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  THE RED DEATH
  CHRIS SNIEZAK & WAYNE CHANG
  Adventure Designers
  Adventure Code: HILL02-03
  Optimized For: APL 8
  It all comes out. The ones behind the mages and thieves guild being 
  implicated in an assassination attempt of the Zulkir. All that’s needed is 
  a group of upstanding ne’re do wells to help the First Lord deal with the 
  situation.
  A four-hour adventure for 5th - 10th level characters
  
  2
  Adjusting This Adventure                 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters of 
  higher or lower levels, and characters that are otherwise 
  a bit more powerful than the adventure is optimized for. 
  You’re not bound to these adjustments; they’re here for 
  your convenience.
   
  To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less down). 
  This is the group’s APL. To approximate the party 
  strength for the adventure, consult the following table. 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a particular 
  recommendation is not offered or appropriate for your 
  group, you don’t have to make adjustments. 
  Before Play at the Table                   
  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. Become familiar 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 Wisdom (Perception), and anything 
  specified as notable by the adventure (such as 
  backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide the 
  narrative and bring the words on these pages to life. To 
  facilitate this, keep in mind the following:    
   
  You’re Empowered. Make decisions about how the 
  group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain the 
  adventure’s spirit. This doesn’t allow you to implement 
  house rules or change those of the Adventurers League, 
  however; they should be consistent in this regard. 
   
  Challenge Your Players. Gauge the experience level 
  of your players (not the characters), try to feel out (or 
  ask) what they like in a game, and attempt to deliver 
  the experience they’re after. Everyone should have the 
  opportunity to shine. 
   
  Keep the Adventure Moving. When the game starts 
  to get bogged down, feel free to provide hints and clues 
  to your players so they can attempt to solve puzzles, 
  engage in combat, and roleplay interactions without 
  getting too frustrated over a lack of information. This 
  gives players “little victories” for figuring out good 
  choices from clues.  Watch for stalling--play loses 
  momentum when this happens. At the same time, make 
  sure that players don’t finish too early; provide them 
  with a full play experience. 
  MOD 02-03 / INTRODUCTION
  INTRODUCTION
  Welcome to The Red Death, a D&D Adventurers League adven-
  ture, part of the official D&D Adventurers League™ organized 
  play.
   
  This adventure is designed for three to seven 5th - 10th level characters, and is 
  optimized for five 8th-level characters. Characters outside this level range cannot participate in 
  this adventure.
  Determining Party Strength
  Party Composition Party
  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
  
  3
  MOD 02-03 / INTRODUCTION
  Adventure Primer
  Adventure Background                  
  Vergo Carpa, an ambitious lieutenant in the Red 
  Plumes, has been behind the denouncement of the 
  guilds in Hillsfar from the beginning, in a bid to 
  raise the Red Plumes above the Mage’s and Rogue’s 
  guilds in the eyes of the city’s most powerful and 
  influential. He framed the Mage’s Guild in the 
  beginning for the assassination attempt on the 
  visiting Zulkir of Mulmaster (Dar’lon Ma). He 
  blackmailed Martek Leer into framing Isthana Ro 
  when the assassination attempt failed. Now he 
  waits for Isthana’s public execution, which will 
  further lower the Rogue’s Guild’s standing in the 
  city—and when Martek Leer is its new leader, 
  Vergo will have control of the Rogue’s Guild.
  Adventure Overview                        
  The First Lord requests the characters in his office. 
  He suspects Martek Leer is behind a plot to frame 
  Isthana Ro and remove her as the leader of the 
  Rogue’s Guild. However, this is very much against 
  Martek’s character. The First Lord believes there is 
  something more sinister happening and has turned 
  to the characters for help. The city is already on 
  edge from the trial of Isthana. He tells them that 
  Martek has hidden himself away in the Rogue’s 
  Guild headquarters.
   
  The characters must find a way inside the 
  Rogue’s Guild headquarters—by stealth, charm, or 
  strength of arms—and speak with Martek. Once 
  there, Martek immediately confesses to fabricating 
  evidence against Isthana. He is being pressured 
  and blackmailed by Vergo Carpa, a high-ranking 
  member of the Red Plumes. However, he will not 
  recant or testify unless the characters can rescue 
  his mistress, Achis Atracta, from the clutches of 
  the Red Plumes. His own agents cannot get close, 
  but he believes the characters to be more capable 
  and would not be under the same scrutiny as the 
  Rogue’s Guild members.
   
  When the characters arrive at the warehouse 
  where Achis is being held, they hear the screaming 
  of a woman inside. The Red Plumes have Achis 
  locked in a cage dangling from the ceiling. After 
  defeating the Red Plumes, the characters learn two 
  things: 
   
  1) The Red Plumes have sent assassins to 
  kill Isthana and dispose of her body to prevent 
  resurrection 
   
  2) Achis Atracta is not a woman, but a sentient 
  magic item! The characters must convince Achis 
  to calm down and help them before rushing off to 
  save Isthana.
   
  The prison where Isthana is being held has 
  already been infiltrated, the guards outside and 
  at the entrance are already dead from poisoned 
  bolts and blades. The yuan-ti assassins inside are 
  a tough battle for the characters as they fill the 
  prison with deadly poison gas. The characters must 
  prevail or an innocent woman dies and a city will 
  weaken.
  Adventure Hooks                              
  Continuing from Hill 2-2. The First Lord will 
  ask the adventurers to look into Isthana Ro’s 
  implication and guilt, as he’s not satisfied with how 
  things played out and doesn’t believe everything is 
  right in Hillsfar. This is explained in Part 1.
  Harpers. Isthana is one of us, and a good one too. 
  We know she didn’t do this and need you to prove 
  her innocence or we lose a valuable member of the 
  cause.
  
