TEXT:  
   
   
   
  Shepherd the Weak 
  Reports of overaggressive animals with unusual markings and body parts have been 
  coming from the woods near Hillsfar. These creatures were born under Graz’zt’s influence 
  over Hillsfar. Their “shepherd” has joined forces with the demon that now grows in power 
  in the woods. The shepherd’s goal is to taint a local watering hole, giving the animals and 
  creatures of the area demonic traits. 
   
  A Four-Hour Adventure for 5th – 10th Level Characters 
   
   
  Effie Matteson 
  Author 
   
  Adventure Code: CCC-BMG-HILL 03-01 
  Optimized For: APL 8 
  Version: 1.0 
   
  Producer: Baldman Games 
  Hillsfar Administrator: Cindy Moore  
  Development and Editing: Cindy Moore  
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick, Lysa 
  Chen 
   
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  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
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  CCC-BMG-HILL03-01 Shepherd the Weak 
   
   
  2 
  Introduction 
  Welcome to Shepherd the Weak, a D&D 
  Adventurers League™ adventure, part of the 
  official D&D Adventurers League™ organized play 
  system. 
   This adventure takes place in the Hillsfar area, 
  including the outskirts of the city, the Farbough 
  Farm, and the nearby forest. 
   This adventure is designed for three to seven 
  5th – 10th level characters and is optimized for 
  five characters with an average party level 
  (APL) of 8. Characters outside this level range 
  cannot participate in this adventure. 
  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. 
  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 
   
  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. Familiarize 
  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 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 the players don’t finish too early; 
  provide them with a full play experience. 
    
  
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  CCC-BMG-HILL03-01 Shepherd the Weak 
   
   
  3 
  Adventure Primer 
  Adventure Background 
  Hillsfar has faced many challenges in the past few 
  years, but none compare to when the Demon 
  Prince Graz’zt attempted to claim this plane as his 
  own. 
   Madness emanated from his lair in the 
  Underdark, affecting Hillsfar and the surrounding 
  area. A full-fledged assault on Maerimydra was 
  launched by the forces of light, and Graz’zt was 
  banished back to the Nine Hells. Normalcy slowly 
  returned. 
   The Demon Prince fathered many children 
  while on this plane, and he kept them near him in 
  the fortress of Maerimydra. The Zhentarim tasked 
  its members to obtain one of those children 
  during the raid. After success in this task, the 
  Zhents took on the parenting of this spawn of 
  Graz’zt. The child has proven to be more trouble 
  than not. The Zhents have found themselves in 
  over their heads. The child, named Nolo, has 
  attempted escape many times, and in his most 
  recent attempt he succeeded. 
   Reports coming from the forests near Hillsfar 
  talk of attacks from overaggressive animals with 
  extra or unusual body parts. Beralt, a local druid, 
  has been using his Wild Shape abilities to go into 
  the woods in disguise, searching for the source of 
  these rumors. He has witnessed rabbits with 
  blood red fur and eyes to match; a raccoon with 
  rusty fur, three tails, and abnormally long fangs 
  and claws; a two-headed deer with flaming eyes 
  that hissed when it spotted him; and many other 
  such oddities. 
   The Zhentarim believe Nolo’s influence might be 
  at play. They wait for confirmation before they 
  give away their secret. 
  Location and NPC Summary 
  The following NPCs and locations feature prominently in 
  this adventure: 
   
  Ebenz and Bea Farbough (EE-benz and BEE FAHR-bo). 
  Married human couple who own Farbough Farm. They are 
  parents of sextuplets and adoptive parents to many 
  children who were cast out from the city of Hillsfar when 
  The Great Law of Humanity was put into effect. 
   
  Pynroth Farbough (PINE-roth FAHR-bo). Adopted 
  teenaged tiefling son of Ebenz and Bea Farbough. Though 
  not as rebellious as he was in the past, he is very curious 
  and has the innate rebellion that most teenagers go 
  through. 
   
  Vuhm Yestral (VOOM YES-strill). Male human officer 
  within the Red Plumes, the military group charged with 
  the security of Hillsfar. Kind and devoted to the citizens of 
  Hillsfar. Member of the Lords’ Alliance. Formerly in charge 
  of the construction of the fortress defending the 
  Waydown and Guard Commandant of the Wall 
  surrounding Yulash. 
   
  Now he is the First Lord of Hillsfar. His first action was to 
  end The Great Law of Humanity and the enslavement of 
  non-humans in the arena. 
   
  Beralt (ber-ALT). Male half-elf druid who once saved 
  Pynroth’s life when he was being attacked by wild dogs. 
  He is (yet again) investigating overaggressive and corrupt 
  creatures in the area of Farbough Farm. 
   
  The Stop. Once a caravan waystation between Hillsfar 
  and Yûlash, it has since grown into a hamlet devoted to 
  servicing caravans, as well as provisioning the many farms 
  that surround it thanks to an influx of Phlan refugees. Still 
  near to Hillsfar but with few Red Plumes to watch it, The 
  Stop attracts spies, thieves, information-sellers, and other 
  less-than-honest sorts. The Stop is also a common place 
  for adventurers to seek opportunity for employment. 
   
  Farbough Farm. Owned by the Farbough family, the 
  farm sits on the outskirts of Hillsfar. The buildings are 
  painted a distinctive grass green with bright yellow roofs 
  that have been compared to dandelions in the past. 
  Adventure Overview 
  The adventure is divided into six parts. 
   Part 1. The characters meet in The Stop at the 
  Watchful Wanderer Inn & Tavern and then travel 
  to Hillsfar to meet with First Lord Vuhm Yestral. 
   Part 2. The party meets with Vuhm Yestral in 
  Hillsfar. 
   Part 3. The party meets the druid Beralt on 
  their way to Farbough Farm. 
   The party meets with the Farboughs to get the 
  details of Pynroth’s disappearance. The Farboughs 
  offer a reward if Pynroth is found and returned 
  home. 
   Part 4. The party sets off in search of Pynroth 
  and the watering hole that Beralt discovered. They 
  encounter owlbears at the watering hole and may 
  discover that the watering hole is tainted. There 
  are distinctive tracks around the watering hole. 
   Part 5. The party follows the tracks leading 
  away from the watering hole, leading to a cave 
  entrance. There are two combats in the cave, the 
  second of which reveals that Pynroth is being held 
  captive here. 
   Part 6. The party returns Pynroth to his parents 
  at Farbough Farm and returns to Lord Vuhm to 
  report their finding.  
   
