TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
  Quelling the Horde 
  The Red Plumes have increased patrols in the region surrounding Hillsfar, and a string of disappearances has followed in 
  their wake. Naturally, this has roused the suspicion of the factions. Join your factions and find out the truth behind the 
  missing farmers.  A four-hour adventure for 1st-4th level characters. 
  Adventure Code: DDEX3-10 
  Credits 
  Adventure Design: Rpn Lundeen 
  Development and Editing: Claire Hoffman, Chris Tulach, Travis Woodall 
  Organized Play: Chris Tulach 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett, Chris Tulach 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick 
   
   
   
   
   
   
  Debut: November 11, 2015 
  Release: December 1, 2015 
   
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  their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or 
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  Quelling the Horde 
   
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  2 
   
   
  Introduction 
  Welcome to Quelling the Horde, a D&D ExpeditionsTM 
  adventure, part of the official D&D Adventurers LeagueTM 
  organized play system and the Rage of DemonsTM 
  storyline season.  
   This adventure is designed for three to seven 1st-4th 
  level characters, and is optimized for five 3rd-level 
  characters. Characters outside this level range cannot 
  participate in this adventure. A player with an ineligible 
  character can create a new 1st-level character or use a 
  pregenerated character.   
   The adventure is set in the Moonsea region of the 
  Forgotten Realms, near the city of Hillsfar. 
    
  The D&D Adventurers 
  League 
  This adventure is official for D&D Adventurers League 
  play. The D&D Adventurers League is the official 
  organized play system for DUNGEONS & DRAGONS®. 
  Players can create characters and participate in any 
  adventure allowed as a part of the D&D Adventurers 
  League. As they adventure, players track their characters’ 
  experience, treasure, and other rewards, and can take 
  those characters through other adventures that will 
  continue their story. 
   D&D Adventurers League play is broken up into 
  storyline seasons. When players create characters, they 
  attach those characters to a storyline season, which 
  determines what rules they’re allowed to use to create 
  and advance their characters. Players can continue to 
  play their characters after the storyline season has 
  finished, possibly participating in a second or third 
  storyline with those same characters. A character’s level 
  is the only limitation for adventure play. A player cannot 
  use a character of a level higher or lower than the level 
  range of a D&D Adventurers League adventure. 
   If you’re running this adventure as a part of a store 
  event or at certain conventions, you’ll need a DCI number. 
  This number is your official Wizards of the Coast 
  organized play identifier. If you don’t have a number, you 
  can obtain one at a store event. Check with your organizer 
  for details.  
   For more information on playing, running games as a 
  Dungeon Master, and organizing games for the D&D 
  Adventurers League, please visit the D&D Adventurers 
  League home. 
  Preparing the Adventure 
  Before you show up to Dungeon Master this adventure for 
  a group of players, you should do the following to prepare. 
   
  • 
  Make sure to have a copy of the most current version 
  of the D&D basic rules or the Player’s HandbookTM.   
  • 
  Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself 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. 
  • 
  Get familiar with the monster statistics in the 
  Appendix. 
  • 
  Gather together any resources you’d like to use to aid 
  you in Dungeon Mastering, such as notecards, a DM 
  screen, miniatures, battlemaps, etc.  
  • 
  If you know the composition of the group beforehand, 
  you can make adjustments as noted throughout the 
  adventure.  
  Before Play at the Table 
  Ask the players to provide you with relevant character 
  information. This includes:  
   
  • 
  Character name and level 
  • 
  Character race and class 
  • 
  Passive Wisdom (Perception)—the most common 
  passive ability check 
  • 
  Anything notable as specified by the adventure (such 
  as backgrounds, traits, flaws, and so on) 
   
  Players that have characters outside the adventure’s level 
  range cannot participate in the adventure with those 
  characters. Players can play an adventure they previously 
  played or ran as a Dungeon Master, but not with the same 
  character (if applicable). 
   Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from the 
  organizer). The player will fill out the adventure name, 
  session number, date, and your name and DCI number. In 
  addition, the player also fills in the starting values for XP, 
  gold, downtime, renown, and number of permanent magic 
  items. He or she will fill in the other values and write 
  notes at the conclusion of the session. 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 
  
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  3 
   
   
  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 Player’s 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 the Adventure 
  Throughout this adventure, you may see sidebars to help 
  you make adjustments to this adventure for smaller/larger 
  groups and characters, of higher/lower levels that the 
  optimized group size. Most of the time, this is used for 
  combat encounters.  
   You may adjust the adventure beyond the guidelines 
  given in the adventure, or for other reasons. For example, 
  if you’re playing with a group of inexperienced players, 
  you might want to make the adventure a little easier; for 
  very experienced players, you might want to make it a 
  little harder. Therefore, five categories of party strength 
  have been created for you to use as a guide. Use these as 
  a guide, and feel free to use a different adjustment during 
  the adventure if the recommended party strength feels off 
  for the group. 
   This adventure is optimized for a party of five 1st-level 
  characters. To figure out whether you need to adjust the 
  adventure, do the following: 
   
  • 
  Add up the total levels of all the characters 
  • 
  Divide the total by the number of characters 
  • 
  Round fractions of .5 or greater up; round frations of 
  less than .5 down 
   
  You’ve now determined the average party level (APL) for 
  the adventure. To figure out the party strength for the 
  adventure, consult the following table. 
  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 
   
  Average party strength indicates no recommended 
  adjustments to the adventure. Each sidebar may or may 
  not offer suggestions for certain party strengths. If a 
  particular recommendation is not offered for your group, 
  you don’t have to make adjustments.  
  Dungeon Mastering the 
  Adventure 
  As the DM of the session, you have the most important 
  role in facilitating the enjoyment of the game for the 
  players. You help guide the narrative and bring the words 
  on these pages to life. The outcome of a fun game session 
  often creates stories that live well beyond the play at the 
  table. Always follow this golden rule when you DM for a 
  group: 
   
  Make decisions and adjudications that enhance the fun 
  of the adventure when possible. 
   
  To reinforce this golden rule, keep in mind the following: 
   
  • 
  You are empowered to make adjustments to the 
  adventure and make decisions about how the group 
  interacts with the world of this adventure. This is 
  especially important and applicable outside of 
  combat, but feel free to adjust the adventure for 
  groups that are having too easy or too hard of a time. 
  • 
  Don’t make the adventure too easy or too difficult for 
  a group. Never being challenged makes for a boring 
  game, and being overwhelmed makes for a 
  frustrating game. Gauge the experience of the 
  players (not the characters) with the game, try to feel 
  out (or ask) what they like in a game, and attempt to 
  give each of them the experience they’re after when 
  they play D&D. Give everyone a chance to shine.  
  
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  4 
   
   
  • 
  Be mindful of pacing, and keep the game session 
  moving along appropriately. Watch for stalling, since 
  play loses momentum when this happens. At the 
  same time, make sure that the players don’t finish 
  too early; provide them with a full play experience. 
  Try to be aware of running long or short. Adjust the 
  pacing accordingly. 
  • 
  Read-aloud text is just a suggestion; feel free to 
  modify the text as you see fit, especially when 
  dialogue is present.  
  • 
  Give the players appropriate hints so they can make 
  informed choices about how to proceed. Players 
  should be given clues and hints when appropriate so 
  they can tackle puzzles, combat, and interactions 
  without getting frustrated over lack of information. 
  This helps to encourage immersion in the adventure 
  and gives players “little victories” for figuring out 
  good choices from clues. 
   
  In short, being the DM isn’t about following the 
  adventure’s text word-for-word; it’s about facilitating a 
  fun, challenging game environment for the players. The 
  Dungeon Master’s Guide TM has more information on the 
  art of running a D&D game. 
  Downtime and Lifestyle 
  At the beginning of each play session, players must 
  declare whether or not they are spending any days of 
  downtime. The player records the downtime spent on the 
  adventure logsheet. The following options are available to 
  players during downtime (see the D&D basic rules or the 
  D&D Adventurers League Player’s Guide for more 
  information): 
   
  • 
  Catching up  
  • 
  Crafting (exception: multiple characters cannot 
  commit to crafting a single item) 
  • 
  Practicing a profession 
  • 
  Recuperating 
  • 
  Spellcasting services (end of the adventure only) 
  • 
  Training 
   
  Other downtime options might be available during 
  adventures or unlocked through play, including faction-
  specific activities. 
   In addition, whenever a character spends downtime 
  days, that character also spends the requisite expense for 
  his or her lifestyle. Costs are per day, so a character that 
  spends ten days of downtime also spends ten days of 
  expenses maintaining his or her lifestyle. Some downtime 
  activities help with lifestyle expenses or add lifestyle 
  expenses. 
  Spellcasting Services 
  Any settlement the size of a town or larger can provide 
  some spellcasting services. characters need to be able to 
  travel to the settlement to obtain these services. 
  Alternatively, if the party finishes an adventure, they can 
  be assumed to return to the settlement closest to the 
  adventure location.  
   Spell services generally available include healing and 
  recovery spells, as well as information-gathering spells. 
  Other spell services might be available as specified in the 
  adventure. The number of spells available to be cast as a 
  service is limited to a maximum of three per day total, 
  unless otherwise noted.  
  Spellcasting Services 
  Spell 
   
   
   
  Cost 
   
  Cure wounds (1st level) 
   
  10 gp 
   
  Identify 
   
   
   
  20 gp 
  Lesser restoration 
   
   
  40 gp 
   
  Prayer of healing (2nd level) 
   
  40 gp 
   
  Remove curse 
   
   
  90 gp 
   
  Speak with dead 
   
   
  90 gp 
  Divination  
   
   
  210 gp 
  Greater restoration  
   
  450 gp 
   
  Raise dead  
   
   
  1,250 gp  
  Acolyte Background 
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may request 
  one spell per day from the Spellcasting Services table for free. 
  The only cost paid for the spell is the base price for the 
  consumed material component, if any.  
   
  Faiths that can call upon spellcasting services in and around 
  Hillsfar include the following: Chauntea, Lliira, Mielikki, and 
  Tempus.  
  Character Disease,  
  Death, and Recovery 
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or die. Since you might not have the 
  same characters return from session to session, here are 
  the rules when bad things happen to characters. 
  
