DDEX3-1 Harried in Hillsfar
DDEX3-1 Harried in Hillsfar
DDEX3-1 Harried in Hillsfar
In the village of Elventree, near the oppressive city of Hillsfar, a recent string of strange occurrences has the locals on
edge. The factions have gathered here on the borders of the forest of Cormanthor to determine whats happening. Is this
the machinations of Hillsfar, or something more? Five one-hour mini-adventures for 1st-2nd level characters.
Credits
Adventure Design: Shawn Merwin
Development and Editing: Claire Hoffman, Chris Tulach, Travis Woodall
Organized Play: Chris Tulach
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett, Chris Tulach
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick
Not for resale. Permission granted to print or photocopy this document for personal use only.
Introduction
Welcome to Harried in Hillsfar, a D&D ExpeditionsTM
adventure, part of the official D&D Adventurers LeagueTM
organized play system and the Rage of DemonsTM
storyline season.
This adventure consists of five mini-adventures, and is
designed for three to seven 1st-2nd level characters,
and is optimized for five 1st-level characters. Characters
outside this level range cannot participate in this
adventure. A player with an ineligible character can
create a new 1st-level character or use a pregenerated
character.
The adventure is set in the Moonsea region of the
Forgotten Realms, in and around the city of Hillsfar.
Harried in Hillsfar
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Party Strength
Weak
Average
Average
Strong
Strong
Very strong
Harried in Hillsfar
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Catching up
Crafting (exception: multiple characters cannot
commit to crafting a single item)
Practicing a profession
Recuperating
Spellcasting services (end of the adventure only)
Training
Spellcasting Services
Any settlement the size of a town or larger can provide
some spellcasting services. characters need to be able to
travel to the settlement to obtain these services.
Alternatively, if the party finishes an adventure, they can
be assumed to return to the settlement closest to the
adventure location.
Spell services generally available include healing and
recovery spells, as well as information-gathering spells.
Other spell services might be available as specified in the
adventure. The number of spells available to be cast as a
service is limited to a maximum of three per day total,
unless otherwise noted.
Spellcasting Services
Spell
Cure wounds (1st level)
Identify
Lesser restoration
Prayer of healing (2nd level)
Remove curse
Speak with dead
Divination
Greater restoration
Raise dead
Cost
10 gp
20 gp
40 gp
40 gp
90 gp
90 gp
210 gp
450 gp
1,250 gp
Acolyte Background
A character possessing the acolyte background requesting
spellcasting services at a temple of his or her faith may request
one spell per day from the Spellcasting Services table for free.
The only cost paid for the spell is the base price for the
consumed material component, if any.
Faiths that can call upon spellcasting services in and around
Hillsfar include the following: Chauntea, Lliira, Mielikki, and
Tempus.
Character Disease,
Death, and Recovery
Sometimes bad things happen, and characters get
poisoned, diseased, or die. Since you might not have the
same characters return from session to session, here are
the rules when bad things happen to characters.
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Death
A character who dies 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.
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
characters body is recoverable (its 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 characters
funds to pay for a raise dead spell. A raise dead spell cast
in this manner costs the character 1,250 gp.
Characters 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 characters 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
XP and rewards from that session (even those earned
prior to 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
Like many of the other towns and cities on the Moonsea,
Hillsfar has seen its share of warfare and turmoil.
Hostilities with the elves of Cormanthor, with Zhentil
Keep, with the Shadovar, and with their own morally
questionable leadership have plagued Hillsfar for more
than a century.
For the first time in a long time, the people of Hillsfar
can look outside their walls and not see a dire threat
looming at their gates. Or at least, none that are obvious.
Rampant xenophobia, steeped in years of misdirected
fear and outrage, have led to not just a citizenry
distrustful of any non-humans, but also to a series of laws
outright forbidding anyone other than humans to become
citizens of Hillsfar. The laws of the government and the
attitudes of the human citizens mean that the only nonhumans allowed into the city are slaves, most of whom
fight for their lives at the Arena--to the delighted jeers of
the human populace.
The outskirts and rural lands around Hillsfar, because
of these laws, are littered with non-human refugees, many
who lost everything when they were evicted from their
homes and businesses within the city. Some of these
refugees plot against the authorities of their former home,
but most simply try to survive through commerce,
farming, or other legal (or illegal) pursuits.
When rumors of strange happenings around Hillsfar
reached the ears of the five factions, representatives of
each established camps near the village of Elventree.
From these bases, the factions send out agents to
investigate these strange tales, hoping to prevent any
major calamities--or profit from them.
Overview
Harried in Hillsfar is broken into five mini-adventures,
each designed for one to two hours of play. Therefore if
you are attempting to run all five missions in one session,
you need a minimum of five hours to do so (and probably
much more). If running this adventure as part of an event
that cycles players through quickly, the DMs should be
familiar with the mini-adventures they are running.
At public events, time is often the most important
factor. Get the players into the mini-adventure as quickly
as possible, keep an eye on the clock, and take whatever
shortcuts are necessary to stay on schedule. Remind the
players of the time limits, and encourage them to take the
adventures at face value rather than looking for any
hidden plots or side quests.
If time is not an issue, let the characters spend more
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Adventure Hook
If you are running this adventure as a longer play
experience rather than as individual missions, you might
want to use the long adventure hook introduction, which
provides some additional roleplaying and informationgathering opportunities.