   
  
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  CCC-BMG-HILL03-01 Shepherd the Weak 
   
   
  4 
  Adventure Hooks 
   In Service to the Lord. The adventurers hear 
  that Hillsfar’s First Lord, Vuhm Yestrel, is always 
  ready to hire adventurers willing to do an honest 
  day’s work. With the rumors of overaggressive 
  and mutated animals surfacing, this seems like as 
  good a time as any to inquire. 
   Past Deeds. Adventurers may have worked for 
  Vuhm Yestrel in the past and have decided to 
  return to Hillsfar to renew their acquaintance with 
  him in hopes of being hired for a new job, while 
  the rest look to work for someone known to pay a 
  fair wage. 
  Part 1: Porridge and Pie 
  Thieves 
  Estimated Duration: 15 minutes 
  General Features 
  The Watchful Wanderer Inn & Tavern seems to be a one-
  man operation. The floors in the tavern are filthy but the 
  upstairs is swept daily. Cost is relatively cheap, and the 
  owner Phinius Konrad is a straightforward and amicable 
  fellow. His tendency to water down the ale and serve a 
  thin stew seem to be out of necessity rather than trying to 
  deceive his patrons. 
   
  Light. Dim, with a slightly smoky haze due to improper 
  draft of the fireplace. 
   
  Smells and Sounds. The chatter of people talking at the 
  same time is a common occurrence here. The air is sharp 
  with the scent of grease, smoke, and adventurers. 
  Tricks of the Trade 
  Getting to Know You. If the characters have not been 
  adventuring together in the past, they should take time 
  to introduce themselves to each other. Ask them to 
  include one facet of their personalities that would make 
  itself evident during a day’s travel. 
  Location Summary. The Watchful Wanderer Inn & Tavern 
  is located at The Stop, a hamlet located halfway 
  between Yulash and Hillsfar. It is a popular place for 
  adventurers. 
  Roleplay Encounter. This first encounter allows the 
  characters to gather information about the rumors in 
  Hillsfar from the barkeep and patrons. 
  The party meets at The Watchful Wanderer Inn & Tavern 
  in The Stop on their way to Hillsfar. The name of the Inn 
  belies its rough nature: the floorboards are muddied with 
  sawdust mixed with ale and spilled food, and the air is 
  thick with the bitter smell of years-old grease. The food is 
  as basic as it comes: lumpy porridge for breaking one’s fast 
  and thin stews thrown together in a hurry at day’s end, far 
  heavier on vegetables than meat. The ale is cheap and 
  plentiful, if a bit watered down. The owner seems pleasant 
  enough, hardworking and amicable. The lodgings offered 
  are little more than a dry spot in an upstairs communal 
  room with space for your bedroll, unless you happen to 
  score the single room with a door, clean mattresses, and 
  even a few thin but clean blankets. 
  Whether they travelled alone or together, the 
  adventurers meet in the tavern to break their fast. 
  Murmured rumors of strange goings-on in the 
  forests surrounding Hillsfar spread among the 
  tavern’s few early morning patrons. Talk of 
  overaggressive, deformed, and unnatural animals 
  is the central topic in nearly every conversation. 
  The only open seats in the small establishment are 
  at the bar. The barkeep, Phinius Konrad, serves 
  the adventurers bowls of steaming porridge with 
  chunks of heavy bread on the side. The only 
  appealing portion of the meal is the small crock of 
  thick amber-colored honey he seems to put on the 
  countertop with a bit of hesitation.  
  “Ain’t seen you lot ‘round these parts. Headed to Hillsfar, 
  are ye? Not sure if I’d be going, given the choice. Just ain’t 
  natural what they got living in them woods. Why, just 
  yesterday a man came in here swearing he saw a deer with 
  fangs and glowing eyes. That ain’t no deer, sure as I stand 
  here, that be a demon, bet my life on it, I would!” 
  Rumors that have been heard coming from the 
  outskirts of Hillsfar are listed below: 
   
  Talk of overaggressive animals: 
  • A deer attacked the outhouse while old Mr. 
  Lytton was using it. Poor man still can’t sit 
  without a cushion, and I hear they are building a 
  new outhouse of bricks, so it can’t be knocked 
  over by man or beast! The ranger that shot the 
  deer says the meat rotted off the carcass in 
  minutes. 
  • Chipmunks swarmed through an open kitchen 
  window, attacking Phillipa Kyngeston while she 
  was pulling a pie from the oven. After they 
  devoured the entire steaming hot berry pie, 
  
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  CCC-BMG-HILL03-01 Shepherd the Weak 
   
   
  5 
  they swarmed her. She is covered head to toe in 
  bandages, though they say she should recover 
  fully in time. She swears someone enchanted 
  them to steal her secret recipe for brambleberry 
  pie. 
   
  Animals that were deformed or unnatural: 
  • Rabbits with glowing red eyes and fangs several 
  inches long. 
  • Two-headed stags with thorn-covered antlers. 
  • Raccoons with patchy red fur, like those demon 
  goats a few years back. 
   
  Phinius confirms to the party that First Lord Vuhm 
  Yestral has put out the word he is looking to hire 
  adventurers to investigate what is happening with 
  the wildlife in the outskirts of Hillsfar. Phinius 
  isn’t sure of the pay, but assures the adventurers 
  that he has never heard talk of Vuhm paying 
  skimpy wages or leaving folks that work for him 
  unpaid. 
  Part 2: Hillsfar Isn’t So Far. 
  Estimated Duration: 15 min 
  General Features 
  Hillsfar is a walled city on the southern coast of the 
  Moonsea, just north of the Forest of Cormanthor. Hillsfar 
  struggles to put its xenophobic past behind it under the 
  leadership of the new First Lord, Vuhm Yestral. 
   
  Terrain. Dirt and cobbled streets. 
   
  Weather. A beautiful day. The sun is shining and there is 
  a lovely breeze. 
   
  Light. It is late afternoon on a sunny day. 
   
  Smells and Sounds. The typical smells of many people 
  living in a small area: food cooking coming from inns, 
  taverns, and households; and sweat and sewage, but 
  nothing overpowering. 
  The party travels uneventfully to Hillsfar, arriving 
  midday.  
  The streets of Hillsfar are bustling with people. Humans 
  still make up the majority of its population, with other 
  races hesitant to move back to a city that threw them out 
  or enslaved them. Although no one approaches you or 
  openly appears hostile, you earn more than a few looks 
  from the locals as you make your way to the First Lord’s 
  Tower. 
  When you reach the tower, and after stating your 
  business, you are shown into the First Lord’s offices and 
  told to take a seat. Freshly polished dark wood gleams, 
  and the air has the faint scent of beeswax and lemon. A 
  halfling clerk perches on a high stool at the desk next to 
  the door to First Lord’s inner office, penning a letter and 
  only occasionally looking up at you. At a signal only he 
  seems to have noticed, he sets his pen down and neatly 
  hops to the floor, smooths down his jacket, and strides 
  over to you.  
   
  “The First Lord will see you now,” he says with the most 
  official tone you have ever heard come from the mouth of 
  a halfling. He then strides across the floor to open the 
  door, and with a half-bow and flourish of his arm, he 
  ushers you inside, closing the door behind you. 
   
