TEXT:  
  DDAL09-01 
   
   
   
   
   
  Escape from Elturgard 
  A Baldur’s Gate Adventure 
   
   
   
   
   
   
   
   
   
   
  Damnation! The Companion that once stood as a beacon of hope and goodness above the city of 
  Elturel has been extinguished and the entire city—along with its denizens—have been drawn 
  into Avernus, the first layer of the Nine Hells! While those fortunate enough to have been outside 
  of the city’s walls during its departure have been spared that fate, but they’re not yet out of 
  danger! The refugees formed a caravan bound for the nearby city of Baldur’s Gate. Can you keep 
  them safe from devils, bandits, and one another until they reach safety? 
  Four One-Hour Mini-Adventures for 1st to 2nd Characters. Optimized for APL 1. 
  
  Credits 
   
  Designer: Rich Lescouflair 
   
  Editing: Travis Woodall, Greg Marks 
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  Art Director & Graphic Design: Rich Lescouflair 
   
  D&D Adventurers League Wizards Team: Adam Lee, 
  Ari Levitch, Chris Lindsay, Mike Mearls 
   
  D&D Adventurers League Administrators: Alan 
  Patrick, Amy Lynn Dzura, Travis Woodall, Lysa 
  Penrose, Claire Hoffman, Greg Marks 
   
  Playtesters: Sam Aldridge, James Bowen, Daniel 
  Chapman, Travis Fuller, Jennifer Griffith, Gregory 
  Harris, Matt Maranda, Chris McGovern, Michael 
  McPherson, Daniel Oliveira, Jonathan Reitz, Timothy 
  Roberts, Sam Robertson, James Schweiss, Matt 
  Suchyta, Jia Jian Tin, Kyle Turner, Marcello Velazquez 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
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  ©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL09-01 Escape from Elturgard v1.0 
   
   
  3 
  Adventure Primer 
  “One can live about forty days without food, about 
  three days without water, about eight minutes 
  without air, but only for one second without 
  hope.” 
  —Charles Darwin 
  This adventure is designed for three to seven 
  1st- to 2nd-level characters and is optimized 
  for five characters with an average party level 
  (APL) of 1. Characters outside this level range 
  cannot participate in this adventure. 
   This adventure takes place on the outskirts of 
  Elturel, the capital of Elturgard, which has 
  recently been pulled into the Nine Hells. 
  Background 
  The city of ELTUREL and its residents have been 
  abruptly pulled into AVERNUS, the first layer of 
  the NINE HELLS and one of the battlegrounds of 
  the eternal Blood War. Though the current fate 
  of the city and its inhabitants remains unknown, 
  the event devastated the city's surroundings, 
  drawing other small villages and farms into the 
  Hells and plunging the area into chaos. 
   Many who lived in the outskirts of the city 
  were spared from the hellish calamity. With little 
  hope of survival on their own, these REFUGEES 
  have banded together to form a CARAVAN 
  headed to the nearby city of BALDUR'S GATE 
  where they hope to find aid and shelter from the 
  surrounding evil. 
   Seeking to ensure the safety of the refugees, a 
  young girl named DARA is looking for heroes to 
  rescue nearby survivors and recover resources 
  that are integral to the caravan's survival. 
  Overview 
  The adventure’s story is spread over five parts: 
  a Call to Action and four 1-hour mini-
  adventures. The entire adventure takes 
  approximately 4 hours to play. If you’re 
  planning to play the whole adventure at once, 
  you only need to introduce the Call to Action 
  once. However, if you plan to play over several 
  sessions, you’ll want to revisit the Call to Action 
  each time. 
  • Call to Action: Evil Abounds! The characters 
  are asked to rescue refugees. 
  • Part 1: The Smith. The characters are tasked 
  with recruiting a local smith and gathering 
  whatever weapons and armor he’s willing to 
  lend. This is Story Objective A. 
  • Part 2: The Miller. The characters are 
  recruited to recover supplies from Ippon’s Mill 
  and to convince a reclusive poet to join the 
  caravan. This is Story Objective B. 
  • Part 3: The Innkeeper. The characters must 
  venture to an inn and rescue any survivors, 
  then bring them back to the caravan. This is 
  Story Objective C. 
  • Part 4: The Liar. A refugee is killed during the 
  night and the characters must discover the 
  culprit. This is Story Objective D. 
  Adventure Hooks 
  In addition to the characters’ individual 
  backgrounds, the following hooks are possible 
  ways to involve the adventurers in the scenario. 
   Caravan Traveler. The characters were part 
  of a caravan, perhaps as guards or merchants, 
  while passing through Elturgard on the way to 
  Baldur's Gate. After the destruction of the city, 
  their caravan is quickly converted into a 
  makeshift haven for refugees. 
   Elturgardian Survivor.  One or more of the 
  characters are from Elturgard, either as a 
  resident of Elturel itself or from one of the 
  surrounding villages. The sudden devastation of 
  their homeland should spur them into action. 
   Local Connections. The characters were on 
  the way to visit a dignitary, family member, 
  friend, or mentor who resides in Elturgard. The 
  city and surrounding villages were pulled into 
  Avernus moments before they arrived at the city 
  gates. With their personal connection gone, they 
  are left to piece together what happened while 
  helping those who survived.
  
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  DDAL09-01 Escape from Elturgard v1.0 
   
   
  4 
  Adventure Flowchart 
  This section provides a basic understanding of not only the flow of the adventure, but also the outline of 
  the different paths that your players may take in reaching their stated objective.  
   
   
   
   
  
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  DDAL09-01 Escape from Elturgard v1.0 
   
   
  5 
  Call to Action: Evil Abounds! 
  Estimated Duration: 10 minutes 
   
  When the adventure begins, the characters have 
  just witnessed the city of Elturel being pulled 
  into the Nine Hells. Read or paraphrase the 
  following: 
  It all happened so fast. Before your eyes, the 
  Companion, a shining orb that shed its holy light 
  upon Elturel, turned black, bathing the city in 
  darkness. After the briefest of moments, all that 
  remains of the city is a massive crater. 
  With the remnants of Elturgard in disarray, the 
  characters are called upon to locate the 
  survivors and escort them to the nearby caravan. 
  Meeting with Dara 
  Take a couple of minutes (but no more than that) 
  to describe what the characters see in the area as 
  they wander and get their bearings. Before they 
  can take any major action, they come upon an 
  intact region of the city outskirts where they’re 
  approached by Dara and her two companions. 
  Call to Action 
  Dara hopes the characters can help her locate 
  survivors in specific areas and escort them back 
  to the caravan before it leaves for Baldur's Gate. 
  Dark Times and Darker Fates 
  Along with introducing the characters to the storyline's 
  personages and upcoming events, this adventure sets 
  the theme for the campaign storyline. The overall tone 
  should be dark, gritty, and brimming with looming 
  uncertainty. Hope is in extremely short supply, and 
  there are times when the characters themselves may be 
  the only ones who can inspire that hope to the people 
  of Elturgard. You are encouraged to familiarize yourself 
  with the Dramatis Personae to bring the NPCs and their 
  plights to life.  
  Area Information 
  Elturel’s surroundings have the following 
  features. 
   Dimensions & Terrain. Nothing remains of 
  Elturel but a crater at the edge of the cliff that 
  overlooks the river. The area surrounding the 
  city is made up of rocky terrain which slopes 
  unevenly to the west of where Elturel once 
  stood. The turbulent Cionthar River flows along 
  the shoreline. 
   Lighting. During the day, there is a clear view 
  of the outskirts south of the city's elevated cliff 
  face. However, dust and smoke hangs overhead, 
  making the area dimly lit. 
   Smells and Sounds. The smell of smoke and 
  ash combined with several unrecognizable—yet 
  distinctly disturbing—odors drift throughout the 
  area. Locals nearby are calling out for other 
  surviving friends and family. 
   The Caravan. Several refugees have already 
  begun to gather near a small collection of carts, 
  tents, and wagons that form a makeshift caravan. 
  However, the number of survivors who have 
  made it here is sparse compared to those still 
  dealing with the fallout in nearby areas. Dara 
  approaches the characters here. 
  Creature Information 
  Dara is here. The elderly shepherd Ghorin 
  stands protectively at her side, along with his 
  goat Clyde. 
   What Do They Want? Dara's is searching for 
  others to accompany her to Baldur’s Gate. In the 
  meantime, she and Ghorin are gathering as many 
  survivors as they can to make the trip the city. 
  Ghorin obeys the young girl unquestioningly and 
  is willing to die to protect her. 
   What Do They Know? Dara knows that Elturel 
  has been drawn into the Nine Hells, but doesn’t 
  know why or how. The young Chosen of Ilmater 
  has been traveling for a long time en route to 
  Baldur’s Gate. She doesn’t yet know the reason 
  behind her pilgrimage, but is relieved to be 
  nearing her destination. Clyde is disappointed in 
  the quality of the grass to eat here. 
   Fiends Everywhere. Dara and Ghorin also 
  speak of survivors who have seen devils roaming 
  the area; they hope to find and rescue more 
  refugees before the fiends locate them.  
  
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  DDAL09-01 Escape from Elturgard v1.0 
   
   
  6 
  Search and Rescue 
  Dara provides the characters with three tasks—
  each of vital importance. Once these missions are 
  complete, the refugee caravan can begin its 
  journey to Baldur’s Gate before being discovered 
  by the invading devils.  
   The missions can be completed in any order. 
  Dara’s requests are as follows: 
  • Part 1: The Smith. Head to Wellum’s Smithy, 
  recruit the local smith and recover as many 
  weapons there as possible. 
  • Part 2: The Miller. Speak with Ghorin before 
  venturing to Ippon’s Mill to gather any tools 
  and supplies that can be found there. 
  • Part 3: The Innkeeper. Journey to a nearby 
  inn, the Fabled Fawn, and escort the inn’s 
  proprietor and patrons back to the caravan. 
  Proceeding to Part 4: The Liar 
  Characters can’t pursue Part 4: The Liar until 
  they’ve completed Parts 1, 2, and 3, above.
   
