CCC-GHC-BK1-09 - Scavengers v1.1

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SCAVENGERS

Peryton are known the world over as fearsome foes and gruesome battlefield scavengers. To keep the
population under control, the small kingdom of Hawkgarth sponsors an annual peryton hunt. It's an
opportunity to make a little coin and build your heroic legacy—what could go wrong?

A Two-Hour to Four-Hour Adventure for Tier 1 Characters

ALAN PATRICK
Adventure Designer

Adventure Code: CCC-GHC-BK1-09


Optimized For: APL 2

Border Kingdoms Lore: Ed Greenwood


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

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.
V 1.1
Additional Credits A SPECIAL NOTE ABOUT ENCOUNTER SCALING
Scavengers is optimized for a party of five characters. When
Cover art Jason Braun running an adventure at a large convention such as
Gamehole, it is common to have seven players at a table,
Border Kingdoms map Wizards of the Coast which has the potential to affect encounter balance. The
“Adjusting the Encounter” sidebars within the adventure are
Cartography Sally Mitchell, Wizards of the Coast developed for an average party, but just like real life, one size
Tower images Sally Mitchell doesn’t necessarily fit all.
Players have a tendency to bring their best and brightest
Other art pngtree.com to shows like Gamehole, and a group of seven optimized
characters can easily overpower the recommended party
Dual wielding dwarf image Wizards of the Coast
strength you determine at the adventure’s start. As a DM,
Adventurer with wand image Wizards of the Coast you can—and should—adjust each encounter’s difficulty to
present a challenge for your players.
Undead image Wizards of the Coast If the characters are overcoming combats too easily,
Dragon scale warrior image Wizards of the Coast increase the recommended strength level of the encounters
by a step (from average to strong, for example). If needed,
you can also increase the number of monsters or maximize
their hit points to make things a little harder. In some cases,
you may even need to increase the difficulty by two steps,
just be careful not to make things unwinnable.
Remember, adjusting or improvising is encouraged, so long
as you maintain the adventure’s spirit!

3
 Episode 2: Green Fields. The competitors gather
Adventure Primer and the hunt begins at dawn. Not everyone’s
motives are pure, though, and there may be more
This section provides the adventure’s background, a obstacles than the characters initially realize.
list of prominent NPCs, an overview of the adventure Story Objective A is earned by virtue of completing
in play, and hooks that you can use to introduce your the hunt and returning with at least one peryton.
players’ characters to the action.  Episode 3: Stony Hills. The peryton of Hawkgarth
are exceptionally vicious, and many lair in the
Background Stony Hills. But there is more than meets the eye

T
he village of AMBREES in the kingdom of here. Story Objective B can be completed here.
HAWKGARTH is the closest point of Bonus Objectives
civilization to the land known as “The However, this adventure also includes two, 1-hour
Wood of Many Monsters”. The forests of bonus objectives that the characters can pursue if
Hawkgarth are rumored to contain they have additional time to do so – earning
monstrous creations that aren’t found elsewhere in additional advancement and treasure checkpoints in
the Forgotten Realms; whether this is fact, fiction, or the process. These bonus objectives are found in this
myth is up for debate. However, it’s known that this adventure’s appendices, as follows:
place – the BORDER KINGDOMS, as Hawkgarth and
its neighbors are known – has been a place of open  Bonus Objective A: Hidden Away. A group of
conflict and strong-willed citizens for hundreds of injured hunters have taken refuge in an
years. abandoned tower. This bonus objective is found
The kingdom sponsors an annual PERYTON hunt. in Appendix 4.
Adventurers from far and wide travel to the  Bonus Objective B: Old Debts. During the course
Laughing Unicorn Tavern with big dreams of of the hunt, the characters may find something
winning the challenge and building their legacy. The that the huntmaster wants. How they deal with
residents of Ambrees look forward to this yearly this item is presented as Bonus Objective B in
event but aren’t necessarily inclined to welcome the Appendix 5.
visiting champions as anything more than customers.
And it’s probably for the best, as not all of the Episode Sequence
visitors are pure in their intentions!
Depending on your time constraints, play style, and
Those that win the hunt earn the favor of the
environment, this adventure takes approximately
kingdom, but what this is actually valued at varies
two-to-four hours to play.
greatly for each participant. The Border Kingdoms
are wide and savage, and prone to wild changes. How Will You Play?
The duration of your session depends on how much
Episodes of this adventure you utilize. At the very least, your
The adventure’s story is spread over three episodes session will last approximately 2 hours. However, if
and takes approximately two hours to play. The you wish, you can provide a longer experience for
adventure begins with a Call to Action scene. your players by utilizing the bonus objectives.
If you’re planning to play the entire adventure at Story Objectives Only. To complete the both of the
once, you only need to introduce the Call to Action adventure’s story objectives, the characters play in
once. However, if you plan to play them over several Episodes 1 through 3 in order.
sessions, you’ll want to revisit the Call to Action each Main and Bonus Objectives. You can extend this
time you play. adventure by one- or two- hours by utilizing the
bonus objectives provided in the appendices. Both
 Episode 1: Big Game Hunt. The characters are bonus objectives branch off of Episode 2, but their
presented with the opportunity to participate in a order is fluid—they set the scene for the final
big game hunt and potentially meet the rulers of episode and may even have an impact on the events
Hawkgarth. An old acquaintance may have that transpire. Only Bonus Objective B may be
additional insight. pursued after Episode 3 has been completed.

4
Episode Flowchart
This section should provide you, the DM, with a basic understanding of not only the flow of the episode, but also the
outline of the different paths that your players may take in reaching their stated objective.

Call to Action

Episode One:
Big Game Hunt

Bonus Story
Episode Two: Objective A:
Green Fields Hidden Away

Bonus Story
Episode Three: Objective B:
Stony Fields Old Debts

Wrap Up

5
Episode 1: Big Game Hunt (Call to Action)
Estimated Duration: 15 minutes

The Best Jobs Start in Taverns  He can add that all competitors are accepted, and
that the competitors are responsible for their own
There are two ways that this adventure can start: safety. He adds that it’s not uncommon for some
Continuous Play. One way to start this adventure hunting parties to not come back due to the
is to begin it while another adventure is ongoing. inherent danger of the Hunt.
Essentially this allows you to skip over some of the  The group that brings back the largest peryton is
NPC interactions early on and move directly into deemed the winner. If the bird is alive, there is a
Episode Two: Green Fields. This drops the bonus (he does not explain what this means).
characters into the middle of the action and may be
Erin Whicksey. While not featured in this
ideal for combat-minded groups.
adventure, she can be found here drinking her usual
We Want Details/ In a Dedicated Environment.
wheatwine. Her details can be found in Legacy and
The other, more straight-forward method is to run
Virtue. She will only interact with those that she
the entirety of Episode One. In this case, the
knows; if the characters already know her, she can
adventure begins in The Laughing Unicorn, a
share the following information:
popular tavern in the village of Ambrees. More
information about the tavern can be found in CCC-  “Harlowe is a doddering fool. His Grand Hunt is
GHC-BK1-06 Legacy and Virtue but is not required gonna get at least a few glory-seekers killed.
for this adventure. Always does.”
 “Peryton aren’t to be taken lightly. They’re
Area Information scavengers, sure, but savage. Try to strike from
The area has the following features: hiding if you can.”
Dimensions & Terrain. This is a small, homey
tavern. It is not large, and has about a dozen tables, a Anders Tharion. If any of the characters possess
bar, a fairly large kitchen, and a second floor with the story award “Anders Tharion Rescued”, he is in
five rooms for rent. the common room. He is recovering from his injuries
Lighting. The Laughing Unicorn is lit by oil lamps and has the following to add:
and candles.  “Thimple used to talk about Harlowe like he was
some sort of inspiration. All I see is a greasy rat,
Creatures/ NPCs
though. Best beware when he’s around.”
Several NPCs can be found in the Laughing Unicorn:
 “I heard Arrathys and Nayima talk about this
Harlowe Silversheen. Harlowe is a rotund,
Grand Hunt like it was some kind of local
middle-aged man with thin, greasy brown hair. He is
celebration. They knew that Thimple loved the
in the tavern seeking competitors for the Grand Hunt
idea of it and would often remark that whatever
and is employed by the crown of Hawkgarth as both
his poisons wouldn’t do to the participants, they’d
huntmaster and recruiter.
take care of with their clubs.”
 “The Grand Hunt begins tomorrow! Report to
Green Fields for glory and honor!” Call to Action
 He explains that the Grand Hunt is an annual event Harlowe directs all potential competitors for the
intended to thin the flocks of peryton that plague Grand Hunt to report to the Green Fields, which are
the kingdom of Hawkgarth, and that the winner is roughly two hours away from the Laughing Unicorn.
given an invitation to meet the royal family.