  “Ah, Greetings!” Vuhm booms genially, standing to 
  extend his hand to shake yours. “I hear you’ve come in 
  answer to my call for adventurers! Wonderful! You’ve 
  heard the stories then, I take it? I have a sneaking 
  suspicion that our old friend Graz’zt is behind it. I have no 
  proof of this, of course, and that’s where you come in. I 
  need you to go out there and find the source of these 
  incidents.” 
  The First Lord relays the following information: 
  • Vuhm has sent Beralt, a druid that he has 
  worked with before, to do some scouting for 
  him. The druid has yet to return, and Vuhm is 
  concerned, even though Beralt is more than 
  capable of handling himself. 
  • The rumors the adventurers have heard are 
  true, and the sightings of strange animals have 
  been increasing at an alarming rate. 
  • Vuhm provides a rough map and directions to 
  the Farbough Farm, which seems to be the 
  epicenter of the sightings. He tells them that the 
  buildings of the farm are painted a bright green 
  with dandelion yellow roofs, making it 
  unmistakable. 
  • Vuhm offers the characters 1000 gp to find the 
  cause of the strange wildlife and stop it if they 
  are able. He also provides them with a potion of 
  greater healing. 
  • Given the late hour, Vuhm asks his clerk to make 
  arrangements for the adventurers to stay the 
  night at The Classy Lady Inn so they can get a 
  fresh start in the morning. 
  • If the characters would like, they may spend 
  some time and shop in Hillsfar (standard PHB 
  pricing applies). 
  
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  CCC-BMG-HILL03-01 Shepherd the Weak 
   
   
  6 
  Part 3: Adventurers, and 
  Kobolds, and Bears, Oh My. 
  Estimated Duration: 30 minutes 
  General Features 
  The outskirts of Hillsfar have the following general 
  features: 
   
  Terrain. Rolling grasslands with some wooded areas. 
   
  Weather. A warm sunny day. 
   
  Smells and Sounds. Birds are singing and squirrels are 
  chattering. The air smells fresh and clean, with the 
  occasional scent of manure from nearby farms. Mmmm, 
  farm fresh. 
  Your travel is pleasant as you leave Hillsfar. You walk for 
  about half an hour on a well-packed dirt road when you 
  hear a pained roar and the higher pitched sounds of 
  several other beasts. 
   
  As you round the bend, the source of the fight comes 
  into view. A brown bear is surrounded by a pack of scaly 
  red humanoids, some of them winged. The humanoids 
  seem more intent on tormenting the bear than killing it. 
  With a successful DC 10 Wisdom (Perception) 
  check, a character sees these creatures are 
  kobolds with extra-long claws and glowing red 
  eyes. This is the same condition as the other 
  altered animals rumored in the area. 
   The humanoids are one fiendish scale 
  sorcerer kobold, and three fiendish 
  dragonshield kobolds. They are circling a brown 
  bear, lunging at it with their sharp claws, but none 
  of them move to cause it any real harm.  
   Their high-pitched cackles lead one to believe 
  they are actually enjoying their sport. The brown 
  bear is also not attempting to fight, but taking a 
  defensive stance as if trying to protect itself from 
  any real damage with its belly low to the ground 
  and its head bent down to protect its neck. 
   Sensing the characters’ presence as they 
  approach, several of the kobolds turn their 
  attention to them. Unlike the average kobold, 
  these ones show no sign of running from a fight. 
   
  Use Map 1: Kobolds and Bears Oh My! 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Add two winged kobolds, remove three 
  dragonshield kobolds 
  • Weak: Add three winged kobolds, remove three 
  dragonshield kobolds 
  • Strong: Add one winged kobold 
  • Very Strong: Remove two dragonshield kobolds, add 
  five winged kobolds 
  Tricks of the Trade 
  Consider the following: 
  Very Aggressive. These kobolds fight to the death. 
  Fiendish Scale Sorcerer. Casts invisibility on its first turn. 
  Fiendish Winged Kobold (If used). Rather than dropping 
  rocks on adversaries, these kobolds swoop down and 
  attack with claws and teeth with their fly-by attack. 
  As soon as the party engages the kobolds, drawing 
  their attention from the bear, the brown bear 
  shifts into the half-elf Beralt. He cradles his left 
  arm against his chest as he retreats to a safe 
  distance.  
   If the adventurers capture any of the kobolds, 
  they only reveal that they are members of a new 
  tribe in the area called the Red Scales. They are 
  out looking for things to steal from the stupid 
  humans in the area. They don’t know anything 
  about their enhanced fiendish condition, assuming 
  that it is just their own superior power. 
   Beralt comes out of hiding and addresses the 
  adventurers when the situation is safe: 
  “Th-thank you … I don’t know what I would do if you 
  hadn’t arrived. I was hoping that if I stayed on the road 
  long enough someone would come along. Blasted beasts!” 
  He nods his head, taking a shaky breath before adding, 
  “I’m Beralt. Been out here trying to gather information for 
  the First Lord.” 
  He relays the following information: 
  • He has been using his wild shape in order to 
  scout the woods, thinking his bear shape would 
  keep him undetected. 
  • He didn’t shift to heal himself so that he 
  wouldn’t blow his cover. He wasn’t sure if he 
  could dispatch all of the kobolds before any got 
  away to report back to whomever they were 
  serving. 
  • He has discovered a watering hole that had an 
  unusual amount of activity all throughout the 
  day, predator and prey drinking side by side. 
  He lets the party know that the Farboughs’ son 
  Pynroth is missing. Again. He believes Pynroth 
  has been following some of the strange wildlife. 
  He asked Beralt about it only the day before he 
  
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  CCC-BMG-HILL03-01 Shepherd the Weak 
   
   
  7 
  went missing. The Farboughs are distraught 
  with worry. 
  • He gives them rough directions to the spring he 
  has discovered. He adds these details to the map 
  given to them by First Lord Yestral if they let 
  him know they have it. 
  Treasure 
  If Beralt survives, he gifts them with a ring of 
  animal influence. 
  Frantic at Farbough Farm 
  After parting ways with Beralt, it’s just a 15-
  minute walk to the Farbough Farm. 
  Several young children spot you as you approach the 
  Farbough Farm, running inside shouting “Someone’s 
  coming! Someone’s coming!” Ebenz quickly emerges and 
  strides toward you, while Bea and the children wait in the 
  doorway. 
   
  Ebenz starts talking before he reaches you. “Please tell 
  me you have some good news for us?” Then, as if realizing 
  that he has started this conversation in the middle, he 
  pauses. Gathering his composure with a deep breath, he 
  continues. “I’m Ebenz, and that there,” he nods toward his 
  wife, still standing in the doorway, “is my wife, Bea, the 
  boy’s mother. You are here about our son, aren’t you?” His 
  brow furrows with the question. 
  Ebenz ushers the characters toward the 
  farmhouse and introduce them to Bea. Children 
  ranging from toddlers to teens can be seen almost 
  everywhere. They all have that same hopeful, 
  worried look in their eyes as they watch their 
  parents talk about their brother. 
   
