TEXT: D&D Descent into Avernus glyph, simpliﬁed
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  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, 
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  Four, One-Hour Introductory Mini-adventures for 1st and 2nd Level Characters.
  Optimized For: APL 1
  An Avernus Rising Adventure
  Damnation! The entire city of Elturel—along with its denizens—have been drawn into 
  Avernus, the first layer of the Nine Hells! While those fortunate enough to have been 
  outside of the city’s walls have been spared that fate, they’re not yet out of danger! The 
  refugees formed a caravan bound for the nearby city of Baldur’s Gate. Can you keep them 
  safe from devils, bandits, and one another until they reach safety?
  DDAL 09-01
  Credits
  Designer: Rich Lescouflair
  Editing: Travis Woodall, Greg Marks
  D&D Adventurers League Guildmaster: Chris Lindsay
  Art Director and Graphic Designer: Rich Lescouflair
  Interior Art: Provided by Wizards of the Coast
  Cartography: Mike Schley, Rich Lescouflair
  D&D Adventurers League Wizards Team: Adam Lee, Ari 
  Levitch, Chris Lindsay, Mike Mearls
  D&D Adventurers League Administrators: Alan Patrick, 
  Amy Lynn Dzura, Travis Woodall, Lysa Penrose, Claire 
  Hoffman, Greg Marks
  Playtesters: Chris McGovern, Daniel Chapman, Daniel 
  Olivera, James Bowen, James Schweiss, Jennifer Griffith, 
  Jonathan Reitz, Kyle Turner, Marcello Velazquez, Matt 
  Suchyta, Michael McPherson, Sam Aldridge, Sam 
  Robertson, Timothy Roberts, Travis Fuller
  ESCAPE FROM ELTURGARD
  
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  DDAL09-01 Escape from Elturgard (v1.0)
  2
  Evil Abounds!
  Call to Action
  Part 2: The Miller
  Story Objective B
  Part 1: The Smith
  Story Objective A
  Part 3: The 
  Innkeeper
  Story Objective C
  Part 4: The Liar
  Story Objective D
  Adventure Primer
  “One can live about forty days without food, about three days 
  without water, about eight minutes without air, but only for 
  one second without hope.”
  — Charles Darwin
  This adventure is designed for three to seven 1st- to 2nd-
  level characters and is optimized for five characters with 
  an average party level (APL) of 1. Characters outside this 
  level range cannot participate in this adventure.
   This adventure takes place on the outskirts of Elturel, 
  the capital of Elturgard, which has recently been pulled 
  into the Nine Hells.
  Background
  The city of ELTUREL and its residents have been abruptly 
  pulled into AVERNUS, the first layer of the NINE HELLS 
  and one of the battlegrounds of the eternal Blood War. 
  Though the current fate of the city and its inhabitants 
  remains unknown, the event devastated the city’s 
  surroundings, drawing other small villages and farms into 
  the Hells and plunging the area into chaos.
   Many who lived in the outskirts of the city were spared 
  from the hellish calamity. With little hope of survival on 
  their own, these refugees have banded together to form 
  a CARAVAN headed to the nearby city of BALDUR’S 
  GATE where they hope to find aid and shelter from the 
  surrounding evil.
   Seeking to ensure the safety of the refugees, a young 
  woman named DARA is looking for heroes to rescue 
  nearby survivors and recover resources that are integral to 
  the caravan’s survival.
  Overview
  The adventure’s story is spread over five parts: A Call 
  to Action and four 1-hour mini-adventures. The entire 
  adventure takes approximately 4 hours to play. If you’re 
  planning to play the whole adventure at once, you only 
  need to introduce the Call to Action once. However, if you 
  plan to play over several sessions, you’ll want to revisit the 
  Call to Action each time.
  • Call to Action: Evil Abounds! The characters are asked 
  to rescue refugees.
  • Part 1: The Smith. The characters are tasked with 
  recruiting a local smith and gathering whatever 
  weapons and armor he’s willing to lend. This is Story 
  Objective A.
  • Part 2: The Miller. The characters are recruited to re-
  cover supplies from Ippon’s Mill and to convince a reclu-
  sive poet to join the caravan. This is Story Objective B.
  • Part 3: The Innkeeper. The characters must venture to 
  an inn and rescue any survivors, then bring them back to 
  the caravan. This is Story Objective C.
  • Part 4: The Liar. A refugee is killed during the night and 
  the characters must discover the culprit. This is Story 
  Objective D. Characters can’t pursue this objective until 
  they’ve completed Parts 1, 2, and 3.
  Adventure Hooks
  In addition to the characters’ individual backgrounds, 
  the following hooks are possible ways to involve the 
  adventurers in the scenario.
   Caravan Traveler. The characters were part of a 
  caravan, perhaps as guards or merchants, while passing 
  through Elturgard on the way to Baldur’s Gate. After 
  the disappearance of the city, their caravan is quickly 
  converted into a makeshift haven for refugees.
   Elturgardian Survivor. One or more of the characters 
  are from Elturgard, either as a resident of Elturel itself 
  or from one of the surrounding villages. The sudden 
  devastation of their homeland should spur them 
  into action.
   Local Connections. The characters were on the way 
  to visit a dignitary, family member, friend, or mentor who 
  resides in Elturgard. The city and surrounding villages 
  were pulled into Avernus moments before they arrived at 
  the city gates. With their personal connection gone, they 
  are left to piece together what happened while helping 
  those who survived.
  Adventure Flowchart
  This section provides a basic understanding of not only the 
  flow of the adventure, but also the outline of the different 
  paths that your players may take in reaching their stated 
  objective.
  
  3
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  DDAL09-01 Escape from Elturgard (v1.0)
  Call to Action: Evil Abounds!
  Estimated Duration: 10 minutes
  When the adventure begins, the characters have 
  just witnessed the city of Elturel being pulled into the Nine 
  Hells. Read or paraphrase the following:
  It all happened so fast. Before your eyes, the Companion, 
  a shining orb that shed its holy light upon Elturel, turned 
  black, bathing the city in darkness. After the briefest of 
  moments, all that remains of the city is a massive crater.
  With the remnants of Elturgard in disarray, the characters 
  are called upon to locate the survivors and escort them to 
  the nearby caravan.
  Meeting with Dara
  Take a couple of minutes (but no more than that) to 
  describe what the characters see in the area as they 
  wander and get their bearings. Before they can take any 
  major action, they come upon an intact region of the city 
  outskirts where they’re approached by Dara and her two 
  companions.
  Call to Action
  Dara hopes the characters can help her locate survivors in 
  specific areas and escort them back to the caravan before 
  it leaves for Baldur’s Gate.
  Dark Times and Darker Fates
  Along with introducing the characters to the storyline’s 
  personages and upcoming events, this adventure sets the 
  theme for the campaign storyline. The overall tone should be 
  dark, gritty, and brimming with looming uncertainty. Hope 
  is in extremely short supply, and there are times when the 
  characters themselves may be the only ones who can inspire 
  that hope to the people of Elturgard.
  Area Information
  Elturel’s surroundings have the following features.
   Dimensions & Terrain. Nothing remains of Elturel but 
  a crater at the edge of the cliff that overlooks the river. 
  The area surrounding the city is made up of rocky terrain 
  which slopes unevenly to the west of where Elturel once 
  stood. The turbulent Chionthar River flows along the 
  southern shoreline.
   Lighting. During the day, there is a clear view of the 
  outskirts south of the city’s elevated cliff face. However, 
  dust and smoke hangs overhead, making the area dimly lit.
   Smells and Sounds. The smell of smoke and ash 
  combined with several unrecognizable—yet distinctly 
  disturbing—odors drift throughout the area. Locals nearby 
  are calling out for other surviving friends and family.
   The Caravan. Several refugees have already begun to 
  gather near a small collection of carts, tents, and wagons 
  that form a makeshift caravan. However, the number of 
  survivors who have made it here is sparse compared to 
  those still dealing with the fallout in nearby areas. Dara 
  approaches the characters here.
  
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  DDAL09-01 Escape from Elturgard (v1.0)
  4
  Overland Map
  Dara
  Ghorin
  Creature Information
  Dara is here. The elderly shepherd Ghorin stands 
  protectively at her side, along with his goat Clyde.
   What Do They Want? Dara’s is searching for others to 
  accompany her to Baldur’s Gate. In the meantime, she 
  and Ghorin are gathering as many survivors as they can 
  to make the trip the city. Ghorin obeys the young woman 
  unquestioningly and is willing to die to protect her.
   What Do They Know? Dara knows that Elturel has been 
  drawn into the Nine Hells, but doesn’t know why or how. 
  The young Chosen of Ilmater has been traveling for a long 
  time en route to Baldur’s Gate. She doesn’t yet know the 
  reason behind her pilgrimage, but is relieved to be nearing 
  her destination. Clyde is disappointed in the quality of the 
  grass to eat here.
   Fiends Everywhere. Dara and Ghorin also speak of 
  survivors who have seen devils roaming the area. They 
  hope they have time to find and rescue more refugees 
  before the fiends locate them.
  Search and Rescue
  Dara provides the characters with three tasks—each of 
  vital importance. Once these missions are complete, the 
  refugee caravan can begin its journey to Baldur’s Gate 
  before being discovered by the invading devils.
   The missions can be completed in any order. Dara’s 
  requests are as follows:
  • Part 1: The Smith. Head to Wellum’s Smithy, recruit 
  the local smith and recover as many weapons there 
  as possible.
  • Part 2: The Miller. Speak with Ghorin before venturing 
  to Ippon’s Mill to gather any tools and supplies that can 
  be found there.
  • Part 3: The Innkeeper. Journey to a nearby inn, the Fa-
  bled Fawn, and escort the inn’s proprietor and patrons 
  back to the caravan.
  Proceeding to Part 4: The Liar
  Characters can’t pursue Part 4: The Liar until they’ve 
  completed Parts 1, 2, and 3, above.
  