If you are running individual missions rather than the
entire adventure, consider using the short adventure hook
introduction. Using the long adventure hook introduction
for an individual mission might take longer than desired.
With the factions invested in finding the source of the
strange occurrences in the lands around Hillsfar, each
faction established a faction camp near the village of
Elventree, on the edge of the Cormanthor Forest near
Hillsfar. Each camp serves as a base of operations for the
corresponding faction.
Characters already enrolled in a faction received word
from a representative of their group that assistance was
needed in the Hillsfar area. The instructions were simple:
spend some time exploring near Hillsfar and investigate
anything strange you might encounter. After investigating
completely, return to the faction camp and report. The
faction members are also told not to interrupt or
hinder the investigations of the other factions under
any circumstance. In fact, since assisting another
faction often provides better information, be as
cooperative as possible toward other factions.
Characters not already a member of a faction can join
one at any time, and they get the chance to interact with a
representative of each faction during one of the missions.
It is assumed that these "factionless" characters are
simply traveling or adventuring in the area around
Hillsfar, following rumors of strange occurrences.
Short Introduction
When the players are ready to being, read:
Vague and bizarre rumors brought you to Hillsfar. The rumors
ranged from leprechauns showering travelers with gold to
undead armies terrorizing the Hillsfar farmsteads.
Perhaps the wildest rumor you heard turned out to be true: all
the non-human citizens within the walls of the city-state of
Hillsfar have been evicted. The only non-humans left in the city
are the slaves who fight at the Arena. Fights to the death, it is
said. Anyone not obviously human is turned away at the Hillsfar
Gate, which is the only way into and out of the walled city.
In your travels, you and your group found a poor, suffering
human on the road. Dirty, emaciated, and obviously mad, his
ranting at first seemed like the gibberish of a shattered mind.
But as the man died at your feet, something about his words
struck a chord. They seemed more prophecy than prattle. After
some investigation, you learned that the madman's words
corresponded to five locations in the Hillsfar area. Certainly it
cannot hurt to investigate, right?
Present the players with Handout 1, which contains the madman's words and some notes about the locations associated with
each of the five verses of the prophecy.
The players might have questions about these five
areas. If you are running the game in a venue where time
is a factor, don't feel the need to provide information
other than the location. Get the characters into the
mission, and let them investigate from there.
If you are not in a timed environment, provide any
information you wish about the locations based on details
found in the mission location.
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Long Introduction
When the players are ready to begin, read:
Rumors of strange occurrences brought you to the Hillsfar
region. The vague and bizarre rumors ranged from leprechauns
showering travelers with gold to undead armies terrorizing the
many farmsteads.
The one rumor that turned out to be true was perhaps the
wildest of all. All the non-human citizens within the walls of the
city-state of Hillsfar were evicted. The only non-humans left in
the city are the slaves who fight at the Arena. Fights to the
death. Anyone not obviously human is turned away at the
Hillsfar Gate, the only way into and out of the walled city.
You travel north on the Moonsea Ride, the often-used
merchant road south of Hillsfar, which also navigates through
expansive Cormanthor Forest. Others [the other characters]
travel with or near you.
A muffled shout bursts from a copse of trees off the road, and
an old human man wearing torn and bloody clothes staggers
into view. The blood on his clothes comes from small cuts and
scratches rather than any large wound. His charge toward you is
slow, ponderous, and shaky. Before you can even draw weapons
or ready spells, he collapses in the grass. He still shouts,
however, although the words grow fainter and fainter with each
passing moment.
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New Master?
The first is at the place where dandelions rise above and cover the people. The virile and the virulent can be one
and the same. The hell-tinged one is lost, and then several are found.
Roths? Undead?
The fifth lies where the ancients lie beneath night's marble, forgotten but not gone. The lost wealth of a
forgotten time pays terrible dividends now.
Bea Farbough, the owners of this farm. The 10 nonhuman youngsters are their adopted children, and the
human babies are a set of sextuplets that Bea recently
gave birth to. The other adult humans are farmhands and
servants.
The non-human children (there are 12 total at the farm)
lived at Madame Delilah's Home for Orphaned Children
in Hillsfar until a couple years ago. With the passing of
the law banishing all non-humans from the city, the Red
Plumes forcibly removed the youths from Madame
Delilah's care. The Farboughs, then unable to have
children of their own, happily agreed to take in the ousted
orphans.
The Farmhouse
go and fetch Pynroth: ask the two girls outside where that boy
to the goat barn and see if Jovee's kids are ready to pop yet.
has got off to. If any of you have any skill in husbandry, run out
Verner, take these folks out and introduce them to Jovee. When
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Where is Pynroth?
Pynroth is a tiefling boy--one of the orphans. He is
currently going through a rebellious streak. He was told
to stay out of the furthest pasture because of dangerous
creatures have been seen there as of late. So naturally-like any rebellious youth would--he headed there
immediately.
The two girls that the characters encountered earlier
know where their foster brother went, but are afraid of
getting scolded for not stopping him or telling the
Farboughs about his transgressions sooner.
When asked directly, the girls lie--albeit poorly; saying
they do not know his whereabouts. A successful DC 5
Wisdom (Insight) check reveals their falsehood.
A successful DC 10 Charisma (Deception, Intimidation,
or Persuasion) check convinces them to reveal the truth.
