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HILL 1-1 Arrival (5-10) PDF

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The document provides background information on the Hillsfar setting and tensions between citizens and non-humans. It also describes an organized play system called the D&D Adventurers League.

The Outcast's Sanctuary is mentioned in a letter as the place where preparations are being made for some event. It seems to be a significant location related to the antagonists' plans.

Dern Gelnacht, a member of the Red Plumes, appears to be experiencing mental or magical influence from a being called 'Granny' who visits him in his dreams and tells him to leave the Red Plumes. She may be manipulating or controlling him.

arrival

JAY AFRICA
Adventure Designer
Adventure Code: HILL 1-1

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

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

Producer: Baldman Games


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

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster
Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses
are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America.
Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31,
2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Introduction
Welcome to Arrival, a D&D Adventurers League
adventure, Part One of the Dark Intentions Trilogy
This adventure is designed for three to seven 5th-10th level characters, and is optimized for five 6th-
level characters. The adventure is set in the Moonsea region of the Forgotten Realms, in and around
the city of Hillsfar.

The D&D Adventurers League Preparing the Adventure


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

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

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

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

5 H I L L 1 - 1 / A R R I VA L : I N T R O D U C T I O N
Adventure Background

Hillsfar, the City of Trade, is in disarray. The Dark With their forces at work within Hillsfar, the
Prince Graz’zt was banished from the Underdark dark fey are now positioned to escalate their plans
back to the Abyss, ending the madness that spread to capture the region. They have sent a night hag
throughout the area. The First Lord of Hillsfar, named Granny Eve-canker to Hillsfar with the
Torin Nomerthal, perished under insurgents’ mission of inciting dissent and rebellion. In the guise
hands, and with him also fell the second Great Law of a foreign elven noble named Estrellae Moonglow,
of Humanity. Granny Eve-canker has been gathering allies within
Commandant Vuhm Yestral of the Red Plumes, the Hillsfar’s nobility.
the military and police force of Hillsfar, has risen to
the position of First Lord. It falls upon his shoulders
Overview
to rebuild Hillsfar, drawing order out of disarray and
working to somehow reconcile conflicts between This adventure is divided into three parts.
the differing ideologies within the city. Many of the Part 1. The adventure begins with the
City of Trade’s citizens remain deeply xenophobic— characters at the docks of Hillsfar. Trouble rears its
former First Lord Nomerthal’s ideologies and wicked head when monsters smuggled into the city
propaganda having planted deep roots. As a former break out into the public. Subduing the beasts, the
commandant of the Red Plumes, Lord Yestral is adventurers witness open hostilities directed at
still viewed by much of the public as the face of the the hired dwarven sailors who unwittingly brought
city’s peacekeeping militia. While Lord Yestral has the creatures into the city. The dwarves plead
promoted Captain Jandra Gragdowel to the rank ignorance of their dangerous cargo, but the trader
of Commandant of the Red Plumes, it is the First who hired them is nowhere to be found.
Lord’s name and reputation that are sullied when Impressed by the adventurers’ actions, a
a Red Plume patrol exhibits poor behavior toward noble named Estrellae Moonglow invites them
Hillsfarian or foreigner. to her home for a gathering later that day. The
With no signs of tensions abating in the city, adventurers are also approached by a Red Plume
First Lord Yestral has made it his priority to win guard bearing a summons for them to meet with
the favor of the tradespeople. However, a recent Commandant Jandra Gragdowel at Hillsfar Castle.
spate of civic disturbances has been causing trouble, The good Commandant has a job for them.
disrupting the common folks’ efforts to return to Part 2. At Hillsfar Castle, the adventurers
everyday life. More importantly, these troubles have speak with Commandant Gragdowel. She believes
been disrupting the commerce protected by the that the incidents are intentional acts of malice and
city’s Great Law of Trade. asks the adventurers to investigate further.
The disturbances stem from a force at work As the adventurers investigate various
behind the scenes: Malkyn Grenefeld, the former locations around the city, they meet a number of
First Lord’s Chamberlain, harbors a passionate love individuals, root out rumors, and perhaps get into a
for the slain Lord Nomerthal and seeks revenge fight or two. Attending Moonglow’s gathering, the
on the current Lord Yestral. To that end, she has adventurers gain new insight about the growing
made a pact with dark fey forces set on conquering schism within the city populace. Eventually, they
Cormanthor Forest. Over the past month, Grenefeld find enough clues that point to the culprit they
has been planting misinformation, forging trade have been searching for.
records, and smuggling minions of the dark fey into Part 3. The adventurers track the culprit to
the city. a recently unearthed temple just outside the city
walls. There, they confront Granny Eve-canker and
her minions in her lair.

