: Apex of the Pyramid.
“Nethrex”, forced them to pump the “chaos Tactics
strain” into the river. All 45 lizardfolk rally together to drive off the
• “Good men” came through the planar gate to intruders. Big Tooth (a lizardfolk with 36 hit points
fight the slaadi. They drove the slaadi away, and 18 Strength) and Blind Eye (a lizard shaman)
and promised to cure all those on this world attack from range. If the group kills more than 30
that the strain had infected. lizardfolk, the rest flee.
• Alas, the slaadi fought back. They forced the Features of the Area
“good men” back through the gate, leaving the
The chamber has the following notable features.
mutants alone.
Lighting. Dim light from the glowing pipes.
The mutants take the group into the gate chamber
(see below). They say the “good men” must still be Glass Vats. These contain the lizardfolk “gods”:
fighting beyond. the failed experiments of the sorcerer Yarash. A vat
shatters if it receives 10 or more points of damage
in a single attack. Any lizardfolk that sees this gains
advantage when attacking characters who harmed
their god.

16 PHLAN 1-2 / ENEMY OF MY ENEMY:


PA RT 3
Scaling the Encounter: Mutant Standoff
Combat is not intended here, so no scaling The antimagic field emanates from the planar gate.
information is provided. If the lizardfolk • Intelligence (Arcana) DC 10: Powerful magic
overwhelm the group, have them capture the is at work here. Only a wish could close the gate,
characters instead of killing them. Give the but the antimagic field prevents spellcasting.
players opportunity to negotiate their escape • Wisdom (Perception) DC 15: A magnificent
or break free. golden chamber is visible through the rift. The
chamber’s arched roof lies ahead, indicating
Entering the Gate Chamber that the gate is set into the floor of the
The Gate Chamber is a short walk from the chamber on the far side of the gate.
chamber where the adventurers spoke with the If a character moves within 5 ft. of the gate, it sucks
mutants. When the characters enter the Gate them into Limbo.
Chamber, read:
A planar rift hovers five feet above the floor.
Weird light emanates from the far side, bath-
ing the chamber in crimson and gold hues.
The glass pipes emerge from beyond, pump-
ing orange pestilence into your world.

17 PHLAN 1-2 / ENEMY OF MY ENEMY:


PA RT 3
Part 4.
siege
Characters who pass through the gate materialize Talking with Icelus
in Location 1 on Map 3: Limbo. If the group parleys with Icelus, he reveals the
You emerge in a golden chamber. The glass following information:
pipes snake across the mosaic floor and dis- • Icelus belongs to a clan of githzerai hunters.
appear through a round window on the far
His leader Najwa is an anarch: a savant who
wall.
Chaos seethes beyond the window. Twist- can create raw matter from the chaos of Limbo
ing rivers of fire transform into shards of ice, and reshape it with her mind. So great are her
which explode into steam, then fuse into rock. powers, she can even create living forms.
Familiar forms emerge briefly from the haze
- buildings, landscapes, creatures – before col-
• Najwa learned that the death slaad Nethrex
lapsing into rubble. had opened a planar gate to pump poison into
the Material Plane.
There is no gravity in Limbo. A creature can move • Najwa seized the gate. She used her mental
up to its walking speed in any direction by merely powers to raise a citadel around it, and sent
thinking of the desired direction of travel. Grant her hunters through to kill Nethrex.
the players a few moments to acclimate to their
new location. Before they leave the chamber, run • Nethrex drove Najwa’s hunters back to Limbo.
“Meeting Icelus”, below. He escaped her citadel, and regrouped with
his slaadi allies. During his assault, he mortally
Meeting Icelus injured Najwa.
A githzerai called Icelus greets the characters as • In her death throws, Najwa’s mind reshaped
they emerge from the portal. the world around the gate. Her subconscious
is finding form, causing her to lose control of
The mosaic floor shatters into pieces, and a
gaunt figure levitates from below. When it has the citadel’s structure.
emerged, the tiles rearrange beneath its feet. • The githzerai know a chant that can heal her,
The mustard-skinned humanoid glares at you. but it takes time to perform. With her mind
“You are not safe here, outlanders. State
your purpose, or be gone.”
struggling to reinforce the citadel, they need
to ease her back to health gently. If not, the
• Intelligence (Arcana) DC 15: The creature is citadel could implode.
a githzerai. These nomadic hunters prowl the • Nethrex’s slaadi are mustering to assault the
plane of Limbo. citadel. Icelus asks the characters to find a way
Icelus is unafraid of the characters. If they attack, of stalling them until his people heal Najwa.
he descends back through the floor. Icelus is a • If the characters buy time to save Najwa, she
githzerai zerth with 130 hit points and the ability can heal those afflicted by the “chaos strain.”
to speak Common. Icelus explains that the orange sludge comes
from a bloated slaad beyond the window.
Nethrex is experimenting on the beast to
hatch a new breed of slaad. If he perfects his
strain, the whole of Toril is in peril! (If needed,
Icelus can explain the ecology of the slaadi.
Give the players Handout 2: Slaad Ecology).

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Roleplaying Icelus Powers of Limbo
Icelus dresses in a long grey coat buttoned
Limbo bends to the will of the creatures
up to the neck. He is cadaver-thin, bald, and
inhabiting it.
wears electrum rings in his beard. His speech
is precise, and his features are difficult to read. Moving Objects: As an action, a creature
on Limbo can make an Intelligence check to
As a species, the githzerai’s fanatical
mentally move an object on the plane that it
beliefs make them difficult to reason with.
can see within 30 feet of it. The DC depends
They operate with cold, merciless logic. Icelus
on the object’s size: DC 5 for Tiny, DC 10 for
sees the characters as mere tools, and thinks
Small, DC 15 for Medium, DC 20 for Large,
nothing of admitting it. For now, they can help
and DC 25 for Huge or larger. On a successful
each other. That’s all.
check, the creature moves the object 5 feet
Quote: “I can only light the path, outlander. It is plus 1 foot for every point by which it beats
you who must walk it.” the DC.
Altering Objects: A creature can use an
The Dojo of the Mind action to make an Intelligence check to alter
a nonmagical object that isn’t being worn or
Before the characters leave, Icelus teaches them carried. The same rules for distance apply,
how to fight in the strange world of Limbo. and the DC is based on the object’s size: DC 10
“Before you go, a lesson.” for Tiny, DC 15 for Small, DC 20 for Medium,
Icelus clenches one fist and gazes around and DC 25 for Large or larger. On a success,
the room. The walls transform into a lacquered
the creature changes the object into another
wood, and reed mats appear underfoot. The
bas-reliefs morph into paper lanterns, and the nonliving form of the same size, such as
pillars into urns. Where there was a throne, turning a boulder into a ball of fire. Objects
there is now a huge bronze dragon statue. altered in Limbo return to their true form if
“Limbo can bend to your will, if you know removed from the plane. Spellcasters cannot
how.”
use altered objects as spell components, as
they are of unnatural origin.
Icelus shows the group how to move and alter
objects with their mind (see the “Powers of Limbo” Stabilizing Areas: A creature can use
sidebar). The following objects are present in the an action to make an Intelligence check to
dojo: stabilize a spherical area centered on the
creature. The DC depends on the radius of the
• Tiny candlesticks
sphere. The base DC is 5 for a 10-foot-radius
• Small gongs sphere; each additional 10 feet added to the
• Large urns radius increases the DC by 5. On a successful
• Huge statue check, the creature prevents the area from
Icelus encourages the characters to experiment being altered by the plane for 24 hours, or
with their new powers. until the creature uses this ability again.

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Aberrant Powers
If any characters are infected by the chaos strain, Object Shield: As a reaction when it is targeted
Icelus explains that their control over Limbo is by an attack, an infected creature on Limbo can
greater than most. These characters can use the move a Medium object it can see within 30 feet to
powers of Limbo as a bonus action instead of an shield itself from the attack. The creature makes a
action. In addition, they gain use of the following DC 15 Intelligence check: on a success, it gains half-
powers: cover against the attack (+2 AC and Reflex saving
Hurl Object: As a bonus action, an infected throws).
creature on Limbo can hurl a Medium or Tiny object
within 30 feet at a creature it can see within 30 feet.
The creature makes an Intelligence check, with a
DC equal to the target’s AC. On a success, the target
takes 2d10 damage. The type of damage depends on
the object hurled e.g. bludgeoning damage for rocks,
and fire damage for hunks of lava.

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Part 5.
Treachery
When the players are ready to confront the slaadi, unite, yet he remains wary of their schemes. In the
read the following aloud: midst of battle, he chose to test them. Using a spell
scroll of polymorph to pose as a green slaad, he fed
Najwa’s citadel has shattered into pieces.
the same lie to each general. Both now believe that
High above, a crumbling tower drifts in the
ether. Crimson-skinned toad creatures gather Nethrex is dying and rests in the other general’s
around it, swimming expertly through the pla- care. True to form, the generals are plotting to
nar fog. A river of fire flows between them and destroy each other and feast upon Nethrex’s
the ruined wing where you now stand. corpse. Only the control gems stand in their way.
To your right, a lush ribbon of earth and
The characters soon become tools in their plans for
foliage corkscrews over to a strange ship.
The vessel hangs in a cloud of wreckage, its conquest.
torn sails fluttering in the winds. Hulking blue-
skinned creatures lurk on its deck.
The Messenger
The glass pipes that feed poison into your If the slaadi spot the characters, the closest general
world snake to a colossal crystal hand. A sends an envoy to parley. Read the following aloud:
bloated creature lurks in its palm, but its form
A large, green-skinned creature swims through
is tricky to discern through the swirling soup of
Limbo toward you. It holds a gnarled staff in
Limbo.
its clawed paw. As it glares at you, a strange
voice echoes inside your minds.
Give the players Handout 3: Limbo (this is the “Hold! My master demands to speak with
same as Map 3: Limbo, but lacks any notations). you.”
How they deal with the two scheming slaadi camps
is entirely up to them. They should know that time The green slaad– actually Nethrex in disguise -
is of the essence and there is no way of knowing explains that his master wants to negotiate the
when the attack will come, but it is certainly githzerai’s surrender. The general promises safe
inevitable. passage to and from his audience chamber. If
the group defies him, he threatens to attack and
Machinations of the Slaadi destroy them all.
A power struggle is playing out between two rival If the characters agree, Nethrex escorts them
gray slaad generals. Both serve Nethrex, but each to speak to his “master” (see “An Audience with…”,
plots to destroy him and take his place by eating below). If the group chooses to attack Nethrex, he
his corpse. tries to escape back to the camp. The characters
All slaadi born on Limbo have control gems are now in grave peril, as they must contend with
embedded inside their brains. If removed, these both factions!
gems can be used to dominate them. To ensure
stability in his ranks, Nethrex instated a system of
mutually assured destruction. He gave General Glyx
the control gems of General Zhote’s blue slaadi,
and gave General Zhote the control gems of Glyx’s
reds. If one plots against the other – or against him
– their counterpart can use the gems to dominate
the attackers.
Nethrex knows his generals are too chaotic to

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An Audience with General Glyx Roleplaying General Glyx
If the characters agree to an audience with General General Glyx is loud, ill-mannered, and
Glyx, read: overbearing. He is also paranoid, reading
The green slaad leads you into the golden tower. insults about his stature into anything anyone
You pass through a hall of grinding cogs, and says to him. As a green slaad, Glyx was
enter an arched chamber. Conjured by Najwa’s unusually large. When he transformed into
mind, a miniaturized city sprawls across the floor. a gray slaad, he emerged smaller than most.
Thousands of tiny, living soldiers do battle in the
In this scene, he lashes out at the miniature
streets.
General Glyx is crushing the soldiers underfoot. city to vent his anger: toppling towers and
He’s small for a gray slaad - just under six feet tall stamping on soldiers.
– and he wears a string of blue gems on a chain Quote: “I’m bigger than him, ya hear?”
around his neck. Larger, red-skinned slaad lurk
nearby, eyeing you up and down. The general
smiles. An Audience with General Zhote
“I have a proposal”, he growls inside your heads. If the characters agree to an audience with General
Zhote, read:
See location 7 for details of the creatures found The green slaad escorts you to the wrecked
here. General Glyx explains the following: ship. You descend into its hold, where a group
of blue-skinned slaadi rifle through the cargo. A
• General Glyx serves Nethrex, but cares little green crystal hovers over the deck. As you enter,
for his conquest of the Material Plane. gravity forces your feet onto the timbers.
• Nethrex is dying, and his body lies in the camp General Zhote is a gray slaad: just taller than
a man, with a string of red gems on a chain
of Glyx’s rival: General Zhote. If Zhote eats
around his neck. Throbbing boils cover his ashen
Nethrex, he’ll transform into a mighty death flesh.
slaad. Glyx promises to call off the attack if the “We can help each other,” he hisses inside
characters help him eat Nethrex before his your heads.
rival does.
See location 8 for details of the creatures found
• To prevent treachery, Nethrex gave Zhote
here. The general proposes the same plan to the
the control gems of Glyx’s red slaadi. If the
group as General Glyx. If the characters agree to his
characters steal them, Glyx can overrun his
bargain, he gives them an electrum horn shaped
rival’s forces!
like a flayed horse. He tells them to blow it when
• General Glyx warns the group not to use the they’ve destroyed the control gems.
control gems against him. If they do, his green
slaadi will attack the citadel. Roleplaying General Zhote
If the group accepts, General Glyx gives them a General Zhote is sly and cringing. Tiny
silver horn shaped like a screaming child. He tells versions of himself continually hatch from his
them to blow it when they’ve obtained the control boils, scamper away, and dissolve. Zhote has
gems. Until the characters have the gems, Glyx no idea what these monsters are, nor does he
refuses to aid the assault in any way. care. All he wants is more power.
Quote: “Another cunning plan has hatched!”

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Obtaining the Gems Treasure
Each general wears his control gems on a necklace. Nethrex carries 3 spell scrolls of polymorph in a pouch
To obtain the gems, a character must trick the on his belt. His onyx eye stone is worth 500 gp.
general into removing the necklace or tear it from
his neck. Behind the Curtain: Machinations of
If the group blows a horn, their general is true
to his word. He charges the location with his slaadi
the Slaadi
This adventure provides plenty of scope for
henchmen, taking just 3 rounds to cross Limbo.
roleplaying. If the characters play along, they
On arrival, he doesn’t attack unless the characters
learn that both generals are mistaken about
prove they’ve got the control gems. If they betray
Nethrex. They can exploit this in all manner of
the deal – blowing the horn before they have the
ways! If the players find a clever way to trick
gems, for example – the General acts as though he’s
the generals, be ready to roll with it. They’ll
here to reinforce his rival.
need to tread carefully: both generals can
The red and blue slaadi must obey any detect thoughts at will, and are quick to attack
character that holds their control gems. If the if they sense deception.
group can steal the gems, they can order the slaadi
to do as they please!
Nethrex Revealed
Limbo Locations
Nethrex tests his generals to see if they’ll rise The following locations drift around the planar
against him. Talk is cheap: but if one general gate. Most locations have their own gravity that
attacks the other, the death slaad makes a dramatic gently pulls objects toward the nearest floor
appearance. surface. Unless noted, this does not interfere with
the characters’ ability to move weightlessly.
From nowhere, the green slaad envoy appears.
His body shrinks before your eyes into a hunched,
charcoal-skinned slaad. In place of one eye,
1: Gate Chamber
he has a jet-black stone. The general gasps in This is where the characters emerge from the
horror. “Nethrex!” Material Plane and meet Icelus. If a character
“You failed my test, worm,” sneers the death touches the planar gate it pulls them back home.
slaad. “Now you’ll learn how I deal with traitors.”
As he speaks, two green slaadi materialize be-
side him.
2: Riven Sanctuary
Beneath the Gate Chamber, Icelus and the other
The following creatures join the battle: githzerai hunters chant over Najwa. They have
• Nethrex the death slaad sealed and stabilized the sanctuary while they
• 3 green slaadi perform their ritual.
Nethrex is a death slaad with 240 hit points. In 3: Elemental Soup
addition to his normal spellcasting abilities, he has
access to the following spells: Both slaad camps immediately spot any creature
that flies out into the elemental soup. If spotted,
2/day each: counterspell, circle of death the nearest general sends his envoy to parley with
1/day each: circle of power the intruders (see Machinations of the Slaadi
Nethrex and his allies attack everyone in sight – above). If the envoy is dead, both groups advance
including the characters. If the battle turns against to repel the characters.
the group, now is a good time to awaken Najwa
(see Najwa Reborn! below).

