TEXT:  
   
  Illithid Activities 
   
  Reports of an Illithid in the area south of Hillsfar have the  
  Emerald Enclave and the Harpers on the trail 
   of a mind flayer that has been presumed dead. 
  Or is he? 
   
  A Four-Hour Adventure for 5th-10th Level Characters 
   
   
   
  Joel Marsh 
  Author 
   
  Adventure Code:​ HATMS02-01 
  Optimized For:​ APL 8 
  Version:​ 1.0 
   
   
  Development and Editing: ​Cheryl Pierce​, ​Emilie Gunderson, Jeremy Hochhalter 
  Organized Play:​ Chris Lindsay 
  D&D Adventurers League Wizards Team:​ Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators:​ Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,  
  Alan Patrick 
   
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  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  HATMS02-01 ​illithid Activities
  2 
  
   Introduction 
  Welcome to ​Illithid Activities​, a ​D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League​™​ organized play system ​and the 
  Con-Created Content program. 
  This adventure takes place in the vicinity of 
  Elventree and Hillsfar. 
  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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  HATMS02-01 ​illithid Activities
  3 
  
  Adventure Primer 
   
  Adventure Background 
    A necromancer named Simon Tiber has been 
  working with a lich known as Ryrod.  Ryrod 
  recently learned about the existence of the book of 
  vile darkness from an archaeologist who stumbled 
  into him while exploring the underdark.   
    The archaeologist had been studying old 
  manuscripts at a residence near Hillsfar belonging 
  to an agent of the Emerald Enclave. The agent is a 
  forest gnome named Gimble. He is a historian and 
  owns a rather large collection of historical records.   
    Ryrod and Simon Tiber resurrected an illithid 
  named Klondrus by performing a dark ritual. They 
  used Klondrus to hunt down Gimble and find any 
  manuscripts that mention the book of vile 
  darkness in hopes of locating it.   
    Klondrus located Gimble's residence, found 
  information pertaining to the book, and relayed 
  that information to his superiors, but was driven 
  off before he had the chance to eliminate the 
  gnome. 
  Location and NPC Summary 
  The following NPCs and locations feature prominently in this 
  adventure. Each NPC and location should have an entry with 
  a phonetic pronunciation and one-three sentences describing 
  them. 
  Lorem Ipsum (LOW-rum IP-sum). ​Ut enim ad minim 
  veniam, quis nostrud exercitation ullamco laboris nisi ut 
  aliquip ex ea commodo consequat. 
  Lorem Ipsum (LOW-rum IP-sum). ​Ut enim ad minim 
  veniam, quis nostrud exercitation ullamco laboris nisi ut 
  aliquip ex ea commodo consequat. 
  Adventure Overview 
    Any adventurers belonging to the Emerald 
  Enclave or the Harpers are requested by their 
  factions to meet at the Hall of Unicorns in 
  Elventree.  If no adventurers are affiliated with 
  the two interested factions, they are asked to 
  report to Elventree due to their reputations.   
   
   
   Part 1 - 30 minutes  
    ​Seranolla & Elanil Elassidil​ ​inform the adventurers 
  that a sighting of an Illithid south of Hillsfar has 
  occurred. The illithid broke into the cottage of a 
  forest gnome named Gimble and held him captive. 
  His efforts were foiled by a ranger in the area. The 
  ranger recognized the illithid as a powerful mind 
  flayer long presumed dead.  
  Part 2-  45 minutes  
    The adventurers undertake a 3-day ride to 
  Gimble’s cottage. They encounter some 
  trouble in the forest, during the morning of 
  the 3rd day.  
  Part 3 - 30 minutes  
    The adventures will arrive at Gimble’s​ ​cottage 
  on the 3rd day. The party meets with Gimble 
  and he invites them into his cottage to 
  investigate further, and to gather clues.  
  Part 4 - 60 minutes  
    As the adventurers leave the cottage, ​Githyanki 
  attack.  
  Part 5 - 60 minutes  
    The adventurers head into the Cormanthor Forest 
  to find evidence of an old trade route or outpost. 
  Find ruins and investigate them.  
  Part 6 - 15 minutes  
    The adventurers return to Elventree and report to 
  Seranolla​ ​and Elanil Elassidil. 
    
   
  Adventure Hooks 
  Faction requests:  
   
  Emerald Enclave​ Members of The Emerald 
  Enclave receive a message via a bird from 
  Seranolla the Whisperer who is in Elventree, 
  requesting that they help her do a favor for a 
  friend. Members and their companions are 
  summoned to meet with Seranolla the Whisperer 
  in Elventree at the Hall of Unicorns.  
    
  Harpers​ Members receive a sealed dispatch from 
  Elanil Elassidil, the Moonsilver Herald, begging 
  them to come to Elventree at once, and to meet 
  him in the Hall of Unicorns. The adventurers are 
  tasked with a mission of great importance to the 
  Harpers as well as to other residents of the 
  Moonsea region.  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  HATMS02-01 ​illithid Activities
  4 
  
  Looking for adventure and fortune:  
   
  Stories of the adventurers’ exploits and their 
  reputation for being able to handle difficult 
  situations, have earned them an opportunity for 
  employment on an important mission in 
  Elventree.  
   
   
   
  Part 1. Meeting at the Hall 
  of the Unicorns 
  Estimated Duration:​ 30 minutes 
  The adventurers have arrived in Elventree in the 
  evening during the harvest festival. There are many 
  booths throughout the area selling some of the most 
  amazing prepared pies and preserves, as well as 
  fresh fruits and vegetables. Elventree is crowded 
  with tourists in town for the festival. 
  General Features 
  The temple is constructed within an immense tree. It has the 
  following general features:  
  Lighting:​ The night is dark, but the area is well lit by 
  numerous torches.  Festhall. Nearly a hundred-common folk 
  fill the space outside the Hall of Unicorns. Many of them are 
  elves, but several humans, half-elves, dwarves, and halflings 
  are also present. Dozens of long tables have been arranged 
  around the area surrounded by short stools. The center of 
  the area is filled with people celebrating.  
  Entertainment:​ ​Music is being played by 3 well dressed and 
  talented bards. A few dozen people are dancing in the center 
  of the hall. There are 2 elegantly dressed elven ladies serving 
  drinks to the guests. There is a male gnome selling his 
  hand-crafted cigars and pipes wears a sign that reads “world 
  famous pipe weed”.  
  Elventree guards. ​There are  a half dozen guards in 
  attendance at the celebration wearing their finest dress 
  armor. 
   
   
  Nearly a hundred common folk fill the space outside 
  the Hall of  Unicorns. Many of them are elves, but 
  many humans, half-elves, dwarves, and halflings are 
  also present. Dozens of long tables have been 
  arranged around the area; each surrounded by short 
  stools. The center of the area is empty and is filled 
  with dancing people.? 
  The adventurers arrive in Elventree during the 
  harvest festival. The village square and surrounding 
  streets are filled with many booths selling some of 
  the most amazing pies, preserves, fresh produce, 
  jerked meat, as well as pipeweed. Elventree is 
  crowded with tourists in town for the festival.  
   
  Upon arrival at the Hall of Unicorns, the adventurers 
  are directed to the study.  The party is greeted by 
  enchanting music being played by an Elven woman 
  on a Lute, who some may recognize as Elanil 
  Elassidil, the Moonsilver Herald of Elventree. When 
  the adventurers approach Elanil, she​ ​sets the lute 
  aside and gives them her full attention. 
  Seranolla addresses the party, "Please be seated at the 
  table". She motions to a large table in the center of the study 
  where she is seated.  
  There is a human female standing quietly, but attentively in 
  the corner of the room wearing very finely crafted half plate 
  fashioned with silver and gold embellishments. She wears a 
  rapier at her side and displays the insignia of the Harpers on 
  her cloak. She appears to be about 30 years of age. 
   
