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  CCC-GHC-BK2-03 
  Adventure Tier: 1 
  Optimized For: APL 3 
  Version: 1.3 
   
   
   
   
  Framed in Felshroun 
  As the heroes are celebrating vanquishing a cursed spirit in Felshroun, they find out it’s not as dead 
  as they’d hoped. A frantic chase through the city ensues. Can the heroes banish it for good before too 
  much damage is done? 
   
  A Two-Hour to Four-Hour Adventure for Characters of 1st – 4th Level 
   
   
   
   
   
   
   
   
   
   
  
   
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  3 
  Welcome to the  
  Border Kingdoms! 
  ccording to the sage Meriadas of 
  Westgate: “The Border Kingdoms are the 
  most favored destination for 
  adventurers who want to proudly and 
  boldly conquer a realm or establish their 
  own new kingdom. Lords, counts, dukes, kings and 
  emperors rise, proclaim themselves, and are swept 
  away with the speed and regularity of waves 
  crashing upon a shore.”  
   This tumultuous land lies between the Lake of 
  Steam and the Shaar in the Forgotten Realms. 
  Gamehole Con has been granted exclusive rights to 
  develop Adventurers League content in this region, 
  and our offerings include adventures, source 
  material, and short stories. For more Border 
  Kingdoms content, .visit the DMs Guild! 
  Border Kingdoms content at the DMs Guild 
   
  A Special Note About Encounter Scaling 
  This adventure is optimized for a party of five characters. 
  When running an adventure at a large convention such as 
  Gamehole, it is common to have seven players at a table, 
  which has the potential to affect encounter balance. The 
  “Adjusting the Encounter” sidebars within the adventure are 
  developed for an average party, but just like real life, one size 
  doesn’t necessarily fit all. 
   
  Players have a tendency to bring their best and brightest 
  to shows like Gamehole, and a group of seven optimized 
  characters can easily overpower the recommended party 
  strength you determine at the adventure’s start. As a DM, 
  you can—and should—adjust each encounter’s difficulty to 
  present a challenge for your players. 
   
  If the characters are overcoming combats too easily, 
  increase the recommended strength level of the encounters 
  by a step (from average to strong, for example). If needed, 
  you can also increase the number of monsters or maximize 
  their hit points to make things a little harder. In some cases, 
  you may even need to increase the difficulty by two steps, 
  just be careful not to make things unwinnable. 
   
  Remember, adjusting or improvising is encouraged, so long 
  as you maintain the adventure’s spirit! 
   
   
  a 
  
   
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  4 
  Adventure Primer 
  ELCOME TO FRAMED IN FELSHROUN, a D&D 
  Adventurers League™ adventure, that is 
  part of the official D&D Adventurers 
  League™ organized play system and the 
  Convention Created Content program.  
   The adventure is set in the Border Kingdoms, a 
  tumultuous region of the Forgotten Realms on the 
  southern shore of the Lake of Steam. During the 
  adventure, the characters explore the city of 
  Felshroun chasing an evil creature they thought they 
  had already killed.  
  Background 
  The FREE BARONY OF FELSHROUN has been 
  largely peaceful for years and the threats that have 
  plagued other places in the Border Kingdoms 
  haven’t reached it. However, dark times have come 
  to the Border Kingdoms. A death knight by the name 
  of KURTH AVALLAR, now roams the Border 
  Kingdoms, calling forth the dead and other foul 
  things to serve him. 
   A month ago, the death knight’s call awoke a 
  bound evil faerie named YARGALANTHOR. The 
  original FOUR MAGES of Felshroun had imprisoned 
  an ancient fey monstrosity under the city, with the 
  intention of studying him. They specifically warded 
  the city so that he could not cross the city walls and 
  hid the crux of that spell behind a painting of the 
  Four Mages. It’s now hanging at a tavern in the city. 
   Yargalanthor was forgotten and has been in torpor 
  for centuries until Kurth Avallar’s necromantic call 
  woke him. For the past month Yargalanthor, THE 
  BEAST OF FELSHROUN has been skulking around 
  outside the city. However, the magic of the Four 
  Mages prevented it from entering the city and doing 
  further damage there. 
   Fortunately, the heroes of the story have just put it 
  down and carried its dead body into the city. 
  Unfortunately, they didn’t have the magical 
  incantation that would send it back to wherever it 
  came from. It wakes up inside the city, ready for 
  vengeance. One of Kurth Avallar’s agents is using 
  this as an opportunity to frame the heroes so that 
  they cannot interfere with his plans. 
   At the end of the adventure, the heroes may 
  choose to kill Yargalanthor a final time or to let the 
  Four Mages keep him for magical study. If they kill 
  Yargalanthor, Kurth Avallar brings him back as a 
  powerful undead. If the characters elect to let the 
  Mages have Yargalanthor for study, then agents of 
  Kurth Avallar release him and make Yargalanthor 
  serve Avallar for a year and a day (in proper faerie 
  fashion). In either case, Yargalanthor has a burning 
  need for revenge against the heroes. 
  Episodes 
  The adventure’s story is spread over three episodes 
  that take approximately two hours to play. These 
  episodes contain two story objectives introduced 
  by a Call to Action episode. The adventure also 
  includes two bonus objectives that can be played if 
  time permits. They are introduced in Episode 2. 
  Call to Action 
  The Call to Action can be found in Episode 1: 
   Episode 1: The Beast Is Dead? The action starts in 
  the HALL OF DOMES as the heroes recount to 
  BARON JATHRALEE HAERNHAND how they slew 
  the beast. However, it’s not dead enough, and a 
  dishonest courtier argues that the heroes are 
  cheating the Baron. The Baron demands they 
  bring the beast to account. ETHANTRA 
  TARTHSEMMER shows the places where it might 
  be hiding. This is the adventure’s Call to Action. 
  Story Objectives 
  This adventure includes two story objectives, which 
  are found in Episode 2 and Episode 3, as follows: 
   Episode 2: Hunting the Beast. The adventurers 
  can scour the town for traces of the beast. A mage 
  says that it is either on STORROCKH STREET 
  (Episode 2A) or BARAEDUR LANE (Episode 2B). 
  They can search these locations in any order. Once 
  they have searched two objectives ETHANTRA 
  TARTHSEMMER tells the heroes that the beast is 
  on FENDLE STREET. This is Story Objective A. 
   Episode 3: Fendle Street Showdown. The heroes 
  finally confront the beast on FENDLE STREET. 
  Afterwards ETHANTRA TARTHSEMMER comes 
  by and offers to make sure the beast is either 
  killed or forever entrapped for study, whichever 
  the characters choose. This is Story Objective B. 
  Bonus Objectives 
  This adventure also includes two bonus objectives 
  found in Episode 1. If you have time to play them, 
  Ethantra Tarthsemmer puts one or both locations on 
  the heroes’ map. These can be explored in any order. 
  Ethantra Tarthsemmer will direct them to Fendle 
  Street after they have explored the last locations. 
   Episode 2C: Sark Alley. Sark Alley is in the 
  seediest part of town. The characters must 
  prevent the beast from causing too much damage 
  in this area. This is Bonus Objective A. 
   Episode 2D: Lorndragon Lane. Lorndragon Lane 
  is lined with shops with glittering decor that stand 
  amid the mansions of the wealthy. The heroes 
  must fight the beast and limit the damage. This is 
  Bonus Objective B. 
  W 
  
   
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  5 
  Adventure Flowchart 
  This section should provide you, the DM, with a basic understanding of not only the flow of the adventure, but also 
  the outline of the different paths that your players may take in reaching their stated objective. 
   
  Encounters in Episode 2 can be played in any order. 
   