  5
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  DDAL09-01 Escape from Elturgard (v1.0)
  Part 1: The Smith
  Estimated Duration: 60 minutes
  With the long road to Baldur’s Gate still ahead 
  of them, the characters venture to Wellum’s Smithy. 
  Their goal is to gather weapons and materials to protect 
  the caravan, and possibly even recruit the renowned 
  smith himself.
  A. Wellum’s Smithy
  The journey to the smithy is uneventful, but the characters 
  soon find that their task is far from over.
  Story Objective A
  Recruiting Wellum Smith and recovering his stolen 
  weapons is Story Objective A.
  Area Information
  This area has the following features.
   Dimensions & Terrain. The smithy is an old building 
  at the end of a dirt road bordered by a low stone wall. A 
  wooden sign outside reads “Wellum’s Smithy.” The only 
  other building nearby is a small shed with a missing door.
   Lighting and Sounds. It is unusually quiet here. The 
  typical noise one would expect in the vicinity of a smith’s 
  forge is curiously absent. The sky is filled with dust and 
  smoke and the area is dimly lit.
  Creature Information
  Wellum (chaotic good male human soldier) is the local 
  smith here, along with his assistant, Gordrick (lawful good 
  male dwarf scout). The smithy was just looted by bandits, 
  so Wellum and Gordrick are planning their next move, 
  whispering in case the bandits return.
  As you approach, a deep voice calls out from the building: 
  “If you’ve come back to steal more, you’re going to have to 
  go through me!”
   After Wellum describes his predicament, a female half-
  elf named Vollis Foote arrives at the smithy, breathlessly 
  seeking shelter from some bandits she’s eluded 
  in the area.
   What Do They Want? With his livelihood gone, Wellum 
  is beside himself and unsure of where to go next. He 
  makes a point to complain about the bandits “making off 
  with my stash of ale!” at least once. While he is willing 
  to accompany the characters back to the caravan, he 
  insists that they recover his wares from the bandits: “the 
  caravan’ll need all the help it can get!”
   Vollis is actually a cult fanatic who has her own plans 
  once she’s joined the caravan that are revealed in Part 
  4, though the characters don’t learn this until then; she’s 
  very careful to avoid any undue suspicion. If confronted, 
  she admits that she has, in truth, been pilfering the homes 
  left abandoned by fleeing residents in the area and offers a 
  handful of coins and worthless baubles as proof.
   What Do They Know? The bandits looted the smithy 
  after Wellum went home to gather supplies after Elturel’s 
  descruction. The bandits tied up Gordrick (who is still 
  rubbing a sizeable knot on the top of his head) and took 
  all the weapons and tools, leaving nothing but scraps. 
  Gordrick describes the bandits, who were wearing mottled 
  green and black cloaks. They were long gone by the time 
  Wellum returned.
  
  Wellum
  Gordrick
  Vollis
   Vollis had been making her way toward the caravan but 
  was ambushed by the bandits. She confirms Gordrick’s 
  description of mottled green and black cloaks. Vollis is a 
  member of the Cult of Zariel operating in Baldur’s Gate 
  and has been tasked with killing very specific people that 
  live in the outskirts of the city—though she doesn’t reveal 
  any of this, even under magical compulsion.
  Run to the Hills
  The characters can follow the bandits to recover the 
  stolen weapons, but Wellum and Gordrick are reluctant 
  to accompany them. Although Wellum may know how to 
  swing a sword, neither he nor Gordrick are adventurers. 
  While the characters leave to track the bandits to their 
  hideout, the smith and his apprentice gather what remains 
  at the smithy and head to the caravan. Similarly, Vollis 
  points out the hideout’s general direction, but follows 
  Wellum and Gordrick to the caravan.
   Following Vollis’ directions, the party finds the hideout 
  within the hour. Refer to map 2.1 for locations.
  B1. Hideout Entrance
  Faded traces of an old dirt road lead to this building, an 
  abandoned temple repurposed by the bandits.
  Area Information
  The area has the following features.
   Dimensions & Terrain. The building is a single-story 
  structure with the remains of a small statue garden beside 
  it. A character that succeeds on a DC 12 Intelligence 
  (Religion) check identifies the symbology of Torm among 
  the faded markings and old displays, suggesting that this 
  place was once a temple to the god of duty and loyalty. One 
  of the two wooden doors leading into the building is ajar.
   Lighting. The sky is filled with dust and smoke and the 
  area is dimly lit. The building is nestled close to a hillside 
  which casts deep shadows throughout the day, the deepest 
  of which might obscure any creatures lurking within.
  B2. Entry Hall
  Once adorned with tapestries and decorations, small bits 
  of wood and shattered pottery are all that remain in this 
  small chamber.
  
  Area Information
  The entry hall has the following features.
   Dimensions & Terrain. This 20-foot-square room is 
  dirty, dusty, and mostly empty. However, footprints in the 
  dust indicate that there has been a lot of traffic passing 
  through here recently. A set of bronze-bound double doors 
  are set against the north wall. The doors lead nowhere, 
  but they are trapped to alert the bandits on the floor to any 
  intruders. A small font in the northeast corner is the only 
  piece of décor left intact.
   Lighting. There is enough natural light filtering through 
  the windows and door from the outside to provide dim 
  light in this area.
   Trapped Doors. The double doors to the north are 
  armed with a pulley trap that triggers when someone 
  attempts to open them. The trap can be spotted with 
  a successful DC 13 Wisdom (Perception) check and 
  disarmed with a successful DC 13 Dexterity check with 
  thieves’ tools. A failed attempt triggers the trap.
   The 10-foot-wide area of the ceiling above the doorway 
  collapses if the trap is triggered. Creatures within the area 
  must succeed on a DC 12 Dexterity saving throw, taking 
  7 (2d6) bludgeoning damage on a failed save, or half as 
  much on a successful one. In addition, the rubble knocks 
  open the door concealed by the font and alerts the bandits 
  and cultists in area B3.
   Holy Water Font. A half-moon-shaped stone font is set 
  into the east wall, near the double doors. The edges and 
  interior of the bowl are stained with what looks like dried 
  blood, and a small knife sits precariously on the rim of the 
  bowl. The phrase “Offer and Pass Freely” is carved into 
  the stonework above the font. Characters with a passive 
  Perception of 13 or higher notice an increase of foot traffic 
  in the dusty prints along the floor here—more so than by 
  the nearby doors.
   The font conceals a door, which can be found 
  and opened with a successful DC 12 Intelligence 
  (Investigation) check. Characters that noticed the 
  footprints in the dust on the floor can make this 
  check with advantage. The door is opened by pushing 
  against the font.
   The knife and bloody bowl are there in the hopes of 
  distracting intruders toward the trapped door nearby. A 
  character making an “offering” using the knife takes 1 
  slashing damage, but the offering does nothing.
  Where’s the Door?
  If the characters are taking a long time in this area, or if they 
  successfully disarmed the trap without finding the concealed 
  door, you can choose to have them simply notice the outline 
  of the concealed door around the font with a successful DC 
  10 Wisdom (Perception) check.
  B3. Ritual Chamber
  The bandits that dwell here are members of an infernal 
  cult who are fascinated with the forces that drew Elturel 
  into the Nine Hells. They are in the midst of a sacrificial 
  summoning ritual. Beyond the concealed door, a flight of 
  narrow steps leads into the ritual chamber below. Upon 
  entering the chamber, read:
  Atop a blood-soaked stone slab is a human, bound by 
  chains and surrounded by humanoids wearing mottled 
  green and blackrobes. One of them is in the process of 
  carving a symbol in the man’s chest with a jagged knife, 
  while the others chant in haunting tones.
  Area Information
  This area has the following features.
   Dimensions & Terrain. The walls of this 40-foot-
  diameter cavern are covered in infernal sigils and 
  markings. A stone altar takes up the center of the room. 
  The stairwell on the east wall leads up to area B2.
   Lighting. Decorative braziers to the north and south 
  ends of the chamber cast bright light throughout the area.
   Smells and Sounds. There is a faint sulfurous smell in 
  the cavern. Even when the cultists are no longer chanting, 
  faint whispers seem to carry along the air, seemingly from 
  nowhere. The man bound to the altar whimpers in agony.
  Creature Information
  Three bandits and two cultists are in the middle of a 
  ritual sacrifice of a fellow cultist.
  