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  5 
   
   
  Disease, Poison, and Other Debilitating 
  Effects 
  A character still affected by diseases, poisons, and other 
  similar effects at the conclusion of an adventure can 
  spend downtime days recuperating until such time as he 
  or she resolves the effect to its conclusion (see the 
  recuperating activity in the D&D basic rules).  
  If a character doesn’t resolve the effect between sessions, 
  that character begins the next session still affected by the 
  debilitating effect.  
  Death 
  A character who dies during the course of the adventure 
  has a few options at the end of the session (or whenever 
  arriving back in civilization) if no one in the adventuring 
  party has immediate access to a raise dead or revivify 
  spell, or similar magic. A character subject to a raise dead 
  spell is affected negatively until all long rests have been 
  completed during an adventure. Alternatively, each 
  downtime day spent after raise dead reduces the penalty 
  to attack rolls, saving throws, and ability checks by 1, in 
  addition to any other benefits the downtime activity might 
  provide. 
   Create a New 1st-Level Character. If the dead 
  character is unwilling or unable to exercise any of the 
  other options, the player creates a new character. The 
  new character does not have any items or rewards 
  possessed by the dead character. 
   Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing any vital 
  organs and is mostly whole) and the player would like the 
  character to be returned to life, the party can take the 
  body back to civilization and use the dead character’s 
  funds to pay for a raise dead spell. A raise dead spell cast 
  in this manner costs the character 1,250 gp.  
   Character’s Party Pays for Raise Dead. As above, 
  except that some or all of the 1,250 gp for the raise dead 
  spell is paid for by the party at the end of the session. 
  Other characters are under no obligation to spend their 
  funds to bring back a dead party member. 
   Faction Charity. If the character is of level 1 to 4 and a 
  member of a faction, the dead character’s body can be 
  returned to civilization and a patron from the faction 
  ensures that he or she receives a raise dead spell. 
  However, any character invoking this charity forfeits all 
  XP and rewards from that session (even those earned 
  prior to death during that session), and cannot replay that 
  episode or adventure with that character again. Once a 
  character reaches 5th level, this option is not available.  
  Adventure Background 
  As Graz'zt schemes in the Underdark, his many minions 
  pursue their own plans to spread their lord's madness. 
  One of these minions is the powerful goblin Agrak. A 
  direct descendant of Graz'zt, Agrak was born of a 
  hedonistic cambion and a goblin chieftain. Agrak 
  resembles a tall, lean goblin with features of his demonic 
  ancestor: obsidian skin, six fingers, and a crown of horns 
  around his head. Agrak also embodies the madness, 
  hedonism, and megalomania of his forebears. 
   Many years ago, Agrak was ousted from his haunts 
  deep in the Underdark and came upon a clan of goblins 
  living fairly close to the surface, in the Upperdark near 
  Hillsfar. Agrak quickly established control, whipping the 
  clan into shape around a twisted model of a liege-lord and 
  his subjects. Lord Agrak promoted the most powerful 
  goblins, dubbing them Knights of Graz'zt" in his service, 
  and commanded the other goblins to serve as "squires," 
  capturing unusual creatures for the "knights" to ride into 
  battle. Under Lord Agrak's leadership (and Graz'zt subtle 
  influences) the tribe has swelled in numbers. Lord 
  Agrak's madness has thoroughly infested the goblins, 
  who now refer to themselves as the Skullspike clan. In 
  imitation of their chieftain and his demonic progenitor, 
  some of the more devoted members go so far as to pound 
  iron spikes into their skulls to mimic a crown. 
   Lord Agrak commanded the Skullspike clan to raid the 
  farms and ranches of the surface world to take treasure, 
  building materials, and prisoners. Although the goblins 
  were instructed to take prisoners and leave no survivors 
  behind to tell the tale of what happened, two drunken 
  ranch hands fled to The Stop, a village west of Hillsfar on 
  the Tradeway. The frantic ranch hands told their wild tale 
  of "goblin knights" to anyone that would listen, but only 
  the proprietor of an inn and tavern called the Plodding 
  Plow took them seriously. This proprietor, a good-hearted 
  dwarf woman named Glenna Moonsmith, beseeches the 
  heroes to find--and eliminate--the vicious goblins attacking 
  the isolated settlements to the south.  
  
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  6 
   
   
  Overview 
  Quelling the Horde is divided into three parts: 
   Part 1: Aftermath of Madness. While resting in the 
  Plodding Plow, an inn in the village known as The Stop, 
  the adventurers hear about goblin attacks against three 
  homesteads south of the village. The adventurers 
  investigate the three locations, where they might rescue a 
  survivor of the goblin raids, fight some murderous 
  scarecrows, and gain clues about the goblin raiders. Two 
  of the three locations have tracks that lead to the 
  Upperdark entrance that the Skullspike goblins use. 
   Part 2: The Passage Downward. In the miles-long 
  underground passage that leads from the surface to the 
  Skullspike clan's caverns, the adventurers encounter 
  some goblin guards and a detour through a patch of 
  dangerous fungus. 
   Part 3: Skullspike Caves. The adventurers arrive at 
  the caves occupied by the Skullspike clan, where they can 
  make hit-and-run attacks against the goblins, their allies, 
  and their powerful chieftain Lord Agrak. The adventurers 
  must slay Lord Agrak to prevent his madness and terror 
  from spreading further in the surface world. 
  Adventure Hooks 
  Locals do not have the ability or the time to investigate 
  wild claims made by frantic ranch hands, but quickly 
  spread the news through word of mouth that danger 
  might be afoot in the south. The following adventure 
  hooks can be used to draw the characters into the story. 
   Heard a Good Word. Rumors of the adventurer’s 
  exploits, or of adventurer’s in general have reached 
  Gleena. When they visit The Stop during their travels, she 
  makes a point of talking to them hoping to convince them 
  to investigate the rumors of goblin attacks. 
   Membership Drive. The Arcrus family are wealthy and 
  influential landowners in the area. Members of the Lords 
  Alliance have been sent into the area to woo them into 
  joining the Lords Alliance. 
   Rust Monsters. A hooded woman named Ymmeline 
  catches the attention of Zhentarim members in The Stop, 
  and asks to speak with them privately. The Zhentarim 
  often have use for strange beasts, and particularly those 
  that can be used to sabotage rivals. The Zhentarim had a 
  contact in the area hunting a group of rust monsters, but 
  the beast completely disappeared several weeks ago. 
  Members of the Zhentarim are asked to locate the rust 
  monsters and capture them alive. 
  Wild Rumors. 
  Although Glenna has the best information about the 
  goblin attacks, she is not the only person with information 
  to share. A busy, gnomish tinker named Vargush 
  Cobbleiron saw excessive smoke rising from a farm to the 
  south and thinks someone ought to know about it. So 
  long as the characters look even somewhat competent, 
  the tinker alerts them that he suspects trouble to the 
  south, and they might want to ask around in the Plodding 
  Plow, as it's the best source of local information. 
   Witch Hunting. Adventurers belonging to the Harpers 
  have heard that a close-knit family living in the region 
  south of The Stop is rumored to practice fell witchery. 
  The characters' faction contacts suggest that they learn 
  more from the well-connected Glenna Moonsmith at the 
  Plodding Plow before checking out the isolated 
  homestead. If it’s true, report back. 
   
   
   
  
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  7 
   
   
  Part 1: Aftermath of 
  Madness 
  This adventure begins in the Plodding Plow, a 
  comfortable inn and tavern in the small village called The 
  Stop. The Stop, located halfway between Hillsfar and 
  Yûlash on the Tradeway, primarily caters to travelers. Its 
  markets are filled with agricultural and craft goods from 
  the surrounding farms and artisans. Most of the villagers 
  in The Stop are human, but they regularly deal with a few 
  local non-humans (such as Glenna Moonsmith, proprietor 
  of the Plodding Plow) and several non-humans that run 
  the nearby farms, orchards, and ranches. Unlike residents 
  of Hillsfar, the villagers of The Stop are usually friendly to 
  non-humans. 
   
  The proprietor of the Plodding Plow, a genial dwarven woman, 
  pushes a few drinks toward you. "These are on me, if you'll 
  allow me to pass along a rumor that bears some looking into." 
   "South of here, but north of the forest of Cormanthor, are 
  scattered several farms, ranches, and suchlike. Earlier today, I 
  had a few frantic ranch hands rush in, saying their ranch had 
  been attacked. These fellows work at the Arcrus ranch; the 
  Arcrus family is highly regarded around here. These men might 
  have been taken more seriously, but for two factors: first, they're 
  known to drink a bit too heavily, and they claim the attackers 
  were "goblin knights wearing crowns." I don't think anyone took 
  them seriously before they went on their way, except for me. I've 
  been a tavern mistress for a long time and I could tell these men 
  were stone sober and scared out of their wits. 
   "I think someone should look into their story. I can't go myself, 
  and I can't spare much by way of reward for those who do--but if 
  you're interested, I can give you the details they told me." 
   
  The ranch hands that told Glenna their story, two humans 
  named Arduro and Doster, are long gone from The Stop, 
  as their terror compelled them to flee the region. The 
  adventurers therefore have only Glenna's scant retelling 
  to go on, although asking around reveals that Arduro and 
  Doster told substantially similar stories to several other 
  people in The Stop, including the Red Plume soldiers 
  garrisoned in the village. Everyone other than Glenna 
  considers their tale to be too wild a fabrication to be 
  genuine. Instead most assume that they've slipped away 
  from the Arcrus ranch after a drinking binge or petty theft 
  and are making up a tale to cover their sudden flight. If 
  pressed, most people agree that it's at least possible that 
  some tragedy befell the Arcrus ranch, but although 
  "someone" should look into it, no one other than Glenna 
  seems willing to press the issue.  
   If the characters ask for more information, Glenna 
  relates the following: 
  • 
  The ranch hands claim they were awakened early 
  last night by shouting from the main house. When 
  they rushed out with several other ranch hands, they 
  saw the Arcrus ranch ablaze and, silhouetted in the 
  firelight, goblins wearing plate armor and riding 
  monsters: two-headed wolves, frogs the size of 
  horses, and so on. Each of the armored goblins wore 
  a black crown. In addition to these goblin knights, 
  several other goblins capered about, slaughtering 
  livestock and setting fires. A few of the ranch hands 
  grabbed knives or shovels to run the goblins off, but a 
  goblin riding a big centipede-like monster loomed out 
  of the darkness and killed them with bolts of fire 
  from his hands. Arduro and Doster turned and fled 
  into the darkness. 
  • 
  The ranch hands fled all night. They passed by two 
  other neighbors--an isolated homestead and a 
  halfling farm--but they witnessed goblins at those 
  locations too, so they rushed on, arriving hours later 
  at The Stop.  
  • 
  Glenna speculates that the homestead is the one 
  belonging to the Callidells, a reclusive family that 
  foolish tongue-waggers call witches. 
  • 
  The halfling farm would be the Lumbus family farm, 
  a hardworking clan whose substantial profits mostly 
  go to pay the heavy taxes levied on non-human 
  enterprises around Hillsfar.  
   
  Glenna offers 50 gp to the characters if they look into the 
  matter and report back. If the characters are persuasive, 
  she offers to pay half of this amount up front.  
  Roleplaying Glenna Moonsmith 
  Glenna Moonsmith is a middle-aged female dwarf. She is 
  charming and outgoing, but prefers to deal with locals rather 
  than merchants. She is well connected in The Stop, but known to 
  be a bit soft-hearted and fall for the occasional sob story. She is 
  concerned that the ranch hands might be telling the truth about 
  an attack at the Arcrus ranch. Even Glenna admits that tales of 
  slug-riding goblin knights wearing crowns seem a little far-
  fetched, but she notes that scared folks are often prone to 
  embellish. 
   