  2-hour game: pick any 2 
   
  3-hour game: pick any 3 
   
  4-hour game: play all 4 
   
   
   
   
  Episode 1:  
  Congratulations. 
  The Beast is Dead? 
  Encounter 2A: 
  Storrokh Street 
  Episode 2: The Hunt 
   
   
   
   
   
   
   
   
   
   
   
  Episode 3:  
  Showdown on  
  Fendle Street  
  Encounter 2B: 
  Baraedur Lane 
   
  Encounter 2C: 
  Sark Alley 
   
  Encounter 2D: 
  Lorndragon Lane 
  
   
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  6 
  Episode 1: The Beast is Dead (Call to Action) 
  Estimated Duration: 20 minutes 
   
  Do character introductions prior to this point and 
  encourage the players to share information freely 
  about their characters because this adventure starts 
  with the assumption that they’ve been working 
  together for a tenday or so.  
   Read or paraphrase the following to start the 
  adventure: 
  The Beast of Felshroun has been killing people in outlying 
  areas around Felshroun for the last month. After days of 
  stalking it, your group was able to kill it and bring the large, 
  warty, greenish, four-armed creature down. Baron Jathralee 
  Haernhand has asked you to present its corpse to her in the 
  Hall of Domes, the seat of government in Felshroun. In 
  addition to your group and the baron, some of the baron’s 
  court is in attendance as she hands you a hefty bag of gold to 
  reward you killing the beast. 
  The players will have questions about the beast. Do 
  not volunteer information that they do not ask 
  questions about. 
   With a successful DC 10 or greater Intelligence 
  (Arcana or Nature) check the characters can 
  identify the creature as a rare kind of four-armed 
  troll. 
   With a successful DC 17 or greater Intelligence 
  (Arcana or Nature) check the characters learn that 
  while the corpse looks like a four-armed troll, it 
  was actually a powerful fey shapechanger. 
   With a successful DC 22 or greater Intelligence 
  (Arcana or History) check the characters 
  remember that there was a powerful evil fey 
  shapeshifter called Yargalanthor that was 
  trapped by the original Four Mages of Felshroun 
  centuries ago. 
   The creature wasn’t terribly hard to hit, but it had 
  a lot of hit points. 
   The creature kept regenerating until someone hit 
  it with acid or fire. 
  Once the players understand what the creature was, 
  Baron Haernhand asks the characters to recount 
  the story of how they killed the beast. Go around the 
  table and ask each person to explain how their 
  character helped kill the beast. If you have time, run 
  this as a “yes, and…” roleplaying encounter where 
  each person adds one sentence to the story as they 
  go around the table. 
  Baron Haernhand introduces the people of her 
  court (see NPC descriptions). 
    Salinese Dalarie, the senior Knight of Justice and 
  lawgiver to oversee the proceedings. She listens 
  more than she talks, and occasionally asks an 
  insightful question. 
   Rothen Nedlar, a representative of the merchants 
  of Felshroun to make sure the reward money is 
  given away appropriately. (The merchants put up 
  half the reward money; the baron put up the other 
  half.) He is jovial and interested in hearing tales of 
  thrilling heroics. 
   Ethantra Tarthsemmer, one of the Four Mages, is 
  here to positively identify the beast. She doesn’t 
  talk much as she investigates the creature. She 
  waves crystal wands over the beast’s corpse, 
  performs incantations, and removes one of its 
  teeth and a small quantity of blue-black blood. 
  Once the characters have settled in, the creature 
  comes back to life and disappears in a puff of smoke 
  accompanied by blue sparks. 
  With no warning, the four-armed troll twitches twice, its 
  wounds knitting back together, and leaps to its feet with 
  rubbery, gangly grace. It gives an ear-splitting howl of fury 
  and disappears into a magical portal trailing bright-blue 
  sparks. 
  Chaos erupts. All of the people in the room start 
  yelling at once. Everyone is angry, frightened, 
  worried, and wants to be heard. 
   Baron Haernhand demands to know where the 
  beast has gone. 
   Salinese Dalarie commands the guards to 
  surround the baron. 
   Ethantra Tarthsemmer is casting a spell with a 
  complex verbal component. Although she is one of 
  the current Four Mages, she does not recognize 
  who or what Yargalanthor is right now. 
   Rothen Nedlar is furious. He claims the heroes 
  are here to try to swindle the reward out of the 
  people of Felshroun and demands the baron arrest 
  the heroes. The baron listens to him and considers 
  what he says seriously. 
   
   
  
   
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  7 
  If the characters want more information about what 
  just happened: 
   With a successful DC 13 Intelligence (Arcana) 
  check the characters can identify the brief portal 
  as a short-range spell that allowed the creature to 
  escape to someplace within this city. 
   With a successful DC 15 Intelligence (Arcana) 
  check the characters can identify the spell 
  Ethantra Tarthsemmer is casting as a unique 
  tracking spell. 
   Characters with a passive Wisdom (Insight) score 
  of 17 or higher believe that Rothen Nedlar wasn’t 
  as surprised as he was pretending to be. If the 
  heroes threaten or interrogate him, he leaves, and 
  the baron’s guards prevent the heroes from 
  following him. 
  Once things settle down a bit the Baron demands 
  that the heroes go find the beast and kill it. Again. 
  Ethantra Tarthsemmer clears her throat, and a scroll 
  materializes in midair, lines of green ink magically flow across 
  it, mapping out the town, and circling particular points. “You 
  killed him, yes, but he’s an old wily fey with more lives than a 
  cat! He’s going to be trying to summon his old fey allies – if 
  you take him down, they’ll leave. Given the patterns in the 
  weave of magic in these parts, these are the only likely places 
  in town where his portals can go to. I’m not sure where he is 
  exactly, but it’s one of these places.” 
  Give the players Handout 1: Map of Felshroun. 
   If you are playing a 2-hour game, circle two of 
  these objectives. The second one the players 
  explore is Story Objective A. 
   If you are playing a 3-hour game, circle three of 
  these objectives. Exploring the 3rd location is 
  Bonus Objective A. 
   If you are playing a 4-hour game, circle four of 
  these objectives. Exploring the 4th location is 
  Bonus Objective B. 
   
  Adventuring Makes Me Sleepy 
  Because of the desperate nature of Yargalanthor’s attacks on 
  Felshroun, the heroes don’t have time to rest! If the 
  characters start to take a rest, they are interrupted by a 
  group of Forester scouts who let them know that the beast is 
  attacking and take them to the next encounter. If the players 
  refuse, then that encounter becomes unavailable and assume 
  that Yargalanthor achieved his maximum goals (see the 
  encounters for the goals). If the characters refuse to go with 
  the Foresters and take a rest anyway, the Four Mages unite 
  to take down Yargalanthor and kill him, and the characters 
  are asked to leave town. 
   
  BUT – you and the players are here to have fun! If the 
  characters are so beat up (these fights are hard) that the 
  players aren’t having fun, then absolutely allow them to rest, 
  visit clerics for healing, and/or reduce the difficulty of the 
  fights. 
   
   
  
   
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  8 
  Episode 2: The Hunt 
  Estimated Duration: 65 minutes 
  About Felshroun 
   The FREE BARONY OF FELSHROUN is an 
  important trading market and neutral meeting 
  ground in the Border Kingdoms. The area has been 
  ruled by BARON JATHRALEE HAERNHAND (this 
  title is an elected, not hereditary position) for 
  several years. The Baron is a gaunt, scarred, serious 
  woman who was a ranger in the area for years. Her 
  rule has been peaceful, prosperous, and largely safe, 
  this coupled with light taxation, has made Felshroun 
  a popular “echo of Waterdeep”. The area’s main 
  industry is horse-breeding. Felshroun keeps order in 
  its domain by means of the Foresters, highly skilled 
  rangers who know and love the land they patrol. The 
  Foresters are responsible for forest planting and 
  management, and rarely have more military 
  engagement than tracking and taking down bandits 
  preying on trade caravans. They ride in patrols of 
  about a dozen Foresters bolstered by priests of 
  Chauntea and Mielikki. 
   The Four Mages founded the Free Barony of 
  Felshroun with an agreement among them to dwell 
  near each other in peace. They trusted each other’s 
  skills and good intentions to keep their shared 
  demesne safe and in good order. While the original 
  mages are gone, their heirs, hangers on, and 
  apprentices have continued the tradition of having 
  four powerful wizards in the city. Ethantra 
  Tarthsemmer is the most social of the current Four 
  Mages. 
   Felshroun is a town of walled gardens, tall houses, 
  and narrow, winding, crowded streets. It takes the 
  shape of a large diamond with towers at each 
  compass-point corner and gates in the center of each 
  wall between. Inside the town walls is a cramped 
  labyrinth of four- and five-floor houses, winding 
  flagstone streets, little walled gardens with pump-
  wells and public benches, and many cats wandering 
  as public pets. 
   
  The People of Felshroun and the Heroes 
   
  These encounters rely on having a lot of civilians out and 
  about on the streets. It’s important to put down tokens or 
  counters for the civilians if you are playing with a map/grid 
  and to describe the dozens of innocent people hanging 
  around in each encounter. These fights should feel like 
  they’re happening on crowded city streets, because they are! 
   
