TEXT: Producer: Baldman Games
  Hillsfar Administrator: Cindy Moore
  Development: Shawn Merwin
  Editing and Layout: Encoded Designs
  Cartography: Jay Africa
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall,
  Claire Hoffman, Greg Marks, Alan Patrick
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  EXODUS
  SCOTT MOOrE
  Adventure Designer
  Adventure Code: HILL 1-2
  The monster attacks have caused the citizens of Hillsfar to lack confidence in 
  the ability of the new government to protect them. Families and merchants 
  are leaving for a safer place. Vuhm Yestral has to prove that he has control of 
  the situation. He decides that a bit of recon needs to be undertaken. A D&D 
  Adventurers League adventure for characters levels 5-10 in Hillsfar.
  A 4-hour adventure for 5th-10th level characters
  
  2
  The D&D Adventurers League
  This adventure is official for D&D Adventurers 
  League play. The D&D Adventurers League is the 
  official organized play system for DUNGEONS & 
  DRAGONS®. Players can create characters and 
  participate in any adventure allowed as a part of 
  the D&D Adventurers League. As they adventure, 
  players track their characters’ experience, treasure, 
  and other rewards, and can take those characters 
  through other adventures that continues their story. 
   
  If you’re running this adventure as a part of a 
  store event or at certain conventions, you’ll need a 
  DCI number. This number is your official Wizards of 
  the Coast organized play identifier. If you don’t have 
  a number, you can obtain one at a store event. Check 
  with your organizer for details. 
   
  D&D Adventurers League play is broken up into 
  storyline seasons. When players create characters, 
  they attach those characters to a storyline season, 
  which determines what rules they’re allowed to 
  use to create and advance their characters. Players 
  can continue to play their characters after the 
  storyline season has finished, possibly participating 
  in a second or third storyline with those same 
  characters. A character’s level is the only limitation 
  for adventure play. A player cannot use a character 
  of a level higher or lower than the level range of a 
  D&D Adventurers League adventure. 
   
  For more information on playing, running 
  games as a Dungeon Master, and organizing games 
  for the D&D Adventurers League, please visit the 
  D&D Adventurers League home at:
  www.dndadventurersleague.org
  Preparing the Adventure
   
  Before you show up to Dungeon Master this 
  adventure for a group of players, you should do the 
  following to prepare.
  • Make sure to have a copy of the most current 
  version of the D&D Basic Rules or the Player’s 
  Handbook. 
  • Read through the adventure, taking notes 
  of anything you’d like to highlight or remind 
  yourself while running the adventure, such as a 
  way you’d like to portray an NPC or a tactic you’d 
  like to use in a combat. 
  • Get familiar with the monster statistics in the 
  Appendix. 
  • Gather together any resources you’d like to 
  use to aid you in running this adventure--such 
  as notecards, a DM screen, miniatures, and 
  battlemaps. 
  • If you know the composition of the group 
  beforehand, you can make adjustments as noted 
  throughout the adventure. 
  Before Play at the Table
   
  Ask the players to provide you with relevant 
  character information:
  • Character name and level 
  • Character race and class 
  • Passive Wisdom (Perception)—the most 
  common passive ability check 
  • Anything notable as specified by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  InTrODUcTIOn
  Welcome to Exodus, a D&D Adventurers League 
  adventure, Part Two of the Dark Intentions Trilogy
  This adventure is designed for three to seven 5th-10th level characters, and is optimized for
  five 7th-level characters. The adventure is set in the Moonsea region of the Forgotten Realms, in and 
  around the city of Hillsfar.
  HILL 1-2 / EXODUS: INTRODUCTION
  
  3
  Players that have characters outside the 
  adventure’s level range cannot participate in 
  the adventure with those characters. Players 
  with ineligible characters can make a new 1st-level 
  character or use a pregenerated character. Players 
  can play an adventure they previously played or 
  ran as a Dungeon Master, but not with the same 
  character. 
   
  Ensure that each player has an official 
  adventure logsheet for his or her character (if not, 
  get one from the organizer). The player fills out 
  the adventure name, session number, date, and 
  your name and DCI number. In addition, the player 
  also fills in the starting values for experience, gold, 
  downtime, renown, and number of permanent 
  magic items. He or she fill in the other values and 
  write notes at the conclusion of the session. Each 
  player is responsible for maintaining an accurate 
  logsheet. 
   
  If you have time, you can do a quick scan of 
  a player’s character sheet to ensure that nothing 
  looks out of order. If you see magic items of very 
  high rarities or strange arrays of ability scores, you 
  can ask players to provide documentation for the 
  irregularities. If they cannot, feel free to restrict 
  item use or ask them to use a standard ability 
  score array. Point players to the D&D Adventurers 
  League Player’s Guide for reference. 
   
  If players wish to spend downtime days and 
  it’s the beginning of an adventure or episode, 
  they can declare their activity and spend the days 
  now. Alternatively, they can do so at the end of 
  the adventure or episode. Players should select 
  their characters’ spells and other daily options 
  prior to the start of the adventure, unless the 
  adventure specifies otherwise. Feel free to reread 
  the adventure description to help give players hints 
  about what they might face.
  Adjusting the Adventure
   
  Throughout this adventure, you may see sidebars 
  to help make adjustments for smaller/larger 
  groups, and characters of higher/lower levels than 
  the optimized group.  Most of the time, this is used 
  for combat encounters.
   
  You may adjust the adventure beyond the 
  guidelines given. For example, if you’re playing 
  with a group of inexperienced players, you might 
  want to make the adventure a little easier; for 
  very experienced players, you may want to make 
  it a little harder.  Therefore, five categories of 
  party strength have been created for you to use 
  as a guide. Feel free to use a different adjustment 
  during the adventure if the recommended party 
  strength feels off for the group.
   
  This adventure is optimized for a party of 
  five 7th-level characters. To figure out whether 
  you need to adjust the adventure, do the following:
  • Add up the total levels of all the characters
  • Divide the total by the number of characters
  • Round fractions of .5 or greater up; round 
  fractions of less than .5 down
  You’ve now determined the average party level 
  (APL) for the adventure.  To figure out the party 
  strength for the adventure, consult the following 
  table:
  Party Composition
  3-4 characters, APL less than
  3-4 characters, APL equivalent
  3-4 characters, APL greater than
  5 characters, APL less than
  5 characters, APL equivalent
  5 characters, APL greater than
  6-7 characters, APL less than
  6-7 characters, APL equivalent
  6-7 characters, APL greater than
  Determining PArty Strength
  Party Strength
  Very Weak
  Weak
  Average
  Weak
  Average
  Strong
  Average
  Strong
  Very Strong
  running the Adventure
   
  As the Dungeon Master of the session, you have the 
  most important role in facilitating the enjoyment 
  of the game for the players. You help guide the 
  narrative and bring the words on these pages 
  to life. The outcome of a fun game session often 
  creates stories that live well beyond the play at the 
  table. Always follow this golden rule when you DM 
  for a group: 
   
  Make decisions and adjudications that 
  enhance the fun of the adventure when possible. 
  HILL 1-2 / EXODUS: INTRODUCTION
  
  4
   
  To reinforce this golden rule, keep in mind the 
  following:
  • You are empowered to make adjustments to 
  the adventure and make decisions about how the 
  group interacts with the world of this adventure. 
  Doing so is especially important and applicable 
  outside of combat, but feel free to adjust the 
  adventure for groups that are having too easy or 
  too hard of a time. 
  • Don’t make the adventure too easy or too 
  difficult for a group. Never being challenged 
  makes for a boring game and being 
  overwhelmed makes for a frustrating one. 
  Gauge the experience of the players (not the 
  characters) with the game, try to feel out (or 
  ask) what they like in a game, and attempt to 
  give each of them the experience they’re after 
  when they play D&D. Give everyone a chance to 
  shine. 
  • Be mindful of pacing, and keep the game 
  session moving along appropriately. Watch for 
  stalling, since play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish too early; provide them with 
  a full play experience. Try to be aware of running 
  long or short. Adjust the pacing accordingly 
  • Read-aloud text is just a suggestion; feel free 
  to modify the text as you see fit, especially when 
  dialogue is present. 
  • Give the players appropriate hints so they can 
  make informed choices about how to proceed. 
  Players should be given clues and hints when 
  appropriate so they can tackle puzzles, combat, 
  and interactions without getting frustrated over 
  lack of information. Doing so helps to encourage 
  immersion in the adventure and gives players 
  “little victories” for figuring out good choices 
  from clues. 
  In short, being the DM isn’t about following 
  the adventure’s text word-for-word; it’s about 
  facilitating a fun, challenging game environment 
  for the players. The Dungeon Master’s Guide™ has 
  more information on the art of running a D&D 
  game.
  Downtime and Lifestyle
   
  At the beginning of each play session, players must 
  declare whether or not they are spending any days 
  of downtime. The player records the downtime 
  spent on the adventure logsheet. The following 
  options are available to players during downtime 
  (see the D&D basic rules or the D&D Adventurers 
  League Player’s Guide for more information):
  • Catching up
  • Crafting (exception: multiple characters cannot 
  commit to crafting a single item) 
  • Practicing a profession 
  • Recuperating 
  • Spellcasting services 
  • Training
  Other downtime options might be available during 
  adventures or unlocked through play, including 
  faction-specific activities. 
   
  In addition, whenever a character spends 
  downtime days, that character also spends the 
  requisite expense for his or her lifestyle. Costs 
  are per day, so a character that spends ten days 
  of downtime also spends ten days of expenses 
  maintaining his or her lifestyle. Some downtime 
  activities help with lifestyle expenses or add 
  lifestyle expenses.
  Spellcasting Services
   
  Any settlement the size of a town or larger can 
  provide some spellcasting services. Characters 
  need to be able to travel to the settlement to obtain 
  these services.
   