  Roleplaying Seranolla​ ​the Whisperer​;​ (Sara-Nola). 
  She is a Gnome druid who has dedicated her life in 
  service to the Forest.  She follows Mielikki and is 
  devoted to protecting the natural world and employs 
  adventurers on related missions. Seranolla is quiet 
  and generally prefers to observe from hiding. She 
  has an interest in charting the stars and weather 
  patterns, and might be befriended by adventurers 
  offering rare information concerning these areas of 
  interest. 
   
  Roleplaying Elanil Elassidil;​ ​(EL-uh-kneel 
  uh-LASS-ih-deel). Female elf. Bard extraordinaire 
  and member of the​ Harpers. ​Roleplaying Elanil 
  Elassidil She resides in Elventree, where she has the 
  title of Moonsilver Herald, and is a bard of some 
  renown in the area around Hillsfar. Elanil is 
  confident in her ability and strong in purpose. She is 
  not afraid to give her opinion on a subject, even 
  when not asked.  She is quick to support her 
  positions with historical details, and she is hard on 
  those that do not back up their opinions with similar 
  evidence. If things get too heated, Elanil is prepared 
  with a song to lighten the mood. She is an 
  accomplished diplomat, and uses this skill regularly 
  as a member of the Harpers.  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  HATMS02-01 ​illithid Activities
  5 
  
  Seranolla the Whisperer begins:   
   
  “I’m looking for a group to investi​gate reports of an 
  illithid who was recently spotted south of Hillsfar. He 
  ransacked a cottage belonging to one of our 
  colleagues, a forest gnome named Gimble. The illithid 
  was observed entering the cottage by an elven ranger 
  who had been following him for a short while. The 
  ranger recognized the illithid as Klondras Imdree from 
  a previous encounter. Klondras seemed to be searching 
  for a book in Gimble’s cottage. See if you can find what 
  he was looking for.  
  We are prepared to offer you 250 gp each to 
  investigate the cottage, to find whatever the illithid 
  was looking for, and to follow the illithid's trail 
  wherever it leads you.  Report back here with your 
  findings. If you find the text that the illithid was 
  searching for, please bring it back to us so we can study 
  it."  
   
  If the adventures ask for additional information about 
  Klondras, you can share the following:  
   
  ● Klondras Imdree​ ​is a mind flayer who was 
  involved in a conflict at the Whistling Wizards Inn 
  on the outskirts of Voonlar over a century ago. 
  Klondras had been posing as the human innkeeper 
  of the Whistling Wizards Inn.  There was an 
  altercation that broke out involving some 
  powerful spellcasters. It resulted in the Whistling 
  Wizards Inn being blown apart. 
  ● Klondras suffered a massive head injury during 
  the event, and he fled into the forest. He was 
  thought to be dead until his recent sighting. Those 
  familiar with the incident refer to it as the “​Battle 
  of the Bar”.  
  ● If it is ​Klondras,​ we want to know how he is alive 
  after all these years? It has been nearly a century 
  since he was last seen.  
  ● What has brought him back  to the surface? 
   
   
   
   
   
   
   
   
   
   
  Elanil: 
   
   “A forest gnome named Gimble operates a safe house 
  for the Emerald Enclave just south of Hillsfar. He also 
  shares information with the Harpers regarding caravan 
  movements and would-be bandit activity along the 
  trade route. His cottage is west of the road in a dense 
  part of the Cormanthor Forest.   An Elven ranger 
  belonging to my organization spotted an illithid that 
  appeared strangely familiar to him. The ranger 
  followed him to Gimble’s​ ​cottage under cover of 
  darkness. The ranger being very suspicious and 
  concerned seeing an​ illithid outside of the Underdark 
  watched the cottage for several hours. ​ Just before 
  sunrise, he approached for a closer look. He saw 
  Gimble gagged and tied to a chair.  The ranger burst in, 
  and recognized the illithid as Klondras Imdree who had 
  long been presumed dead.  
   
   My associate Valeria will show your party to Gimble’s 
  cottage to investigate. Go and see what can be learned 
  about Klondras’ reappearance, uncover what he was 
  doing on the surface, and if possible, recover whatever 
  he might have been searching for or any information 
  about it, and report back to me.” 
  Valeria​ speaks up; 
   
  “Grab a horse, there are several just outside the rear 
  entrance to the hall and mount up. 
  Roleplaying Valeria​; (Val-air-ee-a) she is an attractive 
  human Valor Bard. She is a very cunning individual, but 
  will frequently change plans on a whim to “adapt”.  She 
  has a problem following other people's plans and will 
  modify them as she sees prudent. When she is not 
  traveling or smuggling, she can generally be found in 
  the local tavern or gambling establishment playing 
  cards. She is an expert at deception, persuasion, 
  arcana, and athletics.  
    
   
  Adventurers are escorted by Valeria​.​ She is a “wise 
  owl” amongst the Harpers. She has operated a 
  smuggling network in and around Hillsfar for many 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  HATMS02-01 ​illithid Activities
  6 
  
  y​ears, ​and has always been invaluable when it comes 
  to having the proper documents for any given 
  situation. She is an expert at evading all but the best 
  trackers  (She is a Harper and will treat any other 
  Har​pers in the party with admiration and respect)  
   
  Part 2. Into the Woods 
   
  Estimated Duration:​ 60 minutes  
    
  General Features  
  The forest of Cormanthor has the following general features:  
    
  Terrain​; Towering maples, majestic shadow tops, and ancient 
  oaks dominate the forest. Verdant and diverse underbrush 
  make traveling the trails annoying, and at times, dangerous. 
  Various types of moss and lichen grow abundantly in the 
  forest here. If travelling at a fast pace perception checks will 
  be made with disadvantage.  
    
  Weather​; There is a light rain year-round within the forest. As 
  a result, the ground is damp and the air humid. The tree 
  canopy blocks any wind from above, so the air is calm and 
  stagnant at ground level. Patches of dense fog are common 
  in this area of the forest.  
    
  Light.​ Generally dimly lit, because of the heavy foliage and 
  the high tree canopy. The trees here are between 45' to 60' 
  tall.  
    
  Foliage​; Scattered areas of deadfall allow more sunlight 
  through the tree canopy. Here the ferns and brush grow 
  abundantly, varying from 6-15' in height.  
    
  Smells and Sounds​; The chirping of birds and rustling of small 
  animals can be heard. The air is stagnant due to the lack of a 
  breeze. 
    
    
  It is a 3-day journey to Gimble’s cottage from 
  Elventree. On the eve of the second day of travel, the 
  group comes upon a small trail that heads west from 
  the main road, which they are directed to follow. The 
  party comes to a small clearing.  Valeria​ ​recommends 
  setting up camp here for the night.  
   
  Shortly before dawn, a porcupine wanders into camp 
  and over to where Valeria​ ​is sleeping. The porcupine 
  is actually a human druid that works for her 
  smuggling network, and has brought a message that 
  her presence is needed immediately in Hillsfar.  One 
  of her valuable holdings is being threatened by a 
  town official. Valeria reassures the adventurers that 
  they only need to keep following the trail westward, 
  and they will come to the humble cottage of Gimble.  
    
  If the party resists Valeria's​ ​departure, she shares that 
  her talents are needed to help a high-ranking city 
  official clear his name of false accusations made by 
  the city guards. An insight check of DC 12 will reveal 
  this to be the truth, and that she feels it is extremely 
  urgent. She will not be detained under any 
  circumstances, but does not wish to harm any of her 
  travelling companions. However, she will cast sleep 
  and hypnotic pattern if necessary.  Valeria​ ​wishes 
  everyone godspeed, then grabs her things, mounts her 
  horse, and rides back towards Hillsfar.  
   