6
Episode 2: Green Fields
Estimated Duration: 30 minutes

Setting: Competitor’s Camp Story Objective A


Harlowe describes the conditions of the hunt as
The camp that Harlowe directed the competitors to follows:
has two tents, each with a different group of people
inside.  Survive
 Leave no evidence of your presence, as the hunt
Prerequisites takes place here every year
This episode should only be started after the Call to  Capture or slay only a single peryton
Action has been completed. In time-sensitive
environments, you may wish to combine the Call to Story Objective B
Action into this section, and simply have the Harlowe goes on to explain that the winner of the
characters stumble upon the camp during their hunt is determined using the following criteria:
travels.
 The size of the peryton that is brought back
 If peryton of equivalent size are brought back to
camp, whichever group returned first will be
deemed the winner

Area Information
The camp is not large but does include one tent for
each group of participants (except for the Chenzen,
as they insist on sleeping under the stars), a slapped-
together meeting hall, and Harlowe’s cabin. These
elements surround a central bonfire.

Playing the Pillars


COMBAT EXPLORATION SOCIAL
This section is not intended to have Scouting around the other hunter’s Social interaction is the intention of
combat included. For martial- sites may reveal some interesting this Episode. How that is framed is
minded players, consider feats of background information. Feel free to ultimately up to the characters, so
strength rather than aggression. customize the NPC backgrounds as be ready to adjust roleplaying tactics
needed. – dramatically, if need be.

7
Scene A. Scene B.
The Groups Meeting with Harlowe
There are three other groups participating in this Harlowe calls the participants together and
year’s hunt. The characters should have a few disburses the information about the hunt. This
minutes to engage with each group (if they desire) information comprises Story Objective A:
before Harlowe calls his meeting. None of the groups
 Overall success hinges upon the slaying of an
have participated in this hunt before.
alpha peryton
The Company of the Shining Shillelagh  If multiple groups slay an alpha peryton, the first
This trio of neutral adventurers has clearly spent team to return to camp with one will be deemed
more time in the tavern than “on the job”. They are the winner
more bluster and boast than actual talent.  The winning group is invited to spend a week with
Harlowe and the crown of Hawkgarth, with
 Jaemon, female tiefling cleric (cult fanatic) of possible employment as a result of that meeting
Malar  The Spire of Elmclaw is known to have an active
 Gareth, male human ranger (tribal warrior) breeding ground for peryton and is the target
 Stonefoot, female tortle druid location for the hunt. It is several hours away, and
maps are provided.
Chenzen  All groups start at dawn. Those that leave early are
This quartet of identical siblings hails from disqualified.
Hawkgarth, and all are quite proud of their meager  Harlowe can explain some of the more gruesome
druidic skills. While unable to cast spells, they elements of peryton lore (see the Monster Manual)
express a fondness for and a bond with the land, and if asked. He stresses that these are scavengers and
they are eager to make their mark on history. If possess a keen, almost vile intelligence and take
asked about possible relation to a “Fai Chen”, they great pleasure in tormenting their prey
laugh in unison and simultaneously reply with a
 All participants that finish the hunt will be “added
cheery “We get that a lot, but we don’t think so.”
to the kingdom’s scrolls”, meaning that they will
They obscure their gender with concealing garb and
be considered eligible for temporary work be it
makeup and prefer to change the topic to more
through guard duty, providing merchant escort,
entertaining things such as how magic can impact
warrant delivery, or something similar
the weather or why there seem to be so many
undead in The Wood of Many Monsters. Afterwards, he has a short private meeting with each
group in which he warns them about possible
 Dai, Tsai, Zium, and Shei Chen (all druids) duplicity “because it happens every year,
Duo unfortunately”.
These two are simply known as “Duo”, for matters  He warns that not every group will get along, but
that they summarize simply as “We travel together. that everyone has been given notice that
What’s in a name, anyways?” professional behavior is strictly required, lest they
They claim to have hunted game in Chult, be preemptively eliminated.
Calimshan, the Moonshae Isles, and other remote  The crown does not offer a cash reward, but
locales and can back those claims up with specific instead treat it as a field test for potential agents.
insight into how those encounters developed. A Harlowe serves as both huntmaster and recruiter
successful DC 18 Wisdom (Insight) check confirms for martial positions (and careers).
that they’re telling the truth in every regard, and a  Bonus Story Objective B. If the event has enough
successful DC 12 Wisdom (Insight) check reveals time for a bonus story objective, Harlowe shows
that these two are dark and vicious individuals with off his ornate silver dagger and explains that he
evil, selfish intentions. once had a matched pair – but the other dagger
 Merric of Westgate, human male barbarian was lost when his brother Ahrin failed to return
(tribal warrior) from last year’s hunt. The pair represent a family
 Gristleback, female duergar cult fanatic of heirloom and he is eager to retrieve the missing
Juiblex piece.

8
Episode 3: Stony Hills (Story Objectives A & B)
Estimated Duration: 1 hour, 15 minutes

The Hunt Proper Bonus Story Objective A


If time allows during the game and you are using the
As the characters set out to take part in the hunt, Bonus Story Objectives, Harlowe shares that the
they must contend with potential obstacles along the members of the Company of the Shining Shillelagh
way. left camp before dawn. Although this does disqualify
them from the hunt, he shares that the hunters were
Prerequisites underprepared “and if there’s any good in you, you’d
This episode can only be played after Episode 2. do well to track them down and save them from
Green Fields has been completed. their own stupid selves”. This allows the characters
Story Objective A to access and potentially complete Bonus Story
Objective A: Hidden Away.
This objective can be completed simply by ensuring
that the characters finish the adventure and do not  The hunters can be tracked with three successful
leave anything behind (a few arrows can be excused, DC 14 Investigation, Nature, or Survival checks.
but no weapons, vehicles, or so on).  Once Episode 2 begins and it makes sense for your
narrative, describe the presence of the abandoned
Story Objective B tower atop a nearby rocky post. If any character
Time is critical, and the characters run the risk of decides to take the time to ask for a description,
falling behind if they take too long or take too many they see what appears to be a reflected light
rests. It is assumed that each group will require one signaling from an upper window.
short rest, but consider the following guidance. None
of this should be a surprise to the characters; be sure Bonus Story Objective B
to stress that time is of the essence! If time allows during the game and you are using the
Bonus Story Objectives, the next step for Bonus
 A long rest may be taken, but the characters will Story Objective B: Old Debts can be found inside
not win the hunt as at least one other group of the pool in Scene C of this Episode.
hunters will return before them
 If a second short rest is taken, the characters will Area Information
need to expedite their searching and travel efforts The characters can explore the Stony Hills region as
for the remainder of the game. Ask them to each they see fit. The Green Fields campsite is
attempt a Perception, Survival, or Nature skill approximately two hours away (assuming normal
check at DC 14. If half or more of the group fails travel speeds with no mounts). For each hour that
this check, they will be late returning to camp and the characters spend hunting for the peryton,
another group will win. determine any needed modifiers and then roll on the
following Wilderness Events table.