  Spell services generally available include 
  healing and recovery spells, as well as information-
  gathering spells. Other spell services might be 
  available as specified in the adventure. The number 
  of spells available to be cast as a service is limited 
  to a maximum of three per day total, unless 
  otherwise noted.
  HILL 1-2 / EXODUS: INTRODUCTION
  
  5
  SPellCASting ServiCeS 
  Spell   
   
   
  Cost 
  Cure wounds (1st level)   
  10 gp 
  Identify   
   
   
  20 gp 
  Lesser restoration  
   
  40 gp 
  Prayer of healing (2nd level)  
  40 gp 
  Remove curse  
   
   
  90 gp 
  Speak with dead  
   
  90 gp 
  Divination  
   
   
  210 gp 
  Greater restoration  
   
  450 gp 
  Raise dead  
   
   
  1,250 gp
  Acolyte Background 
  A character possessing the acolyte 
  background requesting spellcasting 
  services at a temple of his or her faith 
  may request one spell per day from the 
  Spellcasting Services table for free. The 
  only cost paid for the spell is the base price 
  for the consumed material component, if 
  any. 
  Disease, Death, and recovery
   
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or are killed. Since you might 
  not have the same characters return from session 
  to session, here are the rules when bad things 
  happen to characters.
  Disease, Poison, and Other Debilitating Effects
  A character still affected by diseases, poisons, 
  and other similar effects at the conclusion of an 
  adventure can spend downtime days recuperating 
  until such time as he or she resolves the effect to 
  its conclusion (see the recuperating activity in the 
  D&D Basic Rules). 
   
  If a character doesn’t resolve the effect 
  between sessions, that character begins the next 
  session still affected by the debilitating effect. 
  Death 
  A character who is killed during the course of 
  the adventure has a few options at the end of the 
  session (or whenever arriving back in civilization) 
  if no one in the adventuring party has immediate 
  access to a raise dead or revivify spell, or similar 
  magic. A character subject to a raise dead spell is 
  affected negatively until all long rests have been 
  completed during an adventure. Alternatively, each 
  downtime day spent after raise dead reduces the 
  penalty to attack rolls, saving throws, and ability 
  checks by 1, in addition to any other benefits the 
  downtime activity might provide. 
   
  Create a new 1st-level Character. If the dead 
  character is unwilling or unable to exercise any 
  of the other options, the player creates a new 
  character. The new character does not have any 
  items or rewards possessed by the dead character. 
   
  Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing 
  any vital organs and is mostly whole) and the 
  player would like the character to be returned to 
  life, the party can take the body back to civilization 
  and use the dead character’s funds to pay for a 
  raise dead spell. A raise dead spell cast in this 
  manner costs the character 1,250 gp. 
   
  Character’s Party Pays for Raise Dead. As 
  above, except that some or all of the 1,250 gp for 
  the raise dead spell is paid for by the party at the 
  end of the session. Other characters are under no 
  obligation to spend their funds to bring back a 
  dead party member.
   
  Faction Charity. If the character is of level 1 to 
  4 and a member of a faction, the dead character’s 
  body can be returned to civilization and a patron 
  from the faction ensures that he or she receives a 
  raise dead spell. However, any character invoking 
  this charity forfeits all experience and rewards 
  from that session (both those earned prior to and 
  after death during that session) and cannot replay 
  that episode or adventure with that character 
  again. Once a character reaches 5th level, this 
  option is no longer available.
  HILL 1-2 / EXODUS: INTRODUCTION
  
  6
  Adventure Background
   
  Since the death of First Lord Torin Nomerthal, his 
  replacement First Lord Vuhm Yestral has dealt with 
  repeated attacks by evil fey creatures within the 
  city limits of Hillsfar. Adventurers, working under 
  the employ of Red Plumes Commandant Jandra 
  Gragdowel, were able to identify a hag named 
  Granny Eve-canker as the source of the creatures.  
  Unfortunately, she must not have been the only 
  one smuggling monsters into the city.  Confidence 
  in First Lord Yestral is waning, resulting in a 
  massive exodus of the population before its new 
  government can even establish a foothold.
   
  Malkyn Grenefeld, former Chamberlain of the 
  previous First Lord, is attempting to take revenge 
  against Hillsfar and its new First Lord by releasing 
  monsters into the city to terrorize the population.  
  Granny was one of the ways Grenefeld was 
  accomplishing this. She has made an agreement 
  with several drow settlements and hag covens 
  in the Cormanthor Forest for their assistance in 
  forcing the city into chaos.
   
  Grenefeld was secretly infatuated with Torin 
  Nomerthal and has found his death too great a 
  burden to bear.  With the assistance of the drow, 
  she has rediscovered the remains of a long-
  abandoned wizard’s tower known as Abarat’s Folly, 
  which she now uses as a base of operations. 
   
  Abarat was an elven mage who centuries ago 
  built the tower in hopes of it becoming a hub of 
  activity across the Moonsea’s Cormanthor region.  
  Abarat created magical portals within the tower 
  before the tower itself was even completed.  
  Eventually, something happened to Abarat and he 
  disappeared, leaving his tower unfinished.
   
  Since that time, the high concentration of 
  conjuration magic (specifically teleportation) has 
  warped the area, as well as the magic within the 
  tower.
   
  The rooms containing the portals are warped, 
  such that they appear larger on the inside than 
  would physically be possible based on the area 
  containing them.  In addition, the portals do not 
  always function.  When they do, they currently only 
  allow travel in one direction (either into the tower 
  or out of it). Creatures arriving in the tower from 
  a portal may not leave the tower except by passing 
  through a different portal.  
   
  Grenefeld has been hard at work attempting 
  to stabilize the existing portals, create several 
  new ones, create port keys that allow travel 
  through them, and recruit the assistance of evil fey 
  creatures in unleashing chaos upon Hillsfar.
   
  By the time the adventurers arrive at Abarat’s 
  Folly, Grenefeld’s preparations are nearly complete.
  HILL 1-2 / EXODUS: INTRODUCTION
  
  7
  Overview
   
  This adventure is divided into three parts.
   
  Part 1: The Situation. The characters meet 
  with the new First Lord of Hillsfar, Vuhm Yestral, 
  who explains the recent incursions of monstrous 
  creatures into Hillsfar and the resulting exodus 
  of citizens as they no longer feel it to be safe.  In 
  order to restore confidence in his new government, 
  Vuhm has reached out to Elanil Elassidil of 
  Elventree, whose scouts have confirmed that 
  monster activity within the Cormanthor Forest 
  to the south is on the rise and warrants further 
  attention.  Vuhm offers to hire the adventuring 
  party to perform some reconnaissance within 
  the Cormanthor Forest, determine what types of 
  creatures they are dealing with, and locate any 
  cells or bases the creatures may have established 
  in the forest.
   
  Part 2: into the Woods. The party spends 
  several days exploring the Cormanthor Forest 
  and comes across evidence that other scouting 
  parties in the area have disturbed local wildlife.  
  The party is attacked by a scouting party of drow, 
  and discovering that they have captured a lone 
  human merchant named Gloria Brelliar.  Upon 
  defeating the drow and freeing Gloria Brelliar, the 
  party discovers a map of the area marked with 
  the possible location of an enemy base.  The party 
  continues through the forest in hopes of finding the 
  location marked on the map.
   
  Part 3: Abarat’s Folly. The party finally 
  reaches the area marked on the map and discovers 
  the ruins of Abarat’s Folly.  Exploring the tower, 
  the characters encounter numerous evil fey and 
  discover Grenefeld’s plan to usher in waves of 
  monsters from various areas around the Moonsea 
  by using portals to reach the heart of Hillsfar. 
  They also likely discover several of the portals 
  themselves, as well as catch a glimpse of Grenefeld 
  just as she departs the tower through a portal.
  Adventure Hooks
   
  The following adventure hooks can be used to 
  draw the characters into the story.
   
  I’m Familiar with Your Work. If the characters 
  played the first part of the Dark Intentions trilogy 
  (HILL1-1 Arrival) or have encountered Vuhm 
  Yestral before, either in DDEX3-03 The Occupation 
  of Szith Morcaine, or DDEX3-14 Death on the Wall, 
  he is familiar with them and reaches out to them 
  for a meeting with an offer of potential work.  This 
  option could also be used for any characters that 
  have encountered Elanil Elassidil during any of the 
  various adventures she has appeared in.
   
  Stop, Collaborate, and Listen. The Stop is one 
  of the best places in the region for an adventurer-
  for-hire to find work.  While there, the character 
  learns that the new First Lord of Hillsfar, Vuhm 
  Yestral, is looking to hire a group of adventurers for 
  a mission into the Cormanthor Forest.
   
  The Harpers (Faction). Elanil Elassidil has 
  reached out to Harper agents in the area and told 
  them that the new First Lord of Hillsfar, Vuhm 
  Yestral, is in need of some hired hands to perform 
  some reconnaissance work in the Cormanthor 
  Forest.  The character’s contacts have sent them to 
  meet with him.
   
  The Lords Alliance (Faction). As a member 
  of the Lord’s Alliance, Vuhm has reached out to 
  his contacts in search of agents in the area who 
  he might be able to recruit for a reconnaissance 
  mission into the Cormanthor Forest.  The 
  character’s contacts have sent them to answer the 
  call.
   