  Most of the people on the streets of Felshroun are 
  commoners, with the occasional guard or noble. A few 
  Forester scouts might be present in the streets if the heroes 
  need help. The folk of Felshroun will generally retreat ten or 
  twenty feet from combat and then stick around to watch the 
  excitement. The folk of Felshroun will always allow heroes to 
  move through them, but they still count as difficult terrain. 
  They can be roused to help the heroes with a successful DC 
  12 Charisma check and go absolutely last in the initiative 
  order. Some of the things that the folk of Felshroun can do to 
  help the adventurers are: 
   Flee 
   Get guards or Foresters (will take 1d3 rounds) 
   Aid the heroes attacks 
   Administer a potion to a fallen adventurer 
   Move horses and carts 
   Shove over shelves 
   Move furniture to provide cover 
   
  Only scouts and guards will attack Yargalanthor and only 
  from range (assume guards have three spears each).  
   
  Additionally, any scout can use a healing kit on a hero and 
  restore 1d6 + 4+ the character’s level in hit points. The 
  character can’t regain hit points from this feat again until 
  they finish a short or long rest. 
   
  None of the folk of Felshroun will stand in Yargalanthor’s 
  way to get killed by him.  
  Most of Felshroun is happily secular, though there 
  are a few options for people who wish to worship. 
   There is an open air community garden, and 
  agricultural training workshop, that includes a 
  small, work-worn shrine to Chauntea on the north 
  end of Lorndragon Lane. 
   The Lambsgate Healing House is a small hospital, 
  hospice, and temple of Ilmater in one of the 
  poorest areas on the southeast side of the city. 
   The Dawnrise Shrine was once a modest shrine to 
  Lathander, but it's grown in size, ornamentation, 
  and importance. Many of the nobility make their 
  way to Shuttle Street to be seen there for morning 
  prayers. 
   The Better Times Casino and Bar is a raucous, 
  rollicking joint on Blackknife Lane. It is staffed by 
  clergy of Tymora, who use the casino as a shrine to 
  the goddess of luck.  
   
   
  
   
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  9 
  Encounter 2A: Storrokh 
  Street 
  Prerequisites 
  The adventurers must complete the Call to Action 
  before beginning this episode. 
  Objectives 
  The objective here is for the heroes to try to dispatch 
  the beast without it having a chance to kill too many 
  horses.  
  Creatures/NPCs 
   A Forester scout is having lunch at one of the food 
  carts and she gets involved. The Foresters help 
  maintain law and order in Felshroun. The heroes can 
  recruit her as a helper and advocate. 
   Yargalanthor is here and he’s hungry! His goal is 
  to kill as many horses as he can and eat them while 
  causing massive property damage. He has 
  shapechanged into a banderhobb so he can more 
  easily kill and eat riding horses.  
   If the heroes can succeed on a DC 13 Wisdom 
  (Insight) or Intelligence (Nature) check they 
  understand that Yargalanthor is starving – the magic 
  to jump through portals burns through his energy 
  reserves very quickly. He can be distracted with 
  large quantities of raw meat. 
   Once he eats three horses, or if he is brought to 0 
  HP, his allies disappear in a shower of blue sparks 
  and he jumps through a portal. 
   The street is populated with a variety of farriers, 
  carters, wheelwrights, wagon-builders, and livery-
  hands (commoners) all engaged in the trade of 
  moving people and goods by horse-drawn carriage. 
  There are quite a few horses around as well. They 
  attempt to flee when the killing starts. 
  Area Information 
  The area has the following features. 
   Dimensions and Terrain. Storrokh Street forms a 
  broad plaza with barns and corrals on either side 
  with wagons clogging the throughway. Characters 
  can scramble over carts or over the fence around the 
  paddocks by succeeding on a DC 10 Strength 
  (Athletics) or Dexterity (Acrobatics) check. Failing 
  the check costs them 10 feet of movement but they 
  may re-try. Haystacks and manure piles are difficult 
  terrain.  
   Lighting. Storrokh Street is brightly lit during 
  daytime, and dimly lit by streetlights at night. 
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene, according 
  to your group. Yargalanthor always looks like a banderhobb, 
  even if a different stat block is used at the lower difficulties. 
  Yargalanthor brings in fey allies to help him at the higher 
  difficulties. 
   Very Weak: level Replace the banderhobb with a su-
  monster. 
   Weak: level Replace the banderhobb with a redcap. 
   Strong: level Add one su-monster. 
   Very Strong: level Add two redcaps. 
  Keep track of how many horses Yargalanthor kills.. 
   
   
  Playing the Pillars 
   
  COMBAT 
  Yargalanthor will attack horses out 
  of cruel pleasure as much as he can. 
  He will use his action eat a whole 
  horse in one bite if there are no 
  heroes harassing him. 
  EXPLORATION 
  The horses can be moved to safety 
  by making a successful DC 12 
  Wisdom (Handle Animal) check. This 
  check is at disadvantage if two or 
  more horses have been killed. 
  SOCIAL 
  The Forester tries to help the heroes. 
  She can move horses, aid their 
  attacks, or just shoot Yargalanthor. 
   
   
   
  
   
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  10 
  Encounter 2B: Baraedur Lane 
  Prerequisites 
  The adventurers must complete the Call to Action 
  before beginning this episode. 
  Objectives 
  The objective here is for the heroes to try to save the 
  three elves that run the Rolling Gnome music shop.  
  Creatures/NPCs 
   The Rolling Gnome music shop on Baraedur Lane 
  is run by three female elf nobles loyal to the Harpers. 
  The elves go by Couvillion, Duquette, and 
  Latendresse but no one thinks that those are their 
  real names. Offer any Harper character a Wisdom 
  (Perception) check of 10 or higher to recognize that 
  they’re all wearing subtle Harper signs. 
   Yargalanthor’s goal is to kill each of the three 
  elves. He has assumed the form of an animated fairy 
  mound covered with moss, evil-looking lilies, and 
  toadstools (using the adult oblex stat block). Once 
  he kills the three elves, or if he is brought to 0 HP, his 
  allies disappear in a weak shower of blue sparks and 
  he jumps through a portal. Players who succeed on a 
  DC 12 Intelligence (Arcana) check learn that his 
  magic is weakening, and he won’t be able to portal 
  jump too many more times. 
  What Do They Know? 
  Couvillion, Duquette, and Latendresse have good 
  connections and long memories. They recognize 
  Yargalanthor. If any of them are alive at the end of 
  the encounter they will hint that they knew 
  Yargalanthor was coming back for them eventually. 
   The heroes will need to succeed on a DC 13 
  Charisma (Persuasion, Deception, or Intimidation) 
  check to get the whole story from them. If all three 
  are alive after the attack, the check is made with 
  advantage. They will tell any Harper without the 
  need for a check. 
   The elves say that Yargalanthor was a threat a few 
  hundred years ago and they helped supply the Four 
  Mages with ancient fey knowledge that allowed the 
  Four Mages to imprison him.  
  Area Information 
  The area has the following features. 
   Dimensions and Terrain. The Rolling Gnome 
  music shop has large glass windows that opponents 
  can be shoved through for 14 (4d6) piercing damage 
  and ceiling height (15 feet tall) shelves that can be 
  knocked over onto opponents for 14 (4d6) 
  bludgeoning damage. If someone wants to break a 
  window they are AC 13 and have 5 HP. Doors are 
  unlocked, but closed. 
   Lighting. The shop is brightly lit by decorative 
  continual flame torches in beautiful stained-glass 
  candleholders. 
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene, according 
  to your group. Yargalanthor splits himself into multiple 
  smaller foes as needed. 
   Very Weak: Replace the adult oblex with 2 or 3 oblex 
  spawn. 
   Weak: Replace the adult oblex with 6 oblex spawn. 
   Strong: Add one oblex spawn. 
   Very Strong: Add five oblex spawn. 
   
  Keep track of how many of the elves Yargalanthor 
  kills.  
  Treasure and Rewards 
  If all three elves survive, they give each hero a 
  touchstone. These are small, smooth, hand-sized 
  rocks enchanted to replay the same short tune 
  whenever touched by a bare finger.  
   
  Playing the Pillars 
   
  COMBAT 
  The Oblex uses its spells first and 
  then wades in with its pseudopods 
  to eat memories. The elves are 
  priority targets.
  EXPLORATION 
  The Oblex goes to great lengths to 
  avoid the candles around the shop. A 
  successful DC 15 Wisdom (Insight) or 
  Intelligence (Arcana) check will hint 
  that it’s afraid of fire.
  SOCIAL 
  If persuaded to with a successful DC 
  12 Charisma check, the elves will 
  help the heroes by aiding their 
  attacks.
  
