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Spare the Rod

The Zhentarim were in over their heads the moment the demon child was delivered to
them. They were woefully unprepared to raise a baby, let alone an infant demon. Two
tenday ago, it disappeared and has not returned. With the rumors of a fiendish influence
spreading throughout the forest, the Zhentarim’s worst nightmare has come true.

A Four-Hour Adventure for 5th – 10th Level Characters

Scott Moore
Author

Adventure Code: CCC-BMG-HILL 03-03


Optimized For: APL 8
Version: 1.0

Producer: Baldman Games


Hillsfar Administrator: Cindy Moore
Development and Editing: Cindy Moore
Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,
Alan Patrick

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all
other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are
property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast.

©2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The
Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Introduction Before Play at the Table
Welcome to Spare the Rod, a D&D Adventurers
Before you start play, consider the following:
League™ adventure, part of the official D&D
Adventurers League™ organized play system. • Read through the adventure, taking notes of
This adventure takes place in the city of Hillsfar, anything you’d like to highlight or remind yourself
on the southern shore of the Moonsea, and in its of while running the adventure, such as a way
surrounding environs. you’d like to portray an NPC or a tactic you’d like
This adventure is designed for three to seven 5th- to use in a combat. Familiarize yourself with the
10th level characters and is optimized for five adventure’s appendices and handouts.
characters with an average party level (APL) of 8. • Gather any resources you’d like to use to aid you
Characters outside this level range cannot in running this adventure--such as notecards, a
participate in this adventure. DM screen, miniatures, and battlemaps.
• Ask the players to provide you with relevant
Adjusting This Adventure character information, such as name, race, class,
and level; passive Wisdom (Perception), and
This adventure provides suggestions in making anything specified as notable by the adventure
adjustments for smaller or larger groups, characters (such as backgrounds, traits, flaws, etc.)
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 Playing the Dungeon Master
adjustments; they’re here for your convenience. You have the most important role—facilitating the
To figure out whether you should consider enjoyment of the game for the players. You provide
adjusting the adventure, add up the total levels of all the narrative and bring the words on these pages to
the characters and divide the total by the number of life.
characters (rounding .5 or greater up; .4 or less To facilitate this, keep in mind the following:
down). This is the group’s APL. To approximate the You’re Empowered. Make decisions about how
party strength for the adventure, consult the the group interacts with the adventure; adjusting or
following table. improvising is encouraged, so long as you maintain
the adventure’s spirit. This doesn’t allow you to
Determining Party Strength
implement house rules or change those of the
Party Composition Party Strength
Adventurers League, however; they should be
3-4 characters, APL less than Very weak consistent in this regard.
3-4 characters, APL equivalent Weak Challenge Your Players. Gauge the experience
3-4 characters, APL greater than Average level of your players (not the characters), try to feel
5 characters, APL less than Weak out (or ask) what they like in a game, and attempt to
5 characters, APL equivalent Average deliver the experience they’re after. Everyone should
5 characters, APL greater than Strong have the opportunity to shine.
6-7 characters, APL less than Average Keep the Adventure Moving. When the game
6-7 characters, APL equivalent Strong starts to get bogged down, feel free to provide hints
6-7 characters, APL greater than Very strong and clues to your players so they can attempt to
solve puzzles, engage in combat, and roleplay
Some encounters may include a sidebar that offers interactions without getting too frustrated over a
suggestions for certain party strengths. If a lack of information. This gives players “little
particular recommendation is not offered or victories” for figuring out good choices from clues.
appropriate for your group, you don’t have to make Watch for stalling—play loses momentum when this
adjustments. happens. At the same time, make sure that the
players don’t finish too early; provide them with a
full play experience.

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CCC-BMG-HILL03-03 Spare the Rod 2
Adventure Primer Adventure Overview
The adventure is broken down into four parts:
Adventure Background Part 1. The party meets Dark Linsa, a Zhentarim
operative, at the House of Happiness in Hillsfar. She
Several years ago, agents of the Zhentarim captured offers the job of tracking down the escaped child of
a half-demon child during the liberation of the Graz’zt. She gives them a lead, directing them to the
Underdark city of Maerimydra. The child’s father church of Waukeen outside the city.
was the demon lord, Graz’zt the Dark Prince. Part 2. The party travels to the church of
Fortunately for the Zhentarim, Graz’zt, being wholly Waukeen outside of Hillsfar to learn what they can
evil, did not have much attachment to the child and from Erve, a priest of Jergal, who has encountered
did not come searching for him. followers of Graz’zt before. The party discovers
Regardless, the Zhentarim could not predict what earlier followers of Graz’zt had the odd habit of
they were getting themselves into, as the child stockpiling beet juice from Goodroot Farm.
developed quickly, both physically and intellectually. Part 3. A tip from the church of Waukeen leads the
Hoping to learn more about the nature of fiends by party to the Goodroot Beet Farm, where they must
observing the child, the creature quickly became save the staff from a pack of fiendish giant scorpions.
more trouble than the Zhentarim had predicted. It The party learns that the only dye Goodroot Beet
escaped several times but was quickly recaptured. Farm supplies is to the Red Plumes (who use it for
Now, the “problem child” has escaped from his their feathers) and to the old Allano rothé farm.
Zhentarim captors once again, stolen some obscure Part 4. The party heads to the remains of the old
arcane research materials in the process, and is Allano rothé farm, where they discover an ancient
believed to be the cause of the sudden increase in fey’ri complex under the farm and finally come face
fiendish creatures in the environs around Hillsfar. to face with the child of Graz’zt himself.
After several unsuccessful attempts to recapture
the “problem child,” the Zhentarim have turned to
their allies in the other factions in tracking down and
Adventure Hooks
apprehending the creature. In Dark Linsa’s Pocket (Story Award). Characters
that have this story award from DDEX1-10
Location and NPC Summary (Tyranny in Phlan) are contacted by Dark Linsa,
Allano Rothé Farm (uh-LA-no ROHTH). A now-abandoned who tells them she needs their assistance with a
farm where the Allano family used to raise rothé (large, very sensitive matter. They should meet her in the
cattle-like creatures). It resides above an underground fey’ri House of Happiness in Hillsfar. Dark Linsa playfully
outpost from long ago. suggests that noncompliance in this matter is not an
Bryan Tusons (BREYE-uhn TOO-sunz). Human foreman at option, and that success in the mission might even
Goodroot Farm. cause her to forget the debt that the character(s)
Church of Waukeen (wah-KEEN). An old temple dedicated currently owe her.
to the neutral deity of commerce, trade, and wealth,
Harpers, Lord’s Alliance, Order of the Gauntlet
Waukeen, that is currently being restored. Erve (see below)
(Faction Assignment). Your faction contacts have
is the overseer of the church’s graveyard and crypts.
Dark Linsa (DARK LIN-sa). A female half-drow operative of asked you to report to the House of Happiness in
the Zhentarim, primarily based around the Moonsea region. Hillsfar. Zhentarim representatives need assistance
Erve (ERF). A male human priest of Jergal serving at a protecting the Moonsea region from a resurging
Church to Waukeen outside of the city. threat. Doing so helps further strengthen your
Goodroot Farm. A famous beet farm on the outskirts of faction’s standing and influence with the Zhentarim.
Hillfar. The Red Plumes use a beet-based dye from Goodroot Emerald Enclave (Faction Assignment).
Farms for the feathers they wear as part of their uniforms. Corrupted and fiendish creatures are once again
Hillsfar (HILZ-far). The major urban area and trade center threatening the area around Hillsfar. Your faction
for the region. has reason to believe the Zhentarim are at fault and
House of Happiness. The combination temple/dance are asking you to meet a Zhentarim representative
house/tavern dedicated to Lliira in Hillsfar. The clergy that at the House of Happiness in Hillsfar, along with
worship there are known as Joydancers. representatives of the other factions, and see what
Nolo. A male cambion spawn of Graz’zt, captured and you can do to save the region from the Zhentarim’s
raised by the Zhentarim. Intelligent but chaotic in behavior.
foolish meddling. Again.

