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  Hillsfar Coordinator: Cindy Moore
  Editing and Layout: Encoded Designs
  Organized Play: Chris Lindsay 
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  THE RED 
  HERRING
  CHRIS SNIEZAK, MARK KNAPIK, MARK 
  MERIDA, & WAYNE CHANG
  Adventure Designers
  Adventure Code: HILL02-02
  Optimized For: APL 8
  The Mage’s Guild has been implicated in a recent attack on a visiting 
  dignitary from the Red Wizards. To what extent are they involved? Is 
  there still a threat? The Mages have pledged their cooperation in your 
  investigation, but are they sincere? Try to find the answers to these difficult 
  questions and earn the respect of some powerful allies in the city of Hillsfar.
  A four-hour adventure for 5th - 10th level characters
  
  2
  Adjusting This Adventure                 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters of 
  higher or lower levels, and characters that are otherwise 
  a bit more powerful than the adventure is optimized for. 
  You’re not bound to these adjustments; they’re here for 
  your convenience.
   
  To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less down). 
  This is the group’s APL. To approximate the party 
  strength for the adventure, consult the following table. 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a particular 
  recommendation is not offered or appropriate for your 
  group, you don’t have to make adjustments. 
  Before Play at the Table                   
  Before you start play, consider the following:
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way you’d 
  like to portray an NPC or a tactic you’d like to use 
  in a combat. Become familiar with the adventure’s 
  appendices and handouts. 
  • Gather any resources you’d like to use to aid you in 
  running this adventure--such as notecards, a DM 
  screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, and 
  level; passive Wisdom (Perception), and anything 
  specified as notable by the adventure (such as 
  backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide the 
  narrative and bring the words on these pages to life. To 
  facilitate this, keep in mind the following:    
   
  You’re Empowered. Make decisions about how the 
  group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain the 
  adventure’s spirit. This doesn’t allow you to implement 
  house rules or change those of the Adventurers League, 
  however; they should be consistent in this regard. 
   
  Challenge Your Players. Gauge the experience level 
  of your players (not the characters), try to feel out (or 
  ask) what they like in a game, and attempt to deliver 
  the experience they’re after. Everyone should have the 
  opportunity to shine. 
   
  Keep the Adventure Moving. When the game starts 
  to get bogged down, feel free to provide hints and clues 
  to your players so they can attempt to solve puzzles, 
  engage in combat, and roleplay interactions without 
  getting too frustrated over a lack of information. This 
  gives players “little victories” for figuring out good 
  choices from clues.  Watch for stalling--play loses 
  momentum when this happens. At the same time, make 
  sure that players don’t finish too early; provide them 
  with a full play experience.
  MOD HILL 02-02 / INTRODUCTION
  INTRODUCTION
  Welcome to The Red Herring, a D&D Adventurers League 
  adventure, part of the official D&D Adventurers League™ 
  organized play.
   
  This adventure is designed for three to seven 5th - 10th level characters, and is 
  optimized for five 8th-level characters. Characters outside this level range cannot participate in 
  this adventure.
  Determining Party Strength
  Party Composition Party
  Party Strength 
  3-4 characters, APL less than
  Very weak
  3-4 characters, APL equivalent
  Weak
  3-4 characters, APL greater than
  Average
  5 characters, APL less than
  Weak
  5 characters, APL equivalent
  Average
  5 characters, APL greater than 
  Strong
  6-7 characters, APL less than
  Average
  6-7 characters, APL equivalent
  Strong
  6-7 characters, APL greater than
  Very strong
  
  3
  MOD HILL 02-02 / INTRODUCTION
  Adventure Primer
  Adventure Background                  
  Known as the City of Trade, Hillsfar is a powerful 
  walled city on the southern coast of the Moonsea. 
  Hillsfar has gone through a lot in the last year. 
  First Lord Torin Nomerthal was ousted and 
  Commandant Vuhm Yestral was elevated to First 
  Lord. His first few months were tumultuous with 
  the dissolution of the First Law of Humanity. Trade 
  declined because of uncertainty with the new 
  regime, and the citizens blamed the return on non-
  humans.
   
  At present, the city is calm and adjusting to the 
  new changes. Rebuilding after a wave of monster 
  attacks seems to be bringing the citizenry together.
   
  Recently, a Zulkir of Mulmaster’s Red Wizards 
  (Dar’lon Ma) came to Hillsfar on a diplomatic 
  visit to speak with the Honored Khazark Shazzara 
  Mahn (the highest ranking Red Wizard in Hillsfar) 
  and the First Lord. He wished to discuss what the 
  Red Wizards are doing to aid in the rebuilding 
  of Mulmaster, and how they could do the same 
  for Hillsfar. Unfortunately, there were several 
  assassination attempts on Dar’lon Ma (HILL 2-1). 
  They were thwarted by adventurers. This led to 
  an investigation that pointed to the Mage’s Guild 
  being involved in the attempted assassination. 
  Now the Zulkir is asking a group of adventurers to 
  investigate the Mage’s Guild to find proof of their 
  culpability.
  Adventure Overview                      
  Part 1. A Series of Interviews (15 to 45 minutes)
  A meeting between the heroes and the Mage’s 
  Guild begins very successfully, with full 
  cooperation being promised and given by the 
  guild members. However, little information can be 
  gained from the guild members, since the Mages 
  are innocent. Eventually, through conversations 
  with members and non-members of the guild, 
  the characters pick up a lead on a member of the 
  Hillsfar Rogue’s Guild.
  Part 2. The Commotion Outside (1 Hour)
  As the characters leave the Mage’s Guild, they 
  find a mob in the streets. They’re all riled up and 
  ready to attack the Mage’s Guild, looking for justice 
  for the attempted assassination. Worse, there’s 
  someone in the mob’s midst who is pushing the 
  mob to do it—and they have some elementals to 
  help. The question is, will the characters be able to 
  diffuse the situation without anyone getting hurt?
  Part 3. The Red Herring Revealed (1 Hour)
  With information about who was really behind 
  the attacks, the characters head off to the Rogue’s 
  Guildhall with more questions. They find members 
  of the Mage’s Guild there trying to find answers of 
  their own in a tense situation. 
  This leads to learning Isthana Ro is most likely 
  behind the assassination attempt.
  Part 4. Apprehend Isthana Ro (1 Hour)
  Now that Isthana has been implicated, it’s time for 
  the characters to apprehend her for trial—but she 
  runs. Once she’s cornered, a group of Red Plumes 
  try to kill the characters and take her into custody 
  themselves.
  Conclusion. With Isthana in custody, the Rogue’s 
  Guild is thrown into confusion and conflict. The 
  Zulkir is informed about the ‘real’ perpetrators of 
  the attacks, the Rogue’s Guild! Happy to now know 
  the ‘true’ identity of his attacker, he thanks the 
  heroes and reaffirms his friendship with them.
  