  Cormanthor Refugee (Background). 
  Elanil Elassidil has suggested to Vuhm that any 
  exploratory mission into the Cormanthor Forest 
  could easily benefit from the experience of one 
  who has spent some time there.  The character is 
  asked to a meeting at the First Lord’s Tower with 
  an offer of paid work that might be specially suited 
  to a person of their experience.
  HILL 1-2 / EXODUS: INTRODUCTION
  
  8
  The Meeting
  Expected Duration: 15 minutes
  Upon your arrival at Hillsfar Castle, you are 
  questioned by a member of the Red Plumes 
  as to what business you have at the castle.  
  When you mention the appointment with 
  First Lord, Vuhm Yestral, another Red Plume 
  is called to escort you to the Tower of the 
  First Lord.  You are led past the expansive 
  gardens and an elegant ballroom on your 
  way to the First Lord’s office, where you are 
  asked to wait patiently… along with several 
  other adventurers who must be here to 
  partake in the same discussion. 
  Upon your arrival at Hillsfar Castle, you are 
  questioned by a member of the Red Plumes as to 
  what business you have at the castle.  When you 
  mention the appointment with First Lord, Vuhm 
  Yestral, another Red Plume is called to escort you 
  to the Tower of the First Lord.  You are led past 
  the expansive gardens and an elegant ballroom on 
  your way to the First Lord’s office, where you are 
  asked to wait patiently… along with several other 
  adventurers who must be here to partake in the 
  same discussion. 
  The characters can take this opportunity to 
  introduce themselves to each other if they wish.  
  They are not kept waiting for very long before 
  Vuhm, quite spry for his six plus decades, enters the 
  room.  He makes a point of engaging any characters 
  he has previously met, offering simple pleasantries 
  (“Thank you for coming; it is good to see you again.  
  You are looking well.”, etc.).  He will also pass a 
  knowing glance and nod to any other members of 
  the Lord’s Alliance present.  He then takes a seat 
  and suggests the others do the same if they have not 
  already.  Vuhm wastes no further time in getting to 
  the point of this meeting:
  “Thank to you all for coming,” Vuhm offers. 
  “Hillsfar has recently come under attack 
  from within.  Drow, hags, and other strange 
  creatures appear unexpectedly around 
  the city and create chaos. With the recent 
  change in power within Hillsfar, the people 
  are nervous. Understandably so. There are 
  those who feel our new government cannot 
  keep them safe, even within the city walls. 
  Many have fled, and I am afraid for the 
  stability of the region should this continue.  
  We are already dealing with previous waves 
  of refugees from Cormanthor and what 
  happened under the old government of 
  Hillsfar, and I do not believe the region can 
  sustain these conditions for much longer.
   
  I have reached out to our allies in 
  Elventree — some  of you know Elanil 
  Elassidil — and her scouts have detected 
  an increase of unusual activity within the 
  Cormanthor Forest to the south. I cannot 
  spare the Red Plumes to investigate what 
  forces may be hiding in Cormanthor, as I 
  need them here for security.
   
  That is why I have turned to you. As First 
  Lord, I am willing to offer your party 1000gp 
  to undertake a reconnaissance mission into 
  the Cormanthor Forest.  Learn what you can 
  about the activities of any organized threats 
  gathering there, and return that information 
  to us. Any information on their forces, bases 
  of operations, or anything of value should 
  be of help. I do apologize for the short 
  notice, but this mission must be undertaken 
  immediately. The sooner we learn more 
  about the threat facing us, the sooner we 
  can respond to it.  What do you say?  Are 
  you interested?”
   
  PArT 1.
  THE SITUATIOn
  HILL 1-2 / EXODUS: PART 1
  
  9
  If the characters attempt to bargain for a better offer, 
  Vuhm will add:
  “The best I can do is to pay you half in 
  advance and provide each of you with 
  a week’s rations from our military reserve 
  before you leave.  That should save you 
  some preparation time and enable you to 
  get on your way a little quicker.  As far as the 
  compensation offered, I believe it is more 
  than fair.”
  Vuhm will answer any relevant questions the best 
  that he can, but will grow weary of those that waste 
  time as he does not suffer fools gladly.  If the party 
  accepts the offer, they may make any preparations 
  necessary, including any last minute shopping for 
  adventuring gear, before leaving the city. 
   
  The most direct route to the Cormanthor Forest 
  is to follow the trade road that heads south out of 
  Hillsfar.  Once the party is on their way, proceed to 
  Part 2.
  HILL 1-2 / EXODUS: PART 1
  
  10
  Expected Duration: 90 minutes
  General Features
  The vast majority of the Cormanthor Forest is 
  ancient hardwood with a lush canopy and an 
  amazing assortment of wildlife.  Some areas within 
  it, however, have seen centuries of magical abuse 
  that make it dangerous. Many of these areas are well 
  known, mapped, and heavily avoided.
   
  Light and Visibility. The Cormanthor Forest 
  is densely wooded, but there are very few places 
  where is it thick enough to prevent any sunlight 
  from breaching the canopy.  During the daytime, 
  there should be plenty of light available to see by.  
  Certain areas, however, may limit visibility at a 
  distance due to the density of the forest.
   
  Smells and Sounds. The air is clean and moist, 
  with the occasional scent of flowering blooms 
  drifting through the air.  Songbirds chirp almost 
  continually from an hour or so before sunrise until 
  just after the sun finally sets in the evening.
  Taking the trade road south from Hillsfar, you 
  reach the northern edge of the Cormanthor 
  Forest.  From there, your travels take you 
  off road and find many signs of spoor, both 
  humanoid and animal, to the west. This gives 
  you reason to suspect more activity in that 
  area of the forest. 
  Additional information may be obtained through the 
  use of the following ability checks:
   
  Intelligence (History) DC 15. Much of the 
  Cormanthor Forest is densely populated by a 
  vast array of creatures: humanoid, animal, and 
  monster.  Elves and drow were among the more 
  intelligent races known to dwell there, in addition 
  to the abundant natural wildlife and unusual 
  monstrosities. 
   
  Intelligence (Nature) DC 10. This much 
  humanoid travel off-road through the forest will 
  likely be adding stress to many of the woodland 
  creatures who call this area home. 
   
  Wisdom (Animal Handling) DC 10. Many of 
  the animals seem to be on high alert, based on their 
  actions and chatter.
   
  Wisdom (Survival) DC 10. The berries, roots, 
  and nuts you would expect to be plentiful in the area 
  are significantly more difficult to find than expected.  
  It appears the forest is either supporting a larger 
  population than it should or more creatures are 
  feeding in this area than usual.
  Day One
  Two Heads Are Better Than One
  A DC 15 Wisdom (Survival) check reveals that the 
  humanoid activity is unusual given that a much 
  easier way to travel lies not far away.  It implies that 
  those leaving the tracks did not want to be detected.
  While scanning the ground for more tracks 
  at the edge of a clearing, you hear a crash 
  of wood from the forest ahead. Looking up, 
  you see a large humanoid form, bearing 
  weapons in both hands, exploding from 
  the forest and charging you. The most 
  noteworthy feature of this creature is that it 
  supports a pair of two tusked heads upon its 
  shoulders. 
  There are a pair of ettins here that have been 
  pushed out of their regular lands by the movement 
  of drow patrols.  They are hungry, angry, and 
  quite willing to take out their frustrations on the 
  characters.
  PArT 2.
  InTO THE WOODS
  HILL 1-2 / EXODUS: PART 2
  
  11
  HILL 1-2 / EXODUS: PART 2
  
  12
  Adjusting the Encounter
  Here are recommendations for adjusting this 
  combat encounter. These are not cumulative. 
  • Very weak party: remove one ettin
  • Strong party: add one ettin
  Treasure
  One of the ettins has a small sack affixed to its belt. 
  In the sack, hidden among the carcasses of several 
  dead squirrels, two chipmunks, and a small raccoon, 
  are a small, tied pouch of finely-ground jade powder 
  and a small silver rod, each worth 10 gp, as well as 
  a potion of hill giant strength (useless to the ettins).  
  Any character passing a DC 15 Intelligence (Arcana) 
  check will know the jade powder and silver rod are 
  material components for the spells magic mouth and 
  guards and wards respectively; odd things to find in 
  the possession of an ettin.
  Ambush!
  Night comes fast when you are away from 
  the comforts of the cit,y and after a day’s 
  travel through the woods you have found a 
  reasonably comfortable clearing where you 
  can make your camp for the night.  As you 
  prepare, several dark-skinned, humanoid 
  figures drop from the trees and spill out of the 
  forest around you, weapons drawn.
  This is one of the fey scouting parties that Elanil’s 
  forces have reported seeing.  This group consists of 
  a drow mage (who hangs back by the edge of the 
  clearing) and four drow who move in to engage the 
  party in melee.
  Adjusting the Encounter
  Here are recommendations for adjusting this 
  combat encounter. These are not cumulative. 
  • Very weak party: replace the drow mage 
  with a drow elite warrior
  • Strong or very strong party: replace the 
  drow mage with a drow priestess of Lolth
  Once the drow mage and half of the drow are 
  defeated, the remaining creatures attempt to escape 
  into the forest. The drow mage carries a map 
  (described in the Treasure section below).
   
  When the combat is over, the party hears 
  muffled shouting. Once the party decides to 
  investigate the source of the sounds, read the 
  following:
  A bound and gagged human woman, 
  disheveled but clad in fine robes, has 
  somehow managed to loosen the binding on 
  her ankles. She now works to loosening the 
  binding on her hands as she motions to you 
  for help.
  Once she is freed from her bonds, continue:
  “Thank you, so kindly”, the woman says 
  with a warm smile before moving her hands 
  in the manner of a mage and whispering 
  a few arcane words.  Her appearance is 
  immediately refreshed, leaving no indication 
  of her disheveled state only moments before.
   