Playing the Pillars


COMBAT EXPLORATION SOCIAL
A fair number of combats are If the characters wish to use their There aren’t many opportunities for
suggested to take place in this skills to creatively avoid combat social interaction, but for those
Episode, though creative characters (such as tracking beasts and leading characters built around social skills
may discover a way to lead the them into the other hunters to delay consider incorporating those
animals to fight the other hunters or them), embrace this and call for interests into the encounter with the
something similar. Make it creative! them to make appropriate checks other hunters. The characters may
and spend their resources. even gain an ally or two!

9
Scene A. Hunter Status
They Hunt in the Daylight d6 Status
1 One of the hunters is gravely injured.
As the characters traverse the wilderness and head 2 All of the hunters are seriously injured.
towards Elmclaw’s Rest, they may find signs of other The hunters are resting but alert. Treat them as if
creatures in the surrounding land. Consider having 3 they have advantage on Perception checks and a
the characters make some DC 12 Wisdom (Survival) passive Perception of 15.
checks to identify one or more entries from the 4
The hunters are discussing how they plan to take
Wilderness Encounters table and allow them to the peryton from the characters.
track those down (note that a beholder zombie The hunters are bemoaning the fact that they didn’t
5
cannot be tracked in this manner as it flies and does poison everyone’s dinner the night before.
The hunters are resting and not paying attention.
not leave tracks).
6 They are embroiled in a heated game of Three-
Creatures/ NPCs Dragon Ante.
Roll a d6 and consult the table below:
Ultimately, the characters must choose to:
Wilderness Encounters  Attack Them. If the characters attack the hunters,
d6 Creatures they surrender as quickly as possible. None of the
Three giant spiders. These spiders burrow into the hunters represent a serious threat. The hunters
1 earth and are currently hidden (Perception checks leave the hunt at the end of this encounter, and
to find the spiders are made with disadvantage).
unless the characters say otherwise, Harlowe
2 Two death dogs flanking a brown bear
presumes that they are dead.
3 Two peryton
4 Eight blood hawks have roosted in a huge elm tree.  Help them. If the characters help the hunters
5 One ogre zombie and two zombies (perhaps by healing them), the hunters do not
6 (very strong parties only) one beholder zombie interfere with the characters later progress.
 Hinder them. The characters may create false
Area Information trails, use mocked-up animal calls, or something
else to keep the hunters busy. Allow each
The land that the characters are traveling through is
character to do one thing in this regard, and then
stony, and vegetation is sparse. Consider adding
make a DC 14 skill check. For each success, the
large stones and some fallen tree trunks for cover
hunters take one additional hour to return to
along with small rises in the ground.
camp.
Scene B.  Ignore them. If the characters ignore the hunters
and enough time remains in the game, run Scene A
Our Own Worst Enemies one more time.
The characters have an opportunity to interact with Creatures/ NPCs
another group of hunters. Based on the party’s Hunters. Choose a group of hunters from the
determinations, this encounter can be of any of the campsite (Episode 1) and have each character make
tiers of play. a survival check (DC 14). If half or more of them are
Choose a group of hunters from the campsite successful, they find signs of the hunters passing
(Episode 1) and have each character make a Survival through this area.
check (DC 14). If half or more of them are successful,
they find signs of the hunters passing through this Area Information
area. The characters may wish to observe them from Use an environment that is exciting for you and the
a distance and that’s fine; should they do this, roll on characters. This should play into the wilderness
the Hunter Status table. theme and a campsite is unlikely. However,
challenging terrain and weather effects are
suggested!

10
Scene C. Cave of Elmclaw
Elmclaw’s Rest This cave is set into the rock face and serves as the
resting place of a druid that was known as Elmclaw
This location is strewn with the discarded bits that in life. The druid’s name is carved in both common
the peryton have decided not to eat. Their nests are and elven just inside the cave entrance.
high upon the cliff and detritus dots the landscape. Dimensions & Terrain. The cave is small and the
Prerequisite. This scene cannot be played until natural stone walls show only a small amount of
the characters have completed at least two previous reshaping through tools. Luminescent lichen covers
encounters or scenes in this Episode. the walls, bathing the place in dim light.
Lichen. The interior of the cave is covered in a
VISUAL AID purple lichen that is easy to spot. The lichen releases
For additional help in visualizing this environment, please tiny puffs of oily spores that are harmless to
refer to the laccolithic monument commonly known as Devils humanoids. A DC 12 Intelligence (Nature) check
Tower in Wyoming, United States. confirms the nature of the spores, and succeeding on
 Link: https://en.wikipedia.org/wiki/Devils_Tower this roll by 5 or more also reveals that the spores
carry a pheromone that may drive beasts into a
frenzy – in this case, any creature affected by the
Creatures/ NPCs
spores grants advantage to the peryton’s attacks.
The peryton have made their nests along the stony
The spores can be removed by stripping down and
exterior of the huge rock formation. During the day,
scrubbing clean in the frigid water; submersion will
the creatures are normally absent from their nests
help dissolve the spores. Staying on the shoreline
and no peryton young are present, but a large
while washing is not sufficient.
circling specimen (the alpha) can be spied in the sky,
Water. This water comes from a deep natural well
well out of range of attacks. Until the characters have
and is extremely clear and cold. Any creature that
either spent one minute outside of cover or they
starts their turn in the water gains one level of
have explored the cave, the alpha peryton pays them
exhaustion unless they succeed on a DC 14
no mind.
Constitution saving throw.
Skeletal Remains. The remains are clearly
COMPLICATION: PHEROMONES humanoid and are unremarkable, save for the bag
The winds whip around the stony butte. It is feasible that the
clasped in its hands (see Treasure, below).
peryton simply don’t care about the characters as the
creatures are typically scavengers and not true hunters. Treasure
Should the characters emerge from the cave with the
Resting nearly 30 feet under the surface of the pool
pheromones, the peryton attack immediately.
Adjusting the Scene. Here are some suggestions for in the cave, the characters can see a humanoid
adjusting this scene, according to your group. corpse. If they dive in and investigate, they easily
spot a decorative dagger in the corpse’s hand.
 Strong tables: as Weak, and add strong winds Additionally, the corpse on the ledge has a gray bag
(disadvantage on ranged weapon attacks) of tricks clutched in its hands.
 Very Strong: add one peryton and add gusting winds (all Bonus Story Objective B. If you are using the
ranged weapon attacks automatically miss if the target is Bonus Objectives, the discovery of the dagger
more than 15 feet away).
progresses Bonus Story Objective B. Upon
inspection of the dagger, the characters find that it
Drawing Out the Alpha Peryton exactly matches the dagger that Harlowe Silversheen
The alpha can be called down from the sky by claimed was “a family heirloom”.
presenting an offering of a live goat or similarly-
sized creature, by becoming affected by the lichen
(see Cave of Elmclaw), by standing in a clear area Wrap Up
for more than one minute without seeking shelter, or
through other creative means. Once the characters have their trophy, they are free
to return to camp. In time, the other hunters return
Area Information as well with similar trophies.
Dimensions & Terrain. The dimensions are Bonus Story Objective B. If the characters
indicated on the map. succeeded in their efforts with Bonus Story
Water. The water here comes from the waterfall Objective B, use Appendix 5. Old Debts and
at the edge of the cave. It is very cold but otherwise complete that section before wrapping up your game
unremarkable. and announcing the winner of the hunt.