  4
  MOD HILL 02-02 / INTRODUCTION
  Adventure Hooks                            
  Continued from HILL 2-1
  Characters who played in HILL 2-1 are already 
  aware of the attack, and the Mage’s Guild 
  involvement. Since they proved themselves 
  competent, the Zulkir asks them to personally 
  investigate the extent of the Mage’s Guild’s 
  involvement and will pay them 500 gp each to do so.
  Harpers
  An assassination attempt was made on one of the 
  high ranking Red Wizards. I won’t lose any sleep 
  over the death of one of those Thayan monsters, 
  but the Mage’s Guild has been implicated in the 
  attack. The Mage’s Guild has asked for our help in 
  clearing their name. We’re not sure of the truth 
  and need to know. You are the highest ranking 
  PART 1. A SERIES OF INTERVIEWS
  Estimated Duration: 30 minutes
  This part of the adventure has the characters 
  interviewing individuals at the Mage’s Guild. The 
  scene opens with the characters in the offices of 
  Master Torsha Ladron, the leader of the Mage’s 
  Guild of Hillsfar. Read the following:
  operative in the area that isn’t otherwise occupied. 
  Investigate the matter. Do this we’ll make it worth 
  your while. We’ve set aside 500 gp (per Harper) 
  when you deliver your report.
  Lord’s Alliance
  The order and stability of Hillsfar as a central hub 
  for trade is threatened by news of an assassination 
  attempt on a visiting dignitary. However, we can 
  turn this to our advantage. If we can eliminate 
  the threat, and widely publicize how the security 
  forces of Hillsfar successfully ensured the safety of 
  the Zulkir under very adverse conditions, we can 
  use the boost in reputation to make Hillsfar even 
  more attractive to travelling merchants. Do this 
  and be rewarded 500 gp (per member of the Lord’s 
  Alliance)
  Note: Don’t give a character more than one hook.
  of tea, sips from it, places it back on the 
  saucer, and speaks.
   
  “I know you’re here because the Zulkir 
  believes we tried to have him killed. I know 
  we didn’t, and I’m willing to cooperate. 
  We just want this situation sorted out 
  quickly. To assist in that, I’ve instructed all 
  guild members to cooperate with your 
  investigation. If any of them give you 
  trouble, let me know and I’ll handle it.
   
  “I’ve arranged for representatives of the 
  guild’s members and support staff to make 
  themselves available. I have gathered 
  these three individuals—Elizabeth, Mikk, 
  and Vertek—to speed up the initiation of 
  the investigation.”
   
  Torsha proceeds to walk down the line 
  and introduce the individuals she has 
  called here to be questioned. “You may 
  already know Elizabeth Cantor, as she was 
  present last night at the meeting. The others 
  are our Treasurer, Mikk Ravastan, and our 
  Provisioner, Vertek Salazar. Not present 
  are Chief Security Officer Andrik Yost and 
  You’re in the very nice yet modest office 
  of Master Torsha Ladron, the leader of the 
  Mage’s Guild of Hillsfar. She’s been very 
  gracious, offering you tea and biscuits. As 
  the tea is being poured, you remember 
  the words the Zulkir said which brought you 
  here. 
   
  “Discover who among these mages 
  tried to have me killed so I may take my 
  revenge upon them and not have Thay 
  wage war against all of Hillsfar. I will also 
  pay you handsomely for this work. Each of 
  you will be gifted 500 gold pieces if you do 
  this for me.”
   
  As the tea is being poured, your mind 
  comes back to the situation at hand. Torsha 
  is tall and seems annoyed with the situation, 
  but not at your presence. She takes a cup 
  
  5
  MOD HILL 02-02 / PART 1
  our Alchemical Ingredient Supplier Talia 
  Chambers—but they are available if 
  required. Also, if needed you can also 
  question Morty, one of our service staff.”
   
  Torsha turns to walk out of the room as 
  the interviews begin but looks over her 
  shoulder to add, “One last thing. I am not 
  sure if it is connected, but in the interest of 
  being one hundred percent forthcoming, 
  we’ve had a problem with potions going 
  missing recently. I tell you this because 
  divulging even the smallest thing, no matter 
  how odd, helps to build a bridge of trust.” 
  Torsha exits.
  Mikk Ravastan - Guild Treasurer
  Roleplaying tips. Male, balding, chubby, dirty 
  fingers, a bit severe and sticks to protocol. 
  • He says as far as he can tell, none of the Guild 
  Funds have been spent on an assassin. What else 
  could you want from me?
  • If the characters want to review the books, Mikk 
  tells them they need Torsha (Guild Leader) 
  to grant access to them. (Torsha allows it, 
  but looking over the ledger shows no signs of 
  tampering. A DC 14 Intelligence (Investigation) 
  check does reveal that Talia Chambers, the 
  Alchemical Ingredient Supplier, did get paid 
  twice this month, and there is a note about 
  earmarking funds for security next month.)
  • He was here the night of the attack, but no one 
  else was here. 
  o A DC 12 Wisdom (Insight) check reveals a slight 
  nervous twitch as he was answering the question.
  o A DC 10 Charisma (Persuasion or Intimidation) 
  check makes Mikk tell the characters he was 
  with Andrik Yost, Chief of Security, on the night 
  of the assassination attempt. What they were 
  doing isn’t the characters’ business. Mikk and 
  Andrik are consenting adults, and that is all the 
  characters need to know.
  • The Guild had to pay Talia, the alchemical 
  ingredient supplier for a 2nd batch of potion 
  ingredients this month, because some of them 
  went missing.
  • The budget for next month has some extra funds 
  earmarked for security because of this. Security 
  would have been hired this month, except our 
  extra funds this month went to Talia.
  Vertek Salazar - Guild Provisioner
  Roleplaying Tips. Male, Tall, thin, bored with life. 
  • He wants to keep the questioning quick as he 
  says, “I’ve got my own problems to deal with.”
  • None of the poisons or cursed elixirs have been 
  taken. He asks, “What kind of physical evidence do 
  you have against the Guild anyways?”
  • If asked about the potions, he says, “The Guild 
  has been losing a lot of potions lately. Andrik (Chief 
  of Security) needs to get his people to get that 
  locked down. I don’t see how that’s related to this.”
  The following individuals are available to 
  interview. The bullet points are information they 
  may or may not give. The only important things 
  are:
  • The Rogue’s Guild has infiltrated the Mage’s 
  Guild to steal potions in order to weaken them.
  • The Rogue’s Guild also tried to frame the Mage’s 
  Guild for the assassination attempt. 
  • The Alchemical Ingredient Supplier, Talia 
  Chambers, or Chief of Security Andrik Yost can 
  point them at that information.
  Elizabeth Cantor
  Low ranking member of the Mage’s Guild, but also 
  noble of Thay along with her brother Jeremiah 
  Cantor. The meeting took place in their home in 
  HILL02-01, where the Zulkir assassination attempt 
  occurred. Her parents died while on a mission 
  undertaken for the Zulkir.
  • She understands that what happened to her 
  parents has given her motive—but she wants 
  answers, not revenge.
  • Her brother is an active Red Wizard and would 
  not do anything to “jeopardize” his standing.
  • The meeting took place at her family manor, 
  ruining it and causing a lot of death.
  • She helped to save the Zulkir’s life.
  • She almost lost her brother to the assassination 
  attempt as well.
  