  An Ambush  
  The trail is about 5' to 7' for the next few miles 
  making travel slow on horseback. If the party leaves 
  their horses and travels on foot, they travel at a 
  normal pace. The trail is lined with heavy foliage, 
  and eventually leads to an area that has been 
  washed out. The trail is difficult terrain in this 30' 
  section. Forest residents are waiting to ambush the 
  party in the wash.  
    
  The characters can spot signs of an ambush with a DC 
  20 passive perception. This will only prevent them from 
  being surprised. If they do not have warning of the 
  ambush, the ambushers have advantage on their 
  initiative rolls.  
    
  Random Encounter: Roll a d6.  
    
  1-3  
  2 Trolls, 2 Rust  
  Monsters  
  Weak party: remove 1 troll, 
  Strong: add troll, Very 
  Strong: add 2 trolls  
  4-6  
  3 Rust  
  Monsters, 2 Ogres  
  Weak party: remove 
  one Ogre, Strong: add 1 
  rust monster, Very 
  Strong: add 1 rust 
  monster and 1 ogre  
    
  Allow the party to find the ambushers’ tracks. If they 
  follow the tracks for 150', they discover belongings 
  from less fortunate adventurers.  
    
  Treasure  
  Two explorer’s packs that contain a longbow, and a 
  spyglass. There is also 1 ​greater healing potion​, 1 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  HATMS02-01 ​illithid Activities
  7 
  
  healing potion,​ and 1 scroll of ​erupting earth ​3rd 
  level spell (Xanthar's Guide to Everything).  
   
  Part 3. Gimble’s Cottage  
  Estimated Duration:​ 30 minutes  
  General Features  
  The forest of Cormanthor has the following general features:  
    
  Terrain​; Towering maples, majestic shadow tops, and ancient 
  oaks dominate the forest. Verdant and diverse underbrush 
  make traveling the trails annoying, and at times, dangerous. 
  Various types of moss and lichen grow abundantly in the 
  forest here. If travelling at a fast pace​,​ perception checks will 
  be made with disadvantage.  
    
  Weather​; There is a light rain year-round within the forest. As 
  a result, the ground is damp and the air humid. The tree 
  canopy blocks any wind from above, so the air is calm and 
  stagnant at ground level. Patches of dense fog are common 
  in this area of the forest.  
    
  Light.​ Generally dimly lit, because of the heavy foliage and 
  the high tree canopy. The trees here are between 45' to 60' 
  tall.  
    
  Foliage​; Scattered areas of deadfall allow more sunlight 
  through the tree canopy. Here the ferns and brush grow 
  abundantly, varying from 6-15' in height.  
    
  Smells and Sounds​; The chirping of birds and rustling of small 
  animals can be heard. The air is stagnant due to the lack of a 
  breeze. 
   
    
    
  Gimble’s cottage  is being watched by 2 ​Githyanki 
  warriors ​for comings and goings. Klondras​, ​an 
  Illithid, has done some work with a faction of the 
  Githyanki warriors, ​and has asked them to assist in 
  covering his tracks.  
   
  Gimble has spent his 150 years on Faerun collecting 
  books, and has a library that surpasses any other 
  outside of a large city or a great monastery. Most of 
  his books are scholarly works or histories that 
  contain information gathered from many of the 
  departed druids of the Moonsea.  
   
  After travelling about 2 hours into the forest, the 
  party detects the unmistakable smell of wood 
  burning and something cooking.  Soon after, a 
  cottage made of timber with a sod roof comes into 
  view.  A small vegetable garden is planted on both 
  sides of the cottage.  Gimble has a variety of 
  colorful cabbages and leafy vegetables growing, as 
  well as carrots and corn. There is a warm glow 
  coming from within the cottage.  It smells as if the 
  someone is preparing dinner.  
   
  When the adventurers approach the door, they will 
  notice a wooden porch that has the word 
  "Welcome" burned into the wood, and embellished 
  with various colors of quartz. The writing is in 
  common. There is also an image of the Emerald 
  Enclave faction crest carved very stylishly into both 
  of the front wood porch posts.  
    
  When the characters make Gimble’s acquaintance, he 
  strikes them as a very odd fellow. He wears a brightly 
  colored hooded cloak and is meticulously groomed. 
  He wears a plaid quilted cloak that is made of orange, 
  yellow, bright green, blue, red, and purple square 
  patches of fabric. His cottage is meticulously kept, 
  and the floor is so clean that magic of some sort must 
  be involved in its upkeep. If he catches anyone staring 
  at him, or he is asked about his unusual attire he tells 
  them:  
   
  "Life is too short to hide who you are! Don't hide in a 
  closet and be afraid to express yourself.  I have found 
  nothing in life as gratifying as fine dress, the arts, and 
  music."  
    
  Roleplaying Gimble; ​(Gim-bul) He is a very peculiar forest 
  gnome. He doesn't typically like to socialize and has acted 
  insane many times to get out of an uncomfortable situation. 
  He is a monk and has the innate ability to read thoughts. He 
  is very wise, but not very well kept or mannered. He isn't well 
  versed in the ways of "civilized people". His favorite quote is 
  "Nobody stays angry around me for long, since I can defuse 
  any amount of tension." He has lived as a hermit since he 
  was a young adult. He loved and lost at a young age, and 
  hasn’t ever fully recovered.  
    
  Gimble welcomes the visitors in and tells the 
  adventurer​s some, or all, of the following about 
  Klondras: 
   
  He didn’t see the Illithid enter his cottage while he was 
  in a trance, but he woke up mid-evening to find himself 
  roped and gagged with his head shaved and cleaned. 
  He believes he had been prepared as a snack for when 
  the Illithid was done with whatever else he was doing.  
    
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  HATMS02-01 ​illithid Activities
  8 
  
  He was looking for a book and needed to get b​ack to 
  the Underdark. He clearly seemed to be suffering from 
  some form of madness. He was looking for the location 
  of a teleportation circle to return to "the laboratory".  
    
  Reading Klondras’​ ​thoughts revealed he was looking for 
  information on a teleportation circle that was for a 
  location near the Lake of Shadows for his master 
  “Simon Tiber”.  He was going to search an area of the 
  Underdark near his master’s home where he believed 
  the ​Book of Vile Darkness ​could be found.  Gimble tells 
  the adventurers that Klondras’ thoughts revealed he 
  used an area of ruins not far from here as his passage 
  to and from the underdark.  
    
  Gimble states, “He got excited at one point when he 
  was reading a passage in one of the books in my 
  shorter book case. I inherited most of those from an 
  old friend who was fascinated by the dark arts. He read 
  a passage from the book about an underground lake 
  and a kraken. The mind flayer had a platinum necklace 
  with a crest on it and the letters ‘ST’; possibly Simon 
  Tiber? He seemed to have found the book he was 
  looking for and I sensed my end was near.  Fortunately 
  for me, a ranger of the woods chose that time to come 
  through the front door, and unleashed a volley of 
  arrows at Klondras. That slippery mind flayer misty 
  stepped out of the cottage and disappeared into the 
  night.”  
   
  If the adventurers search through the books in the 
  shorter book case, whoever makes the highest 
  investigation roll can find the following: There is a 
  black leather-bound book that contains an account 
  written in Abyssal. The inside cover of the book has a 
  piece of paper, which is clearly not from the book. It 
  states that it was found in the library belonging to a 
  group of the ​cult of the dragon ​followers. With a DC 
  15 investigation check, it can be determined that the 
  note was written by someone other than the original 
  author of the book.  
   