  Ebenz relays the following information: 
  • Pynroth has been going into the woods for long 
  periods of time leading up to his disappearance, 
  despite their repeated warnings to stay out of 
  the woods because it wasn’t safe, especially 
  now. 
  • Pynroth has been gone for three days. 
  • Ebenz offers the characters 200 gp (hoping to 
  ask Beralt to help) to find Pynroth. 
  • The characters are welcome to lay their bedrolls 
  in the loft of the barn and join them for meals. 
  They don’t have much to spare but they are 
  generous. 
  When the characters are ready to leave, read the 
  following: 
  Bea wrings her hands as she talks to you. “Please find our 
  son. We don’t have much money set aside, but whatever 
  we have is yours if you can bring him home to us.” She 
  leaves off the word ‘safe,’ knowing that with all the talk of 
  attacks he may not even be alive. Dead or alive, she wants 
  him home and not lost out there somewhere. 
  Part 4: Over the River and 
  Through the Woods. 
  Estimated Duration: 30 Minutes 
   
  The party leaves the Farbough Farm and enters 
  the woods where instructed by Beralt. They spot 
  flashes of wildlife scurrying up trees or across 
  their path, but they see no signs of mutated 
  animals… yet. 
  General Features 
  The woods have the following general features: 
   
  Terrain. The ground is still relatively flat with slight hills. 
  Thick grasses give way to shrubs and saplings that 
  gradually get thicker and taller as the characters make 
  their way along the faint path. Sunlight easily filters 
  through the trees 
   
  Weather. It is a sunny day with only the occasional 
  white fluffy cloud marring the sky. 
   
  Smells and Sounds. The characters’ own footfalls are 
  the only sounds as they make their way through the low 
  brush. A breeze ripples through the leaves, and all the 
  sounds of nature you expect are there, minus the sounds 
  of birds. There is not a single bird to be seen or heard 
  here, making it feel ominously quiet, even though it is the 
  only sound missing from the landscape. 
  A squirrel, you think, scurries up a nearby tree, chattering. 
  A fox darts across the path ahead of you. Was it redder 
  than normal? There is plenty of activity in the woods, most 
  of it as you would expect, though wildlife being wildlife, 
  you only spot glimpses of retreating animals here and 
  there. One thing is noticeably absent, an absence so 
  distinct it makes the woods feel eerily quiet, despite all the 
  other sounds. You don’t see or hear a single bird. 
  
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  8 
   
  After about an hour of following the general directions 
  you received, you find yourselves on a lightly worn path. It 
  is only a few weeks old, marked by trampled grass and 
  snapped branches of low-lying shrubs. After another 
  minute or two the path widens and curves to the left. A 
  scuffling and growling breaks the silence. The path ends in 
  a large clearing. Directly across the clearing from the 
  path’s end is watering hole. A picture-perfect tree sits at 
  its edge, and two owlbears fight over a mangled carcass at 
  the base of the tree. Their keen sense of smell alerts them 
  to your presence, and they turn toward you. 
  There is one fiendish owlbear, one owlbear, and 
  one fiendish treant. The two owlbears fight over 
  the carcass of a dire wolf. They have shredded it. 
  The treant is looking like a tree, perfectly perched 
  at the edge of the watering hole. 
  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 owlbear 
  • Strong: add a fiendish owlbear 
  • Very Strong: add two fiendish owlbears 
  Use Map 2: Watering Hole. 
  Tricks of the Trade 
  Consider the following: 
  Fiendish Owlbears. Have rusty red fur, glowing eyes, and 
  sharper than usual beaks and claws. 
  Fiendish Treant. Looks like its leaves are changing color for 
  autumn, the normally verdant leaves are tinged glorious 
  shades of oranges and reds. 
  Once the enemies have been dispatched, 
  inspecting the watering hole shows a greater than 
  normal variety of tracks. They show larger than 
  expected claw indentations as well. 
  • The owlbears had sharper than normal claws 
  and beaks. 
  • The owlbears were fighting over the carcass of a 
  dire wolf. It had fur of the same rusty red, 
  though it may be hard to tell through all the 
  blood. Its fangs were three times the normal 
  length and its claws were extra-long and sharp 
  as razors. 
  • A DC 15 Intelligence (Arcana/Nature) shows the 
  watering hole is tainted with demonic magic, 
  and is likely the cause for the changes in the 
  local wildlife. The magic is being fed from 
  another location. 
  • The many tracks surrounding the watering hole 
  belong to both predator and prey creatures. 
  There is a very distinct set of large cloven 
  hooves that have worn a path in the ground. The 
  tracks appear to belong to a bipedal beast that 
  has left and returned several times from the 
  same direction. They are accompanied by 
  several other tracks, including those of soft 
  boots and others of a padded-foot beast. 
  • A DC 15 Wisdom (Perception or Survival) check 
  reveals a smaller set of booted prints that only 
  lead away from the watering hole, following the 
  path of the cloven hooves. 
  The path leading away from the watering hole is 
  short and only takes a few minutes to follow to an 
  end. It disappears into an outcropping of boulders 
  and a tangle of bushes and saplings. An opening 
  between the boulders appears to lead into a cave. 
   A quick inspection would show that there is a 
  narrow gap between two of the boulders, large 
  enough to easily walk through, but not as wide as 
  the mouth of a cave. 
  Development 
  Several saplings surrounding the area have been 
  pulled back, ready to fling apple-sized pots of acid 
  toward the cave entrance when a trap is triggered. 
  If the characters make a DC 15 Intelligence 
  (Investigation) check, they spot the wire and can 
  step over it. 
  Wire Acid Trap 
  Simple Trap (Levels 5 – 10 setback threat) 
   
  Trigger. A thin wire is strung several inches above the 
  ground just in front of the cave entrance. The brush helps 
  to conceal it. 
   
  Effect. All characters within 10 feet of the cave entrance 
  take 11 (2d10) acid damage. 
   
  Countermeasures. Detecting the trap requires a 
  successful DC 15 Intelligence (Investigation) check. If 
  successful, the adventurers can simply step over the wire 
  to avoid triggering it. It can be disabled with a DC 15 
  Dexterity (Thieves Tools) check. 
  XP Award 
  If the characters detect and avoid the pit trap, 
  award each character 50 xp. 
   
   
  
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  CCC-BMG-HILL03-01 Shepherd the Weak 
   
   
  9 
  Part 5: Isn’t She Lovely? 
  Estimated Duration: 60 Minutes 
   
  The party explores the cave where the footprints 
  from the watering hole led. Use Map 3: The Cave. 
  General Features 
  The cave has the following general features: 
   
  Terrain. The ground is packed stone and dirt with the 
  occasional loose rock. The last chamber of the cave is on 
  bedrock. 
   
  Light. It is dark in the cave. The two sputtering torches 
  on the walls of the first room, and a smoldering campfire 
  in the cavern to the left, are the only sources of dim light. 
   