  
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  DDAL09-01 Escape from Elturgard v1.0 
   
   
  7 
  Part 1: The Smith 
  Estimated Duration: 1 hour 
   
  With the long road to Baldur’s Gate still ahead of 
  them, the characters venture to Wellum’s 
  Smithy. Their goal is to gather weapons and 
  materials to protect the caravan, and possibly 
  even recruit the renowned smith himself. 
  A. Wellum’s Smithy 
  The journey to the smithy is uneventful, but the 
  characters find that their task is far from over. 
  Story Objective A 
  Recruiting Wellum Smith and recovering his 
  stolen weapons is Story Objective A. 
  Area Information 
  This area has the following features. 
   Dimensions & Terrain. The smithy is an old 
  building at the end of a dirt road bordered by a 
  low stone wall. A wooden sign outside reads 
  “Wellum’s Smithy.” The only other building 
  nearby is a small shed with a missing door. 
   Lighting and Sounds. It is unusually quiet 
  here. The typical noise one would expect in the 
  vicinity of a smith’s forge is curiously absent. The 
  sky is filled with dust and smoke and the area is 
  dimly lit. 
  Creature Information 
  Wellum (NG male human bandit) is the local 
  smith here, along with his assistant, Gordrick (LG 
  male dwarf scout). The smithy was just looted 
  by bandits, so Wellum and Gordrick are planning 
  their next move, whispering in case the bandits 
  return. 
  As you approach, a deep voice calls out from the 
  building: “If you’ve come back to steal more, 
  you’re going to have to go through me!” 
   After Wellum describes his predicament, Vollis 
  Foote (LE female half-elf cult fanatic) arrives at 
  the smithy, breathlessly seeking shelter from 
  some bandits she’s eluded in the area. 
   What Do They Want? With his livelihood 
  gone, Wellum is beside himself and unsure of 
  where to go next. He makes a point to complain 
  about the bandits “making off with my stash of 
  ale!” at least once. While he is willing to 
  accompany the characters back to the caravan, 
  he insists that they recover his wares from the 
  bandits: “the caravan’ll need all the help it can 
  get!” Vollis is actually a cult fanatic who has her 
  own plans once she’s joined the caravan that are 
  revealed in Part 4, though the characters don’t 
  learn this until then; she’s very careful to avoid 
  any undue suspicion. If confronted, she admits 
  that she has, in truth, been pilfering the homes 
  left abandoned by fleeing residents in the area, 
  and offers a handful of coins and worthless 
  baubles as proof. 
   What Do They Know? The bandits looted the 
  smithy after Wellum went home to gather 
  supplies after Elturel’s destruction. The bandits 
  tied up Gordrick (who is still rubbing a sizeable 
  knot on the top of his head) and took all the 
  weapons and tools, leaving nothing but scraps. 
  Gordrick describes the bandits, who were 
  wearing mottled green and black cloaks. They 
  were long gone by the time Wellum returned. 
  Vollis had been making her way towards the 
  caravan, but was ambushed by the bandits. She 
  confirms Gordrick’s description of mottled green 
  and black cloaks. Vollis is a member of the Cult of 
  Zariel operating in Baldur’s Gate and has been 
  tasked with killing very specific people that live 
  in the outskirts of the city—though she doesn’t 
  reveal any of this, even under magical 
  compulsion. 
   
   
  
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  DDAL09-01 Escape from Elturgard v1.0 
   
   
  8 
  Run to the Hills 
  The characters can follow the bandits to recover 
  the stolen weapons, but Wellum and Gordrick 
  are reluctant to accompany them. Although 
  Wellum may know how to swing a sword, 
  neither he nor Gordrick are adventurers. While 
  the characters leave to track the bandits to their 
  hideout, the smith and his apprentice gather 
  what remains at the smithy and head to the 
  caravan. Similarly, Vollis points out the hideout’s 
  general direction, but follows Wellum and 
  Gordrick to the caravan. 
   The characters must succeed on a DC 12 
  Wisdom (Survival) check to find the hideout 
  within the hour. Otherwise, they find it two 
  hours later. Refer to appendix 1 for locations. 
  B1. Hideout Entrance 
  Faded traces of an old dirt road lead to an 
  abandoned temple repurposed by the bandits. 
  Area Information 
  The area has the following features. 
   Dimensions & Terrain. The building is a 
  single-story structure with the remains of a 
  small statue garden beside it. A character that 
  succeeds on a DC 12 Intelligence (Religion) 
  check identifies the symbology of Torm among 
  the faded markings and old displays, suggesting 
  that this place was once a temple to the god of 
  duty and loyalty. One of the two wooden doors 
  leading into the building is ajar. 
   Lighting. The sky is filled with dust and smoke 
  and the area is dimly lit. The building is nestled 
  close to a hillside which casts deep shadows 
  throughout the day, the deepest of which might 
  obscure any creatures lurking within. 
  B2. Entry Hall 
  Once adorned with tapestries and decorations, 
  small bits of wood and shattered pottery are all 
  that remain in this small chamber. 
  Area Information 
  The entry hall has the following features. 
   Dimensions & Terrain. This 20-foot-square 
  room is dirty, dusty, and mostly empty. 
  However, footprints in the dust indicate that 
  there has been a lot of traffic passing through 
  here recently. A set of bronze-bound double 
  doors are set against the north wall. The doors 
  lead nowhere, but they’re trapped to alert the 
  bandits on the floor to any intruders. A small 
  font in the northeast corner is the only piece of 
  décor left intact. 
   Lighting. There is enough natural light 
  filtering through the windows and door from the 
  outside to provide dim light in this area. 
   Trapped Doors. The double doors to the north 
  are armed with a pulley trap that triggers when 
  someone attempts to open them. The trap can be 
  spotted with a successful DC 13 Wisdom 
  (Perception) check and disarmed with a 
  successful DC 13 Dexterity check with thieves’ 
  tools. A failed attempt triggers the trap. 
   The 10-foot-wide area of the ceiling above the 
  doorway collapses if the trap is triggered. 
  Creatures within the area must succeed on a DC 
  12 Dexterity saving throw, taking 7 (2d6) 
  bludgeoning damage on a failed save, or half as 
  much on a successful one. In addition, the rubble 
  knocks open the door concealed by the font and 
  alerts the bandits and cultists in area B3. 
   Holy Water Font. A half-moon-shaped stone 
  font is set into the east wall, near the double 
  doors. The edges and interior of the bowl are 
  stained with what looks like dried blood, and a 
  small knife sits precariously on the rim of the 
  bowl. The phrase “Offer and Pass Freely” is 
  carved into the stonework above the font. 
  Characters with a passive Perception of 13 or 
  higher notice an increase of foot traffic in the 
  dusty prints along the floor here—more so than 
  by the nearby doors. 
   The font conceals a door, which can be found 
  and opened with a successful DC 12 Intelligence 
  (Investigation) check. Characters that noticed 
  the footprints in the dust on the floor can make 
  this check with advantage. The door is opened 
  by pushing against the font. 
   The knife and bloody bowl are there in the 
  hopes of distracting intruders toward the 
  trapped door nearby. A character making an 
  “offering” using the knife takes 1 slashing 
  damage, but the offering does nothing. 
  
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  DDAL09-01 Escape from Elturgard v1.0 
   
   
  9 
  Where’s the Door? 
  If the characters are taking a long time in this area, or if 
  they successfully disarmed the trap without finding the 
  concealed door, you can choose to have them simply 
  notice the outline of the concealed door around the font 
  with a successful DC 10 Wisdom (Perception) check. 
  B3. Ritual Chamber 
  The bandits that dwell here are members of an 
  infernal cult who are fascinated with the forces 
  that drew Elturel into the Nine Hells. They are in 
  the midst of a sacrificial summoning ritual. 
  Beyond the concealed door, a flight of narrow 
  steps leads into the ritual chamber below. Upon 
  entering the chamber, read: 
  Atop a blood-soaked stone slab is a human, bound 
  by chains and surrounded by humanoids wearing 
  mottled green and black robes. One of them is in 
  the process of carving a symbol in the man’s chest 
  with a jagged knife, while the others chant in 
  haunting tones. 
  Area Information 
  This area has the following features. 
   Dimensions & Terrain. The walls of this 40-
  foot-diameter cavern are covered in infernal 
  sigils and markings. A stone altar takes up the 
  center of the room. The stairwell on the east wall 
  leads up to area B2. 
   Lighting. Decorative braziers to the north and 
  south ends of the chamber cast bright light 
  throughout the area. 
   Smells and Sounds. There is a faint sulfurous 
  smell in the cavern. Even when the cultists are 
  no longer chanting, faint whispers seem to carry 
  along the air, seemingly from nowhere. The man 
  bound to the altar whimpers in agony. 
  Creature Information 
  Three bandits and two cultists are in the middle 
  of a ritual sacrifice of a fellow cultist. 
   