11
Adventure Rewards Appendix 1: NPCs
Upon completing the adventure, the characters each The following NPCs and locations feature
receive rewards based upon their accomplishments. prominently in this adventure.
These rewards include advancement and treasure,
 Harlowe Silversheen. Human male, 52. This
and may include special rewards, such as story
greasy, pot-bellied man possesses a boisterous
awards or new downtime activities, as follows:
exterior but is secretly paranoid that his schemes
Advancement and Treasure will be discovered. He organizes the Grand Hunt
every year and works to ensure that the winners
Checkpoints aren’t too skilled, lest they make him look bad.
The characters receive 1 advancement checkpoint Personality: Harlowe is a showman and loves to
and 1 treasure checkpoint for each story objective perform. He may have missed his calling as a bard
that they complete, as follows: – or at least a professional orator.
Ideal: I seek to ensure that the kingdom maintains
 Story Objective A: Complete the peryton hunt. a healthy fear and respect for the wild creatures
 Story Objective B: Capture or destroy the alpha within these borders.
peryton. Bond: The kingdom of Hawkgarth deserves the
The characters receive 1 advancement checkpoint best – and that’s me.
and 1 treasure checkpoint for each bonus objective Flaw: I will sacrifice anything – and anyone – to
that they complete, as follows: get what I want.
 Bonus Objective A: Hidden Away  Erin Whicksey. Human female, 45. Normally
 Bonus Objective B: Old Debts drunk on wheatwine, Erin is a retired ranger that
lives in Ambrees. She was a skilled tracker before
Player Rewards she left her life of adventure behind. She has broad
shoulders and a square jaw, and her skin is
The characters earn the following player rewards for leathery and tanned from spending many years in
completing the adventure: the sun.
Magic Item Unlock Personality: She is often quite bristly and quick to
Characters completing the adventure unlock: share an acidic opinion. Honest to a fault but
Bag of Tricks (Gray). This pouch feels like it has prone to gossip, it’s clear that her command of
been constructed of a fine rabbit pelt. This item can “social etiquette” is severely lacking.
be found in Appendix 6: Player Handouts. Ideal: I seek to bring the love of the wilderness
into everyone’s lives. Respect the beast and live a
Dungeon Master Rewards better life.
Bond: I value the lives of animals over most
In exchange for running this adventure, you earn people.
advancement and treasure checkpoints and Flaw: I’m a gossip and share everything I’ve heard.
downtime as though you played the adventure, but
none of the adventure’s player rewards.  Anders Tharion. Human male, mid-20s. The son
However, this adventure may qualify for rewards of a nobleman from Talduth Vale, Anders has
earned by completing DM Quests. See the ALDMG never wanted for anything in his life. Was
(Adventurers League Dungeon Master’s Guide) for kidnapped by Thimple during a bard’s
more information about DM Quests. performance and later pressed into mercenary
service by the twins Arrathys and Nayima.
Desperately seeks a peaceful life. Has a lover
named Mikato (not present in adventure).
Personality: Anxious and self-deprecating.
Attempts to help everyone if possible, even if it
means over-extending himself.
Ideal: Peace isn’t a goal, but the natural order for
life.
Bond: I see the best in everyone and form close
bonds with people, even though they aren’t always
comfortable with it.
Flaw: I shy away from all forms of conflict.

12
Appendix 2: Creature Statistics
ACOLYTE BANSHEE
Medium humanoid (any race), any alignment Medium undead, chaotic evil
Armor Class 10 Armor Class 12
Hit Points 9 (2d8) Hit Points 58 (13d8)
Speed 30 ft. Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0) 1 (-5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3)
Skills Medicine +4, Religion +2 Saving Throws Wis +2, Cha +5
Senses passive Perception 10 Damage Resistances acid, fire, lightning, thunder;
Languages any one language (usually Common) bludgeoning, piercing, and slashing from nonmagical
Challenge 1/4 (50 XP) attacks
Spellcasting. The acolyte is a 1st-level spellcaster. Her Damage Immunities cold, necrotic, poison
spellcasting ability is Wisdom (spell save DC 12, +4 to Condition Immunities charmed, exhaustion, frightened,
hit with spell attacks). The acolyte has the following grappled, paralyzed, petrified, poisoned, prone,
cleric spells prepared: restrained
Senses darkvision 60 ft., passive Perception 10
Cantrips (at will): light, sacred flame, thaumaturgy Languages Common, Elvish
1st level (3 slots): bless, cure wounds, sanctuary Challenge 4 (1,100 XP)
ACTIONS Detect Life. The banshee can magically sense the
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one presence of living creatures up to 5 miles away. She
target. Hit: 2 (1d4) bludgeoning damage. knows the general direction they’re in but not their
exact locations.
SPECIAL ACOLYTE USES Incorporeal Movement. The banshee can move
This adventure uses the acolyte stat block for basic cleric through other creatures and objects as if they were
stats. Adjust the spells in the stat block as-needed for your
difficult terrain. She takes 5 (1d10) force damage if she
encounter:
ends her turn inside an object.
 Cleric. Add one use of Channel Divinity: Turn Undead to ACTIONS
the stat block.
Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5
ft., one target. Hit: 12 (3d6 + 2) necrotic damage.
Horrifying Visage. Each non-undead creature 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. This wail has no
effect on constructs and undead. All other creatures
within 30 feet of her than can hear her must make a
DC 13 Constitution saving throw. On a failure, a
creature drops to 0 hit points. On a success, a creature
takes 10 (3d6) psychic damage.