   
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  11 
  Episode 3: Showdown on Fendle Street 
  Estimated Duration: 65 minutes 
  Prerequisites 
  The adventurers must complete at least one part of 
  Episode 2 before beginning this episode. 
  Objectives 
  The objective here is for the heroes to try to defeat 
  Yargalanthor and to decide whether to kill or 
  imprison him. 
  Creatures/NPCs 
  As the heroes complete their last encounter in 
  Episode 2, Ethantra Tarthsemmer (an abjurer) 
  shows up and explains that she’s narrowed down 
  Yargalanthor’s path to one final location – Fendle 
  Street. She thinks he won’t be able to teleport again 
  until he rests. 
   After Yargalanthor falls. She explains that his 
  magic is weakened – for now. She can perform a 
  short ritual that will enable the heroes to dispatch 
  him forever, but she asks that they allow her to keep 
  him alive for study, so that they may learn more of 
  his magic. Be sure to stress this choice, even though 
  the characters won’t know the outcome of the choice 
  for some time. 
   Yargalanthor is here to rend a painting of the 
  original Four Mages (his original captors) that hangs 
  in the “Moldy Cheese and Laughing Spoon” tavern. 
  His form is that of a four-armed troll with a spiky 
  hide carrying a greatsword (equivalent to a 
  tanarukk). If he is brought to 0 HP, his allies 
  disappear in a shower of blue sparks and he falls 
  down dead. Apparently. For now. 
  Area Information 
  The area has the following features. 
   Dimensions and Terrain. Yargalanthor starts the 
  encounter out in the street and makes his way 
  through the Moldy Cheese and Laughing Spoon and 
  fights a general retreat towards the painting. 
  Opponents can be shoved through windows for 14 
  (4d6) piercing damage. If someone wants to break a 
  window they are AC 13 and have 5 HP. Doors are 
  open to let in the breeze. 
   The painting that Yargalanthor wants to destroy is 
  AC 12 and has 10 hp. 
   Lighting. The Moldy Cheese and Laughing Spoon 
  is brightly lit day and night. 
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene, according 
  to your group. Yargalanthor brings in fey allies to help him at 
  the higher difficulties. 
   Very Weak: Replace the tanarukk with a nilbog. 
   Weak: Replace the Tanarukk with an evil siren. 
   Strong: Add one nilbog. 
   Very Strong: Add two evil sirens. 
  Treasure & Rewards 
  When Ethantra shows up to escort the heroes to 
  Fendle Street she gives them two potions of healing. 
   If the heroes can exhaust Yargalanthor’s last life 
  and bring him down, Baron Jathralee Haernhand 
  declares them Heroes of Felshroun and pays them 
  handsomely. The Four Mages appoint Ethantra 
  Tarthsemmer to present the characters with a cloak 
  of the manta ray as thanks. 
   
   
  Playing the Pillars 
   
  COMBAT 
  Yargalanthor will ignore his own 
  safety to try to get to the painting. 
  He attacks viciously but will not stop 
  to attack downed heroes. 
  EXPLORATION 
  The painting weighs 20 pounds and 
  is hanging on a couple of nails. It can 
  be picked up and removed from the 
  premises.
  SOCIAL 
  The crowd in the tavern is terrified 
  but a successful DC 12 Charisma 
  (Intimidation) check can rouse them 
  to action to help move the painting 
  or slow down Yargalanthor. 
   
  
   
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  12 
  Adventure Rewards 
  At the end of the session, the characters receive 
  rewards based upon their accomplishments. 
  Character Rewards 
  The characters earn the following rewards: 
  Advancement 
  Upon successfully completing this adventure, each 
  character gains a level. At their discretion, they may 
  choose to decline advancement. Remind your 
  players that the amount of gold that their characters 
  can earn per level is limited; declining advancement 
  means that they may reach a point where they earn 
  no gold. 
  Gold 
  Award each character gold for each hour of the 
  session. Adventures typically features cues for this, 
  but you can add it where you see fit. The maximum 
  gold that you can award a character per hour is 
  determined by their tier, as follows: 
  Tier 
  Hourly GP Award 
  GP Limit per Level 
  1 
  20 gp 
  80 gp 
  2 
  30 gp 
  240 gp 
  3 
  200 gp 
  1,600 gp 
  4 
  750 gp 
  6,000 gp 
   
  Magic Items 
  If found during the adventure, the characters can 
  keep the following magic items (described in 
  Appendix 4):  
   Cloak of the manta ray.  
  Consumable Magic Items 
  During this adventure, the characters may find the 
  following consumable items(described in Appendix 
  4):  
   Potion of healing. 
  Special Rewards 
  The characters also receive access to the following: 
  Story Awards 
  If the characters complete Story Objective B, they 
  earn the following story award: 
   Hero of Felshroun. You are known, throughout 
  Felshroun, as a hero of the city. Foresters will treat 
  you with respect, and generally assume you’re on 
  the up-and-up. The Baron will listen seriously to 
  what you have to say. 
  Dungeon Master Rewards 
  For running this adventure, one of your character 
  gains a level. That character receives gold based on 
  their tier prior to advancement: 
  Tier 
  GP Earned 
  1 
  80 gp 
  2 
  240 gp 
  3 
  1,600 gp 
  4 
  6,000 gp 
   
   You may also complete DM Quests for running this 
  adventure. See the Adventurers League Dungeon 
  Master’s Guide for more information. 
   
   
  
   
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  13 
  Dramatis Personae & Locales 
  The following NPCs and locations feature 
  prominently in this adventure.  
  NPCs 
   Baron Jathralee Haernhand. The baron is a 
  gaunt, unsmiling Calashite woman who is a 
  retired ranger. She has long gray hair back in a 
  ponytail, green eyes, and weathered medium-
  brown skin. She wants to limit the damage and 
  economic disruption to Felshroun and see that 
  justice is done. 
  Personality: I don’t have time or patience for 
  foolishness. 
  Ideal: As the Baron, I must have an unwavering 
  commitment to justice. 
  Bond: I will do whatever is necessary to preserve 
  peace and prosperity in Felshroun. 
  Flaw: My cold, calculating, and no-nonsense 
  manner sometimes alienates people. 
   Salinese Dalarie. This elderly Felshrounian 
  matron is shrewd and worldly wise. She is one of 
  the city’s three Knights of Justice who are charged 
  with making decisions about people’s guilt or 
  innocence in the city. She is a Rashemi woman 
  with black kinky hair with grey streaks at the 
  temples that is back in tight braids. She is small 
  and has dark brown skin, light brown eyes, and 
  thick glasses. 
  Personality: I listen thoroughly and ask a lot of 
  questions before I make decisions. 
  Ideal: The truth is the first step on the path of 
  justice. 
  Bond: I’m fond of my dear friend Jathralee 
  Haernhand, but all of Felshroun is my family. 
  Flaw: I tend to believe people devoted to good-
  aligned gods are more honest than other people. 
   Rothen Nedlar. This courtier and advocate is an 
  important lobbyist for the merchants in 
  Felshroun. He is a smooth-talking, handsome, 
  clean shaven Illuskan man with blond hair, blue 
  eyes, and fancy clothes. However, he’s on Kurth 
  Avallar’s payroll and is keeping an eye on 
  Felshroun for the death knight. He wants to frame 
  the heroes for loosing the beast on Felshroun to 
  make sure they don’t pose a problem for Avallar. 
  Personality: I’ve got a sincere smile and a kind 
  word for everyone. 
  Ideal: I’ve found that you get what you want with 
  a kind word and a bribe more often than with just 
  a kind word. 
  Bond: I want what’s best for me, screw everyone 
  else. 
  Flaw: I’m a coward and I will run even when it 
  makes me look guilty. 
   Ethantra Tarthsemmer. Ethantra is one of the 
  four mages, and the one most likely to have 
  contact with the people of Felshroun. She’s a rail-
  thin Chondathan woman of raven-black hair, 
  sharp features, and piercing green eyes, who is 
  most interested in crafting warding spells and 
  fields that serve as alarms, barriers, and attacks.  
  Personality: I like to make sure people know I’m 
  not A mage, I’m one of THE mages. 
  Ideal: Rules are what separates us from the 
  animals. 
  Bond: My tower and my city are mine to protect. 
  Flaw: I sometimes overlook simple solutions in 
  favor of complex ones. 
   Yargalanthor the Evil Fey Shapechanger. 
  Yargalanthor is unhinged because of his 
  prolonged captivity and solitude. He wants to 
  murder every living thing he can get his hands on.  
  Personality: Raaaawwwrrrr! 
  Ideal: I want to murder everyone. 
  Bond: I want to murder the people of Felshroun a 
  lot, and the mages of Felshroun the most! 
  Flaw: I ain’t too smart, and I ain’t got much 
  personality. 
   