Humans have disadvantage on Persuasion checks made
in this fashion, but advantage on Intimidation checks
since the girls are wary of humans due to past
mistreatment. Similarly, checks made by creatures of the
same race (dwarf or half-orc, respectively) are also made
with advantage.
If the Charisma check succeeds on the first attempt, the
characters have advantage on initiative checks in the
combat with the wild dogs. They also learn that the boy
went to the far pasture for no other reason than because
he was told not to. The farmhands have run across
strange and terrible creatures there: beasts that look like
normal creatures but with unusual features and eyes that
glow red in the dark of night.
If the original Charisma check fails by more than 5, it
takes a long time for the characters to convince the girls
to talk. When they finally do, they only tell Pynroth's
location and make no mention of the strange creatures.
Any initiative checks made by the characters in the
encounter with the wild dogs are made with
disadvantage.
Regardless of their checks, they eventually learn the
location of Pynroth and may seek him out.
dealt with animal births in the past have likely never seen
anything like this.
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10
XP Award
If the characters save Jovee, award each character 25 XP.
Rescuing Pynroth
After learning where Pynroth has gone, the characters
must find the young tiefling if they want to get their
questions answered (and get the meal, promised above).
Following the mile-long trail where the young tiefling
went, the characters soon arrive at the far pasture. When
they arrive, read:
Rounding a thicket of large willows, you see the pasture. The
normally bucolic setting is marred by a pack of wild dogs
surrounding two figures, huddling together in fear. The larger
figure is half-elven, wearing leather armor and clumsily
brandishing a sickle to keep the yipping, growling dogs at bay.
The half-elf has his other arm around a tiefling boy, presumably
Pynroth. Tears in the half-elf's cloak and blood on his arm show
that the wild dogs mean business.
Tactics
The dogs harry the half-elf and tiefling until the
characters engage the dogs by either attacking them or
moving adjacent to one of the dogs or their quarry. At that
point all the dogs attack the characters, leaving the pair
alone.
The half-elf does not attack the dogs; instead he focuses
his efforts on protecting the boy. If an adventurer falls and
is in danger of dying, Beralt uses a potion of healing to
revive that adventurer.
If the large wild dog and at least 50% of the other dogs
are defeated, the remaining dogs disengage and flee.
Developments
Once the dogs have been dealt with, the half-elf
introduces himself to the characters as Beralt--an initiate
in the Emerald Enclave. The half-elf is training to be a
druid, and he was sent by his master to investigate
rumors that some of the local wildlife has been behaving
strangely. He was tracking this pack of wild dogs when he
found them attacking the boy.
If the characters provide information about the strange
goats (or even the children with extra digits) at the farm,
Beralt confirms that he has seem similar phenomena
locally; multiple births, creatures growing to enormous
sizes, creatures born with extra digits or limbs, etc. A few
have even shown traces of some sort of infernal heritage.
For rescuing him and the boy, Beralt gives the
characters a potion of healing (if he did not use it in the
combat) and a vial of alchemist's fire. He also offers a
silver sickle worth 50 gp, and he puts in a good word for
them with the Emerald Enclave if they would like to join.
After that, he leaves Pynroth in the characters' care and
goes on his way.
Finally, if any unaffiliated characters wish to join the
Emerald Enclave, Beralt happily sponsors their
membership.
Treasure
Beralt gives the characters a potion of healing (if it wasn't
used during the fight) and a silver sickle.
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Demon Goats
This encounter assumes that the characters do not kill
the goats immediately after they are born. If they
attempted to do so, the goats seem to grow right before
their eyes. Run the encounter as is, but give the
characters advantage on their first attacks as the goats
get their legs.
The characters can accompany Pynroth back to the
farm. When they arrive, they find the mutated wildlife in
the area has one more surprise for the party:
Treasure
For helping out and rescuing them all from the problems
on the farm, Bea offers the characters various homemade
goods, 15 total items, ranging from beautiful quilts, a
couple kegs of homemade cider, to an heirloom necklace,
to basket full of fresh raspberries and other fruits and
vegetables. The whole lot can be sold for 150 gp, but each
item is worth 10 gp if the characters wish to keep some of
them for themselves.
The scene at the farm looks much as you left it. That is, until a
scream erupts from the goat barn. Verner sprints from the barn,
limping on an injured leg. Two red-furred goats chase him,
making tortured, raspy sounds you might expect to hear in the
Abyss. Moments later, the rest of the goats' red-furred brother
and sisters emerge. Behind the lot comes the two-headed goat
that since you left the barn has grown to the size of a horse. It
newly sprouted horns look like curved pitchforks.
Tactics
The goats, including the large goat, charge as much as
they can to take advantage of their butt attacks. During
the battle, the large goat continually brays with a voice
that sounds like a low, demonic growl.
Developments
Hearing the ruckus, the people inside the farmhouse run
outside to witness the battle. Obviously, they do not blame
the characters for dealing with the obviously corrupted
demon goats.
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Rewards
Treasure Awards
Experience
Item Name
Silver sickle
Items from the Farboughs
GP Value
50
150
Potion of Healing
A description of this item can be found in the basic rules
or the Players Handbook.
Alchemists Fire
Combat Awards
Downtime
Name of Foe
Wild dog
Wild dog alpha
Goat
Giant two-headed goat
XP per Foe
25
200
10
100
Non-Combat Awards
Task or Accomplishment
Save Jovee
XP per Character
25
Renown
DM Rewards
You receive 100 XP, 50 gp, and five downtime days for
each session you run of this mini-adventure.