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CCC-BMG-HILL03-03 Spare the Rod 3
Rage of Demons, Season Three. If you have The temple is packed with Joydancers, the moniker given
played any of the DDEX03-xx series adventures, you to the dancing, singing, and laughing followers of Lliira in this
receive an invitation from the Zhentarim to meet bizarre cross between a bar, festhall, and place of worship.
one of their agents at the House of Happiness in You spot a half-drow sitting alone at a long table in a
Hillsfar as they are looking to hire mercenaries with distant corner. She fidgets with a small object, passing it
a specific type of “experience” that you possess. through her fingers as she stares at you.
CCC-BMG-HILL Adventures. If you have
previously played any of the HILL series, the
Zhentarim have noticed your skills and asked you to The half-drow is Dark Linsa, the Zhentarim
meet their agent at the House of Happiness, as they operative. Dark Linsa has appeared in DDEX1-10
are in need of adventurers. (Tyranny in Phlan), DDEX3-08 (The Malady of
Zhentarim (Faction Assignment). You have been Elventree), and CCC-QCC2017 (Delusions of
asked to meet a faction contact in the House of Grandeur, Dreams of Revenge) and is easily
Happiness in Hillsfar about a very sensitive matter recognized by characters encountering her before.
your “family” would like your aid with. If the characters approach, Dark Linsa smiles and
greets those she recognizes by name. Continue:
Part 1. The Skinny The woman puts down the object, revealing it as a deeply
Estimated Duration: 20 minutes
scratched silver coin. “I’m Dark Linsa,” she offers with a
The characters arrive at the House of Happiness and
learn about the escaped demon child. They are smile, “and I assume you are what your respective factions
offered the job of capturing (preferable) or could afford to send. Pick a chair. I’ll fill you in on what we
eliminating (acceptable) the monster. Based on know and what we need of you.”
what they already know and have managed to learn,
the characters need to perform some additional Dark Linsa provides the characters with information
research to track down the monster’s whereabouts. contained in the Adventure Background section, as
well as the additional details below:
General Features • The demon child is a spawn of Graz’zt and another
The House of Happiness has the following general features. humanoid creature whose race has not yet been
Terrain. The main hall is quite large and spacious, although positively identified.
a central area appropriated as an impromptu dance floor • The creature is called “Nolo.”
counts as difficult terrain due to the dense mass of sweaty
• Like its father, Nolo is a cunning creature that
bodies pulsating thereon.
Weather. The weather is cool with a light rain falling. It is
relies on treachery and deceit rather than outright
hard to guess if this is just a momentary shower or the aggression.
harbinger of something stronger to come. • The Zhentarim believe Nolo is trying to establish
Light. A series of continual flame spells are placed on himself as a new demon prince and rightful heir to
sconces around the perimeter of the room. Colorful bursts of its father’s title.
sparks regularly flare at random intervals and locations as • They also believe the creature is still somewhere
well, likely the result of numerous prestidigitation cantrips. in the area around Hillsfar. The fiendish influence
Smells and Sounds. An ever-changing array of scents – manifesting in creatures may be Nolo creating or
some pleasant, some acrid – waft through the temple summoning his own horde.
comprised of a chaotic mix of perfumes, colognes, cooked • The Zhentarim have had difficulty in tracking
food, and the sweat of dancers. Music plays in the down the “problem child” since his latest escape.
background, serving as the soundtrack for the seemingly
• She asks the characters to track down and either
unending cacophony of conversations and laughter.
capture or eliminate the demon-child and return
the arcane manuscripts he fled with.
The House of Happiness • Dark Linsa is prepared to offer the party 600gp, a
good word on the characters’ behalf to their
faction leaders, and the promise of a debt owed to
Hillsfar’s temple of Lliira, better known as the House of
them by the Zhentarim.
Happiness, seems an unlikely place for a meeting with a
The stolen arcane documents consist of several
representative from the Zhentarim, but that is where you unrelated works on conjuration, transmutation, and
find yourself on this drizzly midday. ancient Netherese magic.

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CCC-BMG-HILL03-03 Spare the Rod 4
If any party member has the In Dark Linsa’s
Pocket story award from DDEX1-10, Tyranny in Part 2. The Waukeen Dead
Phlan, Dark Linsa playfully implies that Estimated Duration: 40 minutes
noncompliance in this matter is not an option and In this chapter, the characters travel to the church of
that success might even cause her to forget the debt Waukeen on the outskirts of Hillsfar to meet with
the character(s) currently owe her. Erve, a priest of Jergal, who is overseeing the
If the characters accept the job, Dark Linsa restoration, use, and cataloging of the graveyard and
provides them with one more piece of information. crypts there. He can teach the party quite a bit about
Since the call for assistance went out, Erve, a human Graz’zt and help discover a potentially useful clue.
priest of Jergal (lawful neutral deity of fatalism and
General Features
proper burial) and a member of the Order of the
Gauntlet, also responded. Erve revealed that years The church of Waukeen and its surrounding areas have the
following general features.
ago, the local church of Waukeen (neutral deity of
Weather. The weather has degraded to cold and damp.
commerce, trade, and wealth) was infiltrated by a
Light. Although gloomy and overcast, there is still plenty of
cult that revered Graz’zt. Since his encounter with light to see normally outside. Sconces inside the church
some of the cultists a few years back, Erve has provide bright light, while in the crypts it is dark. Torches and
become something of an expert on Graz’zt and can lanterns placed throughout the crypt may be lit to provide
offer assistance to anyone wishing to learn more. bright light.
The church of Waukeen lies just outside of Hillsfar Smells and Sounds. Outside, the pleasant smell of
proper. petrichor somewhat makes up for the chilling rain, while the
splash of large raindrops makes it difficult to hear. The
Roleplaying Dark Linsa church itself is comfortable and dry, and deadens the sound
This half-drow rogue has long been a member of the of the rainfall considerably. The crypts are cool and damp,
Zhentarim and displays a rather brusque exterior, although smell strikingly of mustiness, and are unnervingly quiet.
she is honorable to a fault. She expects the same honor
displayed in those she works with.
Quote: “If I agree to do it for that price, then you’re gonna The Church of Waukeen
owe me one.”
If the characters decide to head to the church of The church of Waukeen has seen better days, but efforts are
Waukeen, proceed to Part 2. underway to renovate the aged structure and tend to
adjoining lands, including the church cemetery. There is
Tricks of the Trade much work still to be done, however.
Interaction Encounter. Dark Linsa, knowing that Entering the church, your party is greeted by one of
the characters are either here because their factions Waukeen’s acolytes. “The blessings of Waukeen be upon
have sent them to assist or are mercenaries for hire, you”, he offers. “What brings you to the house of Waukeen
expects the negotiation for payment to be an on such a day?”
inconsequential part of this interaction. She has no
respect for anyone who wants to waste time There are a total of seven clergy members serving at
haggling on payment or attempting to use Deception the church (two acolytes and five priests). If the
or Intimidation on her. party explains they are here to learn about Graz’zt,
or that they are looking for Erve, they are told that
XP Award the priest of Jergal is working in the crypts. One of
If the characters agree to help the Zhentarim the acolytes can lead them to him.
without trying to negotiate a higher rate of pay,
award each character 100 XP. Your guide leads you to the back of the church and descends
a set of marble stairs ending at an iron door.