13
BEHOLDER ZOMBIE BERSERKER
Large undead, neutral evil Medium humanoid (any race), any chaotic alignment
Armor Class 15 (natural armor) Armor Class 13 (hide armor)
Hit Points 93 (11d10+33) Hit Points 67 (9d8 + 27)
Speed 0 ft., fly 20 ft. (hover) Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 16 (+3) 3 (-4) 8 (-1) 5 (-3) 16 (+3) 12 (+1) 17 (+3) 9 (−1) 11 (+0) 9 (−1)
Saving Throws Wis +2 Senses passive Perception 10
Damage Immunities poison Languages any one language (usually Common)
Condition Immunities poisoned Challenge 2 (450 XP)
Senses darkvision 60 ft., passive Perception 9 Reckless. At the start of its turn, the berserker can gain
Languages understands Deep Speech and advantage on all melee weapon attack rolls during that
Undercommon but can’t speak turn, but attack rolls against it have advantage until
Challenge 5 (1,800 XP) the start of its next turn.
Undead Fortitude. If damage reduces the zombie to 0 ACTIONS
hit points, it must make a Constitution saving throw
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft.,
with a DC of 5 + the damage taken, unless the damage
one target. Hit: 9 (1d12 + 3) slashing damage.
is radiant or from a critical hit. On a success, the
zombie drops to 1 hit point instead.
BLOOD HAWK
ACTIONS Small beast, unaligned
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 14 (4d6) piercing damage. Armor Class 12
Eye Ray. The zombie uses a random magical eye ray, Hit Points 7 (2d6)
choosing a target that it can see within 60 feet of it Speed 10 ft., fly 60 ft.
1. Paralyzing Ray. The targeted creature must STR DEX CON INT WIS CHA
succeed on a DC 14 Constitution saving throw or be 6 (−2) 14 (+2) 10 (+0) 3 (−4) 14 (+2) 5 (−3)
paralyzed for 1 minute. The target can repeat the Skills Perception +4
saving throw at the end of each of its turns, ending the Senses passive Perception 14
effect on a success Languages —
2. Fear Ray. The targeted creature must succeed on Challenge 1/8 (25 XP)
a DC 14 Wisdom saving throw or be frightened for 1
minute. The target can repeat the saving throw at the Keen Sight. The hawk has advantage on Wisdom
end of each of its turns, ending the effect on itself on a (Perception) checks that rely on sight.
success. Pack Tactics. The hawk has advantage on an attack roll
3. Enervation Ray. The targeted creature must make against a creature if at least one of the hawk’s allies is
a DC 14 Constitution saving throw, taking 36 (8d8) within 5 feet of the creature and the ally isn’t
necrotic damage on a failed save, or half as much incapacitated.
damage on a successful one. ACTIONS
4. Disintegration Ray. If the target is a creature, it Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one
must succeed on a DC 14 Dexterity saving throw or target. Hit: 4 (1d4 + 2) piercing damage.
take 45 (10d8) force damage. If this damage reduces
the creature to 0 hit points, its body becomes a pile of
fine gray dust.
If the target is a Large or smaller nonmagical object
or creation of magical force, it is disintegrated without
a saving throw. If the target is a Huge or larger
nonmagical object or creation of magical force, this ray
disintegrates a 10-foot cube of it.

14
BROWN BEAR DEATH DOG
Large beast, unaligned Medium monstrosity, neutral evil
Armor Class 11 (natural armor) Armor Class 12
Hit Points 34 (4d10 + 12) Hit Points 39 (6d8 + 12)
Speed 40 ft., climb 30 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2) 15 (+2) 14 (+2) 14 (+2) 3 (−4) 13 (+1) 6 (−2)
Skills Perception +3 Skills Perception +5, Stealth +4
Senses passive Perception 13 Senses darkvision 120 ft., passive Perception 15
Languages -- Languages —
Challenge 1 (200 XP) Challenge 1 (200 XP)
Keen Smell. The bear has advantage on Wisdom Two-Headed. The dog has advantage on Wisdom
(Perception) checks that rely on smell. (Perception) checks and on saving throws against
ACTIONS being blinded, charmed, deafened, frightened,
stunned, or knocked unconscious.
Multiattack. The bear makes two attacks: one with its
bite and one with its claws. ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Multiattack. The dog makes two bite attacks.
target. Hit: 8 (1d8 + 4) piercing damage. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is
target. Hit: 11 (2d6 + 4) slashing damage. a creature, it must succeed on a DC 12 Constitution
saving throw against disease or become poisoned until
CULT FANATIC the disease is cured. Every 24 hours that elapse, the
Medium humanoid (any race), any non-good alignment creature must repeat the saving throw, reducing its hit
point maximum by 5 (1d10) on a failure. This reduction
Armor Class 13 (leather armor) lasts until the disease is cured. The creature dies if the
Hit Points 33 (6d8 + 6) disease reduces its hit point maximum to 0.
Speed 30 ft.
STR DEX CON INT WIS CHA DRUID
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) Medium humanoid (any race), any alignment
Skills Deception +4, Persuasion +4, Religion +2 Armor Class 11 (16 with barkskin)
Senses passive Perception 10 Hit Points 27 (5d8 + 5)
Languages any one language (usually Common) Speed 30 ft.
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA
Dark Devotion. The fanatic has advantage on saving 10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0)
throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its Skills Medicine +4, Nature +3, Perception +4
spellcasting ability is Wisdom (spell save DC 11, +3 to Senses passive Perception 14
hit with spell attacks). The fanatic has the following Languages Druidic plus any two languages
cleric spells prepared: Challenge 2 (450 XP)

Cantrips (at will): light, sacred flame, thaumaturgy Spellcasting. The druid is a 4th-level spellcaster. Its
1st level (4 slots): command, inflict wounds, shield of spellcasting ability is Wisdom (spell save DC 12, +4 to
faith hit). It has the following druid spells prepared:
2nd level (3 slots): hold person, spiritual weapon Cantrips (at will): druidcraft, produce flame, shillelagh
ACTIONS 1st level (4 slots): entangle, longstrider, speak with
animals, thunderwave
Multiattack. The fanatic makes two melee attacks.
2nd level (3 slots): animal messenger, barkskin
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 ACTIONS
+ 2) piercing damage. Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit
with shillelagh), reach 5 ft., one target. Hit: 3 (1d6)
bludgeoning damage, or 4 (1d8) bludgeoning damage
with shillelagh or if wielded with two hands.

15
GIANT SPIDER GLADIATOR
Large beast, unaligned Medium humanoid (any race), any alignment
Armor Class 14 (natural armor) Armor Class 16 (studded leather, shield)
Hit Points 26 (4d10 + 4) Hit Points 112 (15d8 + 45)
Speed 30 ft., climb 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (−4) 11 (+0) 4 (−3) 18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)
Skills Stealth +7 Saving Throws Str +7, Dex +5, Con +6
Senses blindsight 10 ft., darkvision 60 ft., passive Skills Athletics +10, Intimidation +5
Perception 10 Senses passive Perception 11
Languages — Languages any one language (usually Common)
Challenge 1 (200 XP) Challenge 5 (1,800 XP)
Spider Climb. The spider can climb difficult surfaces, Brave. The gladiator has advantage on saving throws
including upside down on ceilings, without needing to against being frightened.
make an ability check. Brute. A melee weapon deals one extra die of its
Web Sense. While in contact with a web, the spider damage when the gladiator hits with it (included in the
knows the exact location of any other creature in attack).
contact with the same web. ACTIONS
Web Walker. The spider ignores movement restrictions
Multiattack. The gladiator makes three melee attacks
caused by webbing.
or two ranged attacks.
ACTIONS Spear. Melee or Ranged Weapon Attack: +7 to hit,
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6
creature. Hit: 7 (1d8 + 3) piercing damage, and the + 4) piercing damage, or 13 (2d8 + 4) piercing damage
target must make a DC 11 Constitution saving throw, if used with two hands to make a melee attack.
taking 9 (2d8) poison damage on a failed save, or half Shield Bash. Melee Weapon Attack: +7 to hit, reach 5
as much damage on a successful one. If the poison ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage.
damage reduces the target to 0 hit points, the target is If the target is a Medium or smaller creature, it must
stable but poisoned for 1 hour, even after regaining hit succeed on a DC 15 Strength saving throw or be
points, and is paralyzed while poisoned in this way. knocked prone.
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, REACTIONS
range 30/60 ft., one creature. Hit: The target is
Parry. The gladiator adds 3 to its AC against one melee
restrained by webbing. As an action, the restrained
attack that would hit it. To do so, the gladiator must
target can make a DC 12 Strength check, bursting the
see the attacker and be wielding a melee weapon.
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).