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

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

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

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

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

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

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

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

The Merchants Quarter The Hostage-Takers’ Hideout


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

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

17 H I L L 1 - 1 / A R R I VA L : PA RT 2
The Docks Revisited Investigating the Warehouse
Have the characters make DC 10 Wisdom
Expected Duration: 20 to 30 minutes (Perception) or Intelligence (Investigation) check.
Each character who succeeds notices one of the
The docks have grown silent since you were following details:
last here. The wagons that carried the • Several sets of scrapes indicate that crates
deadly cargo remain, as do the two petrified were dragged back and forth across the floor
horses and the partially-eaten stone dwarf.
between the broken door and the interior of the
warehouse. There are no signs that point to any
Characters who inspect the wagons and crates being removed from the warehouse.
succeed in a DC 12 Intelligence (Investigation)
• The southwestern corner of the warehouse
check find pieces of parchment glued inside the
shows more signs of crates being moved around,
crates. Spellcasters, characters who are proficient
although no crates actually occupy that area.
in Arcana, or who use detect magic on the
parchment pieces sense the dwindling presence The broken door is a red herring. The thieves came
of enchantment magic—the parchment pieces are in through a tunnel underneath the warehouse.
remnants of sleep wards that kept the monsters Characters investigating the southwestern corner
contained. of the warehouse find a series of loose boards. The
boards lift up to reveal an unlit tunnel that descends
The Dockside Warehouse westward towards the city. The tunnel is large
enough to accommodate the missing shipping crates.
Red Plumes stand stationed at the dockside A trail of flattened earth on the tunnel floor indicates
warehouse’s broken doors, guarding the something heavy was dragged through the tunnel.
goods within.
The drag marks obscure any footprints that might
have been left, indicating that the item was pulled
If the adventurers question the guards, they learn
down the tunnel.
the following details:
The tunnel extends 100 feet westward from the
• The crates of spices arrived at the warehouse
warehouse and descends 15 feet before leveling off.
yesterday afternoon, shortly before the
From there it extends another 200 feet west, where it
warehouse was locked for day. When the
opens into a 30-foot-wide, 80-foot-long, torch-lit cave.
warehouse foreman arrived this morning, the
door was broken down and the spices gone. The point where the tunnel meets the cave is
trapped with a glyph of warding cast by Granny
• While the crates of spices were the only items
Eve-canker. Her hired thugs know the passphrase
stolen, although several other crates being
(“By the full moon’s glow”). The ward requires a
stored were moved, as if the perpetrators were
successful DC 15 Intelligence (Investigation) check to
searching for something.
detect and triggers if a creature gets within 5 feet of
General Features it. It can only be removed by triggering it, speaking
The general features of the Dockside Warehouse are the passphrase, or by casting dispel magic on it.
as follows: If triggered, the ward erupts with magical
Light and Visibility. The windows are energy in a 20-foot radius sphere centered on the
shuttered, allowing only dim inside through slits glyph. Each creature within that radius must make
and cracks. The only other light entering the a successful DC 15 Dexterity saving throw or take
warehouse comes through the broken door. 22 (5d8) thunder damage as a painfully deafening
cackle fills the area. Characters that succeed on the
Smells and Sounds. Wooden crates, dust, saving throw take only half damage.
ambient noise from the docks outside.