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CCC-BMG-HILL03-03 Spare the Rod 5
“Although he is not a follower of Waukeen himself,” the other followers of Graz’zt were drawn to the
acolyte explains, “our brother Erve has been of great abandoned church. Fortunately, they were defeated
assistance to us with burial services, maintenance of the by a group of adventurers, and Erve was freed.
crypts, and restoration of the adjoining graveyard. The rest of Since that time, Erve has studied Graz’zt and
us have been occupied with restoring the church which, only learned much useful to those tracking down Graz’zt’s
a few years ago, had lay abandoned. Progress has been slow, scion.
however, as we do what donations allow.” • Graz’zt is a demon lord with the accompanying
Pushing open the large iron door, your companion exposes
power: he is completely evil; can change his
appearance and teleport; and is superhumanly
a cool, relatively dark chamber on the other side of the
strong and intelligent.
portal. A lantern hanging just inside the doorway provides
• He can be quite charming and is a master
enough light to see that this chamber is vast.
manipulator, but is also capable of terrible
“Brother Erve?” your guide calls into the chamber, his violence when provoked.
voice echoing back. “There are some people here to see • Graz’zt is supposed to be resistant to cold, fire,
you.” lighting, and magic, as well as immune to poison
In the distance, a single point of light comes into view and and non-magical physical attacks.
moves toward you. • In his normal form, Graz’zt stands nine feet tall
and has six digits on each limb.
Characters offering a donation without further • Given that the demon child is a spawn of Graz’zt,
prompting receive the benefits of a 1st-level bless he would expect the child to exhibit some of his
spell bestowed upon them by the grace of Waukeen father’s traits.
at the start of their next combat in this adventure. • Supposedly, Graz’zt had no interest in his children,
but kept them around merely for amusement.
Roleplaying Erve • Graz’zt is known to have reproduced with drow,
As a follower of Jergal, the lawful neutral deity of fatalism fire giants, orcs, and quaggoths, among other
and proper burial, Erve is rather stoic and non-excitable as a humanoid species.
rule, with only rare demonstrations of his dark sense of • The last group of Graz’zt cultists killed here are
humor. As he spends much of his time going over lists and entombed in these very crypts, along with their
catalogs, Erve has mildly impaired vision and wears glasses personal effects at the time of their death (“some
regularly. believe one must pass into the afterlife
Quote (usually in unusual circumstances): “That happens surrounded by the items important to them, lest
sometimes.” they become a restless spirit,” Erve tells the party).
Erve, carrying a lantern and a very large tome, • If they wish to examine the items left behind by
comes out of the recesses of the crypts. He has the cultists, Erve can show the party where they
previously appeared in DDEX3-1 (Harried in are interred.
Hillsfar), and if any of the characters played Mission
5 (The Afterlife) in that adventure, Erve recognizes If the party wishes to explore the tomb of the Graz’zt
them immediately, and possibly even permits cultists, Erve leads them to a large mausoleum near
himself a slight smile. If the characters recall Erve as the back of the chamber. When the party decides to
having died during that adventure, he nonchalantly unseal the door and enter the tomb, read:
quips: “I got better. That happens sometimes.”
If the party explains why they are here or Erve pauses to record the date and your names as “visitors”
questions Erve about Graz’zt, Erve dismisses the in his large tome. When the vault door is opened, a dry,
acolyte graciously. The acolyte closes the large iron musty smell emerges. In stone alcoves along the back of the
door (it is not locked) on his way out. Erve is pleased vault lie six bodies, each tightly bound in thick, white linen.
that the Zhentarim have decided to follow up on his Beside the bodies, as well as the floor space near them, are
offer to provide information and asks the party to neatly stacked piles of clothing, assorted papers, and
follow him deeper into the chamber (returning
numerous small containers, all coated with a fine layer of
toward where he was summoned from).
dust.
Erve can tell the party that some of the original
church founders secretly revered the demon lord
Graz’zt. He knows this since he was once possessed The papers contain notes about the church, a map of
by the spirit of one of the founders. During that time, its location, rituals of adoration to Graz’zt, and some

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-BMG-HILL03-03 Spare the Rod 6
notes on conjuration magic written in a blood-red Erve also knows where the farm lies in relation to
substance. The clothing consists of sets of human- the church and to Hillsfar. He can give them
sized commoner’s clothes, traveler’s clothes, and directions to get there if they do not take the map or
priestly vestment, all in various stages of decay. The are not familiar with the area.
other items include personal effects: several holy If the party decided not to enter the tomb, Erve
symbols, handmade totems of Graz’zt, and a large can tell them what sorts of personal effects they
collection of glass containers, all wax sealed, were buried with (he interred them) and mentions
containing a viscous red liquid. the numerous glass containers of beet juice from
As the characters explore these objects, two Goodroot Farm, although he does not know what
wraiths rise from the bodies and attack. “Undead.” they were for.
Erve announces with absolutely no hint of alarm or If the characters decide to investigate Goodroot
excitement. “That happens, sometimes.” Farm, proceed to Part 3.