  Locations 
   The Hall of Domes. This large, ornate, four-story 
  building in the center of town is the seat of 
  government. While it does have an armory and a 
  dungeon, the Free Baron much prefers to use its 
  meeting rooms, dining lounges, and Hall of High 
  State. Any visitor or citizen is entitled to bring 
  complaints before the Baron or her three Knights 
  of Justice in the Hall of Domes. 
  
   
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  14 
  Creature Statistics 
  Abjurer 
  Medium humanoid (any race), any alignment 
   
  Armor Class 12 (15 With Mage Armor) 
  Hit Points 84 (13d8 + 26) 
  Speed 30 ft. 
   
  STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  14 (+2) 14 (+2) 18 (+4) 12 (+1) 11 (+0) 
   
  Saving Throws INT +8, WIS +5 
  Skills Arcana +8, History +8 
  Senses Passive Perception 11 
  Languages any four languages 
  Challenge 9 (5,000 XP) 
   
  Spellcasting. The abjurer is a 13th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 16, +8 
  to hit with spell attacks). The abjurer has the following 
  wizard spells prepared: 
  Cantrips (at will): blade ward, dancing lights, mending, 
  message, ray of frost 
  1st level (4 slots): alarm,* mage armor,* magic missile, 
  shield* 
  2nd level (3 slots): arcane lock,* invisibility 
  3rd level (3 slots): counterspell,* dispel magic,* fireball 
  4th level (3 slots): banishment,* stoneskin* 
  5th level (2 slots): cone of cold, wall of force 
  6th level (1 slot): flesh to stone, globe of 
  invulnerability* 
  7th level (1 slot): symbol,* teleport 
  *Abjuration spell of 1st level or higher 
  Arcane Ward. The abjurer has a magical ward that has 
  30 hit points. Whenever the abjurer takes damage, the 
  ward takes the damage instead. If the ward is reduced 
  to 0 hit points, the abjurer takes any remaining 
  damage. When the abjurer casts an abjuration spell of 
  1st level or higher, the ward regains a number of hit 
  points equal to twice the level of the spell. 
  Actions 
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 2 (1d6 − 1) bludgeoning damage, or 
  3 (1d8 − 1) bludgeoning damage if used with two 
  hands.  
   
  Adult Kruthik 
  Medium monstrosity, unaligned 
   
  Armor Class 18 (Natural Armor) 
  Hit Points 39 (6d8 + 12) 
  Speed 40 ft., burrow 20 ft., climb 40 ft. 
   
  STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  16 (+3) 15 (+2) 
  7 (-2) 
  12 (+1) 
  8 (-1) 
   
  Senses Darkvision 60 ft., Tremorsense 60 ft., Passive 
  Perception 11 
  Languages Kruthik 
  Challenge 2 (450 XP) 
   
  Keen Smell. The kruthik has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Pack Tactics. The kruthik has advantage on an attack 
  roll against a creature if at least one of the kruthik’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Tunneler. The kruthik can burrow through solid rock at 
  half its burrowing speed and leaves a 5-foot-diameter 
  tunnel in its wake. 
  Actions 
  Multiattack. The kruthik makes two stab attacks or 
  two spike attacks. 
  Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
  Spike. Ranged Weapon Attack: +5 to hit, range 20/60 
  ft., one target. Hit: 5 (1d4 + 3) piercing damage. 
   
   
  
   
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  15 
  Adult Oblex 
  Medium ooze, lawful evil 
   
  Armor Class 14 
  Hit Points 75 (10d8 + 30) 
  Speed 20 ft. 
   
  STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  19 (+4) 16 (+3) 19 (+4) 12 (+1) 15 (+2) 
   
  Saving Throws INT +7, CHA +5 
  Skills Deception +5, Perception +4 
  Condition Immunities Blinded, Charmed, Deafened, 
  Exhaustion, Prone 
  Senses Blindsight 60 ft. (blind beyond this distance), 
  Passive Perception 14 
  Languages Common plus two more languages 
  Challenge 5 (1,800 XP) 
   
  Amorphous. The oblex can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Aversion to Fire. If the oblex takes fire damage, it has 
  disadvantage on attack rolls and ability checks until 
  the end of its next turn. 
  Innate Spellcasting. The oblex’s innate spellcasting 
  ability is Intelligence (spell save DC 15). It can innately 
  cast the following spells, requiring no components: 
  3/day each: charm person (as 5th-level spell), color 
  spray, detect thoughts, hold person (as 3rd-level spell) 
  Sulfurous Impersonation. As a bonus action, the oblex 
  can extrude a piece of itself that assumes the 
  appearance of one Medium or smaller creature whose 
  memories it has stolen. This simulacrum appears, feels, 
  and sounds exactly like the creature it impersonates, 
  though it smells faintly of sulfur. The oblex can 
  impersonate 1d4 + 1 different creatures, each one 
  tethered to its body by a strand of slime that can 
  extend up to 120 feet away. For all practical purposes, 
  the simulacrum is the oblex, meaning that the oblex 
  occupies its space and the simulacrum’s space 
  simultaneously. The slimy tether is immune to damage, 
  but it is severed if there is no opening at least 1 inch 
  wide between the oblex’s main body and the 
  simulacrum. The simulacrum disappears if the tether is 
  severed. 
  Actions 
  Multiattack. The oblex makes one pseudopod attack 
  and uses Eat Memories. 
  Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage 
  plus 5 (2d4) psychic damage. 
  Eat Memories. The oblex targets one creature it can 
  see within 5 feet of it. The target must succeed on a 
  DC 15 Wisdom saving throw or take 18 (4d8) psychic 
  damage and become memory drained until it finishes 
  a short or long rest or until it benefits from the greater 
  restoration or heal spell. Constructs, oozes, plants, and 
  undead succeed on the save automatically. 
    While memory drained, the target must roll a d4 and 
  subtract the number rolled from any ability check or 
  attack roll it makes. Each time the target is memory 
  drained beyond the first, the die size increases by one: 
  the d4 becomes a d6, the d6 becomes a d8, and so on 
  until the die becomes a d20, at which point the target 
  becomes unconscious for 1 hour. The effect then ends. 
    When an oblex causes a target to become memory 
  drained, the oblex learns all the languages the target 
  knows and gains all its proficiencies, except for any 
  saving throw proficiencies. 
   
  Banderhobb 
  Large monstrosity, neutral evil 
   
  Armor Class 15 (Natural Armor) 
  Hit Points 84 (8d10 + 40) 
  Speed 30 ft. 
   
  STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  12 (+1) 20 (+5) 11 (+0) 14 (+2) 
  8 (-1) 
   
  Skills Athletics +8, Stealth +7 
  Condition Immunities Charmed, Frightened 
  Senses Darkvision 120 ft., Passive Perception 12 
  Languages Common understands and the languages of 
  its creator, but can’t speak 
  Challenge 5 (1,800 XP) 
   
  Resonant Connection. If the banderhobb has even a 
  tiny piece of a creature or an object in its possession, 
  such as a lock of hair or a splinter of wood, it knows 
  the most direct route to that creature or object if it is 
  within 1 mile of the banderhobb. 
  Shadow Stealth. While in dim light or darkness, the 
  banderhobb can take the Hide action as a bonus action. 
  Actions 
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 22 (5d6 + 5) piercing damage, and the 
  target is grappled (escape DC 15) if it is a Large or 
  smaller creature. Until this grapple ends, the target is 
  restrained, and the banderhobb can’t use its bite 
  attack or tongue attack on another target. 
  Tongue. Melee Weapon Attack: +8 to hit, reach 15 ft., 
  one creature. Hit: 10 (3d6) necrotic damage, and the 
  target must make a DC 15 Strength saving throw. On a 
  failed save, the target is pulled to a space within 5 feet 
  of the banderhobb, which can use a bonus action to 
  make a bite attack against the target. 
  Swallow. The banderhobb makes a bite attack against 
  a Medium or smaller creature it is grappling. If the 
  attack hits, the creature is swallowed, and the grapple 
  ends. The swallowed creature is blinded and 
  restrained, it has total cover against attacks and other 
  effects outside the banderhobb, and it takes 10 (3d6) 
  
   
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  16 
  necrotic damage at the start of each of the 
  banderhobb’s turns. A creature reduced to 0 hit points 
  in this way stops taking the necrotic damage and 
  becomes stable. 
    The banderhobb can have only one creature 
  swallowed at a time. While the banderhobb isn’t 
  incapacitated, it can regurgitate the creature at any 
  time (no action required) in a space within 5 feet of it. 
  The creature exits prone. If the banderhobb dies, it 
  likewise regurgitates a swallowed creature. 
  Shadow Step. The banderhobb magically teleports up 
  to 30 feet to an unoccupied space of dim light or 
  darkness that it can see. Before or after teleporting, it 
  can make a bite or tongue attack. 
   