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  DDAL09-01 Escape from Elturgard (v1.0)
  8
   If the characters triggered the trap in area B2, the 
  cultists have had enough time to complete the summoning 
  ritual. As the characters enter the area, the bound cultist 
  dies as a weakened spined devil (see variant sidebar in 
  Creature Statistics) tears its way out of the corpse.
   What Do They Want? The bandits and cultists are 
  focused on their ritual. Unless the party approaches 
  stealthily, the cultists notice the characters as they’re 
  descending the stairwell and attack while one of the 
  cultists remains at the altar.
   What Do They Know? The bandits and cultists are 
  members of the cult of Dispater and are just as confused 
  about Elturel’s descent into the Hells as anyone else. The 
  ritual sacrifice is intended to divine the cause of Elturel’s 
  fall, and to summon a powerful fiend to protect them.
  Adjusting this Encounter
  Here are some suggestions for adjusting this scene:
  • Weak: The cultists don’t conjure the weakened spined devil.
  • Strong: Replace a cultist with a cult fanatic.
  • Very Strong: Replace the weakened spined devil with a 
  spined devil.
  Treasure
  In the south end of the room, covered in tarps, are boxes 
  filled with Wellum’s inventory of weapons and supplies. 
  A small bag containing a potion of healing sits atop 
  one of the small boxes. One of the cultists wears some 
  modest silver jewelry, while others have gold and silver 
  coins in purses.
  Playing the Pillars
  Here are some suggestions for this encounter:
   Combat. If the cultists haven’t already summoned the 
  spined devil, the bandits and most of the cultists attack the 
  characters, while one of them stays behind to complete the 
  ritual. If the cultist uses its action every round to plunge the 
  sacrificial dagger into the victim, after two rounds they will kill 
  the offering and conjure the devil, who appears at the end of 
  the third round.
   Exploration. A successful DC 12 Wisdom (Perception) check 
  made during combat spots the stolen weapons, hidden under 
  tarps in the south corner of the room.
   Social. If the spined devil is conjured during the fight, it is 
  unsure why it was summoned. Moreover, if the cultist who 
  summoned it is killed, a character that makes a successful DC 
  14 Charisma (Deception) check can persuade the fiend that 
  there is no worthy bargain to be struck, after which the devil 
  simply leaves. A character that speaks in Infernal makes this 
  check with advantage. On a failed check, the devil suspects 
  that the characters are trying to trick it and attacks them.
  Wrap Up
  Wellum rejoices at the recovery of his weapons. Even Dara 
  cracks a smile. Wellum, Gordrick, and Vollis opt to join the 
  caravan and help them on their way to Baldur’s Gate.
   From here, the characters can proceed to Part 2: The 
  Miller, Part 3: The Innkeeper, or—if the characters have 
  completed Parts 1, 2, and 3—to Part 4: The Liar.
  Rewards
  The characters receive rewards based upon their 
  accomplishments. Aside from advancement, these rewards 
  are earned during the session.
  Character Rewards
  The characters earn the following rewards:
  Advancement
  Upon completing this adventure, each character gains 
  a level. At their discretion, they may choose to decline 
  advancement. Remind those that express an interest in 
  this that they have a limit to how much gold they can earn 
  per level; declining advancement means that they may 
  reach a point where they earn no gold. However, if they 
  reach 3rd level, they can’t play any other mini-adventures 
  in this adventure.
  Gold
  Award each character gold for each hour of the session. 
  Adventures typically features cues for this, but you can add 
  it where you see fit. The maximum gold that you can award 
  a character per hour is determined by their tier, as follows:
  Tier
  Hourly GP Award
  GP Limit per Level
  1
  20 gp
  80 gp
  2
  30 gp
  240 gp
  3
  200 gp
  1,600 gp
  4
  750 gp
  6,000 gp
  Magic Item(s)
  If found during the adventure, the characters can keep the 
  following magic item:
  • Potion of healing
  Dungeon Master Rewards
  For running this adventure, one of your character gains a 
  level. That character receives gold based on their tier prior 
  to advancement:
  Tier
  GP Earned
  1
  80 gp
  2
  240 gp
  3
  1,600 gp
  4
  6,000 gp
   You may also complete DM Quests for running this 
  adventure. See the Adventurers League Dungeon Master’s 
  Guide for more information. 
  
  9
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  DDAL09-01 Escape from Elturgard (v1.0)
  Creature Statistics
  This section details creatures that are encountered in this 
  adventure.
  Bandit
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 12 (leather armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  Actions
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 
  ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  Cultist
  Medium humanoid (any race), any non-good alignment
  Armor Class 12 (leather armor)
  Hit Points 9 (2d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
  10 (+0)
  Skills Deception +2, Religion +2
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  Dark Devotion. The cultist has advantage on saving throws 
  against being charmed or frightened.
  Actions
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 4 (1d6 + 1) slashing damage.
  Cult Fanatic
  Medium humanoid (any race), any non-good alignment
  Armor Class 13 (leather armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  14 (+2)
  Skills Deception +4, Persuasion +4, Religion +2
  Senses passive Perception 11
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Dark Devotion. The fanatic has advantage on saving throws 
  against being charmed or frightened.
  Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). 
  The fanatic has the following cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (4 slots): command, inflict wounds, shield of faith
  2nd level (3 slots): hold person, spiritual weapon
  Actions
  Multiattack. The fanatic makes two melee attacks.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
  Spined Devil
  Small fiend (devil), lawful evil
  Armor Class 13 (natural armor)
  Hit Points 22 (5d6 + 5)
  Speed 20 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  15 (+2) 
  12 (+1) 
  11 (+0) 
  14 (+2) 
  8 (−1)
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks not made with silvered weapons
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 12
  Languages Infernal, telepathy 120 ft.
  Challenge 2 (450 XP)
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision.
  Flyby. The devil doesn’t provoke an opportunity attack when it 
  flies out of an enemy’s reach.
  Limited Spines. The devil has twelve tail spines. Used spines re-
  grow by the time the devil finishes a long rest.
  Magic Resistance. The devil has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The devil makes two attacks: one with its bite and 
  one with its fork or two with its tail spines.
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 
  (2d4) slashing damage.
  Fork. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 
  (1d6) piercing damage.
  Tail Spine. Ranged Weapon Attack: +4 to hit, range 20/80 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage.
  Variant: Weakened Spined Devil
  This version of the spined devil has the following alterations to 
  its stat block.
  • Remove its Damage Resistance to bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t silvered (it 
  still keeps its resistance to cold damage)
  • Remove the Magic Resistance trait.
  • Challenge Rating is reduced to 1 (200 XP)
  
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  DDAL09-01 Escape from Elturgard (v1.0)
  10
  Map 2.1: Bandit’s Hideout
  
  11
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  DDAL09-01 Escape from Elturgard (v1.0)
  Part 2: The Miller
  Estimated Duration: 1 hour
  Ghorin points out a draft horse and cart with his 
  shepherd’s staff and tells the characters that the vehicle 
  belongs to a halfling named Ippon Waston, who runs the 
  mill to the northeast. He asks them to take the cart to the 
  mill and to stock it with as many supplies as it can carry. If 
  they find Ippon or her assistant, Pal, they’re to escort them 
  back to the caravan.
  A. Fortuitous Meeting
  Along the road to the mill, the characters encounter 
  Ippon and Pal, who need help recruiting another wayward 
  refugee.
  Story Objective B
  Meeting with Ippon and Pal and convincing Billiam to join 
  the caravan is Story Objective B.
  Area Information
  The area has the following features.
   Dimensions & Terrain. The road leading to the mill is 
  well maintained, making it an easy trip for the horse and 
  cart.
  Creature Information
  Ippon (a LG male halfling commoner) and Pal (a LN 
  human commoner) are easily spotted down the road as 
  they call out.
   What Do They Want? Ippon and Pal are already on their 
  way to the caravan, but only with what they were able to 
  carry. Spotting the empty cart, Ippon suggests they travel 
  back to the mill to reorganize and get more supplies. Pal is 
  eager to help, excited to learn more about what’s happened.
   What Does Ippon Know? Ippon knows nothing about 
  Elturel’s descent or the fate of the citizens. She heard about 
  the caravan from a neighbor, and has been trying to send 
  anyone she meets in that direction, but she wasn’t able to 
  convince the poet that lives down road. If the characters 
  completed Part 3 and mention Vasha, Ippon isn’t thrilled 
  about her being in a role of authority at the caravan, but 
  she doesn’t explain why.
   What Does Pal Know? Pal knows about as much about 
  Elturel as Ippon. In addition to helping with the supplies, 
  he tries to keep Ippon from losing her patience, as she 
  tends to take her tasks a bit too seriously. His levity, 
  however, sometimes just puts her further on edge.
  Ippon’s Mill
  As Ippon starts to load the cart with supplies, Pal 
  mentions that one of the nearby residents was resistant to 
  Ippon’s suggestions that he join the caravan. Pal asks the 
  characters to check in on this reclusive poet named Billiam, 
  who lives near the mill, and give him one last nudge to join 
  the caravan. Pal has long appreciated Billiam’s work and is 
  sure he would be a useful addition.
  B. The Poet
  The characters reach the poet’s home, a small house in a 
  secluded area north of the mill.
  