Adjusting this Encounter Tricks of the Trade


Here are some suggestions for adjusting this encounter, Combat Encounter. The wraiths are aware of the
according to your group. characters when they first enter the mausoleum,
• Very Weak, Weak: No changes hiding within the bodies of the deceased cultists,
• Strong, Very Strong: Add one wraith hoping for an opportunity to surprise them once
they enter the tomb.
Developments If you have the wraiths attack before the party
learns the truth about the beet juice, you could have
Erve has two vials of holy water on him, in case of
several containers of it accidentally shatter during
such an emergency. At an initiative count of 1, he
offers them and backs away, preferring to leave the the combat, splashing (what appears to be) blood
everywhere.
monster fighting to the professionals.
Interaction Encounter. Erve is not an adventurer
Once the creatures are defeated, the party can
more closely inspect the artifacts. Erve is hesitant to and has had his fill of it when he was possessed
several years ago. He is quite happy to share
give the party permission to remove any items
whatever information he can, as he does not believe
unless they somehow manage to convince him (any
logical argument – DM’s discretion) that they may be it makes a difference; everything will play out
important to their search. exactly as intended…whatever that means.
If the DM would like to run this encounter
If they wish to take the papers, for example,
differently, they can; this is but ONE possible way
mentioning the documents stolen from the
Zhentarim may have been related (since both the encounter can play out.
involve conjuration) persuades Erve.
Characters inspecting the liquid-filled containers Treasure
can make a DC 15 Wisdom (Perception) check. On a Erve allows the party to keep any unused vials of
success, they realize the deep red substance inside is holy water he presented them with, saying, “Who
not blood: there is an imprint in the wax seals knows, you may need it.” Keep in mind, if they do
reading “Goodroot Farm,” and the conjuration notes not enter the tomb, he does not give the vials to
are penned in whatever red substance is within them.
these containers. Characters who played CCC-BMG- The clothing found in the tomb can be repaired via
HILL3-01 (Shephard the Weak) or CCC-BMG- the mending cantrip, but Erve is hesitant to allow the
HILL3-02 (Suffer the Children) recognize these as characters to take anything from the tomb unless
similar to the containers discovered in the they think it somehow ties into their search. The
jackalweres’ cave in that adventure. same applies to the rest of the personal effects.
If the characters fail the check or refer to the red
substance as blood, Erve points out the wax seal and XP Award
explains, “Not blood, beet juice.” If the characters discovered the writing on the wax
Any characters that played DDEX3-1 (Harried in seal, the map to Goodroot Farm, and that the glass
Hillsfar) recognize Goodroot Farm and know its containers did not contain blood on their own
location, which is also noted as a point of interest on without being told by Erve, award each character
a map found within the tomb (a symbol on the map 150 XP.
matches a logo-like symbol on the wax stamp), and

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CCC-BMG-HILL03-03 Spare the Rod 7
• He handles all business for the farm while the
Part 3. The Root of Evil owner, Constance Goodroot, is away.
Estimated Duration: 45 minutes • Constance is travelling, leaving Bryan in charge.
In this chapter, the party travels to Goodroot Farm She is not due back for a couple weeks. Bryan does
to learn what they can about the strange substance not know where she is; she occasionally leaves for
the deceased followers of Graz’zt were stockpiling. days or weeks at a time on “family business”.
While there, they battle a swarm of giant scorpions • The farm’s primary crop is beets, but they do grow
that attack the farm, looking for an easy meal. some cabbage and kale (as companion crops), as
well as marigolds (to keep insects away), which
General Features they also sell in limited quantities.
Terrain. The relatively flat terrain in this area is great for • Vegetables are 3 sp per bushel; marigolds are 3 cp
farming and travel. The roads consist of packed earth and a bunch. These are market prices in Hillsfar, but
stone and are in relatively good condition. Areas not Bryan is willing to sell directly to the party.
consisting of road or open farmland are hardwood forest.
• If the characters ask about the beet juice or
Weather. The region is starting to dry out after the recent
rainfall, with the temperature becoming more comfortable produce one of the glass containers from the
during the day and only slightly cooler at night. church of Waukeen, Bryan is noticeably surprised.
Light. Skies are clearing up, providing bright light during The farm rarely produces vegetable dye, only
the day and a clear view of the sky at night. doing so regularly for the Red Plumes, which
Smells and Sounds. The air is fresh, clean, and invigorating. orders by the cask. The farm produces dyes for
The sounds of insects fill the fields and forests, with the calls two other customers, as far as Bryan knows.
of songbirds adding to the cacophony during the day. • The Goodroots and Bryan are the only ones who
make the dye. There was never enough volume of
requests for them to train others to make it. Bryan
Goodroot Farm can show the party the equipment and explain the
process if they are really interested.
The road to Goodroot Farm is well-traveled by traders and • Once, long ago, the farm produced limited
pilgrims alike, making it relatively well maintained. You arrive quantities of dye for the church of Waukeen, who
at the outskirts of the farm and can see several large open wanted it in small quantities for painting.
fields with the occasional glimpse of workers. A large • The other customer was the old Allano rothé farm,
structure must be the main home or office for the property. which apparently just got up and running again.
They placed an order just a few days ago, paying
up front and well above market price.
If the party approaches the fields, the farmhouse, or • Rothé are large shaggy herd animals, one of the
any of the workers, a large blonde man, skin tanned primary types of livestock in this region, similar to
by prolonged exposure to the sun, intercepts their musk oxen.
course and asks what they want. A DC 15 Wisdom
• Two of the farmhands, a pair of half-elves named
(Perception) check reveals that other workers in the
Eri and Tra, delivered the dye to the Allano rothé
area momentarily pause to watch the man’s
farm yesterday but have not yet returned. Bryan is
interaction with the party.
getting concerned.
Depending on the party’s response, what they
want to reveal, and their follow-up questions, the After Bryan answers a few questions but before the
man (Bryan) can provide the information below. If conversation ends, read:
anyone in the party attempts to intimidate or
threaten Bryan, the other workers (treat as While you converse with Bryan, suddenly workers run
commoners, armed with farming tools treated as frantically toward you. Several large insect-like creatures are
clubs) come to his defense. pursuing the workers across the field.
If the party converses peacefully with Bryan, the
workers lose interest and go back to work. The Four giant scorpions have skittered into one of the
following information can be learned from talking fields, terrifying and chasing the workers. When
with Bryan: Bryan sees them, he runs to the farmhouse to
• The man is Bryan Tusons, the foreman on the farm. retrieve a potion of animal friendship he keeps there.
He has worked here for 15 years, since the current
owner’s parents ran the farm.