  ● The book contains the personal accounts of a 
  necromancer named Simon Tiber.​ ​There is a 
  dog-eared page that draws the investigator’s 
  attention to it. ​Give players "player handout #1”.  
   
  The page begins in Abyssal, “How I miss the 
  tranquility of the underground lake with its kraken, 
  and the shadows on the ceiling from the majestic 
  Dracolich flying overhead created by the luminescent 
  faerzress. The music from the magical chanting of the 
  Kua Toa at their alter still haunts me. The evil cruelty 
  that radiates from the ​book of vile darknes​s enthralls 
  my soul.”  
   
  ● Simon called an old cavern in the Underdark near the 
  Lake of Shadows​ home.  Occasionally, Simon​ ​would 
  lure someone from the outpost to his lair and have 
  his undead minions subdue them. He would fool 
  people into believing he needed help due to his poor 
  health and advanced age. Once his subject was 
  incarcerated, Simon Tiber would​ ​use his captives in 
  experiments to try and learn the secrets of becoming 
  a lich or a vampire. When his test subjects died, he 
  simply added them to his growing assembly of 
  undead.  
  ● He includes many details about animating the dead 
  to assist him with mundane tasks, as well as a 
  description of an outpost on the surface within the 
  Cormanthor forest where he constructed a 
  teleportation circle to take him quickly to the surface 
  near Hillsfar and then back to his home in the 
  Underdark. 
  ● It is clear from his writings that he sought power and
    
   
   
   
   
   
   
   
   
   
  eternal life, and he is willing to do anything to
   
   
   
   
   
   
   
   
   
   
  achieve his goals. 
  ● There is a crude map drawn on one page of the
   
    
   
   
   
   
   
   
   
   
  journal. It shows an outpost constructed on a trade
    
   
   
   
   
    
   
  route
  between a now non-existent city called
   
   
   
   
   
   
   
  Graycott to the southwest of Hillsfar and Hillsfar
   
   
   
   
   
   
   
   
  itself. There isn’t a road currently existing like the
   
   
    
   
   
   
   
   
  one  depicted on the map. 
  ● The party may be able to find evidence of it if they 
  are resourceful and wise.  
  ● It is described as being a few hours of travel from 
  Hillsfar just within the Cormanthor Forest, it should 
  be just west of your current location, which can be 
  determined by studying the map. There is a very 
  detailed description of a rock formation and a cliff 
  outcropping from which he could watch the comings 
  and goings from the outpost to determine if anyone 
  was following him. When it was safe, he would make 
  his way to one of the outbuildings behind the tavern, 
  and teleport back to the Underdark and his studies. 
  His notes in the book explain that this is the same 
  location where he would teleport back up from the 
  Underdark.  
    
    
  Gimble​ ​will let the adventurers copy portions of writing 
  from any of his books, but is resistant to allowing them 
  to take any book with them. ​Party members may try to 
  persuade him to share the book containing information 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  HATMS02-01 ​illithid Activities
  9 
  
  about the ​book of vile darkness ​with ​Seranolla the 
  Whisperer, ​but this will require a story and a 
  persuasion check DC 20 for him to be willing to part 
  with it​.  
   
  Gimble has a weakness for a fine musical instrument. If 
  any of the characters have an instrument with them, 
  Gimble​ ​is willing to barter with them for some 
  entertainment; persuasion DC 15. He does desire the 
  return of the book, but will allow the adventurers to 
  take the book as long as a party memb​er is trustworthy 
  and agrees they will inform​ ​Seranolla​ ​that Gimble 
  wants the book returned when they are finished 
  studying it.  
   
  Part 4. Leave no witnesses 
   
  General Features  
  The forest of Cormanthor has the following general features:  
    
  Terrain​; Towering maples, majestic shadow tops, and ancient 
  oaks dominate the forest. Verdant and diverse underbrush 
  make traveling the trails annoying, and at times, dangerous. 
  Various types of moss and lichen grow abundantly in the 
  forest here. If travelling at a fast pace perception checks will 
  be made with disadvantage.  
    
  Weather​; There is a light rain year-round within the forest. As 
  a result, the ground is damp and the air humid. The tree 
  canopy blocks any wind from above, so the air is calm and 
  stagnant at ground level. Patches of dense fog are common 
  in this area of the forest.  
    
  Light.​ Generally dimly lit, because of the heavy foliage and 
  the high tree canopy. The trees here are between 45' to 60' 
  tall.  
    
  Foliage​; Scattered areas of deadfall allow more sunlight 
  through the tree canopy. Here the ferns and brush grow 
  abundantly, varying from 6-15' in height.  
    
  Smells and Sounds​; The chirping of birds and rustling of small 
  animals can be heard. The air is stagnant due to the lack of a 
  breeze. 
    
   
  After the adventurers leave Gimble’s cottage and travel 
  ½ mile, they are ambushed. The trail is about 15' wide 
  and gently winds through the woods. There have been 
  two ​Githyanki ​assigned to watch the cottage. They 
  have summoned a few allies to set up an ambush in an 
  attempt to cover Klondras’ tracks. If the ​Githyanki ​are 
  captured and questioned, they tell the party they were 
  hired, but do not know by whom. The ​Githyanki​ were 
  to eliminate anyone who came following Klondras's 
  trail.  
   
  The ambush consists of a waiting ​Githyanki Knight 
  riding a ​Young Red Wyrmling​,​ and 2 ​Githyanki 
  Warriors​. On their first turn, the ​Githyanki warriors 
  misty step into melee combat with the adventurers 
  using a bonus action. If the Dragon drops below half hit 
  points, it flees.  
    
  The combat is intended to be a challenging encounter 
  for the party.  
   
   Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  ● Very Weak:​ Remove Young red Wyrmling and 
  Githyanki Knight. 
  ● Weak: ​ For a weak party, remove the Githyanki 
  knight.  
  ● Strong: ​For a strong party, add a Githyanki Warrior.   
  ● Very Strong:  ​For a very strong party, add a Githyanki 
  Knight. 
   
   
  Suggested Tactics;  ​The Githyanki should have surprise; 
  consider rolling their initiative with advantage. They 
  will misty step into melee and fly in at the start of the 
  battle, avoiding most magical warning devices that the 
  adventurers may have.  
  When they start attacking, have the Wyrmling will fly in 
  using its breath weapon on as many adventurers as 
  possible during the first round. 
   
   
   
  After the battle, the party can camp or return to the 
  cottage, and take a short or long rest.  
    
   ​Treasure 
   
  There is a longsword,​ ​which is a ​vicious weapon,​ and 50 
  gp on each ​Githyanki​.  The ​Githyanki Knight​ has 70 gp 
  in a belt pouch.  The ​young red wyrmling​ has platinum 
  bracelets (which would be necklace sized on most 
  humanoids) around its front legs. Each bracelet is 
  adorned with a sapphire and is worth 150 gp each.  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  HATMS02-01 ​illithid Activities
  10 
  
    One of the ​Githyanki​ has a note written in Abyssal: 
  "Anyone who comes to investigate the occurrence at 
  the gnome's cottage must be eliminated".  
   
  On a successful DC 15 investigation check, a character 
  notices the letter has a broken wax seal. If a character 
  tries to put it back together, the seal appears to have 
  the initials ST.  The wax seal was undoubtedly 
  embossed by someone's signet ring.  
   
   
  Part 5. 
   
  General Features  
  The forest of Cormanthor has the following general features:  
    
  Terrain​; Towering maples, majestic shadow tops, and ancient 
  oaks dominate the forest. Verdant and diverse underbrush 
  make traveling the trails annoying, and at times, dangerous. 
  Various types of moss and lichen grow abundantly in the 
  forest here. If travelling at a fast pace perception checks will 
  be made with disadvantage.  
    