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  DDAL09-01 Escape from Elturgard (v1.0)
  12
  Ippon
  Pal
  Billiam
  Area Information
  The area has the following features.
   Dimensions & Terrain. The land surrounding Billiam’s 
  home is covered with scattered bits of brush and grassy 
  patches. A small grove of trees sits near the poet’s house.
   The House. Though it appears to have been recently 
  damaged, Billiam’s house is well maintained.
  Creature Information
  Billiam Straodwall (N male human commoner), sits in a 
  chair on his porch, writing in his journal. He calls out to the 
  characters as they approach.
   What Does He Want? Billiam doesn’t meddle in local 
  affairs. He does, however, try to keep abreast of what’s 
  going on; he fancies himself an amateur historian and 
  wants to record as much information as possible in his 
  journal.
   What Does He Know? Billiam knows that something 
  terrible has happened in Elturel and that a caravan of 
  refugees is gathering. He admires Ippon for her efforts to 
  coax him into joining her, but feels she should spend more 
  time on others that actually need help.
  Convincing Billiam
  Billiam has heard stories of fiends and cultists in the area, 
  but dismisses them as being far enough away from his 
  home—there are others in more peril than he is:
  “Besides, I’m naught but a simple poet. A sword, a smith-
  ing hammer, a ladel? I am benighted in all of their uses; of 
  what use could I be to this caravan?”
   Allow the characters to plead their case. Those who put 
  forth a reasonable effort may make a DC 12 Charisma 
  (Persuasion) check. If the characters successfully convince 
  Billiam, they affect the end of Part 2 (see “From a Certain 
  Point of View”). Whether they succeed or fail on the 
  checks, Billiam agrees to join the caravan, but only as 
  long as the characters help him gather some materials 
  necessary to prepare a journal suitable for life on the open 
  road—a “travel” journal. After all, this grand adventure 
  demands a proper chronicler.
   The travel journal requires the following:
  • Ink. A cluster of gallnuts and a handful of caroba berries 
  from a nearby grove.
  • Paper. A hundred-and-a-half pages of high- quality vel-
  lum bound in leather which can bought from a nearby 
  sage named Tilly Skye.
  • Quill Feathers. No fewer than three special feathers 
  found on the banks of a river island in the Chionthar 
  River—but stick to the shadows!
   Once these items are gathered, Billiam is more than 
  happy to accompany the characters to Ippon’s Mill and 
  back to the caravan.
  Supply Run
  The characters can choose the order in which they gather 
  supplies. The tasks for collecting each are outlined in the 
  following sections.
  Accounting for Special Skills
  Though guidelines are provided for the most direct way to 
  retrieve these materials, the party may have different special 
  features, skills, or spells they can use to help this process, or 
  even to find a different way of achieving their goals. Feel free 
  to reward them for creativity and character-driven approaches 
  to accomplishing the tasks.
  C. Emryn’s Grove: Ink
  This area is the closest to Billiam’s home. Here, the 
  characters can acquire gallnuts and berries the poet needs 
  to create his ink.
  Area Information
  The area has the following features.
   Dimensions & Terrain. This grove is secluded from 
  nearby areas. The caroba berries can be found on low 
  bushes while the gallnuts are high in the branches of 
  towering trees.
   Lighting. The area is well lit. Even with the few tall trees, 
  there’s plenty of natural light.
   Sounds. The sounds of birds and other small animals can 
  be heard within the area.
  
  13
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  DDAL09-01 Escape from Elturgard (v1.0)
   Caroba Bushes. These cluster-shaped berries are 
  surrounded by sharp, poisonous thorns. A character who 
  gathers a handful of berries must make a DC 12 Dexterity 
  (Sleight of Hand) or DC 12 Wisdom (Nature) check. On 
  a failed check, the character must succeed on a DC 12 
  Constitution saving throw or take 7 (2d6) poison damage 
  and become poisoned for 1 hour. Either way, the character 
  still recovers the caroba berries.
   Gallnut Trees. Gallnuts are located on small branches 
  about 20 feet above the base of the towering trees. Each of 
  the tiny branches along the trunk has a cluster of gallnuts. 
  A character can climb the tree with a successful DC 12 
  Strength (Athletics) check. Characters who use rope or 
  similar climbing gear can make this check with advantage.
   Wasp Nests. A character who succeeds on a DC 11 
  Wisdom (Perception) check notices several wasp nests 
  along the trunks of the trees. Gathering gallnuts from the 
  trees is easy enough, but doing so without attracting the 
  wasps’ ire requires a successful DC 12 Dexterity (Sleight 
  of Hand) check. On a failure, the character is attacked by a 
  cloud of stinging wasps. The character must succeed on a 
  DC 12 Dexterity saving throw or take 5 points of piercing 
  damage. A character who fails their save by 5 or more falls 
  from the tree, taking 10 (3d6) of falling damage. The wasps 
  then disperse, flying further up into the tree.
  D. Open Skye’s: Paper
  The characters find a shop at the edge of nearby village 
  hoping to acquire vellum for Billiam.
  Area Information
  The area has the following features.
   Dimensions & Terrain. A wooden sign reading “Open 
  Skye’s” hangs in front of a small house at the edge of the 
  road. The nearby houses have broken windows and doors, 
  and appear to have been ransacked. The area is otherwise 
  deserted. The interior of the 40-by-30-foot shop is in total 
  disarray—no doubt someone left in a big hurry. Bits of 
  paper, wood, and yarn cover the floor, which is spattered 
  in ink and candle wax. An unstable enchantment wreaks 
  havoc inside the shop.
   The Shop Front. The ground in front of the entrance 
  bears a scorch mark about a foot in diameter. A piece of 
  parchment nailed to the door reads, “Closed Indefinitely Due 
  to Infernal Incidents.” A character who succeeds on a DC 
  13 Wisdom (Perception) check spots torn bits of green and 
  black cloth. Characters that completed Part 1 identify the 
  cloth as similar to that worn by the cultists near the smithy. 
  The door itself is warded with a magical glyph shallowly 
  carved into the wood behind the parchment sign. The glyph 
  can be detected with the detect magic spell or a successful 
  DC 13 Intelligence (Investigation) check. Opening the door 
  triggers the glyph. When the glyph is triggered, creatures 
  within 5 feet of the door must make a DC 11 Constitution 
  saving throw, taking 10 (3d6) lightning damage on a failed 
  save, or half as much on a successful one.
   Unstable Enchantment. Inside the shop, a 5-foot-wide 
  blue-white mass of magical energy swirls about 10 feet 
  above the floor. A successful DC 14 Intelligence (Arcana) 
  check reveals that this might be some form of magical 
  ward or enchanted aura gone awry. A creature that touches 
  the energy globe must make a DC 11 Constitution saving 
  throw or take 4 (1d8) lightning damage. Every five minutes, 
  the globe unleashes a ripple of energy at two random 
  creatures within 5 feet of it. These creatures must succeed 
  on a DC 11 Constitution saving throw or take 4 (1d8) 
  lightning damage. Since the orb is 10 feet off the ground, 
  creatures that hug the wall or are prone are not targeted by 
  the burst of energy.
   Finding the Paper. Gathering all the pages of vellum 
  takes a bit of time and energy. If the characters succeed 
  on a DC 12 group Intelligence (Investigation) check, they 
  find all the necessary paper and the leather binding in 10 
  minutes. Otherwise, it takes 20 minutes. If the characters 
  try to collect the paper while remaining near the safe 
  areas of the room, they gain advantage to their saving 
  throw against the enchantment, but their Intelligence 
  (Investigation) checks are made with disadvantage.
  Treasure
  If the party spends an additional 10 minutes searching 
  through the shop, they find a spell scroll of protection from 
  energy hidden in one of the paper piles. A small lockbox 
  behind the counter contains a handful of valuable gems.
  E. River Island: Feathers
  The characters climb down toward the Chionthar River 
  and spot a stretch of land jutting out from the water. Even 
  from the riverbank, the characters can see a number of 
  feathers drifting about on the beach.
  Getting to the Island
  The island is 60 feet from the jagged shore. The river has a 
  brisk flow in this area. There are a few ways to reach it.
  • Swimming. Swimming to the island requires a success-
  ful DC 12 Strength (Athletics) check. On a failed check, 
  the character is swept back into the rocky shore, taking 
  3 (1d6) points of bludgeoning damage.
  • Climbing and Jumping. A long branch can be used to 
  traverse a makeshift trail of large stones along the water 
  to reach the island with a successful DC 12 Dexterity 
  (Acrobatics) check. Failing the check causes the charac-
  ter to fall into the water and be dashed against the rocks, 
  taking 3 (1d6) points of bludgeoning damage.
  • Using Survival Tactics. The characters can use rope 
  (or vines, branches, or similar materials) to hold as they 
  slowly and safely make their way across with a success-
  ful DC 12 Wisdom (Survival) check. One character must 
  take the rope across by swimming or climbing, as de-
  scribed above. Once the ropes are secure, each remain-
  ing character can cross one at a time. If more than one 
  character attempts to cross at a time, the rope snaps, 
  sending the characters into the rushing water, each tak-
  ing 3 (1d6) points of bludgeoning damage.
  Area Information
  This small stretch of land is well hidden behind two rock 
  faces on either side of the river.
   Dimensions & Terrain. The island is two hundred feet 
  long and about half as wide at its largest point. The ground 
  is covered in grass and several small trees grow along the 
  edges of the island. Bits of twigs and brush are scattered 
  over the grass. The air here is cool.
   Lighting. Though the sun is high overhead, only dim light 
  filters through the ever-present haze of smoke and dust.
  