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 up according to a
system. See the sidebar if the adventure awards
permanent magic items.
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13
Appendix: Monster/NPC
Statistics
Wild Dog
Goat
Armor Class 12
Hit Points 5 (1d8 + 1)
Speed 40 ft.
Armor Class 10
Hit Points 4 (1d8)
Speed 40 ft.
STR
12 (+1)
DEX
10 (+0)
CON
11 (+0)
INT
2 (4)
WIS
10 (+0)
CHA
5 (3)
STR
13 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
3 (4)
WIS
12 (+1)
CHA
7 (2)
Skills Perception +3
Senses passive Perception 13
Languages
Challenge 1/8 (25 XP)
Keen Hearing and Smell. The wild dog has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4
(1d6 + 1) piercing damage.
Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
3 (1d4 + 1) bludgeoning damage.
CON
12 (+1)
Armor Class 12
Hit Points 26 (4d10 + 4)
Speed 50 ft.
DEX
15 (+2)
CON
13 (+1)
INT
3 (4)
WIS
12 (+1)
CHA
8 (1)
Skills Perception +3
Senses passive Perception 13
Languages
Challenge 1 (200 XP)
STR
17 (+3)
STR
17 (+3)
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
8 (2d4 + 3) bludgeoning damage.
INT
3 (4)
WIS
12 (+1)
CHA
6 (2)
Keen Hearing and Smell. The wild dog alpha has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wild dog alpha has advantage on an attack roll
against a creature if at least one of the wild dog alphas allies is
within 5 feet of the creature and the ally isnt incapacitated.
Running Leap. With a 10-foot running start, the wild dog alpha
can long jump up to 25 feet.
Actions
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
(1d8 + 3) piercing damage.
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14
DM Appendix: NPC
Summary
This section is provided to the Dungeon Master to help
keep track of the various NPCs present in the adventure.
Ebenz and Bea Farbough (EE-benz and BEE FAHRbo). Married human couple. Bea recently gave birth to
sextuplets. The couple has a mess of adopted children.
Pynroth (PINE-roth). Young, male tiefling. Rebelious.
Jovee (JOE-vee). Female goat. Pregnant.
Beralt (ber-ALT). Male half-elf. Member of the Emerald
Enclave. Investigating corrupted creatures in the area of
Farbough's Farm.
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Questioning Constance
Based on the prophecy, the characters should have a
good idea that something is wrong at the farm, and it's
clear that Constance is in over her head.
When they question her, she tries to tell them that her
parents are simply visiting relatives in Daggerdale, but
her statements are obviously false. If the characters
challenge her story, however, she breaks down in tears.
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The girl sobs for a moment, looking broken and lost. Then a
look of hope plays across her face. "Perhaps you are the answer
to my prayers. Does Chauntea work in such a manner?" She
looks past you, out into the fields where the beet harvesting
continues unabated. "If you follow me, maybe we can help each
other."
The Drow
Ceilings. The ceilings are approximately 10 feet high.
Light. Only Constance's lantern lights the room. No
other light exists other than what the characters have
brought with them.
The drow is unconscious, and has most definitely seen
better days. He is obviously suffering from the same
disease as the Goodroots.
Constance does not know who he is. She never saw
him prior to coming upon her dying parents and his
unconscious body three days ago. Her parents have
contracts with many people, but no drow that she is
aware of. She has been giving him water and trying to talk
to him, but so far he has not regained consciousness.
A successful DC 15 Wisdom (Nature) check reveals that
the disease is darkborne rot--a fungal infection that
rapidly overtakes the victim. It originates from the
Underdark, and it has no natural cure--even lesser
restorative magic and abilities have no effect. The victim's
body either fights the infection, or it doesn't. Otherwise
removing the infection requires a greater restoration or
greater magic. Thankfully, none of the characters or
Constance are at risk.
A successful DC 10 Intelligence (Investigate) check
finds a rolled up parchment in the coat pocket of the
drow. Written in Common, the parchment is a contract
between the beet farm and the drow, apparently named
Arrizz, who resides in the area and is acting as a liaison
with an unnamed svirfneblin city in the Underdark. The
contract is for an exchange of gold for beets and beetbyproducts. There is nothing strange or illegal about the
contract itself or the terms.
A successful DC 15 Wisdom (Medicine) check can
bring Arrizz the drow to consciousness, and he can
answer questions. He basically provides the same
information as the contract describes. He is a smuggler
who brokers deals between interested parties both above
and below ground. He was meeting secretly with the
Goodroots about bringing beet products to some of his
customers. Over the two days he was here, staying in the
basement out of the sunlight, he and the Goodroots came
down with this terrible malady. The drow remains awake
for five minutes before lapsing back into
unconsciousness.
After the characters have the opportunity to inspect the
drow (and question him if they are able to wake him)--they
are interrupted.
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18
Bounty Hunters
Developments
Without warning, the door of this cellar room slams shut, and
the lantern flies from Constance's hands, plunging the room
into darkness. Constance shrieks.
Tactics
The pair is here to capture the drow, but they believe they
should kill the characters first. They use their enlarge
ability as soon as possible. Note that the duergars's
enlarge ability requires concentration, so any damage
they take forces a Constitution saving throw (DC 10 or
half the damage taken, whichever is greater).
Extinguishing the lantern and closing the door are not
attacks, so their invisibility remains intact until they
attack, meaning characters that get to act in the first
round still may have trouble finding a target, even if
someone creates light.