  “Allow me to introduce myself; my 
  name is Gloria Brelliar.  I am but a simple 
  travelling merchant who was set upon by 
  those misguided creatures while travelling 
  along the road to Hillsfar.  I would have given 
  them a good fight had they not caught me 
  unawares!  But, here I go, rambling again.  
  Please, allow me to know the names of the 
  heroes who so bravely have come to my 
  rescue?” 
  The party may introduce themselves and ask any 
  questions they may have, handled below:
  Who else was travelling with you?
  No one; I was travelling alone.
  Don’t you think that’s unsafe?
  I can usually take care of myself; it’s just that 
  these brigands caught me unexpectedly.
  HILL 1-2 / EXODUS: PART 2
  
  13
  Where is the rest of your caravan if you are a 
  merchant?
  I wasn’t travelling with a caravan; I was going 
  to surprise my cousin, Fortuna Brelliar, and 
  meet her on the road to Hillsfar.
  So, you were walking the trade road alone?
  Oh, no, dear; I teleported to one of the 
  frequent rest stops along the way I knew she 
  would be likely to stop at.
  Do you have anything to sell or trade?
  Sadly, no.  My cousin keeps the inventory 
  and, truth be told, does most of the work.  
  Don’t tell her I told you that, though; it’ll go to 
  her head (she smiles broadly).
  Do you know what the drow were doing in these 
  woods?
  They spoke amongst themselves in 
  Undercommon, foolishly thinking I could 
  not understand them. They apparently saw 
  me teleport to the road. From the sounds 
  of it, there are several more exploring the 
  forest from here to Hillsfar.  They did mention 
  heading back to “the tower,” but I don’t 
  know where that would be. They also talked 
  of scouting the way through the woods to 
  Hillsfar as a backup plan.
  Can you tell us anything about this map (the one 
  carried by the drow mage)?
  Hmmm…well, I’m sure this is supposed to be 
  north, making this the Moonsea…Hillsfar…the 
  Cormanthor Forest, which we are in now…
  probably somewhere around here…and 
  this…I think I remember hearing stories about 
  an old abandoned wizard’s tower around 
  these parts.
  After a sufficient amount of time has lapsed, 
  Gloria Brelliar takes her leave of the heroes: 
  “Oh, my dears, I’m sorry; I have taken you 
  away from your doings for too long, I’m 
  afraid.  I wish there was more I could do 
  to thank you…oh, I have an idea.”  Gloria 
  Brelliar pulls out several small envelopes from 
  a pocket in her robes.  Conveniently, she 
  seems to have drawn out a number equaling 
  the number of people in your party.
   
  “Please take these in case you ever 
  run into my cousin.”  She gestures and 
  utters a few before adding, “Fare thee well, 
  adventurers!” Gloria Brelliar utters a few more 
  words and disappears.
   
  Arcane spellcasters will recognize Gloria Brelliar 
  used the gestures and words associated with the 
  prestidigitation and teleport spells.
   
  When the party sets up camp for the evening, 
  they find that their rations taste like the finest and 
  most delicious meal they have ever had in their 
  lives. The rest of the evening is uneventful and the 
  party may take a long rest.  When the party decides 
  to follow the map and investigate in the direction of 
  the tower, move on to Day Two (below).
  Treasure
  One of the drow’s shortswords is silvered, making 
  it worth 125 gp.  The drow mage carried a potion of 
  growth as well as a rough, unlabeled map showing 
  the locations of the western Moonsea, Hillsfar, the 
  main trade road south of the city, the Cormanthor 
  Forest, and Abarat’s Folly.  Abarat’s Folly is given 
  prominence on the maps. The adventurers are 
  unfamiliar with the place, although  a DC 20 
  Intelligence (History) check reveals a story of an old 
  wizard’s tower that was supposed to be in that area.
   
  The envelopes from Gloria Brelliar each contain 
  a single card with a note written in Common using 
  extremely fancy calligraphy.  It is essentially a 
  coupon for use at Fortuna Brelliar’s shop, Tity’s 
  Emporium. Each character receives the i Only Do 
  This for Special Customers story award.
  HILL 1-2 / EXODUS: PART 2
  
  14
  HILL 1-2 / EXODUS: PART 2
  
  15
  Day Two
  Bearly Troubling
  Following the crude map you liberated from 
  the drow, you progress further west through 
  the Cormanthor Forest and away from any 
  semblance of civilization. 
   
  Around midday, the occasional chirp 
  of birds is broken by a low, rumbling growl, 
  followed by a booming “WHO!”, as several 
  large creatures charge out of the underbrush 
  toward your party.
  This a family of three owlbears has been displaced 
  and agitated by the continued movement of fey 
  patrols through the area. 
  Adjusting the Encounter
  Here are recommendations for adjusting this 
  combat encounter. These are not cumulative. 
  • Very weak party: remove one owlbear
  • Weak or strong party: no change
  • Strong party: add one owlbear, for a total 
  of four
  The owlbears have been harried by the increased 
  amount of humanoid traffic in the area and have 
  decided to strike out. The creatures have no 
  treasure.
   
  The remainder of the afternoon is uneventful.  If 
  the characters continue to head towards the tower, 
  they can start the next section just as night falls. 
  You Have Arrived At Your 
  Destination
  As the last glimmers of the sun’s afterglow are 
  finally extinguished and night sets in earnest, 
  you arrive at what must be your destination: 
  a ruined ivory tower that sits half-hidden at 
  the northern edge of the Cormanthor Forest. 
  The characters are still far enough away from the 
  tower to set camp.  If they take precautions to hide 
  their camp, and/or set watch, they make it through 
  the evening hours without confrontation.
   
  Once the characters are ready to investigate the 
  tower, proceed to Part 3: Abarat’s Folly.
  HILL 1-2 / EXODUS: PART 2
  
  16
  Abarat’s Folly
  Expected Duration: 2 Hours
  Abarat’s Folly was constructed centuries ago by 
  an elf wizard known as Abarat the Alabaster, and 
  was intended to serve as a hub of trade for the 
  region.  Abarat’s intention to create a tower of 
  portals to allow easy and expeditious travel between 
  settlements was never completed, but several 
  portals were activated before Abarat disappeared.
   
  Travel through any of the portals requires a 
  unique portal key for each.  Although Grenefeld 
  has established what is needed for each portal, 
  the characters in this adventure do not have that 
  knowledge and are unable to travel through most of 
  the portals they discover.
   
  The number and close proximity of portals 
  Abarat created at the site, as well as the amount of 
  magic expended trying to study them, have caused 
  several strange effects over the years: 
  • Those who enter the tower through a 
  teleportation portal may not leave the tower 
  except by exiting through a different portal.
  • Several rooms on floors 3 and higher are larger 
  than expected on the inside, as the magics used 
  in the construction of the tower have somehow 
  managed to warp the space.  This makes 
  mapping the tower difficult.
  • Portals are currently one-way only. Some 
  lead into the tower, and some lead out. This is 
  an effect Grenefeld put into place to limit the 
  number of potential visitors.
  • The entire inside of the tower bars 
  dimensional travel except for those using the 
  established portals. That means spells such as 
  dimension door, misty step, teleport, and similar 
  conjuration spells, as well as any magical effects 
  that summon creatures from other planes, 
  simply do not function.  If a spell of this type is 
  cast, the appropriate slot is expended, but it has 
  no effect.
  • Animals avoid the tower. Familiars or animal 
  companions are hesitant to approach, explore, 
  or enter the tower, even in the company of 
  their masters.  Communication with these 
  companions will indicate that they wish to 
  remain outside and a short distance away.
  General Features
  Most space within the tower is what one would 
  expect of a long-abandoned ruin, although some 
  areas have been cleared and cleaned-up for the 
  creatures currently residing there.
   
  Light and Visibility. Very few of the areas inside 
  the tower are illuminated, as most of the creatures 
  here are fey and have darkvision.  Depending on the 
  time of day, parts of the 4th and 5th floors may receive 
  sunlight on the unfinished sections.
   
  Smells and Sounds. There is an acrid mix of 
  mustiness and rot peppered with a tinge of wood 
  smoke.  In the basement, it is quite intense; in the 
  higher floors, it tapers off to only mildly noticeable.  
  The tower is generally quiet, but floorboard 
  occasionally creak to indicate creatures moving 
  directly above.
  The maps leads you to a small, cylindrical, 
  uncompleted tower — seemingly 
  constructed entirely of ivory — stands 
  partially obscured by the slowly advancing 
  Cormanthor Forest to the south.  The tower 
  sits four or five stories tall, with the top floor 
  appearing incomplete and open to the 
  elements.  No windows decorate the ground 
  floor, and a single closed ivory door offer 
  access.
  PArT 3.
  ABArAT’S FOLLY
  HILL 1-2 / EXODUS: PART 3
  
  17
  HILL 1-2 / EXODUS: PART 3
  
  18
  The door is held fast by an arcane lock spell and 
  has a break DC of 30, an AC of 20, and 80 hp.  The 
  exterior walls of the tower are extremely smooth, 
  making them difficult to climb (DC 30 Strength 
  [Athletics] check) unless a rope and grappling hook 
  are used (reducing the DC to 10) to attach to one 
  of the unfinished sections of wall on the 4th floor 
  (about 40 feet up).
  A. The First Floor
  A1. The Kitchen
  This roughly 15-foot by 15-foot room is a 
  simple kitchen and has seen recent use, but 
  only the barest of cooking implements are 
  present.  The cookware and utensils lying 
  around have seen better days, but would 
  suffice for making a meal in a pinch.
   