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  DDAL09-01 Escape from Elturgard (v1.0)
  14
   Sounds. It’s unusually quiet in this area, and the sound of 
  the surrounding river is almost completely muted.
   Feathers. A dozen feathers can be spotted lying in the 
  grassy area and can be gathered easily. The characters 
  can choose to heed Billiam’s warning and stay within the 
  shadows of the trees by making a DC 12 group Dexterity 
  (Stealth) check at the beginning of each round. If they do 
  not attempt to hide, they automatically fail. On a failure, 
  a pegasus residing elsewhere on the island flies ahead 
  of the characters as they return to Billiam’s home (see 
  Winged Fury).
  Back to Billiam
  After collecting all of the supplies, the characters can 
  return to Billiam.
  Winged Fury
   If the characters failed to stealthily collect the feathers on 
  the river island, they return to find Billiam being attacked 
  by a pegasus (if they succeeded, proceed directly to Wrap 
  Up). Read or paraphrase the following:
  As you reach the clearing, you hear the blaring sounds of a 
  horse neighing in the direction of Billiam’s house. Billiam 
  has successfully managed to avoid the celestial beast’s 
  rage so far, but he may not last long!
  Playing the Pillars
  Here are some suggestions for this encounter:
   Combat. If the pegasus is reduced to half its hit point 
  maximum, it flies away.
   Exploration. If the characters choose to watch and wait 
  instead of attacking right away, Billiam locks himself inside 
  his home. The pegasus bangs its hooves against the house 
  for three rounds before flying away.
   Social. The characters can try to get the pegasus’s attention 
  and calm it down. If they succeed on a DC 13 Charisma 
  (Persuasion) check, the pegasus is willing to leave them 
  alone, convinced that they mean it no harm and were 
  collecting the feathers with peaceful intent.
  Reasons Unknown
  Once the encounter is over, Billiam thanks the characters 
  for their assistance (provided they gave any). He says he 
  has no idea why the pegasus suddenly attacked him. If the 
  characters inquire about any past actions experiences that 
  may have prompted the attack, he says he can’t seem to 
  think of any.
  Wrap Up
  With the supplies recovered, Billiam packs up his 
  belongings and joins the party on the trip back to the mill, 
  then back toward the caravan with Ippon’s supplies.
  From a Certain Point of View
  Billiam begins writing into his new travel journal. If anyone 
  peeks at his writings, they notice he lists his meeting with 
  the party as his first entry. If the characters successfully 
  persuaded Billiam at the beginning of this encounter, he 
  writes that he was inspired by their heroism. If they failed, 
  they’re instead are portrayed as extremely desperate and it’s 
  noted that he agreed to accompany them only out of pity.
   From here, the characters can proceed to Part 1: The 
  Smith, Part 3: The Innkeeper, or—if the characters have 
  completed Parts 1, 2, and 3—to Part 4: The Liar.
  Rewards
  The characters receive rewards based upon their 
  accomplishments. Aside from advancement, these rewards 
  are earned during the session.
  Character Rewards
  The characters earn the following rewards:
  Advancement
  Upon completing this adventure, each character gains 
  a level. At their discretion, they may choose to decline 
  advancement. Remind those that express an interest in 
  this that they have a limit to how much gold they can earn 
  per level; declining advancement means that they may 
  reach a point where they earn no gold. However, if they 
  reach 3rd level, they can’t play any other mini-adventures 
  in this adventure.
  Gold
  Award each character gold for each hour of the session. 
  Adventures typically features cues for this, but you can add 
  it where you see fit. The maximum gold that you can award 
  a character per hour is determined by their tier, as follows:
  Tier
  Hourly GP Award
  GP Limit per Level
  1
  20 gp
  80 gp
  2
  30 gp
  240 gp
  3
  200 gp
  1,600 gp
  4
  750 gp
  6,000 gp
  Magic Item(s)
  If found during the adventure, the characters can keep the 
  following magic items.
  • Spell scroll of protection from energy
  Dungeon Master Rewards
  For running this adventure, one of your character gains a 
  level. That character receives gold based on their tier prior 
  to advancement:
  Tier
  GP Earned
  1
  80 gp
  2
  240 gp
  3
  1,600 gp
  4
  6,000 gp
   You may also complete DM Quests for running this 
  adventure. See the Adventurers League Dungeon Master’s 
  Guide for more information.
  
  15
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  DDAL09-01 Escape from Elturgard (v1.0)
  Creature Statistics
  This section details creatures that are encountered in this 
  adventure.
  Pegasus
  Large celestial, chaotic good
  Armor Class 12
  Hit Points 59 (7d10 + 21)
  Speed 60 ft., fly 90 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  15 (+2) 
  16 (+3) 
  10 (+0) 
  15 (+2) 
  13 (+1)
  Saving Throws Dex +4, Wis +4, Cha +3
  Skills Perception +6
  Senses passive Perception 16
  Languages understands Celestial, Common, Elvish, and Sylvan 
  but can’t speak
  Challenge 2 (450 XP)
  Actions
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) bludgeoning damage.
  
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  DDAL09-01 Escape from Elturgard (v1.0)
  16
  Part 3: The Innkeeper
  Estimated Duration: 1 hour
  The party travels to the Fabled Fawn Inn to escort 
  the proprietor and guests back to the caravan.
  A. The Fabled Fawn
  The inn is under attack by devils. Vasha, the inn’s 
  proprietor, has barricaded herself inside along with a guest 
  named Hastrine. The nearby barn caught fire during the 
  attack and Segren, Vasha’s husband, is unconscious inside. 
  Read or paraphrase the following:
  As you make your way up the road, you spot fiendish crea-
  tures hammering at the inn’s front door. Thick black smoke 
  rises from the roof of the nearby barn, which has been set 
  ablaze. Voices can be heard inside the inn, shouting and 
  cursing at the encroaching devils. As you watch, the devils 
  smash the door open and charge into the inn.
  Story Objective C
  Rescuing and protecting Vasha Hall, Segren Hall, and 
  Hastrine Leaftender is Story Objective C.
  Area Information
  Refer to Appendix: Fabled Fawn Map for locations. The 
  inn has the following features.
   Dimensions & Terrain. Broken chairs and benches are 
  scattered about the inn’s common room. The front door 
  was forced open. The barn has been burning for some 
  time and the flames appear to have spread throughout the 
  majority of the structure.
  Creature Information
  The inn is under attack by nine lemures.  Five of them are 
  in the main room near the storage closet while another 
  four are coming up from the down stairwell. Vasha Hall 
  (LG female human noble), has barricaded herself inside 
  a storage closet, along with a traveler named Hastrine 
  Leaftender (NG nonbinary elf scout). They’re marked as 
  “V” and “H” on the map.
  Adjusting this Encounter
  Here are some suggestions for adjusting this scene:
  • Weak: Remove two lemures.
  • Strong: Add two lemures.
  • Very Strong: Add four lemures.
   What do They Want? Vasha and Hastrine anticipate 
  having to deal with the devils directly once the barricade 
  comes down. Vasha’s larger concern is for her husband, 
  Segren, who is trapped within the burning barn. The devils 
  want to get inside the closet and eat the tasty things that 
  are making all of the noise.
   Dual Dilemma. Vasha hears the characters outside and 
  shouts from inside the closet, “Please save my husband! 
  He’s in the barn!” At this point, the party must choose 
  between dealing with the immediate threat of the devils or 
  running to the barn to save Segren. Dealing with the devils 
  now might save Vasha and Hastrine from facing them, but 
  the longer the party takes here, the more likely Segren 
  perishes in the fire. Once Vasha calls out to the characters 
  for the first time, they have 7 rounds to rescue Segren 
  before he dies.  A character that succeeds on a DC 13 
  Wisdom (Insight) check notices from the window that the 
  flames are spreading rapidly, leaving little time to waste. 
  The devils aren’t terribly bright, but they smell fear coming 
  from inside the inn—and fear is delicious.
  
  Vasha
  Hastrine
  Segren
  Playing the Pillars
  Here are some suggestions for this encounter:
   Combat. Upended tables can be used for partial cover during 
  the fight. Characters can also climb over the bar, which counts 
  as difficult terrain.
   Exploration. While in the barn, a character who succeeds on 
  a DC 14 Wisdom (Survival) check can locate a weaker segment 
  in the flame wall, taking only 3 (1d6) fire damage when passing 
  through the flames.
   Social. If Vasha is asked where in the barn they can find 
  Segren, she mentions he was going to tend to one of their 
  horses.
  Splitting Tasks
  The characters have a choice to make: fight the devils 
  or find Segren in the barn. It’s likely that the characters 
  decide to split their forces, some to fight the devils while 
  the rest head to the barn. If they choose this option, have 
  everyone roll initiative. This makes it easier to track the 
  time Segren has while allowing characters to switch their 
  focus between tasks.
  The Burning Barn
  Refer to Appendix: Fabled Fawn Map for locations. The 
  barn has the following features:
   Lighting. The flames are extremely hard to see through, 
  and the excess smoke inside the barn reduces visibility in 
  the area to 20 feet.
   Wild Horses. There are two horses running rampant 
  throughout the barn. Unless directed toward the door, 
  they pose a potential hazard for the characters (see 
  Complications). Each horse can be herded to the barn door 
  with a successful DC 12 Wisdom (Animal Handling) check.
   Navigating the Flames. A creature that moves through or 
  ends its turn in a square occupied by flames takes 5 (1d10) 
  fire damage.
  Creature Information
  Segren Hall (a commoner) lies unconscious in one of the 
  bays within the barn (marked as “S” on the map). When 
  the devils attacked, one of the horses kicked Segren in 
  the head, knocking him out cold. Finding amidst the 
  surrounding flames and rescuing him is a far more 
  complicated task than battling the fiends.
   Finding Segren. Segren can be spotted with a successful 
  DC 13 Wisdom (Perception) check. A character on the 
  upper level of the barn makes this check with advantage. A 
  ladder leads down into the bay from the upper level, which 
  is the only way to reach Segren without passing through 
  the flames. Traversing the ramp requires a successful DC 
  11 Dexterity (Acrobatics) check. Segren is unconscious and 
  must be carried out. Healing magic does not wake him.
   Complications. At the end of each round, characters 
  inside the barn can be affected by the spreading fire and 
  damage to the barn. Each character must roll a d8 and 
  consult the effects as described on the table, below.
  Barn Complications
  d8
  Complication
  1
  A beam falls from above. You must succeed on a DC 
  12 Dexterity saving throw or take 7 (2d6) bludgeoning 
  damage.
  2
  A draft sends a swarm of embers in every direction. You 
  must make a DC 12 Wisdom saving throw to spot a clear 
  path. On a failed save, you take 3 (1d6) fire damage.
  3
  You’re caught in a cloud of thick black smoke. You 
  must succeed on a DC 13 Constitution saving throw or 
  become poisoned until the end of your next turn.
  4
  You’re rushed by a horse running through the area. 
  You must succeed on a DC 12 Strength saving throw 
  or take 4 (1d8) damage and be knocked prone. If the 
  horses have been removed from the barn, nothing 
  happens.
  5-8
  Nothing happens.
  Time Is Running Out!
  Make sure you’re keeping track of game time during this 
  encounter. If 7 rounds pass and the characters have not 
  rescued Segren, a flaming wooden beam falls from the 
  barn’s ceiling, crushing Segren and killing him.
  