Neither the drow nor Constance takes any actions
during the fight, except to cower (or remain unconscious,
in the case of poor, poor Arrizz).
Treasure
The duergar, in addition to their weapons and armor,
carry well-made manacles and coins and gems with a
total combined worth of 200 gp. They also have a wanted
poster, written in Undercommon, detailing the crimes and
a description of the drow Arrizz. In a nutshell, his crimes
consist of his leaving his drow house without permission.
Returning Plumes
With their duergar and drow problems behind them, the
characters still have the problem of the Red Plumes and
Constance. Because of her parents' deaths, the dye
production process has slowed considerably. Constance
needs more time for the dye to be ready, but the Red
Plumes expect the shipment by the next morning.
If the characters attacked the Red Plumes earlier, they
exit the farmhouse to find a squad of 20 Red Plumes
waiting to arrest them. There is no need to play out the
battle. Only characters who took an active part in
attacking or killing a Red Plume suffer the following
consequences.
points each.
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Arrizzs Fate
Arrizz is in no shape to make his escape. With time, he
regains consciousness and will eventually recover,
however.
Characters who think that turning in the drow and
receiving the bounty should be warned that retrieving the
reward would mean traveling to a distant, and thoroughly
evil drow empire, where being captured into slavery
would likely the best result. Characters that still insist on
pursuing this may spend 10 days of downtime during
which time Arrizz makes his escape, leaving the
characters devoid of their prospective reward. All is not
lost, however. The characters eventually fall into with a
merchant caravan who pays them 20 gp for their service.
But one doesn't spend that much time in the Underdark
and leave unscathed.
The mind-twisting darkness of the Underdark coupled
with the horrors found within wreaks havoc on the
unprepared. If any characters venture into the Underdark
in search of the bounty for Arrizz's return, they do not
return unscathed.
Each character so traveling must succeed on a DC 10
Wisdom saving throw or pick up some minor peculiarities
on their trip. These quirks should be minor and devoid of
any sort of substantive, mechanical effect. Examples
include:
A fondness for insects
Talking to oneself
Terrifying dreams
Hearing voices
Mild depression
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Rewards
Treasure Awards
Experience
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 rewards listed
are per character. Give all characters in the party noncombat experience awards unless otherwise noted.
Combat Awards
Name of Foe
Guard
Duergar
XP per Foe
25
200
Non-Combat Awards
Task or Accomplishment
Help Constance Keep Farm
XP per Character
25
Item Name
Duergar's gold
GP Value
200
Vial of Acid
A description of this item can be found in the basic rules
or the Players Handbook.
Renown
Zhentarim characters only receive one renown point
for releasing Joyella from the duergar bounty hunters.
Downtime
Each character receives five downtime days at the
conclusion of this mini-adventure.
DM Rewards
You receive 100 XP, 50 gp, and five downtime days for
each session you run of this mini-adventure.
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 up according to a
system. See the sidebar if the adventure awards
permanent magic items.
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Appendix: Monster/NPC
Statistics
Duergar
Medium humanoid (dwarf), lawful evil
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
Guard
WIS
10 (+0)
CHA
9 (1)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Skills Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/8 (25 XP)
Actions
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Actions
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the
duergar magically increases in size, along with anything it is
wearing or carrying. While enlarged, the duergar is Large,
doubles its damage dice on Strength-based weapon attacks
(included in the attacks), and makes Strength checks and
Strength saving throws with advantage. If the duergar lacks the
room to become Large, it attains the maximum size possible in
the space available.
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing
damage while enlarged.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or
9 (2d6 + 2) piercing damage while enlarged.
Invisibility (Recharges after a Short or Long Rest). The duergar
magically turns invisible until it attacks, casts a spell, or uses its
Enlarge, or until its concentration is broken, up to 1 hour (as if
concentrating on a spell). Any equipment the duergar wears or
carries is invisible with it.
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DM Appendix: NPC
Summary
This section is provided to the Dungeon Master to help
keep track of the various NPCs present in the adventure.
Constance Goodroot (CON-stance). Female half-elf.
Daughter of the owners of Goodroot Farm. Running the
farm in her parents's absence. Discovered the drow
hiding in the cellar.
Dessandra (DAY-sand-ruh). Human captain of a Red
Plume patrol. Acquisitioning red dye from the Goodroots.
Arrizz (uh-REEZ). Male drow. Fled from his home in the
Underdark and picked up a strange fungal infection along
his travels. Happened across the Goodroot Farm and took
refuge in the cellar to recover.
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isn't quite right here. The sun appears briefly to guide your
your best efforts and expert navigation. Magic is at play here for
sure.
down a side path, only to disappear just before you are close
Pit Traps
Allow any characters in the lead as the group moves
through the forest to make a DC 15 Wisdom (Perception)
check. Success find a 20-foot-deep pit trap in the middle
of the trail, cleverly covered with twigs, leaves, and grass.
If not found, the characters in the lead must make a DC
15 Dexterity saving throw or fall into the pit for 2d6
bludgeoning damage.
At the bottom of the pit is an elven skeleton that has no
treasure. It is centuries old, placed in the pit by Zook to
make it seem more scary. The jackalweres dug the pit
(and others) to capture prey.