  The door on the eastern wall leads 
  into  a small pantry, where several jars of 
  unidentifiable foodstuff line the shelves, along 
  with several selections of salt-cured meats.  
  The meager amount of food here gives the 
  impression that the kitchen area has only 
  recently started to come back into use.
  A2. Unused Bedroom/Storage
  This small room may have served as a 
  bedroom or storage area at one time.  Now, 
  debris and the remains of broken furniture 
  litter the floor. If there was anything of value, 
  it was stripped away long ago.
  A3. Unused Bedroom
  You enter this room through a door set into 
  the southeast corner. The space appears 
  to have been intended as a bedroom or 
  storage area at one time.  Broken pieces of 
  furniture lie strewn about the floor.  Near the 
  north wall, a small, metal ring lies attached to 
  the floor.  
  Pulling on the ring will lift a trapdoor which 
  provides access to room F1 in the tower’s basement.
  B. The Second Floor
  B1. Guest Bedroom
  This room was probably intended to serve as 
  a bedroom at one time but now only broken 
  fragments of furniture and worthless debris 
  remain scattered across the floor.
  B2. Used Bedroom
  This bedroom’s rather spartan furnishings 
  include a pile of cushions, likely intended to 
  serve as bedding, a rather simple desk, and a 
  pair of chairs.
  Treasure. In the first bedroom of this type (B2) 
  that the characters enter, there is a locked chest that 
  requires a DC15 Dexterity (Thieves Tools) check 
  to open. The chest is hidden behind the cushions 
  and can be discovered with a successful DC 15 
  Intelligence (Investigation) or Wisdom (Perception) 
  check. Inside the chest is a coin album with a 
  complete set of 550 Cormanthor silver pieces from 
  every year and mint going back over a century, a 
  magnifying glass, and small velvet drawstring pouch 
  that is tied in a knot.  Sticking from the opening 
  of the pouch is a rolled up piece of parchment 
  which reads “use caution – deck of many things” 
  in Common, Elven, and Undercommon.  Inside the 
  pouch is an unremarkable deck of tarokka cards.
  B3. Master Bedroom
  This is one of the best maintained areas 
  you have seen within the tower. A bed, 
  footlocker, desk, and two chairs are 
  positioned around the area and an extremely 
  large painting with a gilded filigree frame 
  hangs on the southeastern wall of this room. 
  This oil painting depicts a full moon reflecting 
  off a large body of water, possibly the 
  Moonsea, and the surrounding landscape.
  HILL 1-2 / EXODUS: PART 3
  
  19
  HILL 1-2 / EXODUS: PART 3
  
  20
  Treasure.  The painting was a favorite of former 
  First Lord of Hillsfar Torin Nomerthal, as well as 
  of Malkyn Grenefeld, and was proudly on display 
  in the Tower of the First Lord. Grenefeld stole it 
  as a souvenir and brought it here.  It could easily 
  sell for 200 gp, but Vuhm would be happy to see it 
  returned to the Tower of the First Lord, as he has no 
  idea what happened to it.  Characters who played 
  DDEX3-12 Hillsfar Reclaimed remember seeing this 
  on display during the masquerade in that adventure.
   
  In the footlocker is a tiny ornate reliquary.  If the 
  characters open it, read the following:
  Inside the reliquary is an ancient scrap 
  of parchment that is part of an inventory 
  or requisition list.  From the stylized script, 
  you can tell it was written long ago.  The 
  parchment read “seven candles, bell, chalk 
  dust, signet ring, orb, wand, seven vials holy 
  water” and is signed “Midnight”.
  A successful DC 15 Intelligence (Religion) check 
  reveals that “Midnight” was once the mortal 
  identity of the goddess Mystra and that the number 
  7 holds a special significance to that deity.  The 
  reliquary was secretly in the possession of Torin 
  Nomerthal, although Grenefeld knew about it and 
  took it after Torin’s death.  She has future plans for 
  using the reliquary.  Any character passing a DC 20 
  Intelligence (Arcana or Religion) check know that 
  the reliquary could be utilized as a component for 
  the holy aura and magic jar spells. 
   
  Although valuable as treasure (1,000 gp), those 
  who realize the reliquary’s true nature know that 
  it is probably best served in the possession of the 
  church of Mystra.
  B4. Skeleton room
  The remains of two humanoid skeletons lie 
  sprawled on the floor of this room, covered in 
  the tattered remains of clothing and leather 
  armor.
  A DC 10 Intelligence (History) check reveals their 
  clothes were indicative of a wealthy couple that 
  lived at least 300 years ago.  A DC 10 Wisdom 
  (Medicine) or Intelligence (Investigation) check 
  reveals that both were killed by blunt force trauma 
  to the head, and that one of the bodies was male and 
  the other female. 
   
  Previous occupants of the tower found this area 
  unnerving and left it as is through the years.
  c. The Third Floor
  C1. Foyer
  The spiral staircase brings you to the center of 
  a room with a single door set into the center 
  of each of the four walls surrounding you.  
  Two small unkempt human girls dressed in 
  ragged clothes are startled by your arrival.
   
  “Please don’t hurt us”, one of them 
  pleads, “we only left our room because 
  we were hungry.  Can we please have 
  something to eat?”
  The children are actually a pair of night hags.  
  Tactics
  If the party does not immediately attack, one hag 
  casts sleep on the party on her initiative, hoping that 
  the party is too distracted by the other hag’s request 
  for food to notice.  Once the deception has been 
  discovered, the second hag casts sleep and both 
  follow with either claw attacks (if in melee) or magic 
  missile followed by ray of enfeeblement (if ranged).  
  The hags do not have heartstones or soul bags.
  Adjusting the Encounter
  Here are recommendations for adjusting this 
  combat encounter. These are not cumulative. 
  • Very weak or weak party: replace one 
  night hag with one green hag
  • Strong party: no change
  • Very Strong party: add a drow elite 
  warrior who comes out of one of the 
  adjoining rooms the round after the hags 
  attack
  Treasure
  One of the hags has a pouch filled with 200 gp 
  worth of incense and powdered diamonds.  A DC 
  20 Intelligence (Arcana or Religion) check knows 
  reveals these could be used as components for a 
  glyph of warding spell. 
  HILL 1-2 / EXODUS: PART 3
  
  21
  HILL 1-2 / EXODUS: PART 3
  
  22
  C2. Portal to the Drow
  The unusual interior shape of this room does 
  not seem to match what you would expect 
  from observing the outside of the tower. The 
  room is empty save for a large wooden panel 
  affixed to one of the walls.
  If the panel is removed, it reveals a ring of elven 
  runes carved into the shape of a circle.  Any 
  character that can read Elven and passes a DC 20 
  Intelligence (Arcana) check can determine that the 
  runes refer to this as a teleportation portal to an 
  “Elven Court,” but nothing further can be gleaned 
  from it.  If the opposite side of the panel is examined 
  once it is removed, it has the phrase “not yet” 
  written upon it in Elvish and Undercommon.
   
  This portal is currently set to only allow passage 
  into the tower; individuals may not leave by passing 
  through it.  The connecting portal is somewhere 
  near a drow settlement on the surface. 
   
  Grenefeld has already made arrangements to 
  bring a small army of drow through once the portals 
  to Hillsfar are stable enough to permit continued 
  exit from the tower.
  C3. Portal to Myth Drannor
  The irregular shape of this room does not 
  seem to match what you would expect from 
  observing the outside of the tower.  The room 
  is empty save for a large wooden panel 
  affixed to one of the walls.
  If the panel is removed, it reveals a ring of elven 
  runes carved into the shape of a circle.  Any 
  character that can read Elven and passes a DC 20 
  Intelligence (Arcana) check can determine the 
  runes refer to this as a teleportation portal to Myth 
  Drannor, but nothing further can be gleaned from it.  
  If the opposite side of the panel is examined, it has 
  the phrase “not yet” written upon it in Elvish and 
  Undercommon.
   
  This portal is set to only allow passage into the 
  tower; individuals may not leave by passing through 
  it.  This portal is not stable and frequently becomes 
  inoperable for periods of varying duration.
   
   
  Grenefeld has made arrangements to bring 
  through a small army of fey once the portals are 
  stabilized enough to permit regular entry and exit 
  from the tower.
  C4. Portal to the House of Happiness
  The unusual interior shape of this room does 
  not match what you would expect from 
  observing the outside of the tower.  The 
  room is empty save for a circular ring of runes 
  carved into the wall. Lights dance and flicker 
  on the wall from the space within the runes.
  Any character that can read Elven and passes a 
  DC 20 Intelligence (Arcana) check can determine 
  that the runes refer to this as a teleportation portal 
  to Myth Glaurach (its original destination, before 
  Grenefeld altered the portal).  Unlike the portals in 
  rooms C2 and C3, this one currently allows passage 
  out of the tower, but it requires a portal key to do 
  so.  It also doubles as a scrying device, allowing 
  characters to see (but not hear) the other side.
   
  Closer examination of the scene within the 
  portal reveals an active pub, with drinks being 
  served, plenty of dancing, and a band playing in the 
  background.
   
  Although originally a portal to Myth Glaurach, 
  Grenefeld has managed to alter this portal to peer 
  into the temple of Lliira in Hillsfar, better known as 
  the House of Happiness.  Grenefeld plans to direct 
  some of her forces through this portal and into 
  Hillsfar once she is ready to move against the city.
   
  Anyone passing a DC 20 Intelligence (Religion) 
  check recognizes the Joydancers (worshippers of 
  Lliira).  Followers of Lliira or anyone exceeding the 
  skill check by 5 or more recognizes the scene takes 
  place in the House of Happiness in Hillsfar.  The 
  knowledge that a portal into the heart of Hillsfar 
  exists within Abarat’s Folly is extremely valuable 
  information.
  HILL 1-2 / EXODUS: PART 3
  
  23
  C5. Portal to the Tower of the First Lord
  This room’s unusual interior shape does not 
  match the outside of the tower. A circular 
  portal surrounded by a set of carved runes 
  decorates the southwest wall.  The portal 
  peers into an enormous ballroom containing 
  several long oak tables and an elevated dais 
  to the side, backed by open patio doors that 
  overlook an expansive garden.
   
  Bringing your attention back to this room, 
  four humanoids step out of the shadows. Two, 
  dressed in chain armor, raise their weapons.
  Aware of the battle with the hags, several drow 
  hid here to protect Grenefeld long enough for her 
  to determine the outcome of the battle and escape 
  back to Hillsfar through this portal.
   
  Characters that have played DDEX3-12 Hillsfar 
  Reclaimed recognize the only non-drow in the group 
  as Malkyn Grenefeld, former Chamberlain in First 
  Lord Torin Nomerthal’s court.  They also recognize 
  the ballroom as the location of the masquerade 
  party portrayed in that adventure.  Those who 
  did not play in that adventure but succeed at a DC 
  15 Wisdom (Perception) check recognize it from 
  passing by the room in Part 1 of this adventure.
  Tactics
  The four creatures in this room have taken can take 
  reactions unless the adventurers knew of their 
  presence before entering the room:
  • Malkyn Grenefeld moves through the portal 
  into the Tower of the First Lord, effectively 
  removing her from this combat.
  • Two drow fire their hand crossbows at the two 
  least-armored adventurers.
  • A drow priestess of Lolth casts ray of sickness 
  at the most heavily armored adventurer.
  Adjusting the Encounter
  Here are recommendations for adjusting this 
  combat encounter. These are not cumulative. 
  • Very weak party: replace the drow 
  priestess with a drow elite warrior
  • Weak party: replace the drow priestess 
  with a drow mage
  • Strong or very strong party: no change
  Grenefeld was able to pass through the portal 
  because she possessed a portal key.  None of the 
  other inhabitants currently know what portal 
  keys are needed to activate the portals to Hillsfar.  
  Grenefeld kept that information to herself just 
  because of possible situations like this.
   