  Wrap Up
  Regardless of the outcome, the surviving NPCs accompany 
  the characters back to the caravan.
   Segren Lives. If the characters save Segren, he appears 
  to be physically unhurt. However, he doesn’t regain 
  consciousness, even with healing.
   Segren Dies. If Vasha survived, but Segren did not, she 
  remains silent through most of the journey and doesn’t 
  accept any form of comfort or consolation.
   From here, the characters can proceed to Part 1: The 
  Smith, Part 2: The Miller, or—if the characters have 
  completed Parts 1, 2, and 3—to Part 4: The Liar.
  Treasure
  If both the Halls and Hastrine were rescued, Vasha gives 
  the party a potion of healing and a pouch of various coins 
  as a reward for their aid.
  Rewards
  The characters receive rewards based upon their 
  accomplishments. Aside from advancement, these rewards 
  are earned during the session.
  Character Rewards
  The characters earn the following rewards:
  Advancement
  Upon completing this adventure, each character gains 
  a level. At their discretion, they may choose to decline 
  advancement. Remind those that express an interest in 
  this that they have a limit to how much gold they can earn 
  per level; declining advancement means that they may 
  reach a point where they earn no gold. However, if they 
  reach 3rd level, they can’t play any other mini-adventures 
  in this adventure.
  Gold
  Award each character gold for each hour of the session. 
  Adventures typically features cues for this, but you can add 
  it where you see fit. The maximum gold that you can award 
  a character per hour is determined by their tier, as follows:
  Tier
  Hourly GP Award
  GP Limit per Level
  1
  20 gp
  80 gp
  2
  30 gp
  240 gp
  3
  200 gp
  1,600 gp
  4
  750 gp
  6,000 gp
  Magic Item(s)
  If found during the adventure, the characters can keep the 
  following magic items.
  • Potion of healing
  Dungeon Master Rewards
  For running this adventure, one of your character gains a 
  level. That character receives gold based on their tier prior 
  to advancement:
  Tier
  GP Earned
  1
  80 gp
  2
  240 gp
  3
  1,600 gp
  4
  6,000 gp
   You may also complete DM Quests for running this 
  adventure. See the Adventurers League Dungeon Master’s 
  Guide for more information.
  
  Creature Statistics
  This sec;tion details creatures that are encountered in this 
  adventure.
  Lemure
  Medium fiend (devil), lawful evil
  Armor Class 7
  Hit Points 13 (3d8)
  Speed 15 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  5 (−3) 
  11 (+0) 
  1 (−5) 
  11 (+0) 
  3 (−4)
  Damage Resistances cold
  Damage Immunities fire, poison
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands Infernal but can’t speak
  Challenge 0 (10 XP)
  Devil’s Sight. Magical darkness doesn’t impede the lemure’s 
  darkvision.
  Hellish Rejuvenation. A lemure that dies in the Nine Hells comes 
  back to life with all its hit points in 1d10 days unless it is killed by 
  a good-aligned creature with a bless spell cast on that creature or 
  its remains are sprinkled with holy water.
  Actions
  Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 
  (1d4) bludgeoning damage.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-01 Escape from Elturgard (v1.0)
  20
  Appendix: Fabled Fawn Map
  
  21
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-01 Escape from Elturgard (v1.0)
  Part 4: The Liar
  Estimated Duration: 1 hour
  With all the refugees gathered, the caravan begins 
  its journey to the city of Baldur’s Gate. Along the way, 
  tragedy leaving the caravan in a state of fear, confusion, 
  and suspicion.
  Murder in the Night
  Billium Straodwall, the writer-poet recruited by the 
  characters (see Part 2: The Miller), was murdered when 
  the caravan stopped for the night! It’s up to the party to 
  discover the culprit and confront them. Read the following:
  Everyone in the caravan is abruptly awoken by blood-cur-
  dling screams! Looking around, you notice several refu-
  gees gathered around Billiam’s tent—pushing one another 
  aside for a better view. Gasps, cries, and curses clearly 
  indicate that something horrible has happened.
  Story Objective D
  Uncovering Vollis as the killer and defeating her is Story 
  Objective D.
  Area Information
  The area has the following features.
   Dimensions & Terrain. Billiam’s camp, made up of a 
  small tent and fire, is set 90 feet away from all the others in 
  the caravan. There is no sign of any large animals or vehicles 
  passing through other than those of the caravan itself.
   Lighting. The sun casts an early morning light over the 
  horizon, though it’s still dark enough to see the stars in 
  the sky above. The campfire near the tent has long since 
  died out.
   The Victim. Billiam’s body is splayed out on its back in 
  front of the small tent. His throat is brutally slashed open. A 
  deep red stain encircles his head and shoulders where his 
  blood has soaked into the grass and dirt. A strange symbol, 
  about 8 inches long, is carved into his chest.
   The Scene. The tent and camp itself appear to be mostly 
  untouched. Billiam’s travel gear, food, and writing supplies 
  have been left undisturbed and there are no apparent signs 
  of conflict. A character who makes a successful DC 13 
  Wisdom (Perception) check notices that Billiam’s journal 
  isn’t among the items in the tent.
  Creature Information
  The characters find several refugees already gathered 
  around Billiam’s corpse, proposing various theories of who 
  might have done this. Unbeknownst to them all, Vollis Foote 
  (see Part 1: The Smith) is the killer. She does everything 
  she can throughout the investigation to divert the characters’ 
  blame while she plots her next move (see Concluding the 
  Adventure for more information regarding Vollis’ mission).
  To Find a Killer
  Dara arrives shortly after the characters, accompanied by 
  Ghorin. Dara is visibly shaken by the scene. Ghorin then 
  quickly blocks her view, slapping a calloused hand over her 
  eyes before demanding that everyone but the characters 
  leave the area. Vasha Hall steps in to shoo away the 
  refugees that linger a bit too long.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-01 Escape from Elturgard (v1.0)
  22
  Dara’s Plea
  Dara assures the characters that they’re the only people in 
  the caravan with no obvious motive for murdering Billiam. 
  As such, she would like them to investigate and discover 
  the identity of the killer and subdue them so they can be 
  brought to justice.
  Where to Begin?
  Ghorin thinks it’s unlikely that a stranger could make it into 
  and out of the camp without being seen by the watch, so 
  the murder was most likely committed by someone in the 
  caravan. With that in mind, Ghorin and Dara suggest the 
  characters question prominent members of the caravan 
  familiar with Billiam:
  • Gordrick Ironarm
  • Hastrine Leaftender
  • Ippon Waston
  • Pal Tithrin
  • Vasha Hall
  • Vollis Foote
  • Wellum Smith
   Trust No One. If the characters suggest Dara or Ghorin 
  may be possible suspects as well, Dara commands their 
  desire to be thorough. Though many can verify seeing them 
  at the very front of the caravan throughout the night, she 
  encourages the characters to confirm everything they can.
  Examining the Scene
  If the characters choose to investigate the scene 
  themselves, a successful DC 12 Intelligence (Investigation) 
  check confirms Ghorin’s theories. The characters can also 
  perform additional DC 12 skill checks and gain information 
  about the scene, as defined on the following table.
  Finding Clues
  Ability Check 
  Clue Revealed
  Intelligence 
  (Arcana)
  The carving on the chest was likely part of 
  some kind of ritual.
  Intelligence 
  (Religion)
  The symbol is the mark of the archdevil Zariel.
  Wisdom 
  (Medicine)
  The carving on Billiam’s chest was made either 
  immediately before or after he was killed.
  Wisdom 
  (Perception)
  Billiam’s journal is not among the items in or 
  around the tent. (A character with a passive 
  Perception of 12 or higher also notices this.)
  Wisdom 
  (Survival)
  The campfire was extinguished, rather than 
  burning out on its own.
  The Usual Suspects
  Without evidence pointing to one of the NPCs, the 
  characters are left to question all of them in the hopes 
  of finding out which one might be the killer. Refer to 
  the following sections on each NPC, which details the 
  information they can provide.
   If multiple NPCs are in the same location when the party 
  questions them, they’re listed together.
  Running the Whodunnit
  Make sure you read through the interactions below before 
  presenting them to the players. Some may require adjustments. 
  As an example, if Vasha died during Part 3, you could instead 
  place Ippon in her scenario. Regardless of the information 
  obtained, the evidence should eventually lead the party to 
  the conclusion that Vollis, after talking with Gordrick, went to 
  Vasha’s tent to plant the journal, then went to see Billiam.
   If the players don’t come to the conclusion, you can give 
  them additional clues if they succeed on a DC 12 Wisdom 
  (Insight) check. If all else fails, Ghorin can help them come to 
  the same conclusion. Otherwise, use the alternate scenario 
  presented in “Confronting the Killer.”
  Gordrick Ironarm
  Gordrick claims that he was on watch during the evening 
  shift. He didn’t see anyone strange entering or leaving the 
  caravan. Billiam had visited him for the third night in a row 
  asking for permission to write a story about him. After he 
  left, Vollis Foote had kept Gordrick company for a couple of 
  hours before she headed toward Vasha’s tent to speak with 
  her. If the party mentions Pal and Wellum’s altercation (see 
  “Pal Tithrin and Wellum Smith,” below) and succeeds on 
  a DC 13 Charisma (Persuasion) check, Gordrick tells the 
  characters that Pal and Wellum’s animosity may have to do 
  with the fact that they both have affections for Hastrine, but 
  have been keeping it to themselves.
  Hastrine Leaftender
  Hastrine is walking the outskirts of the caravan camp. 
  They claim to have meditated through the night, but went 
  for a walk just before final light. They saw Billiam talking 
  with Vasha—who waved in greeting—during their walk, 
  but they didn’t want to disrupt the conversation. Hastrine 
  doesn’t know who would want to kill Billiam. The poet kept 
  to himself, though Hastrine did see him often talking with 
  Ippon and Vollis.
  Ippon Waston
  Ippon is near her supply cart. She insists this all wouldn’t 
  have happened if Vasha had better organized the watch. She 
  also points out that Vasha had been acting a bit on edge, 
  especially after the situation with her husband (referring to 
  either his death or his unending unconsciousness). Vasha 
  can’t provide any other information as the poet often kept 
  to himself. She did, however, overhear him saying horrible, 
  hurtful things to himself.
  Pal Tithrin and Wellum Smith
  Pal and Wellum are in the grips of a heated argument. 
  “Liar!” Wellum shouts, then he punches Pal in the face and 
  the two begin to scuffle. If the party doesn’t break it up, they 
  both stop when they see the characters approach.
   Wellum’s Side. Wellum has clearly had too much to 
  drink. He spotted Pal with papers that looked like Billiam’s 
  handwriting. Wellum confronted Pal, but he was being 
  elusive as to why he had them. Wellum drunkenly storms 
  off after speaking with the characters.
   Pal’s Side. Pal is distraught over Billiam’s death. The 
  day before, he had asked the poet to help him write a love 
  poem for Hastrine (though he doesn’t reveal who the simple 
  sonnet about beauty and love is actually for). Wellum spotted 
  him practicing reciting the poem and got angry. Pal tells the 
  characters they can keep the poem—it makes him sad now.
  