As the characters are dealing with the pit, either
climbing from it or investigating it, Zook invisibly flies up
to the character that appears to be the most susceptible to
his euphoria gas (targeting a big dumb fighter type) and
breathes. If the adventurer fails the saving throw, he or
she has visions of a terrible wave of death coursing
toward the group. The adventurer takes off in a random
direction through the forest to escape the death.
The affected adventurer runs directly toward another
20-foot-deep pit trap, and must attempt the DC 15
Dexterity saving throw with no chance of seeing the pit
beforehand. Any characters chasing the affected
adventurer must make the same Dexterity saving throw to
avoid the pit trap, but with advantage.
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Tactics
The jackalweres cannot be hurt by normal weapons. This
is going to be challenging to players without access to
silvered weapons or ways to damage the monsters using
magic.
If these missions are played in order, the characters
should have a vial of alchemist's fire and silvered sickle
from Mission 1, and a potion of fire breath and 2 vials of
acid from Mission 2. With Wittel's silvered scimitar found
earlier (see The First Victim, above), plus any magical
attacks the characters might have and the flasks of oil, the
characters should be able to mount a successful fight.
Rather than rising to the challenge and thinking outside
the box when challenged like this, some players may sulk
and complain. If this happens, remind the players of other
tactics they can use: helping other characters to give them
advantage on attacks, grappling and pinning the
jackalweres, or attacking the normal jackals instead to
keep them off any spellcasters who can actually harm the
jackalweres.
Developments
The jackalweres have 4 golden earrings worth 25 gp each
but no other gear or treasure.
When the battle concludes, Zook shows herself and flits
around the characters, trying to get them to follow her to
the spring, where Wittel's wife can be found, unconscious.
If any of the characters speak Draconic or Sylvan, Zook
explains the situation. She warns the characters against
trying to fight the entire jackalwere clan, since there are
many of them spread out in the woods. It would take a
larger force to clear them out.
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At the Spring
Rewards
Masters Guide.
Experience
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 rewards listed
are per character. Give all characters in the party noncombat experience awards unless otherwise noted.
Treasure
Treasure Awards
Item Name
Jackalwere's Earrings
Zook's Stash
GP Value
100
100
Renown
Harper characters only receive one renown point for
defeating the jackalweres.
Downtime
Each character receives five downtime days at the
conclusion of this mini-adventure.
DM Rewards
You receive 100 XP, 50 gp, and five downtime days for
each session you run of this mini-adventure.
Combat Awards
Name of Foe
Jackal
Jackalwere
XP per Foe
10
100
Non-Combat Awards
Task or Accomplishment
Survive the Pit Traps
XP per Character
50
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Appendix: Monster/NPC
Statistics
Jackal
Small beast, unaligned
Armor Class 12
Hit Points 3 (1d6)
Speed 40 ft.
STR
8 (1)
DEX
15 (+2)
CON
11 (+0)
INT
3 (4)
WIS
12 (+1)
CHA
6 (2)
Skills Perception +3
Senses passive Perception 13
Languages
Challenge 0 (10 XP)
Keen Hearing and Smell. The jackal has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Pack Tactics. The jackal has advantage on an attack roll against a
creature if at least one of the jackals allies is within 5 feet of the
creature and the ally isnt incapacitated.
Jackalwere
Medium humanoid (shapechanger), chaotic evil
Armor Class 12
Hit Points 18 (4d8)
Speed 40 ft.
STR
DEX
11 (+0) 15 (+2)
CON
11 (+0)
INT
13 (+1)
WIS
11 (+0)
CHA
10 (+0)
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1
(1d4 1) piercing damage.
Actions
Bite (Jackal or Hybrid Form Only). Melee Weapon Attack: +4 to
hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Scimitar (Human or Hybrid Form Only). Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing
damage.
Sleep Gaze. The jackalwere gazes at one creature it can see
within 30 feet of it. The target must make a DC 10 Wisdom
saving throw. On a failed save, the target succumbs to a magical
slumber, falling unconscious for 10 minutes or until someone
uses an action to shake the target awake. A creature that
successfully saves against the effect is immune to this
jackalweres gaze for the next 24 hours. Undead and creatures
immune to being charmed arent affected by it.
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Armor Class 15
Hit Points 14 (4d4 + 4)
Speed 10 ft., fly 60 ft.
STR
3 (4)
DEX
20 (+5)
CON
13 (+1)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 1 piercing damage.
Euphoria Breath (Recharge 56). The dragon exhales a puff of
euphoria gas at one creature within 5 feet of it. The target must
succeed on a DC 11 Wisdom saving throw, or for 1 minute, the
target cant take reactions and must roll a d6 at the start of each
of its turns to determine its behavior during the turn:
14. The target takes no action or bonus action and uses all of
its movement to move in a random direction.
56. The target doesnt move, and the only thing it can do on
its turn is make a DC 11 Wisdom saving throw, ending the effect
on itself on a success.
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DM Appendix: NPC
Summary
This section is provided to the Dungeon Master to help
keep track of the various NPCs present in the adventure.
Zook. A somewhat morose yellow faerie dragon.
Entrusted by Mielikki to guard the area, she found the
jackalweres beyond her capabilities. She instead resorted
to frightening away the creatures's potential victims.
Wittel (WHIT-uhl). Male human teamster. He and his
wife Dottee were attacked by creatures. Wittel was left for
dead, but his wife was taken by the attackers.
Dottee (DOT-ee). Female human. Pregnant wife of
Wittel. Taken by the jackalweres.