  Smells and Sounds. The scents of unwashed bodies, 
  poorly kept food, and dank moldiness of dark places. The 
  crackling of the torches and campfire. From somewhere 
  very far away, occasional bits of chanting. 
  1. Entry Cave 
  The first chamber of the cave is about 20 feet 
  across. There is an opening immediately to the left 
  and another to the right. One korred, three 
  werewolves, and one wererat emerge from the 
  small chamber to the left as the adventurers enter 
  the cave. They are caught off guard if the trap was 
  not triggered—otherwise they are hiding and 
  have a chance to surprise the adventurers. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: remove one werewolf and one wererat 
  • Weak: remove three werewolf and one wererat, add 
  one korred 
  • Strong: add one wererat 
  • Very Strong: add one korred, remove one werewolf 
  The opening to the left chamber opens into a small 
  cavern with a smoldering campfire, several empty 
  bedrolls, and some partially eaten, half-rotten 
  food. Nothing of value is apparent in this room. 
  Treasure 
  A successful DC 10 Intelligence (Investigation) 
  check reveals a small pouch in one of the bedrolls 
  with 50 gp and a ruby valued at 250 gp. 
  2. Ritual Cave 
  The other passage leading deeper into the cave 
  area is wide enough for the party to pass in single 
  file. The tunnel is dark and long enough that there 
  doesn’t appear to be any light at the end of it. 
  Chanting can be heard ahead, but it is indistinct 
  from this distance.  
   After about 150 feet, the pathway starts to 
  widen, allowing characters to walk two abreast. 
  After another 150 feet you can see a faintly 
  glowing light ahead. The chanting of several 
  humanoids grows louder with each step. Just 
  before the path opens into the cavern, those in 
  front see a female cambion and six jackalweres. 
  They stand in a circle in the center of the room. In 
  the middle of the circle is a makeshift altar with a 
  prone figure atop it. The cambion’s gaze shifts to 
  the intruders, but she doesn’t stop her chanting. If 
  anything, she seems more determined to carry out 
  the ritual. 
   Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: remove two jackalweres 
  • Weak: remove one jackalwere 
  • Strong: add one jackalwere, the cambion has 115 hp 
  • Very Strong: add two jackalweres 
  Tricks of the Trade 
  Cambion. She continues the ritual until forced to 
  fight. 
  Development 
  • The prone figure on the altar is that of a young 
  male tiefling. 
  • Symbols painted in blood surround the 
  makeshift altar. 
  • The cambion has charcoal-black skin, cloven 
  hooves, six-fingered hands, and a stunning, 
  unearthly beauty: she is a direct spawn of 
  Graz’zt (DC 15 Intelligence (Arcana check)). 
  • The other humanoids assisting the cambion are 
  jackalweres (DC 15 Intelligence (Arcana 
  check)). 
  After defeating the monsters, the characters can 
  wake Pynroth with healing. He is unconscious but 
  stable throughout the battle. 
   Stopping the ritual prevents it from recharging 
  the corruption in the watering hole, keeping new 
  wildlife from being infected, though it does not 
  cleanse the animals already tainted. 
   The blood-like symbols around the makeshift 
  altar can be recognized with a DC 10 Intelligence 
  (Arcana) check as abyssal in nature, spreading 
  mutation and corruption in flora and fauna in the 
  area. The floor is littered with small glass 
  containers and bits of wax. The containers had 
  their wax seals broken to open them.  
  
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  10 
   A successful DC 15 Intelligence (Nature) check 
  reveals that while the liquid they contained is red, 
  it is a vegetable-based dye and not blood. It is the 
  same liquid used to paint the ritual symbols on the 
  floor. 
  Part 6: It’s a Wrap. 
  If the party escorts Pynroth home to his very 
  grateful parents Ebenz and Bea, the couple award 
  the players with the story award Farbough Farm 
  B&B and offer the promised 200 gp. 
   
  After delivering Pynroth home to his parents, the 
  characters return to Hillsfar to report their 
  findings to Lord Vuhm. 
   Lord Vuhm will thank them for their service and 
  pay them the agreed upon 1000 gp. 
   
   
  
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  CCC-BMG-HILL03-01 Shepherd the Weak 
   
   
  11 
  Rewards 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Experience 
  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 
  Fiendish Kobold Dragonshield 
  1,100 
  Fiendish Kobold Scale Sorcerer 
  1,100 
  Fiendish Winged Kobold 
   
  700 
  Fiendish Owlbear  
   
  1,800 
  Owlbear  
   
   
  700 
  Fiendish Treant 
   
   
  2,900 
  Korred 
   
   
   
  2,900 
  Wererat  
   
   
  450 
  Werewolf 
   
   
  700 
  Jakalwere 
   
   
  1,100 
  Cambion  
   
   
  1,800 
   
  Non-Combat Awards  
  Task or Accomplishment 
   
  XP Per Character 
  Avoid Pit Trap 
   
   
  50 
   
   The minimum total award for each character 
  participating in this adventure is 4500 
  experience points. 
   The maximum total award for each character 
  participating in this adventure is 6000 
  experience points. 
  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. 
  Item Name 
   
   
  GP Value 
  Korred 
   
   
   
  300 gp 
  Rescue Pynroth 
   
   
  200 gp 
  In First Lord Vuhm’s employ  
  1000 gp 
   
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide. 
   Permanent magic items are divided according 
  to a system detailed in the D&D Adventurers 
  League Dungeon Master’s Guide. 
  Ring of Animal Influence 
  (Ring, rare, Magic Item Table G) 
  Give the players Player’s Handout 1. 
  Potion of Greater Healing 
  (Potion, uncommon, Magic Item Table A) 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Story Awards 
  During the course of this adventure, the 
  characters may earn the following story award: 
   Farbough Farm B&B. The Farbough Family 
  owes you a debt of gratitude for the safe return of 
  their son Pynroth. Whenever your adventuring 
  brings you to the Hillsfar area, you are welcome to 
  lodge with them on their farm, board included. 
  They cannot promise you anything fancier than a 
  warm and dry play to lay your bedroll and simple 
  but hearty food, including Bea’s famous 
  Buckwheat pancakes smothered in their own farm 
  fresh maple syrup to fill your belly, but their home 
  is yours. 
   This grants you a modest lifestyle for the 
  duration of your stay, at no cost to you. If you 
  choose to live a more lavish lifestyle, this award 
  will reduce your cost by 1gp a day. More 
  information can be found in Handout 1. 
  Renown 
  Each character receives one renown at the 
  conclusion of this adventure. 
  DM Reward 
  In exchange for running this adventure, you earn 
  DM Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
   
   
  
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  12 
  Appendix A. Dramatis 
  Personae 
   
  The following NPCs are featured prominently in 
  this adventure: 
   
   Phinius Konrad owns The Watchful Wanderer 
  Inn & Tavern in The Stop. He is an amicable and 
  straightforward human male and runs his Inn 
  single handedly. Often he has to stretch his coin to 
  make ends meet, which means the ale is often 
  watered and the stew heavier on vegetables than 
  meat, but he isn’t trying to put one over on his 
  patrons. 
   