  Any character that can read Elven and passes 
  a DC 20 Intelligence (Arcana) check can determine 
  that the runes refer to this as a teleportation portal 
  to Myth Lharast (its original destination, before 
  Grenefeld altered the portal).  Unlike the portals in 
  rooms C2 and C3, this one currently allows passage 
  out of the tower, but it requires a portal key to do 
  so.  It also doubles as a scrying device, allowing 
  characters to see (but not hear) the other side.
  Treasure
  Each of the two drow have a vial of antitoxin on 
  them. The drow priestess wears a periapt of wound 
  closure.
  HILL 1-2 / EXODUS: PART 3
  
  24
  D. The Fourth Floor
  If the party climbs the outside or otherwise arrives 
  on this partial floor without attempting to be quiet, 
  they draw the attention of the drow in areas D1, D2, 
  and E1.
  D1. Portal to Talarith’s Settlement
  The irregular shape of this room does 
  not match what you would expect from 
  observing the outside of the tower.  A circle 
  of newly carved runes can be seen on the 
  northwest wall. 
  If they have not previously joined a combat outside 
  this room, there are two drow present.  If the party 
  is very weak or has already battled these drow, the 
  room is empty.
   
  Any character that can read Elven and passes 
  a DC 20 Intelligence (Arcana) check can determine 
  that the runes refer to this as a teleportation portal 
  to Talarith’s Settlement (an area also known as 
  the “Ruins in Cormanthor,” south of Elventree).  
  Grenefeld has been working on this portal, getting 
  as far as completing the runes, but it is not yet 
  functional.  It does not detect as magical.  Grenefeld 
  is planning to bring more drow from the ruins into 
  Hillsfar.
  D2. Portal to Arvandor
  The unusual interior shape of this room does 
  not seem to match what you would expect 
  from observing the outside of the tower.  
  About 25 feet north of the door, a circle of 
  carved runes can be seen on the wall.
  If they have not previously joined in a combat, there 
  are two drow present.  If the party is very weak or 
  already battled these drow, the room is empty.
   
  Any character that can read Elven and passes 
  a DC 20 Intelligence (Arcana) check can determine 
  that the runes refer to this as a teleportation portal 
  to Arvandor.  An elf, half-elf, or any character 
  successfully passing a DC 15 Intelligence (Religion) 
  check know that Arvandor is the home of the elven 
  pantheon.  This portal is active and permits exit 
  from the tower, but none of the inhabitants know 
  what portal key activates it. The key is actually a 
  gold or silver coin with Corellon’s symbol on one 
  side and Sehanine Moonbow’s symbol on the other.  
  Although coins of this exact design have not been 
  produced for years, there is a silver piece matching 
  this description in the coin collection found in one of 
  the used bedrooms (B2) on the second floor.
   
  If a character possessing the proper coin 
  enters the portal, they return two rounds later 
  with no memory of what transpired except for an 
  overwhelming sense of peace and calmness.  An 
  elven or half-elven character who does the same has 
  the same result, except that they are healed back to 
  full hit points (if they were injured) and have any 
  detrimental conditions (except a curse) removed.  A 
  character may only receive this effect once.
  HILL 1-2 / EXODUS: PART 3
  
  25
  HILL 1-2 / EXODUS: PART 3
  
  26
  E. The roof
  If the party climbs the outside of the tower or 
  otherwise arrives on this partial floor without 
  stealth, they draw the attention of all the drow in 
  areas D1, D2, and E1.
  E1. Private retreat
  The partial roof of the tower is apparently a 
  good place to find some solitude as a single 
  drow reclines here, seemingly relaxing and 
  basking in the light.
  This drow mage has decided to take a break and 
  relax on the roof.  He has already used his daily 
  levitate to get up here.  He starts the encounter 
  prone.
   
  If the party arrives at night, he is basking in 
  the moonlight.  If they arrive during the day, he is 
  basking in the sun.  This may seem unusual for drow 
  (specifically, the allied drow of Szith Morcaine from 
  the Rage of Demons season 3 storyline that never see 
  the sun).  This may (correctly) give the characters 
  the impression that the drow they are dealing with 
  here are not from the same place.  Regardless, the 
  drow mage is still sensitive to the sunlight.
   
  On his action, the drow mage stands, hurls a 
  poison spray at the closest character, and calls for 
  help, alerting the four drow in room D1 and D2 who 
  arrive on the 4th floor the following round, and up to 
  the roof on the round after that.
  Adjusting the Encounter
  Here are recommendations for adjusting this 
  combat encounter. These are not cumulative. 
  • Very weak party: replace the drow mage 
  with a drow priestess of Lolth, remove the 
  four additional drow
  • Weak party: no change
  • Strong or very strong party: replace the 
  drow mage with a drow priestess of Lolth
  Treasure
  The drow mage has with him a small pouch 
  containing 100 gp worth of diamond dust and a 100 
  gp pearl.  Any character passing a DC 15 Intelligence 
  (Arcana) check will know that a pearl of that size 
  can be used as a spell component for the identify 
  spell.  Any character passing a DC 20 Intelligence 
  (Arcana, Nature, or Religion) check will know that 
  the diamond dust can be used as a component for 
  the greater restoration spell.
  F. The Basement
  F1. Access
  This room contains a ladder leading up to 
  trapdoor set in the floor of an unused room 
  above.  The room is dark and smells musty.  
  Are doors in the western and southern walls. 
  F2. Unused room
  This room is unused, probably due to the 
  strong moldy/musty smell and the high level 
  of moisture in the room. 
  F3. Ivory Storage
  This room is empty except for several long, 
  flat sections of sheets of ivory stacked against 
  the wall. 
  Abarat stored the ivory here that he used in the 
  creation of the tower’s exterior.  Most of it has 
  been looted, leaving only these four small sections 
  remain. How Abarat managed to acquire ivory in 
  sheets is unknown.
  Treasure
  The four ivory sheets are worth a total of 200 gp.  Any 
  character passing a DC 20 Intelligence (Arcana or 
  Religion) check realizes that this ivory could be used 
  as the material component for the legend lore spell.
  HILL 1-2 / EXODUS: PART 3
  
  27
  HILL 1-2 / EXODUS: PART 3
  
  28
  HILL 1-2 / EXODUS: PART 3
  F4. Writing room
  The walls of this room are covered with 
  arcane writings, many obscured by time 
  and water damage.  Several sections have 
  overlapping handwriting, as if someone 
  attempt to preserve what rest underneath.  
  On the floor, several stubs of chalk and a 
  small book lie against the base of the wall. 
  The writings on the wall can be interpreted by a DC 
  15 Intelligence (Arcana) check.  They are magical 
  research pertaining to teleportation, portals, and 
  portal keys, but nothing that a student of magic 
  wouldn’t already be familiar with.
   
  The book on the floor details plans to bring 
  an army of fey creatures through the portals and 
  into Hillsfar to terrorize the city, once she has the 
  opportunity to stabilize the existing portals, create a 
  few new ones, and perfect the new portal keys.
   
  Although Grenefeld is not mentioned by name 
  in the book, it includes enough detailed references 
  to Hillsfar for someone to conclude it belonged to 
  someone with a position of authority and/or power 
  within the city.
   
  One key piece of information within the book 
  is that the author is looking to create new portal 
  keys that are ingestible, so that users do not have 
  to worry about losing them or having them stolen.  
  Although the exact formula to be used is not 
  detailed, there is the implication that there have 
  been several successful experiments done to try out 
  this idea.
  conclusion
  Unless the characters have an expeditious way of 
  sending a message back to Vuhm Yestral (sending 
  stones, the animal messenger spell using a flying 
  messenger, the sending spell, etc., it takes at least 
  two days to journey back to Hillsfar.  In that time, 
  Grenefeld accelerates her plans.
   
  Upon their return, Vuhm happens to be meeting 
  with Elanil Elassidil but has the characters ushered 
  in to hear their report.  If they name Grenefeld, 
  Vuhm is shocked to discover she is involved.  Any 
  other information they can provide (including 
  descriptions of the areas they saw through the 
  portals in rooms C4 and C5 and/or the book from 
  basement room F4) is greatly appreciated.
   
  If the characters present Vuhm with the 
  landscape painting retrieved from Abarat’s Folly, 
  he is thankful for its return, but does not offer any 
  compensation for it, as it was stolen from the First 
  Lord’s Tower.  If the characters decide to sell it 
  instead, Vuhm is indifferent. Characters can get the 
  gold piece value for selling the painting or the XP 
  award for returning it; they may not get both.
   
  Similarly, if the characters recovered the 
  reliquary and turn it over to a temple of Mystra, they 
  earn the associated XP award for doing so, which 
  they do not get if they decide to sell it or keep it.
   
  Vuhm pays the party the agreed upon amount 
  and attempts to entice them to stay by offering each 
  character their choice of the two You Should Stick 
  Around for a While story awards.  He is certain he 
  will have more work for the party in the days ahead.  
   
  Those characters willing to stay in Hillsfar for 
  a little while after the completion of this adventure 
  may spend downtime preparing themselves for 
  what is to come by taking advantage of the Know 
  your enemy downtime activity quest as well.
  