  4
  PART 1. FRAMED AGAIN
  MOD 02-03 / PART 1
  Estimated Duration: 15 minutes
  Scene. Office of the First Lord, mid afternoon
  Objective. Introduce adventure and background to 
  players
  After the First Lord finishes, the characters can ask 
  questions or they can find their information some 
  other way. If the any of the characters they have 
  Friends in High Places or In Yestral’s Service Story 
  Awards. Regardless of the success of their check 
  the characters get that piece of information along 
  with some of the following tidbits based on their 
  rolls:
  • If Martek did betray Isthana, it would be greatly 
  out of character. Isthana has saved his life on 
  multiple occasions and introduced Martek to 
  his wife. Everything points to their current 
  relationship as being positive.
  • Martek and his wife have been recently fighting 
  about something or someone.
  • Martek has an illicit lover by all accounts and his 
  wife Maria is not very pleased about it for some 
  reason. However, some rumors say she’s known 
  about Martek’s love for well over a year, and the 
  fights only started about three weeks ago.
  Reward. The First Lord is prepared to offer the 
  characters 400 gp each if they get to the bottom of 
  this.
  Next. The characters should have sufficient 
  information to look for Martek at the Rogue’s Guild 
  headquarters.
  You are ushered into the office of the First 
  Lord quickly and with little ceremony. First 
  Lord Vuhm Yestral paces back and forth 
  behind his desk, lines of worry marring his 
  face. He looks up from his contemplation as 
  you enter.
   
  “Forgive the hurried summons, but this 
  is an urgent matter. Master Isthana Ro has 
  been found guilty and sentenced for her 
  role in the assassination attempt on Zulkir Ma. 
  The law of the city has spoken,” he pauses, 
  “but I am not satisfied.”
   
  “During Isthana’s trial, evidence was 
  brought to light by adventurers like yourselves 
  and corroborated by Martek Leer, Isthana’s 
  second-in-command. However, Martek is 
  well-trusted by Isthana and would never 
  side against her—unless he were coerced in 
  some way. I cannot help but think this is an 
  attack upon Hillsfar by removing elements 
  of the city that support its government,” he 
  sits down heavily, “or that support me.”
   
  “What 
  is 
  worse, 
  without 
  Isthana’s 
  stabilizing presence, crime is on the rise and 
  the city is on edge. The shakeup within the 
  Rogue’s Guild has spilled out into the streets. 
  People are expecting the transition of power 
  to be violent.”
   
  “If Martek knows something, if Isthana is 
  being framed, then you have very little time 
  to discover this before Isthana is handed 
  over to the Red Wizards for punishment. I am 
  personally requesting your help. You will be 
  well compensated.”
  
  5
  MOD 02-03 / PART 2
  PART 2. SPEAKING WITH A THIEF
  “There are poisons that blind you, and poisons that 
  open your eyes.” 
  ― August Strindberg
  Estimated Duration: 45 to 60 minutes
  Scene: Rogue’s Guild headquarters, mid afternoon
  Objective: Find and interrogate Martek
  try and get inside this place. Our only suggestion 
  to you is that whatever the characters try and do, 
  have them make an individual or group check with 
  a DC 13. Adjust up or down based on the situation. 
  Location of enemies: Martek (use spy statblock) 
  is currently in the Game Room on the 1st floor of 
  the guild playing cards with two master thieves 
  and a conjurer. A third master thief is outside 
  watching the street with two thugs. The final 
  master thief is on the second floor in one of the 
  bedrooms watching the back. The rest of the eight 
  thugs are spread throughout the guild.
   
  The Windows. All of them have alarm spells 
  on them (PHB pg 214). It takes a successful DC 
  13 Wisdom (Perception) or Intelligence (Arcana) 
  check to discover the spell markings or feel the 
  spell on the window, and a successful DC 13 
  Dexterity (Sleight of Hand) or Intelligence (Arcana) 
  check to disable the trap. 
   
  The Stairs. They have an exploding rune trap 
  on the stairs, keyed to a patch the members of the 
  Rogue’s Guild wear. If someone doesn’t have one on 
  when walking up or down the stairs, the trap goes 
  off when they reach the first landing.  A successful 
  DC 14 Wisdom (Perception) or Intelligence 
  (Arcana) check allows a character to discover the 
  spell markings or feel the spell on the wall of the 
  1st landing, and it requires a successful DC 15 
  Dexterity (Sleight of Hand) or Intelligence (Arcana) 
  check to disable the trap.
   
  If the trap is triggered, anyone on the stairs 
  takes 28 (8d6) fire damage (no save).
   
  Tactics. The master thieves protect Martek and 
  the conjurer while the thugs and other master 
  thieves do their best to surround and attack any 
  intruders from all sides. The conjurer summons 
  an air elemental to attack intruders as soon as 
  possible.
   
  The thieves use Thieves’ Cant to speak 
  with each other so any rogue in the group can 
  understand them, otherwise it sounds like a lot of 
  gibberish and nonsense sentences.
  You stand outside the Rogue’s Guild of 
  Hillsfar. It’s a very posh manor house that 
  sprawls out a bit across the end of the block 
  it’s situated on. Martek’s in there somewhere. 
  Now how do you plan on getting him?
  If the characters take a second to observe the 
  manor house, have them make a DC 16 Wisdom 
  (Perception or Insight) check. If successful:
  Your keen eyes and senses pick up a few 
  irregularities in the people passing by the 
  Rogue’s Guild—some lingering too long or 
  paying too much attention to the entrances 
  to the building. Someone is watching the 
  building discretely, but they are never there 
  long enough to get a bead on an individual 
  or group.
  This is just a warning to the characters, though it 
  might lead to a red herring chase. Agents of the 
  Red Plumes and the Rogue’s Guild are watching 
  the house. The Red Plumes are keeping an eye on 
  Martek to make sure he doesn’t step out of line 
  until Isthana is dead. The members of the Rogue’s 
  Guild are just keeping an eye on the palace, as 
  they’re always doing in shifts.
   
  The Goal: The characters are going to want to 
  find Martek inside this Rogue’s Guild building.
   