   
   
   
   
  Adjusting this Encounter 
  Here are some suggestions for adjusting this scene: 
  • Weak: The cultists don’t conjure the spined devil. 
  • Strong: Replace a cultist with a cult fanatic. 
  • Very Strong: Replace the weakened spined devil with 
  a spined devil. 
   If the characters triggered the trap in area B2, 
  the cultists have had enough time to complete 
  the summoning ritual. As the characters enter 
  the area, the bound cultist dies as a weakened 
  spined devil tears its way out of the corpse. 
   What Do They Want? The bandits and 
  cultists are focused on their ritual. Unless the 
  party approaches stealthily, the cultists notice 
  the characters as they’re descending the 
  stairwell and attack while one of the cultists 
  remains at the altar. 
   What Do They Know? The bandits and cultists 
  are members of the cult of Dispater, and are just 
  as confused about Elturel’s descent into the Hells 
  as anyone else. The ritual sacrifice is intended to 
  divine the cause of Elturel’s fall, and to summon 
  a powerful fiend to protect them. 
  Playing the Pillars 
  Here are some suggestions for this encounter: 
   Combat. If the cultists haven’t already summoned the 
  spined devil, the bandits and most of the cultists attack 
  the characters, while one of them stays behind to 
  complete the ritual. If the cultist uses its action every 
  round to plunge the sacrificial dagger into the victim, 
  after two rounds they kill the offering and conjure the 
  devil, who appears at the end of the third round. 
   Exploration. A successful DC 12 Wisdom (Perception) 
  check made during combat spots the stolen weapons, 
  hidden under tarps in the south corner of the room. 
   Social. If the spined devil is conjured during the fight, 
  it’s unsure why it was summoned. Moreover, if the 
  cultist who summoned it is killed, a character that 
  makes a successful DC 14 Charisma (Deception) check 
  can persuade the fiend that there is no worthy bargain 
  to be struck, after which the devil simply leaves. A 
  character that speaks in Infernal makes this check with 
  advantage. On a failed check, the devil suspects that the 
  characters are trying to trick it, and attacks them. 
   
   
  
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  DDAL09-01 Escape from Elturgard v1.0 
   
   
  10 
  Treasure 
  In the south end of the room, covered in tarps, 
  are boxes filled with Wellum’s inventory of 
  weapons and supplies. A small bag containing a 
  potion of healing sits atop one of the small boxes. 
  One of the cultists wears some modest silver 
  jewelry, while others have gold and silver coins 
  in purses. 
  Wrap Up 
  Wellum rejoices at the recovery of his weapons. 
  Even Dara cracks a smile. Wellum, Gordrick, and 
  Vollis opt to join the caravan and help them on 
  their way to Baldur’s Gate. 
   From here, the characters can proceed to Part 
  2: The Miller, Part 3: The Innkeeper, or—if the 
  characters have completed Parts 1, 2, and 3—to 
  Part 4: The Liar. 
   
   
  
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  DDAL09-01 Escape from Elturgard v1.0 
   
   
  11 
  Rewards 
  The characters receive rewards based upon their accomplishments. Aside from advancement, these 
  rewards are earned during the session. 
  Character Rewards 
  The characters earn the following rewards: 
  Advancement 
  Upon completing this adventure, each character 
  gains a level. At their discretion, they may 
  choose to decline advancement. Remind those 
  that express an interest in this that they have a 
  limit to how much gold they can earn per level; 
  declining advancement means that they may 
  reach a point where they earn no gold. However, 
  if they reach 3rd level, they can’t play any other 
  mini-adventures in this adventure. 
  Gold 
  Award each character gold for each hour of the 
  session. Adventures typically features cues for 
  this, but you can add it where you see fit. The 
  maximum gold that you can award a character 
  per hour is determined by their tier, as follows: 
  Tier 
  Hourly GP Award 
  GP Limit per Level 
  1 
  20 gp 
  80 gp 
  2 
  30 gp 
  240 gp 
  3 
  200 gp 
  1,600 gp 
  4 
  750 gp 
  6,000 gp 
   
  Magic Item(s) 
  If found during the adventure, the characters can 
  keep the following magic item: 
  • Potion of healing 
  Dungeon Master Rewards 
  For running this adventure, one of your 
  character gains a level. That character receives 
  gold based on their tier prior to advancement: 
  Tier 
  GP Earned 
  1 
  80 gp 
  2 
  240 gp 
  3 
  1,600 gp 
  4 
  6,000 gp 
   
   You may also complete DM Quests for running 
  this adventure. See the Adventurers League 
  Dungeon Master’s Guide for more information.
   
   
  
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  DDAL09-01 Escape from Elturgard v1.0 
   
   
  12 
  Creature Statistics 
   
  Bandit 
  Medium humanoid (any race), any non-lawful alignment 
  Armor Class 12 (leather armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Actions 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage. 
  Light Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage. 
  Cult Fanatic 
  Medium humanoid (any race), any non-good alignment 
  Armor Class 13 (leather armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) 
  Skills Deception +4, Persuasion +4, Religion +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 2 (450 XP) 
  Dark Devotion. The fanatic has advantage on saving 
  throws against being charmed or frightened. 
  Spellcasting. The fanatic is a 4th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 11, +3 to hit 
  with spell attacks). The fanatic has the following cleric 
  spells prepared: 
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (4 slots): command, inflict wounds, shield of 
  faith 
  2nd level (3 slots): hold person, spiritual weapon 
  Actions 
  Multiattack. The fanatic makes two melee attacks. 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 
  2) piercing damage. 
  
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  DDAL09-01 Escape from Elturgard v1.0 
   
   
  13 
  Cultist 
  Medium humanoid (any race), any non-good alignment 
  Armor Class 12 (leather armor) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) 
  Skills Deception +2, Religion +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Dark Devotion. The cultist has advantage on saving 
  throws against being charmed or frightened. 
  Actions 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one creature. Hit: 4 (1d6 + 1) slashing damage. 
  Spined Devil 
  Small fiend (devil), lawful evil 
  Armor Class 13 (natural armor) 
  Hit Points 22 (5d6 + 5) 
  Speed 20 ft., fly 40 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 15 (+2) 12 (+1) 11 (+0) 14 (+2) 
  8 (-1) 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren't silvered  
  Damage Immunities fire, poison  
  Condition Immunities poisoned  
  Senses darkvision 120 ft., passive Perception 12  
  Languages Infernal, Telepathy 120 ft.  
  Challenge 2 (450 XP)  
  Devil’s Sight. Magical darkness doesn’t impede the 
  devil’s darkvision. 
  Flyby. The devil doesn’t provoke an opportunity attack 
  when it flies out of an enemy’s reach. 
  Limited Spines. The devil has twelve tail spines. Used 
  spines regrow by the time the devil finishes a long rest. 
  Magic Resistance. The devil has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Multiattack. The devil makes two attacks: one with its 
  bite and one with its fork or two with its tail spines. 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 5 (2d4) slashing damage. 
  Fork. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) piercing damage. 
  Tail Spine. Ranged Weapon Attack: +4 to hit, range 
  20/80 ft., one target. Hit: 4 (1d4 + 2) piercing damage 
  plus 3 (1d6) fire damage. 
  Variant: Weakened Spined Devil 
  This version of the spined devil has the following 
  alterations to its stat block. 
  • It’s no longer resistant to bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren't silvered 
  (though it still keeps its resistance to cold damage) 
  • Remove the Magic Resistance trait. 
   
   
  
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  DDAL09-01 Escape from Elturgard v1.0 
   
   
  14 
  Appendix: Bandit’s Hideout Maps 
   
   
   
   
   
   
  
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  DDAL09-01 Escape from Elturgard v1.0 
   
   
  15 
  Part 2: The Miller 
  Estimated Duration: 1 hour 
   
  Ghorin points out a draft horse and cart with his 
  shepherd’s staff and tells the characters that the 
  vehicle belongs to a halfling named Ippon 
  Waston, who runs the mill to the northeast. He 
  asks them to take the cart to the mill and to stock 
  it with as many supplies as it can carry. If they 
  find Ippon or her assistant, Pal, they’re to escort 
  them back to the caravan. 
  A. Fortuitous Meeting 
  Along the road to the mill, the characters 
  encounter Ippon and Pal, who need help 
  recruiting another wayward refugee. 
  Story Objective B 
  Meeting with Ippon and Pal and convincing 
  Billiam to join the caravan is Story Objective B.  
  Area Information 
  The area has the following features. 
   Dimensions & Terrain. The road leading to 
  the mill is well maintained, making it an easy trip 
  for the horse and cart.  
  Creature Information 
  Ippon (a LG male halfling commoner) and Pal (a 
  LN human commoner) are easily spotted down 
  the road as they call out. 
   What Do They Want? Ippon and Pal are 
  already on their way to the caravan, but only 
  with what they were able to carry. Spotting the 
  empty cart, Ippon suggests they travel back to 
  the mill to reorganize and get more supplies. Pal 
  is eager to help, excited to learn more about 
  what’s happened. 
   What Do They Know? Ippon knows nothing 
  about Elturel’s descent or the fate of the citizens. 
  She heard about the caravan from a neighbor, 
  and has been trying to send anyone she meets in 
  that direction, but she wasn’t able to convince 
  the poet that lives down road. If the characters 
  completed Part 3 and mention Vasha, Ippon isn’t 
  thrilled about her being in a role of authority at 
  the caravan, but she doesn’t explain why. 
   What Do They Know? Pal knows about as 
  much about Elturel as Ippon. In addition to 
  helping with the supplies, he tries to keep Ippon 
  from losing her patience, as she tends to take her 
  tasks a bit too seriously. His levity, however, 
  sometimes just puts her further on edge. 
  Ippon’s Mill 
  As Ippon starts to load the cart with supplies, Pal 
  mentions that one of the nearby residents was 
  resistant to Ippon’s suggestions that he join the 
  caravan. Pal asks the characters to check in on 
  this reclusive poet named Billiam, who lives near 
  the mill, and give him one last nudge to join the 
  caravan. Pal has long appreciated Billiam’s work 
  and is sure he would be a useful addition. 
  B. The Poet 
  The characters reach the poet’s home, a small 
  house in a secluded area north of the mill. 
  Area Information 
  The area has the following features. 
   Dimensions & Terrain. The land surrounding 
  Billiam’s home is covered with scattered bits of 
  brush and grassy patches. A small grove of trees 
  sits near the poet’s house. 
   The House. Though it appears to have been 
  recently damaged, Billiam’s house is well 
  maintained. 
  Creature Information 
  Billiam Straodwall (N male human commoner), 
  sits in a chair on his porch, writing in his journal. 
  He calls out to the characters as they approach. 
   What Do They Want? Billiam doesn’t meddle 
  in local affairs. He does, however, try to keep 
  abreast of what’s going on; he fancies himself an 
  amateur historian and wants to record as much 
  information as possible in his journal. 
   