   
   
  
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  8 
   
   
  Glenna, or anyone in The Stop, can provide directions to 
  the Callidell homestead, the Arcrus ranch, and the 
  Lumbus farm. Of the three, the Callidell homestead is 
  closest at about 20 miles away; the Arcrus ranch and the 
  Lumbus farm are each a few miles further south of the 
  Callidell homestead. 
  Treasure 
  If the characters provide a sufficient reason, Glenna gives 
  the character a silver trade bar worth 25gp--half of their 
  promised payment. 
  The Journey South 
  A network of wagon-roads and footpaths crisscross the 
  terrain south of The Stop, as there are no destinations 
  large enough to warrant wide, clear roads. Strangers can 
  get lost without good directions (and sometimes, even 
  with them).  
  General Features 
  The sparsely-settled lands south of The Stop have the 
  following features. 
   Terrain. Gently rolling hills and meadows covered with 
  scrub brush and wildflowers, with the occasional copse of 
  ancient trees that seem more suited to Cormanthor than 
  to this open territory. 
   Weather. Sunny and mild initially, with some light 
  drizzling rain as the adventurers approach the 
  settlements they are investigating. 
   Travel Time. Characters on foot can reach the Callidell 
  homestead from The Stop with about seven hours of 
  travel (heading directly to the Arcrus ranch or Lumbus 
  farm requires eight hours of travel instead). The Callidell 
  homestead, Arcrus ranch, Lumbus farm, and Upperdark 
  entrance are all about an hour's travel from each other. 
  The open terrain provides for easy riding; mounted 
  characters cut these travel times by a third.  
  Callidell Homestead 
   
  Tucked behind a series of high hedges, this stone cottage and 
  three wooden outbuildings enjoy a great deal of privacy. The 
  roof of the cottage is badly burned and partially collapsed. 
  Several human corpses, mostly hacked to pieces, are strewn 
  about the yard between the cottage and the outbuildings. To the 
  west spreads a large field of tall wheat, with tatterdemalion 
  scraps of cloth poking up here and there above the wheat--
  apparently, the remains of scarecrows. 
  The seven bodies in the yard all belong to humans with 
  thin, dark hair and wide-set eyes; all are plainly related, 
  and they vary in age from 20 to 80. They were killed while 
  fighting against the goblins, but none of the bodies carries 
  any weapons; instead, they each carry strange knots of 
  knurled wood wrapped in human skin. Two of the corpses 
  each carry an identical iron key which is discovered in a 
  hidden pocket by any character succeeding on a DC 13 
  Intelligence (Investigation) check.  
   Local legends say that the Callidells are all witches, and 
  this legend is true. The goblin's butchery put an end to the 
  family's unholy rites, but the Callidells were too wicked to 
  die easily. Instead, the souls of some of the Callidells 
  were drawn into the family's scarecrows, bringing them 
  to life. The wheat field currently contains four 
  scarecrows, which are lightly obscured within the wheat. 
  Animated by the spirits of the murdered Callidells, the 
  scarecrows lurch forward to attack anyone entering the 
  wheat field, or anyone that breaches the shed with the 
  ritual circle inside of it.  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Remove two scarecrows. 
  • 
  Weak party: Remove one scarecrow. 
  • 
  Strong party: Add two scarecrows. 
  • 
  Very strong party: Add three scarecrows. 
   
  One of the outbuildings is a shed with a lock on it; the 
  goblins were unable to get into this building before being 
  driven off. A successful DC 15 Dexterity check made with 
  a set of thieves' tools bypasses the lock; alternatively, a 
  successful DC 15 Strength (Athletics) check bursts the 
  door. The keys on the corpses in the yard both open this 
  door as well. 
   The locked shed contains a stone floor carved with a 
  ritual circle. Several fat black candles are carefully 
  arranged around this circle, and two sets of rusty 
  manacles are affixed to the floor within the circle. This is 
  the room in which the Callidells have practiced their rites 
  in secret for years, murdering drifters and vagabonds that 
  would not be missed. 
   Obvious tracks all around the yard lead to and from the 
  Arcrus ranch; the goblins came here from the Arcrus 
  ranch and fled back the same way when the scarecrows 
  chased them off. A successful DC 10 Wisdom (Survival) 
  check reveals the tracks of large dogs and a giant toad 
  among the small boot prints left by goblins on foot. 
  
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  9 
   
   
  Faction Assignment: Harpers 
  The Harpers would be very interested to learn that 
  commoners in out-of-the-way places are turning to dark 
  witchery. Members of the Harpers who discover the ritual 
  circle and report it to their superiors earn one renown 
  point. 
  Arcrus Ranch 
   
  A smoldering foundation is all that remains of a large house at 
  the top of a low hill. Corrals spread out to the north and west; 
  the north corral contains a barn and several butchered horses. 
  Several scorched human corpses lie near a bunkhouse to the 
  east.  
   
  The goblins made their first and most ferocious attack of 
  the night at this ranch, burning the main house and killing 
  everything in sight. Lord Agrak personally set the house 
  on fire and burned the ranch hands that fought back. The 
  goblins took the six members of the Arcrus family 
  prisoner. Characters that succeed in a DC 15 Intelligence 
  (Investigation) check note that there are not enough 
  bodies for a home this size, suggesting some may have 
  been captured. 
   In addition to the five dead ranch hands and eight 
  butchered horses, this massacre includes four dead 
  goblins. All are equipped as normal goblins, without any 
  of the heavy-looking armor or crowns of horns that the 
  characters may have heard about. In fact, these goblins 
  were the weakest and slowest participants in this raid; 
  Lord Agrak barely considered them worthy to serve as 
  squires, and he considers their deaths an advantage. 
   Many tracks lead from this ranch to the Callidell 
  homestead and to a secluded cave a few miles to the 
  south (see Upperdark Passage, below). A successful DC 
  10 Wisdom (Survival) check identifies the tracks of large 
  dogs, a giant toad, and an oversized centipede-like 
  creature (Lord Agrak's carrion crawler) among the booted 
  tracks of goblins and human prisoners on foot. 
  Treasure 
  The manor house is burned, but characters examining the 
  ruins find a metal strongbox. Within are a few lumps of 
  silver--jewelry that did not survive the heat--and several 
  small gems. The contents of the strongbox are worth a 
  total of 90 gp. If the characters rescue the Arcrus family 
  and attempt to return these valuables, the Arcruses insist 
  that the characters keep them. 
  Lumbus Farm 
   
  Smoke rises from scorched fields and orchards around a low 
  sod house and a barn with an attached paddock. The barn door 
  is torn partway off its hinges and several holes have been 
  chopped clumsily in the barn at waist level. A goat thrusts its 
  head through a hole in the barn, bleats, and withdraws its head 
  back into the barn. 
   
  This halfling farm was damaged in a separate attack 
  made by the goblins on the same night as the attack on 
  the Arcrus ranch and Callidell homestead. The goblins 
  broke into the house while the halflings slept and killed 
  them before they could effectively fight back. The sod 
  house is a shambles and contains the bodies of nine 
  halflings of various ages. The farm's fields and orchards 
  are still smoldering from when the goblins set them on 
  fire but, with the light drizzle, the fire is in no danger of 
  spreading. 
   During the attack, the youngest Lumbus--a wiry halfling 
  lad named Windon--managed to escape into the barn. 
  Windon is still hiding in the barn with the family's three 
  surviving goats.  
   If the characters enter the barn, the halfling commoner 
  Windon (AC 10, 4 hit points) remains hidden beneath a 
  handcart, assuming that the attackers from the night have 
  come back. Characters with a passive Wisdom 
  (Perception) of 14 or higher spot Windon hiding in the 
  back of the barn, as do any characters that search the 
  barn thoroughly. The three goats (AC 10, 4 hit points) 
  make a show of charging at intruders in the barn, but they 
  are mostly domesticated and do not actually attack 
  (fleeing if attacked first). Windon is frightened if 
  discovered, but he is easily convinced that the characters 
  are not the ferocious goblins from the nighttime attack. 
  Windon explains the following in a rush: 
  • 
  Everyone in the house was asleep when a bunch of 
  goblins burst in and started stabbing them all. 
  • 
  The goblin in charge was tall and thin, with coal 
  black hair and horns all around his head. (Windon 
  waves his finger around his head to indicate a crown 
  of horns.) He had six fingers on each hand. He 
  looked as much like a demon as a goblin! He had on 
  metal armor, like a knight. He pointed at the fields, 
  and fire shot out and started the fields on fire. 
  
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  10 
   
   
  • 
  Two of the other goblins wore metal armor and had 
  spikes in their heads, just like the boss goblin's 
  horns. The other goblins were sneaky and stabby but 
  didn't look like knights. The knight goblins bossed 
  the others around. 
  • 
  In the fight, Windon slipped out of a window and 
  rushed to hide in the barn with the goats. The goblins 
  came and took some of the goats, but Windon hid 
  three of the goats with him, and the goblins didn't no-
  tice them. They haven't left the barn since then. 
  • 
  The Lumbuses have good friends a few miles to the 
  north--the Bitterwoods--who would like to hear about 
  what happened. They would take care of Windon, 
  now that there is no one here to do it. 
  Roleplaying Windon Lumbus 
  Windon is a brave halfling lad. He is only 10 years old, but he was 
  resourceful enough to survive the attack that killed his family. 
  Windon is quick to trust humans and other halflings, but he is 
  shy around other races. He knows a lot about goblins--he loved 
  hearing "ugly goblin" stories at his uncle's knee--and he knows 
  that the goblins that attacked his family show some very unusual 
  traits. 
   
  Quote: "I tell ya wot. If a goblin poked 'is 'ead 'round 'ere, I'd 
  stick 'im good!" 
   
  Tracks all around the yard lead to and from a secluded 
  cave two miles to the south (see the Upperdark Passage, 
  below). A successful DC 10 Wisdom (Survival) check 
  reveals the tracks of large dogs, a giant toad, and an 
  oversized centipede-like creature (Lord Agrak's carrion 
  crawler) among the booted tracks of goblins on foot. 
  XP Award 
  If the characters discover Windon Lumbus and take him 
  to safety (either with his family's friends nearby, or back 
  to The Stop), award each character 25 XP. 
  Little Girls and Blind Goats 
  As the characters travel to the Upperdark Passage, they 
  encounter Elisande and her goat.  
  You see a waif of a girl picking at the mud with a large stick. Her 
  dress is torn and covered in dirt and blood. Her bone thin legs 
  end in uncovered feet. A muddy, black-furred goat with white 
  eyes sits in a puddle near her. She sees you, offers you a wide 
  yellow smile and waves.  
   