  6
  MOD HILL 02-02 / PART 1
  Morty the Service Tech
  Roleplaying tips. Male, Medium height and build, 
  middle aged, good natured, respectful.
  • He does not want to talk to the characters. Morty 
  says when questioned about the Mage’s Guild, 
  “These are good people, and they don’t need you 
  tarnishing their name.”
  • Morty won’t say more unless someone can 
  convince him to talk. A DC 12 Charisma 
  (Persuasion or Intimidation) check gets him to 
  answer any three question the characters ask. 
  • If a persuasion or intimidation check is 
  successful, here is what Morty knows that’s 
  relevant to the situation. Anything else he’s not 
  sure about.
  o When asked what he was doing, he says “I 
  remember I had to clean up an ink spill. I 
  remember, because when I went to get a potion 
  of universal solvent, the door to the potion lab 
  wasn’t locked properly, and I thought that was 
  odd.”
  o If asked if he saw the guild treasurer there that 
  night, “Nope, Mr. Ravastan wasn’t here that 
  night.” 
  o A DC 10 Wisdom (Insight) check reveals that 
  he isn’t sure if the guild treasurer was or wasn’t 
  there.
  o If asked about the potions, “Concerning the 
  missing potions, personally, I think the Security 
  guards working for Mr. Yost are slacking off 
  until they get a contract that includes overtime 
  pay. You don’t hear me complaining about 
  overtime pay, do you? They don’t even have to 
  clean up after one of the students transmutes 
  himself into a newt.”
  Talia Chambers - Alchemical Supplier
  Roleplaying tips. Female, older with a bit of grey 
  in her red hair and a bit of meat on her bones. No 
  nonsense, organized, shrewd.
  • She sells potion materials to the Guild. She is in 
  and out of the guildhall all the time.
  • If asked if she thinks the Mage’s Guild is behind the 
  assassination attempt, she responds, “I’ve know 
  these people for a long time, they’re good people, 
  and you’ve got no right to give them even more grief.”
  • If asked about the ledger or her delivery 
  schedule, she says,” I delivered two batches of 
  ingredients this month. But I don’t see how that 
  is relevant.”
  • If prodded further (no check required) she 
  states, “When I went to my sources to get the 2nd 
  batch of ingredients, I noticed one of my shadier 
  business partners, Rook Hearth, was selling 
  material that looked exactly like something I had 
  sold to the Mage’s Guild earlier in the month. I 
  suspect he is involved in the thefts somehow. I 
  don’t plan on buying from him again, but if you 
  can do something to put a stop to his harassment 
  of the Mages, I’ll spread the word that you 
  guys are serious about helping the Mages. 
  It might make things easier for you with the 
  investigation.”
  • If asked more about Rook Hearth, Talia tells the 
  players that he is a member of the Rogue’s Guild 
  in Hillsfar.
  Andrick Yost - Security Chief
  Roleplaying tips. Male, elf, looks like he’d be 20 
  something if he was human, short brown hair. Kind 
  of clueless, wears the sword at his side like he 
  knows how to use it, more interested in romance 
  than work.
  • If asked if he was there that night, he replies, “It 
  was my night off. I wasn’t even here.”
  • If confronted with information gathered from 
  Mikk, or a DC 10 Wisdom (Insight) check is 
  made, he reveals that he was indeed with Mikk.
  • A DC 12 Charisma (Persuasion or Intimidation) 
  check will get him to answer any three question 
  the characters ask. This is the pertinent 
  information Andrick knows, anything else he’s 
  not sure about.
  • I was with the Treasurer. We have a good 
  thing going. I won’t share the details of our 
  relationship with you.
  • I wasn’t involved, and as far as I know, none of 
  the Mages were either. 
  • We’re aware of the missing potions, but we 
  haven’t been able to find out who is responsible. 
  We’re waiting on authorization from the 
  Treasury to pay for overtime so we can set up a 
  stake-out. I’m sure the Rogue’s Guild is involved.
  
  7
  MOD HILL 02-02 / PART 2
  • Andrik tells them the following information 
  regardless of any checks by stopping them before 
  they walk away:
  “I was planning to tell the Mages about 
  this once they approved our overtime pay, 
  but I think you should know about it now, 
  considering if the Mage’s Guild gets shut 
  down I’m out of a job. Just one thing—I’d 
  appreciate it if you didn’t tell them what 
  I’m about to tell you. It would really hurt our 
  chances at getting that overtime contract 
  approved. Is that fair? Agree to keep my 
  name out of it?“
  If the characters agree, he reveals the following: 
  “You didn’t hear this from me, but there’s 
  chatter that the Rogue’s Guild is trying 
  to frame the Mage’s Guild for a job they 
  pulled. The guy you’d want to talk to about 
  this is Rook Hearth. If he isn’t the one behind 
  it, he knows who is. He’s holed up in a big 
  house that is a front for the Rogue’s Guild.” 
  Andrik gives the characters directions to the 
  Rogue’s Guild and says, “Remember, you didn’t 
  hear it from me.”
   
  Any further investigation does not lead to better 
  information that what is provided. The only solid 
  lead is Rook Hearth and the Rogue’s Guild. Before 
  the adventurers can reach the Rogue’s Guild, 
  however, they must deal with an angry crowd.
  PART 2. THE COMMOTION OUTSIDE!
  Scene: Outside the Mage’s Guild tower
  Objective: Calm the crowd
  When the characters exit the Mage’s Guild, they are 
  greeted by a mob of angry citizens. The air is tense. 
  The average citizen might be wary and distrustful 
  of Thay, but the Red Wizards in Hillsfar are viewed 
  favorably. The assassination attempt on Zulkir 
  Dar’lon Ma—along with a few carefully whispered 
  words by instigators—has riled up the masses to 
  call for vengeance against the Mage’s Guild.
  The characters should realize that they are 
  between the pot and the fire, and someone is 
  about to throw a fireball into the mix. It only 
  takes a successful DC 10 Charisma (Persuasion or 
  Intimidation) check to get the crowd to part long 
  enough to let the characters through. Things get 
  ugly afterward as the mob attacks the tower and 
  the mages—who are innocent—defend themselves 
  vigorously. Feel free to describe the results of the 
  attack from afar as waves of magic and screams 
  carry through the night.
   
  Calm Down. In order to speak with the citizens, 
  the characters need to calm them down first. 
  This requires some way for the characters to be 
  heard and then saying something to calm them 
  down along with a DC 15 Charisma (Persuasion) 
  check. This is most likely made with disadvantage 
  as the calls and shouts from the crowd are very 
  distracting and drown out the characters when 
  they speak. 
   
  If the check fails a character can try by making a 
  DC 15 Charisma (Intimidation) check. A character 
  casting a spell must succeed at a DC 15 Charisma 
  (Deception) or Dexterity (Sleight of Hand) check or 
  their attempt to cast automatically fails. The mob is 
  wary of spellcasters and they are on their guard.
   
  If the characters fail to calm the crowd, the mob 
  pushes forward to attack. See The Swarm below.
  As you exit the Mage’s Guild, a mass of 
  angry faces bearing torches and weapons 
  approach. The incomprehensible shouting 
  resolves itself into calls for “justice,” 
  “vengeance,” and “burn all the witches” 
  in equal intensity and frequency. The door 
  to the Guild shuts firmly behind you, leaving 
  your group to face the growing crowd.
   