   
  
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  DDAL09-01 Escape from Elturgard v1.0 
   
   
  16 
   What Do They Know? Billiam knows that 
  something terrible has happened in Elturel and 
  that a caravan of refugees is gathering. He 
  admires Ippon for her efforts to coax him into 
  joining her, but feels she should spend more 
  time on others that actually need help. 
  Convincing Billiam 
  Billiam has heard stories of fiends and cultists in 
  the area, but dismisses them as being far enough 
  away from his home—there are others in more 
  peril than he is: 
  “Besides, I’m naught but a simple poet. A sword, a 
  smithing hammer, a ladel? I am benighted in all of 
  their uses; of what use could I be to this caravan?” 
   Allow the characters to plead their case. Those 
  who put forth a reasonable effort may make a DC 
  12 Charisma (Persuasion) check. If the 
  characters successfully convince Billiam, they 
  affect the end of Part 2 (see “From a Certain 
  Point of View”). Whether they succeed or fail on 
  the checks, Billiam agrees to join the caravan, 
  but only as long as the characters help him 
  gather some materials necessary to prepare a 
  journal suitable for life on the open road—a 
  “travel” journal. After all, this grand adventure 
  demands a proper chronicler. 
   The travel journal requires the following: 
  • Ink. A cluster of gallnuts and a handful of 
  caroba berries from a nearby grove. 
  • Paper. A hundred-and-a-half pages of high- 
  quality vellum bound in leather which can 
  bought from a nearby sage named Tilly Skye. 
  • Quill Feathers. No fewer than three special 
  feathers found on the banks of a river island in 
  the Chionthar River—but stick to the shadows! 
  Once these items are gathered, Billiam is more 
  than happy to accompany the characters to 
  Ippon’s Mill and back to the caravan. 
  Supply Run 
  The characters can choose the order in which 
  they gather supplies. The tasks for collecting 
  each are outlined in the following sections. 
  Accounting for Special Skills 
  Though guidelines are provided for the most direct way 
  to retrieve these materials, the party may have different 
  special features, skills, or spells they can use to help this 
  process, or even to find a different way of achieving 
  their goals. Feel free to reward them for creativity and 
  character-driven approaches to accomplishing the tasks. 
  C. Emryn’s Grove: Ink 
  This area is the closest to Billiam’s home. Here, 
  the characters can acquire gallnuts and berries 
  the poet needs to create his ink. 
  Area Information 
  The area has the following features. 
   Dimensions & Terrain. This grove is secluded 
  from nearby areas. The caroba berries can be 
  found on low bushes while the gallnuts are high 
  in the branches of towering trees. 
   Lighting. The area is well lit. Even with the 
  few tall trees, there’s plenty of natural light. 
   Sounds. The sounds of birds and other small 
  animals can be heard within the area. 
   Caroba Bushes. These cluster-shaped berries 
  are surrounded by sharp, poisonous thorns. A 
  character who gathers a handful of berries must 
  make a DC 12 Dexterity (Sleight of Hand) or DC 
  12 Wisdom (Nature) check. On a failed check, the 
  character must succeed on a DC 12 Constitution 
  saving throw or take 7 (2d6) poison damage and 
  become poisoned for 1 hour. Either way, the 
  character still recovers the caroba berries. 
   Gallnut Trees. Gallnuts are located on small 
  branches about 30 feet above the base of the 
  towering trees. Each of the tiny branches along 
  the trunk has a cluster of gallnuts. A character 
  can climb the tree with a successful DC 12 
  Strength (Athletics) check. Characters who use 
  rope or similar climbing gear can make this 
  check with advantage. 
   
   
  
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  DDAL09-01 Escape from Elturgard v1.0 
   
   
  17 
   Wasp Nests. A character who succeeds on a DC 
  11 Wisdom (Perception) check notices several 
  wasp nests along the trunks of the trees. 
  Gathering gallnuts from the trees is easy enough, 
  but doing so without attracting the wasps’ ire 
  requires a successful DC 12 Dexterity (Sleight of 
  Hand) check. On a failure, the character is 
  attacked by a cloud of stinging wasps. The 
  character must succeed on a DC 12 Dexterity 
  saving throw or take 5 points of piercing 
  damage. A character who fails their save by 5 or 
  more falls from the tree, taking 10 (3d6) of 
  falling damage. The wasps then disperse, flying 
  further up into the tree. 
  D. Open Skye’s: Paper 
  The characters find a shop at the edge of nearby 
  village hoping to acquire vellum for Billiam. 
  Area Information 
  The area has the following features. 
   Dimensions & Terrain. A wooden sign reading 
  “Open Skye’s” hangs in front of a small house at 
  the edge of the road. The nearby houses have 
  broken windows and doors, and appear to have 
  been ransacked. The area is otherwise deserted. 
  The interior of the 40-by-30-foot shop is in total 
  disarray—no doubt someone left in a big hurry. 
  Bits of paper, wood, and yarn cover the floor, 
  which is spattered in ink and candle wax. An 
  unstable enchantment wreaks havoc inside the 
  shop. 
   The Shop Front. The ground in front of the 
  entrance bears a scorch mark about a foot in 
  diameter. A piece of parchment nailed to the 
  door reads, “Closed Indefinitely Due to Infernal 
  Incidents.” A character who succeeds on a DC 13 
  Wisdom (Perception) check spots torn bits of 
  green and black cloth. Characters that completed 
  Part 1 identify the cloth as similar to that worn 
  by the cultists near the smithy. The door itself is 
  warded with a magical glyph shallowly carved 
  into the wood behind the parchment sign. The 
  glyph can be detected with the detect magic spell 
  or a successful DC 13 Intelligence (Investigation) 
  check. Opening the door triggers the glyph. 
  When the glyph is triggered, creatures within 5 
  feet of the door must make a DC 11 Constitution 
  saving throw, taking 10 (3d6) lightning damage 
  on a failed save, or half as much on a successful 
  one. 
   Unstable Enchantment. Inside the shop, a 5-
  foot-wide blue-white mass of magical energy 
  swirls about 10 feet above the floor. A successful 
  DC 14 Intelligence (Arcana) check reveals that 
  this might be some form of magical ward or 
  enchanted aura gone awry. A creature that 
  touches the energy globe must make a DC 11 
  Constitution saving throw or take 4 (1d8) 
  lightning damage. Every five minutes, the globe 
  unleashes a ripple of energy at two random 
  creatures within 5 feet of it. These creatures 
  must succeed on a DC 11 Constitution saving 
  throw or take 4 (1d8) lightning damage. Since 
  the orb is 10 feet off the ground, creatures that 
  hug the wall or are prone are not targeted by the 
  burst of energy. 
   Finding the Paper. Gathering all the pages of 
  vellum takes a bit of time and energy. If the 
  characters succeed on a DC 12 group Intelligence 
  (Investigation) check, they find all the necessary 
  paper and the leather binding in 10 minutes. 
  Otherwise, it takes 20 minutes. If the characters 
  try to collect the paper while remaining near the 
  safe areas of the room, they gain advantage to 
  their saving throw against the enchantment, but 
  their Intelligence (Investigation) checks are 
  made with disadvantage. 
  Treasure 
  If the party spends an additional 10 minutes 
  searching through the shop, they find a spell 
  scroll of protection from energy hidden in one of 
  the paper piles. A small lockbox behind the 
  counter contains a handful of valuable gems. 
  E. River Island: Feathers 
  The characters climb down toward the 
  Chionthar River and spot a stretch of land jutting 
  out from the water. Even from the riverbank, the 
  characters can see a number of feathers drifting 
  about on the beach. 
  
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  DDAL09-01 Escape from Elturgard v1.0 
   
   
  18 
  Getting to the Island 
  The island is 60 feet from the jagged shore. The 
  river has a brisk flow in this area. There are a 
  few ways to reach it. 
  • Swimming. Swimming to the island requires a 
  successful DC 12 Strength (Athletics) check. On 
  a failed check, the character is swept back into 
  the rocky shore, taking 3 (1d6) points of 
  bludgeoning damage. 
  • Climbing and Jumping. A long branch can be 
  used to traverse a makeshift trail of large 
  stones along the water to reach the island with 
  a successful DC 12 Dexterity (Acrobatics) 
  check. Failing the check causes the character to 
  fall into the water and be dashed against the 
  rocks, taking 3 (1d6) points of bludgeoning 
  damage. 
  • Using Survival Tactics. The characters can 
  use rope (or vines, branches, or similar 
  materials) to hold as they slowly and safely 
  make their way across with a successful DC 12 
  Wisdom (Survival) check. One character must 
  take the rope across by swimming or climbing, 
  as described above. Once the ropes are secure, 
  each remaining character can cross one at a 
  time. If more than a single character attempts 
  to cross at a time, the rope snaps, sending the 
  characters into the rushing water, each taking 
  3 (1d6) points of bludgeoning damage. 
  Area Information 
  This small stretch of land is well hidden behind 
  two rock faces on either side of the river. 
   Dimensions & Terrain. The island is two 
  hundred feet long and about half as wide at its 
  largest point. The ground is covered in grass and 
  several small trees grow along the edges of the 
  island. Bits of twigs and brush are scattered over 
  the grass. The air here is cool. 
   Lighting. Though the sun is high overhead, 
  only dim light filters through the ever-present 
  haze of smoke and dust. 
   Sounds. It’s unusually quiet in this area, and 
  the sound of the surrounding river is almost 
  completely muted. 
   Feathers. A dozen feathers can be spotted 
  lying in the grassy area and can be gathered 
  easily. The characters can choose to heed 
  Billiam’s warning and stay within the shadows of 
  the trees by making a DC 12 group Dexterity 
  (Stealth) check at the beginning of each round. If 
  they do not attempt to hide, they automatically 
  fail. On a failure, a pegasus residing elsewhere on 
  the island flies ahead of the characters as they 
  return to Billiam’s home (see Winged Fury). 
  Back to Billiam 
  After collecting all of the supplies, the characters 
  can return to Billiam. 
   Winged Fury. If the characters failed to 
  stealthily collect the feathers on the river island, 
  they return to find Billiam being attacked by a 
  pegasus (if they succeeded, proceed directly to 
  Wrap Up). Read or paraphrase the following: 
  As you reach the clearing, you hear the blaring 
  sounds of a horse neighing in the direction of 
  Billiam’s house. Billiam has successfully managed 
  to avoid the celestial beast’s rage so far, but he 
  may not last long! 
  Playing the Pillars 
  Here are some suggestions for this encounter: 
   Combat. If the pegasus is reduced to half its hit point 
  maximum, it flies away. 
   Exploration. If the characters choose to watch and 
  wait instead of attacking right away, Billiam locks 
  himself inside his home. The pegasus bangs its hooves 
  against the house for three rounds before flying away. 
   Social. The characters can try to get the pegasus’s 
  attention and calm it down. If they succeed on a DC 13 
  Charisma (Persuasion) check, the pegasus is willing to 
  leave them alone, convinced that they mean it no harm 
  and were collecting the feathers with peaceful intent. 
   Reasons Unknown. Once the encounter is 
  over, Billiam thanks the characters for their 
  assistance (provided they gave any). He says he 
  has no idea why the pegasus suddenly attacked 
  him. If the characters inquire about any past 
  actions experiences that may have prompted the 
  attack, he says he can’t seem to think of any. 
   