  Since leaving the isolated island where she was born two 
  years ago, Elisande has since traveled south and now 
  west with the rest of the Phlan refugees. Traveling where 
  she will, she continues to show up at times of great 
  import, frequently crossing paths with the characters.  
   Upon seeing the characters she runs up and greets 
  them with a big, muddy, hug. 
  "Greetings Outside! Wut ist you doin'? The whispers gettin' 
  looder. Do ya hear? I think dings to soon hebben. Schweschder 
  goat says soon eyes have to do. Then we see real hebbens." The 
  girl offers broad smile and continues. "Oh, almost vergaten. 
  Goat says you need this stick. It special stick. You can hit with it! 
  And it not fall 'part when it left in rain!" She smacks the ground 
  with a smile before offering it. "Anyways, you beter hurry. Fancy 
  man git bored and that bad for personens. If you'se groeien 
  nuff, I see you in a few tendays, deep under the mud." 
   
  Elisande gives the long stick, usable as a quarterstaff, to 
  the most heavily-armored character before running off. 
  The goat waits just a moment, look at the characters with 
  its milky white eyes before shaking its head in a nod and 
  casually following her. 
  Roleplaying Elisande  
  Elisande (CN) is a 13-year old orphan human girl and 
  troublemaker from a disturbing, isolated island village in the 
  Stormy Bay. Her years of malnourishment make her smaller than 
  other children of her age and she is frequently mistaken for a 
  younger age than her 13 years. She is fascinated with outsiders 
  still despite her wanderings. She has few morals and due to her 
  upbringing, no true concept of right or wrong. Elisande was 
  encountered in DDEX1-3 Shadows Over the Moonsea when the 
  characters rescued her and brought her to Phlan. Since then she 
  has reappeared and disappeared with alarming frequency.  
  Roleplaying the Blind Goat  
  The Blind Goat was originally found on the same island as 
  Elisande (also in DDEX1-3 Shadows Over the Moonsea). The black 
  furred goat appears to be totally blind but for some inexplicable 
  reason, seems able to see certain characters which it tends to 
  follow; completely nonplussed by things that would bother a 
  normal animal. It seems especially attracted to those who are 
  "pure of heart." While nonthreatening, most find the goat a bit 
  creepy. 
  
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  11 
   
   
  Upperdark Passage 
  A low cave hidden in a cleft between two scrub-covered 
  hills opens into the Upperdark. The area has long been 
  avoided by locals, although none of them realize the 
  extent of the danger posed by this cave opening. The 
  Skullspike goblins have come and gone from this opening 
  several times, most recently to raid the settlements in the 
  area. 
   Obvious tracks lead from this cave to the Arcrus ranch 
  and to the Lumbus farm. A successful DC 10 Wisdom 
  (Survival) check reveals the tracks of large dogs, a giant 
  toad, and an oversized centipede-like creature (Lord 
  Agrak's carrion crawler) among the booted tracks of 
  goblins on foot. 
   When the characters enter this cave, proceed to Part 2. 
   
  Part 2: The Passage 
  Downward 
  Once the characters have determined where the 
  Skullspike goblins emerged, they can follow the goblin's 
  trail through the Upperdark passages back to their caves.  
  Guard Cavern 
  The entrance to the passages is a wide cleft 20 feet wide 
  and 25 feet deep. The passage exits downward from the 
  far side of this cavern, descending into the earth.  
  General Features 
  This long series of subterranean passages runs for nearly 
  two miles. The passages lead steadily downward at a 
  shallow angle. Although a few side tunnels lead to cave-
  ins or pools formed from water seepage, it is easy to 
  determine the path the goblins took through the 
  Upperdark. The passage varies from eight to fifteen feet 
  wide, and six to twelve feet high. The floor is uneven and, 
  like the walls and ceiling, made of natural stone.  
   Light. The passage is completely dark for its entire 
  length, except for dim light that shines into the Guard 
  Cavern from outdoors (if daytime).  
   Sound. Occasionally dripping water and the scuttling of 
  some subterranean insect or reptile.  
   Smell. Lichen and fungus grow in patches along the 
  passages, providing an earthy aroma. 
  The goblins have not left the entrance undefended. A 
  goblin boss, believing himself to be a "Knight of Graz'zt," 
  remains diligently on guard with his goblin squire. Both 
  sit astride their death dog mounts. The goblins consider 
  themselves to be the most important sentinels in Graz'zt's 
  service. Each has riveted battered pieces of metal to their 
  chain shirt armor to give the appearance of plate armor, 
  although the metal does not provide much increased 
  protection (+1 AC for a total of 18). The goblin boss has 
  had several short, black iron spikes driven into his head 
  to form a gruesome crown. The goblin boss and his 
  mounts are spoiling for a fight and do not retreat from 
  intruders. If the boss falls, however, his squire attempts to 
  flee. 
   
   
   
   
  
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  12 
   
   
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Remove the goblin squire and his death 
  dog mount 
  • 
  Weak party: Replace goblin boss with 1 goblin 
  • 
  Strong party: Replace goblin with 1 goblin boss 
  • 
  Very strong party: Add 1 goblin and 1 death dog 
  Development 
  The goblin boss is too confident of his superiority to deign 
  to answer questions, but his squire is quick to talk to the 
  characters in exchange for his life. Their clan is ruled by 
  Lord Agrak; a mighty goblin and descendant of a powerful 
  demon. As a mark of his demonic heritage, Lord Agrak 
  can shoot fire from his six-fingered hands and possesses 
  a ridge of horns around his head like a crown. Lord Agrak 
  indoctrinates the strongest goblins as "Knights of Graz'zt" 
  and he makes other goblins serve as squires and train 
  powerful monsters to serve as mounts. In homage to their 
  chieftain, the goblin knights pound iron spikes into their 
  heads in the shape of a crown. Lord Agrak is an erratic 
  leader, prone to grand plans that he changes on a whim; 
  his "knights" aren't much more stable, due primarily to 
  the spikes in their heads. Still, the goblins consider their 
  lot substantially improved since Lord Agrak came to lead 
  them several years ago.  
  Treasure 
  The goblin boss wears a bronze torc decorated with 
  moonstones worth 60 gp. 
  Passage End 
  At the passage's end, the path splits into several 
  connecting tunnels around four large caverns. When the 
  characters reach the end of the passage, proceed to Part 
  3. 
   
   
   
   
   
   
   
   
   
   
   
  Madness 
  At the best of times, the Underdark is a bizarre, alien, and 
  inhospitable world, but the influence of the demon lords has 
  transformed it into a domain of madness and chaos. Faerzress 
  acts as a catalyst, spreading the demon lords’ madness 
  throughout the Underdark. 
   
  A creature’s madness level starts at 0. When the creature fails 
  a madness saving throw, its madness level increases by 1, and 
  the creature immediately suffers the level’s effect (as determined 
  by rolling on the Short-Term Madness, Long-Term Madness, or 
  Indefinite Madness table in the Dungeon Master’s Guide, as 
  appropriate). When the effect ends, the creature’s madness level 
  doesn’t change. Any time the creature’s madness level increases, 
  it suffers the effect of the new level. 
      If a creature with level 3 madness fails a madness saving 
  throw, its madness level becomes 1. In this way, characters can 
  potentially accumulate multiple forms of madness. If a character 
  accumulates a form madness that they are already suffering 
  from, reroll until a new result is reached. 
      Bouts of short- and long-term madness can be cured as 
  described in the Dungeon Master’s Guide. Given the demonic 
  source of the madness, remove curse and dispel evil are also 
  effective as cures. A greater restoration spell or more powerful 
  magic is needed to cure indefinite madness and also resets a 
  creature’s madness level to 0. 
   
  In adventures set during Rage of Demons, madness is 
  measured in three levels: 
  Madness Level 
  Level 
  Effect 
  1  
  Short-term madness (lasts 1d10 minutes) 
  2  
  Long-term madness (lasts 1d10 x 10 minutes) 
  3  
  Indefinite madness (lasts until cured) 
  Indefinite Madnesses of Graz’zt 
  Graz'zt influence on the region has manifested itself in the 
  different forms of madness that characters may develop. Upon 
  reaching madness level 3, instead of rolling on the Indefinite 
  Madness table on page 260 of the Dungeon Master's Guide, roll 
  on the following table and the character gains the madness listed 
  below. Have the player note it on his or her character sheet.  
   
  If the roll results in a madness already possessed by the 
  character, reroll until a new result is reached. 
   
  01-20 
  Narcissism: "There is nothing in existence that is more 
  important than me." 
  21-40 
  Megalomania: "Anyone who doesn't do exactly what I 
  say does not deserve to live." 
  41-60 
  Infatuation: "I will not rest until I have made someone 
  else mine, and doing so is more important to me than 
  my own life or the lives of others." 
  61-80 
  Hedonism: "My own pleasure is of paramount 
  importance. Everything else, including social graces, is 
  a triviality." 
  81-100 
  Abomination: "The mores of society are a lie, meant to 
  shackle free thinking people. I will revel in that which 
  others find shocking or disgusting to demonstrate my 
  rebellion." 
   
  
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  13 
   
   
  Part 3: Skullspike Caves  
  The Skullspike clan occupies a series of four connected 
  caves in the Upperdark. The area is well-traveled, as the 
  goblins come and go from their caves frequently on 
  excursions to the surface. 
  General Features 
  The four caves were once natural caverns, but these 
  caverns were expanded and smoothed centuries ago by 
  dwarven settlers who died out or moved on long before 
  the goblins moved in. As a result, the stone floors are 
  fairly level, with only wide nubs to mark where 
  stalagmites were long ago sheared off.  
   Ceilings. The connecting tunnels are all five feet wide 
  and vary in height from six to ten feet. The ceiling in each 
  cave rises to a rough dome about thirty feet above the 
  floor. A few stalactites hang from the ceilings, but none 
  reach closer than twenty feet from the floor. 
   Light. Dim yellow light fills the caves, but not the 
  connecting tunnels. Although goblins can see in the dark, 
  some of their war mounts cannot; as a result, the goblins 
  cultivate a phosphorescent fungus along the walls and 
  ceilings of their caves that gives a dim glow throughout all 
  the caverns. Area 11 is lit with the dim red glow of the 
  burning braziers located there. 
   Sound. The sound of many goblins echoes through the 
  caves, along with the occasional drip of water from 
  stalactites overhead.  
   Smell. The Skullspike goblins do not prioritize 
  sanitation, so the stink of offal from goblins and their war 
  beasts gives the caves an eye-watering stink. 
  Resting in the Skullspike Caves 
  Although wandering groups of goblins prevent the characters 
  from taking an extended rest within the caves or the passages 
  that connect them, the characters can hide out in the stable in 
  area 1a or among the cages in area 7 for enough time to take a 
  short rest, once the occupants of those areas are cleared out. 
  1. Training Cavern 
   