  Weather​; There is a light rain year-round within the forest. As 
  a result, the ground is damp and the air humid. The tree 
  canopy blocks any wind from above, so the air is calm and 
  stagnant at ground level. Patches of dense fog are common 
  in this area of the forest.  
    
  Light.​ Generally dimly lit, because of the heavy foliage and 
  the high tree canopy. The trees here are between 45' to 60' 
  tall.  
    
  Foliage​; Scattered areas of deadfall allow more sunlight 
  through the tree canopy. Here the ferns and brush grow 
  abundantly, varying from 6-15' in height.  
    
  Smells and Sounds​; The chirping of birds and rustling of small 
  animals can be heard. The air is stagnant due to the lack of a 
  breeze. 
   
   
  The party should now head west deeper into the 
  Cormanthor Forest to search for evidence of an 
  old road or outpost. After an hour, the party finds 
  evidence of an outpost.  Reward high survival or 
  nature rolls, or any creative thinking with 
  information that will help the party find the 
  outpost. They should recognize a rock formation 
  and a cliff outcropping that resemble the ones 
  described in the book. There is also a thinner 
  section of forest that contains younger trees 
  growing on an abandoned road.  If the party 
  travels up to the top of the cliff, they can easily 
  spot evidence of old broken down buildings below 
  to the north.  
    You search what is left of the buildings. You can 
  make out the remains of a tavern that stood here 
  at one time, but appears to have been largely 
  consumed in a fire. There are charred remains of a 
  large barn that served as a stable and an old burnt 
  utility shed.  
    In the ruins, the adventurers find an intact 
  teleportation circle that appears to have been 
  recently excavated.  Attempts have been made to 
  conceal the circle from casual passersby. With an 
  investigation check of 15 or better, the party finds 
  a bronze pendant on a black leather lanyard (250 
  gp value) belonging to the ​cult of the dragon​ in a 
  nearby thorn bush. On an investigation check of 
  20 or better, the party finds fabric from a purple 
  robe that has gold thread embroidered on it.  Any 
  adventurer who has dealt with the cult of the 
  dragon before, can identify it as one of their 
  robes.  It is obvious that someone has tried to 
  conceal the circle. The area has had dirt and 
  gravel spread heavily over the circle. On a 
  successful DC 16 nature check, an adventurer  will 
  recognize that there are vines that have been 
  transplanted here recently to help hide the circle. 
  A druid makes this check with advantage.  
   
  The area has several ​yellow musk creepers 
  around the ruins. They will not all be in a position 
  to threaten the party immediately, but will be 
  lying in wait for passersby. There are 3 ​yellow 
  musk creepers​. 
     
   
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  ● Very Weak or Weak:​ Remove 1 yellow musk creeper 
  ● Strong: ​For a strong party, add a yellow musk creeper.   
  ● Very Strong:  ​For a very strong party, add 2 yellow 
  musk creepers. 
   
  There is a small black onyx stone monolith with 
  inscriptions on each side. The monolith is about 5’ 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  HATMS02-01 ​illithid Activities
  11 
  
  tall and is adjacent to the teleportation circle. On 
  top of the monolith is a platinum skull that looks 
  to be human-sized, and contains 2 red scarabs. 
  With a DC 15 investigation check, a hidden 
  compartment can be found at the base of the 
  statue.  
    
  Upon investigating it, 2 inscriptions are visible on 
  the monolith. A successful DC 20 Investigation 
  check reveals multiple traps, which are magical in 
  nature. Detect magic will reveal that there is 
  necrotic energy emanating from the skull, and 
  conjuration magic coming from the monolith. 
   Two dispel magic spells would be required to 
  deactivate both traps. If someone should choose 
  to cast dispel magic, have them specify if they are 
  targeting the skull on top of the monolith or the 
  monolith itself to determine which trap is 
  deactivated.  
    
  Necromantic Skull on top of the monolith: Magical 
  Trap  
  When a living creature tries to touch or comes 
  within 5' of the skull, blue tentacles of necrotic 
  energy streak forth from the skull’s eye sockets. 
  This drains the life from all of those it touches. 
  The unholy energy of the skull is dormant until it 
  is triggered. Any player with a successful DC 17 
  Wisdom (Perception) check will feel the hair on 
  the back of their neck standing on end.  
    
   A spell or other effect that can sense the 
  presence of magic, such as detect magic, reveals 
  an aura of necromancy magic on the skull. A 
  successful dispel magic cast on the skull destroys 
  the trap, or a DC 23 Arcana (Intelligence) check 
  will disarm it.  The skull can be targeted with a 
  spell or attack.  It has AC 22 with 50HP.  
     
  The skull rolls for initiative with a +4 bonus. On its 
  turn, it emits (1d6) beams and targets random 
  creatures within 30 feet. Each beam makes an 
  attack roll with a +9 bonus, dealing 16 (3d10) 
  necrotic damage on a hit.  
   The skull continues to emit beams for 5 rounds, 
  after which it deactivates. Once it has been 
  triggered, the skull resets automatically after the 
  next sunset.  
    
  If a dispel magic spell has been cast upon the 
  skull, but not the monolith, this trap is still active. 
  A successful DC 17 investigation check will reveal 
  that the monolith also is magically trapped. It can 
  be deactivated for 10 minutes with dispel magic, 
  or an arcana check DC 23. When the monolith is 
  touched, it is activated, A phrase in Abyssal that 
  reads, “I bring my master some clay to work 
  with,” glows brightly, and summons a ​Horned 
  Devil​ and 6​ dust mephits​,​ which appear in the 
  teleportation circle.  
   Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  ● Very Weak:​ Remove all ​dust mephits​ and replace the 
  Horned devil​ with a ​Bone Devil 
  ● Weak: ​ remove ​Horned Devil​ and replace with ​Bone 
  Devil 
  ● Strong: ​add ​6 ​dust mephits​ for a strong party 
  ● Very Strong:  ​add ​12 ​dust mephits​ for a strong 
  party  
   
  Combat Encounters.​ Dust mephits should try to get 
  amongst the characters to have the most effect when 
  they die. 
   
  Letters that spell out "SIMON" open a secret 
  compartment that contains a necromancer's spell 
  book and the address to a teleportation circle that 
  likely travels to Simon Tiber's laboratory. This 
  information needs to be relayed to Elanil or 
  Seranolla in Elventree, and possibly to party 
  factions.  
  XP Award 
  If the characters detect and avoid the traps, award 
  each character 500 XP for each trap avoided. 
   
  Part 6.  
   
  Conclusion  
  The adventurers return to Elventree and report their 
  findings and encounters to Seranolla the Whisperer. 
  She is seated at the same table along with two druids. 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  HATMS02-01 ​illithid Activities
  12 
  
  One androgynous wood elf stops conversing with 
  Seranolla as the adventurers enter the room. The other 
  individual is a male halfling who appears to be taking 
  notes recording the conversation.  ​Seranolla pays each 
  memeber of the party 250gp if they  bring back and 
  share the information that they learned.  
   
  Seranolla the Whisperer’s dialogue:  
   
  “Goder (she motions to the halfling) and I were just 
  meeting with Zaos. He is a local representative from 
  the Lords Alliance who has come offering their 
  assistance, should it be needed.  In return, they ask to 
  be kept informed of what we learn.”  
   “We will have our sages read over and analyze all the 
  information that you have brought back. Thank you for 
  performing this important task. We hope to find some 
  answers in the manuscripts you have recovered, and 
  what you have learned while doing so. You must be 
  hungry after such a journey.  Have a seat and we will 
  eat.”  Goder and Zaos step back from the table, turn, 
  and leave. 
    