   
  
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  DDAL09-01 Escape from Elturgard v1.0 
   
   
  19 
  Wrap Up 
  With the supplies recovered, Billiam packs up his 
  belongings and joins the party on the trip back to 
  the mill, then back toward the caravan with 
  Ippon’s supplies. 
   From a Certain Point of View. Billiam begins 
  writing into his new travel journal. If anyone 
  peeks at his writings, they notice he lists his 
  meeting with the party as his first entry. If the 
  characters successfully persuaded Billiam at the 
  beginning of this encounter, he writes that he 
  was inspired by their heroism. If they failed, 
  they’re instead are portrayed as extremely 
  desperate and it’s noted that he agreed to 
  accompany them only out of pity. 
   From here, the characters can proceed to Part 
  1: The Smith, Part 3: The Innkeeper, or—if the 
  characters have completed Parts 1, 2, and 3—to 
  Part 4: The Liar. 
   
   
  
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  DDAL09-01 Escape from Elturgard v1.0 
   
   
  20 
  Rewards 
  The characters receive rewards based upon their accomplishments. Aside from advancement, these 
  rewards are earned during the session. 
  Character Rewards 
  The characters earn the following rewards: 
  Advancement 
  Upon completing this adventure, each character 
  gains a level. At their discretion, they may 
  choose to decline advancement. Remind those 
  that express an interest in this that they have a 
  limit to how much gold they can earn per level; 
  declining advancement means that they may 
  reach a point where they earn no gold. However, 
  if they reach 3rd level, they can’t play any other 
  mini-adventures in this adventure. 
  Gold 
  Award each character gold for each hour of the 
  session. Adventures typically features cues for 
  this, but you can add it where you see fit. The 
  maximum gold that you can award a character 
  per hour is determined by their tier, as follows: 
  Tier 
  Hourly GP Award 
  GP Limit per Level 
  1 
  20 gp 
  80 gp 
  2 
  30 gp 
  240 gp 
  3 
  200 gp 
  1,600 gp 
  4 
  750 gp 
  6,000 gp 
   
  Magic Item(s) 
  If found during the adventure, the characters can 
  keep the following magic items. 
  • Spell scroll of protection from energy 
  Dungeon Master Rewards 
  For running this adventure, one of your 
  character gains a level. That character receives 
  gold based on their tier prior to advancement: 
  Tier 
  GP Earned 
  1 
  80 gp 
  2 
  240 gp 
  3 
  1,600 gp 
  4 
  6,000 gp 
   
   You may also complete DM Quests for running 
  this adventure. See the Adventurers League 
  Dungeon Master’s Guide for more information. 
   
   
  
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  DDAL09-01 Escape from Elturgard v1.0 
   
   
  21 
  Creature Statistics 
   
  Pegasus 
  Large celestial, chaotic good 
  Armor Class 12 
  Hit Points 59 (7d10 + 21) 
  Speed 60 ft., fly 90 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 15 (+2) 16 (+3)  10 (+0) 15 (+2) 13 (+1) 
  Saving Throws Dex +4, Wis +4, Cha +3 
  Skills Perception +6 
  Senses passive Perception 16 
  Languages understands Celestial, Common, Elvish, and 
  Sylvan but can’t speak 
  Challenge 2 (450 XP) 
  Actions 
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) bludgeoning damage.
   
   
   
  
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  DDAL09-01 Escape from Elturgard v1.0 
   
   
  22 
  Part 3: The Innkeeper 
  Estimated Duration: 1 hour 
   
  The party travels to the Fabled Fawn Inn to 
  escort the proprietor and guests back to the 
  caravan. 
  A. The Fabled Fawn 
  The inn is under attack by devils. Vasha, the inn’s 
  proprietor, has barricaded herself inside along 
  with a guest named Hastrine. The nearby barn 
  caught fire during the attack and Segren, Vasha’s 
  husband, is unconscious inside. Read or 
  paraphrase the following: 
  As you make your way up the road, you spot 
  fiendish creatures hammering at the inn’s front 
  door. Thick black smoke rises from the roof of the 
  nearby barn, which has been set ablaze. Voices can 
  be heard inside the inn, shouting and cursing at the 
  encroaching devils. As you watch, the devils smash 
  the door open and charge into the inn. 
  Story Objective C 
  Rescuing and protecting Vasha Hall, Segren Hall, 
  and Hastrine Leaftender is Story Objective C. 
  Area Information 
  Refer to Appendix: Fabled Fawn Map for 
  locations. The inn has the following features. 
   Dimensions & Terrain. Broken chairs and 
  benches are scattered about the inn’s common 
  room. The front door was forced open. The barn 
  has been burning for some time and the flames 
  appear to have spread throughout the majority 
  of the structure. 
  Creature Information 
  The inn is under attack by nine lemures.  Five of 
  them are in the main room of the inn while 
  another four are in the side room. Vasha Hall (LG 
  female human noble), has barricaded herself 
  inside a storage closet, along with a traveler 
  named Hastrine Leaftender (NG nonbinary elf 
  scout). They’re marked as “V” and “H” on the 
  map. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this scene: 
  • Weak: Remove two lemures. 
  • Strong: Add two lemures. 
  • Very Strong: Add four lemures. 
   What do They Want? Vasha and Hastrine 
  anticipate having to deal with the devils directly 
  once the barricade comes down. Vasha’s larger 
  concern is for her husband, Segren, who is 
  trapped within the burning barn. The devils 
  want to get inside the closet and eat the tasty 
  things that are making all of the noise. 
   Dual Dilemma. Vasha hears the characters 
  outside and shouts from inside the closet, 
  “Please save my husband! He’s in the barn!” At 
  this point, the party must choose between 
  dealing with the immediate threat of the devils 
  or running to the barn to save Segren. Dealing 
  with the devils now might save Vasha and 
  Hastrine from facing them, but the longer the 
  party takes here, the more likely Segren perishes 
  in the fire. Once Vasha calls out to the characters 
  for the first time, they have 7 rounds to rescue 
  Segren before he dies.  A character that succeeds 
  on a DC 13 Wisdom (Insight) check notices from 
  the window that the flames are spreading 
  rapidly, leaving little time to waste. The devils 
  aren’t terribly bright, but they smell fear coming 
  from inside the inn—and fear is delicious. 
  Playing the Pillars 
  Here are some suggestions for this encounter: 
   Combat. Upended tables can be used for partial cover 
  during the fight. Characters can also climb over the bar, 
  which counts as difficult terrain. 
   Exploration. While in the barn, a character who 
  succeeds on a DC 14 Wisdom (Survival) check can locate 
  a weaker segment in the flame wall, taking only 3 (1d6) 
  fire damage when passing through the flames. 
   Social. If Vasha is asked where in the barn they can 
  find Segren, she mentions he was going to tend to one 
  of their horses. 
  
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  DDAL09-01 Escape from Elturgard v1.0 
   
   
  23 
  Splitting Tasks 
  The characters have a choice to make: fight the 
  devils or find Segren in the barn. It’s likely that 
  the characters decide to split their forces, some 
  to fight the devils while the rest head to the barn. 
  If they choose this option, have everyone roll 
  initiative. This makes it easier to track the time 
  Segren has while allowing characters to switch 
  their focus between tasks.  
  Area Information 
  Refer to Appendix: Fabled Fawn Map for 
  locations. The barn has the following features: 
   Lighting. The flames are extremely hard to see 
  through, and the excess smoke inside the barn 
  reduces visibility in the area to 20 feet. 
   Wild Horses. There are two horses running 
  rampant throughout the barn. Unless directed 
  toward the door, they pose a potential hazard for 
  the characters (see Complications). Each horse 
  can be herded to the barn door with a successful 
  DC 12 Wisdom (Animal Handling) check. 
   Navigating the Flames. A creature that moves 
  through or ends its turn in a square occupied by 
  flames takes 5 (1d10) fire damage. 
  Creature Information 
  Segren Hall (a commoner) lies unconscious in 
  one of the bays within the barn (marked as “S” 
  on the map). When the devils attacked, one of 
  the horses kicked Segren in the head, knocking 
  him out cold. Finding amidst the surrounding 
  flames and rescuing him is a far more 
  complicated task than battling the fiends. 
   Finding Segren. Segren can be spotted with a 
  successful DC 13 Wisdom (Perception) check. A 
  character on the upper level of the barn makes 
  this check with advantage. A ladder leads down 
  into the bay from the upper level, which is the 
  only way to reach Segren without passing 
  through the flames. Traversing the ramp 
  requires a successful DC 11 Dexterity 
  (Acrobatics) check. Segren is unconscious and 
  must be carried out. Healing magic does not 
  wake him.  
   Complications. At the end of each round, 
  characters inside the barn can be affected by the 
  spreading fire and damage to the barn. Each 
  character must roll a d8 and consult the effects 
  as described on the table, below. 
  Barn Complications 
  d8 
  Complication 
  1 
  A beam falls from above. You must succeed 
  on a DC 12 Dexterity saving throw or take 7 
  (2d6) bludgeoning damage. 
  2 
  A draft sends a swarm of embers in every 
  direction. You must make a DC 12 Wisdom 
  saving throw to spot a clear path. On a 
  failed save, you take 3 (1d6) fire damage. 
  3 
  You’re caught in a cloud of thick black 
  smoke. You must succeed on a DC 13 
  Constitution saving throw or become 
  poisoned until the end of your next turn. 
  4 
  You’re rushed by a horse running through 
  the area. You must succeed on a DC 12 
  Strength saving throw or take 4 (1d8) 
  damage and be knocked prone. If the 
  horses have been removed from the barn, 
  nothing happens. 
  5-8 
  Nothing happens. 
   