  “Send out the mages responsible for the 
  assassination attempt or we will bring down 
  the tower!” calls out a voice barely heard 
  over the mob, punctuated by yells of 
  “murderers” and “burn them.” The crowd 
  begins to push closer, weapons and torches 
  held in white-knuckled hands. It would only 
  take a small spark for everything to erupt 
  into violence.
  
  8
  Vergo does not introduce himself, but the 
  characters can take a few minutes speaking with 
  him and attempt to convince him that the mages 
  are innocent. He listens attentively and invites 
  them to continue. The citizens around him begin 
  to murmur and a hush goes over the crowd, 
  with some even starting to disperse around the 
  edges. If a character wishes to, a successful DC 20 
  Wisdom (Insight) check allows them to realize that 
  while the man’s outward demeanor is calm, he is 
  concealing something. They see him fiddle with the 
  brooch before the whole area explodes in flame. 
  See The Swarm below.
   
  The Swarm. Vergo instigates a fight by 
  activating hidden elemental gems that are meant 
  to be used to attack the Mage’s Guild. The flames of 
  several lit torches flare up as two fire elementals 
  and an efreeti emerge from them. Instead of 
  attacking the mages, they target the characters. 
  They fight to the death and have no knowledge of 
  who summoned them if captured. They disappear 
  after an hour.
  Adjusting this Encounter
  Here are some suggestions for adjusting this 
  encounter, according to your group. These are not 
  cumulative.
  • Very Weak or Weak: Remove one fire elemental.
  • Strong: Add one fire elemental.
  • Very Strong: Add two fire elementals.
  MOD HILL 02-02 / PART 2
   
  If the characters succeed, the mob calms down 
  and Vergo Carpa steps forward to address the 
  characters.
  If the characters succeeded at calming the crowd 
  earlier, the mob panics and flees during the 
  first three rounds of combat, creating difficult 
  terrain. Any character in the crowd also takes 
  1d6 bludgeoning damage at the end of their 
  turn as they are jostled and pummeled. The fire 
  elementals ignore the difficult terrain with their 
  Fire Form ability and because the people actively 
  avoid them. The efreeti flies above the crowd.
   
  If the characters failed to calm the crowd, 
  they actively hinder the characters. The press of 
  the mob acts as difficult terrain. Also, at the end 
  of a character’s turn, any character inside the 
  crowd takes 1d6 bludgeoning damage and must 
  make a DC 15 Strength (Athletics) or Dexterity 
  (Acrobatics) check. Those failing the check are 
  grappled by the mob (which has a +5 Strength), 
  moved 1d6 x 5 feet in a random direction, and take 
  an additional 1d6 bludgeoning damage (2d6 total). 
  After three rounds, the mob disperses as they flee 
  the elementals. As above, the elementals have ways 
  of maneuvering around the mob.
   
  Characters using area effect spells or powers 
  automatically hit the mob during this time, injuring 
  and killing many. If they kill anyone, they gain 
  the Story Award Enmity of Hillsfar. Hand it to 
  them right there, because their sullied reputation 
  spreads quickly. You can choose to apply penalties 
  or disadvantage to characters for the rest of the 
  adventure because of the negative emotions and 
  remorse that comes from killing citizens of Hillsfar.
  Development
  The characters can take time after the battle to 
  help those injured by the panic or accidental 
  contact with the elementals. Unless the characters 
  caused it, there are no casualties. Vergo Carpa has 
  vanished into the crowd amid to the confusion. 
  Red Plumes arrive shortly afterward and question 
  anyone left at the scene, including the characters. 
   
  Emerald Enclave. If the characters search the 
  grounds around the tower, they find shards of an 
  unusual elemental gem that held the efreeti. If the 
  characters turn the shards over to the Emerald 
  Enclave & if no civilians were killed during this 
  scene, Emerald Enclave characters earn extra 
  Renown.
  A well-dressed man steps out of the crowd 
  to address you. Though partially concealed, 
  the symbol of the Rogue’s Guild is visible as 
  a brooch on his lapel. 
   
  “It is commendable that heroes of 
  Hillsfar have found the perpetrators of the 
  assassination attempt upon the Zulkir of 
  Thay; however, the citizens have spoken.” 
  He waves his hand to the gathered mob. 
  “I must ask you to stand aside as justice is 
  served.” 
  
  9
  MOD HILL 02-02 / PART 3
   
  Next. Once they’ve dealt with this situation, the 
  adventurers can move on to hunting down Rook 
  Hearth and discovering who was really behind the 
  assassination attempt on the Zulkir. The directions 
  they were given lead them to a very lavish manor 
  not far from the Cantor Family home (for those 
  that played in HILL02-01). 
  PART 3. THE RED HERRING REVEALED
  This encounter has the characters in the middle of 
  a tricky political situation. The stakes here are the 
  characters’ reputations with the Rogue’s Guild and 
  Mage’s Guild. During these interactions, they could 
  find themselves in or out of favor with both guilds. 
   
  Favor points are rewarded to the party in this 
  section. During these encounters, the characters 
  need to interact with the guilds. 
   
  If they make the check as presented or do 
  something that would gain favor with one of the 
  guilds, award a favor point with that guild. If they 
  do something to anger one of the guilds, remove a 
  success with that guild. 
   
  If they have three favor points with a guild at the 
  end of this section, they’ve gained that guild’s favor 
  and the Story Award Friend of the Rogue’s Guild 
  or Friend of the Mage’s Guild.
   
  Read or paraphrase the following:
  to ensure that everyone in the area can 
  hear. “We understand that you are here 
  to perform your investigation of the person 
  or persons that are behind the attack on 
  the Zulkir, the Khazark, and the First Lord, 
  but we also would like to perform our own 
  investigation—one that only a large group 
  of mages can accomplish. Our guild’s 
  name has been sullied with the implication 
  that we were somehow involved in what 
  occurred and the only way to remove this 
  blemish is to find the true perpetrator of this 
  transgression against the nation of Thay.”
  Following the directions you were given, 
  you arrive at a lavish and opulent chateau. 
  Magical driftglobes hang lazily in the air, 
  illuminating the circumference of the 
  building. As you approach, the closest 
  driftglobe changes color from blue to 
  a bright yellow and intensifies to fully 
  illuminate your party.
   
  You also get the feeling that you are 
  being watched. Before you can figure out 
  if you are truly being spied on, you notice 
  a small contingent of individuals wearing 
  the purple and yellow robes of the Mage’s 
  Guild of Hillsfar, and they appear to be 
  heading in your direction.
   
  As they approach, you recognize the 
  leader, Torsha Ladron, the Mage Guild 
  leader. The mob stops in front of your 
  group, and Torsha speaks in a loud voice 
  Things the characters would know:
  • The Rogue’s Guild probably won’t let a bunch of 
  Mages inside their guildhall without a fight.
  • Torsha is angry. A successful DC 12 Intelligence 
  (History) check lets a player remember a rumor 
  that she’s also very stubborn and doesn’t enjoy 
  being insulted. She turned someone into a frog 
  last time she was insulted.
  The characters can try and reason with Torsha, 
  asking her how she intends to investigate 
  the situation. A successful DC 12 Charisma 
  (Persuasion) check convinces her to reveal her 
  desire to speak with Rook Hearth about his 
  involvement with the assassination attempt on 
  the Zulkir. If they promise to get her into the same 
  room as Rook or something like that, record that as 
  a favor point with the Mage’s Guild.
   