  The center of this wide cavern contains an open space with 
  barrels and ropes marking out racing lanes. A makeshift stable 
  at the northern end is surrounded by a low fence of scrap wood. 
  Rows of foul-smelling mushrooms sprout in the southern end of 
  this cavern.  
  1a. Stable 
  The stable is little more than a shed about 20-feet-square 
  with large doors that latch closed. The stable is 
  constructed of wood lashed with leather thongs; it 
  contains no metal in its construction. The makeshift 
  corral around the stable contains three rust monsters 
  that have thus far proven recalcitrant mounts. If the rust 
  monsters are attacked, hear combat in area 1b, or scent 
  any ferrous metal within 30 feet of the corral (such as 
  adventurers attempting to sneak past), they attempt to 
  break free and attack. Pushing over the fence requires a 
  successful DC 10 Strength (Athletics) check. If a creature 
  within 30 feet of the corral is carrying 10 pounds or more 
  of metal, the rust monsters make this check with 
  advantage. 
   The stable also contains crude leather saddles and 
  reins suitable for a goblin-sized humanoid to ride a variety 
  of mounts. Most of these saddles are currently useless, as 
  they once contained reinforcing metal rivets that the rust 
  monsters have corroded and consumed.  
  1b. Training Yard  
  The Skullspike goblins use the yard to break the beasts 
  that they have captured, in order to train them as mounts. 
  Currently, four goblins are putting a giant toad through 
  its paces. Two of the goblins ride the giant toad, while the 
  other two goblins are rearranging the lanes to 
  accommodate the beast's great bulk. All of these foes 
  attack intruders immediately; although the goblins prefer 
  to attack from a distance, hiding behind barrels for cover, 
  the toad is trained to leap directly into combat and carry 
  its riders along with it. 
  1c. Mushroom Garden  
  Although the goblins do not prefer the taste of the foul-
  smelling mushrooms, they understand the value of a 
  back-up food supply. This garden is only irregularly 
  tended, but the mushrooms are quite fecund. The 
  mushrooms vary in height from one foot to two feet tall, 
  so the adventurers might be able to crawl among the rows 
  and use the mushrooms as cover. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Remove 1 goblin, 2 rust monsters, and the 
  giant toad. 
  • 
  Weak party: Remove 1 goblin and the giant toad. 
  • 
  Strong party: Add 1 giant toad. 
  • 
  Very strong party: Replace the goblins with goblin bosses. 
  
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  14 
   
   
  Faction Assignment: Zhentarim 
  If any of the characters are members of the Zhentarim, 
  they have been tasked with ensuring that at least one rust 
  monster remains alive so it can be recovered at a later 
  date by Zhentarim agents. Zhentarim members must also 
  report back on the rust monsters' location, and should 
  endeavor to ensure the creatures do not wander off (such 
  as by keeping them penned up). Those that do so earn an 
  addition renown point. 
  Damaged Weapons and Armor 
  Some characters may have armor or weapons affected by the rust 
  monsters's rust metal trait. As noted in the creature's stat block, 
  these penalties are permanent. The character may: 
   
  Repaired the Affected Equipment. In order to repair a 
  damaged suit of armor or weapon, the character must spend an 
  amount of downtime equal to the total penalty of all of the 
  character's affected items to be repaired. For example, if, at the 
  end of the fight, a character's weapon has a -3 penalty and the 
  character's plate armor has a modified AC of 13 (-5 penalty), 
  repairing the armor requires 8 total downtime days in addition to 
  appropriate lifestyle costs. Suits of armor and weapons destroyed 
  by the rust monster may not be repaired.  
   
  Replace the Affected Equipment. Alternatively, the character 
  may simply buy a replacement item. However, the damaged 
  equipment is worthless and may not be sold. 
  2. Cliff Face 
   
  This steep wall ascends thirty feet to a wide opening. Knobs of 
  rock and small outcroppings dot the cliff face. The lip of the 
  opening has heaps of crudely mortared stones that resemble a 
  crenellated battlement. A red glow, as of banked coals, 
  illuminates the battlement above. 
   
  From the vantage point atop the cliff, Lord Agrak can look 
  down into Area 1 and Area 3. He rarely chooses to do so, 
  preferring to let his squabbling minions pursue the tasks 
  he sets before them as they see fit, but if the characters 
  are particularly noisy in Area 1, 2, or 3, Lord Agrak 
  prepares for intruders, as described in area 11. 
   Although the cliff looks fairly easy to climb, the rocky 
  knobs and outcroppings are trapped handholds. These 
  convenient-looking handholds are rusty blades protruding 
  from the cliff face and concealed with a thin layer of clay 
  to resemble rock. Noticing this trap requires a successful 
  DC 13 Intelligence (Investigation) check. Attempting to 
  climb the wall using the trapped handholds causes the 
  clay to break away, dealing 4 (1d8) points of slashing 
  damage. Injured creatures must make a DC 11 
  Constitution save, taking 3 (1d6) poison damage on a 
  failed save, or half as much damage on a successful save. 
  Climbing the wall without using the handholds is difficult, 
  requiring a successful DC 15 Strength (Athletics) check. 
   Characters ascending the cliff reach Area 11.  
  XP Award 
  If the characters bypass the trapped handholds, award 
  each character 50 XP. 
  3. Goblin Warrens 
  This cavern contains the living quarters of the rank-and-
  file goblins in the Skullspike clan. These warrens have 
  recently grown quite crowded due to the goblins's natural 
  fecundity and Graz'zt influence in the area.  
   
  This large cavern contains several small ramshackle huts of 
  stacked stones and wood. The shacks are scattered haphazardly 
  throughout the cavern and often crowded together, as though 
  construction has rapidly outpaced planning. A much larger 
  wooden building dominates the center of this cavern. Garish 
  pictures of goblin dancing girls are badly scrawled upon the 
  cavern wall. 
   
  More than a dozen rickety shacks litter the cave. Made of 
  salvaged wood and stacked stones crudely mortared 
  together, these shacks rarely contain more than one 
  room. Each contains 1d3 sleeping pallets and a few 
  valueless trinkets, such as polished finger bones, shiny 
  bits of shell, and plants knotted into interesting shapes. 
  Many shacks are separated by narrow alleys that are 
  spacious by goblin standards but cramped for larger 
  creatures. Several shattered carts and barrels--most 
  broken down for building material--are also scattered 
  around the shacks. 
   Twelve goblins currently inhabit this cavern, but they 
  are all hiding out of fear of the animals currently trapped 
  inside the feast hall at the center of the cavern (Area 4). A 
  passive Perception of 14 or higher notices the hiding 
  goblins, as does a successful DC 14 Wisdom (Perception) 
  check if the characters look around. If confronted, the 
  goblins attack to protect their home. If the goblins notice 
  the characters before being noticed themselves, they 
  remain hidden in the hopes that the characters 
  investigate the feast hall; the opportunistic goblins plan to 
  attack whichever group (the characters or the boars) 
  survives that fight. 
   
  
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  15 
   
   
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Remove 8 goblins. 
  • 
  Weak party: Remove 6 goblins. 
  • 
  Strong party: Add 2 goblins. 
  • 
  Very strong party: Add 6 goblins. 
  4. Feast Hall 
  When the adventurers approach the building at the center 
  of the profusion of shacks, read the following: 
   
  This large, central building is constructed of sturdy sheets of 
  lumber nailed together. The double doors that serve as the 
  building's only entrance are barred from the outside with a long 
  metal beam. Angry grunts and snorts issue from within the 
  building. 
   
  The Skullspike goblins use this large central building as a 
  kitchen and feast hall. The goblins recently subdued two 
  giant boars and brought them to the feast hall, planning 
  to cook them in a celebratory feast for their successful 
  surface raids. One savvy goblin thought to first ask Lord 
  Agrak's permission, in case the chieftain wanted the 
  boars trained as mounts rather than eaten. While the 
  goblins were consulting with Lord Agrak (who ordered 
  the boars to be cooked), the angry beasts awoke and 
  trampled the goblins remaining here. The other goblins 
  hastily barred the door, and now they aren't sure what to 
  do about the creatures. They are terrified that the boars 
  might get loose, but too afraid to inform Lord Agrak or 
  open the doors and confront the irate creatures 
  themselves. 
   The tables, crockery, barrels, and cooking implements 
  within the feast hall have been stomped into pieces by the 
  captive boars. The scattered detritus includes the 
  mangled bodies of the three unfortunate goblins trapped 
  inside with the boars by their kin. The floor is sticky with 
  blood and beer. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party. Replace 2 giant boars with 3 boars 
  • 
  Weak party: Replace one of the giant boars with a normal 
  boar. 
  • 
  Strong Party: Replace 1 giant boar with 4 boars. 
  • 
  Very strong party: Add 1 giant boar. 
  5. Deep Pool 
  A small side cavern ends at a narrow fissure filled with 
  water. This water seeps through the rock here from an 
  underground aquifer. Although the water tastes of metal 
  and rot, it is safe to drink, so the Skullspike goblins get 
  their water from here. A few small, blind fish swim lazily 
  in the water; these fish are quick to dart away from 
  anything that disturbs the water, as they've learned to 
  avoid the grasping hands of hungry goblins. The water in 
  the fissure is about 12 feet deep. At the bottom of the pool 
  lies the skeleton of a luckless goblin that drowned here 
  quite some time ago.  
  Treasure 
  The dead goblin at the bottom of the pool carries two 
  potions of healing in water-tight rusty steel flasks.  
  6. Narrow Tunnel 
  A wide tunnel once connected these caves to the deeper 
  Underdark; this is the path Lord Agrak originally used to 
  travel to these caverns. A minor cave-in collapsed part of 
  the tunnel, rendering it now just barely wide enough for a 
  goblin to squeeze through. While goblins very rarely use 
  this tunnel to report to powerful patrons deeper in the 
  Underdark, it is clear that this passage does not see much 
  use. Exploration of this tunnel is outside the scope of this 
  adventure.  
  7. Prison 
   
  This cavern is split in half by a natural rock wall. The eastern half 
  of the cavern is filled with makeshift metal cages, their inch-
  thick bars about a hands-width apart. Although most cages 
  contain only bones, a few listless humanoids lie within some of 
  the cages, staring vacantly.  
   
  The ten barred cages here are crude but effective; each 
  closes with a simple hasp. Due to a large metal plate 
  around the hasp, the hasp can't be unlatched from within 
  the cage except with a rod or tool at least a foot long. 
   The Skullspike goblins keep their few prisoners here. 
  Before Lord Agrak came, the goblins tended to neglect 
  their prisoners until they died from malnourishment, 
  although some prisoners died in horrid goblin games like 
  "Most Blood" or "Deepest Stab." 
  