   Time Is Running Out! Make sure you’re 
  keeping track of game time during this 
  encounter. If 7 rounds pass and the characters 
  have not rescued Segren, a flaming wooden 
  beam falls from the barn’s ceiling, crushing 
  Segren and killing him. 
  Wrap Up 
  Regardless of the outcome, the surviving NPCs 
  accompany the characters back to the caravan. 
   Segren Lives. If the characters save Segren, he 
  appears to be physically unhurt. However, he 
  doesn’t regain consciousness, even with healing. 
   Segren Dies. If Vasha survived, but Segren did 
  not, she remains silent through most of the 
  journey and doesn’t accept any form of comfort 
  or consolation. 
   From here, the characters can proceed to Part 
  1: The Smith, Part 2: The Miller, or—if the 
  characters have completed Parts 1, 2, and 3—to 
  Part 4: The Liar. 
  Treasure 
  If both the Halls and Hastrine were rescued, 
  Vasha gives the party a potion of healing and a 
  pouch of various coins as a reward for their aid. 
  
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  24 
  Rewards 
  The characters receive rewards based upon their accomplishments. Aside from advancement, these 
  rewards are earned during the session. 
  Character Rewards 
  The characters earn the following rewards: 
  Advancement 
  Upon completing this adventure, each character 
  gains a level. At their discretion, they may 
  choose to decline advancement. Remind those 
  that express an interest in this that they have a 
  limit to how much gold they can earn per level; 
  declining advancement means that they may 
  reach a point where they earn no gold. However, 
  if they reach 3rd level, they can’t play any other 
  mini-adventures in this adventure. 
  Gold 
  Award each character gold for each hour of the 
  session. Adventures typically features cues for 
  this, but you can add it where you see fit. The 
  maximum gold that you can award a character 
  per hour is determined by their tier, as follows: 
  Tier 
  Hourly GP Award 
  GP Limit per Level 
  1 
  20 gp 
  80 gp 
  2 
  30 gp 
  240 gp 
  3 
  200 gp 
  1,600 gp 
  4 
  750 gp 
  6,000 gp 
   
  Magic Item(s) 
  If found during the adventure, the characters can 
  keep the following magic items. 
  • Potion of healing 
  Dungeon Master Rewards 
  For running this adventure, one of your 
  character gains a level. That character receives 
  gold based on their tier prior to advancement: 
  Tier 
  GP Earned 
  1 
  80 gp 
  2 
  240 gp 
  3 
  1,600 gp 
  4 
  6,000 gp 
   
   You may also complete DM Quests for running 
  this adventure. See the Adventurers League 
  Dungeon Master’s Guide for more information.
   
   
  
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  25 
  Creature Statistics 
   
  Lemure 
  Medium fiend (devil), lawful evil 
  Armor Class 7 
  Hit Points 13 (3d8) 
  Speed 15 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 5 (-3) 
  11 (+0) 
  1 (-5) 
  11 (+0) 
  3 (-4) 
  Damage Resistances cold 
  Damage Immunities fire 
  Condition Immunities charmed, frightened, poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages Understands Infernal, but can’t speak it 
  Challenge 0 (10 XP) 
  Devil’s Sight. Magical darkness doesn’t impede the 
  lemure’s darkvision. 
  Hellish Rejuvenation. A lemure that dies in the Nine 
  Hells comes back to life with all its hit points in 1d10 
  days unless it is killed by a good-aligned creature with a 
  bless spell cast upon that creature or its remains are 
  sprinkled with holy water. 
  Actions 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage. 
  Light Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage. 
   
   
  
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  26 
  Appendix: Fabled Fawn Map 
   
   
   
   
  
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  27 
  Part 4: The Liar 
  Estimated Duration: 1 hour 
   
  With all the refugees gathered, the caravan 
  begins its journey to the city of Baldur’s Gate. 
  Along the way, tragedy leaving the caravan in a 
  state of fear, confusion, and suspicion. 
  Murder in the Night 
  Billium Straodwall, the writer-poet recruited by 
  the characters (see Part 2: The Miller), was 
  murdered when the caravan stopped for the 
  night! It’s up to the party to discover the culprit 
  and confront them. Read the following: 
  Everyone in the caravan is abruptly awoken by 
  blood-curdling screams! Looking around, you 
  notice several refugees gathered around Billiam’s 
  tent—pushing one another aside for a better view. 
  Gasps, cries, and curses clearly indicate that 
  something horrible has happened. 
  Story Objective D 
  Uncovering Vollis as the killer and defeating her 
  is Story Objective D.  
  Area Information 
  The area has the following features. 
   Dimensions & Terrain. Billiam’s camp, made 
  up of a small tent and fire, is set 90 feet away 
  from all the others in the caravan. There is no 
  sign of any large animals or vehicles passing 
  through other than those of the caravan itself. 
   Lighting. The sun casts an early morning light 
  over the horizon, though it’s still dark enough to 
  see the stars in the sky above. The campfire near 
  the tent has long since died out. 
   The Victim. Billiam’s body is splayed out on its 
  back in front of the small tent. His throat is 
  brutally slashed open. A deep red stain encircles 
  his head and shoulders where his blood has 
  soaked into the grass and dirt. A strange symbol, 
  about 8 inches long, is carved into his chest. 
   The Scene. The tent and camp itself appear to 
  be mostly untouched. Billiam’s travel gear, food, 
  and writing supplies have been left undisturbed 
  and there are no apparent signs of conflict. A 
  character who makes a successful DC 13 Wisdom 
  (Perception) check notices that Billiam’s journal 
  isn’t among the items in the tent. 
  Creature Information 
  The characters find several refugees already 
  gathered around Billiam’s corpse, proposing 
  various theories of who might have done this. 
  Unbeknownst to them all, Vollis Foote (see Part 
  1: The Smith) is the killer. She does everything 
  she can throughout the investigation to divert 
  the characters’ blame while she plots her next 
  move (see Concluding the Adventure for more 
  information regarding Vollis’ mission). 
  To Find a Killer 
  Dara arrives shortly after the characters, 
  accompanied by Ghorin. Dara is visibly shaken 
  by the scene. Ghorin then quickly blocks her 
  view, slapping a calloused hand over her eyes 
  before demanding that everyone but the 
  characters leave the area. Vasha Hall steps in to 
  shoo away the refugees that linger a bit too long. 
   Dara’s Plea. Dara assures the characters that 
  they’re the only people in the caravan with no 
  obvious motive for murdering Billiam. As such, 
  she would like them to investigate and discover 
  the identity of the killer and subdue them so they 
  can be brought to justice. 
   Where to Begin? Ghorin thinks it’s unlikely 
  that a stranger could make it into and out of the 
  camp without being seen by the watch, so the 
  murder was most likely committed by someone 
  in the caravan. With that in mind, Ghorin and 
  Dara suggest the characters question prominent 
  members of the caravan familiar with Billiam: 
  • Gordrick Ironarm 
  • Hastrine Leaftender 
  • Ippon Waston 
  • Pal Tithrin 
  • Vasha Hall 
  • Vollis Foote 
  • Wellum Smith 
  
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  28 
   Trust No One. If the characters suggest Dara 
  or Ghorin may be possible suspects as well, Dara 
  commands their desire to be thorough. Though 
  many can verify seeing them at the very front of 
  the caravan throughout the night, she 
  encourages the characters to confirm everything 
  they can. 
   Examining the Scene. If the characters choose 
  to investigate the scene themselves, a successful 
  DC 12 Intelligence (Investigation) check 
  confirms Ghorin’s theories. The characters can 
  also perform additional DC 12 skill checks and 
  gain information about the scene, as defined on 
  the following table. 
  Finding Clues 
  Ability Check  
  Clue Revealed 
  Intelligence 
  (Arcana) 
  The carving on the chest was likely 
  part of some kind of ritual. 
   
  Intelligence 
  (Religion) 
  The symbol is the mark of the 
  archdevil Zariel. 
   
  Wisdom 
  (Medicine) 
  The carving on Billiam’s chest was 
  made either immediately before or 
  after he was killed. 
   
  Wisdom 
  (Perception) 
  Billiam’s journal is not among the 
  items in or around the tent. (A 
  character with a passive Perception 
  of 12 or higher also notices this.) 
   
  Wisdom 
  (Survival) 
  The campfire was extinguished, 
  rather than burning out on its own. 
   
  The Usual Suspects 
  Without evidence pointing to one of the NPCs, 
  the characters are left to question all of them in 
  the hopes of finding out which one might be the 
  killer. Refer to the following sections on each 
  NPC, which details the information they can 
  provide. 
   If multiple NPCs are in the same location when 
  the party questions them, they’re listed together. 
   