   Ebenz and Bea Farbough (EE-benz and BEE 
  FAHR-bo). Married human couple. Owners of 
  Farbough Farm. Parents to a set of sextuplets as 
  well as the adoptive parents of many children who 
  were displaced from the city of Hillsfar’s 
  orphanage when The Great Law of Humanity was 
  reasserted in the city of Hillsfar. 
   
   Pynroth Farbough (PINE-roth FAHR-bo). A 
  tiefling teenager, a bit too curious and rebellious 
  for his own good, as most teenagers are. He is the 
  adopted son of Ebenz and Bea Farbough. He was 
  taken in by them when The Great Law of 
  Humanity was reasserted in the city of Hillsfar. 
   
   Beralt (ber-ALT). A half elf Druid who once 
  saved Pynroth Farbough’s life when he was being 
  attacked by a pack of wild dogs and has been a 
  friend to him ever since. He has been using his 
  wild shape of a Brown Bear to keep an eye on the 
  strange goings on in the forest. 
   
   Vuhm Yestral (VOOM YES-strill). Male human. 
  He was an officer with the Red Plumes, the 
  military group charged with the security of 
  Hillsfar. Kind and devoted to the citizens of 
  Hillsfar. His first action as First Lord was to end 
  The Great Law of Humanity and the enslavement 
  of non-humans in the arena. 
   
   
  
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  13 
  Appendix B. Monster/NPC 
  Statistics 
   
  Kobold Dragonshield 
  Small humanoid (kobold), lawful evil 
  Armor Class 15 
  Hit Points 44 (8d6 + 16) 
  Speed 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  15 (+2) 
  14 (+2) 
  8 (−1) 
  9 (−1) 
  10 (+0) 
    
  Skills Perception +1 
  Damage Resistance see Dragon’s Resistance below 
  Senses Darkvision 60 ft., passive Perception 11 
  Languages Common, Draconic 
  Challenge 1 (200 XP) 
  Dragon’s Resistance. The kobold has resistance to a 
  type of damaged based on the color of dragon that 
  invested it with power (choose or roll a d10): 1-2 
  acid (black); 3-4, cold (white); 5-6, fire (red); 7-8, 
  lightning (blue); 9-10, poison (green). 
  Hearts of the Dragon. If the kobold is frightened or 
  paralyzed by an effect that allows a saving throws, it 
  can repeat the save at the start of its turn to end the 
  effect on itself and all kobolds within 30 feet of it. 
  Any kobold that benefits from this trait (including 
  the dragonshield) has advantage on its next attack 
  roll. 
  Sunlight Sensitivity. While in sunlight, the kobold 
  has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight. 
  Pack Tactics. The kobold has advantage on an attack 
  roll against a creature if at least one of the kobold’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Multiattack. The kobold makes two attacks with its 
  claws. 
  Spear. Melee Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing 
  damage, or 5 (1d8 + 1) piercing damage if used with 
  two hands to make a melee attack. 
   
  Stat Adjustments for Kobold Dragonshields 
  The fiendish taint has made the kobold dragonshield feral 
  and strong. It has elongated claws that it uses instead of 
  weapons. Adjust the stats accordingly for all APLs: 
   
  HP 66; STR 16 (+3). 
  Multiattack. The Dragonshield makes two attacks with its 
  claws. 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6+3) slashing damage.  
   
   
   
  
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  CCC-BMG-HILL03-01 Shepherd the Weak 
   
   
  14 
  Kobold Scale Sorcerer 
  Small humanoid (kobold), lawful evil 
  Armor Class 15 
  Hit Points 27 (5d6 + 10) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (−2) 
  15 (+2) 
  14 (+2) 
  10 (+0) 
  9 (−1) 
  14 (+2) 
    
  Senses Darkvision 60 ft., Passive Perception 9 
  Skills Arcana +2 Medicine +1 
  Languages Common, Draconic 
  Challenge 1 (200 XP) 
   
  Spellcasting The kobold is a 4th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, +4 
  to hit with spell attacks). It has the following sorcerer 
  spells prepared: 
  Cantrips (at will): fire bolt, acid splash, poison spray, 
  shocking grasp 
  1st level (4 slots): magic missile, shield, mage armor 
  2nd level (2 slots): invisibility 
   
  Sorcery Points. The kobold has 3 sorcery points. It 
  can spend 1 or more sorcery points as a bonus action 
  to gain one of the following benefits” 
   
   Heightened Spell: When it casts a spell that forces 
  a creature to make a saving throw to resist the 
  spell’s effects, the kobold can spend 3 sorcery points 
  to give one target of the spell disadvantage on its 
  first saving throw against the spell. 
   Subtle Spell: When the kobold casts a spell, it can 
  spend 1 sorcery point to cast the spell without any 
  somatic of verbal components.  
  Pack Tactics. The kobold has advantage on an attack 
  roll against a creature if at least one of the kobold’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Sunlight Sensitivity. While in sunlight, the kobold 
  has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight. 
  Actions 
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage.
   
   
  Stat Adjustments for Creatures 
  The fiendish taint has made the Kobold Scale Sorcerer 
  feral and strong. It has elongated claws that it uses instead 
  of weapons. Adjust the stats accordingly for all APLs: 
   
  HP 55; CHA 16 (+3); Arcana +3; Spell DC 14, +6 to hit with 
  spell attack, 2nd Level (3 slots), add scorching ray. 
   
   
   
   
  
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  CCC-BMG-HILL03-01 Shepherd the Weak 
   
   
  15 
  Winged Kobold 
  Small humanoid (kobold), lawful evil 
  Armor Class 13 
  Hit Points 7 (3d6 − 3) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (−2) 
  16 (+3) 
  9 (−1) 
  8 (−1) 
  7 (−2) 
  8 (−1) 
    
  Senses darkvision 60 ft., passive Perception 8 
  Languages Common, Draconic 
  Challenge 1/4 (50 XP) 
  Sunlight Sensitivity. While in sunlight, the kobold 
  has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight. 
  Pack Tactics. The kobold has advantage on an attack 
  roll against a creature if at least one of the kobold’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 5 (1d4 + 3) piercing damage. 
  Dropped Rock. Ranged Weapon Attack: +5 to hit, 
  one target directly below the kobold. Hit: 6 (1d6 + 
  3) bludgeoning damage. 
  Stat Adjustments for Creatures 
  The fiendish taint has made the Winged Kobold feral and 
  strong. It has elongated claws and sharp teeth that it uses 
  instead of weapons. Adjust the stats accordingly for all 
  APLs: 
   
  HP 55; STR 14 (+2). 
  Multiattack. The Winged kobold makes two attacks, one 
  with its claws, one with its bite. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6+3) slashing damage. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8+2) piercing damage. 
   
  Owlbear 
  Large monstrosity, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 59 (7d10 + 21) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  12 (+1) 
  17 (+3) 
  3 (−4) 
  12 (+1) 
  7 (−2) 
    
  Skills Perception +3 
  Senses darkvision 60 ft., passive Perception 13 
  Languages — 
  Challenge 3 (700 XP) 
  Keen Sight and Smell. The owlbear has advantage 
  on Wisdom (Perception) checks that rely on sight or 
  smell. 
  Actions 
  Multiattack. The owlbear makes two attacks: one 
  with its beak and one with its claws. 
  Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one creature. Hit: 10 (1d10 + 5) piercing damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 14 (2d8 + 5) slashing damage. 
   