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  16 
   
   
   Just after Lord Agrak arrived and seized control of this 
  goblin clan, he was visited by an old friend, an incubus 
  named Mardivec Gentlecut. Unlike many incubi, Mardivec 
  prefers his natural, devilish form and only rarely assumes 
  an alternate form. Mardivec enjoyed watching the 
  madness spread amongst the Skullspike goblins, so he 
  decided to move into the caverns permanently, along with 
  his servant, a dretch named Noisome. 
   Humanoid skeletons remain in many of the cages 
  because Mardivec has been unable to compel Noisome to 
  perform the necessary labor to dispose of them. Despite 
  Noisome's lack of domestic skills, Mardivec's quarters are 
  the most comfortable in the complex. Silk sheets, ample 
  pillows, and a wide selection of intoxicants can be found 
  within.  
   Characters that are affected by Mardivec's draining kiss 
  must succeed on an immediate DC 8 Wisdom saving 
  throw or gain 1 level of madness. Those that fail are 
  overwhelmed by the stench of flesh being burnt by white-
  hot pokers. 
  Development 
  Eight prisoners currently languish in the cages. Two of 
  these have been here for weeks and have had their minds 
  thoroughly broken by Lord Agrak's abuses. The other six 
  are members of the Arcrus family, who were brought here 
  after the raid on their ranch. The goblins has been 
  unpleasantly descriptive about how the prisoners will be 
  used to slake Lord Agrak's erratic cruelties, so they are 
  desperate for release and are effusively grateful to 
  characters that free them. If led to the passage to the 
  surface, they can return to their lands on their own.  
   If Mardivec is captured, he rakishly plays the smug 
  captive who always seems like he knows something he 
  isn't telling. Beyond the layout of caves however his useful 
  information is limited and he simply hopes to be kept 
  alive long enough to escape. He does know that he is one 
  of many fiends that have been drawn here against their 
  will from Azzagrat (the lair of Graz'zt) and teases this 
  information if he thinks it might buy him more time.  
  Treasure 
  The prisoners's possessions are held in a sack on a small 
  table. Inside, the characters find a gold necklace worth 
  120 gp and a silver circlet worth 75 gp, both of which he 
  recovered from the long-dead prisoners here. One of 
  caged skeletons wears a fine ring worth 55 gp. If freed, 
  the prisoners insist that the characters keep the treasure 
  in exchange for their freedom, but are somewhat relieved 
  if the characters refuse. 
  XP Award 
  If the characters rescue the Arcrus family, award each 
  character 25 XP. 
  Faction Assignment: Lord’s Alliance 
  Although the Arcrus house and livestock were destroyed, 
  they remain wealthy and influential landowners. 
  Members of the Lord's Alliance that suggest that the 
  Arcruses join with their faction find a receptive audience 
  and earn one renown point. 
  8. Smithy 
   
  The western half of this chamber is unpleasantly warm and 
  contains a few low walls around a crude forge. Piles of metal 
  items, from rain gutters to serving platters, are stacked near the 
  forge. Several goblin-sized mannequins stand nearby, dressed in 
  armor hung with battered plates of salvaged metal. All but one 
  of the mannequins are clad in this ersatz plate armor; the last 
  wears a complete and nearly pristine suit of actual plate armor, 
  sized for a small dwarf or a large halfling.  
   
  This smithy is where the most talented goblin crafters 
  make the armor worn by the "Knights of Graz'zt" in Lord 
  Agrak's service. As the characters have already noticed, 
  this armor is merely scrap metal plates hung atop the 
  chain shirt that the goblin bosses already wear. 
   A few weeks ago, goblin raiders brought the two goblin 
  bosses laboring here a number of suits of heavy dwarven 
  armor (complete with the rotting corpses of a dead 
  dwarves still strapped into them). The goblins originally 
  intended to reshape the armor for Lord Agrak's personal 
  use but, struck with mad inspiration, they instead labored 
  to make the plate armor an independent servant of the 
  goblin. The goblins have recently completed their work, 
  and have created four animated armors from the 
  scavenged equipment. The animated armors wield 
  blacksmith hammers (dealing normal damage). If a 
  helmed horror is encountered here (see Adjusting the 
  Encounter, below), it does not use a shield and instead 
  fights with a blacksmith's hammer instead of a longsword 
  (AC 18; deals bludgeoning damage instead of slashing 
  damage). Replace the helmed horror's longsword attack 
  with the following attack: 
   
  Blacksmith's Hammer. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 
  (1d10 + 4) bludgeoning damage if used with two hands. 
  
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  Treasure 
  A tarnished silver platter worth 45 gp sits amid the scrap 
  metal slated to be turned into armor plates. A successful 
  DC 13 Wisdom (Perception) check is required to spot the 
  valuable platter amid the junk. Note that fighting the plate 
  mail animated armor, destroys the armor and renders it 
  useless.  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Remove 3 animated armor and goblin 
  bosses; add 2 goblins 
  • 
  Weak party: Remove 2 animated armor and 1 goblin boss 
  • 
  Strong party: Replace 4 animated armor with 1 helmed hor-
  ror and replace goblin bosses with goblins 
  • 
  Very strong party: Replace 4 animated armor with 1 helmed 
  horror 
  9. Knight Barracks 
   
  An opening in the cave wall leads to a passage that runs east 
  and west. Several small cots litter the room, along with a few 
  sturdy-looking chests. The wall opposite the entrance bears an 
  oversized handprint with five fingers and a thumb, daubed in 
  thick black paint.  
   
  Although this area was once part of the connecting 
  tunnels around the cave, it has collapsed on both ends, 
  leaving a long, narrow room. The "Knights of Graz'zt" in 
  the Skullspike clan have claimed this defensible room as 
  their barracks. This room is rarely occupied, as the 
  goblins that sleep here are so often elsewhere on raids or 
  performing other services for Lord Agrak. Scattered 
  around are piles of badly tanned furs and garish pillows 
  mad of various humanoid scalps. Bottles of wine are piled 
  to one side, booty from one of their many raids. 
   The goblins have prepared a flame gout trap here, 
  filled with alchemist's fire and grain alcohol, in order to 
  protect their valuables from light-fingered squires. A 
  successful DC 15 Wisdom (Perception) check identifies 
  scorch marks on the walls and floor outside of this room 
  that hint at the trap's effect. The trap is triggered by a 
  pressure plate in the floor at the entry to this room; 
  placing at least 20 pounds of pressure on the pressure 
  plate activates the trap. A successful DC 13 Intelligence 
  (Investigation) check identifies the pressure plate by its 
  uneven wear, as the goblins that bunk here step over the 
  pressure plate to avoid triggering the trap. The painted 
  handprint on the wall opposite the entrance conceals 
  nozzles that gout fire in a 30-foot cone toward the entry to 
  this room and into the cave beyond. Each creature in the 
  cone must succeed on a DC 11 Dexterity saving throw, 
  taking 11 (2d10) fire damage on a failed save, or half as 
  much damage on a successful save. 
   All of the Skullspike goblins are aware of the trap, as 
  they've seen it kill a few unlucky thieves from time to 
  time, but they are not aware that a pressure plate triggers 
  it, or where the pressure plate is located.  
  Adjusting the Encounter 
  Here are recommendations for adjusting this trap encounter. 
  These are not cumulative. 
  • 
  Very weak or weak party: Reduce the flame gout trap's dam-
  age to 5 (1d10) fire damage on a failed save. 
  • 
  Strong or very strong party: On a failed save, characters to 
  continue to burn for 2 (1d4) fire damage per round until 
  they douse the flames with a successful DC 11 Dexterity sav-
  ing throw. Smothering the flames with water or a blanket 
  gives the victim advantage on the saving throw. 
  Treasure 
  Although most of the bedding and personal effects here 
  are valueless, the chests in this room contain an elegant 
  ivory drinking horn worth 55 gp, two vials of alchemist's 
  fire, and a stout wooden stick capped with silver. This 
  latter item is a wand of the war mage +1; the goblins that 
  stored it here aren't aware it is a magic item.  
  XP Award 
  If the characters bypass or disarm the flame gout trap, 
  award each character 50 XP. 
  10. Carrion Crawler Stable 
   
  This cavern ascends in a series of wide, shallow stairs. A large 
  kennel or stable stands against the west wall. Although 
  constructed of thick wood, some sort of viscous slime seeps 
  from the cracks between the boards, dripping down the exterior 
  and warping the wood. The stench of rotten meat emanates 
  from the stable. 
   
  This area is normally used to stable Vellicatus, Lord 
  Agrak's mount, while he is sleeping. Other than a 
  thoroughly chewed upon corpse, the stable is currently 
  empty. Disturbingly, a cloth doll with stringy yellow yarn 
  hair is clutched in the corpses arm. 
  
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  11. Lord Agrak’s Chamber 
  When the adventurers reach this area, read the following: 
   
  The southern half of this cavern has a smooth stone floor. 
  Several braziers burning low provide an ominous red light 
  throughout this area. To the east stands a squat blockhouse 
  made of old stone, its windows hung with rugs and furs. To the 
  south, a wide balcony looks out over the caves below, its 
  crenellated battlements only two feet high on this side.  
   
  Lord Agrak spends much of his time here lost in his 
  megalomaniacal madness. Vellicatus, his favored carrion 
  crawler mount, relaxes here like a grotesque, oversized 
  cat. A long pipe and a sizable pouch of tabac are on a 
  small table next to a half-empty bottle of rum. 
   If Lord Agrak is not aware of intruders in his caverns, 
  he is likely to be here (90%), scheming about how to lead 
  his "knights" to greater victories or plotting carnal 
  conquests of his goblin minions or his prisoners.  
   If the characters have been particularly overt about 
  their assault on the Skullspike caverns, Lord Agrak 
  prepares to confront them here. If there is no sign of the 
  intruders after a few hours, he searches them out, riding 
  his carrion crawler mount throughout the Skullspike 
  caverns. If he cannot find the intruders, he assumes 
  they've fled and he returns here. 
   Characters that succumb to Agrak's fiendish charm 
  must succeed on a DC 8 Wisdom saving throw or gain 1 
  level of madness. Those that fail experience the feeling of 
  iron spikes driven into their skulls. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Replace Lord Agrak with a goblin boss that 
  has Lord Agrak's fire ray action and replace carrion crawler 
  with a giant toad 
  • 
  Weak party: Remove carrion crawler 
  • 
  Strong party: Replace carrion crawler with 2 giant toads 
  • 
  Very strong party: Add four goblin bosses 
  Agrak’s Quarters 
  Hugging the eastern wall of the chamber is a sturdy stone 
  blockhouse; a remnant of the dwarves that originally 
  resided here. Although its builders are long dead, the 
  blockhouse remains in excellent condition. Lord Agrak 
  took over this blockhouse when he came to the goblin 
  tribe, and he has personalized it with ratty rugs, furs, and 
  crude demonic symbols.  
   The blockhouse interior contains two rooms: a 
  bedroom heaped with stained rugs and a simple shrine 
  with a smoldering brazier atop a small altar. 
   Lord Agrak spends little time here, preferring to train 
  and pray outside in the main chamber. If the caverns are 
  not on alert, there is a 10% chance that the characters 
  find Lord Agrak resting here. 
  Development 
  If Lord Agrak is taken alive, his megalomania is clear. He 
  rants about how his father will soon march from the 
  depths with his army of fire giants and demons and lay 
  waste to all who do not both to his whim. Soon the Dark 
  Prince will rise and his servants will revel in fiendish 
  pleasures that simple mortals cannot imagine!  
  Treasure 
  Amid the badly stained rugs in the bedroom lie several 
  pieces of jewelry; these are gifts that Lord Agrak 
  sometimes promises, but never delivers, to his consorts. 
  The treasures include a platinum charm bracelet worth 
  50 gp, a gem-encrusted brooch worth 180 gp, and two 
  silver rings worth 20 gp each.  
   