  During the meal following your debriefing, a female 
  gnome comes in and walks quickly over to your host. 
  When Seranolla acknowledges her she approaches very 
  close, leans and whispers in ​Seranolla’s​ right ear. A 
  hearing based perception check DC 20 is required to 
  overhear part of what she says, “Book of Vile 
  Darkness”. A successful hearing based perception 
  check DC 25 overhears more details, “It appears that 
  the Book of Vile Darkness is in the Underdark, and a 
  few interested parties are seeking it.” An expression of 
  noticeable concern comes over Saronella’s face. She 
  nods her head and dismisses the messenger then turns 
  back to face the group.  
   
   
   
  Seranolla’s​ dialogue:  
   
  “It seems some of the information that you have 
  recovered could be vital to everyone living near the 
  Moonsea, and possibly beyond. We will seek out the 
  best of the best to investigate your findings. Thank you 
  again for your efforts.”  
   
  It is clear to everyone that they have uncovered 
  something significant. Upon hearing the disturbing 
  news, ​Seranolla’s​ appetite seems to disappear. The 
  atmosphere is somber for the remainder of the meal, 
  as a heavy burden weighs on everyone seated at the 
  table.  
   
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  HATMS02-01 ​illithid Activities
  13 
  
  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 
      Bone Devil
  5,000
  Dragon, Red Wyrmling
  1,100
  Dust Mephit
  100
  Githyanki
  700 
  Githyanki Knight
  3,900
   
  Horned Devil
  7,200 
  Ogre
  450
   
  Rust Monster
  100
  Troll
  1,800 
  Yellow Musk Creeper
  450
   
  Non-Combat Awards 
  Task or Accomplishment
  XP Per Character 
  each trap avoided
  500 
  The adventures minimum and maximum XP awards 
  are located on the Adventure Rewards document. 
  Note that DDAL adventures award a maximum of the 
  “target XP” award. Only epics may grant the 
  “maximum” amount. 
  The ​minimum ​total​ ​award for each character 
  participating in this adventure is 4,500 ​experience 
  points​. 
  The ​maximum ​total award for each character 
  participating in this adventure is 6,000​ 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.  
  Treasure Awards 
  Item Name
  GP Value 
  Githyanki
  50gp  each
  Githyanki knight
  70gp each
   
  Explorer’s pack
  5gp 
  Longbow
  25gp 
  Spyglass
  500gp 
  Platinum necklace w/sapphire
  150gp each (2) 
  Seranolla’s reward 
  250gp each 
   
   
  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​. 
  Vicious Weapon 
  Longsword, rare 
  When you roll a 20 on your attack roll with this 
  magic weapon, the target takes an extra 7 damage of 
  the weapon's type. 
   This item can be found in​ ​Player Handout 03​. 
  Potion of Healing 
  Potion, common 
  This item can be found in the ​Player’s Handbook. 
  Potion of Greater Healing 
  Potion, uncommon 
  This item can be found in the ​Player’s Handbook. 
  Scroll of Erupting Earth  
  scroll, uncommon 
  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: 
  Entertainer of the gnomes. ​Tales of your 
  performance for Gimble has been shared throughout 
  the region. Should you encounter Gimble the gnome 
  in a future adventure he will act favorably with your 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  HATMS02-01 ​illithid Activities
  14 
  
  interactions with him. More information can be 
  found in ​Player Handout 02​. 
  Renown 
  Each character receives ​one renown​ at the 
  conclusion of this adventure. 
  Members of The Emerald Enclave ​that 
  completed their faction mission earn ​one additional 
  renown point​. 
  Members of The Harpers  ​that completed their 
  faction mission  earn ​one additional renown point. 
  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). 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  HATMS02-01 ​illithid Activities
  15 
  
  Appendix. Dramatis 
  Personae 
  The following NPCs are featured prominently in this 
  adventure: 
     ​   Elanil Elassidil;​ (EL-uh-kneel uh-LASS-ih-deel). 
  Female elf. Bard extraordinaire and member of the 
  Harpers. Roleplaying Elanil Elassidil She resides in 
  Elventree, where she has the title of Moonsilver 
  Herald, and is a bard of some renown in the area 
  around Hillsfar. Elanil is confident in her ability and 
  strong in purpose. She is not afraid to give her 
  opinion on a subject, even when not asked.  She is 
  quick to support her positions with historical details, 
  and she is hard on those that do not back up their 
  opinions with similar evidence. If things get too 
  heated, Elanil is prepared with a song to lighten the 
  mood. She is an accomplished diplomat, and uses 
  this skill regularly as a member of the Harpers. 
     ​Gimble; ​(Gim-bul). He is a very peculiar forest 
  gnome. He doesn't typically like to socialize and has 
  acted insane many times to get out of an 
  uncomfortable situation. He is a monk and has the 
  innate ability to read thoughts. He is very wise, but 
  not very well kept or mannered. He isn't well versed 
  in the ways of "civilized people". His favorite quote is 
  "Nobody stays angry around me for long, since I can 
  defuse any amount of tension." He has lived as a 
  hermit since he was a young adult. He loved and lost 
  at a young age, and hasn’t ever fully recovered. 
     ​Klondras​; (Klon-drus).  An Illithid (mind flayer) 
  which had died but has been resurrected by a 
  necromancer Simon Tiber to help him with his evil 
  plans. 
     Seranolla​ ​the Whisperer​;​ (Sara-Nola).  She is a 
  Gnome druid who has dedicated her life in service to 
  the Forest.  She follows Mielikki and is devoted to 
  protecting the natural world and employs 
  adventurers on related missions. Seranolla is quiet 
  and generally prefers to observe from hiding. She 
  has an interest in charting the stars and weather 
  patterns, and might be befriended by adventurers 
  offering rare information concerning these areas of 
  interest. 
     ​Valeria​; (Val-air-ee-a) she is an attractive human 
  Valor Bard. She is a very cunning individual, but will 
  frequently change plans on a whim to “adapt”. She 
  grew up in Hillsfar and is a master smuggler. She has 
  a problem following other people's plans and will 
  modify them as she sees prudent. When she is not 
  traveling or smuggling, she can generally be found in 
  the local tavern or gambling establishment playing 
  cards. She is an expert at deception, persuasion, 
  arcana, and athletics. 
   
   
   
   
   
   
   
   
   
   
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  HATMS02-01 ​illithid Activities
  16 
  
  Appendix. Monster/NPC 
  Statistics 
  Bone Devil 
  Large fiend (devil), lawful evil 
    
  Armor Class​ 19 (natural armor 
  Hit Points​ 142 (15d10 + 60) 
  Speed​ 40 ft. , fly 40ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4)
  16 (+3)
  18 (+4)
  13 (+1)
  14 (+2)
  16 (+3) 
   
  Saving Throws​ lnt +5, Wis +6, Cha +7 
  Skills Deception​ +7, In sight +6 
  Damage Resistances​ cold; bludgeoning, piercing, and  
  slashing from non magical weapons that aren't silvered 
  Damage Immunities​ fire, poison 
  Condition Immunities ​poisoned 
  Senses ​darkvision 120 ft ., passive Perception 12 
  Languages ​Infernal, telepathy 120 ft. 
  Challenge ​9 (5,000 XP) 
    
  Devil's Sight​. Magical darkness doesn't impede the 
   devil's darkvision. 
  Magic Resistance.​ The devil has advantage on saving 
   throws against spells and other magical effects. 
  Actions 
  Multiattack. ​The devil makes three attacks: two with 
  its claws and one with its sting. 
  Claw. ​Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 8 (1 d8 + 4) slashing damage. 
  Sting. ​Melee Weapon Attack: +8 to hit, reach 10ft., one 
  target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) 
  poison damage, and the target must succeed on a  
  DC 14 Constitution saving throw or become poisoned 
  for 1 minute. The target can repeat the saving throw at 
  the end of each of its turns , ending the effect on itself 
  on a success . 
  Dragon, Red Wyrmling 
  Medium dragon, chaotic evil  
    