  Some Possible Methods: Force, Stealth, 
  Diplomacy, Subterfuge
  Note to DM: We are purposely not giving a direct 
  solution to this situation because there are any 
  number of ways for the characters to get inside 
  and speak with Martek. We are providing the set 
  up and expect you to react to the characters as they 
  
  6
  Adjusting this Encounter
  Here are some suggestions for adjusting this 
  encounter, according to your group. These are not 
  cumulative.
  • Very Weak or Weak: Remove a master thief and 
  two thugs.
  • Strong: Add two master thieves.
  • Very Strong: Add three master thieves.
  MOD 02-03 / PART 2
  that would compel him to put Achis Atracta’s life 
  in danger—he believes she will be destroyed if he 
  does not do what the Red Plumes tell him to do. 
  The same holds true if the characters try to have 
  Martek injure or kill himself (suggestion spell auto-
  fail)! The characters can question Martek about the 
  following:
  • Martek sees an opening with the characters and 
  asks them to help save his mistress Achis Atracta, 
  who was taken by the Red Plumes. If they’re 
  willing to rescue his mistress he’ll be happy to 
  testify to exonerate Isthana Ro. He’ll offer this 
  realizing the characters are agents of the First 
  Lord. He’s rather clever.
  • Martek knows the Red Plumes are holding Achis 
  Atracta in a warehouse near the Arena.
  • He also knows the Red Plumes have some other 
  plan in motion concerning Isthana, but he’s not 
  sure what it is.
  • Martek also knows the Red Plumes are watching 
  him and if they made a lot of noise during 
  the conflict, the Red Plumes might already be 
  moving.
  Possible Issues to Deal With:
  • If the characters report directly to the First Lord, 
  he sends people to investigate, but they will not 
  arrive in time (see Part 4).
  • If the characters accidentally kill Martek, you can 
  have them find a note that points them towards 
  the warehouse.
  • You could have Martek have a confession note 
  saying what he’s done to Isthana Ro. Achis also 
  knows the plan if she is rescued.
  Treasure. None
  Developments. If half the characters can get into 
  the Game Room without alerting anyone to their 
  and surprise on Martek and his men then Martek 
  will surrender. 
   
  If Martek is ever reduced to below 10 hp, he 
  surrenders himself to the characters
   
  The characters receive full XP for the encounter 
  even if Martek surrenders before all foes are 
  defeated.
   
  When Martek surrenders:
  “Enough!” Martek collapses into a chair and 
  turns to face you. He is clearly exhausted 
  and distraught.
   
  “I’m no match for you, but... I have what 
  you want. If you want to save Isthana from 
  her fate, then you have to save my love. They 
  kidnapped her and they’ll kill her if I don’t do 
  what they want. Free her and return her to 
  me, and I’ll go to the First Lord with evidence 
  to exonerate Isthana. Otherwise kill me now 
  and lose Isthana, too.”
  Roleplaying Martek Leer
  Martek is a rakish figure in fine black and green 
  leathers, with short black hair and green eyes. His 
  thin mustache and sharp nose remind you of a bird 
  of prey. He’s impressed by cunning and strength 
  and seems to have a love and appreciation for the 
  finer things in life.
  Ideal: The beautiful things in life are for me
  Bond: I love my mistress more than anything
  Flaw: I buckle when outside personal pressure is 
  applied to me
  Martek is being blackmailed by the Red Plumes 
  as they have his mistress, Achis Atracta. He has 
  advantage on any saving throws against charm 
  
  7
  MOD 02-03 / PART 2
  The Thieves Guild
  
  8
  PART 3. SCREAMING MIMI
  MOD 02-03 / PART 3
  “I choose solitude over cold kisses. If it isn’t love, it is 
  poison.”
  ― Anita Krizzan
  Estimated Duration: 1 hour
  Scene: Warehouse near the Arena, early evening
  Objective: Rescue Martek’s mistress from the 
  clutches of the Red Plumes, speak with Achis 
  Atracta
  with straw and debris, broken up by stacked 
  crates and the occasional iron cage! The 
  entire area smells of sweat and dank mold.
   
  You hear a woman’s scream coming from 
  a small iron cage suspended from the roof, 
  15 feet off the floor. Around the cage on the 
  ground, several soldiers are throwing rocks 
  and debris at the cage, with most of their 
  attempts clanging off the bars. The screams 
  get louder as the cage begins swinging.
  The area around the arena has declined 
  significantly since Torin Normerthal’s time 
  as First Lord. The citizenry shies away from 
  the visible reminder of bloodsport and non-
  human hatred that were the norm when the 
  Great Law of Humanity held sway. The edge 
  of tension that the First Lord mentioned is 
  more noticeable here. 
   
  Your destination is a small warehouse off 
  the main streets, run-down and in disuse. 
  The wooden building is 30 feet wide and 
  50 feet long, with a peaked roof 20 feet 
  tall at the point. The windows are boarded 
  up. If it were not for Martek’s directions, you 
  may not even have noticed the fresh tracks 
  that enter and exit the building. There are 
  two entrances—one barn-style door that 
  is wide enough to accommodate wagons 
  and cargo, and another smaller door at the 
  opposite end. Both are made of solid wood.
   
  A few breaths later, you hear a scream 
  coming from inside the warehouse, the 
  sound muffled by the walls. You wait just 
  an instant to ensure it was not the wind 
  playing tricks when you hear it again. There 
  is definitely someone screaming for help! 
  The characters can approach cautiously 
  and stealthily or kick in the front door. Keep 
  the action moving by punctuating their 
  planning with screams!
  The inside of the warehouse is dimly lit with 
  hanging lanterns, their light barely shining 
  through dirty glass. The floor is scattered 
  If the characters previously played HILL 2-1 or 
  HILL 2-2, they may remember or recognize Vergo 
  Carpa, the leader of this splinter group of Red 
  Plumes. If they recognize him, read the following:
   
  Vergo Carpa (use champion), a war priest, 
  and three (3) swashbucklers are inside the 
  warehouse. The Red Plumes inside are passing 
  the time by seeing which one of them can make 
  Achis Atracta scream the loudest by rattling the 
  cage. They are distracted (-5 to passive Perception) 
  when the characters arrive, giving the characters 
  a possible surprise round of combat. Remind the 
  characters of the screaming, even though they 
  likely cannot see inside the cage.
  Adjusting this Encounter
  Here are some suggestions for adjusting this 
  encounter, according to your group. These are not 
  cumulative.
  • Very Weak: Remove 2 swashbucklers.
  • Weak: Remove 1 swashbuckler.
  • Strong: Add 1 swashbuckler.
  • Very Strong: Add 2 swashbucklers.
  Tactics. The warehouse floor is littered with 
  boxes and debris that the swashbucklers with 
  their lightfooted special trait use to take cover 
  and maneuver around. The war priest casts 
  spirit guardians as a defensive measure and casts 
  spiritual weapon in subsequent rounds, while the 
  champion protects them. Any area of effect fire or 
  lightning spells cast inside the warehouse start a 
  fire (see Setting Fires below). 
  