  Conclusion 
  The Skullspike goblins remain a threat so long as Lord 
  Agrak leads them. Once Lord Agrak is defeated, the 
  remaining Skullspike goblins scatter over the course of 
  the next few days, striking out on their own or in small 
  groups. Goblins indoctrinated as "knights of Graz'zt" lose 
  much of their fervor. 
   If the characters report their success to Glenna 
  Moonsmith, she expresses surprise that so many goblins 
  were so near to civilization, as well as undisguised 
  pleasure that the adventurers have put a stop to the 
  menace. 
   If rescued, the Arcrus family and the halfling Windon 
  Lumbus know that they have the characters to thank and 
  express their appreciation as best they can. 
  Treasure 
  Upon successfully completing their task, Glenna gives the 
  characters their promised reward. If she gave the 
  characters an advance on their payment, the outstanding 
  balance is a silver trade bar worth 25gp. Otherwise, it is 
  two silver trade bars worth 25gp each. 
   
   
  
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  19 
   
   
  Rewards 
  Make sure the players note their rewards on their 
  adventure log sheets. Give your name and DCI number (if 
  applicable) so players can record who ran the session. If 
  you are playing all of the missions as a single adventure, 
  or playing multiple missions in one session, you can wait 
  and give the rewards for all missions played at the end of 
  the session. 
  Experience 
  Total up all combat experience earned for defeated foes, 
  and divide by the number of characters present in the 
  combat. For non-combat experience, the rewards listed 
  are per character. Give all characters in the party non-
  combat experience awards unless otherwise noted. 
  Combat Awards  
  Name of Foe  
   
   
  XP per Foe  
  Scarecrow  
   
   
  200 
  Goblin 
   
   
   
  50 
  Death dog 
   
    
  200 
  Goblin boss 
   
    
  200 
  Giant boar 
   
   
  450 
  Boar 
   
   
   
  50 
  Rust monster 
   
   
  100 
  Giant frog  
   
   
  50 
  Dretch 
   
   
   
  50 
  Incubus  
   
   
  1,100 
  Animated armor 
   
   
  200 
  Helmed horror 
   
   
  1,100 
  Giant toad 
   
   
  200 
  Carrion crawler 
   
   
  450 
  Lord Agrak 
   
   
  1,100 
  Non-Combat Awards  
  Task or Accomplishment 
   
  XP per Character  
  Rescued Windon Lumbus 
   
  25 
  Rescued the Arcrus family 
   
  25 
  Bypassed the trapped handholds 
  50 
  Bypassed or disabled the flame trap 
  50 
  The minimum total award for each character 
  participating in this adventure is 900 experience points. 
   The maximum total award for each character 
  participating in this adventure is 1,200 experience 
  points. 
  Treasure 
  The characters receive the following treasure, divided up 
  amongst the party. Characters should attempt to divide 
  treasure evenly whenever possible. Gold piece values 
  listed for sellable gear are calculated at their selling price, 
  not their purchase price.  
   Consumable magic items should be divided up 
  however the group sees fit. If more than one character is 
  interested in a specific consumable magic item, the DM 
  can determine who gets it randomly should the group be 
  unable to decide.  
   Permanent magic items are divided up according to a 
  system set forth in the sidebar. 
  Treasure Awards  
  Item Name  
   
   
  GP Value  
  Glenna's reward 
   
   
  50 
  Arcrus family jewelry 
   
  90 
  Bronze torc 
   
   
  60 
  Prisoners's valuables 
   
  250 
  Silver platter 
   
   
  45 
  Ivory drinking horn  
   
  55 
  Treasure from Lord Agrak's Quarters 
  250 
  Alchemist’s Fire 
  A description of this item can be found in the basic rules 
  or the Player’s Handbook. 
  Potion of Healing 
  Potion, uncommon 
  A description of this item can be found in the basic rules 
  or the Player’s Handbook. 
  Wand of the War Mage +1 
  Wondrous item, uncommon 
  Crafted of sturdy beech wood, this rather stout wand 
  sports arcane runes etched in silver along its length and 
  solid silver orbs capping each end. A description for this 
  item can be found in the Dungeon Master’s Guide. 
   
   
   
   
   
   
   
   
   
  
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  20 
   
   
  Permanent Magic Item Distribution 
  D&D Adventurers League has a system in place to determine 
  who is awarded permanent magic items at the end of a session. 
  Each character's logsheet contains a column to record 
  permanent magic items for ease of reference.  
  • 
  If all the players at the table agree on one character taking 
  possession of a permanent magic item, that character gets 
  the item. 
  • 
  In the event that one or more characters indicate an interest 
  in possessing a permanent magic item, the character that 
  possesses the fewest permanent magic item gets the item. 
  If there is a tie in the total number of permanent magic 
  items owned by contesting characters, the item's owner is 
  determined randomly by the DM. 
  Renown 
  All faction members earn one renown point for 
  participating in this adventure. 
   
  Harper characters earn one renown point for reporting 
  evidence of the Callidells' hedge-witchcraft; the Harpers 
  would want to know that such vile magic is being used in 
  out-of-the-way places. 
   
  Lord's Alliance characters earn one renown point for 
  rescuing the Arcrus family from the goblins and 
  suggesting that the Arcruses combine their wealth and 
  influence with the Lord's Alliance. 
  Zhentarim characters earn one renown point for 
  successfully capturing a rust monster. 
  Downtime 
  Each character receives ten downtime days at the 
  conclusion of this adventure. 
  DM Rewards 
  You receive 200 XP, 100 gp, and ten downtime days for 
  running this session. 
   
   
   
  
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  21 
   
   
  Appendix: Monster/NPC 
  Statistics 
  Scarecrow 
  Medium construct, chaotic evil 
    
  Armor Class 11 
  Hit Points 36 (8d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  13 (+1) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
  13 (+1) 
   
  Damage Vulnerabilities fire 
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned, unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands the languages of its creator but can’t 
  speak 
  Challenge 1 (200 XP) 
    
  False Appearance. While the scarecrow remains motionless, it is 
  indistinguishable from an ordinary, inanimate scarecrow. 
  Actions 
  Multiattack. The scarecrow makes two claw attacks. 
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  6 (2d4 + 1) slashing damage. If the target is a creature, it must 
  succeed on a DC 11 Wisdom saving throw or be frightened until 
  the end of the scarecrow’s next turn. 
  Terrifying Glare. The scarecrow targets one creature it can see 
  within 30 feet of it. If the target can see the scarecrow, the target 
  must succeed on a DC 11 Wisdom saving throw or be magically 
  frightened until the end of the scarecrow’s next turn. The 
  frightened target is paralyzed. 
  Goblin 
  Small humanoid (goblinoid), neutral evil 
   
  Armor Class 15 (leather armor, shield) 
  Hit Points 7 (2d6) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (−1) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  8 (−1) 
  8 (−1) 
    
  Skills Stealth +6 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Goblin 
  Challenge 1/4 (50 XP) 
    
  Nimble Escape. The goblin can take the Disengage or Hide action 
  as a bonus action on each of its turns. 
  Actions 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
   
  Goblin Boss 
  Small humanoid (goblinoid), neutral evil 
    
  Armor Class 17 (chain shirt, shield) 
  Hit Points 21 (6d6) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  8 (−1) 
  10 (+0) 
    
  Skills Stealth +6 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Goblin 
  Challenge 1 (200 XP) 
    
  Nimble Escape. The goblin can take the Disengage or Hide action 
  as a bonus action on each of its turns. 
  Actions 
  Multiattack. The goblin makes two attacks with its scimitar. The 
  second attack has disadvantage. 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Reactions 
  Redirect Attack. When a creature the goblin can see targets it 
  with an attack, the goblin chooses another goblin within 5 feet of 
  it. The two goblins swap places, and the chosen goblin becomes 
  the target instead. 
   
  
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  22 
   
   
  Death Dog 
  Medium monstrosity, neutral evil 
    
  Armor Class 12 
  Hit Points 39 (6d8 + 12) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  14 (+2) 
  3 (−4) 
  13 (+1) 
  6 (−2) 
    
  Skills Perception +5, Stealth +4 
  Senses darkvision 120 ft., passive Perception 15 
  Languages — 
  Challenge 1 (200 XP) 
    
  Two-Headed. The dog has advantage on Wisdom (Perception) 
  checks and on saving throws against being blinded, charmed, 
  deafened, frightened, stunned, or knocked unconscious. 
  Actions 
  Multiattack. The dog makes two bite attacks. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 
  (1d6 + 2) piercing damage. If the target is a creature, it must 
  succeed on a DC 12 Constitution saving throw against disease or 
  become poisoned until the disease is cured. Every 24 hours that 
  elapse, the creature must repeat the saving throw, reducing its 
  hit point maximum by 5 (1d10) on a failure. This reduction lasts 
  until the disease is cured. The creature dies if the disease 
  reduces its hit point maximum to 0. 
   
  Rust Monster 
  Medium monstrosity, unaligned 
    
  Armor Class 14 (natural armor) 
  Hit Points 27 (5d8 + 5) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  12 (+1) 
  13 (+1) 
  2 (−4) 
  13 (+1) 
  6 (−2) 
    
  Senses darkvision 60 ft., passive Perception 11 
  Languages — 
  Challenge 1/2 (100 XP) 
    
  Iron Scent. The rust monster can pinpoint, by scent, the location 
  of ferrous metal within 30 feet of it. 
  Rust Metal. Any nonmagical weapon made of metal that hits the 
  rust monster corrodes. After dealing damage, the weapon takes a 
  permanent and cumulative −1 penalty to damage rolls. If its 
  penalty drops to −5, the weapon is destroyed. Nonmagical 
  ammunition made of metal that hits the rust monster is 
  destroyed after dealing damage. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 
  (1d8 + 1) piercing damage. 
  Antennae. The rust monster corrodes a nonmagical ferrous 
  metal object it can see within 5 feet of it. If the object isn’t being 
  worn or carried, the touch destroys a 1-foot cube of it. If the 
  object is being worn or carried by a creature, the creature can 
  make a DC 11 Dexterity saving throw to avoid the rust monster’s 
  touch. 
   If the object touched is either metal armor or a metal shield 
  being worn or carried, its takes a permanent and cumulative −1 
  penalty to the AC it offers. Armor reduced to an AC of 10 or a 
  shield that drops to a +0 bonus is destroyed. If the object 
  touched is a held metal weapon, it rusts as described in the Rust 
  Metal trait. 
   