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4: Crystal Claw 7: Tower of Contraption
The crystal claw is a fragment of an ancient, astral General Glyx and his red slaadi have claimed the
colossus. Nethrex’s “incubator” squats in its palm: sundered tower of Najwa’s citadel. When the group
an obese, mutated red slaad called Fug. To reach approaches, read:
this location, the group must cross the Elemental A cloud of wreckage swirls around the golden
Soup (location 3). tower. One wall gapes open, exposing huge
cogs within. Red-skinned monsters guard the
When the group approaches, read: tower’s interior.
The glass pipes plunge into the flesh of a huge,
toad-like monster. Its corpulent body roils and For this location, use Map 4: The Tower of
seethes as the orange goo pumps from its stom- Contraption. The following monsters reside here:
ach. The creature looks at you and grins. “Fug!”
• 4 red slaadi patrol the wreckage outside the
tower.
• 5 green slaadi defend Fug. • 5 red slaadi guard the cog chamber.
The green slaadi attack anyone who dares • General Glyx – a gray slaad with 180 hit
approach the crystal claw. If the other slaadi see points - and 3 red slaadi lurk above the
combat break out here, they arrive after 3 rounds. miniature city.
Slaying Fug Tactics
Fug is too huge to move or fight, and doesn’t feel If combat breaks out in this location, it alerts all
any pain. He is a Huge aberration with AC 13 enemies listed above. General Glyx attempts to
(natural armor), and 200 hit points. If reduced to parley with the group (see “Machinations of the
0 hit points, he explodes. All creatures within 50 Slaadi”, above). If they refuse his terms or approach
ft. must succeed on a DC 15 Dexterity saving throw from the rival camp, he chooses to attack instead. If
or take 52 (15d6) acid damage. The chaos strain at least half his slaadi die, General Glyx retreats to
infects all creatures that suffer this damage. These the miniature city to mount his last stand.
creatures suffer mutations on all failed ability Unless the characters have an agreement with
checks, saving throws or attack rolls (see “The General Zhote, the slaadi from Location 8 arrive
Godstouched” above). after 5 rounds of combat. If so, the players are in
5: Twisted Woods for the fight of their lives!

Songbirds flit between the trees of this weird Features of the Area
woodland. Beautiful statuary emerges from the soil Ceiling. The tower’s ceiling is 35 feet above the floor.
before dissipating into clouds of butterflies. Wreckage. Chunks of Small, Medium and Large
Characters sneaking through the woods must wreckage drift around the tower. A creature that
succeed on a DC 11 Dexterity (Stealth) check to shelters behind wreckage larger than itself gains
avoid General Zhote’s blue slaadi (see Location 8, half-cover against attacks (+2 AC and Dexterity
below). saving throws).
Golden cogs. Each giant cog rotates 45 degrees at
6: River of Fire the end of the round. If a character is standing on a
The river of fire snakes through Limbo, changing cog, they move with it when it turns.
course every few hours. The intense heat ripples Spurs. The spurs protrude from the cogs, and slot
the air, and drifting wreckage provides plenty of into mechanisms in the ceiling. A creature in the
cover. path of a spur when the cog moves must succeed on
Characters sneaking along the river must a DC 16 Dexterity saving throw or take 66 (12d10)
succeed on a DC 11 Dexterity (Stealth) check to avoid bludgeoning damage (half damage on a success).
General Glyx’s red slaadi (see Location 7, below).

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Map 4: Tower of Contraption

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Miniature City. Najwa’s city is at war. During Scaling the Encounter: Tower of Contraption
combat, any creature that ends its turn in the Use the following recommendations to adjust
chamber must succeed on a DC 15 Constitution this combat encounter. These adjustments are
saving throw or suffer one of the following effects. not cumulative:
The slaadi gain advantage on their saving throws
due to their familiarity with the city. • Very Weak Party: Remove 2 red slaadi
from outside the tower, and 2 red slaadi
Miniaturized City Effects from the miniature city
d6 Effects • Weak Party: Remove 1 red slaad from
1 Catapult Salvo. A line of tiny catapults the cog chamber and 1 red slaad from
hurl rocks at you, dealing13 (2d8 + 4) the miniature city.
bludgeoning damage. • Strong Party: Add 2 red slaadi outside
2 Buzzed. Hang-gliders circle your head. the tower, and 2 red slaadi to the
Until the end of your next turn, you miniature city.
have disadvantage on all attacks. • Very Strong Party: Add 2 red slaadi to
3 Archer Tower. Archers scale your each location.
shoulders and use you as a battle
platform. Until you next take damage,
any creature that starts its turn within 8: Wrecked Ship
10 ft. of you takes 7 (2d6) piercing General Zhote and his blue slaadi occupy the
damage. githzerai’s wrecked skiff. When the group
4 Mage Wars. Tiny mages do battle approaches, read:
around you. Until you move, you take
A strange galleon hangs in a cloud of wreck-
11 (2d10) fire damage at the start of age. Sails are mounted to it like oars, and
each of your turns. green light flickers from within its hull. As you
5 Smoke! Collapsing towers fill the air approach, the blue-skinned monsters disap-
with dust. You are blinded until the pear below deck.
end of your next turn.
For this location, use Map 5: Wrecked Ship.
6 Boarding Action. Balloons disgorge The crystal shard creates artificial gravity below
dozens of tiny knights onto your deck, nullifying the weightlessness of Limbo. The
shoulders. At the start of each of
following monsters lurk here:
your turns, you must succeed on a
DC 12 Constitution saving throw or • 4 blue slaadi defend the crew quarters.
be restrained for the duration of your • General Zhote - a gray slaad with 180 hit
turn. If you beat the DC by 5 or more, points - and 5 blue slaadi are searching the
you shake off the invaders. hold.
Treasure
Tactics
The red slaadi have the following treasures: a
General Zhote attempts to parley with the group
navel ring shaped like a grinning skull (200 gp), a
(see Machinations of the Slaadi, above). If they
platinum fang (700 gp), and a dagger made from
refuse his terms or approach from the rival camp,
a meteorite (100 gp). Zhote carries 5 blue slaad
he chooses to attack instead.
control gems (100gp each). Glyx carries blue
control gems, (100 gp each), equal to the number Unless the characters have an agreement with
of blue slaadi in the opposing camp. General Glyx, the slaadi from Location 7 arrive
after 5 rounds of combat. If so, the players are in
for the fight of their lives!

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Behind the Curtain: Tower of Contraption Scaling the Encounter: Wrecked Ship
On their own, each group of enemies shouldn’t Use the following recommendations to adjust
be too hard for characters of this level. this combat encounter. These adjustments are
Together, they can present a deadly threat. not cumulative:
Bring reinforcements into the battle in waves: • Very Weak Party: Remove 1 blue slaad
if the group seem overwhelmed, slow the rate from the crew quarters and 1 from the hold.
of reinforcement. If things seem too easy, just
• Weak Party: Remove 1 blue slaad from
have more slaadi swim in from Limbo.
the hold.
Features of the Area • Strong Party: Add 1 blue slaad to the
Ceiling. Below deck, the ceiling is 25 feet high. crew quarters and 1 to the hold.
Gravity Shard. When combat begins, the shard • Very Strong Party: Add 2 blue slaadi to
begins to malfunction. Read: the crew quarters and 2 to the hold.
The ship shakes violently as a giant boulder
smashes through the hull. Green light strobes Najwa Reborn
through the ship’s interior, and the artificial
gravity begins to malfunction! As Dungeon Master, you determine when the
githzerai heal Najwa. If your players devise a
At the end of each round, roll 1d4 to see which cunning plan to delay the attack, heal Najwa
way is “down”: 1 for the west wall, 2 for the whenever seems most dramatic. If the combat is
deck, 3 for the east wall, and 4 for the roof. When moving quickly and the players are enjoying the
gravity shifts, all creatures fall to the new floor. If battle, don’t allow the monks to rob that from
a creature is within 10 ft. of an unoccupied floor them. Likewise, if the characters are overwhelmed,
space when gravity shifts (i.e. near a “wall”), it can the githzerai’s chant can end just in time to spare
step across on a successful DC 14 Dexterity saving one or more characters. When Najwa is healed,
throw. The gravity shard has 50 hit points and a read the following aloud:
hardness of 5. If a character destroys the shard, the The broken citadel suddenly – and violently –
weightlessness of Limbo returns. reforms into a colossal fortress. Githzerai monks
sally forth from the gate, chanting a hymn of
Treasure battle. Najwa has returned!
The blue slaadi have the following treasures: a
petrified gnome mounted on a thong (200 gp), and The githzerai monks sweep through the enemy
a gold belt buckle shaped like a grinning face (500 ranks, routing the slaadi into the depths of Limbo!
gp). Zhote carries red control gems equal to the They insist on slaying any slaadi dominated by the
number of red slaadi in the opposing camp(100 gp control gems.
each).

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Conclusion
When the slaadi are gone, Icelus invites the group
inside the citadel to meet Najwa. The injured
anarch explains that her people know how to purge
the chaos strain from infected bodies. If the group
is willing, she can teach one of the characters how
to perform the rituals. This character receives a
tome of wisdom (see Rewards, below). In addition,
she offers to send Icelus back with the group to aid
the healing.
The journey back to Phlan is uneventful. If
Icelus travels with the group, he aids the bearer of
the tome of wisdom in curing the townsfolk of the
chaos phage. If not, Phlan suffers terrible losses in
the coming weeks.
If cured, Lord Commander Greycastle
publically renounces Bane and pledges her undying
loyalty to the people of Phlan. She promises total
reform of the Black Fists, and annual elections for
her parliament of peers. Whether her words bear
fruit is another story…

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Rewards Treasure
Make sure note their rewards on their adventure This section summarizes the treasure awarded
log sheets. Give your name and DCI number (if during the adventure. Each award should be
applicable) so players can record who ran the session. divided up equally among the party members.
Experience Gold piece values listed for sellable gear are
calculated at their selling price, not their purchase
Total up all combat experience earned for price. Consumable magic items should be divided
defeated foes, and divide by the number of up however the group sees fit. If more than one
characters present in the combat. For non-combat character is interested in a specific consumable
experience, the rewards are listed per character. magic item, the DM can determine who gets it
Give all characters in the party non-combat randomly should the group be unable to decide.
experience awards unless otherwise noted. Permanent magic items are divided according to
Combat Awards a system. See the sidebar if the adventure awards
permanent magic items.
Name of Foe XP per Foe
Blue slaad 2,900 Treasure Awards
Death slaad 5,900 Item Name GP Value
Githzerai zerth 2,300
Gray slaad 5,000 Quest reward from Greycastle 1,000 gp per
character
Green slaad 3,900
Knight 700 Quest reward from Glevith 200 gp per
character
Lizardfolk 100
Treasure from Tower of Contraption 1,500 gp
Lizardfolk shaman 450
Treasure from Wrecked Ship 1,500 gp
Marilith (mutated priest) 15,000
Electrum horn 500 gp
Red slaad 1,800
Silver horn 500 gp
Non-Combat Awards Nethrex’s eye stone 500 gp
Task or accomplishment XP per Char. Spell Scroll, Polymorph
Communicate peacefully with Scroll, rare
lizardfolk 1,000 A description of spell scrolls can be found in the
With little or no combat, trick the Dungeon Master Basic Rules or the Dungeon
slaadi long enough to heal Najwa 3,500 Master’s Guide.
Steal the control gems without
bloodshed 1,000
Destroy Fug 500
Return to Phlan with a cure 2,500

The minimum total award for each character


participating in this adventure is 8,625
experience points.
The maximum total award for each character
participating in this adventure is 11,500
experience points.

29 PHLAN 1-2 / ENEMY OF MY ENEMY:


R E WA R D S
Permanent Magic Item Distribution Story Awards
D&D Adventurers League has a system This following story award is available in this
in place to determine who is awarded adventure. Characters can only earn this award
permanent magic items at the end of a if they have the “Hero of the Welcomers” story
session. Each character’s log sheet contains a award, and successfully heal Glevith.
column to record permanent magic items for
ease of reference. Master of the Thieves’ Guild
You have saved Glevith of the Welcomers from certain
• If the players at the table agree on
death. In return, he makes you an honorary master of
one character taking possession of a
the Welcomers. All purchases you make within Phlan
permanent magic item, that character
are 25% cheaper, including spell services.
gets the item.
In addition, up to five future characters that
• In the event that one or more characters
you create in the Adventurers League gain a free
indicate an interest in possessing a
tool proficiency in Thieves’ Tools, and begin play
permanent magic item, the character that
with a set of Thieves’ Tools.
possesses the fewest permanent magic
items gets the item. If there is a tie in the Downtime
total number of permanent magic items
owned by contesting characters, the Each character receives 10 downtime days at the
item’s owner is determined randomly by conclusion of this adventure.
the DM. DM Rewards
You receive 2,875 XP, 1,500 gp, and ten
Renown downtime days for running this session.

All faction members earn one renown point for


participating in this adventure. Characters allied
with the Lords’ Alliance gain an extra point
of renown if they rescue the children from the
stampede in Podol Plaza.

30 PHLAN 1-2 / ENEMY OF MY ENEMY:


R E WA R D S
Appendix: NPC / Monster Statistics
Blue Slaad Crocodile
Large aberration, chaotic neutral Large beast, unaligned
Armor Class 15 (natural armor) Armor Class 12 (natural armor)
Hit Points 123 (13d10 + 52) Hit Points 19 (3d10 + 3)
Speed 30 ft. Speed 20 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 7 (−2) 7 (−2) 9 (−1) 15 (+2) 10 (+0) 13 (+1) 2 (−4) 10 (+0) 5 (−3)

Skills Perception +1 Skills Stealth +2


Damage Resistances acid, cold, fire, lightning, Senses passive Perception 10
thunder Languages —
Senses darkvision 60 ft., passive Perception 11 Challenge 1/2 (100 XP)
Languages Slaad, telepathy 60 ft. Hold Breath. The crocodile can hold its breath for
Challenge 7 (2,900 XP) 15 minutes.
Magic Resistance. The slaad has advantage on Actions
saving throws against spells and other magical Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
effects. one creature. Hit: 7 (1d10 + 2) piercing damage,
Regeneration. The slaad regains 10 hit points at and the target is grappled (escape DC 12). Until
the start of its turn if it has at least 1 hit point. this grapple ends, the target is restrained, and the
crocodile can’t bite another target.
Actions
Multiattack. The slaad makes three attacks: one
with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) slashing damage. If
the target is a humanoid, it must succeed on a DC
15 Constitution saving throw or be infected with
a disease called chaos phage. While infected, the
target can’t regain hit points, and its hit point
maximum is reduced by 10 (3d6) every 24 hours. If
the disease reduces the target’s hit point maximum
to 0, the target instantly transforms into a red slaad
or, if it has the ability to cast spells of 3rd level or
higher, a green slaad. Only a wish spell can reverse
the transformation.

31 PHLAN 1-2 / ENEMY OF MY ENEMY:


APPENDIX
Death Slaad Claws (Slaad form only). Melee Weapon Attack:
Medium aberration (shapechanger), chaotic evil +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5)
Armor Class 18 (natural armor) slashing damage plus 7 (2d6) necrotic damage.
Hit Points 170 (20d8 + 80) Greatsword. Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing
Speed 30 ft. damage plus 7 (2d6) necrotic damage.
STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 19 (+4) 15 (+2) 10 (+0) 16 (+3) Githzerai Zerth
Medium humanoid (gith), lawful neutral
Skills Arcana +6, Perception +8 Armor Class 17
Damage Resistances acid, cold, fire, lightning, Hit Points 84 (13d8 + 26)
thunder Speed 30 ft.
Senses blindsight 60 ft., darkvision 60 ft., passive
STR DEX CON INT WIS CHA
Perception 18 13 (+1) 18 (+4) 15 (+2) 16 (+3) 17 (+3) 12 (+1)
Languages Slaad, telepathy 60 ft.
Challenge 10 (5,900 XP) Saving Throws Str +4, Dex +7, Int +6, Wis +6
Shapechanger. The slaad can use its action to Skills Arcana +6, Insight +6, Perception +6
polymorph into a Small or Medium humanoid, or Senses passive Perception 16
back into its true form. Its statistics, other than its Languages Gith
size, are the same in each form. Any equipment it is
Challenge 6 (2,300 XP)
wearing or carrying isn’t transformed. It reverts to
its true form if it dies. Innate Spellcasting (Psionics). The githzerai’s
spellcasting ability is Wisdom (spell save DC
Innate Spellcasting. The slaad’s innate spellcasting
14, +6 to hit with spell attacks). It can innately
ability is Charisma (spell save DC 15, +7 to hit
cast the following spells, requiring no material
with spell attacks). The slaad can innately cast the
components:
following spells, requiring no material components:

At will: mage hand (the hand is invisible)


At will: detect magic, detect thoughts, invisibility
(self only), mage hand, major image 3/day each: feather fall, jump, see invisibility,
shield
2/day each: fear, fireball, fly, tongues
1/day each: phantasmal killer, plane shift
1/day each: cloudkill, plane shift
Psychic Defense. While the githzerai is wearing
Magic Resistance. The slaad has advantage on
no armor and wielding no shield, its AC includes
saving throws against spells and other magical
its Wisdom modifier.
effects.
Magic Weapons. The slaad’s weapon attacks are Actions
magical. Multiattack. The slaad makes two unarmed
Regeneration. The slaad regains 10 hit points at strikes.
the start of its turn if it has at least 1 hit point. Unarmed Strike. Melee Weapon Attack: +7 to
hit, reach 5 ft., one target. Hit: 11 (2d6 + 4)
Actions bludgeoning damage plus 13 (3d8) psychic
Multiattack. The slaad makes three attacks: one damage. This is a magic weapon attack.
with its bite and two with its claws or greatsword.
Bite (Slaad form only). Melee Weapon Attack: +9 to
hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing
damage plus 7 (2d6) necrotic damage.