  Once that conversation reaches its endpoint, 
  read or paraphrase the following:
  The front door of the chateau opens. On 
  cue, a large contingent of members of 
  the Rogue’s Guild emerge. Not just from 
  the entrance of the building, but from side 
  
  10
  Ask the character what they want to do? 
  • Torsha wants to get inside the Rogues guild. 
  • Martek Leer doesn’t want to let all the mages in 
  but he is more amenable to just allowing Torsha 
  in. 
  • A DC 10 Wisdom (Insight) check shows that 
  Martek doesn’t want a fight. 
  • If the PCs don’t do anything a fight breaks out 
  between the mages and the rogues in the middle 
  of the street.
  If the characters suggest Torsha going inside 
  with them as an escort, they gain a favor point 
  with both guilds. They can also make a successful 
  DC 12 Charisma (Persuasion) check to have the 
  same result occur. Any Intimidation check results 
  in a favor point being removed from whichever 
  Guild was intimidated. Torsha doesn’t seem to like 
  bullies.
  Roleplaying Martek Leer
  Martek is a rakish figure in fine black and green 
  leathers, with short black hair and green eyes. His 
  thin mustache and sharp nose remind you of a bird 
  of prey. He’s impressed by cunning and strength 
  and seems to have a love and appreciation for the 
  finer things in life.
  Ideal: The beautiful things in life are for me
  Bond: I love my mistress more than anything
  Flaw: I buckle when outside personal pressure is 
  applied to me
  MOD HILL 02-02 / PART 3
  streets and behind the group of mages as 
  well. They congregate on the lawn that is 
  in front of the sprawling manse, with your 
  group standing between them and that of 
  the Mage’s Guild. 
   
  Obvious to everyone, your group is 
  grotesquely outnumbered on both sides.
  Rook recently?”
   
  The thief replies, “I saw him about half 
  a bell ago in the manor talking to Isthana 
  before she left for Hillsfar Castle.”
   
  Martek nods and turns to Torsha, “I 
  respect you, madam mage, but I can’t just 
  let you into our guild house, and I won’t 
  turn one of ours over to you.”
   
  Torsha’s face turns a deep shade of red. 
  Things look like they might explode.
  The following becomes obvious to the characters:
  • There are 12 members of the Mage’s Guild (11 
  mages and one Archmage) present, along with 
  Morty the janitor.
  • The exact number of rogues is hard to determine,  
  (there are 15 Assassins) as the driftglobes are 
  not lit above their heads to hide their numbers, 
  but it appears as if there are at least the same 
  number of rogues to match that of the mages.
  • Each side seems to be waiting for the other side 
  to do something, but they are all on edge.
  • Both groups keep looking toward your group as 
  well, trying to divine your intent.
  Read or paraphrase the following:
  Stepping forward from the group of rogues 
  is Martek Leer, the second in command of 
  the Rogue’s Guild. His rakish figure and sharp 
  nose give him an imposing and predatory 
  presence that is felt as the murmurs from 
  both groups quiet immediately.
   
  “Torsha?”, he says, questioning the 
  gathering in front of the guild house with 
  but a single word.
   
  As if on cue, Torsha speaks up, “Martek, we 
  have it on good authority that someone, a 
  member of your guild named Rook Hearth, 
  has been named as the perpetrator of the 
  assassination attempt on the Zulkir.”
   
  Nodding tentatively, Martek somewhat 
  confirms, “Yes...Rook is a member of our 
  guild, but I have no idea who you have 
  been talking to. He is a fine member of our 
  guild, a trusted merchant in his own right, 
  and has the respect of many people in 
  Hillsfar.”
   
  Martek searches in the crowd looking for 
  Rook but is unable to find him, then looks 
  to another of the thieves, “Have you seen 
  Martek Leer leads the group to an empty 
  study. He looks puzzled, “Hmmm, he’s not 
  here…”
  
  11
  MOD HILL 02-02 / PART 3
  Whichever character has the highest passive 
  Perception notices there are some drops of blood 
  next to a closed armoire in the corner of the study. 
  If they reveal this information aloud to both guild 
  leaders no favor points are gained or removed.
   
  If they point it out to just Torsha or Martek they 
  get a favor point for that guild only.
   
  Once Martek sees the drops he walks over to the 
  spot on the floor. If the characters follow him, point 
  out to the same person who noticed the blood 
  on the floor that there is also some blood on the 
  handle of the armoire.
   
  Regardless of who opens the armoire, the body 
  of Rook falls from it with Isthana Ro’s prized 
  dagger sticking out of his back.
  If the characters insist strongly on catching Isthana 
  Ro, they get a favor point with the Mage’s Guild. 
  If they say justice should be served but with a fair 
  trial, they get favor point for both guilds. If they 
  defend Isthana Ro, then they just get a favor point 
  with the Rogue’s Guild.
   
  Note on this system: If the characters ever 
  disagree or provide more than one answer, you 
  should give or take away favor points as you see fit. 
  However, the group is thought of as a whole, and 
  any negative actions by a single character should 
  trump any positive actions from a character in that 
  moment. After all, it only takes one person to make 
  a mess out of a social situation.
   
  Notes for the GM. To help you understand the 
  situation, here’s what’s going on:
  • Martek Leer is being blackmailed to fabricate 
  evidence that implicates Isthana.
  • Martek killed Rook to set up Isthana.
  • Isthana trusts Martek, so she would have no 
  reason to suspect that he betrayed her.
  • Martek can’t be found out to be the traitor in this 
  adventure. Any Wisdom (Insight) check against 
  him reveals him to be telling the truth. He’s that 
  good at lying.
  Next, it’s on the characters to go to Hillsfar Castle, 
  let the First Lord know what’s transpired, and have 
  Isthana arrested.
  Martek lets out a gasp, as do other 
  members of the Rogue’s Guild, at seeing 
  Isthana’s dagger sticking out of Rook’s 
  spine. After careful inspection of the body, 
  in his boot there is a letter asking Rook 
  to steal some of the potion ingredients 
  from the Mage’s Guild, saying they were 
  needed for something big on the day that 
  the assassination attempt took place.
   “Oh my”, says Martek. “I can’t believe 
  Isthana would do something like this. It is 
  her dagger, but she and Rook were friends. 
  Let me see the letter.”
   
  Martek reads over the note, then says, 
  “It looks like her handwriting, but why 
  would she kill him? She’s a member of the 
  council.”
   
  That’s when Torsha intervenes. “It’s not 
  for us to determine guilt or innocence, 
  but to apprehend her so the courts can 
  decide. You say she’s at Hillsfar Castle. 
  Then we should go to Hillsfar Castle, inform 
  the First Lord of Isthana’s alleged actions, 
  and have her arrested.
  
  12
  MOD HILL 02-02 / PART 4
  PART 4. APPREHEND ISTHANA RO
  Scene: Seat of government, during business hours
  Objective: Confront Isthana Ro and apprehend her.
  What’s Actually Happening: The PCs are caught 
  in a struggle between the guilds of Hillsfar. The Red 
  Plumes want to take the top spot but this won’t 
  come out until the final adventure of the series. 
  Currently the Red Plumes want to capture Isthana 
  Ro and gain the glory themselves to help their guild 
  look good. They believe the characters are working 
  for the First Lord and have no problem killing them 
  off to say they were conspirators with Isthana to 
  make the First Lord look weaker. Isthana has no 
  idea what’s going on or that she’s being set up.
   