  9
  MOD 02-03 / PART 3
   
  Setting Fires. Any 5-foot square that takes 5 
  or more points of fire or lightning damage catches 
  fire, dealing 1d6 fire damage to any creature 
  ending its turn inside. At the end of each round, 
  all squares adjacent to a fiery square also catch on 
  fire. Dealing 5 or more points of cold damage or 
  using an Action douses the flame in that square.
   
  Death Rattle. When all the Red Plumes are 
  defeated, Vergo—unless he is disintegrated—will 
  rattle off final words to the characters before dying 
  or falling unconscious:
   
  On a failure OR if the characters attempt to use 
  Intimidation in any way, Achis Atracta “faints” and 
  is unresponsive for 1 hour. Upon a success or upon 
  “waking”, Achis Atracta can relay the following 
  information:
  • Achis Atracta was kidnapped by the Red Plumes 
  as leverage against her love, Martek Leer.
  • Martek was to fabricate evidence and testify 
  against Isthana, or Achis Atracta would be 
  damaged or disenchanted.
  • Achis Atracta overheard from the Red Plumes 
  they were planning to assassinate Isthana as 
  insurance.
  • The Red Plumes sent the Viper’s Blade to 
  assassinate Isthana.
  Achis Atracta will demand to be returned to 
  Martek immediately and will withhold her 
  magic item powers from anyone trying to wear 
  her. A successful DC 20 Charisma (Deception or 
  Persuasion) check with disadvantage is required 
  to convince her otherwise. A convincing argument 
  from the characters may cancel the disadvantage—
  appealing to her vanity or traits (see sidebar)—at 
  the DM’s discretion. 
  Treasure. Achis Atracta is a sentient periapt of 
  proof against poison (see Rewards). The Red 
  Plumes carry an additional 50 gp in various coins.
  Next. The characters should be prompted to move 
  quickly to save Isthana at the prison.
  You’re too late! Your precious guild leader is 
  already dead… the Viper’s Blade...
  Any character that makes a successful DC 15 
  Intelligence (History) check determines that the 
  Viper’s Blade are a group of yuan-ti assassins. 
  On a result of 20 or higher, the characters also 
  determine the targets of the Viper’s Blade are 
  generally never found to prevent raise dead or 
  similar magic.
   
  Developments. The characters are surprised 
  to learn that the screaming captive is Achis 
  Atracta—a sentient periapt of proof against 
  poison! She is extremely distraught and very 
  uncooperative. A successful DC 20 Charisma 
  (Deception or Persuasion) check, made at 
  disadvantage if she was affected by stray magic, 
  will calm her down. Any character mentioning 
  Martek gains advantage on the roll. 
  
  10
  MOD 02-03 / PART 3
  Warehouse
  
  11
  MOD 02-03 / PART 4
  PART 4. POISONOUS INTENT
  “All things are poison and nothing is without 
  poison, only the dose permits something not to be 
  poisonous.”
  ― Paracelsus 1493-1541
  Estimated Duration: 1 hour
  Scene: Prison where Isthana is held, evening
  Objective: Prevent the assassination of Isthana Ro
  Isthana Ro is being held in a prison on the west 
  end of Hillsfar. It is a squat structure made of stone, 
  50 feet square with no windows, and a metal door 
  as the only entrance. The building is a single story, 
  about 15 feet tall with crenellations around the top. 
  The prison is normally well-guarded and brightly 
  lit, but tonight the torches are dark. There are no 
  guards visible around or in front of the building.
  death. They sacrifice the invisible stalkers to the 
  characters and make their escape if need be.
  The yuan-ti assassin has the following changes 
  from a normal assassin:
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft.
  Magic Resistance. The yuan-ti assassin has 
  advantage on saving throws against spells and 
  other magical effects.
  Innate Spellcasting. The yuan-ti assassin’s innate 
  spellcasting ability is Charisma. It can innately cast 
  the following spells (spell save DC 16), requiring 
  no material components:
  At-will: poison spray
  1/day: suggestion
  The yuan-ti warlord has the following changes 
  from a normal warlord: 
  Skills Stealth +7
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft.
  Magic Resistance. The yuan-ti warlord has 
  advantage on saving throws against spells and 
  other magical effects.
  Innate Spellcasting. The yuan-ti warlord’s innate 
  spellcasting ability is Charisma. It can innately cast 
  the following spells (spell save DC 16), requiring 
  no material components:
  At-will: poison spray
  1/day: cloudkill, suggestion
  Adjusting this Encounter
  Here are some suggestions for adjusting this 
  encounter, according to your group. These are not 
  cumulative.
  • Very Weak: Remove 1 invisible stalker. Replace 
  cloudkill with stinking cloud.
  • Weak: Replace cloudkill with stinking cloud.
  • Strong: Add 1 invisible stalker.
  • Very Strong: Add 2 invisible stalkers.
  Inside the entrance is a different scene. 
  Lanterns shed light on the bodies of several 
  guards slumped to the floor—some fallen 
  where they stood, some dragged in from 
  outside and dumped unceremoniously. All 
  of them show signs of violence—small blade 
  marks or crossbow bolts—and not a single 
  guard has a weapon drawn. An acrid and 
  bitter smell hangs in the air.
  If a character investigating the bodies of the guards is 
  successful with a DC 15 Intelligence (Investigation) 
  or Wisdom (Medicine) check, they determine that 
  all the guards were felled quickly by surprise with 
  poisoned blades and bolts. The characters get 
  advantage on the check if they are proficient with 
  poisoner’s kits or are familiar with poisons. 
  There are two doors leading from the 
  entrance room, one to the north leading 
  into the cells and one to the west leading 
  towards barracks and offices.
  A yuan-ti assassin, yuan-ti warlord, and two (2) 
  invisible stalkers in this area are agents of the 
  Viper’s Blade, an assassin organization. Their 
  objectives are to kill Isthana Ro and escape with 
  her body—they have no intention of fighting to the 
  
  12
  MOD 02-03 / PART 4
  Isthana Ro is locked in the northwestern cell. It 
  is secured with two separate locks requiring two 
  successful and simultaneous DC 20 Dexterity 
  (thieves’ tools) checks to open, i.e. it requires 
  two people at once to unlock the cell. If freed, she 
  defends herself (Dodge action) and stays out of 
  combat. Use the master thief statistic to represent 
  Isthana.
   