32 PHLAN 1-2 / ENEMY OF MY ENEMY:


APPENDIX
Gray Slaad Green Slaad
Medium aberration (shapechanger), chaotic neutral Large aberration (shapechanger), chaotic neutral
Armor Class 18 (natural armor) Armor Class 16 (natural armor)
Hit Points 127 (17d8 + 51) Hit Points 127 (15d10 + 45)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 17 (+3) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 18 (+4) 15 (+2) 16 (+3) 11 (+0) 8 (-1) 12 (+1)

Skills Arcana +5, Perception +6 Skills Arcana +3, Perception +2


Damage Resistances acid, cold, fire, lightning, Damage Resistances acid, cold, fire, lightning,
thunder thunder
Senses blindsight 60 ft., darkvision 60 ft., passive Senses blindsight 30 ft., darkvision 60 ft., passive
Perception 16 Perception 12
Languages Slaad, telepathy 60 ft. Languages Slaad, telepathy 60 ft.
Challenge 9 (5,000 XP) Challenge 8 (3,900 XP)
Shapechanger. The slaad can use its action to Shapechanger. The slaad can use its action to
polymorph into a Small or Medium humanoid, or polymorph into a Small or Medium humanoid, or
back into its true form. Its statistics, other than its back into its true form. Its statistics, other than its
size, are the same in each form. Any equipment it is size, are the same in each form. Any equipment it is
wearing or carrying isn’t transformed. It reverts to wearing or carrying isn’t transformed. It reverts to
its true form if it dies. its true form if it dies.
Innate Spellcasting. The slaad’s innate Innate Spellcasting. The slaad’s innate
spellcasting ability is Charisma (spell save DC 14). spellcasting ability is Charisma (spell save DC 12).
The slaad can innately cast the following spells, The slaad can innately cast the following spells,
requiring no material components: requiring no material components:
At will: detect magic, detect thoughts, invisibility At will: detect magic, detect thoughts, mage hand
(self only), mage hand, major image 2/day each: fear, invisibility (self only)
2/day each: fear, fireball, fly, tongues 1/day each: fireball
1/day each: plane shift (self only) Magic Resistance. The slaad has advantage on saving
Magic Resistance. The slaad has advantage on throws against spells and other magical effects.
saving throws against spells and other magical Regeneration. The slaad regains 10 hit points at
effects. the start of its turn if it has at least 1 hit point.
Magic Weapons. The slaad’s weapon attacks are Actions
magical. Multiattack. The slaad makes three attacks:
Regeneration. The slaad regains 10 hit points at one with its bite and two with its claws or staff.
the start of its turn if it has at least 1 hit point. Alternatively, it uses its Hurl Flame twice
Actions Bite (Slaad form only). Melee Weapon Attack: +7 to hit,
Multiattack. The slaad makes three attacks: one reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
with its bite and two with its claws or greatsword. Claws (Slaad form only). Melee Weapon Attack:
Bite (Slaad form only). Melee Weapon Attack: +7 to +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4)
hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing slashing damage.
damage. Staff. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Claws (Slaad form only). Melee Weapon Attack: one target. Hit: 11 (2d6 + 4) bludgeoning damage.
+7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) Hurl Flame. Ranged Spell Attack: +4 to hit, range
slashing damage. 60 ft., one target. Hit: 10 (3d6) fire damage. The
fire ignites flammable objects that aren’t being
Greatsword. Melee Weapon Attack: +7 to hit, reach
worn or carried.
5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

33 PHLAN 1-2 / ENEMY OF MY ENEMY:


APPENDIX
Knight Lizardfolk
Medium humanoid (any race), any alignment Medium humanoid (lizardfolk), neutral
Armor Class 18 (plate) Armor Class 15 (natural armor, shield)
Hit Points 52 (8d8 + 16) Hit Points 22 (4d8 + 4)
Speed 30 ft. Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2) 15 (+2) 10 (+0) 13 (+1) 7 (−2) 12 (+1) 7 (−2)

Saving Throws Con +4, Wis +2 Skills Perception +3, Stealth +4, Survival +5
Senses passive Perception 10 Senses passive Perception 13
Languages any one language (usually Common) Languages Draconic
Challenge 3 (700 XP) Challenge 1/2 (100 XP)
Brave. The knight has advantage on saving throws Hold Breath. The lizardfolk can hold its breath for
against being frightened. 15 minutes.
Actions Actions
Multiattack. The knight makes two melee attacks. Multiattack. The lizardfolk makes two melee
Greatsword. Melee Weapon Attack: +5 to hit, reach attacks, each one with a different weapon.
5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Bite. Melee Weapon Attack:+4 to hit, reach 5 ft., one
Heavy Crossbow. Ranged Weapon Attack: +2 to target. Hit: 5 (1d6 + 2) piercing damage.
hit, range 100/400 ft., one target. Hit: 5 (1d10) Heavy Club. Melee Weapon Attack:+4 to hit, reach
piercing damage. 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning
Leadership (Recharges after a Short or Long damage.
Rest). For 1 minute, the knight can utter a special Javelin. Melee or Ranged Weapon Attack:+4 to hit,
command or warning whenever a non-hostile reach 5 ft. or range 30/120 ft., one target. Hit: 5
creature that it can see within 30 feet of it makes (1d6 + 2) piercing damage.
an attack roll or a saving throw. The creature Spiked Shield. Melee Weapon Attack:+4 to hit,
can add a d4 to its roll provided it can hear and reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing
understand the knight. A creature can benefit from damage.
only one Leadership die at a time. This effect ends
if the knight is incapacitated.
Reactions
Parry. The knight adds 2 to its AC against one
melee attack that would hit it. To do so, the knight
must see the attacker and be wielding a melee
weapon.

34 PHLAN 1-2 / ENEMY OF MY ENEMY:


APPENDIX
Lizardfolk Shaman Marilith
Medium humanoid (lizardfolk), neutral Large fiend (demon), chaotic evil
Armor Class 13 (natural armor) Armor Class 18 (natural armor)
Hit Points 27 (5d8 + 5) Hit Points 189 (18d10 + 90)
Speed 30 ft., swim 30 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 10 (+0) 15 (+2) 8 (−1) 18 (+4) 20 (+5) 20 (+5) 18 (+4) 16 (+3) 20 (+5)

Skills Perception +4, Stealth +4, Survival +6 Saving Throws Str +9, Con +10, Wis +8, Cha +10
Senses passive Perception 14 Damage Resistances cold, fire, lightning;
Languages Draconic bludgeoning, piercing, and slashing from
Challenge 2 (450 XP) nonmagical weapons
Hold Breath. The lizardfolk can hold its breath for Damage Immunities poison
15 minutes. Condition Immunities poisoned
Spellcasting (Lizardfolk Form Only). The lizardfolk Senses truesight 120ft., passive Perception 13
is a 5th-level spellcaster. Its spellcasting ability Languages Abyssal, telepathy 120ft.
is Wisdom (spell save DC 12, +4 to hit with spell Challenge 16 (15,000 XP)
attacks). The lizardfolk has the following druid
Magic Resistance. The marilith has advantage on
spells prepared:
saving throws against spells and other magical
Cantrips (at will): druidcraft, produce flame, thorn whip
effects.
1st Level (4 slots): entangle, fog cloud
Magic Weapons. The marilith’s weapon attacks are
2nd Level (3 slots): heat metal, spike growth
magical.
3rd Level (2 slots): conjure animals (reptiles only),
plant growth Reactive. The marilith can take one reaction on
every turn in a combat.
Actions
Multiattack (Lizardfolk Form Only). The lizardfolk Actions
makes two attacks: one with its bite and one with Multiattack. The marilith makes seven attacks: six
its claws. with its longswords and one with its tail.
Bite. Melee Weapon Attack:+4 to hit, reach 5 ft., Longsword. Melee Weapon Attack: +9 to hit, reach
one target. Hit: 5 (1d6 + 2) piercing damage, or 7 5ft., one target. Hit: 13 (2d8 + 4) slashing damage.
(1d10 + 2) piercing damage in crocodile form. If Tail. Melee Weapon Attack: +9 to hit, reach 10ft.,
the lizardfolk is in crocodile form and the target is one creature. Hit: 15 (2d10 + 4) bludgeoning
a Large or smaller creature, the target is grappled damage. If the target is Medium or smaller, it
(escape DC 12). Until this grapple ends, the target is grappled (escape DC 19). Until this grapple
is restrained, and the lizardfolk can’t bite another ends, the target is restrained, the marilith can
target. If the lizardfolk reverts to its true form, the automatically hit the target with its tail, and the
grapple ends. marilith can’t make tail attacks against other
Claws (Lizardfolk Form Only). Melee Weapon targets.
Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 Teleport. The marilith magically teleports, along
+ 2) slashing damage. with any equipment it is wearing or carrying, up to
Change Shape (Recharges after a Short or Long 120 feet to an unoccupied space it can see.
Rest). The lizardfolk magically polymorphs into a
crocodile, remaining in that form for up to 1 hour. Reactions
It can revert to its true form as a bonus action. Its Parry. The mutated priest adds 5 to its AC against
statistics, other than its size, are the same in each one melee attack that would hit it. To do so, the
form. Any equipment it is wearing or carrying isn’t marilith must see the attacker and be wielding a
transformed. It reverts to its true form if it dies. melee weapon.

35 PHLAN 1-2 / ENEMY OF MY ENEMY:


APPENDIX
Red Slaad
Large aberration, chaotic neutral
Armor Class 14 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 6 (−2) 6 (−2) 7 (−2)

Skills Perception +1
Damage Resistances acid, cold, fire, lightning,
thunder
Senses darkvision 60 ft., passive Perception 11
Languages Slaad, telepathy 60 ft.
Challenge 5 (1,800 XP)
Magic Resistance. The slaad has advantage on
saving throws against spells and other magical
effects.
Regeneration. The slaad regains 10 hit points at
the start of its turn if it has at least 1 hit point.
Actions
Multiattack. The slaad makes three attacks: one
with its bite and two with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (2d4 + 3) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage. If the
target is a humanoid, it must succeed on a DC 14
Constitution saving throw or be infected with a
disease—a minuscule slaad egg.
A humanoid host can carry only one slaad
egg to term at a time. Over three months, the egg
moves to the chest cavity, gestates, and forms a
slaad tadpole. In the 24-hour period before giving
birth, the host starts to feel unwell, its speed is
halved, and it has disadvantage on attack rolls,
ability checks, and saving throws. At birth, the
tadpole chews its way through vital organs and out
of the host’s chest in 1 round, killing the host in the
process.
If the disease is cured before the tadpole’s
emergence, the unborn slaad is disintegrated.

PHLAN 1-2 / ENEMY OF MY ENEMY:


36 APPENDIX
Appendix: Notable NPCs

Election Candidates
Barrett Sokol (BAH-ret SO-kul). Scion of House
Sokol. Seeks to reinstate Council of Ten.
Colvin Doverson (COL-vin DO-ver-sun). Claims
lineage to Royal House of Daoran. Seeks return of
monarchy.
Graben Samaulkin (GRAY-bun Sa-MUL-kin).
Priest of Bane. Seeks theocratic rule.
Jhessail Greycastle (JESS-ale). Paladin of Bane
and liberator of Phlan. Seeks democratic rule.

Minor Characters
Glevith (GLEH-vith). Criminal gang leader of the
Welcomers.
Ser Agin Lamarck (AY-ginn Luh-MARK).
Historian and rare book expert.
Sergeant Bors Bartol (BORS BAR-tol). Black Fist
officer serving Jhessail Greycastle.

Pyramid Inhabitants
Big Tooth. Lizardfolk mutant. Wants to destroy the
planar gate.
Blind Eye. Lizardfolk mutant. Wants to keep peace
with the slaadi.

Creatures of Limbo
General Glyx (GLIX). Gray slaad general of the red
slaadi. Paranoid about his height.
General Zoht (ZOTE). Gray slaad general of the
blue slaadi. Scheming and conniving.
Nethrex (GETH-rex). Death slaad plotting to
inflict chaos strain upon Toril.
Icelus (ICE-lus). Githzerai zerth that meets the
group when they enter Limbo.
Najwa (NAH-jwah). Injured githzerai anarch.

37 PHLAN 1-2 / ENEMY OF MY ENEMY:


APPENDIX
38 PHLAN 1-2 / ENEMY OF MY ENEMY:
APPENDIX
39 PHLAN 1-2 / ENEMY OF MY ENEMY:
APPENDIX
Map 3: Limbo

40 PHLAN 1-2 / ENEMY OF MY ENEMY:


APPENDIX
Map 4: Tower of Contraption

PHLAN 1-2 / ENEMY OF MY ENEMY:


41 APPENDIX
42 PHLAN 1-2 / ENEMY OF MY ENEMY:
APPENDIX
Handout 1: The Candidates

43 PHLAN 1-2 / ENEMY OF MY ENEMY:


APPENDIX
Handout 2: Slaad Ecology

44 PHLAN 1-2 / ENEMY OF MY ENEMY:


APPENDIX
Handout 3: Limbo Handout

PHLAN 1-2 / ENEMY OF MY ENEMY:


45 APPENDIX
Subterfuge
Erik Scott de bie
Adventure Designer
Adventure Code: PHLAN1-3

An ambitious plan for the reconstruction of Phlan would expand the city
walls to protect all the citizens. Now a band of emissaries sent to acquire
necessary materials has gone missing in the wilds of the Dragonspine
Mountains, and only the Heroes of Phlan can find them. But will it be
in time to prevent catastrophe for the city? A D&D Adventurers League
adventure set in and around Phlan.
A four-hour adventure for 11th-16th level characters

Producer: Baldman Games


Hulburg Administrator & Developer: Robert Alaniz
Editing and Layout: Encoded Designs
Cartography: John Arcadian
Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall,
Claire Hoffman, Greg Marks, Alan Patrick

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.
©2016 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
Welcome to Subterfuge, a D&D Adventurers League adventure,
Part Three of the Alliances Trilogy set in Phlan.

This adventure is designed for three to seven 11th -16th level characters, and is
optimized for five 12th-level characters.
The adventure is set in the Moonsea region of the Forgotten Realms, in and around the city
of Phlan.

The D&D Adventurers League Preparing the Adventure


This adventure is official for D&D Adventurers Before you show up to Dungeon Master this
League play. The D&D Adventurers League is the adventure for a group of players, you should do the
official organized play system for DUNGEONS & following to prepare.
DRAGONS®. Players can create characters and • Make sure to have a copy of the most current
participate in any adventure allowed as a part of version of the D&D Basic Rules or the Player’s
the D&D Adventurers League. As they adventure, Handbook.
players track their characters’ experience, treasure, • Read through the adventure, taking notes of
and other rewards, and can take those characters anything you’d like to highlight or remind
through other adventures that continues their story. yourself while running the adventure, such as
If you’re running this adventure as a part of a a way you’d like to portray an NPC or a tactic
store event or at certain conventions, you’ll need a you’d like to use in a combat.
DCI number. This number is your official Wizards of • Get familiar with the monster statistics in the
the Coast organized play identifier. If you don’t have Appendix.
a number, you can obtain one at a store event. Check
• Gather together any resources you’d like to
with your organizer for details.
use to aid you in running this adventure--such
D&D Adventurers League play is broken up into as notecards, a DM screen, miniatures, and
storyline seasons. When players create characters, battlemaps.
they attach those characters to a storyline season,
• If you know the composition of the group
which determines what rules they’re allowed to
beforehand, you can make adjustments as
use to create and advance their characters. Players
noted throughout the adventure.
can continue to play their characters after the
storyline season has finished, possibly participating Before Play at the Table
in a second or third storyline with those same
characters. A character’s level is the only limitation Ask the players to provide you with relevant
for adventure play. A player cannot use a character character information:
of a level higher or lower than the level range of a • Character name and level
D&D Adventurers League adventure. • Character race and class
For more information on playing, running • Passive Wisdom (Perception)—the most
games as a Dungeon Master, and organizing games common passive ability check
for the D&D Adventurers League, please visit the • Anything notable as specified by the adventure
D&D Adventurers League home at: (such as backgrounds, traits, flaws, etc.)
www.dndadventurersleague.org Players that have characters outside the
adventure’s level range cannot participate in
the adventure with those characters. Players