  “What is the meaning of this?” she says, 
  addressing all of you.
   
  Your response is cut off as Isthana 
  grunts and staggers backwards, an arrow 
  sprouting from her shoulder. Her hand 
  comes away from the wound covered 
  with blood. The moment of shock does not 
  last long as her aides suddenly brandish 
  concealed blades and the Red Plumes 
  draw swords. A trio of magic darts flies past 
  you, smashing into one of the rogues and 
  a cry of pain comes from behind as a Red 
  Wizard falls to the floor with a thrown knife 
  in their knee.
   
  In that brief exchange, Isthana races 
  down the hall away from you, quickly 
  turning a corner out of sight. The blood trail 
  is easy enough to follow as you hurry after 
  her, leaving a chaotic melee behind.
  Your travel to Hillsfar Castle is subdued 
  and weighed down by the burden of 
  the news you bear. Word has traveled 
  faster, however, and you find that both 
  Commandant Jandra Gragdowel and 
  Zulkir Dar’lon Ma await your arrival at the 
  castle gate. They are flanked by a small 
  contingent of guards and mages. Jandra’s 
  face is full of concern and anger. “Report 
  please.”
  The characters can explain the situation as the 
  contingent listens carefully. The Commandant 
  instructs the characters to apprehend Isthana 
  on her authority. Jandra knows Isthana is very 
  capable and might escape without their help. She 
  assigns a contingent of Red Plumes to accompany 
  them, while the Zulkir insists that his Red Wizards 
  accompany the characters as well. Jandra explains 
  that Isthana is meeting with some senior officials 
  on the second floor of the Castle and gives them 
  directions.
  You catch up to Isthana and her aides in 
  the upper floors. The small woman turns to 
  your group. Her intelligent eyes catch your 
  posture and she is immediately on edge. 
  The rest of her aides form a barrier around 
  her as you approach.
  Have the PCs make Strength (Athletics) or 
  Dexterity (Acrobatics) checks to determine 
  how well they stay up with Isthana. Their check 
  determines the initiative order of the next 
  encounter. Ask them how they take the turns, 
  corners, and passages of the hall to chase down 
  their target. 
   
  Isthana knows the Castle well and always 
  manages to stay ahead of the characters, though 
  they can always catch signs of her passage--a 
  stumble here, a drop of blood there, etc. If she 
  wasn’t struck with a  poison that will eventually 
  paralyze her she’d have gotten away.
   
  As the chase moves forward, the characters, 
  the Red Wizards, and the Red Plumes all become 
  separated. 
  You come to a second-floor window 
  opening on a courtyard where people 
  practice fighting. Currently there are 
  ropes and banners hanging from them, 
  probably celebrating the talks between 
  the Mulmaster elite and Hillsfar nobility
  
  13
  The characters are confronted by four gladiators 
  and one disguised Erinyes up in the window.
   
  The gladiators have an Armor Class 18 (chain 
  mail, shield).
  Adjusting this Encounter
  Here are some suggestions for adjusting this 
  encounter, according to your group. These are not 
  cumulative.
  • Very Weak or Weak: Remove one gladiator.
  • Strong: Add one gladiator.
  • Very Strong: Add two gladiators.
  Tactics. The gladiators move to surround the 
  characters and prevent their escape, while the 
  erinyes stays at a distance, targeting Isthana—or 
  any character granting her cover—with a longbow. 
  The enemies are intelligent and work together 
  to down one opponent at a time before moving 
  on. The erinyes is in disguise—a successful DC 
  20 Wisdom (Perception) check sees through it. 
  She does not reveal herself or her wings unless 
  it is advantageous, or the characters and Isthana 
  attempt to flee by air. If Isthana dies, the Red 
  Plumes make a fighting withdrawal and leave.
   
  The erinyes dissolves and evaporates when 
  killed, leaving no trace.
   
  Isthana Ro takes no actions, as she is poisoned. 
  The gladiators knock her out if they reduce her to 0 
  hp.
  Treasure. Isthana Ro’s +1 crossbow
  Next. Go to Conclusion.
  MOD HILL 02-02 / PART 4
  If the highest check was a 25 or higher they see 
  Isthana climbing out the 2nd floor window. If the 
  highest check was a 15 or higher they find Isthana 
  on the rope across the courtyard trying to pick 
  a lock on the shutters. If the highest check was 
  lower than 15 then when the characters get to the 
  window they find Isthana Ro being thrown through 
  a shuttered window into the training ground 
  below. She takes 10 (3d6) falling damage.
   
  Use the Assassin for Isthana Ro.
   
  The Shutters. They require a DC 15 Dexterity 
  (Sleight of Hand) check to unlock them. 
   
  The Ropes. Balancing on the ropes is a DC 15 
  Dexterity (Acrobatics) check. On a failure, the 
  character falls 30 feet, taking 10 (3d6) bludgeoning 
  damage.
   
  Courtyard Doors. They are locked but a DC 15 
  Dexterity (Sleight of Hand) check will unlock a 
  door.
  Development
  Isthana is poisoned. Every action she takes has 
  disadvantage. If she drops below 50 hp, she 
  surrenders. To that, if Isthana does get through the 
  shuttered window she comes crashing out another 
  one of them, having been thrown through it by one 
  of the Red Plumes. She takes 10 (3d6) bludgeoning 
  damage when she hits the ground. 
   
  If she doesn’t get through the shuttered window 
  and ends up in the courtyard, have the Red Plumes 
  enter on round three or after she surrenders. If 
  Isthana is knocked below 0 hp she automatically 
  makes her first death save.
   
  If Isthana surrenders before the Red Plumes 
  show up, read the following:
   
  When she says that, the doors burst open 
  into the courtyard and several warriors in 
  Red Plume uniforms enter. One of the 
  Red Plumes opens one of the shuttered 
  windows on the second floor. She is a tall, 
  statuesque woman in ornate plate armor 
  and flowing red cape with a longbow. She 
  does not spare any of you more than a 
  glance before her gaze settles on Isthana.
   
  “Double-crossing adventurers! They’re 
  in league with her! Kill her conspirators and 
  bring her to me—alive!”
  Isthana leans against a wall. Her face is 
  pale and her breathing is labored beyond 
  what her injuries should cause. “Poison,” 
  you hear her mutter under her breath.
   
  “Very 
  well, 
  heroes,” 
  Isthana 
  says 
  sarcastically and coughs up some blood, 
  “I surrender—on one condition. We will 
  see Vuhm together and sort out this sordid 
  mess. Do I have your word to deliver me 
  only to his custody?”
  
  14
  MOD HILL 02-02 / PART 4
  Conclusion                                        
  Isthana Ro. If the characters escort Isthana 
  to the First Lord, he looks at her with great 
  disappointment and despair before she is led off by 
  Red Plumes and Commandant Jandra Gragdowel. 
  The Zulkir is quite pleased with the characters’ 
  actions, pays them for their efforts, and ensures 
  them of future friendship.
   