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CCC-BMG-HILL03-03 Spare the Rod 8
Giant Fiendish Scorpions Farmhands do not need to be attacked unless the
characters are slow to respond or make very bad
If you wish, you may choose to alter the giant scorpions into
choices once they appear.
fiendish creatures (but keeping them at challenge rating 3) by
giving them the following traits:
Interaction Encounter. Bryan is protective of the
farm, his boss, and his fellow workers. He provides
• Change the creatures’ type from “beast” to “fiend” whatever information he can but is glad to see the
• Lower the hit points per creature from 52 to 38 party leave so he can get back to work. He becomes
• Give them damage resistance to cold, fire, lightning,
offended if it is implied that the farm, or anyone
poison; bludgeoning, piercing, and slashing from
working for it, would knowingly be involved with
nonmagical weapons
something nefarious.
• Grant them immunity to the poisoned condition
If the DM would like to run this encounter
differently, they can; this is but ONE possible way
the encounter can play out.
Adjusting this Encounter
Here are some suggestions for adjusting this encounter, Treasure
according to your group. These are not cumulative. If it was not used and the characters did not blow up
• Very Weak, Weak: No change a significant portion of the farm during the battle,
• Strong: Add one giant scorpion Bryan will give the party a potion of animal
• Very Strong: Add two giant scorpions friendship given him long ago by a druid named
Beralt (from Mission 1 (The Birth) in DDEX3-1
Developments (Harried in Hillsfar)) who frequents the area.
It takes Bryan four rounds to find the potion,
retrieve it, and return. If more than half the XP Award
creatures are dead and none of the party members If the characters acted fast enough to prevent any of
or farmhands are dead, he waits to drink the potion, the farmhands from getting killed, award each
assuming the party may be able to handle them on character 150 XP.
their own. If the party manages to defeat the
creatures, Bryan gifts the potion to the party as a Part 4. All Work and No Play
sign of thanks and answers any further questions. Estimated Duration: 135 minutes
If the party ends up scorching a good portion of The characters travel to the remains of the old
the farmland through the use of multiple evocation Allano rothé farm and find it still abandoned.
effects (fireballs, cones of cold, acid spells, etc.), Exploring the ruins, the party battles a demon before
Bryan answers further questions but keeps the discovering an old fey’ri fortress underneath the
potion for himself so he has a less destructive option farm. There they make a final stand against Nolo.
available if similar creatures appear in the future.
Any characters who played DDEX3-1 (Harried in General Features
Hillsfar) know the way to the old Allano rothé farm. Terrain. The farm has been abandoned and is overgrown.
Bryan also gives them directions if needed. The The fields count as difficult terrain. In the fey’ri complex, the
location is also indicated on the map recovered from stonework and passages are in relatively good shape.
the tomb in Part 2. Weather. The temperature is warm and the sky clear.
If the party decides to investigate the Allano rothé Light. Outside, depending on the time of day, it will be
farm and search for the missing half-elves from the brightly lit during the day or dark at night. Inside the remains
Goodroot Farm, proceed to Part 4. of the barn, it is dimply lit during the day. In the fey’ri
complex, it is completely dark.
Tricks of the Trade Smells and Sounds. The farm smells of grasses and earth,
as does the inside of the barn, although inside there is also a
Combat Encounter. The giant scorpions frighten the
slight musky scent. The fey’ri complex has a noticeable sharp
farmhands, pursuing them through the fields. This smell of musk mixed with sulfur. Outside, the farm is alive
should motivate the characters to respond, so the with the buzzing and chirping of various insects. The barn
creatures break off pursuit and focus on the party and the fey’ri complex are completely quiet.
once attacked.

1. The Farm

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CCC-BMG-HILL03-03 Spare the Rod 9
The old Allano rothé farm was abandoned after the deaths of • Very Weak: Replace the nalfeshnee with one yochlol
• Weak: Replace the nalfeshnee with one erinyes
its original owners, but someone was supposed to be taking it
• Strong, Very Strong: No change
over and getting it going. You see no evidence of that,
however, as the farm is completely overgrown and returned
to the wild. The fields are quiet, except for the occasional Developments
buzzing of insects. The structure of the barn is crumbling, having
Down the overgrown and partially washed out road succumbed to elements since the farm’s
leading into the farm, a single structure, a wooden barn,
abandonment. Any ranged or spell attacks that miss
their intended target, as well as any damaging area
remains, listing noticeably to the right.
of effect (excluding poison or psychic damage) spells
damage the structure instead. See the Collapsing
Those with a passive Perception of 15 or better, or Barn sidebar for further details.
anyone who asks to make a DC 15 Intelligence
(Investigation or Nature) or Wisdom (Perception or Collapsing Barn
Survival) skill check, notice a pair of depressions, Mechanical Trap (Levels 5-10 dangerous threat)
possibly caused by a cart or other wheeled vehicle, This trap is a hazard owing to the structure’s current
leading toward the barn. disposition. The nalfeshnee is aware of the structure’s
Exceeding those checks by 10 or more permit a condition and takes only half damage on a failed save and no
character to notice a recent splattering of dried damage on a successful save. In addition, he cannot be
blood along the edge of one of the tracks. rendered prone or restrained by the collapse.
Characters that have played Mission 4 (The Trigger. Twenty points of cumulative ranged or spell
Death) from DDEX3-1 (Harried in Hillsfar) recall a damage that misses its intended target or area of effect
hidden passage opened to an underground complex damage causes the structure to groan and shift slightly,
somewhere near the barn but cannot find it because resulting in the collapse of the roof. The barn is considered
of the overgrowth. immune to poison and psychic damage.
Effect. All individuals within the barn must succeed on a
DC 15 Dexterity saving throw or take 22 (4d10) bludgeoning
2. The Barn damage on a failed save, or half as much on a successful one,
and be knocked prone. Those that fail the save by 5 or more
are also restrained, requiring a DC 15 Strength (Athletics)
The outside of the barn is badly weathered and worn. Hinges
check to free themselves. Once the barn collapses, the area
have detached from the doors and boards are missing in
within it, as well as all immediately adjacent squares, count
places. The frame of the structure lists precariously. as difficult terrain.
Countermeasures. After the first 15 points of damage are
Peeking between missing boards reveals that nature dealt to the barn, a successful DC 20 Intelligence
is reclaiming the interior of the barn, although the (Investigation) check reveals that the structure may collapse
frame of a cart or wagon is stored inside. If the if it sustains much more damage. Each use of the mending
cantrip applied to the barn will erase the effects of 1d4 + 1
characters enter the barn, read:
points of damage done to the structure.

Inside the weathered and dilapidated barn lies a macabre


sight: a wagon contains the blood-splattered bodies of two Once the combat is over, characters searching the
recently slain half-elves, while the corpse of their horse, still barn with a DC 15 Wisdom (Perception) or
attached to its reins, lies mutilated on the ground.
Intelligence (Investigation) check discover a
concealed stone trapdoor set into the ground. The
trapdoor appears much older than the barn itself. If
A nalfeshnee witnessed the characters approach the barn has collapsed, the trapdoor has been
and hid inside the barn. Nolo summoned it damaged, reducing the DC by 5. Beneath the
accidentally during his arcane experiments, but it trapdoor is a steep staircase which descends about
decided to assist Nolo so that it can report what it 20 feet into an underground passage.
learns about this scion of Graz’zt back to its master.

Adjusting this Encounter


Here are some suggestions for adjusting this encounter,
according to your group. These are not cumulative.