  23
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-01 Escape from Elturgard (v1.0)
  Vasha and Segren Hall
  Vasha appears to be examining something intently, but 
  quickly hides whatever it is when the characters arrive. 
  Characters with a passive Perception of 12 or higher 
  recognizes it as Billiam’s journal. Even if the characters 
  don’t see it, she reveals it to them if pressured. She 
  claims she found the journal in her pack after Billiam was 
  discovered and doesn’t know who to trust.
   She blames herself for Billiam’s death: he was distracted 
  and went on about how useless and pathetic he was, and 
  instead of helping him, she admonished him. She could 
  have tried a softer approach, but needed to get back to the 
  tent to tend to Segren. She didn’t see anyone else for the 
  rest of the night, but her tent flap was disturbed when she 
  returned. She just assumed someone came to see her but 
  left. The journal contains Billiam’s poetic tale of the journey 
  to Baldur’s Gate, but the dates stop at the day before 
  yesterday. There is no entry for the day he died.
  Vollis Foote
  When the party speaks with Vollis, she expresses her 
  condolences for Billiam and wishes to help them as best 
  she can. She mentions that Pal visited Billiam often, as 
  did Vasha, who appears to have lately been acting quite 
  erratic and on edge. If the party asks Vollis if she met with 
  Vasha last night, she says she spoke with Vasha to discuss 
  her helping out more in the caravan, but they didn’t talk 
  long (of course, this is a lie). Characters speaking with 
  Vollis who succeed on a DC 12 Wisdom (Insight) check 
  notice that not only does she seem disingenuous, her 
  entire demeanor is different from what they remember 
  when they had first met her.
  Confronting the Killer
  After talking with the suspects, the characters should 
  be ready to confront Vollis Foote (LE female half-elf cult 
  fanatic) as the killer. Once they do, she curses at them 
  in Infernal and attacks. If they make it obvious that they 
  suspect her before they confront her, she surprises them. In 
  either case, she fights to the death.
   If the party doesn’t confront Vollis as the killer, or instead 
  concludes that it was someone else, Gordrick rushes to the 
  characters, saying he can’t find Wellum or Vollis anywhere, 
  and asks the party if they can search for them. After a bit 
  of searching, they happen upon Vollis standing over an 
  unconscious Wellum holding a knife.
  Adjusting this Encounter
  Here are some suggestions for adjusting this scene:
  • Strong: Vollis conjures two devilspawn.
  • Very Strong: Vollis conjures three devilspawn.
  Treasure
  Vollis carries an amulet of proof against detection and 
  location as well as a handful of coins made of unusual 
  green steel.
  Concluding the Adventure
  Once Vollis is defeated, the refugees gather to deal with the 
  aftermath. The presence of a cultist of Zariel troubles Dara 
  and her companions greatly. As Vollis’s true motive remains 
  unknown, they encourage everyone in the caravan to stick 
  together and remain vigilant, as it seems the journey to 
  safety may be far from over.
  Story Award
   If Vollis is knocked unconscious rather than killed, the 
  characters earn the Cooler Heads Prevail story award.
  Dire Foreshadowings
  Though Vollis has been revealed as a cultist of Zariel, 
  the truth is that she was possessed by an unknown devil. 
  Before this, Billiam had been serving as the devil’s host, 
  which was the real reason for the celestial pegasus’s ire. 
  After meeting with Vollis Foote, he carved an infernal sigil 
  into his own chest—freeing the devil to possess Vollis, who 
  then killed the now-useless Billiam. The only thing that the 
  characters are able to deduce at this time is that something 
  dire is afoot. The story continues in DDAL09-02 Stopped 
  at the Gate.
  
  Rewards
  The characters receive rewards based upon their 
  accomplishments. Aside from advancement, these rewards 
  are earned during the session.
  Character Rewards
  The characters earn the following rewards:
  Advancement
  Upon completing this adventure, each character gains 
  a level. At their discretion, they may choose to decline 
  advancement. Remind those that express an interest in 
  this that they have a limit to how much gold they can earn 
  per level; declining advancement means that they may 
  reach a point where they earn no gold. However, if they 
  reach 3rd level, they can’t play any other mini-adventures 
  in this adventure.
  Gold
  Award each character gold for each hour of the session. 
  Adventures typically features cues for this, but you can add 
  it where you see fit. The maximum gold that you can award 
  a character per hour is determined by their tier, as follows:
  Tier
  Hourly GP Award
  GP Limit per Level
  1
  20 gp
  80 gp
  2
  30 gp
  240 gp
  3
  200 gp
  1,600 gp
  4
  750 gp
  6,000 gp
  Magic Item(s)
  If found during the adventure, the characters can keep 
  the following magic items; these items are described in 
  Appendix 1:
  • Amulet of proof against detection and location
  Story Award
  The characters may earn the following:
   Cooler Heads Prevail. You have spared the murderer, 
  Vollis, in the hopes that she will be brought to justice upon 
  arriving in Baldur’s Gate.
  Dungeon Master Rewards
  For running this adventure, one of your character gains a 
  level. That character receives gold based on their tier prior 
  to advancement:
  Tier
  GP Earned
  1
  80 gp
  2
  240 gp
  3
  1,600 gp
  4
  6,000 gp
   You may also complete DM Quests for running this 
  adventure. See the Adventurers League Dungeon Master’s 
  Guide for more information.
  