  Lastly, the outer walls of the prison are warded 
  against teleportation, requiring a successful DC 15 
  Constitution saving throw to overcome or the spell 
  has no effect. Teleportation inside the prison is 
  unaffected.
   
  Negotiation. If the characters want to negotiate, 
  the Viper’s Blade assassins can be bought off 
  for 10,000 gp and a successful DC 15 Charisma 
  (Persuasion) check. They leave quickly and quietly 
  after being paid.
   
  Tactics. Depending on how long the characters 
  have delayed getting to the prison, the combat may 
  change:
  • If the characters have NOT delayed—such as 
  waiting for Achis Atracta to wake up or taking a 
  short rest between speaking with the First Lord 
  and heading to the prison—the Viper’s Blade are 
  inside the prison but not hiding. Isthana Ro is 
  still alive. 
  • If the characters have taken a short rest or 
  break—such as finding a merchant to purchase 
  antitoxin from—between speaking with the First 
  Lord and heading to the prison, the Viper’s Blade 
  are prepared and are lying in wait—roll Dexterity 
  (Stealth) for the assassins with advantage and 
  compare it to the passive Perception scores of 
  each of the characters. Isthana Ro is unconscious 
  (0 hp) and stable.
  • If the characters have delayed more than two 
  hours or wait for the First Lord to send people 
  to investigate, Isthana Ro and the assassins are 
  gone. The trail is cold.
  On the first round of combat, the yuan-ti warlord 
  casts cloudkill and spends its legendary actions to 
  Command Ally on the assassin, allowing it to attack 
  with advantage and deal Sneak Attack damage. 
  The invisible stalkers harass the characters and 
  concentrate on keeping them from reaching the 
  assassin. All the opponents are immune to poison 
  and will take advantage of the cloudkill.
   
  Developments. If Isthana is alive after the 
  combat, she is extremely grateful but confused by 
  the presence of the assassins and the characters. 
  Additional guards arrive after an hour—sooner if 
  the characters thought to warn someone.
  Treasure. 500 gp in emerald gems.
  Next. The characters are again called before the 
  First Lord and can speak with Martek.
    
    
  
  13
  MOD 02-03 / PART 4
  The Prison
  
  14
  MOD 02-03 / PART 4
  Conclusion
  “Laughter is poison to fear.”
  ― George R.R. Martin, A Game of Thrones 
  Estimated Duration: 15 minutes
  Objective: Speak with the First Lord for reward, 
  speak with Martek about Achis Atracta
  The First Lord is surprised and distressed at the 
  corruption and machinations within the ranks 
  of the Red Plumes, and promises to clean house 
  and discover more about the plots of Vergo Carpa. 
  He rewards the characters based on their results 
  against the Viper’s Blade assassination attempt on 
  Isthana:
  • Success. He is also very pleased with the 
  characters keeping Isthana Ro from being 
  wrongfully executed and assassinated, throwing 
  the thieves guild into chaos. He gives the 
  characters the agreed upon gold, 400 gp per 
  character, and they all get the story reward A 
  Favor of Rogues.
  • Partial Success. He is also a little disappointed 
  that Isthana Ro was killed, but thankful the 
  assassins did not escape with her body. He had to 
  appropriate some of the characters’ rewards to 
  have her raised back to life, so they only get 200 
  gp per character.
  • Failure. The First Lord is very disappointed 
  in the characters’ efforts, but they don’t go 
  completely unrewarded. The First Lord gives 
  them 100 gp each and they gain the story reward 
  Hapless in Hillsfar.
  Martek Leer and Achis Atracta. If the characters 
  do not or will not return Achis Atracta to Martek, 
  he is furious! Achis is mad at Martek for not 
  coming to save her himself and bonds with the 
  characters. The characters gain the Story Award 
  Lover’s Enmity. If the characters choose to return 
  Achis Atracta to Martek, he is abashed when she 
  tells him she is saddened and upset he wouldn’t 
  come save her himself. This causes Martek to gift 
  Achis Atracta to the characters and gains them 
  the Story Reward Take Care of Her. He also gives 
  them a philter of love.
  Zulkir Dar’lon Ma. If the characters somehow 
  secured him after the warehouse battle, Vergo 
  Carpa is handed over to the Thayans—dead or 
  alive—with the thanks of the Zulkir. The Zulkir is 
  especially grateful to the characters for solving the 
  convoluted mystery of the assassination attempt 
  on his life. He gifts each of the characters a small 
  token of thanks and they receive the You’ve Got a 
  Friend in Me Story Award.
  
  15
  MOD 02-03 / REWARDS
  Rewards
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session.
  Experience (Min/Max XP: 4,500/7,500)
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters 
  present in the combat. For non-combat experience, 
  the rewards are listed per character.
  Combat Awards
  Name of Foe   
   
   
  XP Per Foe
  Champion 
   
   
   
  5,000
  Conjurer 
   
   
   
  2,300
  Invisible stalker 
   
   
  2,300
  Master Thieves 
   
   
  1,800
  Spy 
   
   
   
   
  200
  Swashbucklers  
   
   
  700
  Thugs  
   
   
   
  100
  War priest 
   
   
   
  5,000
  Yuan-ti assassin 
   
   
  3,900
  Yuan-ti warlord 
   
   
  8,400
  Non-Combat Awards
  Task or Accomplishment   
  XP Per Char
  Taking Martek without combat 
  2,150
  Negotiating with the yuan-ti  
  3,380
  Treasure                                            
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided 
  as evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, 
  not their purchase price.
  Treasure Awards
  Item Name   
   
   
  GP Value
  Red Plumes’ coins 
   
   
  50
  Emerald gems  
   
   
  500
  The First Lord’s reward 
   
  varies
  Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.
  Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide.
  Achis Atracta
  Periapt of proof against poison, rare 
  This amulet is made of an intricately carved 
  bloodstone, shaped in the likeness of a woman’s 
  head. The eyes pulse with a white glow when Achis 
  is speaking. The stone is attached to a delicate 
  silver chain.
    Proof against Poison. Achis Atracta has all the 
  powers of a periapt of proof against poison that 
  she bestows upon her wearer—if she feels so 
  inclined. She is very fickle (see Personality).
    Sentience. Achis Atracta is a sentient chaotic 
  neutral item with an Intelligence of 10, a Wisdom 
  of 10, and a Charisma of 16. She has hearing and 
  normal vision out to a range of 120 feet.
   