2 PHLAN 1-2 / ENEMY OF MY ENEMY:


I N T RO D U C T I O N
with ineligible characters can make a new 1st-level it a little harder. Therefore, five categories of
character or use a pregenerated character. Players party strength have been created for you to use
can play an adventure they previously played or as a guide. Feel free to use a different adjustment
ran as a Dungeon Master, but not with the same during the adventure if the recommended party
character. strength feels off for the group.
Ensure that each player has an official This adventure is optimized for a party of
adventure logsheet for his or her character (if not, five 1th-level characters. To figure out whether
get one from the organizer). The player fills out you need to adjust the adventure, do the following:
the adventure name, session number, date, and • Add up the total levels of all the characters
your name and DCI number. In addition, the player • Divide the total by the number of characters
also fills in the starting values for experience, gold,
downtime, renown, and number of permanent • Round fractions of .5 or greater up; round
magic items. He or she fill in the other values and fractions of less than .5 down
write notes at the conclusion of the session. Each You’ve now determined the average party level
player is responsible for maintaining an accurate (APL) for the adventure. To figure out the party
logsheet. strength for the adventure, consult the following
If you have time, you can do a quick scan of table:
a player’s character sheet to ensure that nothing Determining Party Strength
looks out of order. If you see magic items of very
Party Composition Party Strength
high rarities or strange arrays of ability scores, you
3-4 characters, APL less than Very Weak
can ask players to provide documentation for the
3-4 characters, APL equivalent Weak
irregularities. If they cannot, feel free to restrict 3-4 characters, APL greater than Average
item use or ask them to use a standard ability 5 characters, APL less than Weak
score array. Point players to the D&D Adventurers 5 characters, APL equivalent Average
League Player’s Guide for reference. 5 characters, APL greater than Strong
6-7 characters, APL less than Average
If players wish to spend downtime days and 6-7 characters, APL equivalent Strong
it’s the beginning of an adventure or episode, 6-7 characters, APL greater than Very Strong
they can declare their activity and spend the days
now. Alternatively, they can do so at the end of
the adventure or episode. Players should select Running the Adventure
their characters’ spells and other daily options As the Dungeon Master of the session, you have the
prior to the start of the adventure, unless the most important role in facilitating the enjoyment
adventure specifies otherwise. Feel free to reread of the game for the players. You help guide the
the adventure description to help give players hints narrative and bring the words on these pages
about what they might face. to life. The outcome of a fun game session often
creates stories that live well beyond the play at the
Adjusting the Adventure table. Always follow this golden rule when you DM
Throughout this adventure, you may see sidebars for a group:
to help make adjustments for smaller/larger Make decisions and adjudications that
groups, and characters of higher/lower levels than enhance the fun of the adventure when
the optimized group. Most of the time, this is used possible.
for combat encounters.
To reinforce this golden rule, keep in mind the
You may adjust the adventure beyond the following:
guidelines given. For example, if you’re playing
• You are empowered to make adjustments to
with a group of inexperienced players, you might
the adventure and make decisions about how the
want to make the adventure a little easier; for
group interacts with the world of this adventure.
very experienced players, you may want to make

3 PHLAN 1-2 / ENEMY OF MY ENEMY:


I N T RO D U C T I O N
Doing so is especially important and applicable • Catching up
outside of combat, but feel free to adjust the • Crafting (exception: multiple characters cannot
adventure for groups that are having too easy or commit to crafting a single item)
too hard of a time. • Practicing a profession
• Don’t make the adventure too easy or too • Recuperating
difficult for a group. Never being challenged
makes for a boring game and being • Spellcasting services
overwhelmed makes for a frustrating one. • Training
Gauge the experience of the players (not the Other downtime options might be available during
characters) with the game, try to feel out (or adventures or unlocked through play, including
ask) what they like in a game, and attempt to faction-specific activities.
give each of them the experience they’re after In addition, whenever a character spends
when they play D&D. Give everyone a chance to downtime days, that character also spends the
shine. requisite expense for his or her lifestyle. Costs
• Be mindful of pacing, and keep the game are per day, so a character that spends ten days
session moving along appropriately. Watch for of downtime also spends ten days of expenses
stalling, since play loses momentum when this maintaining his or her lifestyle. Some downtime
happens. At the same time, make sure that the activities help with lifestyle expenses or add
players don’t finish too early; provide them with lifestyle expenses.
a full play experience. Try to be aware of running
long or short. Adjust the pacing accordingly Spellcasting Services
• Read-aloud text is just a suggestion; feel free Any settlement the size of a town or larger can
to modify the text as you see fit, especially when provide some spellcasting services. Characters
dialogue is present. need to be able to travel to the settlement to obtain
• Give the players appropriate hints so they can these services.
make informed choices about how to proceed. Spell services generally available include
Players should be given clues and hints when healing and recovery spells, as well as information-
appropriate so they can tackle puzzles, combat, gathering spells. Other spell services might be
and interactions without getting frustrated over available as specified in the adventure. The number
lack of information. Doing so helps to encourage of spells available to be cast as a service is limited
immersion in the adventure and gives players to a maximum of three per day total, unless
“little victories” for figuring out good choices otherwise noted.
from clues.
In short, being the DM isn’t about following Spellcasting Services
the adventure’s text word-for-word; it’s about Spell Cost
facilitating a fun, challenging game environment Cure wounds (1st level) 10 gp
for the players. The Dungeon Master’s Guide™ has Identify 20 gp
more information on the art of running a D&D Lesser restoration 40 gp
game. Prayer of healing (2nd level) 40 gp
Downtime and Lifestyle Remove curse 90 gp
Speak with dead 90 gp
At the beginning of each play session, players must
Divination 210 gp
declare whether or not they are spending any days
Greater restoration 450 gp
of downtime. The player records the downtime
Raise dead 1,250 gp
spent on the adventure logsheet. The following
options are available to players during downtime
(see the D&D basic rules or the D&D Adventurers
League Player’s Guide for more information):

4 PHLAN 1-3 / SUBTERFUGE:


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Create a New 1st-Level Character. If the dead
Acolyte Background character is unwilling or unable to exercise any
A character possessing the acolyte of the other options, the player creates a new
background requesting spellcasting character. The new character does not have any
services at a temple of his or her faith items or rewards possessed by the dead character.
may request one spell per day from the Dead Character Pays for Raise Dead. If the
Spellcasting Services table for free. The only character’s body is recoverable (it’s not missing
cost paid for the spell is the base price for any vital organs and is mostly whole) and the
the consumed material component, if any. player would like the character to be returned to
Melvaunt is a large city where any life, the party can take the body back to civilization
acolyte can find a friendly shrine or and use the dead character’s funds to pay for a
temple. raise dead spell. A raise dead spell cast in this
manner costs the character 1,250 gp.
Disease, Death, and Recovery Character’s Party Pays for Raise Dead. As
above, except that some or all of the 1,250 gp for
Sometimes bad things happen, and characters get
the raise dead spell is paid for by the party at the
poisoned, diseased, or are killed. Since you might
end of the session. Other characters are under no
not have the same characters return from session
obligation to spend their funds to bring back a
to session, here are the rules when bad things
dead party member.
happen to characters.
Faction Charity. If the character is of level 1 to
Disease, Poison, and Other Debilitating Effects 4 and a member of a faction, the dead character’s
A character still affected by diseases, poisons, body can be returned to civilization and a patron
and other similar effects at the conclusion of an from the faction ensures that he or she receives a
adventure can spend downtime days recuperating raise dead spell. However, any character invoking
until such time as he or she resolves the effect to this charity forfeits all experience and rewards
its conclusion (see the recuperating activity in the from that session (both those earned prior to and
D&D Basic Rules). after death during that session) and cannot replay
If a character doesn’t resolve the effect that episode or adventure with that character
between sessions, that character begins the next again. Once a character reaches 5th level, this
session still affected by the debilitating effect. option is no longer available.

Death
A character who is killed during the course of
the adventure has a few options at the end of the
session (or whenever arriving back in civilization)
if no one in the adventuring party has immediate
access to a raise dead or revivify spell, or similar
magic. A character subject to a raise dead spell is
affected negatively until all long rests have been
completed during an adventure. Alternatively, each
downtime day spent after raise dead reduces the
penalty to attack rolls, saving throws, and ability
checks by 1, in addition to any other benefits the
downtime activity might provide.

5 PHLAN 1-3 / SUBTERFUGE:


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Adventure Background Behind the scenes, one of Sokol’s rivals—
Graben Samulkin, a priest of Bane—has worked
Phlan is a city marked by dramatic change and
to undermine the meeting with the dwarves by
upheaval throughout its history. The centuries have
stirring up a local frost giant tribe and setting the
seen it demolished and rebuilt multiple times, and
emissaries up with a falsified map leading directly
Phlan’s continuing existence on the coast of the
into their territory. In doing so, he plans to kill two
turbulent Moonsea testifies to the perseverance
stirges with one sling bullet: squash the efforts
and pluck of its people.
of his opposition, as well as getting the pesky
Recently, four powerful would-be rulers have adventurers who’ve thwarted him thus far out of
vied for the Cinnabar Throne. They each have the city while he performs his coup.
plans for the reconstruction of Phlan, none more
ambitious or popular than those of Barrett Sokol. The State of Phlan
An up-and-coming lord, he leverages his noble Phlan is an anchorage on the north coast of
background and place in the city’s history against the Moonsea. Its inhabitants are celebrating
his general lack of political or business experience. the death of Vorgansharax: a green dragon
His plans to rebuild Phlan as an impregnable who laid claim to the town for many months.
fortress, complete with a towering wall to keep out
Knight Commander Greycastle led the
invaders, have earned him much love among the
alliance of heroes that slew the dragon (as
people. He has a reputation for standing up for the
told in DDEP4: Reclamation of Phlan). In
little guy.
doing so, she leaned on the neighboring
Charming, witty, and beloved among the city states of Mulmaster and Hillsfar.
common folk, Sokol has ridden far on his charisma Masquerading as friends, these rival powers
and promises, as well as shrewd, if not entirely circle hungrily, eager to steer Phlan’s future to
thought-out, bargains with the entrenched powers their own ends.
of the city. He has the support of The Welcomers,
Yet the townsfolk grow weary of tyranny.
The Order of the Gauntlet, and the Labor Guilds,
Veterans of the resistance demand a stake in
who expect him to reinstate the Council of Ten
the town’s future. Merchants wish for fewer
upon his elevation to High Councilor. Many see him
regulations. Loyalists call for the return
as a potential puppet they can easily manipulate.
of monarchy. With the militia too weak to
Sokol’s plan faces a hurdle, however.
impose order, Greycastle has conceded to an
Significant mining, transport, and careful
election. For the first time, Phlan’s citizens
diplomatic efforts to bring the needed stone from
have a say in their own destiny.
the Dragonspine Mountains are required. To this
end, he has dispatched representatives to strike
a crucial deal with the Hammersfell shield dwarf
clan for the stone and quarry, but his emissaries
have not returned. The delays have caused Guild
leaders to doubt the feasibility of the plan, and
support is wavering. The fate of the trade party
must be determined and a deal struck, or the plans
will surely fail before they’ve begun.

6 PHLAN 1-3 / SUBTERFUGE:


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The Election Adventure Overview
Four candidates have emerged as front-runners in The adventure begins in Phlan, where Sokol
Phlan’s upcoming election. recruits the characters to assist him in finding his
Jhessail Greycastle missing emissaries. He wants to know what has
Knight Commander Greycastle is a hero, but her become of them and—more importantly—see
loyalty to the Black Fists makes her vulnerable. She their mission accomplished and the deal secured.
pledges to: He enlists the aid of a guide—one Aveen Seakin—
to see to it that the characters don’t get lost as well,
• Establish a parliament of elected peers to
and he promises a hefty reward and the support of
govern Phlan, and serve as First Minister.
Phlan’s next High Councilor (i.e. his own).
• Reform the Black Fists and weed out
The characters depart for the Dragonspine
corruption in its ranks.
Mountains and must explore the wilderness to
Barrett Sokol find signs of the missing emissaries. Their speed
The youngest scion of House Sokol has gained at this task determines in what state they find the
popularity among the labor guilds. He pledges to: missing travelers, who have been taken captive
• Reinstate the mercantile Council of Ten and by a frost giant clan. The characters must rescue
stand as High Councilor. the emissaries (or their equipment if they are all
dead), and then journey on to meet the dwarves
• Create jobs reconstructing Phlan and raising
of Clan Hammersfell in an attempt to complete the
the old city walls.
deal.
Colvin Doverson The adventure ends when they return to
Lord Doverson claims ancestry with the Royal Phlan to discover the city in chaos: Samulkin has
House of Daoran. If legitimized, this would make made his move, and the stage is set for a dramatic
him heir to the Cinnabar Throne. He pledges to: confrontation.
• Reinstate the monarchy and crown himself
Lord Protector.
• Renegotiate trade deals with other Moonsea
ports for the benefit of Phlan’s merchants.
Graben Samaulkin
The religious fervor washing through town has
aided this priest of Bane. He pledges to:
• Establish theocratic rule and declare himself
Ruinlord of Phlan,
• Rebuild the Lyceum of the Black Lord and
appease the god with plentiful sacrifices.

7 PHLAN 1-3 / SUBTERFUGE:


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Adventure Hooks Guild Interest: Labor Guilds
The characters meet with Barrett Sokol in Phlan, If Barrett Sokol’s construction deal goes through,
having come for one of the following reasons. the Labor Guilds stand to reap economic and
political benefits. Sokol has promised to use them
Heroes of Phlan for the construction efforts, potentially netting
Characters who participated in previous them a fortune, and if Sokol succeeds and is elected
adventures in Phlan (PHLAN 1-1 or PHLAN 1-2) High Councilor, he has promised to reinstate the
are especially sought after, and can look forward Council of Ten, with the Guilds controlling multiple
to increasing their prestige within the city. seats and thus a great deal of power. The Labor
Barrett Sokol—a prominent political figure and Guilds haven’t had an opportunity like this in years.
businessman—approaches these characters first,
Guild Interest: Welcomers
leveraging their fame among the people of Phlan
to solicit their aid. He doesn’t expect them to work For all his sunny disposition, Barrett Sokol made
strictly in the name of civic duty, of course, but he certain shady promises and cut certain deals, and
suggests a statue in their honor, crafted of choice if this construction bid falls through, he can’t pay
dwarf-mined stone. his debts. The Welcomers stand to lose a great deal
of coin, and no amount of assurances from Sokol
Exotic Treasures Wanted! will make them rest easy. Characters working with
Explorers, treasure seekers, and characters of the Welcomers are tasked to watch over the deal to
a wilderness persuasion who live and work in make sure it happens at any cost.
Phlan’s environs have run across Aveen Seakin, a
ranger and procurer for Aurora’s Whole Realms Pacing the Adventure
Catalogue, who recruits them to meet with her Keep track of the days that pass, as well as
employer, Barrett Sokol, about a job she is anxious any time the party takes a long rest (which
to see done quickly and well. triggers a new day to begin), as it affects the
situation in Part Three. This determines how
Guild Interest: Order of the Gauntlet many of the emissaries are alive, if any, and
The Order of the Gauntlet seeks to preserve peace how many the characters rescue (if any) in
in Phlan, and Barrett Sokol’s plan to fortify the turn affects the meeting with the dwarves in
city against invaders seems an excellent one. Part Four: Sealed Deal.
Orders come down from the upper echelon to any
characters with ties to the Order: support Sokol’s
scheme to the best of their ability.

8 PHLAN 1-3 / SUBTERFUGE:


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Part 1.
leaving phlan
Expected Duration: 30 minutes Sokol motions to the servants and requests
Ambition is the greatest human trait: both our refreshments for his guests, and opens with some
greatest strength and our most devastating small talk about the rebuilding efforts of the town.
weakness. Characters who have met Aveen Seakin before
—Catalan the Mad Bard, Complex Musings and (see Adventure Hooks) recognize the half-elf
False Veracities (1383 DR, the Year of the Vindicated immediately.
Warrior) • Wisdom (Insight) DC12: On close inspection,
she seems to be attempting to hide some
unknown anxiety.
Introduction
Roleplaying Barrett Sokol
Arriving on the pier of Thorn Island, the characters
Sokol is a young, dark-skinned human man
await their appointment with Barrett Sokol. Read:
with a robust build, unruly dark hair, and an
From the water, Sokol Keep rises like a dark excitable, yet confident manner. As a noble,
mountain from the water on Thorn Island. Parts he’s accustomed to his position, and does
of the keep are being repaired, notably the not shy from tough decisions. Like many
tower, which sustained significant damage politicians, he appears obnoxious at first,
in the reclamation efforts. The yard around
the keep is peppered with large craters - the coming off as a backslapping glad-hander, but
results of explosions of some kind - a com- his natural charisma and surprising business
mon sight throughout the city, but the keep’s savvy inevitably endear him to those whom
survival has come to symbolize the town’s grit he meets. When he does stop talking, he is a
as it stood tall after the smoke cleared. This keen listener and offers a pointed assurance
fact is not lost on its new resident, the young
Barrett Sokol. House Sokol is on the rise in Phlan that he has understood your needs.
society, with its young heir Barrett on the short
list for the election of High Councilor. Once the characters are settled, Sokol lays out the
Servants escort you through the func- basics of his plan. Read:
tional but well-appointed halls of the keep.
Tapestries depicting handsome men and Sokol gazes out the window at Phlan across
regal women watch you from above, always the bay, the light gleaming in his dark hair.
seeming to look at you with pride that borders “I love this city,” he says, “and she needs to
on arrogance. A functionary ushers you into be defended. That’s why I’m rebuilding and
a sumptuously decorated sitting room, where fortifying it, and that’s why I need the best
you are alone but for a cloaked half-elf wom- materials from the Dragonspine Mountains.”
an with bright blue eyes and pale, blue-tinged He shakes his head sadly. “But now the emis-
skin who watches you from a corner, arms saries I sent to seal the deal with the Hammers-
crossed. fell dwarves, the only ones able to extract the
You have barely passed a moment in this stone, haven’t reported back, and I fear the
place before your host, Barrett Sokol, bursts worst. I need someone to find them and help
through the doors, not waiting for his foot- them complete their mission. Or, if tragedy has
man to announce him. Grinning broadly and befallen them, I need someone to close the
flushed with excitement, he greets you mag- deal for them.” He looks at you dramatically—
nanimously. “A thousand times thank you for heroically. “I want that someone… to be you.”
coming!”