  29
  rewards
  Make sure the players note their rewards on their 
  adventure logsheets.  Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Experience
  Total up all combat experience earned for the 
  defeated foes and divide by the number of 
  characters present in the combat.  For non-combat 
  experience, the rewards are listed per character.  
  Give all characters in the party non-combat 
  experience awards unless otherwise noted.
  Combat Awards
  Name of Foe 
  XP per Foe
  Basilisk 
  700
  Drow 
  50
  Drow Elite Warrior 
  1800
  Drow Mage 
  2900
  Drow Priestess of Lolth 
  3900
  Ettin 
  1100
  Green Hag 
  700
  Night Hag 
  1800
  Owlbear 
  700
  Non-Combat Awards
  Task or Accomplishment XP per Char.
  Rescuing Gloria Brelliar 
   200
  Discovering portals to Hillsfar 
   200
  Alert Vuhm of Grenefeld’s escape  250
  Giving the reliquary to a temple  500
  Returning the painting to Vuhm  100
  The minimum total award for each character 
  participating in this adventure is 3,750 experience 
  points.
  The maximum total award for each character 
  participating in this adventure is 5,000 experience 
  points.
  Treasure
  The characters receive the following treasure, divided 
  up amongst the party.  Characters should attempt 
  to divide treasure evenly whenever possible.  Gold 
  piece values listed for sellable gear are calculated at 
  their selling price, not their purchase price.
  Consumable magic items should be divided 
  up however the group sees fit.  If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.
  Permanent magic items are divided according to 
  a system.  See the sidebar if the adventure awards 
  permanent magic items.
  Treasure Awards
  Item Name  
   
  GP value
  Vuhm’s payment 
  1000
  Silvered shortsword 
  125
  Jade 
  10
  Small silver rod 
  10
  Coin collection 
  55
  Magnifying glass 
  100
  Grenefeld’s landscape painting 
  200
  Grenefeld’s reliquary  
  1000
  Incense and powdered diamond 200
  Antitoxins (two vials) 
  100
  Diamond dust  
  100
  Pearl 
  100
  Ivory strips 
  200
  HILL 1-2 / EXODUS: PART 3
  
  30
  Permanent Magic Item Distribution
  D&D Adventurers League has a system in place to 
  determine who is awarded permanent magic items 
  at the end of a session.  Each character’s logsheet 
  contains a column to record permanent magic items 
  for ease of reference.
  • If all the players at the table agree on one 
  character taking possession of a permanent 
  magic item, that character gets the item.
  • In the event that one or more characters 
  indicate an interest in possessing a 
  permanent magic item, the character that 
  possesses the fewest permanent magic items 
  gets the item.  If there is a tie in the total 
  number of permanent magic items owned 
  by contesting characters, the item’s owner is 
  determined randomly by the DM.
  Periapt of Wound Closure
  Wondrous item, uncommon (requires attunement)
  This fine gold pendant boasts a small, golden charm 
  depicting two upturned, open hands with long, graceful 
  fingers holding a set of three small crystals. It does have 
  one minor drawback.  Unless the wielder is a construct or 
  of fey origin (including elves and half-elves), they suffer 
  a non-life threatening allergic reaction during the entire 
  short rest they are attuning to the item, as well as for 2d4 
  rounds after each use.  The allergic reaction may take the 
  form of sneezing, coughing, itching, or watery eyes and 
  may vary from use to use.  A description of this item can 
  be found on page 184 of the Dungeon Master’s Guide.
  Potion of Hill Giant Strength
  Potion, uncommon
  This murky green fluid seems to have a disturbingly large 
  amount of what appears to be cut grass mixed into it.  A 
  description of this item can be found on page 187 of the 
  Dungeon Master’s Guide.
  Potion of Growth
  Potion, uncommon
  This thick, golden fluid has an almost gelatinous 
  consistency to it and smells of a mixture of honey and 
  spinach.  A description of this item can be found on page 
  187 of the Dungeon Master’s Guide.
  Influence
  All characters earn five Hillsfar influence points 
  for participating in this adventure.
  renown
  All faction members earn one renown point for 
  participating on this adventure.
  Downtime
  Each character receives ten downtime days at the 
  conclusion of this adventure.
  HILL 1-2 / EXODUS: PART 3
  
  31
  Story Awards
  The characters have the opportunity to earn the 
  following story awards during the adventure.
  I Only Do This for Special Customers.  Upon 
  presenting their coupon at Tity’s Emporium in 
  Hillsfar, the character may select any one (and only 
  one) of the following benefits:
  • 10% off the total bill of any normal equipment 
  purchase of 50 gp or more (before discount). 
  This includes everything in the armor, weapons, 
  adventuring gear, and tools tables from the 
  Equipment chapter of the Player’s Handbook.
  • One weapon you already own silvered at half 
  price (50 gp instead of the usual 100 gp).
  • Closeout special!  You may purchase a single 
  potion of climbing for 50 gp.  They do not usually 
  sell these potions, but Fortuna tells the character 
  she had a recent opportunity to purchase 
  another merchant’s remaining stock at the “end 
  of the season.”
  Remove this story award from your logsheet once 
  it has been used.
  You Should Stick Around for a While (Option 1).  
  Until the character either completes adventure 
  HILL 1-3 or reaches 11th level (whichever comes 
  first), the character enjoys a Comfortable lifestyle 
  without any expense while they are in Hillsfar.
  You Should Stick Around for a While (Option 2).  
  Until the wizard either completes adventure HILL 
  1-3 or reaches 11th level (whichever comes first), 
  they are granted free access to the Mage’s Guild 
  library in Hillsfar Castle.  The character may spend 
  downtime and gold to copy into their spellbook 
  any two PHB spells of level 4 or lower that they do 
  not currently have.  The wizard must still spend 
  the lifestyle expenses associated with the total 
  downtime invested.
  Downtime Activity: Quest
  Know Your Enemy
  With access to the libraries of Hillsfar and the 
  knowledge of the citizens of Elventree, you may 
  spend 5 downtime days engaged in research on 
  evil fey creatures and gain advantage on any single 
  skill check or attack against an evil fey creature.  
  Remove this story award from your adventure 
  logsheet once it has been used.
  DM rewards
  For running this adventure, you receive 1,250 XP, 
  625 gp, and ten downtime days.
  
  32
  Appendix: Monster Statistics
  Note: creatures with abilities that will not function 
  within Abarat’s Folly due to the magical effects 
  therein have already had those abilities removed 
  from their statistics below.
  Drow
  Medium humanoid (elf), neutral evil
  Armor Class 15 (chain shirt)
  Hit Points 13 (3d8)
  Speed 30 ft.
  STr 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  11 (+0) 
  12 (+1)
  Skills Perception +2, Stealth +4
  Senses darkvision 120 ft., passive Perception 12
  Languages Elvish, Undercommon
  Challenge 1/4 (50 XP)
  Fey Ancestry. The drow has advantage on saving 
  throws against being charmed and magic can’t put 
  the drow to sleep.
  Innate Spellcasting. The drow’s spellcasting 
  ability is Charisma (spell save DC 11).  It can 
  innately cast the following spells, requiring no 
  material components:
  At will: dancing lights
  1/day each: darkness, faerie fire
  Sunlight Sensitivity. While in sunlight, the drow 
  has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight.
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target.  Hit: 5 (1d6+2) piercing damage.
  hand Crossbow. Ranged Weapon Attack: +4 to 
  hit, range 30/120 ft., one target.  Hit: 5 (1d6+2) 
  piercing damage and the target must succeed on a 
  DC 13 Constitution saving throw or be poisoned for 
  1 hour.  If the saving throw fails by 5 or more, the 
  target is also unconscious while poisoned in this 
  way.  The target wakes up if it takes damage or if 
  another creature takes an action to shake it awake.
  Drow Elite Warrior
  Medium humanoid (elf), neutral evil
  Armor Class 18 (studded leather, shield)
  Hit Points 71 (11d8+22)
  Speed 30 ft.
  STr 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  13 (+1) 
  18 (+4) 
  14 (+2) 
  11 (+0) 
  13 (+1) 
  12 (+1)
  Saving Throws Dex +7, Con +5, Wis +4
  Skills Perception +4, Stealth +10
  Senses darkvision 120 ft., passive Perception 14
  Languages Elvish, Undercommon
  Challenge 5 (1,800 XP)
  Fey Ancestry. The drow has advantage on saving 
  throws against being charmed and magic can’t put 
  the drow to sleep.
  Innate Spellcasting. The drow’s spellcasting ability 
  is Charisma (spell save DC 12).  It can innately 
  cast the following spells, requiring no material 
  components:
  At will: dancing lights
  1/day each: darkness, faerie fire, levitate (self only)
  Sunlight Sensitivity. While in sunlight, the drow 
  has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight.
  Actions
  Multiattack.  The drow makes two shortsword 
  attacks.
  Shortsword. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target.  Hit: 7 (1d6+4) piercing damage 
  plus 10 (3d6) poison damage.
  hand Crossbow. Ranged Weapon Attack: +7 to hit, 
  range 30/120 ft., one target.  Hit: 7 (1d6+4) piercing 
  damage and the target must succeed on a DC 13 
  Constitution saving throw or be poisoned for 1 hour.  
  If the saving throw fails by 5 or more, the target is 
  also unconscious while poisoned in this way.  The 
  target wakes up if it takes damage or if another 
  creature takes an action to shake it awake.
  reactions
  Parry.  The drow adds 3 to its AC against one melee 
  attack that would hit it.  To do so, the drow must see 
  the attacker and be wielding a melee weapon.
  HILL 1-2 / EXODUS: APPENDIX
  