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

19 H I L L 1 - 1 / A R R I VA L : PA RT 2
The Red Plume Guardhouse What’s Going On With These Red Plumes?
Dern and the other afflicted Red Plumes were
Expected Duration: 30 to 40 minutes being visited in their sleep by an ethereal
Granny Eve-canker, falling prey to her
A rowdy crowd stands protesting by the
Red Plume guardhouse at the city gates. nightmare haunting ability, which she uses
Hillsfarians shout epithets at non-humans to plant horrible and extreme thoughts into
entering the city and at the Red Plumes who her victims’ heads. Granny despises the Red
are allowing them passage. A number of Plumes, seeing them as one of the forces that
protestors lead a scathing chant against First upheld the Great Law of Humanity, whether
lord Yestral.
actively or not. During her final visit to Dern
Pushing through crowds of protestors,
you make your way into the guardhouse to
three nights ago, Granny cast a ritual on his
see the afflicted Red Plume. body, the effect of which is about to manifest in
front of the adventurers.
The adventurers are led to an infirmary towards the
rear of the station, where a dressed-down human A few minutes into the conversation with Alis,
male lies tied to a bed. The lieutenant on duty, a Dern lets out a loud wail, moaning over and over
human female guard named Alis Maerr, introduces again that “Granny won’t come visit anymore. I
the sick individual as Dern Gelnacht and recounts need to see her at the Outcast’s Sanctuary!” Shortly
the details below to the adventurers. after, his body violently convulses for a few seconds,
• Seven days ago, Dern reported having trouble and then he dies. No amount of healing, magical or
sleeping. He was fine for a few days afterward, otherwise, prevents this.
but his condition deteriorated until one night Characters who examine Dern’s body and
he attacked and injured several of his fellow succeed in a DC 16 Wisdom (Perception or Medicine)
Red Plumes. During the attack he ranted about check notice a churning motion in the dead Plume’s
how someone called “Granny” was telling him to stomach and some sort of black ooze leaking from
punish the “bad, bad Red Plumes.” his ears. Characters who do not examine the body
• Alis shows the characters a heavily bandaged or who fail the check are caught surprised as a black
arm, revealing that she was one of the Plumes pudding magically bursts out of the dead body and
injured during the attack. This is painful attacks. As this happens, a feeling of dread fills the
for her to report, as she and Dern have been room as Dern’s spirit, corrupted by Granny Eve-
romantically involved for some time now. canker’s influence, appears as a wraith.
• Dern continues to ramble madly about “doing
what Granny says” and maliciously about “the Adjusting the Encounter
wicked people running Hillsfar.”
Here are recommendations for adjusting this
• Five other Red Plumes had been struck by such combat encounter. These are not cumulative.
madness over the past weeks, though Dern’s is • Very weak party: Replace the black
the first time someone was driven to violence. pudding with a swarm of insects
Characters who look around or who have a (centipedes) that bursts out of Dern
passive Perception of 10 or higher notice a small, • Weak party: Replace the black pudding
clothbound journal sitting on the side table by with two swarms of insects (centipedes)
Dern’s bedside. that burst out of Dern
• Strong party: Add one black pudding
• Very strong party: Add two black
puddings

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

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

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

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

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

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

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

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

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

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

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

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

This story continues in HILL 1-2 Exodus.


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

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

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

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

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


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

Eldeth Marblehead (EL-dith). Female dwarf.


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

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


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

Commandant Jandra Gragdowel (JAN-druh).


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

Gillun Glimmersting (GILL-uhn). Male sprite.


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

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


Plume soldier. Lover of Dern Gelnacht.

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


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

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


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

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

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

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

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

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

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

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

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

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

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

Skills Stealth +2 Skills Stealth +2


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

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

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

45 H I L L 1 - 1 / A R R I VA L : D M A P P E N D I X
Veteran Otyugh
Medium humanoid (any race), any alignment Large aberration, neutral
Armor Class 17 (splint) Armor Class 14 (natural armor)
Hit Points 58 (9d8 + 18) Hit Points 114 (12d10 + 48)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 16 (+3) 11 (+0) 19 (+4) 6 (-2) 13 (+1) 6 (-2)

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

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

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

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

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


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

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

49
Player handout 1: Letter of Instructions

Our plans proceed apace.

Stay at your post and watch over the goods.


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

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

By the full moon’s glow,


E.M.

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

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

TWO WEEKS AGO


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

TEN DAYS AGO


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

SEVEN DAYS AGO


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

FIVE DAYS AGO


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

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

Emerald Kidgloves (Gloves of Thievery)


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

53 H I L L 1 - 1 / A R R I VA L : P L AY E R H A N D O U T 4

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