9 PHLAN 1-3 / SUBTERFUGE:


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Have Sokol answer questions if asked, but • How do we recognize the emissaries?
otherwise relay the following information. Present “Bruw is the most distinctive dwarf I’ve ever
but preoccupied, Aveen stays silent during the seen: heavily scarred, tough, fair, missing his
conversation, and Sokol steps in to answer any left eye. He also took my personal steward,
questions directed to her. Artora—about thirty winters, human, long
• What exactly are we to do? (Or any question dark hair, silver-tongued lady. She bears a
about details): “Ah gods, I’ve got ahead of silver House Sokol signet ring. The others
myself again. My agents left Phlan a ten-day are servants of House Sokol, like the guard
ago to make contact with the Hammersfell you saw on your way in. Ringmail, swords,
Clan of the Dragonspine Mountains. The crossbows. They wear the house colors,
leader of my agents is a trusted friend, name which are green and gold.” He motions to an
of Bruw Clangeddin—dwarf, stout-hearted impressive family crest on the wall.
fellow, lots of scars, missing his left eye, deep Note: If this question is not asked by the
drinker, you’d like him. Anyway, I would adventurers, Sokol will offer this information
have expected them to make contact by now, at the end of the conversation.
or at least send word of their progress. All • How many emissaries were there? “I didn’t
I’ve heard for the past six days is silence. I ask, honestly. Bruw likes to be cautious,
want you to go after them, discover what’s though, and I’m sure he took at least ten
happened to them, and broker the deal. This armed companions.”
wall needs to be built!” • What are the emissaries carrying? “As my
• Where does Clan Hammersfell reside? “As official proxy, Artora carries a silver signet
I understand it, deep in the mountains, just ring of House Sokol that seals documents with
south of the Glacier of the Silver Blades.” my authority. There’s also a first payment
• What route did the emissaries take to for the dwarves—a good faith gesture—of
get there? “They tried for the most direct, platinum coins imprinted with the arms of
expeditious route: up the Stojanow River, Phlan on one side and my face on the other.”
cutting through the western tip of the (He pulls a shiny coin from his pocket to
Quivering Forest and into the Ticklebelly demonstrate.)
Hills. (I know, I know, named by halflings, no • Why is your face on the coins? “A little added
doubt!) From there, they meant to follow a incentive to work with me. Platinum’s good,
little-known pass skirting the Glacier of the but those coins will be worth more when I’m
Silver Blades.” High Councilor. Also, I’m dashing.” He strikes
• When was the last you heard of the an impressive pose.
emissaries? “They sent word from the • What do you think happened? “I fear they
Ticklebelly Hills, just south of the Glacier of were waylaid and their cargo taken.”
the Silver Blades. So I know they made it to • Could they have stolen the cargo and
the foot of the mountain.” disappeared voluntarily? “No! Bruw would
• Who is that? (Aveen): “Oh right, almost never betray me like that. We’re good friends.”
forgot about her. That’s Aveen Seakin—a This is true.
ranger operating in these parts. She set up • What kind of dangers might we face? “I’ve
my boys with a map to lead them into the heard about river bandits on the Stojanow
mountains. I’ve enlisted her as your guide. She and frost giants raiding the Ticklebelly Hills.
knows the terrain as well as anyone. She’ll get Bruw’s map should have kept them out of
you where you need to go” trouble, though, and you’ll have Aveen. And of
course yourselves. You should be fine.”

10 PHLAN 1-3 / SUBTERFUGE:


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• What’s our reward for this? “Aside from the particularly if any are among the Heroes of
gratitude and continued love of the people Phlan, demonstrating his confidence and
of Phlan? Well, I plan to compensate you resolve in making his plan come to fruition.
handsomely, of course, and you’ll have the ear Secondly, he means to get the characters on
of the next High Councilor of Phlan. A priceless their way as soon as possible, because any
reward. But let us say, 5,000 pieces of gold, delay could prove disastrous.
payable in platinum or gems if you prefer.” A
successful DC 20 Charisma (Persuasion) check Last Minute Preparations
convinces Sokol to part with up to 20% of the Once the characters land on the docks of the city
reward up front (1,000 gp). Any more than proper, they can slip away and take care of any
that will have to wait. Everything is riding on business before the quest proper.
this deal.
• DC 15 Dexterity (Stealth): This check is
Faction Assignment (Lord’s Alliance): If there needed to go unnoticed. Being caught carries
are any Lord’s Alliance members present, Sokol no consequences for the characters. (Only
appeals to them away from the others. Even though some potential political embarrassment for
he is not affiliated, he is a noble after all. “You look Sokol, as he made such a show of sending
like you understand the importance of a signet ring them off, and this undermines that.)
to a noble family. It’s vital to our credibility that the
ring not fall into the wrong hands. I will be in your Time is of the essence, and characters can only do
debt if you can return it to me.” one of the following things before the party should
get underway. If the players insist on doing more
The Sendoff Parade than one, it costs them a long rest.
• Shopping Trip: Despite its recent upheavals
When the characters have asked all their questions,
and history of conflict, Phlan soldiers on as
a servant arrives and Sokol nods in recognition.
a significant port town on the Moonsea. The
Read:
reconstruction and influx of new residents
Sokol offers you a brilliant smile. “Well, my bring a steady stream of trade and healthy
friends, time waits for neither hero nor god, economic competition from various interested
and it is past time for you to be on your way!
The parade is all arranged.” Then, before you
parties. Items found in the Player’s Handbook
can so much as question what he just said, can be acquired, including regular healing
Sokol sweeps away and his servants beckon potions. This outfitting requires precious time
you out to the front of the keep and to Sokol’s however.
waiting barge. Across the water, a huge
crowd starts cheering as soon as you become
• Gathering Information: Characters may
visible. wish to research the coming quest or look
It seems the would-be High Councilor has into the backgrounds of one or more of the
gathered together an assemblage of towns- non-player characters so far mentioned. In the
folk and servants to see you off in style, tossing time allotted, a character can learn any one of
flowers in the air, shaking ribbon streamers the following with 3d6 gp in bribes and drinks
in your direction, and shouting or stomping
their feet. Trumpets announce you, and Sokol
and a successful Charisma check, depending
makes a great show of blessing your quest on what they’re asking about. Meeting
and sending you on your way. the higher DC grants all the lower level
information as well. Dwarves and characters
• DC 12 Wisdom or Intelligence (Insight trained in History gain advantage on checks
or History respectively): Sokol’s parade to find out about the Hammersfell dwarves.
serves two purposes. The first is political: to Characters with the following Background
enhance his image in the political campaign features gain advantage on their checks: By
by associating himself with the characters, Popular Demand, PGuild
HLAN Membership,
1 - 3 / S U B T Military
ERFUGE:
Rank, and Privilege. PA RT 1

11 PHLAN 1-3 / SUBTERFUGE:


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The DM may also choose to hand out information Aveen Seakin
for good role-playing or bribes of an additional 100 • DC 10: Aveen Seakin keeps mostly to herself
gp or more during the investigation. and not much is known about her. A ranger
and procurer for various trade guilds in the
The Dragonspine
area, she’s recently brought in some good
• DC 12: The isolationist shield dwarves of scores for the company behind Aurora’s
Clan Hammersfell live in the Dragonspine, Whole Realms Catalog.
constantly at war with the cold and various
ugly creatures therein. They’ve a reputation • DC 15: Aveen is half-aquatic elf, the child of a
for being great miners and craftsmen, and it’s pirate captain on the Moonsea and an elf who
no great surprise Sokol would pick them as swam up alongside her ship and visited her
the suppliers for his ambitious reconstruction quarters every so often—or so the story goes.
plans. At least it explains her unusual appearance.
• DC 15: Recently, a tribe of frost giants has
stirred in the mountains, raiding settlements
in the Ticklebelly Hills. Something’s stung ‘em
pretty bad, and they’re spoiling for a fight.
Barrett Sokol and/or Bruw Clangeddin
• DC 5: The youngest son of House Sokol,
Barrett’s always been a dreamer—looking to
build bigger and better edifices, usually with
his name and coat-of-arms attached. He’s a
decent chap, able to back up all that hot air
with coin and drive.
• DC 10: Sokol’s right-hand dwarf is Bruw
Clangeddin, a retired adventurer who’s earned
a dozen scars over the years. He’s tough,
speaks his mind, and he’s trustworthy to a
fault. He’s named after a dwarf deity who
shares his silver beard.
• DC 15: It seems Sokol and Bruw might not
be on the best terms right now, as the dwarf
reportedly had some none-too-measured
words about one of Sokol’s rivals, Graben
Samulkin. Sokol might agree, but he cannot
have his hired staff being impolite in polite
society. Word is Sokol sent him on this latest
mission to get him out of the city to avoid
political embarrassment.

12 PHLAN 1-3 / SUBTERFUGE:


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The Taciturn Guide: Aveen Seakin If one or more characters are waiting for the
others to do things, they may engage Aveen in
Once the parade is over, Aveen Seakin opens up to
conversation. She answers their questions as
the characters a little more, urging them to get a
needed, but doesn’t much want to talk about
move on to complete the job for Barrett Sokol. It is
herself, at least initially.
obviously very important to her that this get done
quickly and right. “You want to talk? Very well.” The guide draws
back her hood, revealing silver hair that falls
to just below her shoulders, from which gen-
Roleplaying Aveen tly pointed ears protrude like tiny mountains.
Thanks to her aquatic elf heritage, Aveen “What would you know?”
is slim and wiry with blue-tinted skin and
vivid blue eyes. Naturally stand-offish, she • Who are you? “I work the land and procure
distrusts “civilized” folk (i.e. politicians, items for various interested parties,
urban characters, and those who dwell in particularly Aurora’s Whole Realms Catalog.”
Phlan) but is more comfortable around those • What are you? “My mother was a Chondathan
who operate in the wilderness. She is very pirate, and my father a sea elf. I am not so
independent and driven to do the right thing, different from other half-elves you may have
regardless of the means or consequences. encountered, but I am as comfortable in water
Aveen reveres Eldath, the goddess of Nature as on land.”
and Tranquility. • What’s the Whole Realm’s Catalog? “It’s an
Aveen in Combat organization that collects rare treasures from
all over the Realms for sale to collectors and
Aveen is a scout, but is not intended as a
adventurers like you. At least, in theory. It’s
combatant. If the characters attack her, it is
still rebuilding to what it used to be.”
up to you if they overwhelm and defeat her or
if she escapes, likely never to return. She can • What’s your connection to this business? “I
also breathe water innately and is resistant know my way around the region, and I want to
to cold (due to her boots of the winterlands, help people in trouble.”
which can only be attuned to her). • DC 15 Wisdom (Insight): Suggests Aveen
is holding something back, but she seems
Character Development earnest to help and opens up more if you win
Make a note to refer to this section if/when her trust.
the characters have further questions for • DC 15 Charisma (Persuasion): Aveen opens
Aveen or she takes part in encounters. She up more. This happens automatically if the
opens up to them more as time goes on, characters are generally kind and fair to her
at your discretion, and she wants them to and rescue at least one of the emissaries. At
succeed. that point, she admits to them her dark secret:
she made the false map (see below).

13 PHLAN 1-3 / SUBTERFUGE:


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Part 2.
The search
Expected Duration: 90 minutes Experience the Outdoors
Greed is a powerful motivator. It may not excuse While the characters are traveling, regardless
bloody means, but it certainly makes them seem less of the route they choose, they should
likely to stain. experience changing weather patterns,
—Arita, “Fox Among the Uthgardt” (1469 DR, the precipitation, etc. Read-aloud text is included
Year of Splendors Burning) for each day, but consult the Dungeon Master’s
Guide page 106-112 for added verisimilitude.
Assuming the characters don’t linger in Phlan for
the entire first day (i.e. each doing more than one
thing), the search begins in earnest on Day 1. If The Stojanow River
they insist on accomplishing multiple tasks in the This is the route the emissaries took when they left
city, they begin the search on Day 2. Phlan a ten-day past, and Aveen thinks she can find
Aveen advises the adventurers to follow the signs of their passing and make up for lost time.
river, as she expects it is faster. Additionally, the Adventures Along the River
party has a chance to find clues to the emissaries’
The first leg of the journey takes the characters
disappearance.
along the river that drains from the Dragonspine
• The Stojanow River: Following the emissaries,
into the Moonsea, through Phlan.
the characters follow the Stojanow River
The river’s current is too strong to permit
west, skirt the southern edge of the Quivering
effective travel by boat. It is easy to tell, however,
Forest, and then climb up into the Glacier of
that going the other way (toward Phlan) would be
the Silver Blades. This route is comparatively
ideal for transporting heavy materials, such as the
fast but also very perilous, dealing with any
stone Sokol plans to import.
number of hazards of the river and forest.
Travel along the river is difficult and carries
Aveen estimates the route takes 4-6 days. She
with it some hazards. Aveen advises them to set
strongly advises this route.
a watch every night and maintain a wary state of
• Alternate Route: At this tier of play, it is readiness.
entirely possible the characters have some
other means of covering the distance, like
flight, potentially negating the journey. If
this occurs, they can skip over much of the
adventure travel; however, Aveen, tells them
that they may also miss valuable clues left by
their quarry along the way. It is not advisable
to skip following the trail of the emissaries.

14 PHLAN 1-3 / SUBTERFUGE:


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Forest one day early (e.g., day 4 instead of day
Travel Time along the River 5).
It takes a base of five days to reach the foot
• Several of these actions can be failed badly
of the glacier. Every new day, the characters
enough that they damage the characters who
also get a long rest to recover from the day’s
attempt them or cost the party additional days
events. As a reminder, note the number
of travel.
of days this journey takes. Also note the
following conditions: Each of the below actions can only count toward
• Horses: The terrain along the river is speeding the journey once.
difficult, and horses do not save the • Find a shortcut: On a successful Intelligence
characters any time. They do, however, (Nature) DC 12 or Wisdom (Survival) DC 15
make the party more comfortable (granting check, the character finds a deer trail, a set of
the characters advantage on Endurance switchbacks, or a convenient ford that shaves
checks related to trekking). some time off the overall journey. Failing this
check by 5 or more leads the party down a
• Vehicles: Wagons or carts get stuck in the
false trail, and by the time they realize their
mud or break wheels on the rough terrain.
mistake, they’ve lost a day of travel.
Their presence actually adds one day to the
duration of the journey. • Hunt: On a successful Dexterity (Stealth)
DC 20 or Wisdom (Survival) DC 20 check,
• Aveen’s Guidance: If the characters heed
the character captures a particularly robust
Aveen’s advice and allow her to guide them,
quarry. Characters who partake in this meal
reduce the duration of the journey by one
gain advantage on the next Constitution saving
day. If she is not present or the characters
throw they make during the adventure. If the
pointedly ignore her advice (because they
character fails this check by 5 or more, the
don’t trust her or are being obstinate), they
character suffers a minor hunting accident,
do not get this bonus.
resulting in 3d6 damage.
• Natural Explorer: The presence of a ranger
• Forage: On a successful Wisdom (Perception)
with this class feature grants the same
DC 20 or Wisdom (Survival) DC 15 check,
bonus as Aveen’s Guidance. (It’s the same
the character finds a batch of succulent
effect. The bonuses do not stack.)
mushrooms that induce odd and vivid dreams
• Magical Assistance: Adjudicate this using in those who consume them, but see them
your best judgment. The journey is less a wakeful and refreshed in the morning. If the
matter of speed than finding ways around character fails this check by 5 or more, the
obstacles. Doubling their overland speed, for mushrooms are secretly poisonous, leading
instance, saves them about one day, not two. to vivid nightmares in those who eat them.
Characters then increase their exhaustion
Making Good Time level by 1.
Traveling through the untamed wilderness while
• Find a strong shelter: On a successful
searching can be arduous. The characters can
Wisdom (Survival) DC 20 check, the character
expedite their travel through the following means
locates or constructs a particularly good
(or others that the players might invent on the
shelter from the elements, allowing the
spot, at your discretion).
party to rest in relative comfort for a night. A
Each character may attempt one of the
character who fails this check by 5 or more is
following actions each day, with the following
convinced of the security of the shelter, only to
effects:
have it fall apart around midnight and drench
• If the party accomplishes at least four of these
the party, raising everyone’s exhaustion level
actions over the course of their journey, they
by 1 for the following day.
save an entire day and arrive at the Quivering

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• Inspire the party: On a successful Charisma Random Events
(Performance) or Charisma (Musical This table presents a number of options for events
Instrument) DC 20 check, the character tells that might occur as time passes. Once per day, roll
a stirring or otherwise evocative tale or sings or choose from the random events table. Do not
a memorable song, infusing everyone with repeat Random Events—if you get a repeat result,
strength and vitality to make it through the trip, nothing occurs or select another event.
granting advantage on the next saving throw one
character makes during the trek. A character
Random Events on the Stojanow River
who fails this check by 5 or more leaves d6 roll Random Event
everyone dispirited and sad, using three Hit Dice Party finds an abandoned campsite with
1
from each character but gaining no benefit. several animal-gnawed corpses and 200
gp worth of coin and gems scattered
• Prepare a fine meal: On a successful among the ruins. A successful DC 12
Intelligence or Wisdom DC 20 check, a Wisdom (Insight) or DC 12 Intelligence
character prepares a delicious meal for camp, (Investigation) check finds that the
giving everyone added drive for further travel. travelers were an unaffiliated group of
If more than half the party consumes the adventurers, not the missing emissaries.
meal, it counts toward speeding the journey. Heavy rain springs up suddenly and
2
A character who fails this check by 5 or more sweeps the ground away into the river.
Every hero must make a DC 12 Dexterity
poisons anyone who eats the meal, causing saving throw or suffer 2d10 damage from
them to be poisoned until they take a long rest. falling and abrasions.
• Endure hardship: On a successful The party finds an abandoned campsite
3
Constitution DC 15 check, a character can that was used by the missing emissaries
soldier through difficult conditions, inspiring on this path. Any investigation they do
the rest of the party to do the same. A suggests the emissaries were in good
health and had suffered no delay.
character who fails this check by 5 or more
suffers from exhaustion or sustains an injury, Drawn by the sound of thunderous roars,
4
the party witnesses an adult green dragon
taking 2d8 damage and increasing their in the distance attacking something in the
exhaustion level by 1. Quivering Forest to the north. If the party
• Commune with nature: On a successful pursues, the dragon escapes before they
Intelligence (Religion) DC 20 check (or upon arrive, and they discover only a destroyed
grove. Heading this direction costs them an
utilizing a spell that would do something additional day of travel spent backtracking.
similar), a character earns the favor of the
nature spirits in the region, who aid the party The party glimpses a unicorn in the
5
distance, but it only approaches if one or
along the way. If a character fails this check more of them is Lawful Good or serves
by 5 or more, the spirits grow angry with the Mielikki. If the characters befriend the
character and lead the party in a series of unicorn, it uses its healing touch (heal
circles and switch-backs, costing them a full 11 [2d8+2 hp]) ability on up to three
day spent hopelessly lost. characters who seem wounded, then
teleports away, never to return.
• Tame a wild beast: On a successful Wisdom
Party enters a befouled section of the
(Animal Handling) DC 20 check or use of 6
forest, and the air is noxious. Each
an animal friendship spell or similar magic, character must make a DC 10 Constitution
a character befriends a creature native to saving throw or be poisoned until they take
the Stojanow River or the woods around it, a long rest.
gleaning useful insights into its flow and the
safest, fastest paths to the mountains. If a
character fails this check by 5 or more, the
animal grows angry (inflict 2d6 damage to the
character) and flees.