   
  Catoblepas 
  Large monstrosity, unaligned 
   
  Armor Class 14 (Natural Armor) 
  Hit Points 84 (8d10 + 40) 
  Speed 30 ft. 
   
  STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  12 (+1) 21 (+5) 
  3 (-4) 
  14 (+2) 
  8 (-1) 
   
  Senses Darkvision 60 ft., Passive Perception 12 
  Languages -- 
  Challenge 5 (1,800 XP) 
   
  Keen Smell. The catoblepas has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Stench. Any creature other than a catoblepas that 
  starts its turn within 10 feet of the catoblepas must 
  succeed on a DC 16 Constitution saving throw or be 
  poisoned until the start of the creature’s next turn. On 
  a successful saving throw, the creature is immune to 
  the stench of any catoblepas for 1 hour. 
  Actions 
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 21 (5d6 + 4) bludgeoning damage, and the 
  target must succeed on a DC 16 Constitution saving 
  throw or be stunned until the start of the catoblepas’s 
  next turn. 
  Death Ray (Recharge 5–6). The catoblepas targets a 
  creature that it can see within 30 feet of it. The target 
  must make a DC 16 Constitution saving throw, taking 
  36 (8d8) necrotic damage on a failed save, or half as 
  much damage on a successful one. If the saving throw 
  fails by 5 or more, the target instead takes 64 necrotic 
  damage. The target dies if reduced to 0 hit points by 
  this ray. 
   
  Carrion Crawler 
  Large monstrosity, unaligned 
   
  Armor Class 13 (Natural Armor) 
  Hit Points 51 (6d10 + 18) 
  Speed 30 ft., climb 30 ft. 
   
  STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  13 (+1) 16 (+3) 
  1 (-5) 
  12 (+1) 
  5 (-3) 
   
  Skills Perception +3 
  Senses Darkvision 60 ft., Passive Perception 13 
  Languages -- 
  Challenge 2 (450 XP) 
   
  Keen Smell. The carrion crawler has advantage on 
  Wisdom (Perception) checks that rely on smell. 
  Spider Climb. The carrion crawler can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check. 
  Actions 
  Multiattack. The carrion crawler makes two attacks: 
  one with its tentacles and one with its bite. 
  Tentacles. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one creature. Hit: 4 (1d4 + 2) poison damage, and the 
  target must succeed on a DC 13 Constitution saving 
  throw or be poisoned for 1 minute. Until this poison 
  ends, the target is paralyzed. The target can repeat the 
  saving throw at the end of each of its turns, ending the 
  poison on itself on a success. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) piercing damage. 
   
   
  
   
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  17 
  Kruthik Hive Lord 
  Large monstrosity, unaligned 
   
  Armor Class 20 (Natural Armor) 
  Hit Points 102 (12d10 + 36) 
  Speed 40 ft., burrow 20 ft., climb 40 ft. 
   
  TR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  16 (+3) 17 (+3) 10 (+0) 14 (+2) 10 (+0) 
   
  Senses Darkvision 60 ft., Tremorsense 60 ft., Passive 
  Perception 12 
  Languages Kruthik 
  Challenge 5 (1,800 XP) 
   
  Keen Smell. The kruthik has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Pack Tactics. The kruthik has advantage on an attack 
  roll against a creature if at least one of the kruthik’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Tunneler. The kruthik can burrow through solid rock at 
  half its burrowing speed and leaves a 10-foot-diameter 
  tunnel in its wake. 
  Actions 
  Multiattack. The kruthik makes two stab attacks or 
  two spike attacks. 
  Stab. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 9 (1d10 + 4) piercing damage. 
  Spike. Ranged Weapon Attack: +6 to hit, range 30/120 
  ft., one target. Hit: 7 (1d6 + 4) piercing damage. 
  Acid Spray (Recharge 5–6). The kruthik sprays acid in a 
  15-foot cone. Each creature in that area must make a 
  DC 14 Dexterity saving throw, taking 22 (4d10) acid 
  damage on a failed save, or half as much damage on a 
  successful one. 
   
   
  Meenlock 
  Small fey, neutral evil 
   
  Armor Class 15 (Natural Armor) 
  Hit Points 31 (7d6 + 7) 
  Speed 30 ft. 
   
  STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7 (-2) 
  15 (+2) 12 (+1) 11 (+0) 10 (+0) 
  8 (-1) 
   
  Skills Perception +4, Stealth +6, Survival +2 
  Condition Immunities Frightened 
  Senses Darkvision 120 ft., Passive Perception 14 
  Languages Telepathy 120 ft. 
  Challenge 2 (450 XP) 
   
  Fear Aura. Any beast or humanoid that starts its turn 
  within 10 feet of the meenlock must succeed on a DC 
  11 Wisdom saving throw or be frightened until the 
  start of the creature’s next turn. 
  Light Sensitivity. While in bright light, the meenlock 
  has disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Shadow Teleport (Recharge 5–6). As a bonus action, 
  the meenlock can teleport to an unoccupied space 
  within 30 feet of it, provided that both the space it’s 
  teleporting from and its destination are in dim light or 
  darkness. The destination need not be within line of 
  sight. 
  Actions 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage, and the target 
  must succeed on a DC 11 Constitution saving throw or 
  be paralyzed for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
   
   
  
   
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  18 
  Nilbog 
  Small humanoid (goblinoid), chaotic evil 
   
  Armor Class 13 (Leather Armor) 
  Hit Points 7 (2d6) 
  Speed 30 ft. 
   
  STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  14 (+2) 10 (+0) 10 (+0) 
  8 (-1) 
  15 (+2) 
   
  Skills Stealth +6 
  Senses Darkvision 60 ft., Passive Perception 9 
  Languages Common, Goblin 
  Challenge 1 (200 XP) 
   
  Innate Spellcasting. The nilbog’s innate spellcasting 
  ability is Charisma (spell save DC 12). It can innately 
  cast the following spells, requiring no material 
  components: 
  At will: mage hand, Tasha’s hideous laughter, vicious 
  mockery 
  1/day: confusion 
  Nilbogism. Any creature that attempts to damage the 
  nilbog must first succeed on a DC 12 Charisma saving 
  throw or be charmed until the end of the creature’s 
  next turn. A creature charmed in this way must use its 
  action praising the nilbog. 
  The nilbog can’t regain hit points, including through 
  magical healing, except through its Reversal of Fortune 
  reaction. 
  Nimble Escape. The nilbog can take the Disengage or 
  Hide action as a bonus action on each of its turns. 
  Actions 
  Fool’s Scepter. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Reactions 
  Reversal of Fortune. In response to another creature 
  dealing damage to the nilbog, the nilbog reduces the 
  damage to 0 and regains 1d6 hit points. 
   
  Noble 
  Medium humanoid (any race), any alignment 
   
  Armor Class 15 (Breastplate) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
   
  STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) 
   
  Skills Deception +5, Insight +4, Persuasion +5 
  Senses Passive Perception 12 
  Languages Any two languages 
  Challenge 1/8 (25 XP) 
   
  Actions 
  Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 5 (1d8 + 1) piercing damage. 
  Reactions 
  Parry. The noble adds 2 to its AC against one melee 
  attack that would hit it. To do so, the noble must see 
  the attacker and be wielding a melee weapon. 
  Couvillion, Duquette, and Latendresse  
  These elves are not wearing armor and have an AC of 11. 
  They are not wielding melee weapons and cannot parry. 
   
  
   
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  19 
  Oblex Spawn 
  Tiny ooze, lawful evil 
   
  Armor Class 13 
  Hit Points 18 (4d4 + 8) 
  Speed 20 ft. 
   
  STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  16 (+3) 15 (+2) 14 (+2) 11 (+0) 10 (+0) 
   
  Saving Throws INT +4, CHA +2 
  Condition Immunities Blinded, Charmed, Deafened, 
  Exhaustion, Prone 
  Senses Blindsight 60 ft. (blind beyond this distance), 
  Passive Perception 12 
  Languages -- 
  Challenge 1/4 (50 XP) 
   
  Amorphous. The oblex can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Aversion to Fire. If the oblex takes fire damage, it has 
  disadvantage on attack rolls and ability checks until 
  the end of its next turn. 
  Actions 
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage 
  plus 2 (1d4) psychic damage. 
   
  Redcap 
  Small fey, chaotic evil 
   
  Armor Class 13 (Natural Armor) 
  Hit Points 45 (6d6 + 24) 
  Speed 25 ft. 
   
  STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  13 (+1) 18 (+4) 10 (+0) 12 (+1) 
  9 (-1) 
   
  Skills Athletics +6, Perception +3 
  Senses Darkvision 60 ft., Passive Perception 13 
  Languages Common, Sylvan 
  Challenge 3 (700 XP) 
   
  Iron Boots. While moving, the redcap has disadvantage 
  on Dexterity (Stealth) checks. 
  Outsize Strength. While grappling, the redcap is 
  considered to be Medium. Also, wielding a heavy 
  weapon doesn’t impose disadvantage on its attack 
  rolls. 
  Actions 
  Multiattack. The redcap makes three attacks with its 
  wicked sickle. 
  Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 9 (2d4 + 4) slashing damage. 
  Ironbound Pursuit. The redcap moves up to its speed 
  to a creature it can see and kicks with its iron boots. 
  The target must succeed on a DC 14 Dexterity saving 
  throw or take 20 (3d10 + 4) bludgeoning damage and 
  be knocked prone. 
  Riding Horse 
  Large beast, unaligned 
   
  Armor Class 10 
  Hit Points 13 (2d10 + 2) 
  Speed 60 ft. 
   
  STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  10 (+0) 12 (+1) 
  2 (-4) 
  11 (+0) 
  7 (-2) 
   
  Senses Passive Perception 10 
  Languages -- 
  Challenge 1/4 (50 XP) 
   
  Actions 
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 8 (2d4 + 3) bludgeoning damage. 
   
   
  Scout 
  Medium humanoid (any race), any alignment 
   
  Armor Class 13 (Leather Armor) 
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft. 
   
  STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0) 
   
  Skills Nature +4, Perception +5, Stealth +6, Survival +5 
  Senses Passive Perception 15 
  Languages Any one language (usually Common) 
  Challenge 1/2 (100 XP) 
   
  Keen Hearing and Sight. The scout has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  sight. 
  Actions 
  Multiattack. The scout makes two melee attacks or 
  two ranged attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. 
   
  
   
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  20 
  Siren 
  Medium fey, chaotic good 
   
  Armor Class 14 
  Hit Points 38 (7d8 + 7) 
  Speed 30 ft., swim 30 ft. 
   
  STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  18 (+4) 12 (+1) 13 (+1) 14 (+2) 16 (+3) 
   
  Skills Medicine +4, Nature +3, Stealth +6, Survival +4 
  Senses Darkvision 60 ft., Passive Perception 12 
  Languages Common, Elvish, Sylvan 
  Challenge 3 (700 XP) 
   
  Amphibious. Siren can breathe air and water. 
  Innate Spellcasting. Siren’s innate spellcasting ability is 
  Charisma (spell save DC 13). She can innately cast the 
  following spells, requiring no material components: 
  1/day each: charm person, fog cloud, greater invisibility, 
  polymorph (self only) 
  Magic Resistance. Siren has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 7 (1d6 + 4) piercing damage. 
  Stupefying Touch. Siren touches one creature she can 
  see within 5 feet of her. The creature must succeed on 
  a DC 13 Intelligence saving throw or take 13 (3d6 + 3) 
  psychic damage and be stunned until the start of 
  Siren’s next turn. 
   
  Su-monster 
  Medium monstrosity, chaotic evil 
   
  Armor Class 12 
  Hit Points 27 (5d8 + 5) 
  Speed 30 ft., climb 30 ft. 
   
  STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  15 (+2) 12 (+1) 
  9 (-1) 
  13 (+1) 
  9 (-1) 
  Senses Passive Perception 13 
  Languages -- 
  Challenge 1 (200 XP) 
   
  Actions 
  Multiattack. The su-monster makes two attacks: one 
  with its bite and one with its claws. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage, or 12 (4d4 + 2) 
  slashing damage if the su-monster is hanging by its tail 
  and all four of its limbs are free. 
  Psychic Crush (Recharge 5–6). The su-monster targets 
  one creature it can see within 30 feet of it. The target 
  must succeed on a DC 11 Wisdom saving throw or take 
  17 (5d6) psychic damage and be stunned for 1 minute. 
  The stunned target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success. 
   
  
   
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  21 
  Tanarukk 
  Medium fiend (demon, orc), chaotic evil 
   
  Armor Class 14 (Natural Armor) 
  Hit Points 95 (10d8 + 50) 
  Speed 30 ft. 
   
  STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  13 (+1) 20 (+5) 
  9 (-1) 
  9 (-1) 
  9 (-1) 
   
  Skills Intimidation +2, Perception +2 
  Damage Resistances Fire, Poison 
  Senses Darkvision 60 ft., Passive Perception 12 
  Languages Abyssal, Common, Orc 
  Challenge 5 (1,800 XP) 
   
  Aggressive. As a bonus action, the tanarukk can move 
  up to its speed toward a hostile creature that it can 
  see. 
  Magic Resistance. The tanarukk has advantage on 
  saving throws against spells and other magical effects. 
  Actions 
  Multiattack. The tanarukk makes two attacks: one with 
  its bite and one with its greatsword. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage. 
  Greatsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 11 (2d6 + 4) slashing damage. 
  Reactions 
  Unbridled Fury. In response to being hit by a melee 
  attack, the tanarukk can make one melee weapon 
  attack with advantage against the attacker. 
   
   
  Yeth Hound 
  Large fey, neutral evil 
   
  Armor Class 14 (Natural Armor) 
  Hit Points 51 (6d10 + 18) 
  Speed 40 ft., fly 40 ft. (hover) 
   
  STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  17 (+3) 16 (+3) 
  5 (-3) 
  12 (+1) 
  7 (-2) 
   
  Damage Immunities Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks that aren't Silvered 
  Condition Immunities Charmed, Exhaustion, 
  Frightened 
  Senses Darkvision 60 ft., Passive Perception 11 
  Languages Common, Elvish, Sylvan understands but 
  can’t speak 
  Challenge 4 (1,100 XP) 
   
  Keen Hearing and Smell. The yeth hound has 
  advantage on Wisdom (Perception) checks that rely on 
  hearing or smell. 
  Sunlight Banishment. If the yeth hound starts its turn 
  in sunlight, it is transported to the Ethereal Plane. 
  While sunlight shines on the spot from which it 
  vanished, the hound must remain in the Deep Ethereal. 
  After sunset, it returns to the Border Ethereal at the 
  same spot, whereupon it typically sets out to find its 
  pack or its master. The hound is visible on the Material 
  Plane while it is in the Border Ethereal, and vice versa, 
  but it can’t affect or be affected by anything on the 
  other plane. Once it is adjacent to its master or a pack 
  mate that is on the Material Plane, a yeth hound in the 
  Border Ethereal can return to the Material Plane as an 
  action. 
  Telepathic Bond. While the yeth hound is on the same 
  plane of existence as its master, it can magically 
  convey what it senses to its master, and the two can 
  communicate telepathically with each other. 
  Actions 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) piercing damage, plus 14 (4d6) 
  psychic damage if the target is frightened. 
  Baleful Baying. The yeth hound bays magically. Every 
  enemy within 300 feet of the hound that can hear it 
  must succeed on a DC 13 Wisdom saving throw or be 
  frightened until the end of the hound’s next turn or 
  until the hound is incapacitated. A frightened target 
  that starts its turn within 30 feet of the hound must 
  use all its movement on that turn to get as far from 
  the hound as possible, must finish the move before 
  taking an action, and must take the most direct route, 
  even if hazards lie that way. A target that successfully 
  saves is immune to the baying of all yeth hounds for 
  the next 24 hours. 
   
   
  
   
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  22 
  Young Kruthik 
  Small monstrosity, unaligned 
   
  Armor Class 16 (Natural Armor) 
  Hit Points 9 (2d6 + 2) 
  Speed 30 ft., burrow 10 ft., climb 30 ft. 
   
  STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  16 (+3) 13 (+1) 
  4 (-3) 
  10 (+0) 
  6 (-2) 
   
  Senses Darkvision 30 ft., Tremorsense 60 ft., Passive 
  Perception 10 
  Languages Kruthik 
  Challenge 1/8 (25 XP) 
   
  Keen Smell. The kruthik has advantage on Wisdom 
  (Perception) checks that rely on smell.  
  Pack Tactics. The kruthik has advantage on an attack 
  roll against a creature if at least one of the kruthik’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Tunneler. The kruthik can burrow through solid rock at 
  half its burrowing speed and leaves a 2½-foot-
  diameter tunnel in its wake. 
  Actions 
  Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage. 
    