   
   
  Running the Whodunnit 
  Make sure you read through the interactions below 
  before presenting them to the players. Some may 
  require adjustments. As an example, if Vasha died 
  during Part 3, you could instead place Ippon in her 
  scenario. Regardless of the information obtained, the 
  evidence should eventually lead the party to the 
  conclusion that Vollis, after talking with Gordrick, went 
  to Vasha’s tent to plant the journal, then went to see 
  Billiam. 
   If the players don’t come to the conclusion, you can 
  give them additional clues if they succeed on a DC 12 
  Wisdom (Insight) check. If all else fails, Ghorin can help 
  them come to the same conclusion. Otherwise, use the 
  alternate scenario presented in “Confronting the Killer.” 
  Gordrick Ironarm 
  Gordrick claims that he was on watch during the 
  evening shift. He didn’t see anyone strange 
  entering or leaving the caravan. Billiam had 
  visited him for the third night in a row asking for 
  permission to write a story about him. After he 
  left, Vollis Foote had kept Gordrick company for 
  a couple of hours before she headed toward 
  Vasha’s tent to speak with her. If the party 
  mentions Pal and Wellum’s altercation (see “Pal 
  Tithrin and Wellum Smith,” below) and succeeds 
  on a DC 13 Charisma (Persuasion) check, 
  Gordrick tells the characters that Pal and 
  Wellum’s animosity may have to do with the fact 
  that they both have affections for Hastrine, but 
  have been keeping it to themselves. 
  Hastrine Leaftender 
  Hastrine is walking the outskirts of the caravan 
  camp. They claim to have meditated through the 
  night, but went for a walk just before final light. 
  They saw Billiam talking with Vasha—who 
  waved in greeting—during their walk, but they 
  didn’t want to disrupt the conversation. Hastrine 
  doesn’t know who would want to kill Billiam. 
  The poet kept to himself, though Hastrine did see 
  him often talking with Ippon and Vollis. 
   
   
  
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  29 
  Ippon Waston 
  Ippon is near her supply cart. She insists this all 
  wouldn’t have happened if Vasha had better 
  organized the watch. She also points out that 
  Vasha had been acting a bit on edge, especially 
  after the situation with her husband (referring to 
  either his death or his unending 
  unconsciousness). Vasha can’t provide any other 
  information as the poet often kept to himself. 
  She did, however, overhear him saying horrible, 
  hurtful things to himself. 
  Pal Tithrin and Wellum Smith 
  Pal and Wellum are in the grips of a heated 
  argument. “Liar!” Wellum shouts, then he 
  punches Pal in the face and the two begin to 
  scuffle. If the party doesn’t break it up, they both 
  stop when they see the characters approach. 
   Wellum’s Side. Wellum has clearly had too 
  much to drink. He spotted Pal with papers that 
  looked like Billiam’s handwriting. Wellum 
  confronted Pal, but he was being elusive as to 
  why he had them. Wellum drunkenly storms off 
  after speaking with the characters. 
   Pal’s Side. Pal is distraught over Billiam’s 
  death. The day before, he had asked the poet to 
  help him write a love poem for Hastrine (though 
  he doesn’t reveal who the simple sonnet about 
  beauty and love is actually for). Wellum spotted 
  him practicing reciting the poem and got angry. 
  Pal tells the characters they can keep the 
  poem—it makes him sad now. 
  Vasha and Segren Hall 
  Vasha appears to be examining something 
  intently, but quickly hides whatever it is when 
  the characters arrive. Characters with a passive 
  Perception of 12 or higher recognizes it as 
  Billiam’s journal. Even if the characters don’t see 
  it, she reveals it to them if pressured. She claims 
  she found the journal in her pack after Billiam 
  was discovered and doesn’t know who to trust. 
   She blames herself for Billiam’s death: he was 
  distracted and went on about how useless and 
  pathetic he was, and instead of helping him, she 
  admonished him. She could have tried a softer 
  approach, but needed to get back to the tent to 
  tend to Segren. She didn’t see anyone else for the 
  rest of the night, but her tent flap was disturbed 
  when she returned. She just assumed someone 
  came to see her but left. The journal contains 
  Billiam’s poetic tale of the journey to Baldur’s 
  Gate, but the dates stop at the day before 
  yesterday. There is no entry for the day he died. 
  Vollis Foote 
  When the party speaks with Vollis, she expresses 
  her condolences for Billiam and wishes to help 
  them as best she can. She mentions that Pal 
  visited Billiam often, as did Vasha, who appears 
  to have lately been acting quite erratic and on 
  edge. If the party asks Vollis if she met with 
  Vasha last night, she says she spoke with Vasha 
  to discuss her helping out more in the caravan, 
  but they didn’t talk long (of course, this is a lie). 
  Characters speaking with Vollis who succeed on 
  a DC 12 Wisdom (Insight) check notice that not 
  only does she seem disingenuous, her entire 
  demeanor is different from what they remember 
  when they had first met her. 
  Confronting the Killer 
  After talking with the suspects, the characters 
  should be ready to confront Vollis Foote (LE 
  female half-elf cult fanatic) as the killer. Once 
  they do, she curses at them in Infernal and 
  attacks. If they make it obvious that they suspect 
  her before they confront her, she surprises them. 
  In either case, she fights to the death. 
   If the party doesn’t confront Vollis as the killer, 
  or instead concludes that it was someone else, 
  Gordrick rushes to the characters, saying he 
  can’t find Wellum or Vollis anywhere, and asks 
  the party if they can search for them. After a bit 
  of searching, they happen upon Vollis standing 
  over an unconscious Wellum holding a knife. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this scene: 
  • Strong: Vollis conjures two devilspawn. 
  • Very Strong: Vollis conjures three devilspawn. 
  Treasure 
  Vollis carries an amulet of proof against detection 
  and location as well as a handful of coins made of 
  unusual green steel. 
  
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  30 
  Wrap-Up 
  Once Vollis is defeated, the refugees gather to 
  deal with the aftermath. The presence of a cultist 
  of Zariel troubles Dara and her companions 
  greatly. As Vollis’s true motive remains 
  unknown, they encourage everyone in the 
  caravan to stick together and remain vigilant, as 
  it seems the journey to safety may be far from 
  over. 
   Story Award. If Vollis is knocked unconscious 
  rather than killed, the characters earn the 
  Cooler Heads Prevail story award. 
   Though Vollis has been revealed as a cultist of 
  Zariel, the truth is that she was possessed by an 
  unknown devil. Before this, Billiam had been 
  serving as the devil’s host, which was the real 
  reason for the celestial pegasus’s ire. After 
  meeting with Vollis Foote, he carved an infernal 
  sigil into his own chest—freeing the devil to 
  possess Vollis, who then killed the now-useless 
  Billiam. The only thing that the characters are 
  able to deduce at this time is that something dire 
  is afoot. The story continues in DDAL09-02 
  Stopped at the Gate. 
   
   
   
  
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  31 
  Rewards 
  The characters receive rewards based upon their accomplishments. Aside from advancement, these 
  rewards are earned during the session. 
  Character Rewards 
  The characters earn the following rewards: 
  Advancement 
  Upon completing this adventure, each character 
  gains a level. At their discretion, they may 
  choose to decline advancement. Remind those 
  that express an interest in this that they have a 
  limit to how much gold they can earn per level; 
  declining advancement means that they may 
  reach a point where they earn no gold. However, 
  if they reach 3rd level, they can’t play any other 
  mini-adventures in this adventure. 
  Gold 
  Award each character gold for each hour of the 
  session. Adventures typically features cues for 
  this, but you can add it where you see fit. The 
  maximum gold that you can award a character 
  per hour is determined by their tier, as follows: 
  Tier 
  Hourly GP Award 
  GP Limit per Level 
  1 
  20 gp 
  80 gp 
  2 
  30 gp 
  240 gp 
  3 
  200 gp 
  1,600 gp 
  4 
  750 gp 
  6,000 gp 
   
  Magic Item(s) 
  If found during the adventure, the characters can 
  keep the following magic items; these items are 
  described in Appendix 1: 
  • Amulet of proof against detection and location 
  Story Award 
  The characters may earn the following: 
   Cooler Heads Prevail. You have spared the 
  murderer, Vollis, in the hopes that she will be 
  brought to justice upon arriving in Baldur’s Gate. 
  Dungeon Master Rewards 
  For running this adventure, one of your 
  character gains a level. That character receives 
  gold based on their tier prior to advancement: 
  Tier 
  GP Earned 
  1 
  80 gp 
  2 
  240 gp 
  3 
  1,600 gp 
  4 
  6,000 gp 
   
   You may also complete DM Quests for running 
  this adventure. See the Adventurers League 
  Dungeon Master’s Guide for more information. 
   
   
  
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  32 
  Creature Statistics 
   
  Devilspawn 
  Medium fiend (devil), lawful evil 
  Armor Class 11 
  Hit Points 18 (4d8) 
  Speed 20 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-4) 
  12 (+1) 11 (+0) 
   5 (-3) 
  8 (-1) 
  5 (-3) 
  Damage Resistances Cold, Fire, Lightning 
  Damage Immunities Poison 
  Condition Immunities Charmed, Frightened, Poisoned 
  Senses Darkvision 120 ft., passive Perception 9 
  Languages understands Infernal but can’t speak 
  Challenge 1/4 (50 XP) 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8 + 1) slashing damage.
   
   
   
  
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  33 
  Appendix: Character Rewards (Magic Items) 
  If found during the adventure, the characters can keep the following magic items; it’s suggested that you 
  print off enough copies of this page to be able to give one to each of your players (crossing off rewards 
  they didn’t receive during the session): 
   
  Amulet of Proof Against Detection 
  and Location 
  Wondrous item, uncommon  
  While wearing this amulet, you are hidden from 
  divination magic. You can't be targeted by such 
  magic or perceived through magical scrying 
  sensors. This item can be found in the Dungeon 
  Master’s Guide.
   