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River Travel Montage The third day dawns bleak, and the gray
The descriptions provided herein are intended for clouds linger throughout the morning and
each day of the journey up to the Quivering Forest. through the day. Thick brambles line the banks
of the river—not dangerous, but irritating. Your
Feel free to improvise additional description,
hands sting from a multitude of small thorn
particularly in and around Random Events. pricks.
It takes a base of five days to reach the forest. A sudden squawking of forest birds draws
At the end of the sixth day, they arrive at the your attention, setting you on edge. The foli-
forest, regardless of accumulated delays. age rustles, and a wild-eyed woman staggers
into your midst, stooped and cradling her
Day One – Just Setting Out injured side. She wears a cracked and broken
Read: harness of studded leather and torn clothes
stained with black blood. Her stringy brown
You set out upon your journey with the warm hair hangs in mud-soaked ribbons around her
light of the sun on your face and the taste face, and she looks to be mad with terror.
of the cool air on your tongue. Free of the She starts to say something, then vomits
cracked, crumbling walls and smoky haze of blood and bile and collapses into a quivering
Phlan, the world opens up around you and heap.
you can perceive the rustic beauty of the
northland. The river becomes more wild, and The woman is obviously injured and basically
signs of civilization are less frequent. incapable of fending for herself. She falls
Toward midday, you take a break in a
gully near a bend in the Stojanow, where you unconscious but can be roused with a successful
watch brightly colored birds crush the cara- DC 15 Wisdom (Medicine) check or any healing
pace of a squirming beetle the size of your magic. She is delirious, dehydrated, and half mad.
hand. Where the creature came from, you Awake, she mumbles about “mountains,” “frozen
can’t say for certain. giants,” and a “spear of ice.”
Check for random events at noon, and offer the The characters might also take the following
players a chance to act to speed up the journey. actions (or something else they improvise):
• DC 15 Wisdom (Insight): Gain insight into
Day Two – A Thick Fog
the woman’s trauma and how best to speak to
Read: her: calm, soothing, and making her feel safe.
A thick fog sets in on the second day of your
trek along the Stojanow River, filling your • DC 10 Wisdom (Medicine): Identify that she
lungs with a persistent, cloying damp that no has several poorly healed lacerations and is
amount of coughing or sneezing removes. The evincing signs of frostbite in her fingers and
day is marked by several hours spent navigat- toes.
ing through and around some ground made
swampy by recent rain. • DC 15 Intelligence (Investigation) or a
You break at midday where the river grows DC 15 Wisdom (Perception): Notice the
wilder and splits into half a dozen tributaries. shredded green and gold tabard the woman is
wearing.
Check for random events at noon, and offer the
players a chance to act to speed up the journey. • DC 15 Intelligence (Investigation) or a DC
20 Wisdom (Perception): Notice a tattoo on
Day Three – The Mad Survivor
the woman’s hand of a stylized bat with razor-
The adventurers may attempt to speed their sharp wings (the mark of the Razorhands
journey, but there is no random event for this day. mercenaries).
Instead, they encounter an injured mercenary
If the players succeed in rousing her and
desperately fleeing back along the Stojanow
winning her trust, they learn the following
toward Phlan.
information:
• Her name is Meenar, and she is a mercenary in
the Razorhand Company out of Phlan, captained
by a human warrior named Rouse Blackbrand.

17 PHLAN 1-3 / SUBTERFUGE:


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• They were operating in the Glacier of the
Silver Blades, and a battle with some frost Adjusting the Encounter
giants went badly. Most of the company was Here are recommendations for adjusting this
killed or captured, and Meenar barely escaped. combat encounter. These are not cumulative.
She watched several of her allies chopped up • Very Weak – Remove two cyclops
and eaten raw. • Weak - Remove a cyclops
• Blackbrand instructed them to wear the green • Strong - Add a cyclops
and gold tabards. She didn’t ask why.
• Very Strong – Add two cyclops
• Meenar is too weak to assist in combat but can
travel if healed Day Five – Heavy Rains
Day Four – Cyclops Attack Read:
The journey is beginning to grow hard indeed.
Read: It rains hard all day today, leaving you dispirit-
Dense, impenetrable fog lingers from dawn ed and uncomfortable.
until midday, when it burns off only to emit You break at midday where the river grows
stinging clouds of mosquitoes and other in- wilder and splits into several tributaries. Some
sects, their drone driving you a bit mad. forest animal yowls in the distance. Your feet
You break at midday at the base of a small ache from the damp and the distance.
cliff wall that was carved by the river ages
ago. Check for random events at noon, and offer the
Suddenly from the corner of your vision, players a chance to act to speed up the journey.
you see a shadow move. Looking up for the
source of the shadow, a large boulder is hur- Day Six – Exhaustion Sets In
tling toward your location. Read:
You’ve reached the end of your rope and just
Six cyclops raiding in the area have laid an ambush want this journey to be over. The extreme rain,
for the adventurers. Anyone with a passive winds, and lightning prevented anyone from
Perception of 17 or higher is not surprised but resting the previous evening. Endless twists
is unable to prevent surprise for the rest of the and turns have now left you exhausted. At
last, you arrive at the Quivering Forest.
party. The cyclops use rocks to attack from the
cliff-top, which is 20 feet high, and they enjoy If the journey has lasted six days, increase every
partial cover from their elevated vantage. The cliff character’s exhaustion level by one.
may be climbed with a successful DC 17 Strength
(Athletics)check.
The cyclops have no treasure, but one of them
is wearing a necklace strung with human hands,
one of which bears the mark of the Razorhand
Company.

18 PHLAN 1-3 / SUBTERFUGE:


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The Quivering Forest • DC 10: The scene is chaotic but surprisingly
pristine, particularly considering its age (at
When the characters finally reach the spot where least a ten-day). The corpses have decayed
the emissaries headed up into the Dragonspine somewhat, but you would have expected
Mountains, they find themselves at a corner of the animal activity. Perhaps the strange chill
Quivering Forest west of the Stojanow River, cut off has kept them away. A successful Wisdom
from the main stretch of the wood. (Nature) DC 15 check also yields this
Here, they find a devastated campsite that information.
was used by Lord Sokol’s emissaries to Clan
• DC 15: The signs of battle suggest a quick
Hammersfell. Also, a pixie called Ristamere lurking
assault. You think an overwhelming force
nearby witnessed the attack and can provide clues.
fell upon the camp by surprise, wiping them
The Devastated Campsite out before they could mount an effective
resistance.
Upon arrival in the Quivering Forest, the characters
easily locate the remains of a campsite used by • DC 20: Based on the damage to the trees, the
Sokol’s emissaries. The destruction is palpable— divots in the ground (as though from massive
the smell alone draws them in: axes), and the lingering chill, you believe
this attack was perpetrated by a group of
You come upon a smashed and ruined frost giants. Survivors were taken into the
clearing in the forest, where trees have been mountains.
ripped wide to make room for something
The following skills may also yield important clues:
massive to come through. The remains of
several tents and a smashed wagon, as well • Wisdom (Perception) DC 15: The character
as broken pieces of weapons and armor, lie discovers tracks leading up into the mountains
scattered across the shredded earth. In more that can be followed back to the giants’ camp.
than one spot, deep chunks of sod as wide as (If none of the characters can make this check,
your hand and as long as your forearm have
Aveen makes it automatically and points out
been ripped out of the earth itself. The air is
unnaturally cold, leaving your breath visible the trail.)
like an evil omen. • Intelligence (Medicine) DC 15: Studying the
You find two moldering corpses—one a corpses, you think the human was killed by
dwarf half crushed under a fallen tree, the
other a human lying face-down in the middle
some sort of weapon that instantly freezes
of the campsite with a huge, bloodless hole wounds as though cauterizing them.
through her chest. You see no obvious sign of • Wisdom (Insight) DC 15: Impact from
whatever impaled the latter. Both wear the massive weapons caused those divots in the
green-and-gold colors of House Sokol.
ground, tearing up chunks of the earth like
If six or more days have passed since the party wounds. The character suspects greataxes.
set out from Phlan, the elements have washed • Intelligence (Arcana) DC 20 or Intelligence
away some of the evidence, giving the characters (Nature) DC 20: The chilling aura of this place
disadvantage on all Wisdom (Perception) or puts you in mind of frost giant magic, which
Intelligence (Investigation) checks made at the sometimes leaves a lingering mark on a place.
campsite.
• Wisdom (Survival) DC 15: Tracks indicate
Searching the dead woman (Artora the
the attackers took prisoners into the
steward) automatically yields a silver signet ring
mountains.
of House Sokol (important for Part Four).
A successful Intelligence (Investigation) check • Wisdom (Survival) DC 20: The character reads
reveals the following information based on the the campsite like a scroll, determining there
result. If the party has found at least three clues were five attackers, two of whom rushed in, two
(see below) before the Investigation check, the hung back to hurl rocks, and a fifth cast spells.
character makes the check with advantage:

19 PHLAN 1-3 / SUBTERFUGE:


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Trail of the Giants Roleplaying Ristamere
In short order, the characters should determine Ristamere is an excitable pixie who suffers
that they need to head into the Dragonspine from a deficit of attention. As he sees it, the
Mountains to find the giants who attacked the frost giants were invaders into his wood, and
emissaries. Go to Part 3: Coldest Steel. he would like to see them punished—but he
Ristamere the Pixie isn’t about to part with his information for free.
He’s generally good-hearted and wants
Optional Encounter: time permitting (20 minutes) to do what’s right, but his tongue works
Once the characters have found the devastated faster than his mind, and he sometimes says
campsite, they may encounter a helpful pixie who impertinent things. Use the dialogue listed
is lurking nearby, intrigued by their arrival. He’s below as inspiration for conversing in his voice.
been in the area for some time and knows quite
a bit about what’s going on, even if he doesn’t Ristamere answers questions, though he demands
articulate it very well. He witnessed: a prize in return for each answer. These may take
• Giants attacking Sokol’s emissaries. the form of “something shiny” (such as a gemstone
worth at least 10 gp or a platinum piece), or
• Graben’s mercenaries camping here a few
“something shady” (such as a secret about that
times.
character, to be proffered first).
• He doesn’t understand “big folk” behavior but In the latter case, he makes a random demand
he knows enough to tell they were different in exchange for his information. Roll 1d8:
groups.
Ristamere’s Demands
With his innate ability to become invisible
and natural stealth, Ristamere approaches the Roll Demand
characters only if they do not seem overtly 1 Tell me something no one here
knows!
threatening. He flees immediately if they attempt
to intimidate or otherwise frighten him. (He 2 Tell me something embarrassing
about yourself!
recognizes he’s no match for the characters.)
3 Tell me the worst thing you’ve ever
If, or when, Ristamere comes out of hiding, done!
read: 4 Point to your favorite companion!
The air shimmers and a small, green-skinned, 5 Point to your least favorite
elf-like creature appears before you, flitting companion!
about in the air on gossamer butterfly wings. 6 Show me your favorite color!
“Hello, hail, well met, big folk!” he says, his
words rapid and high-pitched. “Are you after 7 Tell me your greatest fear!
the giants? I wager you are, all the coin in 8 Describe a victory from your
your pockets and the secrets in your heads! I’ll travels!
wager it!”

20 PHLAN 1-3 / SUBTERFUGE:


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• What happened here? “A horde of giant The Pixie’s Treasure
things, they were—skin blue as death and Ristamere keeps a small lair in a hollow
hair like ice—came and stomped on all the big tree nearby, which requires a Wisdom
folk. Smaller than them, bigger than me. It’s a (Perception) DC 20 check to find. It contains
relative measure.” odds and ends from various travelers over the
• Did the big folk kill any of the giants? “No, years:
but not for want of trying. Mostly they were • a tiny cameo portrait of a moon elf woman,
surprised and didn’t have the chance.” worth 50 gp
• Where did the giants go? “Back to their • a tiny scrap of a scroll that radiates potent
camp, I think. Not like I followed them. No no necromantic magic, worth 100 gp to a sage
no! That’d be bad for pixie. Bad bad bad!” • assorted coins of various mints, worth 200
• Did the giants take any of them? How gp total
many? “The giant things took half a dozen of • three random trinkets (Player’s Handbook
the big folk, hollering and struggling—at least page 160-1).
until they gave ‘em a slap or two. Shut ‘em
right up. Gods, I hope they’re all right.”
• How long ago did it happen? “A while.
Several dawns. Not a season. Just after the
others.”
• How long have you been here? “Many
seasons. I don’t really keep count. Long
enough to see your friends and the others that
came through.”
• What others? or Have you seen anyone else
in this area? “A few times before I saw your
friends, there were some very unfriendly big
folk who camped here. They wore green and
gold too, but not the same.”
• What were the mercenaries doing in the
area? “Fighting, mostly. They raided up into
the mountains, and came back with bloody
weapons. Riled up the giants good and true.”
• What happened to them? “One day, they
didn’t come back. Serves ‘em right, you ask
me.”
• Is there any treasure here? “The giant things
took it all away, ‘cept for mine. Which you’ll
never find. NEVER NEVER NEVER!”

21 PHLAN 1-3 / SUBTERFUGE:


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Part 3.
The coldest steel
Expected Duration: 80 minutes General Features
“The world is a cold, hard place that does not bend The following apply throughout the mountain
to your storybook expectations. The sooner you fortress:
learn that, the better.” Light. Normal lighting from the sun filtering
—The Fox-at-Twilight (1483 DR, the Year of the through the clouds. The towers and main hall are
Tasked Weasel) dimly lit inside.
The heroes have tracked the missing emissaries to Stairs. The main stairs up the mountain are
a frost giant camp on the Glacier of Silver Blades, ten feet wide and carved for creatures of humanoid
where any survivors are being held captive. size and shape. Smaller tracks of stairs snake up
around the towers. The stairs evince wear and tear
Fortress Freustragg from the giants’ occupation.
Chief Freustragg, Winter Priestess Pavrat, and Snowdrifts. The snow is heaped deep on the
their clan of 14 frost giants make their dwelling mountain, making for difficult terrain off paved
on the side of one of the Dragonspine Mountains, areas. The giants ignore this restriction.
overlooking the Glacier of the Silver Blades. Steep drop-offs. Any creature knocked off one
They’ve dwelled here for some time, hunting in of the paved sections of the mountain fortress has a
the wilds of the mountains and on the glacier, and chance to slip and slide down the mountain. Such a
occasionally raiding into the Ticklebelly Hills. They creature must succeed on a DC 12 Dexterity saving
did not build the mountain fortress, which seems throw to avoid falling. On a failure, the creature slips
sized more appropriately for humanoid residents, and falls 2d6x10 feet down the mountain, suffering
but have made it their own. The fortress dates back normal falling damage. Climbing the snowy slope
centuries to an unknown civilization, and its origin unaided requires a successful DC 12 Strength
is a mystery for another day. (Athletics) check.
The giants hadn’t met with much opposition
in their time in the mountains until the Razorhand Calendar Check
Company started launching concerted attacks Count up the number of days it took the
on them. Clad in the green and gold tabards and characters to reach the frost giant camp. The
cloaks of House Sokol, the mercenaries staged giants consume one captive each day, starting
raids on the giants—never enough to kill many, with the mercenaries, and they had four
but quite enough to provoke them into attacking mercenaries and six emissaries, not counting
anyone wearing those colors. Rouse Blackbrand and Bruw Clangeddin
(whom they save for last).
The giants managed to capture most of
the mercenaries, including their leader, Rouse Example: If the characters have taken
Blackbrand, and have been eating them day by day. six days to reach the camp, the frost giants
They’ll get to the missing emissaries next, whose have eaten all four mercenaries and two
party they attacked because of their colors. emissaries, leaving four alive.
Each day the characters delay once they
have arrived, they see the giants eat another
captive. It’s a grisly sight—the giants like their
food alive and wriggling.