  She can speak, read, and understand Common 
  and Celestial.
    Personality. Achis Atracta speaks in a whiny 
  and shrill voice, making demands as though 
  accustomed to being obeyed. She acts like a spoiled 
  noble and expects to be waited on like a queen. 
  Wearers who do not treat her with respect and 
  deference gain no benefit from her item powers. 
  She screams and complains loudly if surprised by a 
  situation she deems beneath her—such as trekking 
  through a sewer or being engulfed by a fireball.
    Achis wants to be loved and adored by a person 
  with power and standing like a princess in a 
  fairy tale. Her greatest wish is to fall in love with 
  a prince and be swept off her feet—figuratively 
  speaking.
  
  16
  MOD 02-03 / REWARDS
  Philter of Love 
  Potion, uncommon
  The next time you see a creature within 10 minutes 
  after drinking this philter, you become charmed 
  by that creature for 1 hour. If the creature is of a 
  species and gender you are normally attracted 
  to, you regard it as your true love while you are 
  charmed. This potion’s rose-hued, effervescent 
  liquid contains one easy-to-miss bubble shaped 
  like a heart.
  Player Rewards                                
  In exchange for running this adventure, you earn 
  DM Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG).
  Story Award                                       
  The characters have the opportunity to earn the 
  following story award:
  A Favor of Rogues. For saving Isthana Ro, the 
  Rogue’s Guild of Hillsfar owes the characters a 
  favor. If the characters ever need a hand while in 
  Hillsfar, or anytime Isthana Ro or a member of 
  the Rogue’s Guild of Hillsfar is around and can be 
  asked for help, they gain advantage on a check as if 
  they used the aid action or can provide information 
  they would know as if they rolled a 20 on the 
  Knowledge check. After this has been used once it 
  goes away.
  Hapless in Hillsfar. The failure of the characters 
  has reverberated throughout Hillsfar, and any 
  time the characters make a check dealing with the 
  people of Hillsfar they have disadvantage until they 
  succeed at an adventure and regain the faith of the 
  people of Hillsfar.
  Lover’s Enmity. For stealing Achis Atracta from 
  him, Martek Leer swears eternal vengeance 
  upon all the characters bearing this Story Award. 
  The eyes of Martek’s agents are always upon 
  these characters when in Hillsfar. Once for each 
  adventure played or each Downtime day spent 
  in Hillsfar, roll a d20. On a 1, the DM may select 
  to turn any attack roll, saving throw, or ability 
  check the character makes into a 1 as Martek’s 
  agents interfere. This Story Award has further 
  consequences in future adventures!
  Take Care of Her. Because of his failure to protect 
  her, Martek Leer has entrusted Achis Atracta to 
  your care—as her new bearer or companion—and 
  tearfully wishes you a wonderful future together. 
  His love-filled well-wishes bear a special kind of 
  luck. Once for each adventure played in Hillsfar, 
  you can invoke that luck to add 1d4 to any d20 roll 
  you make. You can apply this Story Award after you 
  make the roll, but before the results are known.
  You’ve Got a Friend in Me. The Zulkir remembers 
  his debts and debtors and spreads through the 
  Red Wizard channels that you are a friend of Thay.  
  Each Hillsfar Trilogy 2 adventure has this Story 
  Award, and if a character receives three ranks of 
  this, the effect (advantage on social skill checks) is 
  permanent in any dealings with the Red Wizards of 
  Thay.
  DM Rewards                                     
  In exchange for running this adventure, you earn 
  DM Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG).
  
  17
  MOD 02-03 / APPENDIX
  Appendix:
  NPC / Monster Statistics  
  Champion
  Medium humanoid (any race), any alignment
  Armor Class 18 (plate)
  Hit Points 143 (22d8 + 44)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  20 (+5) 
  15 (+2) 
  14 (+2) 
  10 (+0) 
  14 (+2) 
  12 (+1)
  Saving Throws Str +9, Con +6
  Skills Athletics +9, Intimidation +5, Perception +6
  Senses passive Perception 16
  Languages any one language (usually Common)
  Challenge 9 (5,000 XP)
  Indomitable (2/Day) The champion rerolls a failed 
  saving throw.
  Second Wind As a bonus action, the champion can 
  regain 20 hit points.
  Actions                                                                           
  Multiattack. The champion makes three attacks 
  with its greatsword or its shortbow.
  Greatsword. Melee Weapon Attack: +9 to hit, reach 
  5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, 
  plus 7 (2d6) slashing damage if the champion has 
  more than half of its total hit points remaining.
  Light Crossbow. Ranged Weapon Attack: +6 to 
  hit, range 80/320 ft., one target. Hit: 6 (ld8 + 2) 
  piercing damage, plus 7 (2d6) piercing damage 
  if the champion has more than half of its total hit 
  points remaining.
  Assassin
  Medium humanoid (any race), any non-good alignment
  Armor Class 15 (studded leather)
  Hit Points 78 (12d8 + 24)
  Speed 30ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  11 (+0) 
  16 (+3) 
  14 (+2) 
  13 (+1) 
  11 (+0) 
  10 (+0)
  Saving Throws Dex +7, lnt +5
  Skills Acrobatics +7, Deception +4, Perception +4,
  Stealth +11
  Damage Resistances poison
  Senses passive Perception 14
  Languages Thieves’ cant plus any two languages
  Challenge 8 (3,900 XP)
  Assassinate. During its first turn, the assassin has 
  advantage on attack rolls against any creature that 
  hasn’t taken a turn. Any hit the assassin scores 
  against a surprised creature is a critical hit.
  Evasion. If the assassin is subjected to an effect 
  that allows it to make a Dexterity saving throw to 
  take only half damage, the assassin instead takes 
  no damage if it succeeds on the saving throw, and 
  only half damage if it fails.
  Sneak Attack (1/Turn). The assassin deals an 
  extra 13 (4d6) damage when it hits a target with a 
  weapon attack and has advantage on the attack roll, 
  or when the target is within 5 feet of an ally of the 
  assassin that isn’t incapacitated and the assassin 
  doesn’t have disadvantage on the attack roll.
  Actions                                                                          
  Multiattack. The assassin makes two shortsword
  attacks.
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage, and 
  the target must make a DC 15 Constitution saving 
  throw, taking 24 (7d6) poison damage on a failed 
  save, or half as much damage on a successful one.
  Light Crossbow. Ranged Weapon Attack: +7 to 
  hit, range 80/320 ft.., one target. Hit: 7 (1d8 + 3) 
  piercing damage, and the target must make a DC 15 
  Constitution saving throw, taking 24 (7d6) poison 
  damage on a failed save, or half as much damage 
  on a successful one.
  