16
OGRE ZOMBIE ALPHA PERYTON
Large undead, neutral evil An alpha peryton has the following adjustments to its stat
Armor Class 8 block:
Hit Points 85 (9d10+36)  Its size is huge
Speed 30 ft.  It has advantage on attack rolls that it makes against
injured targets
STR DEX CON INT WIS CHA
 Its strength becomes 18, and its attack rolls increase by +2
19 (+4) 6 (-2) 18 (+4) 3 (-4) 6 (-2) 5 (-3)
and cause +2 extra damage
Saving Throws Wis +0
Damage Immunities poison PIXIE
Condition Immunities poisoned Tiny fey, neutral evil
Senses darkvision 60 ft., passive Perception 8
Armor Class 15
Languages understands Giant and Common but can’t
Hit Points 1 (1d4 − 1)
speak
Speed 10 ft., fly 30 ft.
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA
ACTIONS 2 (−4) 20 (+5) 8 (−1) 10 (+0) 14 (+2) 15 (+2)
Morningstar. Melee Weapon Attack: +6 to hit, reach 5
Skills Perception +4, Stealth +7
ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Senses passive Perception 14
Languages Sylvan
PERYTON Challenge 1/4 (50 XP)
Medium monstrosity, chaotic evil
Magic Resistance. The pixie has advantage on saving
Armor Class 13 (natural armor) throws against spells and other magical effects.
Hit Points 33 (6d8 + 6) Innate Spellcasting. The pixie’s innate spellcasting
Speed 20 ft., fly 60 ft. ability is Charisma (spell save DC 12). It can innately
cast the following spells, requiring only its pixie dust as
STR DEX CON INT WIS CHA
a component:
16 (+3) 12 (+1) 13 (+1) 9 (−1) 12 (+1) 10 (+0)
At will: druidcraft
Skills Perception +5 1/day each: confusion, dancing lights, detect evil and
Damage Resistances bludgeoning, piercing, and good, detect thoughts, dispel magic, entangle, fly,
slashing from nonmagical attacks phantasmal force, polymorph, sleep
Senses passive Perception 15
Languages understands Common and Elvish but can’t ACTIONS
speak Superior Invisibility. The pixie magically turns invisible
Challenge 2 (450 XP) until its concentration ends (as if concentrating on a
spell). Any equipment the pixie wears or carries is
Dive Attack. If the peryton is flying and dives at least
invisible with it.
30 feet straight toward a target and then hits it with a
melee weapon attack, the attack deals an extra 9 (2d8)
damage to the target.
Flyby. The peryton doesn’t provoke an opportunity
attack when it flies out of an enemy’s reach.
Keen Sight and Smell. The peryton has advantage on
Wisdom (Perception) checks that rely on sight or smell.
ACTIONS
Multiattack. The peryton makes one gore attack and
one talon attack.
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 8 (2d4 + 3) piercing damage.

17
SKELETON ZOMBIE
Medium undead, lawful evil Medium undead, neutral evil
Armor Class 13 (armor scraps) Armor Class 8
Hit Points 13 (2d8 + 4) Hit Points 22 (3d8 + 9)
Speed 30 ft. Speed 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3) 13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)
Damage Vulnerabilities bludgeoning Saving Throws Wis +0
Damage Immunities poison Damage Immunities poison
Condition Immunities exhaustion, poisoned Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 8
Languages understands all languages it knew in life but Languages understands the languages it knew in life
can’t speak but can’t speak
Challenge 1/4 (50 XP) Challenge 1/4 (50 XP)

ACTIONS Undead Fortitude. If damage reduces the zombie to 0


hit points, it must make a Constitution saving throw
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
with a DC of 5 + the damage taken, unless the damage
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
is radiant or from a critical hit. On a success, the
Shortbow. Ranged Weapon Attack: +4 to hit, range
zombie drops to 1 hit point instead.
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
ACTIONS
TRIBAL WARRIOR Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Medium humanoid (any race), any alignment target. Hit: 4 (1d6 + 1) bludgeoning damage.
Armor Class 12 (hide armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 8 (−1) 11 (+0) 8 (−1)
Senses passive Perception 10
Languages any one language
Challenge 1/8 (25 XP)
Pack Tactics. The warrior has advantage on an attack
roll against a creature if at least one of the warrior’s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.
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, or 5 (1d8 + 1) piercing damage if
used with two hands to make a melee attack.

18
Appendix 3: Maps

19
Appendix 4: Hidden Away (Bonus Objective A.)
Estimated Duration: 1 hour

Setting Scene A. Outside the Tower


Standing sentinel in the Stony Hills, a seemingly The tower was built atop an ancient Netherese
abandoned tower silently watches the passage of burial mound. Dark energy suffuses this place and
time. Permanent illusions cover the exterior, giving draws vermin and evil to it like a magnet.
it a run-down, collapsed appearance.
Creatures/ NPCs
Prerequisites Undead horrors have been drawn here by the
This Bonus Objective can be completed once Episode panicked, fleeing hunters. Two skeletons and one
2 has begun, but the hunters of the Company of the zombie are at the front door, with one skeleton at
Shining Shillelagh are dead if the characters have each of the windows. Starting on the beginning of
taken the time to lure out and destroy the the third round on initiative count 20, roll a d4; on a
alpha peryton. result of 1-3 add that many skeletons, or on a result
of 4 add one zombie. This encounter contains a
Bonus Objective A maximum of ten skeletons and three zombies.
To complete this bonus objective, the
injured hunters must be rescued Area Information
alive. They are unable to participate Dimensions & Terrain. The terrain is stony and
in any additional combat due to the the vegetation is sparse. Once the characters reach
severe damage and trauma that they the top of the stairs, they can see a fifteen-foot-wide
have already suffered. ledge that encircles the tower. They can also see that
The tower is a dangerous place, the tower is not actually crumbling, as the illusion
with several traps and defenders begins at the edge of the small plateau that the tower
still present. Be sure to reward stands on.
characters that employ creative Windows. The windows are made of glassteel and
thinking while attempting to are immune to damage, except from a shatter spell
overcome these challenges! which will destroy a window regardless of the
damage caused.
Door. The wooden door is closed and barred from
the inside. A successful DC 14 Strength (Athletics)
check will break it down. Alternately, any amount of
fire damage will reduce it to ash due to its advanced
age and the dry climate.