Francesca and Voltz (fran-CHESS-kuh and VOLTS).
Jackalweres. Bad news.
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Lady Ineddra
As the characters prepare to descend, a voice calls out.
An elven woman dressed in scholar's garb addresses
them. She introduces herself as Lady Ineddra, and she
tells them she is from the forest of Cormanthor.
She recently heard that an elf who worked on this farm
was rumored to be investigating the history of the fey'ri-foolish elves who consorted with demons and devils a
long time ago in order to gain strength and power. She
fears investigating these creatures and their history can
lead to nothing but misery. She also believe this area once
held a fey'ri outpost, so she came to investigate.
Although she does not wish to accompany the
characters (she is no adventurer), she offers 100 gold
pieces if the characters will investigate and report back to
her. She also wears a pin showing she is a member of the
Lord's Alliance.
Guardian Statues
Light. This room is unlit.
The room ahead of you is decorated in a very strange motif. The
bas-relief carvings and other stonework is delicate and finely
crafted, seeming elven in nature. However, the scenes depicted
are quite terrible and shocking: "demonic" is the best word to
describe it.
Six massive statues dominate the center of the room. The three
northernmost statues depict elves, while the three
southernmost are carved to represent demons. The two sets of
statues face each other, and each pair share certain features.
The first pair wield wicked swords, the second pair highlight
spiders and snakes, and the last pair wield scourges and arcane
wands.
Etched onto the floor in Elven is a phrase that was apparently
also translated recently into Common in chalk: "To pass, you
must speak the titles of each of the three, divided by three."
Then etched into the floor is a long string of letters:
TLLHOAERDSDYLVAAEGYNOEONRMY
Statue Trap
If a characters steps between any of the pairs of statues
without first speaking title of that particular statue, the
statue animate and attack. Each statue requires a
different saving throw. Those who succeed take only half
damage.
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To Build a Demon
Ceilings. Ten feet high.
Light. Brightly light by lanterns and torches.
Sound. Chanting.
Stepping through the correct maw, the characters arrive
at the final room of the complex, where Seppremis
attempts to animate a goristro demon.
This large room is supported by four thick pillars of purple
stone. A dead human body is lashed to each. Bubbling
cauldrons of vile goo cook over fires in the four corners of the
room, with an odd arm or leg sticking out of the cauldrons.
In the center of the room, resting on a purple stone slab, is a
grotesque form. It looks like the head of a roth has been
attached to the body of a human.
Behind the table, an elf, arms and face covered in blood,
Nine gaping demonic maws adorn the walls of the room, each
From out of the each of the four columns step four vaguely
with a number on them: one through nine. The maws are holes
in the walls large enough to climb through, but the gaps are
Tactics
The manes do not attack the characters. Instead, they
simply move towards the stone slab and use their action
to become fuel for the ritual. Essentially, they disappear in
a flash of light and sickly smoke and are assimilated into
the dead carcass laying on the slab.
The dretch attack the characters normally, trying to
keep them away from the center of the room.
If a total of 12 manes fuel the corpse before the
characters can kill all of the dretch and at least 4 manes,
the goristro is summoned from the Abyss. If not, the ritual
fails.
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Developments
Combat Awards
Name of Foe
Dretch
Manes
loud explosion rocks the room, sending you all flying. Where the
terrible corpse just rested, there is now a creature more
terrifying than anything you have ever seen. As tall as a giant but
with the head of a bull, it emanates wicked power and burns
your eyes; temporarily blinding you. It takes you in with a red-eye
stare, bellows, then simply disappears. Something horrifying
has just been unleashed onto an unsuspecting world.
Rewards
Make sure the players note their rewards on their
adventure log sheets. Give your name and DCI number (if
applicable) so players can record who ran the session. If
you are playing all of the missions as a single adventure,
or playing multiple missions in one session, you can wait
and give the rewards for all missions played at the end of
the session.
Experience
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 rewards listed
are per character. Give all characters in the party noncombat experience awards unless otherwise noted.
XP per Foe
50
25
Non-Combat Awards
Task or Accomplishment
Solve the Statue Puzzle
Survive the Maws
Stop the Summoning
XP per Character
20
20
20
Treasure
Treasure Awards
Item Name
Ritual Implements
Lady Ineddra's Payment
GP Value
100
100
Renown
Lord's Alliance characters only receive one renown
point for reporting what they found to Lady Ineddra.
Downtime
Each character receives five downtime days at the
conclusion of this mini-adventure.
DM Rewards
You receive 100 XP, 50 gp, and five downtime days for
each session you run of this mini-adventure.
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Appendix: Monster/NPC
Statistics
Dretch
Small fiend (demon), chaotic evil
DEX
11 (+0)
CON
12 (+1)
Armor Class 9
Hit Points 9 (2d6 + 2)
Speed 20 ft.
STR
10 (+0)
Manes
INT
5 (3)
WIS
8 (1)
CHA
3 (4)
DEX
9 (1)
CON
13 (+1)
INT
3 (4)
WIS
8 (1)
CHA
4 (3)
Actions
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
5 (2d4) slashing damage.
Actions
Multiattack. The dretch makes two attacks: one with its bite and
one with its claws.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3
(1d6) piercing damage.
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
5 (2d4) slashing damage.