  Her trial for the attempted assassination is set 
  quickly and the outcome is assured...
  
  15
  MOD HILL 02-02 / REWARDS
  Rewards
  Experience (Min/Max: 4,500/7,500 Ea)
  Total up all combat experience earned for 
  defeated foes, and divide by the number of 
  characters present in the combat. For non-combat 
  experience, the rewards are listed per character. 
  Combat Awards
  Name of Foe  
   
   
  XP per Foe
  Fire Elemental  
   
   
  1800
  Efreeti		
  	
  	
  	
  7200
  Mage  
   
   
   
  2300
  Archmage 
   
   
   
  8400
  Assassin 
   
   
   
  3900
  Gladiator 
   
   
   
  1800
  Erinyes  
   
   
   
  8400
  Non-Combat Awards
  Task or accomplishment  
  XP per Char.
  Keep	a	fight	from	breaking	
  out at the Rogues Guild hall  
  500
  Don’t	kill	anyone	oustide	the			
  Mages Guild hall 
   
   
  500
  Treasure                                             
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided 
  as evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, 
  not their purchase price. 
  Treasure Awards
  Item Name   
   
   
  GP Value
  Zulkir or faction reward 
   
  500
  Widowmaker
  Weapon (Hand crossbow), uncommon
  This +1 black wooden hand crossbow has a blood 
  red heart engraved on it that bleeds a little every a 
  bolt from it kills someone.
  Player Rewards                               
  For completing this mission, the characters earn 
  downtime and renown as described in the D&D 
  Adventurers League Dungeon Master’s Guide 
  (ALDMG).
  Story Awards                                       
  Characters have the opportunity to earn the 
  following story awards during this adventure.
  Enmity in Hillsfar
  The citizens of Hillsfar don’t take kindly to being 
  pushed around. They have started to report your 
  movements and activities to your foes. As a result, 
  whenever you are adventuring in the Hillsfar     
  region, your enemies have advantage on Dexterity 
  (Stealth) and Wisdom (Perception) checks used 
  to determine surprise. The Story Reward “A Favor 
  of Rogues” or “Savior of Hillsfar” can be used to 
  negate the effects of this Story Reward.
  You’ve got a friend in me
  The Zulkir remembers his debts and debtors and 
  spreads through the Red Wizard channels that you 
  are a friend of Thay. You receive advantage on all 
  ability checks when playing HILL2-1 and HILL2-
  3 in dealing with the Red Wizards. Each module 
  has this Story Award and if a character receives 
  three ranks of this, the effect is permanent in any 
  dealings with the Red Wizards of Thay. If you have 
  already received this Story Award from a previous 
  adventure, this counts as earning another rank 
  towards making it permanent.
  Friend of the Mage’s Guild
  If you’re in Hillsfar and need some help with a 
  magical problem and have time to bring it to the 
  Mage’s Guild, you gain advantage on any check that 
  deals with Arcana once per session. Also, any future 
  interactions with members of the Hillsfar Mage’s 
  Guild that require skill checks have advantage.
  Friend of the Rogue’s Guild
  If you’re in Hillsfar and need some help with 
  getting information about people or places in and 
  around the city, you can reach out to the Rogue’s 
  Guild once per session and gain advantage on that 
  check. Also, any future interactions with members 
  of the Hillsfar Rogue’s Guild that require skill 
  checks have advantage.
  DM Rewards                                       
  In exchange for running this adventure, you earn 
  DM Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG).
  
  16
  MOD HILL 02-02 / APPENDIX
  Appendix:
  NPC / Monster Statistics  
   Fire Elemental
  Large elemental, neutral
  Armor Class 13
  Hit Points 102 (12d10 + 32)
  Speed 50 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 
  17 (+3) 
  16 (+3) 
  6 (−2) 
  10 (+0) 
  7 (-2)
   
  Damage Immunities fire, poison
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks.
  Condition Immunities exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Ignan
  Challenge 5 (1,800 XP)
  Fire Form The elemental can move through a 
  space as narrow as 1 inch wide without squeezing. 
  A creature that touches the elemental or hits it 
  with a melee attack while within 5 feet of it takes 5 
  (1d10) fire damage. In addition, the elemental can 
  enter a hostile creature’s space and stop there. The 
  first time it enters a creature’s space on a turn, that 
  creature takes 5 (1d10) fire damage and catches 
  fire; until someone takes an action to douse the 
  fire, the creature takes 5 (1d10) fire damage at the 
  start of each of its turns.
  Illumination The elemental sheds bright light in a 
  30-foot radius and dim light in an additional 30 feet.
  Water Susceptibility For every 5 feet the 
  elemental moves in water, or for every gallon of 
  water splashed on it, it takes 1 cold damage.
  Actions                                                                          
  Multiattack The elemental makes two touch 
  attacks.
  Touch Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) fire damage. If the 
  target is a creature or a flammable object, it ignites. 
  Until a creature takes an action to douse the fire, 
  the target takes 5 (1d10) fire damage at the start of 
  each of its turns.
  Efreeti
  Large elemental, lawful evil
  Armor Class 17(natural armor)
  Hit Points 200 (16d10 + 112)
  Speed 40 ft., fly 60 ft.    
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  22 (+6) 
  12 (+1) 
  24 (+7) 
  16 (+3) 
  15 (+2) 
  16 (+3)
  Saving Throws INT +7, WIS +6, CHA +7
  Damage Immunities fire
  Senses Darkvision 120 ft., Passive Perception 12
  Languages Ignan
  Challenge 11 (7,200 XP)
  Elemental Demise If the efreeti dies, its body 
  disintegrates in a flash of fire and puff of smoke, 
  leaving behind only equipment the efreeti was 
  wearing or carrying.
  Innate Spellcasting The efreeti’s innate 
  spellcasting ability is Charisma (spell save DC 
  15, +7 to hit with spell attacks). It can innately 
  cast the following spells, requiring no material 
  components:
  At will: detect magic
  3/day: enlarge/reduce, tongues
  1/day each: conjure elemental (fire elemental 
  only), gaseous form, invisibility, major image, 
  plane shift, wall of fire
  Actions                                                                           
  Multiattack The efreeti makes two scimitar attacks 
  or uses its Hurl Flame twice.
  Scimitar Melee Weapon Attack: +10 to hit, reach 5 
  ft., one target. Hit: 13 (2d6 + 6) slashing damage 
  plus 7 (2d6) fire damage.
  Hurl Flame Ranged Spell Attack: +7 to hit, range 
  120 ft., one target. Hit: 17 (5d6) fire damage.
  