22 PHLAN 1-3 / SUBTERFUGE:


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1. Guard Towers 3. Main Yard
When the characters come within sight of the This wide open expanse of stone offers the giants
camp, read: a logical gathering place. A central stone slab
By midday, you have pushed up into the
serves as some kind of altar upon which they have
mountains through shivering cold and deep placed a series of skulls, blackened fingers, and
drifts of snow to come at last within sight of other such trophies and traced a bloody symbol to
your destination. their wintry goddess, Auril. The symbol requires
The frost giants have built a tiered fortress a successful DC 10 Intelligence (Religion) check to
on the side of a mountain: a series of buildings
of dark wood and ice. You see sentry towers
identify.
on rocky outcroppings near the base that Three frost giants keep watch in the main
offer an excellent view of the surrounding yard in the morning and through the night, and
country side. You suspect that approaching Priestess Pavrat can usually be found at the altar
unseen might prove difficult.
intoning prayers to Auril for strength and victory.
Two frost giants keep watch on the sentry towers Fanatical in her faith, she has convinced Chief
at the base of the mountain, presenting the Freustragg that the frost giants shall act as the
characters’ first hurdle in infiltrating the fortress. goddess wills.
The towers are spaced approximately a hundred At midday, the entire clan (except for the
feet apart, with a giant manning each one. They are sentries in locations 1 and 5) gathers in the
not paying strict attention, but they are also not main yard to feast upon one of the captives in a
asleep. gruesome fashion.
Unless both are taken down unawares and
quickly, one sounds a thunderous bellow on a 4. Chief’s Hall
massive bone horn to alert the mountain camp, A weathered, broken down hall of crumbling stone
summoning three more frost giants, who arrive 3 stands above the main yard of the fortress, and it is
rounds after the horn is blown. within its cavernous depths that Chief Freustragg
The giants attack and flee only if frightened. sits on a makeshift throne of stone and twisted
metal, brooding and awaiting an augury from Auril
2. Gutted Towers the Frost Maiden to launch another raid. Three
Stone steps wind their way up the mountain, many frost giants attend him at all times as an honor
of them crushed or chipped from the tread of guard.
massive feet. Flanking the stairs are six crumbling Stepping into the hall makes one feel colder
towers and the remains of more structures long even compared to the wintry air outside. The
since weathered away. The towers are forty feet hall itself is massive—two hundred feet square—
in diameter, their doors widened to accommodate and the side facing the main yard is open to the
residents larger than originally intended. elements, its walls and ceiling largely collapsed
Eight frost giants dwell in the six functional decades or centuries ago. Perhaps the hall might
towers. At midday (when the characters arrive), have seen merrier times, but they have long
they gather higher on the mountain in the main passed.
yard to feast upon one of the captives.

23 PHLAN 1-3 / SUBTERFUGE:


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Treasure
Using the Prisoners
Freustragg collects all the clan’s treasure for Bruw Clangeddin is a gruff but good-heart-
himself, and keeps it in a locked room in the hall ed shield dwarf with a thick silver beard (he is
behind his throne. Contained in this room are a named for Clangeddin Silverbeard, a dwarf war-
dozen pieces of precious metal sculptures, bowls, rior deity) and numerous scars. A former war-
and cups worth a total of 2,400 gp, four flame agate rior known for his patience, he’s understandably
gems worth a total of 2,000 gp, and gold and silver upset by his current arrangements and would
totaling 2,600 gp. love to get revenge on the giants. He has little
The chamber also contains a slightly battered to offer the characters in exchange for their aid,
leather satchel containing the trade documents; other than his approval and the reward of “doing
(plans and a comprehensive listing of supply the right thing.”
requirements for the mined stone necessary for Rouse Blackbrand is a Sembian human
the reconstruction of Phlan, a contract signed by man in his early forties with black hair, a short
Barrett Sokol), and 2,000 gp worth of platinum black beard, and a smooth, charismatic manner.
coins marked with the arms of House Sokol and Something of a charmer, he has managed to talk
Barrett’s face. These coins are intended as a the giants into not eating him thus far. Describ-
first payment to Clan Hammersfell, and it is not ing himself as a mercenary, he keeps quiet on his
expected that the characters will claim them. If exact origins when first encountering the charac-
they do, that affects the negotiations with the ters, because they might not know who he is or
dwarves in Part Four. why he’s here. If they don’t immediately release
him, he promises to pay them in coin and/or
5. Fortress Gaol information, so long as they take him from this
A building set off behind the chief’s hall boast a awful place.
number of large, communal cells, each big enough Both men are anxious to get out. Bruw wants
to accommodate five or six captives. The cells are to avenge his fallen comrades and would like to
cold and drafty, but at least the building is largely
join in the fight. If necessary, Rouse promises to
sealed.
pay for his rescue in secrets, to “get back at that
A single frost giant keeps watch outside the
blaggard who got me into this.”
gaol building, often sleeping on the job (50%
chance he is asleep). If the gaolkeeper is awake, If equipped with their weapons and ar-
sneaking past him requires a successful DC 13 mor, they use the Veteran statistics.
Dexterity (Stealth) check. The sounds of battle
in the main yard or the chief’s hall rouse him
automatically, but he waits inside the gaol, hoping
to ambush would-be rescuers.
The number of prisoners depends on when
the characters arrive. Rouse Blackbrand is kept
in the mercenary cell and Bruw Clangeddin in the
emissaries’ cell. Both cells are locked (successful
DC 15 Strength check or to Thieves’ Tools to open).
Their equipment (comically small for the giants)
is scattered heedlessly across the floor, most of
it battered and crushed to uselessness. The only
surviving pieces are a suit of battered splint mail,
a scuffed breastplate, three mostly intact shields,
a couple notched longswords, and Bruw’s much-
scuffed battleaxe. These items are obviously
worthless for resale.

24 PHLAN 1-3 / SUBTERFUGE:


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Against the Giants Stealth Incursion
How exactly the characters deal with the frost giants The characters seek to rescue the emissaries
is up to them, but take care that scheming doesn’t take without being detected or by creating a distraction.
up too much game time. This section presents several Unaware giants have a passive Perception of 13,
possibilities, which you can suggest to the characters though Pavrat’s high Wisdom gives her a passive
by way of Aveen’s advice on the matter: Perception of 16. The prisoners themselves are too
weak to fight.
Frontal Assault Climbing an area of the mountain that is not
Under this option, the characters attack brazenly, observed (i.e. away from the paved area) is difficult on
potentially fighting every giant in the camp. the sheer slope, requiring a successful DC 18 Strength
At the guard towers, the characters have (Athletics) check. Failure leads to 10d6 bludgeoning
to overcome the sentries, as well as the three damage in the course of a battering plunge.
frost giants that answer the warning horn. Chief
Negotiation
Freustragg keeps all other giants in reserve at the
main yard. His thinking is, if anything can make Freustragg awaits the adventurer’s approach in his hall.
it past his guards, he will listen to what they have From his throne, he has a vantage to see the adven-
to say. He stands confidently waiting in the main ture’s approach, and they are beckoned inside and
yard with the others. The gaolkeeper remains in given a chance to speak. The characters may be able to
location #5. convince the giants to part with the prisoners peace-
fully.
If the guards are defeated, another guard is
• Charisma (Persuasion) DC 20: Chief
sent to motion the adventurers forward to speak. If
Freustragg demands no less than 1,000
they do not come, Freustragg comes to hunt them
gp worth of treasure in exchange for each
down with the full force of his tribe, which is eight
frost giants in addition to himself and Pavrat. prisoner. A successful check can convince him
to lower the price to a minimum of 750 gp. He
Adjusting the Encounter considers their possessions his treasure and
Here are recommendations for adjusting this will part with them for an additional 500 gp.
combat encounter. These are not cumulative. • Charisma (Intimidation) DC 22: Attempts
• Very Weak – Remove two frost giant at intimidation result in an immediate attack,
reinforcements unless the characters have showed their
• Weak - Remove a frost giant reinforcement prowess by killing at least five frost giants
• Strong – Reinforcements arrive 2 rounds thus far. If that’s the case, a successful check
after the warning results in Freustragg releasing one prisoner
per giant the characters have killed. If the
• Very Strong – Add a frost giant adventurers demand more, the giants attack.
reinforcement, and they arrive 2 rounds
after the warning • Wisdom (Insight) DC 16: The adventurers
pick up on tension between the chief and his
priestess advisor (see sidebar), granting them
advantage on Charisma checks if they can
leverage it.

25 PHLAN 1-3 / SUBTERFUGE:


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Honor Challenge Freustragg and Pavrat
Freustragg may not be the most devout of frost giants, Frequent lovers and constant battle companions,
but he has a powerful sense of honor that borders on the chieftain and his spiritual advisor have led
religious faith. He respects strength and courage and the tribe to great success, but recently friction
sides with those who demonstrate such things. Under has strained their relationship. Freustragg wants
no circumstances will he turn down a fair challenge, to raid and kill at whim, but Pavrat insists they
and the characters might challenge him for the lives of act only with the blessing of Auril, and the chief
the prisoners. grows resentful over her increasing attempts to
After interacting with or observing the chief- undermine him. For her part, Pavrat would love
tain, the characters might learn of his love of honor nothing more than to supplant Freustragg with a
with a successful DC 15 Wisdom (Insight) check. If more faithful servant of Auril.
they speak Giant or are familiar with giants (back- Freustragg carries his spear with him
ground or relevant class feature, etc.), they gain advan- at all times. The head of the spear is actually a
tage on this check. human sized greatsword (frostbrand), which has
If the adventurers successfully challenge Freus- been fashioned into a spear, creating a very large
tragg, he selects an honor guard composed of Pavrat and deadly giant-sized magic weapon.
and three frost giants to fight at his side. In combat, Freustragg uses the same stat block as
Adjusting the Encounter normal frost giants, with the following additions.
Here are recommendations for adjusting this • Freustragg has 30 hit points more than a
combat encounter. These are not cumulative. typical frost giant and wields a frostbrand
• Very Weak – Remove two frost giants greatsword that he has fashioned into a
spear and grants him resistance to fire.
• Weak – Remove one frost giant
The normal damage is the same, but his
• Strong – add one frost giant affinity to cold causes the weapon to inflict
• Very Strong – Add two frost giants an additional 6 (2d6) cold damage. The
party can claim his spear and restore it to a
sword if they defeat him, but it is a normal
frostbrand in anyone else’s hands (1d6 cold
damage).
• Pavrat is a combination of a frost giant and a
mage. She is Challenge Rating 9, worth 5,000
xp.

26 PHLAN 1-3 / SUBTERFUGE:


PA RT 3
Rescuing the Prisoners
Once the adventurers have dealt with the giants • What do we do now? “Finish the job,
and rescued the prisoners, take stock of the a’course. We need the platinum and the scrolls
situation. for Clan Hammersfell, and then we need to get
As a reminder, the giants have eaten one the deal done. Me friends won’t have died in
prisoner per day of the adventure, starting with the vain.”
four captive mercenaries and moving on to the six • What do you know about Clan
captive emissaries, saving Rouse and Bruw for last. Hammersfell? “More’n you’d think. I’ve a
If there is conflict between Bruw and Rouse cousin in the clan, and I know where to find
or the adventurers can only save some of the them. I don’t have a silver tongue, though, so
prisoners, it is important to note that shared you’ll need to lead the negotiation. I’ll be there
captivity has bred a gruff sort of friendship and to help.”
respect. Bruw doesn’t want to leave Rouse behind, • You’re not going to do the talking? “Artora
while the somewhat more morally flexible Rouse was killed at our camp. It’ll have to be you, or
advocates for the dwarf, at least until it becomes this deal won’t get done. I’d like to address
clear that leaving him is the only way to survive. ‘em, though. Pay my respects.”
• What do you know about Rouse? “The big
Bruw Clangeddin man’s a mercenary. He was here when we got
Once rescued, the dwarf wants to continue on and here, along with several of his own. The giants
complete the mission. He promised Barrett Sokol ate them afore starting on mine. He’s a good
that he would see this deal inked, and he intends to man, for a sellsword.”
see it done, whatever the cost. He is a tough dwarf,
but what he’s witnessed has left him shaken.
Most relevant is that the emissaries’ chief
negotiator, Artora, was killed in the giants’ attack,
and Bruw is unsuitable to negotiate the deal with
the Hammersfell dwarves. If this doesn’t come
out in conversation (see below), he makes this
perfectly clear before the party heads out.
Bruw answers questions as best he can:
• What happened to you? “Attacked by giants,
we were. Down in the wood before we could
climb into the mountains. Came upon us in the
night and dragged most of us off. I saw two
of me friends killed before they knocked me
senseless.”
• Where are the other survivors? “The giants
a’been eating folk since we arrived—one every
day. They made me watch.”

27 PHLAN 1-3 / SUBTERFUGE:


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Rouse Blackbrand
The mercenary is more circumspect than Bruw— A successful Wisdom (Insight) DC 15 check
he knows he did wrong, and revealing all might determines that Rouse isn’t saying everything (the
not be his best play. He knew about Samulkin’s characters have advantage on this check if they
ploy to stir up the giants and went along with it, have discovered the false uniforms or encountered
even if he didn’t expect this fallout. He got rid of his the maddened survivor in Part Two).
House Sokol tabards and wears non-descript black If the ploy is revealed to Rouse but not his
leathers. involvement, he feigns outrage and pretends to
Once rescued, his primary interest is in have been deceived. He flees when possible.
getting out of that awful place alive, and then If confronted and/or threatened, he reveals the
taking vengeance on the man who put him in that whole truth (that Samulkin hired his company to
situation: Graben Samulkin. He seeks to befriend provoke the giants into attacking anyone wearing
the party (as he has befriended Bruw) and cast House Sokol colors) and throws himself on the
himself as an innocent victim of a mutual foe. mercy of his rescuers, promising their payment
Rouse answers the party’s questions from Samulkin for the job (500 gp plus the 500 gp
cautiously. they have collected thus far for killing five giants).
• What happened to you? “I lead the Razorhand The coin is buried not too far from the destroyed
Company out of Phlan, which was operating campsite in the forest.
in the mountains. We were attacked by giants, Note: Aveen Seakin knows Rouse can reveal
and they dragged off several of us. It was her secret—and vice versa.
horrible.”
• Who hired you? “A priest in Phlan by the name
of Graben Samulkin paid us to kill giants: a
hundred gold coins for each pair of giant ears
we brought back. Obviously, it weren’t worth
the hassle.”
• How many were in your company? “Four plus
myself who made it here. A dozen others. I
don’t know how many might have survived.”
• What do you know about Graben Samulkin?
“Never liked or trusted that snake. Should
have listened to my gut. Is he your enemy
too?”

28 PHLAN 1-3 / SUBTERFUGE:


PA RT 3
Part 4.
sealed deal
Expected Duration: 30 minutes Clan Hammersfell
“Coin is more powerful than any sword or spell, but
Secure in their fortress in the icy depths of the
honor greater still.” – Cormyrian aphorism
Dragonspine, the dwarves of Hammersfell have
“What honor?” – Sembian rebuttal
a reputation for endurance and grit, particularly
when it comes to mining.
This section of the adventure should be relatively
short but important, as it represents the characters Having emigrated from the west, Clan
resolving Sokol’s plan to enter into an agreement Hammersfell made their home in the mountains
with the dwarves of Clan Hammersfell. about a century ago, and their clan now
numbers about two hundred. The dwarves have
The dwarves are not intended to be
occasionally struggled with orcs and frost giants
antagonists in any way, and this section of the
in the mountains, and have become increasingly
adventure is entirely a social encounter. If steel is
isolationist. They have a less than stellar history
ever drawn in earnest, end with the party failing
with those who seek them out, having been the
and being escorted out.
victim of various schemes and would-be thefts in
Adventure Pacing Check-in the past.
If time grows short, you can condense this part The dwarves are suspicious of outsiders,
to a single Charisma (Persuasion) check or rule and have tentatively agreed to meet with
that the characters automatically succeed. See Barrett Sokol’s emissaries only after months of
“Making the Pitch,” below. correspondence between the heir and themselves.
If the party is to have any luck of persuading them
Seeking Out the Dwarves to sign on to Sokol’s deal, they have to allay the
dwarves’ natural suspicions.
The journey from the frost giant mountain to Clan
Hammersfell’s fortress is automatic, assuming the
characters possess one of the following:
• Bruw Clangeddin knows the way.
• Aveen Seakin can lead the party there.
• The trade documents detail the location of the
holdfast well enough to locate it.
Barring these advantages, the party can attempt to
find the Hammersfell Holdfast with a successful DC
15 Wisdom (Survival) check.
If the characters cannot find the dwarves or
decide not to attempt to strike a deal with them,
they return to Phlan, having failed their mission.
Skip this section and go to Part 5: Phlan in Chaos.