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CCC-BMG-HILL03-03 Spare the Rod 10
Treasure Those searching the papers find most to be
If the characters search the barn, they find a small written in Common, penned recently, and
leather drawstring pouch containing two rubies, referencing multiple, unrelated sources. Characters
each worth 200gp. searching them can use Handout 1 as a quick
reference on the papers; there simply isn’t enough
time to read through all of them. These papers
XP Award
(excluding Nolo’s personal journal) are the stolen
If the characters prevented the barn from collapsing,
papers Dark Linsa told the party about.
award each character 200 XP.
Developments
3. The Gallery The hallway on the other side of the southern door
Both doors to this room are unlocked and untrapped. of this room is also covered in red arcane writings
When the characters enter the room, read: from the floor to near the ceiling, much as the
previous room was.
This room has seen very recent use. Papers, written in
varying scripts, litter the floor, as do many small open Treasure
containers, identical to those from Goodroot Farms. In The unopened bottles of beet juice dye are worth a
addition, an open crate of sealed beet dye sits in the room. total of 70 gp and can be used to dye up to seven full
Most remarkably, however, every square foot of wall space,
sets of canvas, cloth, or leather clothing bright red.
Alternately, they are also quite safe to consume,
from the ground to about seven feet from the floor, is
having a mild, sweet taste.
covered in random scrawling and glyphs, all painted on the
walls in deep red vegetable dye. Another door rests in the
XP Award
southeastern corner of the room.
If the characters look through the discarded papers
to gain insight on Nolo’s actions, award each
Characters may use several different skills, including character 100 XP.
Arcana, History, Investigation, Perception, and
Nature, to make sense of the various writings on the
wall. Passing a DC 10 check reveals many unrelated
4. The Last Stand
passages written in the walls in here, in several The northern stone door to this room is locked and
different languages. has AC 17, 27 hp, and a DC 15 lock. If the barn
Those who pass an Intelligence (Arcana) check at remained standing and the characters approach
DC 15 can tell that some of the writings are related stealthily down the corridor—compare their
to transmutation magic: in particular, rituals Dexterity (Stealth) checks against Nolo’s passive
intended to produce changes in living creatures over Perception—Nolo has a lightning bolt readied from
a wide area. Several shorter passages relating to the ioun stone of reserve orbiting his head, which he
conjuration magic used to summon creatures from launches when the door opens.
other realms pepper the walls as well.
Those who understand the ancient Netherese Like the last two areas, the walls in here, as well as part of
language, pass a DC 20 Intelligence (Arcana) skill the floor, are covered in random scrawling, a series of
check, or use the comprehend languages spell, note
jumbled arcane rituals. Containers of the red dye are also
several passages that seem to reference movement
located here, along with more scattered papers. Most
through time in addition to movement through space.
importantly, two fiendish creatures clad in plate armor, their
None of what’s written here, except the references
to Netherese chronomancy, represent anything skin bright-red with bat-like wings protruding from their
particularly revelatory to any practitioner or student backs, look to you. They are identical, down to the small
of the arcane; it appears that a novice was trying to purple stone orbiting their heads, except that one appears
piece together spells or rituals by stringing together faded out, as if some incorporeal ghost or vision.
parts of common spells along with jumbles of arcane
symbols: more the work of someone who did not Nolo is a cambion with additional traits described in
fully understand what they were doing as opposed the Adjusting the Encounter sidebar, below. He
to any sort of master of the arcane mysteries. starts the encounter having already summoned a

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CCC-BMG-HILL03-03 Spare the Rod 11
temporal ally (see sidebar, below) to assist in writing The temporal ally disappears if Nolo is reduced to 0 hit
the rituals that Nolo attempts to piece together. If points or if Nolo spends an action to dismiss the temporal ally
Nolo heard the barn collapse, he expects trouble and back to its proper point in time. While present, the temporal
casts the lightning bolt spell from his ioun stone of ally may choose to perform one of the following actions on
reserve when the party opens the door. Nolo’s turn:
Switch Places: Nolo and the temporal ally may swap
Adjusting this Encounter locations by teleportation, which does not provoke
opportunity attacks, as long as the two of them are within 60
Here are the guidelines for adjusting this encounter, feet of each other.
according to your group. These are not cumulative. Minor Fiendish Transmutation: The temporal ally may
• Very Weak, Weak: Increase the cambion’s hit points to target one opponent with one of the following effects by
143; give him an additional +1 bonus to all saving throws, reading a section of the magical script on the wall. As he does
skills, attacks, and spell save DC; give him a +2 bonus to AC so, part of the writing on the wall flares and disappears. All
(Nolo wears plate armor); increase the Fire Ray damage to effects are vestigial, cosmetic, and temporary, disappearing
28 (8d6); Nolo cannot plane shift but does have a ioun after 2d4 minutes. Characters targeted by the attack must
stone of reserve that contains the lightning bolt spell succeed at a DC 25 Constitution saving throw or roll 1d12 on
• Weak: Increase the cambion’s hit points to 158; give him the following table:
an additional +1 bonus to all saving throws and skills; give 1 Change in eye color and/or pupil shape
him a +2 bonus to AC (Nolo wears plate armor), attacks, 2 Sprouts antlers, horns, or spikes on head
and spell save DC; increase the Fire Ray damage to 31 3 Skin color changes to bright red or dark black
(9d6) ; Nolo cannot plane shift but does have a ioun stone 4 Vestigial bat-like wings sprout from the back
of reserve that contains the lightning bolt spell 5 Spouts a tail (or an additional one)
• Average, Strong, Very Strong: Increase the cambion’s hit 6 Skin becomes covered in hair or scales
points to 173; give him an additional +2 bonus to AC (Nolo 7 Ears become elongated and/or pointed
wears plate armor), saving throws, skills, and attacks; 8 Grows a snout
increase his spell save DC by 3; increase the Fire Ray 9 Sprouts body spikes
damage to 35 (10d6) ; Nolo cannot plane shift but does 10 Grows an extra vestigial limb
have a ioun stone of reserve that contains the lightning bolt 11 Takes on a physical characteristic of an animal
spell 12 Grows tusks (or additional ones)

If the party surprises Nolo and wishes to speak with Developments


him instead of initiating combat, he happily explains Nolo is considered native to this plane of existence
that he escaped from the Zhentarim so he could for the purposes of the banishment spell.
teach himself magic. He wants to find or create When Nolo is reduced to 0 hit points, the following
others like himself. events occur in rapid succession:
If the party asks Nolo to explain what he means by • The temporal ally disappears.
“create,” he explains has been experimenting with • The writings on the wall related to conjuration
transmutation magic to create fiendish creatures, as magic disappear. As they do, Nolo loses his
he has been doing on a smaller scale in the area. fiendish physical traits and starts to take on the
Nolo attempts to use fiendish charm on the party appearance of an older human male, much to his
members as they speak, targeting fighters or arcane apparent horror.
spellcasters first. If a fight breaks out, Nolo summons • The writings on the wall related to Netherese
a temporal ally as an action. magic also disappear, with Nolo fading away as
they do, finally disappearing completely when the
Temporal Ally last bits of Netherese disappear from the wall.
Nolo has managed to piece together part of an ancient
Netherese ritual that allows him to summon a duplicate of Treasure
himself from another point in time and bring him to the Nolo wears a leather belt pouch containing a vial of
present. This duplicate appears within 30 feet of Nolo, is oil of slipperiness and a potion of clairvoyance in
faded and ghostly in appearance, does not speak, and cannot addition to the ioun stone of reserve orbiting his head.
be targeted or injured by attacks or effects. The temporal
There is a total of 1,000 gp in various coins, gems,
ally’s personal equipment cannot be removed or interacted
and trade bars gathered behind the door in the
with by another creature. The temporal ally can, however,
be dispelled as if it were a 5th level magical effect. southeast corner of this room.