  18
  MOD 02-03 / APPENDIX
  Conjurer
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor}
  Hit Points 40 (9d8)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  9 (-1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages any four languages
  Challenge 6 (2,300 XP)
  Spellcasting. The conjurer is a 9th-level 
  spellcaster. Its spellcasting ability is Intelligence 
  (spell save DC 14, +6 to hit with spell attacks). The 
  conjurer has the following wizard spells prepared:
  Cantrips (at will): acid splash,* mage hand,* poi-
  son spray,* prestidigitation
  1st level (4 slots): mage armor, magic missile, 
  unseen servant*
  2nd level (3 slots): cloud of daggers,* misty step,* 
  web*
  3rd level (3 slots): fireball, stinking cloud*
  4th level (3 slots): Evard’s black tentacles,* stone-
  skin
  5th level (2 slots): cloudkill,* conjure elemental*
  *Conjuration spell of 1st level or higher
  Benign Transportation (Recharges after the 
  Conjurer Casts a Conjuration Spell of 1st Level or 
  Higher). As a bonus action, the conjurer teleports 
  up to 30 feet to an unoccupied space that it can 
  see. If it instead chooses a space within range that 
  is occupied by a willing Small or Medium creature, 
  they both teleport, swapping places.
  Actions                                                                           
  Dagger. Melee or Ranged Weapon Attack: +5 to 
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 
  (1d4 + 2) piercing damage.
  Invisible Stalker
  Medium elemental, neutral
  Armor Class 14
  Hit Points 104 (16d8 + 32)
  Speed 50 ft. (fly 50 ft. (hover))
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3)  
  19 (+4) 
  14 (+2)  
  10 (+0) 
  15 (+2) 
  11 (+0)
  Saving Throws Dex +7, lnt +5
  Skills Perception +8, Stealth +10
  Damage Resistances Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks
  Damage Immunities Poison
  Condition Immunities Exhaustion, Grappled, 
  Paralyzed, Petrified, Poisoned, Prone, Restrained, 
  Unconscious
  Senses Darkvision 60 ft., Passive Perception 18
  Languages Auran, Understands Common but 
  doesn’t speak it
  Challenge 6 (2,300 XP)
  Invisibility. The stalker is invisible.
  Faultless Tracker. The stalker is given a quarry by 
  its summoner. The stalker knows the direction and 
  distance to its quarry as long as the two of them 
  are on the same plane of existence. The stalker also 
  knows the location of its summoner.
  Actions                                                                           
  Multiattack. The stalker makes two slam attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) bludgeoning damage.
  
  19
  MOD 02-03 / APPENDIX
  Master Thief
  Medium humanoid (any race), any alignment
  Armor Class 16 (studded leather)
  Hit Points 84 (13d8 + 26)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  11 (+0)  
  18 (+4) 
  14 (+2)  
  11 (+0) 
  11 (+0) 
  12 (+1)
  Saving Throws Dex +7, Int +3
  Skills Acrobatics +7, Athletics +3, Perception +3, 
  Sleight of Hand +7, Stealth +7
  Senses passive Perception 13
  Languages any one language (usually Common) 
  plus thieves’ cant
  Challenge 5 (1,800 XP)
  Cunning Action. On each of its turns, the thief can 
  use a bonus action to take the Dash, Disengage, or 
  Hide action.  
  Evasion. If the thief is subjected to an effect that 
  allows it to make a Dexterity saving throw to 
  take only half damage, the thief instead takes no 
  damage if it succeeds on the saving throw, and only 
  half damage if it fails.
  Sneak Attack (1/Turn). The thief deals an extra 14 
  (4d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or 
  when the target is within 5 feet of an ally of the 
  thief that isn’t incapacitated and the thief doesn’t 
  have disadvantage on the attack roll.
  Actions                                                                           
  Multiattack. The thief makes three attacks with its 
  shortsword.
  Shortsword. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 7 (ld6 + 4) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +7 to 
  hit, range 80/320 ft., one target. Hit: 8 (ld8 + 4) 
  piercing damage.
  Reactions                                                                        
  Uncanny Dodge. The thief halves the damage that 
  it takes from an attack that hits it. The thief must 
  be able to see the attacker.
  Spy
  Medium humanoid (any race), any alignment
  Armor Class 12
  Hit Points 27 (6d8)
  Speed 30ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0)  
  15 (+2) 
  10 (+0)  
  12 (+1) 
  14 (+2) 
  16 (+3)
  Skills Deception +5, Insight +4, Investigation +5, 
  Perception +6, Persuasion +5, Sleight of Hand +4, 
  Stealth +4
  Senses passive Perception 16
  Languages any two languages
  Challenge 1 (200 XP)
  Cunning Action. On each of its turns, the spy can 
  use a bonus action to take the Dash, Disengage, or 
  Hide action. 
  Sneak Attack (1/Turn). The spy deals an extra 7 
  (2d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or 
  when the target is within 5 feet of an ally of the spy 
  that isn’t incapacitated and the spy doesn’t have 
  disadvantage on the attack roll.
  Actions                                                                           
  Multiattack. The spy makes two melee attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 
  5 ft. , one target. Hit: 5 (1d6 + 2) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +4 to 
  hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage.
  