29 PHLAN 1-3 / SUBTERFUGE:


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Entering Hammersfell Holdfast where you would expect the clan’s chief to sit,
stands vacant—at least until your guide parts
When the characters approach the Holdfast, from your group and sits there herself.
read: “I am Rhuldir, Warchief of Clan Hammersfell,”
she says. “Offer me your master’s terms, and we
By midday, you have pushed up into the moun- shall do business.”
tains through shivering cold and deep drifts of
snow to come at last within sight of your destina- Making the Pitch
tion.
At last, out of the cleft of two snow-choked Roleplay the preliminary negotiation while you cal-
slopes you perceive a mass of intricately carved culate the difficulty of convincing the dwarves to take
black stone that lights up with gleaming blue Sokol’s deal. The negotiation requires no fewer than
runes as you draw near. It opens into a yawn- three successful Charisma (Persuasion) skill checks
ing passage, from which the warm air of forges out of six attempts, using the following considerations:
billows forth.
A thickly muscled dwarf woman in fine, • Charisma (Persuasion) check: DC 20,
gold-inlaid ringmail approaches you, flanked by minimum recalculated DC 15.
half a dozen bitter-faced guards. “You must be • Bruw Clangeddin: Having Bruw speak grants
the emissaries of Barrett Sokol,” she says. “You
advantage on one Charisma (Persuasion) check.
are late.” Without another word, she ushers you
into the cramped, cold interior of the holdfast, (Plus earns a bonus XP award for the party.)
and the heavy doors scrape closed behind you. • Surviving Emissaries: Seeing Sokol respect
the clan enough to send a number of proxies
The dwarf who greets them is named Rhuldir, none reassures the dwarves. For each emissary
other than the matriarch of the clan. She offers the present (not including Bruw), lower the DC by 1.
characters some light refreshment—dwarven ale, • Dwarves in the Party: If at least one of the
hard brown bread, boiled meat—waiting members of the party is a dwarf, reduce the
indifferently while they refresh themselves from DC by 1.
their journey. • Elves or Orcs in the party: For every member
Then, tight-lipped, she leads the characters to of the party who appears to be at least part elf
the audience hall, answering questions gruffly and or orc, increase the DC by 1.
in as few words as possible. She mostly lets them • Sokol’s Signet: Showing this ring grants
speak, wanting to learn more of these would-be the party advantage on one Charisma
negotiators before she has to bargain with them in (Persuasion) check.
earnest. • Payment: The dwarves are expecting the
Audience with the Matriarch 2,000 gp for first payment. If it is not present,
the characters have disadvantage on all
The journey to the audience hall is a short one, as
Charisma (Persuasion) checks.
the holdfast is not large. During the journey, read:
• Trade Documents: The dwarves care little
You pass through the tight, low-ceilinged tun- for the paperwork, so the presence of Sokol’s
nels, at one point crossing a natural bridge over
a gaping chasm where you can see dwarves
documents makes no difference to the
mining great blocks of stone in the depths below, negotiation, but it can offer the characters
secured with chains that gleam in the torchlight. important insights into how to address their
The pungent smell of chemicals assails your nos- concerns (see below).
trils, and you are relieved when your guide bids
you on. • Good Roleplaying: Grant advantage on the
You come at length to a wide audience cham- check if the characters play out the pitch well.
ber engraved with runic script along the walls and • Other Skills: The characters may attempt
inset with torches that burn with blue, smokeless
to win the dwarves over through numerous
fire. A number of stone chairs fills the room, each
of them occupied with a grizzled dwarf who indirect means. See sidebar for suggestions.
stares at you with suspicion. The central chair,

30 PHLAN 1-3 / SUBTERFUGE:


PA RT 4
Even if the party amasses three successful courier to bring the coin to them each tenday.
attempts or three failed attempts, keep playing • How are we to ship the stone safely?
out the negotiation until they think they’ve made Answer requires the trade documents. Once
a winning case, they give up, or six attempts have the stone comes down from the mountain,
been made. They should not know whether they Sokol provides servants to protect the
succeeded or failed until the dwarves render their shipments along the river. Failure on this point
final decision. prompts the dwarves to demand protection all
the way from their quarry in the mountains.
Winning the Dwarves Over • Who will work the stone in Phlan? Sokol’s
The following skills (all at DC 15) may be documents don’t cover this, but succeeding
used to win the dwarves’ admiration or on an easy Wisdom (Insight) DC 10 check, the
respect, each time granting advantage to the characters realize he means to give the guilds
subsequent Charisma (Persuasion) check as these jobs. Failure on this point prompts the
part of the negotiation: dwarves to insist on doing the construction
• Knowledge of their history/customs: themselves, because non-dwarven hands are
Intelligence (History) unsuited to work with their superior stone.
• Evocations of the dwarven gods: Intelligence • Who will take charge of dealing with frost
(Religion) giant attacks? Sokol’s documents have no
• Stirring tales of past heroics: Charisma clause for this. If the party volunteers to
(Performance) clean out the giants, they gain advantage on
• Feats of strength or endurance: Strength this check. Failure on this point prompts the
(Athletics) dwarves to demand Sokol hire mercenaries to
• Boasting and crowing: Charisma destroy the giants.
(Intimidation)
Success or Failure
• A drinking contest: Constitution saving
throw If the characters fail four or more Charisma
Each character may attempt to win over the (Persuasion) checks (i.e. don’t address at least half
dwarves only once. Allow players to improvise the dwarves’ concerns satisfactorily), then Rhuldir
ways to impress the dwarves, using a DC 12 rejects their pitch and refuses to ink Sokol’s deal.
each time. If the party fails all six attempts, the dwarves
are angered by the negotiations and exile them
The Dwarves’ Concerns from their lands, never to return on pain of attack.
They have no choice but to leave in disgrace. (If
Each time the party seeks to attempt a Charisma they stay and fight, they face a clan of fifty dwarves,
(Persuasion) check, ask them to address one of the
including several elite warriors of CR 8-10.
dwarves’ concerns. Without the trade documents,
They may triumph handily, but they then gain a
the checks are made at disadvantage. Failure on the
reputation as butchers.)
check makes the deal worse for Sokol on that point,
as noted below: If, however, the party succeeds at three or
more of the attempts, the dwarves accept the deal
• How much is Sokol offering? Answer
requires the trade documents. It is a generous (plus any consequences to Sokol for failures). The
sum: 1,000 gp for a ten-day’s worth of stone. party gains additional xp for sealing the deal (see
Failure on this point prompts the dwarves to page 19).
demand 2,000 gp per tenday instead. If the party succeeds at all six checks, the
• How is the payment to be delivered? Answer dwarves are impressed with their diplomatic
requires the trade documents. The coin will abilities and extend the warm hand of friendship to
change hands in Phlan. Failure on this point them. They also gift the party with 1,000 gp worth
prompts the dwarves to demand a private of cut gems.

31 PHLAN 1-3 / SUBTERFUGE:


PA RT 4
Part 5.
Phlan in chaos
The difference between good and evil is that good lays to Thorn Island, which fairly bristles with guards
down the sword when the quest is done. Evil never rests, posted with crossbows and spears at the ready.
and neither must we. Only when you are ushered into a meeting
—Kalen Dren, Watcher of the Eye of Justice (1484 DR, with a harried and tired Barret Sokol, do you
the Year of the Awakened Sleepers) learn the truth: the other candidates for the
throne are in prison or missing, the church of
Bane has seized control of the city, and Graben
This section of the adventure should be shorter than Samulkin has declared himself the Ruinlord of
the rest, as it consists entirely of a set of descriptive Phlan.
text to end the trilogy of adventures and set up the In your absence, Phlan has fallen, and its trou-
interactive event. bles are only just beginning.

Return to Phlan • If Aveen Seakin has been treated well and


returned to Phlan safely, the adventurers earn
The heroes return to Phlan at the conclusion of the
the Insider Trading story reward.
adventure. If they attempt to contact anyone in the city
by magic, their attempts are unsuccessful (or at least • If Rouse Blackbrand is rescued and returned
do not yield any immediate reply). This may produce safely to Phlan, the adventurers earn the
some anxiety for them: play up the uncertainty as they Razorhand-shake story reward.
return. Conclusion
When the adventurers return to the city, read: Sokol has managed to find enough men loyal to his
family to fight off any efforts to arrest him. His loca-
After your long journey through the cold, bleak
northland, you are looking forward to a warm tion on the island helps a great deal, however he thinks
welcome in a city that celebrates you as heroes. it’s only a matter of time before they come for him in
That feeling ends when you crest a rise and full force. It is no doubt common knowledge that the
look upon Phlan, standing grim on the rocky adventures have acted as agents for each of the candi-
coast of the Moonsea. Something is fundamen-
dates.
tally darker about the city now. The wreckage of
half a dozen ships smolder in the bay and greasy
smoke rises from fires blazing in the heights like
beacons. An unknown banner depicting a raised
black fist waves from the pinnacle of the tallest
tower. Something definitely seems off.
Once inside the city walls, Phlan is notably
somber. Gone are the campaign posters for the
Cinnabar Throne, leaving only shreds affixed to
worn masonry. Fewer people walk the streets,
and those that do keep to the shadows and eye
you suspiciously. You hear dozens of whispers in
your wake, and somewhere a child wails pitifully.
The docks are choked with people arguing
heatedly on the verge of coming to blows.
Your arrival sweeps through them like a pebble
thrown into water, and they make way for you,
staring daggers in your direction. You take a skiff

32 PHLAN 1-3 / SUBTERFUGE:


PA RT 5
Rewards Treasure
Make sure players note their rewards on their The characters receive the following treasure,
adventure logsheets. Give your name and DCI divided up amongst the party. Characters should
number (if applicable) so players can record who attempt to divide treasure evenly whenever
ran the session. possible. Gold piece values listed for sellable
gear are calculated at their selling price, not their
Experience purchase price.
Total up all combat experience earned for Consumable magic items should be divided
defeated foes, and divide by the number of up however the group sees fit. If more than one
characters present in the combat. For non- character is interested in a specific consumable
combat experience, the rewards are listed per magic item, the DM can determine who gets it
character. Give all characters in the party non- randomly should the group be unable to decide.
combat experience awards unless otherwise Permanent magic items are divided
noted. according to a system. See the sidebar if the
adventure awards permanent magic items.
Combat Awards
Treasure Awards
Name of Foe XP per Foe
Cyclops 2300 Item Name GP Value
Pixie 50 Barrett Sokol Reward 5,000
Frost Giant 3900 Ristamere’s Treasure 350
Pavrat 5000 Frost Giants 7,000
Razorhand cache 1,000
Non-Combat Awards Hammersfell bestowal 1,000
Task or Accomplishment XP per Frostbrand
Character Greatsword, very rare (requires attunement)
Discover Aveen’s secret 1000 When you hit with an attack using this magic
Discover the signet ring 1000 sword, the target takes an extra 1d6 cold damage.
Overcome giants without combat 2,000 In addition, while you hold the sword, you have
Successful honor challenge 2,000 resistance to fire damage.
Each prisoner rescued 500
Allow Bruw to address the dwarves 500 In freezing temperatures, the blade sheds
Broker deal with dwarves 5,000 bright light in a 10-foot radius and dim-light for an
Return Rouse to Phlan 1000 additional 10 feet.
When you draw this weapon, you can
The minimum total award for each character
extinguish all non-magical flames within 30 feet of
participating in this adventure is 8,625
you. This property can be used no more than once
experience points.
per hour.
The maximum total award for each character
participating in this adventure is 11,000 Renown
experience points. All faction members earn one renown point for
participating in this adventure.
Lord’s Alliance characters earn one additional
renown point for safely returning the Sokol signet
ring to Barrett Sokol.

33 PHLAN 1-3 / SUBTERFUGE:


R E WA R D S
Story Rewards
The characters have the opportunity to earn the
following story rewards during the course of play.
Razorhand-shake. You have rescued Rouse
Blackbrand from certain demise. At the party’s
request, Rouse vows to support their choice of
candidate for Leader of Phlan. This may prove
useful in the future.
Insider Trading. Aveen Seakin is impressed with
your abilities and determination. She offers to
put in a good word if any of them want to become
procurers for Aurora’s Whole Realms Catalog at
some point in the future.

Downtime
Each character receives 10 downtime days at the
conclusion of this adventure.

DM Rewards
You receive 600 XP, 300 gp, and 10 downtime days
for running this session.

34 PHLAN 1-3 / SUBTERFUGE:


APPENDIX
Appendix: Bestiary
Aveen Seakin (Scout) Veteran
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
Armor Class 13 (leather armor) Armor Class 17 (splint)
Hit Points 16 (3d8 + 3) Hit Points 58 (9d8 + 18)
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) 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Skills Nature +4, Perception +5, Stealth +6, Skills Athletics +5, Perception +2
Survival +5 Senses passive Perception 12
Senses passive Perception 15 Languages any one language (usually Common)
Languages any one language (usually Common) Challenge 3 (700 XP)
Challenge 1/2 (100 XP)
Actions
Keen Hearing and Sight. The scout has advantage
on Wisdom (Perception) checks that rely on Multiattack. The veteran makes two longsword
hearing or sight. attacks. If it has a shortsword drawn, it can also
make a shortsword attack.
Actions Longsword. Melee Weapon Attack: +5 to hit, reach
Multiattack. The scout makes two melee attacks or 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage,
two ranged attacks. or 8 (1d10 + 3) slashing damage if used with two
Shortsword. Melee Weapon Attack: +4 to hit, reach hands.
5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortsword. Melee Weapon Attack: +5 to hit, reach
Longbow. Ranged Weapon Attack: +4 to hit, ranged 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing Heavy Crossbow. Ranged Weapon Attack: +3 to
damage. hit, range 100/400 ft., one target. Hit: 5 (1d10)
piercing damage.

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APPENDIX
Cyclops Pixie
Huge giant, chaotic neutral Tiny fey, neutral good
Armor Class 14 (natural armor) Armor Class 15
Hit Points 138 (12d12 + 60) Hit Points 1 (1d4 − 1)
Speed 30 ft. Speed 10 ft., fly 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 20 (+5) 8 (−1) 6 (−2) 10 (+0) 2 (−4) 20 (+5) 8 (−1) 10 (+0) 14 (+2) 15 (+2)

Senses passive Perception 8 Skills Perception +4, Stealth +7


Languages Giant Senses passive Perception 14
Challenge 6 (2,300 XP) Languages Sylvan
Poor Depth Perception. The cyclops has Challenge 1/4 (50 XP)
disadvantage on any attack roll against a target Magic Resistance. The pixie has advantage on
more than 30 feet away. saving throws against spells and other magical
effects.
Actions Innate Spellcasting. The pixie’s innate spellcasting
Multiattack. The cyclops makes two greatclub ability is Charisma (spell save DC 12). It can
attacks. innately cast the following spells, requiring only its
Greatclub. Melee Weapon Attack: +9 to hit, reach pixie dust as a component:
10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning At will: druidcraft
damage. 1/day each: confusion, dancing lights, detect
Rock. Ranged Weapon Attack: +9 to hit, range evil and good, detect thoughts, dispel magic,
30/120 ft., one target. Hit: 28 (4d10 + 6) entangle, fly, phantasmal force, polymorph,
bludgeoning damage. sleep
Actions
Superior Invisibility. The pixie magically turns
invisible until its concentration ends (as if
concentrating on a spell). Any equipment the pixie
wears or carries is invisible with it.

36 PHLAN 1-3 / SUBTERFUGE:


APPENDIX
Frost Giant Pavrat (Frost Giant Priest)
Huge giant, neutral evil Huge giant, neutral evil
Armor Class 15 (patchwork armor) Armor Class 15 (patchwork armor)
Hit Points 138 (12d12 + 60) Hit Points 138 (12d12 + 60)
Speed 40 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 9 (−1) 21 (+5) 9 (−1) 10 (+0) 12 (+1) 23 (+6) 9 (−1) 21 (+5) 9 (−1) 19 (+4) 12 (+1)

Saving Throws Con +8, Wis +3, Cha +4 Saving Throws Con +8, Wis +7, Cha +4
Skills Athletics +9, Perception +3 Skills Athletics +9, Perception +3
Damage Immunities cold Damage Immunities cold
Senses passive Perception 13
Senses passive Perception 13
Languages Common, Giant
Languages Giant
Challenge 9 (5,000 XP)
Challenge 8 (3,900 XP)
Spellcasting. Pavrat is a 9th-level spellcaster. Her
Actions spellcasting ability is Wisdom (spell save DC 17,
Multiattack. The giant makes two greataxe attacks. +8 to hit with spell attacks). She has the following
spells prepared:
Greataxe. Melee Weapon Attack: +9 to hit, reach 10
ft., one target. Hit: 25 (3d12 + 6) slashing damage. Cantrips (at will): light, resistance, sacred
flame(3d8) ray of frost(3d8)
Rock. Ranged Weapon Attack: +9 to hit, range
60/240 ft., one target. Hit: 28 (4d10 + 6) 1st level (4 slots): bless, fog cloud, entangle
bludgeoning damage. (flavored as ice), shield
2nd level (3 slots): invisibility, cloud of daggers
(flavored as ice shards), shatter
3rd level (3 slots): counterspell, call lightning,
spirit guardians
4th level (3 slots): ice storm, greater invisibility
5th level (1 slot): cone of cold
Actions
Multiattack. The giant makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +9 to hit, reach 10
ft., one target. Hit: 25 (3d12 + 6) slashing damage.
Rock. Ranged Weapon Attack: +9 to hit, range
60/240 ft., one target. Hit: 28 (4d10 + 6)
bludgeoning damage.

37 PHLAN 1-3 / SUBTERFUGE:


APPENDIX
38 PHLAN 1-3 / SUBTERFUGE:
APPENDIX
39 PHLAN 1-3 / SUBTERFUGE:
APPENDIX

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