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CCC-BMG-HILL03-03 Spare the Rod 12
XP Award A muffled shout bursts from a copse of trees off the road,
Defeating Nolo is worth 10,000 XP. and an old human man wearing torn and bloody clothes
staggers into view. The blood on his clothes comes from
small cuts and scratches rather than any large wound. His
Conclusion
charge toward you is slow, ponderous, and shaky. Before you
The door on the southeastern corner of room 4 leads can even draw weapons or ready spells, he collapses in the
to a hallway containing Nolo’s treasure hoard. This grass. He still shouts, however, although the words grow
hallway eventually exits through portal 6 in Mission fainter and fainter with each passing moment.
4 (The Death) of DDEX3-1 (Harried in Hillsfar). If As he dies at your feet, there is something familiar about
you have that adventure and characters have played
the old man’s face…
it, they may follow this passage to find another way
out. All treasure and creatures are gone from this
further section and the statue trap mentioned in that The old man’s face is the same as Nolo’s in the
adventure no longer functions. moment he became human and disappeared. The
Providing Nolo is either killed or captured and the man’s final words are contained in Handout 2.
party returns as many of the stolen papers as they Characters that played DDEX3-1 (Harried in
can find, Dark Linsa makes sure the characters Hillsfar) will recognize these words, as well as the
receive their promised award. Each character gains man himself, from the introduction to that adventure.
the A Debt Owed story award in addition to the Each character also gains the Whispers of Madness
Hidey Hole story award for discovering the fey’ri story award.
complex below the old Allano farm.
If the characters remain in the Hillsfar region for a
short while after this adventure, they may be sought
out by Erve, who is interested to find out what they
can tell him about the child of Graz’zt.
If the party reports on the death of Eri and Tra to
Bryan at Goodroot Farms, he is visibly upset but
thanks the characters. If mentioned, he offers to buy
back any remaining, unopened, containers of beet
juice dye. If the characters wish to keep it, Bryan
gives the party instructions for its use.
If Nolo was killed, the characters each have the
same, strange dream on the second night following
their visit to the old Allano farm:

Rumors of strange occurrences brought you to the Hillsfar


region. But this is not Hillsfar as you currently know it. This is
the Hillsfar of several years ago, with the old First Lord still in
charge and non-humans barred from entering lest they wish
to find themselves confined to the arena, fighting for their
lives. Something is not right. Is this a memory?
You travel north on the Moonsea Ride, the often-used
merchant road south of Hillsfar, which also navigates through
expansive Cormanthor Forest. Others travel with or near you.

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CCC-BMG-HILL03-03 Spare the Rod 13
Rewards Treasure
Make sure players note their rewards on their
The characters receive the following treasure,
adventure log sheets. Give your name and DCI
divided up amongst the party. Treasure is divided as
number (if applicable) so players can record who
evenly as possible. Gold piece values listed for
ran the session.
sellable gear are calculated at their selling price, not
their purchase price.
Experience
Treasure Awards
Total up all combat experience earned for defeated Item Name GP Value
foes, and divide by the number of characters present Dark Linsa’s payment 600
in the combat. For non-combat experience, the
Vials of holy water (2) 25 each
rewards are listed per character.
Rubies (2) 200 each
Combat Awards Beet juice dye 70
Name of Foe XP Per Foe Nolo’s stash 1,000
Acolyte 50
Commoner 10 Consumable magic items should be divided up
Erinyes 8,400 however the group sees fit. If more than one
Giant Scorpion 700 character is interested in a specific consumable
Nalfeshnee 10,000 magic item, the DM can determine who gets it
Nolo 10,000 randomly should the group be unable to decide.
Priest 450 Permanent magic items are divided according to
a system detailed in the D&D Adventurers League
Wraith 1,800
Dungeon Master’s Guide.
Yochlol 5,900
Ioun Stone of Reserve
Non-Combat Awards
Wondrous Item, rare (requires attunement), Magic
Task or Accomplishment XP Per Character
Item Table G
Not haggling over pay offered 100
Finding clues to Goodroot Farm 150 This deep violet, almost indigo, translucent prism
Saving farm workers 150 has a noticeable chunk broken off of one corner.
Preventing the barn collapse 200 When found, it contains the spell lightning bolt.
Searching through Nolo’s papers 100 While orbiting the owner’s head, the stone emits a
low buzzing, like an insect, which is only perceptible
The minimum total award for each character to the owner. This item can be found in Player
participating in this adventure is 4500 experience Handout 7.
points.
The maximum total award for each character Oil of Slipperiness
participating in this adventure is 6000 experience Potion, uncommon, Magic Item Table B
points.
The glass bottle containing this viscous black fluid
has a label reading “XWXXX”. This item can be found
in the Dungeon Master’s Guide.

Potion of Animal Friendship


Potion, uncommon, Magic Item Table B
The thick, brown fluid in this small clay pot
resembles chunky mud and feels scratchy on the
throat while being consumed. This item can be
found in the Dungeon Master’s Guide.

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CCC-BMG-HILL03-03 Spare the Rod 14
Potion of Clairvoyance
Potion, rare, Magic Item Table C Renown
When the cork protecting the fluid in this glass vial is Each character receives one renown at the
removed, the user can hear faint, undecipherable conclusion of this adventure.
whispers coming from the clear, yellow fluid within. Members of the Zhentarim that earn and elect to
This item can be found in the Dungeon Master’s not take the A Debt Owed story award earn one
Guide. additional renown point.

Downtime Activities DM Reward


During the course of this adventure, the characters In exchange for running this adventure, you earn DM
may earn access to the following downtime activity: Rewards as described in the D&D Adventurers
Learn the Culture (Hillsfar). You may spend 5 League Dungeon Master’s Guide (ALDMG) for
downtime days (and the associated lifestyle cost) in running a four-hour adventure.
Hillsfar touring the city and learning the history of
the region. You gain advantage on any single ability
check relating to the city of Hillsfar, the Red Plumes,
the Great Law of Trade, or on any single attack
against a fiendish or evil fey creature. More
information can be found in Player Handout 3.