  Armor Class​  17 (natural armor)  
  Hit Points​ 75 (10d8 + 30) 
  Speed​ 30ft., climb 30 ft., fly 60ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4)
  10 (+0)
  17 (+3)
  12 (+1)
  8 (-1)
  8 (-1) 
   
  Saving Throws.​ Dex +2, Con +5, Wis +2, Cha +4  
  Skills Perception.​ +4, Stealth +2  
  Damage Immunities.​ fire  
  Senses.​ blindsight 10ft., darkvision 60ft., passive 
  Perception 14  
  Languages.​ Draconic  
  Challenge​ 4 (1,100 XP)   
  Actions 
  Bite.​ Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target.  
  Hit:​ 9 (1d10 + 4) piercing damage plus 3 (1d6) fire 
  damage.  
  Fire Breath​ (Recharge 5-6). The dragon exhales fire in a 
  15-foot cone. Each creature in that area must make a 
  DC 13 Dexterity saving throw, taking 24 (7d6) fire 
  damage on a failed save, or half as much damage on a 
  successful one.  
  Dust Mephits 
  Small elemental, neutral evil 
    
  Armor Class​ 12 
  Hit Points​ 17(5d6) 
  Speed​ 30 ft. , fly 30ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  5 (-3)
  15 (+2)
  10 (+0)
  9 (-1)
  11 (+0)
  10 (+0) 
   
  Skills ​Perception +2, Stealth +4 
  Damage Vulnerabilities ​fire 
  Damage Immunities ​poison 
  Condition Immunities ​poisoned 
  Senses ​darkvision 60ft., passive Perception 12 
  Languages ​Auran, Terran 
  Challenge ​1/2 (100 XP) 
   
  Death Burst. ​When the mephit dies, it explodes in a 
   burst of dust. Each creature within 5 feet of it must 
   then succeed on a DC 10 Constitution saving throw 
  or be blinded for 1 minute. A blinded creature can 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  HATMS02-01 ​illithid Activities
  17 
  
  repeat the saving throw on each of its turns, ending 
  the effect on itself on a success. 
   
  Innate Spellcasting (1/Day).​ The mephit can innately 
  cast sleep, requiring no material components. Its 
  innate spellcasting ability is Charisma. 
  Actions 
  Claws. ​Melee Weapon Attack:​ +4 to hit, reach 5 ft. , 
  one creature. Hit: 4 (1d4 + 2) slashing damage. 
  Blinding Breath ​(Recharge 6).​ ​The mephit exhales a 
  15-foot cone of blinding dust. Each creature in that 
  area must succeed on a DC 10 Dexterity saving throw 
  or be blinded for 1 minute. A creature can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
   
  Githyanki Warrior 
  Medium humanoid (gith), lawful evil 
    
  Armor Class​ 17 (half plate) 
  Hit Points​ 49 (9d8 + 9) 
  Speed​ 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2)
  14 (+2)
  12 (+1)
  13 (+1)
  13 (+1)
  10 (+0) 
   
  Saving Throws​ Con +3, lnt +3 , Wis +3 
  Senses​ passive Perception 11 
  Languages ​Gith 
  Challenge ​3 (700 XP) 
    
  Innate Spellcasting (Psionics).​ ​The githyanki's innate 
  spellcasting ability is Intelligence. It can innately cast 
  the following spells, requiring no components: 
   
  At will: mage hand (the hand is invisible) 
  3/day each: ​jump, misty step, nondetection​ (self only) 
   
  Actions 
  Multiattack. ​The githyanki makes two greatsword 
  attacks. 
  Greatsword. ​Melee Weapon Attack:​ +4 to hit, reach 5 
  ft ., one target. Hit: 9 (2d6 + 2) slashing damage plus 7 
  (2d6) psychic damage. 
  Githyanki Knight 
  Medium humanoid (gith), lawful evil 
    
  Armor Class​ 18 (plate) 
  Hit Points​ 91 (14d8 + 28) 
  Speed​ 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3)
  14 (+2)
  15 (+2)
  14 (+2)
  14 (+2)
  15 (+2) 
   
  Saving Throws​ Con +5, lnt +5 , Wis +5 
  Senses​ passive Perception 11 
  Languages ​Gith 
  Challenge ​8 (3,900 XP) 
    
  Innate Spellcasting (Psionics).​ ​The githyanki's innate 
  spellcasting ability is Intelligence (spell save DC 13, +5  
  to hit with spell attacks). It can innately cast the 
  following spells, requiring no components: 
   
  At will: mage hand (the hand is invisible) 
  3/day each: jump, misty step, nondetection (self only), 
  tongues 
  l/day each: plane shift, telekinesis 
  Actions 
  Multiattack. ​The githyanki makes two silver 
  greatsword attacks. 
  Silver Greatsword. ​Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 13 (2d6 + 6) s lashing 
  damage plus 10 (3d6) psychic damage. This is a magic 
  weapon attack. On a critical hit against a target in an 
  astral body (as with the astral projection spell), the 
  githyanki can cut the silvery cord that tethers the 
  target to its material body, instead of dealing damage. 
   
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  HATMS02-01 ​illithid Activities
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  Horned Devil 
  Large fiend (devil), lawful evil 
    
  Armor Class​ 18 (natural armor)  
  Hit Points​ 178 (17d10 + 55)  
  Speed​ 20 ft., fly 60 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  22 (+6)
  17 (+3)
  21 (+5)
  12 (+1)
  16 (+3)
  17 (+3) 
   
  Saving Throws.​ Str +10, Dex +7, Wis +7, Cha +7  
  Damage Resistances.​ cold; bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren't silvered  
  Damage Immunities.​ fire, poison  
  Condition Immunities.​ poisoned  
  Senses.​ darkvision 120 ft., passive Perception 13  
  Languages.​ Infernal, telepathy 120ft.  
  Challenge​ 11 (7,200 XP)  
    
  Devil's Sigh​t. Magical darkness doesn't impede the 
  devil's darkvision.  
  Magic Resistance.​ The devil has advantage on saving 
  throws against spells and other magical effects.  
  Actions  
  Actions 
  Multiattack.​ The devil makes three melee attacks: two 
  with its  
  fork and one with its tail. It can use Hurl Flame in place 
  of any  
  melee attack.  
  Fork​. Melee Weapon Attack: +10 to hit, reach 10ft., 
  one target. Hit: 15 (2d8 + 6) piercing damage.  
  Tail. ​Melee Weapon Attack:+ 10 to hit, reach 10ft., one 
  target. Hit: 10 (1d8 + 6) piercing damage. If the target is 
  a creature other than an undead or a construct, it must 
  succeed on a DC 17 Constitution saving throw or lose 
  10 (3d6) hit points at the start of each of its turns due 
  to an infernal wound. Each time the devil hits the 
  wounded target with this attack, the damage dealt by 
  the wound increases by 10 (3d6). Any creature can 
  take an action to stanch the wound with a successful 
  DC 12 Wisdom (Medicine) check. The wound also 
  closes if the target receives magical healing.  
  Hurl Flame. ​Ranged Spell Attack: +7 to hit, range 150 
  ft., one target. Hit: 14 (4d6) fire damage. If the target is 
  a flammable object that isn't being worn or carried, it 
  also catches fire.  
  Ogre 
  Large giant, chaotic evil 
    