   
   
   
  
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  CCC-BMG-HILL03-01 Shepherd the Weak 
   
   
  16 
  Treant 
  Huge plant, chaotic good 
  Armor Class 16 (natural armor) 
  Hit Points 138 (12d12 + 60) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  8 (−1) 
  21 (+5) 
  12 (+1) 
  16 (+3) 
  12 (+1) 
   
  Damage Resistances bludgeoning, piercing 
  Damage Vulnerabilities fire 
  Senses passive Perception 13 
  Languages Common, Druidic, Elvish, Sylvan 
  Challenge 9 (5,000 XP) 
  False Appearance. While the treant remains 
  motionless, it is indistinguishable from a normal 
  tree. 
  Siege Monster. The treant deals double damage to 
  objects and structures. 
  Actions 
  Multiattack. The treant makes two slam attacks. 
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 16 (3d6 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +10 to hit, range 
  60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning 
  damage. 
  Animate Trees (1/Day). The treant magically 
  animates one or two trees it can see within 60 feet 
  of it. These trees have the same statistics as the 
  treant, except they have Intelligence and Charisma 
  scores of 1, they can’t speak, and they have only the 
  Slam action option. An animated tree acts as an ally 
  of the treant. The tree remains animate for 1 day or 
  until it dies; until the treant dies or is more than 120 
  feet from the tree; or until the treant takes a bonus 
  action to turn it back into an inanimate tree. The 
  tree then takes root if possible. 
  Stat Adjustments for Creatures 
  The fiendish taint has given the Treant unusual 
  resistances.  
   
  It isn’t Vulnerable to fire. 
  Werewolf 
  Medium humanoid (human, shapechanger), chaotic 
  evil 
  Armor Class 11 in humanoid form, 12 (natural 
  armor) in wolf or hybrid form 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. (40 ft. in wolf form) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  13 (+1) 
  12 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Perception +4, Stealth +3 
  Damage Immunities bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren't 
  silvered 
  Senses passive Perception 14 
  Languages Common (can't speak in wolf form) 
  Challenge 3 (700 XP) 
  Shapechanger. The werewolf can use its action to 
  polymorph into a wolf-humanoid hybrid or into a 
  wolf, or back into its true human form. Its statistics, 
  other than her AC, are the same in each form. Any 
  equipment it’s weapon or carrying isn't transformed. 
  It reverts to her true form if it dies. 
  Keen Hearing and Smell. The werewolf has 
  advantage on Wisdom (Perception) checks that rely 
  on hearing or smell. 
  Actions 
  Multiattack (Humanoid or Hybrid Form Only). The 
  werewolf makes two attacks when using the Attack 
  action. 
  Bite (Wolf or Hybrid Form Only). Melee Weapon 
  Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 
  2) piercing damage. If the target is humanoid, it must 
  succeed on a DC 12 Constitution saving throw or be 
  cursed with werewolf lycanthropy. 
  Claws (all forms). Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing 
  damage. 
   
   
  
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  CCC-BMG-HILL03-01 Shepherd the Weak 
   
   
  17 
  Wererat 
  Medium humanoid (human, shapechanger), lawful 
  evil 
  Armor Class 12  
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  12 (+1) 
  11 (+0) 
  10 (+0) 
  8 (-1) 
   
  Skills, Perception +2, Stealth +4 
  Damage Immunities bludgeoning, piercing, and 
  slashing damage from nonmagical weapons that 
  aren’t silvered 
  Senses darkvision 60 ft. (rat form only), passive 
  Perception 12 
  Languages Common (can’t speak in rat form) 
  Challenge 2 (450 XP) 
  Shapechanger. The wererat can use its action to 
  polymorph into a rat-human hybrid or into a giant 
  rat, or back into its true form which is humanoid. Its 
  statistics, other than its size, are the same in each 
  form. Any equipment it is wearing or carrying is not 
  transformed. It reverts to its true form when it dies. 
  Keen Smell. The wererat has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Actions 
  Multiattack (Humanoid or Hybrid form only). The 
  wererat makes two attacks one of which is a bite. 
  Bite (Rat or Hybrid form only). Melee Weapon 
  Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 
  2) piercing damage. If the target is a humanoid it 
  must succeed on a DC 11 Constitution saving throw 
  or be cursed with wererat lycanthropy. 
  Shortsword (Humanoid or Hybrid form only). Melee 
  Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  5 (1d6 + 2) piercing damage. 
  Hand Crossbow (Humanoid or Hybrid form only). 
  Ranged Weapon Attack: +4 to hit, range 30/120 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
   
   
   
  
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  CCC-BMG-HILL03-01 Shepherd the Weak 
   
   
  18 
  Korred 
  Small fey, chaotic neutral 
  Armor Class 17 
  Hit Points 102 (12d6 + 60) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6) 14 (+2)     20 (+5) 10 (+0)    15 (+2) 9 (-1) 
   
  Skills Athletics +9, Perception +5, Stealth +5 
  Damage Immunities bludgeoning, piercing, and 
  slashing damage from nonmagical attacks. 
  Senses darkvision 120 ft., tremorsense 120 ft., 
  passive Perception 15 
  Languages Dwarvish, Gnomish, Sylvan, Terran, 
  Undercommon 
  Challenge 7 (2,900 XP) 
  Command Hair. The korred has at least one 50-foot- 
  long rope woven out of its hair. As a bonus action, 
  the korred commands one such rope within 30 feet 
  of it to move up to 20 feet and entangle a Large or 
  smaller creature that the korred can see. The target 
  must succeed on a DC 13 saving throw or become 
  grappled by the rope (escape DC 13). Until this 
  grapple ends, the target is restrained. The korred can 
  use a bonus action to release the target, which is 
  freed if the korred dies or becomes incapacitated. 
  Innate Spellcasting. The korred’s innate spellcasting 
  ability is Wisdom (save DC 13). It can innately cast 
  the following spells, requiring no components: 
  At will: commune with nature, melt into stone, stone 
  shape 
  1/day each: conjure elemental; (as 6th level spell; 
  galeb duhr, gargoyle, earth elemental, or xorn only), 
  Otto’s Irresistable Dance 
  Stone Camouflage. The korred has advantage on 
  Dexterity (Stealth) checks made to hide in rocky 
  terrain. 
  Stone’s Strength. While on the ground, the korred 
  deals 2 extra dice of damage with any weapon attack 
  (included in its attacks). 
  Actions 
  Multiattack. The korred makes two attacks with its 
  greatclub or hurls two rocks. 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 10 (1d8 + 6) bludgeoning 
  damage, or 24 (4d8 + 6) bludgeoning damage if the 
  korred is on the ground. 
  Rock. Ranged Weapon Attack: +9 to hit, range 
  60/120 ft., one target. Hit: 15 (2d8 + 6) bludgeoning 
  damage if the korred is on the ground. 
   