   
  Young Kruthik 
  
   
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  23 
  Appendix 1: Bonus Objectives
  Encounter 2C: Sark Alley 
  Estimated Duration: 60 minutes. 
  Prerequisites 
  The adventurers must complete the Call to Action 
  before beginning this episode. 
  Objectives 
  The objective is for the heroes to try to take another 
  one of Yargalanthor’s many lives before he kills too 
  many of the common folk in this area. Once he kills 
  three commoners, or if he is brought to 0 HP, his 
  allies disappear in a shower of blue sparks and he 
  jumps through a portal. 
  Creatures/NPCs 
   The buffet is open and Yargalanthor is here to 
  feast. He’s taken the form of a large, stinky troll with 
  glowing green eyes (use the catoblepas stat block).  
   Sark Alley is a narrow twisting alley with flea-
  ridden tenements, seedy taverns, and disreputable 
  shops. Brawls and muggings are common. 
  Yargalanthor has caused a ruckus and many 
  commoners are out in the streets cheering the 
  heroes on in the fight. 
  Area Information 
  The area has the following features. 
   Dimensions and Terrain. Sark Alley varies from 
  ten to twenty feet wide, but is filled with refuse piles, 
  worn carts, and throngs of people for whom this 
  fight is entertainment. Describe people and rooms 
  characters see if they run through buildings. Most 
  doors are already open. All are unlocked. 
  Commoners will happily let heroes through their 
  spaces. 
   Lighting. Sark Alley is brightly lit during the day 
  and dimly lit by light spilling from the squalid 
  buildings at night. 
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene, according 
  to your group. Yargalanthor always looks like a large, stinky 
  troll with glowing green eyes, even if a different stat block is 
  used. Yargalanthor brings in fey allies to help him at the 
  higher difficulties. 
   Very Weak: Replace the catoblepas with a carrion crawler. 
   Weak: Replace the catoblepas with a meenlock. 
   Strong: Add one meenlock  
   Very Strong: Add two carrion crawlers. 
   
  Keep track of how many commoners Yargalanthor 
  kills. 
   
   
   
   
   
  Playing the Pillars 
  COMBAT 
  If your party is tired or weak, 
  consider having him start with 
  having to charge his death ray, and 
  only recharging it on a 6. 
  EXPLORATION 
  There is a smithy on this street. With 
  a successful DC12 Wisdom 
  (Perception) check a player can spot 
  a crucible of molten lead that can be 
  spilled on Yargalanthor for 6d6 
  damage.
  SOCIAL 
  The crowd of commoners can be 
  swayed with a successful DC 12 
  Charisma check to help in the fight 
  against Yargalanthor. 
   
   
  
   
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  24 
  Encounter 2D: Lorndragon 
  Lane 
  Estimated Duration: 60 minutes. 
  Prerequisites 
  The adventurers must complete the Call to Action 
  before beginning this episode. 
  Objectives 
  The objective is for the heroes to try to take another 
  one of Yargalanthor’s many lives before he does too 
  much property damage. 
  Creatures/NPCs 
  Yargalanthor has come back in the form of a Black 
  Dog, a fey creature with an evil reputation that looks 
  like a large dog with red glowing eyes and spikes in 
  its fur (use the Kruthik Hive Lord stat block). Once 
  he kills four commoners, or if he is brought to 0 HP, 
  his allies disappear in a shower of blue sparks and 
  he jumps through a portal. 
  Area Information 
  The area has the following features. 
   Dimensions and Terrain. Lorndragon Lane is the 
  haughtiest Felshrounian address, lined with fancy 
  restaurants, dealers of fine home furnishings, 
  expensive perfumeries, and high-fashion clothiers. 
  The streets are wide and have elegant gardens and 
  fountains. Some doors are open and most are 
  unlocked during business hours. A few are locked 
  and require successful DC 10 Dexterity (Thieves’ 
  Tools) to unlock. 
   Lighting. Lorndragon Lane is brightly lit day and 
  night. There are continual flame streetlamps that 
  provide adequate light. 
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene, according 
  to your group. Yargalanthor always looks like a black dog, 
  even if a different stat block is used at the lower difficulties. 
  Yargalanthor brings in fey allies to help him at the higher 
  difficulties. 
   
  For some parties, the kruthik hive lord might have too high 
  an armor class, or too many hit points. Adjust as needed. 
   Very Weak: Replace the kruthik hive lord with four young 
  kruthik. 
   Weak: Replace the kruthik hive lord with an adult kruthik 
  and a young kruthik. 
   Strong: Add an adult kruthik. 
   Very Strong: Add two adult kruthik. 
   
  Keep track of how many commoners Yargalanthor 
  kills. 
   
   
   
   
   
  Playing the Pillars 
   
  COMBAT 
  Yargalanthor is interested in causing 
  property damage as well as killing 
  commoners. Be sure to describe 
  racks of fine furs being destroyed 
  and showrooms of expensive 
  furniture being trashed.
  EXPLORATION 
  Several of the shops have security 
  gates that come down in front of 
  shop windows. Clever characters can 
  use a gate to do 4d8 piercing 
  damage to Yargalanthor.
  SOCIAL 
  The shop owners in this area have 
  guards. With good persuasion and a 
  successful DC 12 Charisma check, the 
  heroes can enlist their aid. 
   
  
   
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  25 
  Appendix 2: DM Maps 
   
   
   
  
   
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  26 
   
   
  
   
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  28 
   
   
  
   
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  29 
   
   
  
   
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  31 
  Appendix 3: Player Handouts 
   
   
   
   
  
   
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  32 
  Appendix 4: Character Rewards 
  If found during the adventure, the characters can 
  keep the following magic items; it’s suggested that 
  you print off enough copies of this page to be able to 
  give one to each of your players (crossing off 
  rewards they didn’t receive during the session): 
  Magic Items 
  Cloak of the Manta Ray 
  Wondrous item, uncommon, table B 
  While wearing this cloak with its hood up, you can 
  breathe underwater, and you have a swimming 
  speed of 60 feet. Pulling the hood up or down 
  requires an action.  
   A thick velvet cloak that is black on the outside, 
  and white with a few black splotches on the inside, 
  with a tall collar with long collar points 
   This item can be found in the Dungeon Master’s 
  Guide. 
   
  Consumables 
  Potion of Healing 
  Potion, uncommon 
  You regain 2d4 + 4 hit points when you drink this 
  potion. 
   This item can be found in the Dungeon Master’s 
  Guide. 
   
   
   
  
   
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  33 
  Appendix 5: Dungeon Master Tips 
  To DM an adventure, you must have 3 to 7 players—
  each with their own character within the 
  adventure’s level range (see Adventure Primer). 
  Characters playing in a hardcover adventure may 
  continue to play to but if they play a different 
  hardcover adventure, they can’t return to the first if 
  outside its level range. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
  New to the Border Kingdoms Storyline? 
  Gamehole Con has been granted the ability to develop CCC 
  (Convention Created Content) adventures for the Border 
  Kingdoms. No other convention or organization outside of 
  Wizards of the Coast has been granted this ability. Their 
  region guide was written by Ed Greenwood and you can get 
  your copy on dmsguild.com. Border Kingdoms adventures 
  can be run just the same as any other Adventurers League-
  approved content. 
  Preparing the Adventure 
  Before you start play, consider the following: 
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiar yourself with the 
  adventure’s appendices and handouts. 
   Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
   Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Perception score, and anything 
  the adventures specifies as notable (such as 
  backgrounds, traits, flaws, etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master but may only 
  play it once with a given character. Ensure each 
  player has their character’s adventure logsheet (if 
  not, get one from the organizer) with their starting 
  values for level, magic items, gold and downtime 
  days. These are updated at the conclusion of the 
  session. The adventure information and your 
  information are added at the end of the adventure 
  session—whether the completed the adventure or 
  not. 
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to ensure 
  that nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of ability 
  scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a 
  standard ability score array.  
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to spend 
  downtime days and it’s the beginning of an 
  adventure or episode, they can declare their activity 
  and spend the days now, or they can do so at the end 
  of the adventure or episode. Players should select 
  their characters’ spells and other daily options prior 
  to the start of the adventure, unless the adventure 
  specifies otherwise. Feel free to reread the 
  adventure description to help give players hints 
  about what they might face. 
  Adjusting This Adventure 
  To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s average party level (APL). 
  To approximate the party strength for the 
  adventure, consult the table below. 
  Determining Party Strength 
  Party Composition Party  
   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GHC-BK02-03 Framed in Felshroun 
   
   
   
  34 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Gamehole Con (GHC)/CCC-GHC-BK2-03 - Framed in Felshroun (1-4).pdf