  17
  MOD HILL 02-02 / APPENDIX
  Mage
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 40 (9d8)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  9 (-1)  
  14 (+2)  
  11 (+0)  
  17 (+3)  
  12 (+1)  
  11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +5, History +6
  Senses passive Perception 11
  Languages any four languages
  Challenge 6 (2,300 XP)
  Spellcasting. The mage is a 9th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 
  14, +6 to hit with spell attacks). The mage has the 
  following wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation
  1st level (4 slots): detect magic, mage armor, 
  magic missile, shield
  2nd level (3 slots): misty step, suggestion
  3rd level (3 slots): counterspell, fireball, fly
  4th level (3 slots): greater invisibility, ice storm
  5th level (1 slot): cone of cold
  Actions                                                                          
  Dagger. Melee or Ranged Weapon Attack: +5 to 
  hit, reach 5 ft. or range 20/60 ft., one target Hit: 4 
  (1d4+2) piercing damage.
  Archmage 
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 99 (18d8 + 18)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0)  
  14 (+2)  
  12 (+1)  
  20 (+5)  
  15 (+2)  
  16 (+3)
  Saving Throws Int +9, Wis +6
  Skills Arcana +13, History +13
  Senses passive Perception 12
  Languages any six languages
  Challenge 12 (8,400 XP)
  Magic Resistance. The archmage has advantage 
  on saving throws against spells and other magical 
  effects.
  Spellcasting. The archmage is an 18th-level 
  spellcaster. Its spellcasting ability is Intelligence 
  (spell save DC 17, +9 to hit with spell attacks). The 
  archmage can cast disguise self and invisibility at 
  will and has the following wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation, shocking grasp 
  1st level (4 slots): detect magic, identify, mage 
  armor, magic missile
  2nd level (3 slots): detect thoughts, mirror image, 
  misty step 
  3rd level (3 slots): counterspell, fly, lightning bolt 
  4th level (3 slots): banishment, fire shield, 
  stoneskin
  5th level (3 slots): cone of cold, scrying, wall of 
  force 
  6th level (1 slot): globe of invulnerability 
  7th level (1 slot): teleport 
  8th level (1 slot): mind blank 
  9th level (1 slot): time stop 
  *The archmage casts mind blank, stoneskin and 
  mage armor spells on itself before combat.
  Actions                                                                          
  Dagger. Melee or Ranged Weapon Attack: +6 to 
  hit, reach 5 ft. or range 20/60 ft., one target Hit: 4 
  (1d4+2) piercing damage.
  
  18
  MOD HILL 02-02 / APPENDIX
  Assassin
  Medium humanoid (any race), any non-good alignment
  Armor Class 15 (studded leather)
  Hit Points 78 (12d8 + 24)
  Speed 30ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  11 (+0) 
  16 (+3) 
  14 (+2) 
  13 (+1) 
  11 (+0) 
  10 (+0)
  Saving Throws Dex +7, lnt +5
  Skills Acrobatics +7, Deception +4, Perception +4,
  Stealth +11
  Damage Resistances poison
  Senses passive Perception 14
  Languages Thieves’ cant plus any two languages
  Challenge 8 (3,900 XP)
  Assassinate. During its first turn, the assassin has 
  advantage on attack rolls against any creature that 
  hasn’t taken a turn. Any hit the assassin scores 
  against a surprised creature is a critical hit.
  Evasion. If the assassin is subjected to an effect 
  that allows it to make a Dexterity saving throw to 
  take only half damage, the assassin instead takes 
  no damage if it succeeds on the saving throw, and 
  only half damage if it fails.
  Sneak Attack (1/Turn). The assassin deals an 
  extra 13 (4d6) damage when it hits a target with a 
  weapon attack and has advantage on the attack roll, 
  or when the target is within 5 feet of an ally of the 
  assassin that isn’t incapacitated and the assassin 
  doesn’t have disadvantage on the attack roll.
  Actions                                                                          
  Multiattack. The assassin makes two shortsword
  attacks.
  Shortsword. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, 
  and the target must make a DC 15 Constitution 
  saving throw, taking 24 (7d6) poison damage on a 
  failed save, or half as much damage on a successful 
  one.
  Light Crossbow. Ranged Weapon Attack: +7 to 
  hit, range 80/320 ft.., one target. Hit: 7 (1d8 + 3) 
  piercing damage, and the target must make a DC 15 
  Constitution saving throw, taking 24 (7d6) poison 
  damage on a failed save, or half as much damage 
  on a successful one.
  Gladiator
  Medium humanoid (any race)
  Armor Class 16 (Studded Leather, Shield)
  Hit Points 112 (15d8 + 45)
  Speed 30ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4)  
  15 (+2)  
  16 (+3)  
  10 (+0)  
  12 (+1)  
  15 (+2)
  Saving Throws Str +7, Dex +5, Con +6
  Skills Athletics +10, Intimidation +5
  Damage Resistances poison
  Senses passive Perception 11
  Languages Any one language (usually Common)
  Challenge 5 (1,800 XP)
  Brave. The gladiator has advantage on saving 
  throws against being frightened.
  Brute. A melee weapon deals one extra die of its 
  damage when the gladiator hits with it (included in 
  the attack).
  Actions                                                                          
  Multiattack. The gladiator makes three melee 
  attacks or two ranged attacks.
  Spear. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing 
  damage, , or 13 (2d8 + 4) piercing damage if used 
  with two hands to make a melee attack.
  Shield Bash. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning 
  damage. If the target is a Medium or smaller 
  creature, it must succeed on a DC 15 Strength 
  saving throw or be knocked prone.
  Reactions                                                                      
  Parry. Melee Weapon Attack: The gladiator adds 3 
  to its AC against one melee attack that would hit it. 
  To do so, the gladiator must see the attacker and be 
  wielding a melee weapon.
   
  
  19
  MOD HILL 02-02 / APPENDIX
  Erinyes
  Medium fiend, lawful evil
  Armor Class 18(plate)
  Hit Points 153 (18d8 + 72)
  Speed 30 ft. (fly 60 ft.)
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 
  16 (+3) 
  18 (+4) 
  14 (+2) 
  14 (+2) 
  18 (+4)
  Saving Throws Dex +7, Con +8, Wis +6, Cha +8
  Damage Resistances Cold; Bludgeoning, Piercing, 
  and Slashing from Nonmagical Attacks that aren’t 
  Silvered
  Damage Immunities Fire, Poison
  Condition Immunities Poisoned
  Senses Truesight 120 ft., Passive Perception 12
  Languages Infernal, Telepathy 120 ft.
  Challenge 12 (8,400 XP)
  Hellish Weapons The erinyes’ weapon attacks are 
  magical and deal an extra 13 (3d8) poison damage 
  on a hit (included in the attacks).
  Magic Resistance The erinyes has advantage on 
  saving throws against spells and other magical 
  effects.
  Actions                                                                            
  Multiattack The erinyes makes three attacks.
  Longsword Melee Weapon Attack: +8 to hit, reach 
  5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, 
  or 9 (1d10 + 4) slashing damage if used with two 
  hands, plus 13 (3d8) poison damage.
  Longbow Ranged Weapon Attack: +7 to hit, range 
  150/600 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage plus 13 (3d8) poison damage, and the 
  target must succeed on a DC 14 Constitution saving 
  throw or be poisoned. The poison lasts until it is 
  removed by the lesser restoration spell or similar 
  magic.
  Reactions                                                                         
  Parry The erinyes adds 4 to its AC against one 
  melee attack that would hit it. To do so, the erinyes 
  must see the attacker and be wielding a melee 
  weapon.
  
  20
  MOD HILL 02-02 / APPENDIX
  Maps
  The Courtyard
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Baldman Games (BMG)/CCC-BMG-29 HILL2-2 - The Red Herring.pdf