Fetid Cloud (1/Day). A 10-foot radius of disgusting green gas
extends out from the dretch. The gas spreads around corners,
and its area is lightly obscured. It lasts for 1 minute or until a
strong wind disperses it. Any creature that starts its turn in that
area must succeed on a DC 11 Constitution saving throw or be
poisoned until the start of its next turn. While poisoned in this
way, the target can take either an action or a bonus action on its
turn, not both, and cant take reactions.
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DM Appendix: NPC
Summary
This section is provided to the Dungeon Master to help
keep track of the various NPCs present in the adventure.
Seppremis (SEP-rim-iss). Male high elf. Farmhand on
the Allano roth farm. Plotting to retrace the footsteps of
the fey'ri and consort with demons for his own personal
power.
Lady Ineddra (ih-NED-druh). Female high elf from
Cormanthor. In search of an elf who has been investigating the fey'ri.
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Tactics
The combat should begin when the first adventurer gets
within 40 feet of the monsters. This allows the roth
zombies to charge. The cultists do not expect visitors and
fear their enterprise will be reported if the characters
aren't permanently silenced.
Developments
Although the cultists have no treasure, one of them holds
a set of keys that look recently used. The only building
nearby is the abandoned church, so the characters can
make the logical leap that the keys have something to do
with the church.
If the characters capture and question the cultists, they
happily reveal that they have been sent here by their
"Dark Prince," and soon the land of light will bend to the
might of their master. They give no more information,
however, being respectable cultists, and more than a little
insane.
of the Book of the Dead. His glasses are askew, and there is a
strange dark glow on him that makes him look blurry to you.
"More fleshy bodies for my master's army," says a voice that
comes from the priest but is definitely not the priest's. "Protect
the braziers!" he calls to someone or something that you cannot
see deeper in the room.
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Tactics
The shadow cannot be hurt while any of the braziers are
still functioning, though it can still attack. If the
characters damage Erve's body, make it obvious that all
they are doing is killing an innocent man possessed by an
outside force. If they damage Erve two more times, Erve
cannot be saved after the shadow leaves his body.
The characters should also be told after the first attack
against the possessed Erve that the four braziers
scattered around the room are magically protecting the
creature possessing the priest. Until the braziers are
deactivated, they will not be able to defeat the creature.
Note that while inside the priest's body, the shadow's
speed is 20 ft., and it cannot use its amorphous or shadow
stealth abilities.
The cultists try to protect the braziers, at first hiding
and sniping at the characters with slings, and then
engaging in melee when the characters get near a brazier.
Abyssal Braziers. In order to remove the protection
from the shadow, the four braziers must be knocked over
or deactivated. Deactivation requires either a successful
DC 10 Intelligence (Arcana or Religion) check as a bonus
action from within 30 feet of a brazier, or an action must
be spent by a creature adjacent to the brazier to physically
tip it over. Physically disturbing the brazier causes 1d4
necrotic damage, as does failing the aforementioned
checks.
After 2 braziers are deactivated, the shadow no longer
does Strength damage on hits. After all 4 braziers are
deactivated, the shadow is forced out of Erve's body and
loses all damage resistances.
Rewards
Make sure the players note their rewards on their
adventure log sheets. Give your name and DCI number (if
applicable) so players can record who ran the session. If
you are playing all of the missions as a single adventure,
or playing multiple missions in one session, you can wait
and give the rewards for all missions played at the end of
the session.
Experience
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 rewards listed
are per character. Give all characters in the party noncombat experience awards unless otherwise noted.
Combat Awards
Name of Foe
Cultist
Roth zombie
Shadow
XP per Foe
25
100
100
Non-Combat Awards
Task or Accomplishment
Save Erve from Death
XP per Character
20
Developments
Erve carries with him 4 vials of holy water for those rare
instances when the dead he catalogues aren't quite dead.
He gladly offers these vials to the characters if they save
him, or they can take them if they killed him. If he is still
alive, he also offers the characters 200 gold pieces as a
reward for saving him.
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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 up according to a
system. See the sidebar if the adventure awards
permanent magic items.
Treasure Awards
Item Name
Erve's Reward
GP Value
200 (or 100)
Holy Water
A description of this item can be found in the Players
Handbook.
Renown
Order of the Gauntlet characters only receive one
renown point for saving Erve or returning his book to the
faction if he died.
Downtime
Each character receives five downtime days at the
conclusion of this mini-adventure.
DM Rewards
You receive 100 XP, 50 gp, and five downtime days for
each session you run of this mini-adventure.
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Appendix: Monster/NPC
Statistics
Actions
Roth Zombie
Cultist
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 4 (1d6 + 1) slashing damage.
Shadow
Medium undead, chaotic evil
CON
13 (+1)
DEX
6 (2)
CON
16 (+3)
INT
2 (5)
WIS
6 (2)
CHA
6 (2)
Armor Class 12
Hit Points 16 (3d8 + 3)
Speed 40 ft.
DEX
14 (+2)
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 30 ft.
STR
17 (+3)
STR
6 (2)
INT
6 (2)
WIS
10 (+0)
CHA
8 (1)
Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
8 (2d4 + 3) bludgeoning damage.
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DM Appendix: NPC
Summary
This section is provided to the Dungeon Master to help
keep track of the various NPCs present in the adventure.
Erve (ERF). Male human priest of Jergal. Possessed by a
shadow.
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Harried in Hillsfar
Not for resale. Permission granted to print or photocopy this document for personal use only.
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Harried in Hillsfar
Not for resale. Permission granted to print or photocopy this document for personal use only.
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