  20
  MOD 02-03 / APPENDIX
  Swashbuckler
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 17 (leather armor)
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  12 (+1)  
  18 (+4) 
  12 (+1)  
  14 (+2) 
  11 (+0) 
  15 (+2)
  Skills Acrobatics +8, Athletics +5, Persuasion +6
  Senses passive Perception 10
  Languages any one language (usually Common}
  Challenge 3 (700 XP)
  Lightfooted. The swashbuckler can take the Dash 
  or Disengage action as a bonus action on each of its 
  turns.
  Suave Defense. While the swashbuckler is wearing 
  light or no armor and wielding no shield, its AC 
  includes its Charisma modifier.
  Actions                                                                           
  Multiattack. The swashbuckler makes three 
  attacks: one with a dagger and two with its rapier.
  Dagger. Melee or Ranged Weapon Attack: +6 to 
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 
  (1d4 + 4) piercing damage.
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) piercing damage.
  Thug
  Medium humanoid (any race), any non-good alignment
  Armor Class 11 (leather armor)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  15 (+2)  
  11 (+0) 
  14 (+2)  
  10 (+0) 
  10 (+0) 
  11 (+0)
  Skills Intimidation +2
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/2 (100 XP)
  Pack Tactics. The thug has advantage on an attack 
  roll against a creature if at least one of the thug’s 
  allies is within 5 feet of the creature and the ally 
  isn’t incapacitated. 
  Actions                                                                           
  Multiattack. The thug makes two melee attacks.
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
  Heavy Crossbow. Ranged Weapon Attack: +2 to 
  hit, range 100/400 ft., one target. Hit: 5 (1d10) 
  piercing damage. 
  
  21
  MOD 02-03 / APPENDIX
  Warlord
  Medium humanoid (any race), any alignment
  Armor Class 18 (plate)
  Hit Points 229 (27d8 + 108)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  20 (+5)  
  16 (+3) 
  18 (+4)  
  12 (+1) 
  12 (+1) 
  18 (+4)
  Saving Throws Str +9, Dex +7, Con +8
  Skills Athletics +9, Intimidation +8, Perception +5, 
  Persuasion +8
  Senses passive Perception 15
  Languages any two languages
  Challenge 12 (8,400 XP}
  Indomitable (3/Day). The warlord can reroll a 
  saving throw it fails. It must use the new roll.
  Survivor. The warlord regains 10 hit points at 
  the start of its turn if it has at least 1 hit point but 
  fewer hit points than half its hit point maximum.
  Actions                                                                           
  Multiattack. The warlord makes two weapon 
  attacks.
  Greatsword. Melee Weapon Attack: +9 to hit, reach 
  5 ft., one target. Hit: 12 (2d6 + 5} slashing damage.
  Shortbow. Ranged Weapon Attack: +7 to hit, range 
  80/320 ft., one target. Hit: 6 (ld6 + 3) piercing 
  damage.
  Legendary Actions                                                      
  The warlord can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature’s turn. The warlord regains spent 
  legendary actions at the start of its turn.
  • Weapon Attack. The warlord makes a weapon 
  attack. 
  • Command Ally. The warlord targets one ally it 
  can see within 30 feet of it. If the target can see 
  and hear the warlord, the target can make one 
  weapon attack as a reaction and gains advantage 
  on the attack roll.
  • Frighten Foe (Costs 2 Actions). The warlord 
  targets one enemy it can see within 30 feet of it. 
  If the target can see and hear it, the target must 
  succeed on a DC 16 Wisdom saving throw or be 
  frightened until the end of warlord’s next turn.
  War Priest
  Medium humanoid (any race), any alignment
  Armor Class 18 (plate)
  Hit Points 117 (18d8 + 36)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3)  
  10 (+0) 
  14 (+2)  
  11 (+0) 
  17 (+3) 
  13 (+1)
  Saving Throws Con +6, Wis +7
  Skills Intimidate +5, Religion +4
  Senses passive Perception 13
  Languages any two languages
  Challenge 9 (5,000 XP)
  Spellcasting. The priest is a 9th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 15, 
  +7 to hit with spell attacks). It has the following 
  cleric spells prepared:
  Cantrips (at will): light, mending, sacred flame, 
  spare the dying 
  1st level (4 slots): divine favor, guiding bolt, heal-
  ing word, shield of faith
  2nd level (3 slots): lesser restoration, magic weap-
  on, prayer of healing, silence, spiritual weapon
  3rd level (3 slots): beacon of hope, crusader’s 
  mantle, dispel magic, revivify, spirit guardians, 
  water walk
  4th level (3 slots): banishment, freedom of move-
  ment, guardian of faith, stoneskin
  5th level (1 slot): flame strike, mass cure wounds, 
  hold monster
  Actions                                                                           
  Multiattack. The priest makes two melee attacks.
  Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) bludgeoning damage.
  Reactions                                                                      
  Guided Strike (Recharges after a Short or Long 
  Rest). The priest grants a + 10 bonus to an attack 
  roll made by itself or another creature within 30 
  feet of it. The priest can make this choice after the 
  roll is made but before it hits or misses.
  
  22
  MOD 02-03 / APPENDIX
  Achis Atracta
  Periapt of proof against poison, rare 
  This amulet is made of an intricately carved bloodstone, shaped in the likeness of a woman’s head. The 
  eyes pulse with a white glow when Achis is speaking. The stone is attached to a delicate silver chain.
    Proof against Poison. Achis Atracta has all the powers of a periapt of proof against poison that she 
  bestows upon her wearer—if she feels so inclined. She is very fickle (see Personality).
    Sentience. Achis Atracta is a sentient chaotic neutral item with an Intelligence of 10, a Wisdom of 10, and 
  a Charisma of 16. She has hearing and normal vision out to a range of 120 feet.
   
  She can speak, read, and understand Common and Celestial.
    Personality. Achis Atracta speaks in a whiny and shrill voice, making demands as though accustomed to 
  being obeyed. She acts like a spoiled noble and expects to be waited on like a queen. Wearers who do not 
  treat her with respect and deference gain no benefit from her item powers. She screams and complains 
  loudly if surprised by a situation she deems beneath her—such as trekking through a sewer or being 
  engulfed by a fireball.
    Achis wants to be loved and adored by a person with power and standing like a princess in a fairy tale. 
  Her greatest wish is to fall in love with a prince and be swept off her feet—figuratively speaking.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Baldman Games (BMG)/CCC-BMG-30 HILL2-3 - The Red Death.pdf