20
Scene B. Tower Interior 2nd Floor
The second floor is comprised of a series of small
Having defeated (or bypassed) the undead threat,
closets. Nothing of value remains, but the north
the characters can explore the tower and find the
eastern closet shows evidence of a falling block trap
hunters.
having been recently triggered, and fragments of a
Area Information tortle shell have been scattered on the floor. In truth,
The tower appears to be inhabited, but any Stonefoot (one of the hunters) triggered the trap and
character proficient in Arcana or that succeeds on a took the brunt of the impact on her shell.
DC 12 Intelligence (Arcana) check can determine 3rd Floor
that the goods in the cupboards, the fire in the
The third floor is a single open space. A few broken-
hearth, and everything else is merely an illusion. As
down boxes remain, along with two cages, two glass
such, any items removed from the tower crumble
tanks, and a cluttered desk.
and fade away when they leave this place.
Broken boxes. The boxes once contained various
Dimensions & Terrain. The tower is made of
sundries that the previous owner used, but they
stone and has a fitted sheet of copper for a roof.
have long since rotted or become otherwise useless.
Lighting. Continual light spells provide
The illusion magic covers the boxes but not their
illumination. They have been enchanted to flicker in
contents.
an imaginary slight breeze, giving them the behavior
Cages. One of the cages is empty, but the other
of candles.
contains the still-moving skeleton of a bird. A
1st Floor successful DC 12 Intelligence (Nature or Medicine)
The characters can explore the first floor as they see check reveals the skeleton to be that of a parrot, but
fit. Any undead that were not defeated attempt to it can no longer talk or fly; it can be taken and counts
enter the tower but encounter a barrier of necrotic as a trinket if the characters wish to do so.
runes in the outer doorway – undead creatures Glass jars. Unidentifiable chunks of flesh float
simply cannot cross this line. gently in an effervescent blue-green solution. The
Animal Pen. The hard-packed earth inside the meat occasionally pulses and twitches if the
cage shows evidence of very large dog prints. A characters watch for any length of time. If removed
successful DC 16 Wisdom (Survival) check confirms from the solution, the meat shudders and stops
that the tracks are very old, likely years; having been moving; if consumed, the meat is highly poisonous
protected from the elements, they haven’t degraded and causes 16 (3d10) poison damage unless the
at all. creature succeeds on a DC 18 Constitution saving
Skeleton. Long ago a humanoid was shackled here, throw.
and over time died. The skeleton remains to this day.
A successful DC 12 Intelligence (Medicine) check
confirms that this was a female elf. A successful DC
12 Wisdom (Perception) check reveals that the skull
is covered in ritualistic runes. A successful DC 14
Intelligence (Arcana) check can be attempted once
the runes are discovered and confirms that the runes
are of the schools of abjuration and necromancy.

Playing the Pillars

COMBAT EXPLORATION SOCIAL


The undead want to consume the The tower is of ancient Netherese The hunters desperately yearn to be
living but can’t cross the necrotic design and should convey a sense of free but may be slow to trust the
runes. They will eventually lose history as well as danger. Feel free to characters, but defeating the
interest after a few minutes and mill insert references to the burial banshee certainly works to smooth
around the tower’s exterior. ground, mutant monsters, and so on. things over.

21
4th Floor Scene C. Banshee Attack
The injured hunters are hiding in the bedroom on
the 4th floor. One of them is unconscious, and the As the characters learn about the banshee from the
other two are gravely injured. hunters, the banshee returns.
Jaemon. Tiefling cleric of Malar. Jaemon has
expended all of her spell slots and has no uses of OPTIONAL COMPLICATION
channel divinity left, as she was the main line of For very strong parties, consider running the banshee with
defense against the undead. maximum hit points (104) and recharge the banshee’s wail
ability.
Gareth. Human ranger. Gareth is unconscious, but
stable. He was able to drive the banshee back but
succumbed to its wail ability. Even if healed, Gareth Creatures/ NPCs
is exhausted and cannot attack. The banshee attacks in a mindless rage and can’t be
Stonefoot. Tortle druid. Stonefoot’s shell is reasoned with. However, the runes that keep the
cracked, and a still-wriggling (but thoroughly skeletons and zombies outside the tower also keep
pinned) crawling claw is pinched in the crevice. She the banshee inside – if the characters flee, it can’t
has expended all of her uses of wild shape as well as follow them.
her spell slots in her attempt to keep her allies alive.
Objectives/ Goals. The hunters have given
up on the Grand Hunt, and now they’re eager
for a rescue and safe passage out of the tower.

What Do They Know? The hunters can


share the following information:
 “The skeleton is of an elf woman. We
touched it, and a minute afterward, a
banshee stalked us. Gareth’s eyes nearly
exploded from her wail, but he stuck her
down!”
 “Stonefoot was able to draw out the biggest
peryton we’d ever seen, but it overpowered
us. It harried us until we got into this tower
– we figured that fighting a few undead was
a safer bet than dealing with that monster.”

What Can They Do? The hunters have the


following options if they become involved in
combat:
 They cannot attack, cast spells, or use class
abilities
 They can use the Help action
 They automatically succeed if they attempt
to use the Medicine skill to stabilize a
character that has dropped to 0 hit points
 They each have a passive Perception of 13

Escaping the Tower. Once outside the


tower and away from any lingering undead,
the hunters are considered to be rescued.
They can make their way back to camp under
their own power. Doing so successfully
completes Bonus Objective A: Hidden Away.

22
23
Appendix 5: Old Debts (Bonus Objective B.)
Estimated Duration: 1 hour

Setting Scene A.
Upon returning to the hunter’s campsite, the I’ve Renegotiated Your Terms
characters may choose to turn over the ornate Harlowe is exceedingly thankful that the dagger has
dagger that Harlowe asked for. Should they do so, been returned to him and asks the characters to
proceed to Scene A. meet him in his cabin for a private discussion
Prerequisites “because of the very personal nature” of this
transaction. He says that he will join them shortly as
This section can only be run if the characters are
he has some other matters to attend to for a few
using the bonus objectives and if they recovered the
minutes but calls for food and drinks to be delivered
dagger from the pool in Elmclaw’s Rest.
while they wait.
Bonus Objective A After five minutes of waiting, one of the rival
The characters must defeat either Harlowe or hunting parties enters the cabin and attacks
“Grinner” Erlindale, and in so doing learn the immediately. Should one or more of the characters
importance of the matched pair of daggers. decide to not stay in the cabin, the other hunting
party will attempt to engage them in 1-on-1 combat
simultaneously, to prevent them from regrouping.

Creatures/ NPCs
Choose one of the groups of hunters that the
characters interacted with at the campsite earlier in
the game. This encounter works best if you choose a
group that the characters did not get along with or
antagonized (accidentally or otherwise).
Objectives/ Goals. The hunters have been given a
counter-offer from Harlowe: to kill the characters.
They cannot be bargained with and fight to the death.
The specifics of their revised deal are known only to
them and Harlowe but should involve a generous
amount of coin and permanent career roles in
Harlowe’s entourage.
What Do They Know? They are buying time for
Harlowe to escape the campsite and taunt the
characters with phrases like “Harlowe knows your
true nature, DEMON!” and “Hawkgarth will never
bow to the likes of you!” Although the characters
may quickly deduce that Harlowe has falsely accused
the characters of other crimes, intentions, or origins,
but in the heat of combat the hunters are unable to
think clearly on this.

Area Information
This encounter is intended to take place inside
Harlowe’s cabin, where space is at a premium.
Alternately, consider making the walls destructible
with an AC of 15, resistance to weapon damage, and
30 hp.
Should this encounter take place outside,
incorporate mud, trees, and rocks to create a fun and
varied landscape.