  Creature Statistics
  This sec;tion details creatures that are encountered in this 
  adventure.
  Cult Fanatic
  Medium humanoid (any race), any non-good alignment
  Armor Class 13 (leather armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  14 (+2)
  Skills Deception +4, Persuasion +4, Religion +2
  Senses passive Perception 11
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Dark Devotion. The fanatic has advantage on saving throws 
  against being charmed or frightened.
  Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). 
  The fanatic has the following cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (4 slots): command, inflict wounds, shield of faith
  2nd level (3 slots): hold person, spiritual weapon
  Actions
  Multiattack. The fanatic makes two melee attacks.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
  Devilspawn (Abyssal Wretch)
  Medium fiend (devil), chaotic evil
  Armor Class 11
  Hit Points 18 (4d8)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (-1) 
  12 (+1) 
  11 (+0) 
  5 (-3) 
  8 (-1) 
  5 (-3)
  Damage Resistances Cold, Fire, Lightning 
  Damage Immunities Poison 
  Condition Immunities Charmed, Frightened, Poisoned 
  Senses Darkvision 120 ft., Passive Perception 9 
  Languages understands Infernal but can’t speak 
  Challenge 1/4 (50 XP) 
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 
  (1d8 + 1) slashing damage.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-01 Escape from Elturgard (v1.0)
  26
  The following NPCs feature prominently in this adventure.
  Billiam Straodwall
  (BILL ee uhm STRODE wall)
  Male human. Morose and frequently visited by bouts of self-
  doubt, Billiam was a writer who lived in a secluded home 
  somewhat near Ippon’s mill. He is frequently found writing 
  of his experiences his journal—so much so that he often 
  bumps into things or neglects whatever other duties he 
  might have been charged with. Often argues with and says 
  hurtful things to himself.
  • What do They Want? Billiam wants to write the greatest 
  chronicle ever to be read in the Realms as his life’s work. 
  It needs to evoke joy and sadness and wonder… it must 
  be perfect.
  • Delusions of Grandeur. Though sure that he’s destined 
  for greatness, knowing and doing are two different 
  things. Billiam is often plagued with doubt and lambasts 
  himself for his own decisions.
  Dara
  This young woman was fostered by priests of Ilmater and 
  raised in the Tower of Willful Suffering, a temple of Ilmater 
  in Eshpurta, Amn.
  • What Do They Want? Dara wishes to complete her 
  pilgrimage to Baldur’s Gate. Her primary concern for the 
  moment, however, is to find help and get survivors safely 
  out of Elturgard.
  • For One So Young. Dara carries an air of reason and 
  composure far beyond her apparent years. She stays 
  focused on the current task at hand, but never forgets 
  the overall importance of the mission.
  Ghorin & Clyde
  (GORE inn)
  Dara’s companion is an elderly man nearing seventy 
  years of age. He’s a dottering old man who wears dusty 
  clothes worn thin from years of hard work. He walks with 
  a stooped gait supported by a long, smooth yew staff. He’s 
  frequently accompanied by an equally old goat with grey fur 
  named Clyde.
  • What Do They Want? Ghorin lives to serve Dara and to 
  keep her safe from harm—no matter the cost. Given that 
  Clyde is a constant companion to the two of them, it’s 
  safe to presume that he wants the same.
  • Grim Stoicism. Despite his apparent age, he’s still sharp 
  as a tack, no nonsense, and has a story about everything. 
  His keen eyes miss nothing and he never let Dara out of 
  his sight.
  Gordrick Ironarm
  (GORE drick)
  Male dwarf. Wellum’s assistant. Has shaved his beard 
  regularly since his exile from his home in the Spine of 
  the World. Forlorn and prone to bouts of despondent 
  depression since arriving as he feels he will die without 
  having redeemed his family’s honor. Tight-lipped about the 
  circumstances behind his exile.
  • What do They Want? Gordrick is eager to help the 
  refugees, excited for the chance to visit Baldur’s Gate for 
  a good cause.
  • Path of Redemption. Gordrick strives to redeem his 
  family’s honor but feels very much out of his depth in 
  the current events. He hopes being with Wellum and the 
  caravan can keep him from getting killed before he can 
  find a way to return home.
  Hastrine Leaftender
  (HA streen)
  Hastrine, a nonbinary elf, is a traveler who was passing 
  through the area when Elturel descended into the Hells. A 
  furrier and herbalist by trade, they’ve joined the refugees in 
  the hopes that their skills can be of some use. They speak 
  in cryptic rhymes due to the lingering effects of a long stint 
  in the Feywild.
  • What They Want? Hastrine hopes their journey with the 
  refugees is their first step to discovering how they can 
  best aid all those affected by events at Elturel.
  • Not from Around Anywhere. A wanderer at heart, 
  Hastrine has a deep passion for discovering new people 
  and places. They’re a staunch defender of nature and all 
  those living within its cycle.
  Ippon Waston
  (IP uhn WAY stunn)
  Female halfling. A miller who has taken to accounting for 
  and guarding the supplies that the refugees salvaged from 
  the ruins of their homes. Very no-nonsense.
  • What do They Want? Ippon makes her way providing 
  goods and services to her neighbors and intends on 
  doing the same for all the refugees in the caravan.
  • No Excuses. Ippon takes her charge to the caravan very 
  seriously, almost too much so. She has little patience for 
  those who shirk responsibilities.
  Appendix A: Dramatis Personae
  
  27
  Pal Tithrin
  (TITH rinn)
  Male half-elf. Ippon’s assistant. Competent, but contrasts 
  Ippon’s seriousness with his wildly inappropriate sort of 
  gallows’ humor. Despite this, he’s charming and hard to 
  dislike.
  • What do They Want? Pal has no clue what’s to come 
  and so he’s chosen to live in the moment, helping Ippon 
  and the caravan until he finds solid footing.
  • It Only Hurts When You Laugh. Pal’s vibrant 
  enthusiasm and somewhat twisted sense of humor may 
  be a bit much, but it also keeps him and those around 
  him from falling into despair.
  Vasha Hall
  (VAH shuh)
  Vasha, a female human, is the owner and proprietor of 
  the Fabled Fawn, once a modest inn and tavern on the 
  outskirts of Elturel. Since joining the caravan, she’s become 
  the de facto leader of the refugees.
  • What They Want? Vasha is focused on tending to her 
  husband’s recovery, but doesn’t want to let the refugees 
  down, as they’re relying on her to lead them to safety.
  • By Any Means. Vasha is quick to bear the weight of 
  a situation herself, and often slow to trust others to 
  help with matters of importance. This causes her to 
  sometimes bend the rules in order to get things done.
  Vollis Foote
  (VOE liss FOOT)
  Female half-elf. Another out-of-towner, Vollis is a cultist of 
  Zariel in the service of a devil named Gharizol. She’s been 
  dispatched from Baldur’s Gate to hide among and spy 
  upon the refugees. She is ensorcelled by powerful magics 
  and cannot reveal the cult of Zariel or Gharizol during this 
  adventure.
  • What They Want? Vollis is secretly a cultist of Zariel 
  in search for a specific sort of prey—descendants of 
  Hellriders.
  • A Wolf in Sheep’s Clothing. Vollis is a perfect actor—
  skilled in guile and possessive of a silver tongue.
  Wellum Smith
  (WELL uhm)
  Male human. Smithy from the same village as the Halls. 
  He and Vollis are likely the only two refugees that are 
  competent with a sword.
  • What do They Want? Besides a drink? Wellum is eager 
  to help the refugees get to Baldur’s Gate and is willing to 
  donate his wares to accomplish this. However, he does 
  expect a bit of compensation once they get there.
  • Just a Nip to Take the Edge Off. A bit too fond of the 
  drink; the lack of booze has had him on edge, he’s 
  secretly stashed away a bottle of wine that he found.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-01 Escape from Elturgard (v1.0)
  28
  If found during the adventure, the characters can keep 
  the following magic items; it’s suggested that you print off 
  enough copies of this page to be able to give one to each of 
  your players (crossing off rewards they didn’t receive during 
  the session):
  Amulet of Proof Against Detection and 
  Location
  Wondrous item, uncommon
  While wearing this amulet, you are hidden from divination 
  magic. You can’t be targeted by such magic or perceived 
  through magical scrying sensors. This item can be found in 
  the Dungeon Master’s Guide.
  Appendix B: Character Rewards (Magic Items)
  
  29
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-01 Escape from Elturgard (v1.0)
  If found during the adventure, the characters may earn 
  the following magic items; it’s suggested that you print off 
  enough copies of this page to be able to give one to each of 
  your players (crossing off rewards they didn’t receive during 
  the session):
  Story Award
  The characters may earn the following:
  Cooler Heads Prevail
  You have spared the murderer, Vollis, in the hopes that she 
  will be brought to justice upon arriving in Baldur’s Gate.
  Appendix C: Character Rewards (Story Awards)
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  DDAL09-01 Escape from Elturgard (v1.0)
  30
  Appendix D: Dungeon Master Tips
  To DM an adventure, you must have 3 to 7 players—each 
  with their own character within the adventure’s level range 
  (see Adventure Primer). Characters playing in a hardcover 
  adventure may continue to play to but if they play a different 
  hardcover adventure, they can’t return to the first if outside 
  its level range.
  New to D&D Adventurers League?
  http://dnd.wizards.com/playevents/organized-play
  New to the Annual Storyline?
  https://dnd.wizards.com/products/tabletop-games/rpg-
  products/baldursgate_descent
  http://dndadventurersleague.org/storyline-seasons/descent-
  into-avernus/
  Preparing the Adventure
  Before you start play, consider the following:
  • Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself of while run-
  ning the adventure, such as a way you’d like to portray 
  an NPC or a tactic you’d like to use in a combat. Familiar 
  yourself with the adventure’s appendices and handouts.
  • Gather any resources you’d like to use to aid you in run-
  ning this adventure--such as notecards, a DM screen, 
  miniatures, and battlemaps.
  • Ask the players to provide you with relevant character 
  information, such as name, race, class, and level; passive 
  Perception score, and anything the adventures specifies 
  as notable (such as backgrounds, traits, flaws, etc.)
   Players can play an adventure they previously played as 
  a Player or Dungeon Master but may only play it once with 
  a given character. Ensure each player has their character’s 
  adventure logsheet (if not, get one from the organizer) 
  with their starting values for level, magic items, gold and 
  downtime days. These are updated at the conclusion of the 
  session. The adventure information and your information 
  are added at the end of the adventure session—whether the 
  completed the adventure or not.
   Each player is responsible for maintaining an accurate 
  logsheet. If you have time, you can do a quick scan of a 
  player’s character sheet to ensure that nothing looks out 
  of order. If you see magic items of very high rarities or 
  strange arrays of ability scores, you can ask players to 
  provide documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a standard 
  ability score array.
   Point players to the D&D Adventurers League Players 
  Guide for reference. If players wish to spend downtime 
  days and it’s the beginning of an adventure or episode, 
  they can declare their activity and spend the days now, 
  or they can do so at the end of the adventure or episode. 
  Players should select their characters’ spells and other 
  daily options prior to the start of the adventure, unless 
  the adventure specifies otherwise. Feel free to reread the 
  adventure description to help give players hints about what 
  they might face.
  Adjusting This Adventure
  To determine whether you should consider adjusting the 
  adventure, add up the total levels of all the characters and 
  divide the result by the number of characters (rounding .5 
  or greater up; .4 or less down). This is the group’s average 
  party level (APL). To approximate the party strength for 
  the adventure, consult the table below.
  Determining Party Strength
  Party Composition Party 
  Party Strength
  3-4 characters, APL less than 
  Very weak
  3-4 characters, APL equivalent 
  Weak
  3-4 characters, APL greater than 
  Average
  5 characters, APL less than 
  Weak
  5 characters, APL equivalent 
  Average
  5 characters, APL greater than 
  Strong
  6-7 characters, APL less than 
  Average
  6-7 characters, APL equivalent 
  Strong
  6-7 characters, APL greater than 
  Very strong
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S09 - Descent - Inglorious Redemption/DDAL09-01 - Escape from Elturgard.pdf