   
   
  
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  CCC-BMG-HILL03-01 Shepherd the Weak 
   
   
  19 
  Cambion 
  Medium fiend, lawful evil 
  Armor Class 19 (scale mail) 
  Hit Points 82 (11d8 + 33) 
  Speed 30 ft., fly 60 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  18 (+4) 
  16 (+3) 
  14 (+2) 
  12 (+1) 
  16 (+3) 
   
  Saving Throws Str +7, Con +6, Int +5, Cha +6 
  Skills Deception +6, Intimidation +6, Perception +4, 
  Stealth +7 
  Damage Resistances cold, fire, lightning, poison; 
  bludgeoning, piercing, and slashing from 
  nonmagical attacks 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Abyssal, Common, Infernal 
  Challenge 5 (1,800 XP) 
   
  Fiendish Blessing. The AC of the cambion includes its 
  Charisma bonus. 
  Innate Spellcasting. The cambion’s spellcasting 
  ability is Charisma (spell save DC 14). The cambion 
  can innately cast the following spells, requiring no 
  material components: 
  3/day each: alter self, command, detect magic 
  1/day: plane shift (self only) 
  Actions 
  Multiattack. The cambion makes two melee attacks 
  or uses its Fire Ray twice. 
  Spear. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 
  + 4) piercing damage, or 8 (1d8 + 4) piercing damage 
  if used with two hands to make a melee attack, plus 
  3 (1d6) fire damage. 
   
  Fire Ray. Ranged Spell Attack: +7 to hit, range 120 
  ft., one target. Hit: 10 (3d6) fire damage. 
   
  Fiendish Charm. One humanoid the cambion can see 
  within 30 feet of it must succeed on a DC 14 Wisdom 
  saving throw or be magically charmed for 1 day. The 
  charmed target obeys the cambion’s spoken 
  commands. If the target suffers any harm from the 
  cambion or another creature or receives a suicidal 
  command from the cambion, the target can repeat 
  the saving throw, ending the effect on itself on a 
  success. If a target’s saving throw is successful, or if 
  the effect ends for it, the creature is immune to the 
  cambion’s Fiendish Charm for the next 24 hours. 
   
   
   
  
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  CCC-BMG-HILL03-01 Shepherd the Weak 
   
   
  20 
  Jackalwere 
  Medium humanoid (shapechanger), chaotic evil 
  Armor Class 12 
  Hit Points 18 (4d8) 
  Speed 40 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   11 (+0) 
  15 (+2) 
  11 (+0) 
  13 (+1) 
  11 (+0) 
  10 (+0) 
   
  Skills Deception +4, Perception +2, Stealth +4 
  Damage Immunities bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t 
  silvered 
  Senses passive Perception 12 
  Languages Common (can’t speak in jackal form) 
  Challenge 1/2 (100 XP) 
   
  Shapechanger. The jackalwere can use its action to 
  polymorph into a specific Medium human or a 
  jackal-humanoid hybrid, or back into its true form 
  (that of a Small jackal). Other than its size, its 
  statistics are the same in any form. Any equipment 
  it is wearing or carrying isn’t transformed. It 
  reverts to it’s true form if it dies. 
   
  Keen Hearing and Smell. The jackalwere has 
  advantage on Wisdom (Perception) checks that 
  rely on hearing or smell. 
   
  Pack Tactics. The jackalwere has advantage on an 
  attack against a creature if at least one of the 
  jackalwere’s allies is within 5 feet of the creature 
  and the ally isn’t incapacitated. 
  Actions 
  Bite (Jackal or Hybrid Form Only). Melee Weapon Attack; +4 
  to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. 
   
  Scimitar (Human or Hybrid Form Only). Melee Weapon 
  Attack: +4 to hit, reach 5 ft.; one target. Hit: 5 (1d6 + 2) 
  slashing damage. 
   
  Sleep Gaze. The jackalwere gazes at one creature it can see 
  within 30 feet of it. The target must make a DC 10 Wisdom 
  saving throw. On a failed save, the target succumbs to a 
  magical slumber, falling unconscious for 10 minutes or until 
  someone uses an action to shake the target awake.  A 
  creature that successfully saves against the effect is Immune 
  to this jackalwere’s gaze for the next 24 hours. Undead and 
  creatures immune to charm aren’t affected by it.  
   
   
  Stat Adjustments for Creatures 
  The fiendish taint has made the Jackalwere feral and 
  strong. It has elongated claws and sharp teeth that it uses 
  instead of weapons. Adjust the stats accordingly for all 
  APLs: 
   
  HP 44; STR 14 (+2), CON 13(+1). 
  Multiattack. The Jackalwere makes two attacks, one with 
  its with its bite, the other with its scimitar. 
   
   
  
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  CCC-BMG-HILL03-01 Shepherd the Weak 
   
   
  21 
  Appendix C 
  Map 1: Kobolds and Bears 
  OH My! 
   
   
   
  
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  CCC-BMG-HILL03-01 Shepherd the Weak 
   
   
  22 
  Map 2: Watering Hole 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  CCC-BMG-HILL03-01 Shepherd the Weak 
   
   
  23 
  Map 3: The Cave 
   
   
  
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  CCC-BMG-HILL03-01 Shepherd the Weak 
   
   
  24 
  Player Handout 2. Ring of 
  Animal Influence 
  Ring of Animal Influence 
  (Ring, rare, Magic Item Table G) 
  This ring has 3 charges, and it regains 1d3 
  expended charges daily at dawn. While wearing 
  the ring, you can use an action to expend 1 of its 
  charges to cast one of the following spells: Player 
  Handout 1. Story Award 
  • Animal friendship (save DC 13) 
  • Fear (save DC 13), targeting only beasts that 
  have an Intelligence of 3 or lower 
  • Speak with animals 
   
  This item can be found in the Dungeon Master’s 
  Guide. 
   
   
   
  
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  CCC-BMG-HILL03-01 Shepherd the Weak 
   
   
  25 
  Player Handout 1. Story 
  Award 
  Farbough Farm B&B 
  The Farbough Family owes you a debt of gratitude 
  for the safe return of their son Pynroth. Whenever 
  your adventuring brings you to the Hillsfar area, 
  you are welcome to lodge with them on their farm, 
  board included. 
   They cannot promise you anything fancier than 
  a warm and dry play to lay your bedroll and 
  simple but hearty food, including Bea’s famous 
  Buckwheat pancakes smothered in their own farm 
  fresh maple syrup to fill your belly, but their home 
  is yours. 
   This grants you a modest lifestyle for the 
  duration of your stay, at no cost to you. If you 
  choose to live a more lavish lifestyle, this award 
  will reduce your cost by 1 gp a day. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Baldman Games (BMG)/CCC-BMG-46 - HILL 3-1 - Shepherd the Weak.pdf