24
Scene B. Over the River & Creatures/ NPCs
Through the Woods Should Harlowe be revived or somehow restrained,
he can eventually communicate that Jasmine
Harlowe has taken advantage of the chaos of the Erlindale has demanded the family daggers as
fight to flee the hunting camp with his daggers. He is payment for Harlowe’s late father’s old gambling
quiet adept at horseback riding and has a significant debts. Without them, he has been told that “Grinner”
head start on the characters but can be followed will make the lives of his family ‘miserable’ until she
very easily (no skill check needed). is paid off. If questioned about why he paid off the
If the combat in Scene A was resolved in three other hunters to delay them, he accuses the
rounds or less and the characters were able to characters of wanting to take everything he’s
secure mounts, they might have line of sight on worked for, and that he was going to slay the
Harlowe. In this case, feel free to run this a chase gladiator himself. He is unable to listen to or
scene if you like (consult the rules in the Dungeon comprehend reason. He is fixated on the possibility
Master’s Guide for this). of the daggers being a key to a “locked door, hidden
If the characters catch him (feel free to call for in the Netherese ruins” (though with so many ruins
multiple DC 12 Animal Handling, Perception, or dotting the landscape of the Border Kingdoms, it
Survival checks per character if they are trying to could be a full adventuring career just finding that
rush) before five minutes have passed, he can be door!).
knocked from his horse. He screams in frothy rage as Should Jasmine kill Harlowe before the characters
he attacks the characters and his mind is consumed arrive, she sees them as his accomplices and both
by blinding hatred. Should this happen, he uses the she and Nhyllus attack without hesitation. However,
stats of a berserker. Jasmine arrives three rounds she has no interest in dying and will try to flee if she
into the combat and demands that the characters does not have a clear upper hand in the combat. She
hand over the daggers, calling them “property owed is driven by greed and is loyal only to Nhyllus, and
her as a result of Harlowe’s bad debts”. She is vice versa.
unwilling to negotiate and claims that they are a
“key to her heritage”, that they “unlock the sealed Returning to Camp
door” (though she is uncertain of where the door is If the characters return to camp and share the
located. details of what happened, the assistants make it
If the characters are unable to catch him before clear that they don’t trust him and believe that he’s
five minutes have passed, they find his corpse on the responsible for other champion hunters that have
ground at the feet of Jasmine “Grinner” Erlindale been lost in previous years. They also explain that he
(human female gladiator), who is now holding acquired his dagger during last year’s hunt and has
Harlowe’s daggers and giggling madly. The woman’s been pining for “the matching blade” ever since –
confidant/ familiar is Nhyllus, an invisible pixie seemingly convinced that they are somehow the key
who flits nearby. to an ancient lock in some ruins elsewhere in
Hawkgarth.
SCALING THIS ENCOUNTER So long as the characters returned to camp with a
This encounter can be tricky to scale. For strong or very peryton corpse, they are determined to be the
strong groups, consider having Harlowe and/or Jasmine flee; winner of the hunt regardless of the nature of their
for weak or very weak groups, consider having one of the relationship with the other groups and the size of
other groups of hunters join the fray at a critical moment – their peryton trophy. The assistants and other
but are they friendly? Opportunistic? Keep the narrative hunters promise to keep knowledge of the day’s
flowing and be sure to stress that both Harlowe and Jasmine events private and known only to them.
believe that the pair of daggers can unlock a hidden door
somewhere in the Border Kingdoms.

25
Appendix 6: Player Handouts
Magic Item Unlock
Bag of Tricks (Gray)
Wondrous item, uncommon (requires attunement),
Table F
This pouch feels like it has been constructed of a fine
rabbit pelt.
This ordinary bag, made from gray, rust, or tan
cloth, appears empty. Reaching inside the bag,
however, reveals the presence of a small, fuzzy
object. The bag weighs 1/2 pound. You can use an
action to pull the fuzzy object from the bag and
throw it up to 20 feet. When the object lands, it
transforms into a creature you determine by rolling
a d8 and consulting the table that corresponds to the
bag's color. See the Monster Manual for the
creature's statistics.
GRAY BAG OF TRICKS
d8 Creature d8 Creature
1 Weasel 5 Panther
2 Giant rat 6 Giant badge
3 Badger 7 Dire wolf
4 Boar 8 Giant elk

The creature is friendly to you and your companions,


and it acts on your turn. You can use a bonus action
to command how the creature moves and what
action it takes on its next turn, or to give it general
orders, such as to attack your enemies. In the
absence of such orders, the creature acts in a fashion
appropriate to its nature.
Once three fuzzy objects have been pulled from
the bag, the bag can't be used again until the next
dawn.
This item can be found in the Dungeon Master’s
Guide.

26
Appendix 7: Dungeon Master Tips
This adventure is designed for three to seven 1st- treasure checkpoints, downtime days, and renown.
4th level characters and is optimized for five These are updated at the conclusion of the session.
characters with an average party level (APL) of 2. Each player is responsible for maintaining an
Characters outside this level range cannot accurate logsheet. If you have time, you can do a
participate in this adventure. quick scan of a player’s character sheet to ensure
that nothing looks out of order. If you see magic
NEW TO D&D ADVENTURERS LEAGUE? items of very high rarities or strange arrays of ability
Welcome to the D&D Adventurers League! You can learn scores, you can ask players to provide
more about this global organized play campaign on our documentation for the irregularities. If they cannot,
website. feel free to restrict item use or ask them to use a
standard ability score array.
NEW TO THE BORDER KINGDOMS STORYLINE? Point players to the Adventurers League Players
Gamehole Con has been granted the ability to develop CCC Guide for reference. If players wish to spend
(Convention Created Content) adventures for the Border downtime days and it’s the beginning of an
Kingdoms. No other convention or organization outside of adventure or episode, they can declare their activity
Wizards of the Coast has been granted this ability. Their and spend the days now, or they can do so at the end
region guide was written by Ed Greenwood and you can get of the adventure or episode. Players should select
your copy on dmsguild.com. Border Kingdoms adventures their characters’ spells and other daily options prior
can be run just the same as any other Adventurers League- to the start of the adventure, unless the adventure
approved content. specifies otherwise. Feel free to reread the
adventure description to help give players hints
NEW TO BEING THE DUNGEON MASTER? about what they might face.
A plethora of great Dungeon Master advice can be found all
across the internet. New DMs are urged to purchase a copy Adjusting This Adventure
of the Dungeon Master’s Guide and join our Facebook (player When combat is a possibility, the adventure will
group and DM group) and Twitter discussions.
provide a sidebar that helps you to determine the
best mix/number of opponents to provide them with
Preparing the Adventure to create an appropriate challenge. While you’re not
bound to these adjustments; they’re here for your
Before you start play, consider the following: convenience and consideration.
 Read through the adventure, taking notes of To determine whether you should consider
anything you’d like to highlight or remind yourself adjusting the adventure, add up the total levels of all
of while running the adventure, such as a way the characters and divide the result by the number
you’d like to portray an NPC or a tactic you’d like of characters (rounding .5 or greater up; .4 or less
to use in a combat. Familiar yourself with the down). This is the group’s average party level (APL).
adventure’s appendices and handouts. To approximate the party strength for the
 Gather any resources you’d like to use to aid you adventure, consult the table below.
in running this adventure--such as notecards, a Determining Party Strength
DM screen, miniatures, and battlemaps.
Party Composition Party Strength
 Ask the players to provide you with relevant
3-4 characters, APL less than Very weak
character information, such as name, race, class,
3-4 characters, APL equivalent Weak
and level; passive Wisdom (Perception), and
anything specified as notable by the adventure 3-4 characters, APL greater than Average
(such as backgrounds, traits, flaws, etc.) 5 characters, APL less than Weak
5 characters, APL equivalent Average
Players can play an adventure they previously
5 characters, APL greater than Strong
played as a Player or Dungeon Master but may only
6-7 characters, APL less than Average
play it once with a given character. Ensure each
6-7 characters, APL equivalent Strong
player has their character’s adventure logsheet (if
not, get one from the organizer). The players fill out 6-7 characters, APL greater than Very strong
the adventure name, session number, date, and your
name and DCI number. In addition, the player also
fills in the starting values for advancement and

27

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