  33
  HILL 1-2 / EXODUS: APPENDIX
  Drow Mage
  Medium humanoid (elf), neutral evil
  Armor Class 12 (15 with mage armor)
  Hit Points 45 (10d8)
  Speed 30 ft.
  STr 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  9 (-1) 
  14 (+2) 
  10 (+0) 
  17 (+3) 
  13 (+1) 
  12 (+1)
  Skills Arcana +6, Deception +5, Perception +4, 
  Stealth +5
  Senses darkvision 120 ft., passive Perception 14
  Languages Elvish, Undercommon
  Challenge 7 (2,900 XP)
  Fey Ancestry. The drow has advantage on saving 
  throws against being charmed and magic can’t put 
  the drow to sleep.
  Innate Spellcasting. The drow’s spellcasting ability 
  is Charisma (spell save DC 12).  It can innately 
  cast the following spells, requiring no material 
  components:
  At will: dancing lights
  1/day each: darkness, faerie fire, levitate (self 
  only)
  Spellcasting. The drow is a 10th-level spellcaster.  
  Its spellcasting ability is Intelligence (spell save DC 
  14, +6 to hit with spell attacks).  The drow has the 
  following wizard spells prepared:
  Cantrips (at will): mage hand, minor illusion, 
  poison spray, ray of frost
  1st level (4 slots): mage armor, magic missile, 
  shield, witch bolt
  2nd level (3 slots): alter self, web
  3rd level (3 slots): fly, lightning bolt
  4th level (3 slots): Evard’s black tentacles, greater 
  invisibility
  5th level (2 slots): cloudkill
  Sunlight Sensitivity. While in sunlight, the drow 
  has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight.
  Actions
  Staff.  Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target.  Hit: 2 (1d6-1) bludgeoning damage if 
  used with two hands, plus 3 (1d6) poison damage.
  Drow Priestess of Lolth
  Medium humanoid (elf), neutral evil
  Armor Class 16 (scale mail)
  Hit Points 71 (13d8+13)
  Speed 30 ft.
  STr 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 
  14 (+2) 
  12 (+1) 
  13 (+1) 
  17 (+3) 
  18 (+4)
  Saving Throws Con +4, Wis +6, Cha +7
  Skills Insight +6, Perception +6, Religion +4, Stealth 
  +5
  Senses darkvision 120 ft., passive Perception 16
  Languages Elvish, Undercommon
  Challenge 8 (3,900 XP)
  Fey Ancestry. The drow has advantage on saving 
  throws against being charmed and magic can’t put 
  the drow to sleep.
  Innate Spellcasting. The drow’s spellcasting ability 
  is Charisma (spell save DC 15).  It can innately 
  cast the following spells, requiring no material 
  components:
  At will: dancing lights
  1/day each: darkness, faerie fire, levitate (self only)
  Spellcasting. The drow is a 10th-level spellcaster.  
  Its spellcasting ability is Wisdom (spell save DC 
  14, +6 to hit with spell attacks).  The drow has the 
  following cleric spells prepared:
  Cantrips (at will): guidance, poison spray, 
  resistance, spare the dying, thaumaturgy
  1st level (4 slots): animal friendship, cure wounds, 
  detect poison and disease, ray of sickness
  2nd level (3 slots): lesser restoration, protection 
  from poison, web
  3rd level (3 slots): dispel magic
  4th level (3 slots): divination, freedom of movement
  5th level (2 slots): insect plague, mass cure wounds
  Sunlight Sensitivity. While in sunlight, the drow 
  has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight.
  Actions
  Multiattack.  The drow makes two scourge attacks.
  Scourge. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target.  Hit: 5 (1d6+2) piercing damage plus 17 
  (5d6) poison damage.
  
  34
  Ettin
  Large giant, chaotic evil
  Armor Class 12 (natural armor)
  Hit Points 85 (10d10+30)
  Speed 40 ft.
  STr 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  21 (+5) 
  8 (-1) 
  17 (+3) 
  6 (-2) 
  10 (+0) 
  8 (-1)
  Skills Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Giant, Orc
  Challenge 4 (1,100 XP)
  two heads. The ettin has advantage on Wisdom 
  (Perception) checks and on saving throws against 
  being blinded, charmed, deafened, frightened, 
  stunned, and knocked unconscious.
  Wakeful. When one of the ettin’s heads is asleep, its 
  other head is awake.
  Actions
  Multiattack.  The ettin makes two attacks: one with 
  its battleaxe and one with its morningstar.
  Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target.  Hit: 14 (2d8+5) slashing damage.
  Morningstar. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target.  Hit: 14 (2d8+5) piercing damage.
  Green Hag
  Medium fey, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 82 (11d8+33)
  Speed 30 ft.
  STr 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 
  12 (+1) 
  16 (+3) 
  13 (+1) 
  14 (+2) 
  14 (+2)
  Skills Arcana +3, Deception +4, Perception +4, 
  Stealth +3
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Draconic, Sylvan
  Challenge 3 (700 XP)
  Amphibious. The hag can breathe air and water.
  Innate Spellcasting. The hag’s spellcasting ability 
  is Charisma (spell save DC 12).  She can innately 
  cast the following spells, requiring no material 
  components:
  At will: dancing lights, minor illusion, vicious 
  mockery
  Mimicry. The hag can mimic animal sounds and 
  humanoid voices.  A creature that hears the sounds 
  can tell they are imitations with a successful DC 14 
  Wisdom (Insight) check.
  Actions
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target.  Hit: 13 (2d8+4) slashing damage.
  Illusionary Appearance. The hag covers herself 
  and anything she is wearing or carrying with a 
  magical illusion that makes her look like another 
  creature of her general size and humanoid shape.  
  The illusion ends if the hag takes a bonus action to 
  end it or she dies.
   
  The changes wrought by this effect fail to hold 
  up to physical inspection.  For example, the hag could 
  appear to have smooth skin, but someone touching 
  her would feel her rough flesh.  Otherwise, a creature 
  must take an action to visually inspect the illusion 
  and succeed on a DC 20 Intelligence (Investigation) 
  check to discern that the hag is disguised.
  invisible Passage. The hag magically turns invisible 
  until she attacks or casts a spell, or until her 
  concentration ends (as if concentrating on a spell).  
  While invisible, she leaves no physical evidence of her 
  passage, so she can be tracked only by magic.  Any 
  equipment she wears or carries is invisible with her.
  HILL 1-2 / EXODUS: APPENDIX
  
  35
  Night Hag
  Medium fiend, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 112 (15d8+45)
  Speed 30 ft.
  STr 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 
  15 (+2) 
  16 (+3) 
  16 (+3) 
  14 (+2) 
  16 (+3)
  Skills Deception +7, Insight +6, Perception +6, 
  Stealth +6
  Damage resistances cold, fire; bludgeoning, 
  piercing, and slashing from nonmagical attacks that 
  aren’t silvered
  Condition Immunities charmed
  Senses darkvision 120 ft., passive Perception 16
  Languages Abyssal, Common, Infernal, Primordial
  Challenge 5 (1,800 XP)
  Innate Spellcasting. The hag’s innate spellcasting 
  ability is Charisma (spell save DC 13, +5 to hot with 
  spell attacks).  She can innately cast the following 
  spells, requiring no material components:
  At will: detect magic, magic missile
  2/day each: ray of enfeeblement, sleep
  Magic Resistance. The hag has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Claws (Hag Form Only). Melee Weapon Attack: 
  +6 to hit, reach 5 ft., one target.  Hit: 13 (2d8+4) 
  slashing damage.
  Change Shape. The hag magically polymorphs into 
  a Small or Medium female humanoid, or back into 
  her true form.  Her statistics are the same in each 
  form.  Any equipment she is wearing or carrying 
  isn’t transformed.  She reverts to her true form if she 
  dies.
  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 bear 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.
  HILL 1-2 / EXODUS: APPENDIX
  
  36
  DM Appendix: nPc Summary
  This section is provided to give the Dungeon 
  Master help in keeping track of the various NPCs 
  mentioned in the adventure. 
  Elanil Elassidil (EL-uh-kneel ul-LASS-ih-deel).  
  Female elf.  Bard extraordinaire and member of 
  the Harpers.  Moonsilver Herald of Elventree.  
  Based in Elventree.
  Fortuna Brelliar (for-TOONA BREE-lier). Female 
  human.  Cousin to Gloria Brelliar. Current 
  proprietor of Tity’s Emporium, a long-established 
  outfitter’s business in Hillsfar. Secret member of 
  the Rogues Guild.
  Gloria Brelliar (GLOR-ee-uh BREE-lier). Female 
  human. Cousin and part-time assistant to Fortune 
  Brelliar, who currently runs Tity’s Emporium in 
  Hillsfar. Arcane spellcaster and former adventurer. 
  Member of the Mage’s Guild and secret member of 
  the Rogues Guild.
  Malkyn Grenefeld (MALL-kinn GRENN-feld).  
  Female human.  Former Chamberlain for First 
  Lord Torin Nomerthal.  Member of the Cloaks of 
  Mulmaster.  Whereabouts unknown at the start of 
  this adventure.
  First Lord Torin Nomerthal (TOR-in NOME-er-
  thol).  Male human.  Former supreme ruler of 
  Hillsfar.  Currently deceased.
  First Lord Vuhm Yestral (VOOM YES-strill).  Male 
  human.  Formerly Guard Commandant of the 
  Red Plumes military group serving as security in 
  charge of the Waydown, currently supreme ruler 
  of Hillsfar.  Member of the Lord’s Alliance.
  HILL 1-2 / EXODUS: APPENDIX
  
  37
  Handout 1: Periapt of Wound closure
  Periapt of Wound Closure
  Wondrous item, uncommon (requires attunement)
  This fine gold pendant boasts a small, golden charm depicting two upturned, open hands with long, 
  graceful fingers holding a set of three small crystals. It does have one minor drawback.  Unless the wielder 
  is a construct or of fey origin (including elves and half-elves), they suffer a non-life threatening allergic 
  reaction during the entire short rest they are attuning to the item, as well as for 2d4 rounds after each 
  use.  The allergic reaction may take the form of sneezing, coughing, itching, or watery eyes and may vary 
  from use to use.
   
  While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In 
  addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. A 
  description of this item can be found on page 184 of the Dungeon Master’s Guide.
  HILL 1-2 / EXODUS: HANDOUT 1
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Baldman Games (BMG)/CCC-BMG-11 HILL 1-2 Exodus.pdf