   
   
  
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  DDAL09-01 Escape from Elturgard v1.0 
   
   
  34 
  Appendix: Character Rewards (Story Awards) 
  If found during the adventure, the characters may earn the following magic items; it’s suggested that you 
  print off enough copies of this page to be able to give one to each of your players (crossing off rewards 
  they didn’t receive during the session): 
   
  Story Award 
  The characters may earn the following: 
   Cooler Heads Prevail. You have spared the 
  murderer, Vollis, in the hopes that she will be 
  brought to justice upon arriving in Baldur’s Gate. 
   
   
   
  
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  35 
  Dramatis Personae 
  The following NPCs feature prominently in this adventure. 
   
  Billiam Straodwall (BILL ee uhm STRODE 
  wall). Male human. Morose and frequently 
  visited by bouts of self-doubt, Billiam was a 
  writer who lived in a secluded home somewhat 
  near Ippon’s mill. He is frequently found writing 
  of his experiences his journal—so much so that 
  he often bumps into things or neglects whatever 
  other duties he might have been charged with. 
  Often argues with and says hurtful things to 
  himself. 
  • What do They Want? Billiam wants to write 
  the greatest chronicle ever to be read in the 
  Realms as his life’s work. It needs to evoke joy 
  and sadness and wonder… it must be perfect. 
  • Delusions of Grandeur. Though sure that he's 
  destined for greatness, knowing and doing are 
  two different things. Billiam is often plagued 
  with doubt and lambasts himself for his own 
  decisions. 
  Dara. This young woman was fostered by priests 
  of Ilmater and raised in the Tower of Willful 
  Suffering, a temple of Ilmater in Eshpurta, Amn. 
  • What They Want? Dara wishes to complete 
  her pilgrimage to Baldur’s Gate. Her primary 
  concern for the moment, however, is to find 
  help and get survivors safely out of Elturgard. 
  • For One So Young. Dara carries an air of 
  reason and composure far beyond her 
  apparent years. She stays focused on the 
  current task at hand, but never forgets the 
  overall importance of the mission. 
  Ghorin & Clyde (GORE inn). Dara’s companion is 
  an elderly man nearing seventy years of age. He’s 
  a dottering old man who wears dusty clothes 
  worn thin from years of hard work. He walks 
  with a stooped gait supported by a long, smooth 
  yew staff. He’s frequently accompanied by an 
  equally old goat with grey fur named Clyde. 
  • What Do They Want: Ghorin lives to serve 
  Dara and to keep her safe from harm—no 
  matter the cost. Given that Clyde is a constant 
  companion to the two of them, it’s safe to 
  presume that he wants the same. 
  • Grim Stoicism. Despite his apparent age, he’s 
  still sharp as a tack, no nonsense, and has a 
  story about everything. His keen eyes miss 
  nothing and he never let Dara out of his sight. 
  Gordrick Ironarm (GORE drick). Male dwarf. 
  Wellum’s assistant. Has shaved his beard 
  regularly since his exile from his home in the 
  Spine of the World. Forlorn and prone to bouts 
  of despondent depression since arriving as he 
  feels he will die without having redeemed his 
  family’s honor. Tight-lipped about the 
  circumstances behind his exile. 
  • What do They Want? Gordrick is eager to help 
  the refugees, excited for the chance to visit 
  Baldur’s Gate for a good cause. 
  • Path of Redemption: Gordrick strives to 
  redeem his family’s honor but feels very much 
  out of his depth in the current events. He 
  hopes being with Wellum and the caravan can 
  keep him from getting killed before he can find 
  a way to return home. 
  Hastrine Leaftender (HA streen). Hastrine, a 
  nonbinary elf, is a traveler who was passing 
  through the area when Elturel descended into 
  the Hells. A furrier and herbalist by trade, 
  they’ve joined the refugees in the hopes that 
  their skills can be of some use. They speak in 
  cryptic rhymes due to the lingering effects of a 
  long stint in the Feywild. 
  • What They Want? Hastrine hopes their 
  journey with the refugees is their first step to 
  discovering how they can best aid all those 
  affected by events at Elturel. 
  • Not from Around Anywhere. A wanderer at 
  heart, Hastrine has a deep passion for 
  discovering new people and places. They’re a 
  staunch defender of nature and all those living 
  within its cycle. 
  Ippon Waston (IP uhn WAY stunn). Female 
  halfling. A miller who has taken to accounting for 
  
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  36 
  and guarding the supplies that the refugees 
  salvaged from the ruins of their homes. Very no-
  nonsense.  
  • What do They Want? Ippon makes her way 
  providing goods and services to her neighbors 
  and intends on doing the same for all the 
  refugees in the caravan. 
  • No Excuses. Ippon takes her charge to the 
  caravan very seriously, almost too much so. 
  She has little patience for those who shirk 
  responsibilities. 
  Pal Tithrin (TITH rinn). Male half-elf. Ippon’s 
  assistant. Competent, but contrasts Ippon’s 
  seriousness with his wildly inappropriate sort of 
  gallows’ humor. Despite this, he’s charming and 
  hard to dislike. 
  • What do They Want? Pal has no clue what’s to 
  come and so he’s chosen to live in the moment, 
  helping Ippon and the caravan until he finds 
  solid footing. 
  • It Only Hurts When You Laugh. Pal’s vibrant 
  enthusiasm and somewhat twisted sense of 
  humor may be a bit much, but it also keeps 
  him and those around him from falling into 
  despair. 
  Vasha Hall (VAH shuh). Vasha, a female human, 
  is the owner and proprietor of the Fabled Fawn, 
  once a modest inn and tavern on the outskirts of 
  Elturel. Since joining the caravan, she’s become 
  the de facto leader of the refugees. 
  • What They Want? Vasha is focused on tending 
  to her husband’s recovery, but doesn’t want to 
  let the refugees down, as they’re relying on her 
  to lead them to safety.   
  • By Any Means. Vasha is quick to bear the 
  weight of a situation herself, and often slow to 
  trust others to help with matters of 
  importance. This causes her to sometimes 
  bend the rules in order to get things done. 
  Vollis Foote (VOE liss FOOT). Female half-elf. 
  Another out-of-towner, Vollis is a cultist of Zariel 
  in the service of a devil named Gharizol. She’s 
  been dispatched from Baldur’s Gate to hide 
  among and spy upon the refugees. She is 
  ensorcelled by powerful magics and cannot 
  reveal the cult of Zariel or Gharizol during this 
  adventure.  
  • What They Want? Vollis is secretly a cultist of 
  Zariel in search for a specific sort of prey—
  descendants of Hellriders. 
  • A Wolf in Sheep’s Clothing: Vollis is a perfect 
  actor—skilled in guile and possessive of a 
  silver tongue. 
  Wellum Smith (WELL uhm). Male human. 
  Smithy from the same village as the Halls. He and 
  Vollis are likely the only two refugees that are 
  competent with a sword. 
  • What do They Want? Besides a drink? Wellum 
  is eager to help the refugees get to Baldur’s 
  Gate and is willing to donate his wares to 
  accomplish this. However, he does expect a bit 
  of compensation once they get there. 
  • Just a Nip to Take the Edge Off: A bit too fond 
  of the drink; the lack of booze has had him on 
  edge, he’s secretly stashed away a bottle of 
  wine that he found. 
   
   
   
  
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  DDAL09-01 Escape from Elturgard v1.0 
   
   
  37 
  Appendix: Dungeon Master Tips 
  To DM an adventure, you must have 3 to 7 
  players—each with their own character within 
  the adventure’s level range (see Adventure 
  Primer). Characters playing in a hardcover 
  adventure may continue to play to but if they 
  play a different hardcover adventure, they can’t 
  return to the first if outside its level range. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
   
  New to the Annual Storyline? 
  https://dnd.wizards.com/products/tabletop-
  games/rpg-products/baldursgate_descent  
   
  http://dndadventurersleague.org/storyline-
  seasons/descent-into-avernus/ 
  Preparing the Adventure 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind 
  yourself of while running the adventure, such 
  as a way you’d like to portray an NPC or a 
  tactic you’d like to use in a combat. Familiar 
  yourself with the adventure’s appendices and 
  handouts. 
  • Gather any resources you’d like to use to aid 
  you in running this adventure--such as 
  notecards, a DM screen, miniatures, and 
  battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, 
  class, and level; passive Perception score, and 
  anything the adventures specifies as notable 
  (such as backgrounds, traits, flaws, etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master but may 
  only play it once with a given character. Ensure 
  each player has their character’s adventure 
  logsheet (if not, get one from the organizer) 
  with their starting values for level, magic items, 
  gold and downtime days. These are updated at 
  the conclusion of the session. The adventure 
  information and your information are added at 
  the end of the adventure session—whether the 
  completed the adventure or not. 
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to 
  ensure that nothing looks out of order. If you 
  see magic items of very high rarities or strange 
  arrays of ability scores, you can ask players to 
  provide documentation for the irregularities. If 
  they cannot, feel free to restrict item use or ask 
  them to use a standard ability score array.  
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to 
  spend downtime days and it’s the beginning of 
  an adventure or episode, they can declare their 
  activity and spend the days now, or they can do 
  so at the end of the adventure or episode. 
  Players should select their characters’ spells 
  and other daily options prior to the start of the 
  adventure, unless the adventure specifies 
  otherwise. Feel free to reread the adventure 
  description to help give players hints about 
  what they might face. 
  Adjusting This Adventure 
  To determine whether you should consider 
  adjusting the adventure, add up the total levels 
  of all the characters and divide the result by the 
  number of characters (rounding .5 or greater 
  up; .4 or less down). This is the group’s average 
  party level (APL). To approximate the party 
  strength for the adventure, consult the table 
  below. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S9 - Descent/DDAL09-01 - Escape from Elturgard.pdf