  Giant Toad 
  Large beast, unaligned 
    
  Armor Class 11 
  Hit Points 39 (6d10 + 6) 
  Speed 20 ft., swim 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  13 (+1) 
  13 (+1) 
  2 (−4) 
  10 (+0) 
  3 (−4) 
    
  Senses darkvision 30 ft., passive Perception 10 
  Languages — 
  Challenge 1 (200 XP) 
    
  Amphibious. The toad can breathe air and water. 
  Standing Leap. The toad’s long jump is up to 20 feet and its high 
  jump is up to 10 feet, with or without a running start. 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 
  (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and 
  the target is grappled (escape DC 13). Until this grapple ends, 
  the target is restrained, and the toad can’t bite another target. 
  Swallow. The toad makes one bite attack against a Medium or 
  smaller target it is grappling. If the attack hits, the target is 
  swallowed, and the grapple ends. The swallowed target is blinded 
  and restrained, it has total cover against attacks and other effects 
  outside the toad, and it takes 10 (3d6) acid damage at the start of 
  each of the toad’s turns. The toad can have only one target 
  swallowed at a time. 
   If the toad dies, a swallowed creature is no longer restrained by 
  it and can escape from the corpse using 5 feet of movement, 
  exiting prone. 
   
  
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  23 
   
   
  Boar 
  Medium beast, unaligned 
    
  Armor Class 11 (natural armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  11 (+0) 
  12 (+1) 
  2 (−4) 
  9 (−1) 
  5 (−3) 
    
  Senses passive Perception 9 
  Languages — 
  Challenge 1/4 (50 XP) 
    
  Charge. If the boar moves at least 20 feet straight toward a target 
  and then hits it with a tusk attack on the same turn, the target 
  takes an extra 3 (1d6) slashing damage. If the target is a creature, 
  it must succeed on a DC 11 Strength saving throw or be knocked 
  prone. 
  Relentless (Recharges after a Short or Long Rest). If the boar takes 
  7 damage or less that would reduce it to 0 hit points, it is 
  reduced to 1 hit point instead. 
  Actions 
  Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  4 (1d6 + 1) slashing damage. 
   
  Giant Boar 
  Large beast, unaligned 
    
  Armor Class 12 (natural armor) 
  Hit Points 42 (5d10 + 15) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  10 (+0) 
  16 (+3) 
  2 (−4) 
  7 (−2) 
  5 (−3) 
    
  Senses passive Perception 8 
  Languages — 
  Challenge 2 (450 XP) 
    
  Charge. If the boar moves at least 20 feet straight toward a target 
  and then hits it with a tusk attack on the same turn, the target 
  takes an extra 7 (2d6) slashing damage. If the target is a creature, 
  it must succeed on a DC 13 Strength saving throw or be knocked 
  prone. 
  Relentless (Recharges after a Short or Long Rest). If the boar takes 
  10 damage or less that would reduce it to 0 hit points, it is 
  reduced to 1 hit point instead. 
  Actions 
  Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) slashing damage. 
   
  Incubus 
  Medium fiend (shapechanger), neutral evil 
    
  Armor Class 15 (natural armor) 
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft., fly 60 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (−1) 
  17 (+3) 
  13 (+1) 
  15 (+2) 
  12 (+1) 
  20 (+5) 
   
  Skills Deception +9, Insight +5, Perception +5, Persuasion +9, 
  Stealth +7 
  Damage Resistances cold, fire, lightning, poison; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Abyssal, Common, Infernal, telepathy 60 ft. 
  Challenge 4 (1,100 XP) 
    
  Telepathic Bond. The fiend ignores the range restriction on its 
  telepathy when communicating with a creature it has charmed. 
  The two don’t even need to be on the same plane of existence. 
  Shapechanger. The fiend can use its action to polymorph into a 
  Small or Medium humanoid, or back into its true form. Without 
  wings, the fiend loses its flying speed. Other than its size and 
  speed, its statistics are the same in each form. Any equipment it 
  is wearing or carrying isn’t transformed. It reverts to its true form 
  if it dies. 
  Actions 
  Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) slashing damage. 
  Charm. One humanoid the fiend can see within 30 feet of it must 
  succeed on a DC 15 Wisdom saving throw or be magically 
  charmed for 1 day. The charmed target obeys the fiend’s verbal 
  or telepathic commands. If the target suffers any harm or 
  receives a suicidal command, it can repeat the saving throw, 
  ending the effect on a success. If the target successfully saves 
  against the effect, or if the effect on it ends, the target is immune 
  to this fiend’s Charm for the next 24 hours. 
   The fiend can have only one target charmed at a time. If it 
  charms another, the effect on the previous target ends. 
  Draining Kiss. The fiend kisses a creature charmed by it or a 
  willing creature. The target must make a DC 15 Constitution 
  saving throw against this magic, taking 32 (5d10 + 5) psychic 
  damage on a failed save, or half as much damage on a successful 
  one. The target’s hit point maximum is reduced by an amount 
  equal to the damage taken. This reduction lasts until the target 
  finishes a long rest. The target dies if this effect reduces its hit 
  point maximum to 0. 
  Etherealness. The fiend magically enters the Ethereal Plane from 
  the Material Plane, or vice versa. 
   
  
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  24 
   
   
  Dretch 
  Small fiend (demon), chaotic evil 
    
  Armor Class 11 (natural armor) 
  Hit Points 18 (4d6 + 4) 
  Speed 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  11 (+0) 
  12 (+1) 
  5 (−3) 
  8 (−1) 
  3 (−4) 
    
  Damage Resistances cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Abyssal, telepathy 60 ft. (works only with creatures 
  that understand Abyssal) 
  Challenge 1/4 (50 XP) 
    
  Actions 
  Multiattack. The dretch makes two attacks: one with its bite and 
  one with its claws. 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 
  (1d6) piercing damage. 
  Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 
  5 (2d4) slashing damage. 
  Fetid Cloud (1/Day). A 10-foot radius of disgusting green gas 
  extends out from the dretch. The gas spreads around corners, 
  and its area is lightly obscured. It lasts for 1 minute or until a 
  strong wind disperses it. Any creature that starts its turn in that 
  area must succeed on a DC 11 Constitution saving throw or be 
  poisoned until the start of its next turn. While poisoned in this 
  way, the target can take either an action or a bonus action on its 
  turn, not both, and can’t take reactions. 
   
  Animated Armor 
  Medium construct, unaligned 
    
  Armor Class 18 (natural armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 25 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  11 (+0) 
  13 (+1) 
  1 (−5) 
  3 (−4) 
  1 (−5) 
    
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 6 
  Languages — 
  Challenge 1 (200 XP) 
    
  Antimagic Susceptibility. The armor is incapacitated while in the 
  area of an antimagic field. If targeted by dispel magic, the armor 
  must succeed on a Constitution saving throw against the caster’s 
  spell save DC or fall unconscious for 1 minute. 
  False Appearance. While the armor remains motionless, it is 
  indistinguishable from a normal suit of armor. 
  Actions 
  Multiattack. The armor makes two melee attacks. 
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  5 (1d6 + 2) bludgeoning damage. 
   
  Helmed Horror 
  Medium construct, neutral 
    
  Armor Class 20 (plate, shield) 
  Hit Points 60 (8d8 + 24) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  16 (+3) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Skills Perception +4 
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons that aren’t adamantine 
  Damage Immunities force, necrotic, poison 
  Condition Immunities blinded, charmed, deafened, frightened, 
  paralyzed, petrified, poisoned, stunned 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 14 
  Languages understands the languages of its creator but can’t 
  speak 
  Challenge 4 (1,100 XP) 
  Magic Resistance. The helmed horror has advantage on saving 
  throws against spells and other magical effects. 
  Spell Immunity. The helmed horror is immune to three spells 
  chosen by its creator. Typical immunities include fireball, heat 
  metal, and lightning bolt. 
  Actions 
  Multiattack. The helmed horror makes two longsword attacks. 
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing 
  damage if used with two hands. 
   
  
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  25 
   
   
  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. 
   
  Lord Agrak 
  Medium fiend, lawful evil 
    
  Armor Class 17 (studded leather, shield) 
  Hit Points 60 (11d6 + 18) 
  Speed 30 ft., fly 60 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+4\2) 16 (+3) 
  14 (+2) 
  12 (+1) 
  12 (+1) 
  16 (+3) 
   
  Saving Throws Str +6, Con +5, Int +4, Cha +6 
  Skills Deception +6, Intimidation +6, Perception +4, Stealth +6 
  Damage Resistances cold, fire, lightning, poison; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Abyssal, Common, Goblin, Infernal 
  Challenge 4 (1,100 XP) 
    
  Nimble Escape. Lord Agrak can take the Disengage or Hide 
  action as a bonus action on each of its turns. 
  Fiendish Blessing. The AC of Lord Agrak includes its Charisma 
  bonus. 
  Innate Spellcasting. Lord Agrak’s spellcasting ability is Charisma 
  (spell save DC 14). He can innately cast the following spells, 
  requiring no material components: 
  3/day each: alter self, command, detect magic 
   
   
  Actions 
  Multiattack. Lord Agrak makes two melee attacks. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage plus 3 (1d6) fire damage. 
  Fire Ray. Ranged Spell Attack: +5 to hit, range 120 ft., one target. 
  Hit: 10 (3d6) fire damage. 
  Fiendish Charm. One humanoid Lord Agrak can see within 30 
  feet of it must succeed on a DC 14 Wisdom saving throw or be 
  magically charmed for 1 day. The charmed target obeys Lord 
  Agrak's spoken commands. If the target suffers any harm from 
  Lord Agrak or another creature or receives a suicidal command 
  from Lord Agrak, the target can repeat the saving throw, ending 
  the effect on itself on a success. If a target's saving throw is 
  successful, or if the effect ends for it, the creature is immune to 
  Lord Agrak's Fiendish Charm for the next 24 hours. 
  Reactions 
  Redirect Attack. When a creature Lord Agrak can see targets him 
  with an attack, he chooses another ally within 5 feet of him. Lord 
  Agrak and the ally swap places, and the chosen ally becomes the 
  target instead. 
   
   
  
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  26 
   
   
  DM Appendix: NPC 
  Summary 
  This section is provided to the Dungeon Master to help 
  keep track of the various NPCs present in the adventure.  
   
  Glenna Moonsmith (GLEN-nuh MOON-smith). Female 
  dwarf. Proprietor of the Plodding Plow inn and tavern in 
  The Stop. 
   
  Ymmeline (IMM-muh-lean). Female human Zhentarim 
  agent. Provides a mission for Zhentarim characters in 
  The Stop. 
   
  Arcrus Family (ARK-rus). Human family. Wealthy 
  ranchers in the region south of The Stop. 
   
  Windon Lumbus (WIN-dun LUM-bus). Young male 
  halfling farmer. Sole survivor of a goblin attack on his 
  family farm. 
   
  Lord Agrak (AG-rak). Male goblin cambion. Spawn of 
  the demon prince Graz'zt and chieftain of the Skullspike 
  tribe.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  27 
   
   
  Map: Skullspike Caves 
   
   
   
   
  
   
  Quelling the Horde 
   
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  28 
   
  Results Code: November-December 2015 
  If you are DMing this adventure during the months of November or December 2015, please show your players this page. 
  The QR code below can be scanned, and will allow them to give feedback and results on the adventure to influence the 
  storyline in the future! 
   
  If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter their 
  results.  
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S03 - Rage of Demons/DDEX3-10 Quelling the Horde.pdf