  Armor Class​  11 
  Hit Points​ 59 (7d10 + 23) 
  Speed​ 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4)
  8 (-1)
  16 (+3)
  5 (-3)
  7 (-2)
  7 (-2) 
   
  Senses ​darkvision 60ft., passive Perception 8 
  Languages ​Common, Giant 
  Challenge​ 2 (450 XP) 
  Actions 
  Greatclub. ​Melee Weapon Attack:​ +6 to hit, reach 5 ft., 
  one target. ​Hit:​ 13 (2d8 + 4) bludgeoning damage. 
  javelin. Melee or Ranged Weapon Attack: ​+6 to hit, 
  reach 5 ft. or range 30/120 ft., one target.​ Hit: ​11 (2d6 
  + 4) piercing damage. 
  Rust Monster 
  Medium monstrosity, unaligned  
    
  Armor​ ​Class​ 14 (natural armor)  
  Hit​ ​Points​ 27 (5d8+8)  
  Speed​ 40 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1)
  12 (+1)
  13 (+1)
  2 (-4)
  13 (+1)
  6 (-2) 
   
  Senses​ darkvision 60 ft., passive Perception 11  
  Languages​ --  
  Challenge​ 1/2 (100 XP)  
    
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  HATMS02-01 ​illithid Activities
  19 
  
  Actions 
  Iron Scent​. The rust monster can pinpoint, by scent, 
  the location of ferrous metal within 30 feet of it.  
  Rust Metal​. Any non magical weapon made of metal 
  that hits the rust monster corrodes. After dealing 
  damage, the weapon takes a permanent and 
  cumulative -1 penalty to damage rolls. If its penalty 
  drops to -5, the weapon is destroyed. Non magical 
  ammunition made of metal that hits the rust monster 
  is destroyed after dealing damage.  
  Actions  
  Bite.​ Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8 + 1) piercing damage.  
  Antennae.​ The rust monster corrodes a nonmagical 
  ferrous metal object it can see within 5 feet of it. If the 
  object isn't being worn or carried, the touch destroys a 
  1-foot cube of it. If the object is being worn or carried 
  by a creature, the creature can make a DC 11 Dexterity 
  saving throw to avoid the rust monster's touch.  
  If the object touched is either metal armor or a metal 
  shield being worn or carried, its takes a permanent and 
  cumulative -1 penalty to the AC it offers. Armor 
  reduced to an AC of 10 or a shield that drops to a +0 
  bonus is destroyed. If the object touched is a held 
  metal weapon, it rusts as described in the Rust Metal 
  trait.  
  Troll 
  Large giant, chaotic evil  
    
  Armor Class​ 15 
  Hit Points​ 84 (8d10 + 40) 
  Speed​ 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4)
  13 (+1)
  20 (+5)
  7 (-1)
  9 (-1)
  7 (-2) 
   
  Skills ​Perception +1  
  Senses​ darkvision 60 ft., passive Perception 11  
  Languages​ Giant  
  Challenge ​5 (1,800 XP)  
    
  Keen Smell.​ The troll has advantage on Wisdom 
  (Perception) checks that rely on smell.  
  Regeneration. ​The troll regains 10 hit points at the 
  start of its turn. If the troll takes acid or fire damage, 
  this trait doesn't function at the start of the troll's next 
  turn. The troll dies only if it starts its turn with 0 hit 
  points and doesn't regenerate.  
  Actions  
  Actions 
  Multiattack.​ The troll makes three attacks: one with its 
  bite and two with its claws.  
  Bite.​ ​Melee Weapon Attack:​ +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage.  
  Claw.​ ​Melee Weapon Attack:​ +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage.  
   
  Yellow Musk Creeper 
  Medium plant, unaligned 
  Armor Class ​6 
  Hit Points ​60 (11d8 + 11) 
  Speed​ 5 ft., climb 5 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1)
  3 (-4)
  12 (+1)
  1 (-5)
  10 (+0)
  3 (-4) 
   
  Condition Immunities ​blinded, deafened, exhaustion, 
  prone 
  Senses​ blindsight 30 ft., passive Perception 10 
  Languages​ — 
  Challenge​ 2 (450 XP) 
    
   
  False Appearance.​ ​While the creeper remains 
  motionless, it is indistinguishable from an ordinary 
  flowering vine. 
  Regeneration. ​The creeper regains 10 hit points at 
  the start of Its turn. If the creeper takes fire, necrotic, 
  or radiant damage, this trait doesn’t function at the 
  start of its next turn. The creeper dies only if it starts its 
  turn with 0 hit points and doesn’t regenerate. 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  HATMS02-01 ​illithid Activities
  20 
  
  Actions 
  Touch.​ Melee Weapon Attack: ​+3 to hit, reach 5 ft., one 
  creature.​ Hit:​ ​13 (3d8) psychic damage. If the target is a 
  humanoid that drops to 0 hit points as a result of this 
  damage, it dies and is implanted with a yellow musk 
  creeper bulb. Unless the bulb is destroyed, the corpse 
  animates as a yellow musk zombie after being dead for 24 
  hours. The bulb is destroyed if the creature is raised from 
  the dead before it can transform into a yellow musk zombie, 
  or if the corpse is targeted by a ​remove curse​ ​spell or similar 
  magic before it animates. 
  Yellow Musk (3/day).  
  musk that targets all humanoids within 30 feet of it. Each 
  target must succeed on a DC 11 Wisdom saving throw or 
  be charmed by the creeper for 1 minute. A creature 
  charmed in this way does nothing on its turn except move 
  as close as it can to the creeper. A creature charmed by the 
  creeper can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success. 
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  HATMS02-01 ​illithid Activities
  21 
  
  Appendix. Maps 
  Map of the ambush site 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  HATMS02-01 ​illithid Activities
  22 
  
  Map of the ruins 
   
  Color map of the ruins 
   
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  HATMS02-01 ​illithid Activities
  23 
  
  Player Handout 1. 
   
  The page is written in Abyssal,  
   
  “How I miss the tranquility of the 
  underground lake with its kraken, the 
  shadows on the ceiling from the 
  majestic Dracolich flying overhead 
  created from the luminescent faerzress 
  in the underdark. The music from the 
  magical chanting of the Kua Toa at 
  their alter. The coldness from the evil 
  that radiates from the ​book of vile 
  darknes​s enthralls my soul.” 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  HATMS02-01 ​illithid Activities
  24 
  
  Player Handout 2. Story 
  Award 
  During the course of this adventure, the characters 
  may earn the following story award. If you are 
  printing these out for your characters, print as many 
  as you may need to ensure that any eligible 
  character receives a copy: 
  Story Award 
  Entertainer of the gnomes. ​Tales of your 
  performance for Gimble has been shared throughout 
  the region. Should you encounter Gimble the gnome 
  in a future adventure he will treat you as a friend 
  and act favorably during your interactions with him. 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  HATMS02-01 ​illithid Activities
  25 
  
  Player Handout 3. Magic 
  Item 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Vicious Weapon 
  Longsword, rare 
   
  When you roll a 20 on your attack roll with this 
  magic weapon, the target takes an extra 7 damage of 
  the weapon's type. 
  The scabbard of this weapon is jet black with gold 
  embellishments with the initials ‘ST’ at the top of it. 
  The hilt of the weapon appears to be made from gold 
  and mithral. The top of the hilt has a skull with red 
  ruby eyes set in it. The hilt is wrapped with bone 
  white cord which provides exceptional grip. When a 
  critical hit is scored the wielder hears unnerving 
  sinister laughter. 
    
  See the DMG for a full description of the ​Vicious 
  Weapon​. 
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  HATMS02-01 ​illithid Activities
  26 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Holiday Around the Moonsea (HATMS)/CCC-HATMS02-01 - Illithid Activities v1.3.pdf