Story Awards
During the course of this adventure, the characters
may earn the following story awards:

A Debt Owed. The Zhentarim appreciate your


efforts. You may remove this story award from your
log sheet in exchange for either of the following:
- You may remove the In Dark Linsa’s Pocket
story award from DDEX1-10, if you have it and you
wish to do so.
- If you are a member of the Zhentarim, you may
gain one additional renown point.
Otherwise, keep this story award and it may have
other repercussions in the future.

Hidey Hole. You know of a long-lost fey’ri


complex under an abandoned farm on the outskirts
of Hillsfar. Before or after any adventure in Hillsfar
(including any DDEX3-xx or HILL x-x adventure),
you may spend downtime in the area and receive the
benefits of a Modest lifestyle at no cost.

Whispers of Madness. Your dreams are


occasionally haunted by visions of Nolo and an old
human man wearing torn and bloody clothes that
are somehow related. You gain the ability to read
and understand spoken Abyssal (but not to speak or
write it) if you do not already have it.

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CCC-BMG-HILL03-03 Spare the Rod 15
Appendix. Dramatis Personae
The following NPCs are featured prominently in this
adventure:
Bryan Tusons (BRI-un TOO-sunz). Human
foreman at Goodroot Farm. Bryan tends to the
business of the farm while its owner, Constance
Goodroot, is away. Bryan has worked on the farm
for nearly two decades and is very protective of the
farm and its owner.

Dark Linsa (Dark LIN-sa). Female grey-skinned


half-drow rogue. Member of the Welcomers (Phlan
Thieves’ Guild) and the Zhentarim. Dark Linsa
frequently serves as a messenger on behalf of the
Zhentarim.

Erve (ERF). A male, human priest of Jergal serving


at a Church to Waukeen outside of the city. Erve is
very mild-mannered and has a subtle and seldom-
displayed sense of humor. His is responsible for
burials and internments at the church of Waukeen
and keeps very detailed records of where individuals
are buried and any requests to visit the crypts.
When he learned about the Zhentarim’s problems
with a spawn of Graz’zt, Erve realized that his
dealings with followers of Graz’zt must have been
destiny preparing him to step up and offer what he
has learned.

Nolo (NO-lo). AKA “Subject No. 10”. A male


cambion spawn of Graz’zt captured and raised by the
Zhentarim; very intelligent, but also very chaotic in
his behavior, Nolo is attempting to learn magic
through brute-force casting of patched-together
rituals and spells with no formal training. He is
looking to use transmutation to create more
creatures like himself (fiends), as he has not met
others like him in his time with the Zhentarim, but
he knows they must exist. He has also experimented
with summoning fiends from other realms.

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CCC-BMG-HILL03-03 Spare the Rod 16
Appendix. Monster/NPC Cambion
Medium fiend, lawful evil
Statistics Armor Class 19 (scale mail)
Hit Points 82 (11d8 + 33)
Speed 30 ft., fly 60 ft.
Acolyte
STR DEX CON INT WIS CHA
Medium humanoid (any race), any alignment
18 (+4) 18 (+4) 16 (+3) 14 (+2) 12 (+1) 16 (+3)
Armor Class 10
Hit Points 9 (2d8) Saving Throws Str +7, Con +6, Int +5, Cha +6
Speed 30 ft. Skills Deception +6, Intimidation +6, Perception +4,
Stealth +7
STR DEX CON INT WIS CHA Damage Resistances cold, fire, lightning, poison;
10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0) bludgeoning, piercing, and slashing from nonmagical
attacks
Skills Medicine +4, Religion +2 Senses darkvision 60 ft., passive Perception 14
Senses passive Perception 10 Languages Abyssal, Common, Infernal
Languages Common Challenge 5 (1,800 XP)
Challenge 1/4 (50 XP)
Fiendish Blessing. The AC of the cambion includes its
Spellcasting. Acolytes are a 1st-level spellcasters. Their Charisma bonus.
spellcasting ability is Wisdom (spell save DC 12, +4 to
Innate Spellcasting. The cambion’s spellcasting ability
hit with spell attacks). Acolytes typically have the
is Charisma (spell save DC 14). The cambion can
following cleric spells prepared:
innately cast the following spells, requiring no material
components:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary
3/day each: alter self, command, detect magic
Actions 1/day: plane shift (self only)

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one Actions


target. Hit: 2 (1d4) bludgeoning damage.
Multiattack. The cambion makes two melee attacks or
uses its Fire Ray twice.
Spear. Melee or Ranged Weapon Attack: +7 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 +
4) piercing damage, or 8 (1d8 + 4) piercing damage if
used with two hands to make a melee attack, plus 3
(1d6) fire damage.
Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft.,
one target. Hit: 10 (3d6) fire damage.
Fiendish Charm. One humanoid the cambion can see
within 30 feet of it must succeed on a DC 14 Wisdom
saving throw or be magically charmed for 1 day. The
charmed target obeys the cambion’s spoken
commands. If the target suffers any harm from the
cambion or another creature or receives a suicidal
command from the cambion, the target can repeat the
saving throw, ending the effect on itself on a success. If
a target’s saving throw is successful, or if the effect
ends for it, the creature is immune to the cambion’s
Fiendish Charm for the next 24 hours.

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CCC-BMG-HILL03-03 Spare the Rod 17
Commoner Erinyes
Medium humanoid (any race), any alignment Medium fiend (devil), lawful evil
Armor Class 10 Armor Class 18 (plate)
Hit Points 4 (1d8) Hit Points 153 (18d8 + 72)
Speed 30 ft. Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 18 (+4) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 18 (+4)

Senses passive Perception 10 Saving Throws Dex+7, Con+8, Wis+6, Cha+8


Languages any one language (usually Common) Damage Resistances cold; bludgeoning, piercing, and
Challenge 0 (10 XP) slashing from nonmagical weapons that aren’t
silvered.
Actions Damage Immunities fire, poison
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one Condition Immunities poisoned
target. Hit: 2 (1d4) bludgeoning damage. Senses truesight 120 ft., passive Perception 12
Languages Infernal, telepathy 120 ft.
Challenge 12 (8,400 XP)
Hellish Weapons. The erinyes’s weapon attacks are
magical and deal an extra 13 (3d8) poison damage on a
hit (included in the attacks).
Magic Resistance. The erinyes has advantage on saving
throws against spells and other magical effects.

Actions
Multiattack. The erinyes makes three attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10
+ 4) slashing damage if used with two hands, plus 13
(3d8) poison damage.
Longbow. Ranged Weapon Attack: +7 to hit, range
150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
damage plus 13 (3d8) poison damage, and the target
must succeed on a DC 14 Constitution saving throw or
be poisoned. The poison lasts until it is removed by the
lesser restoration spell or similar magic.

Reactions
Parry. The erinyes adds 4 to its AC against one melee
attack that would hit it. To do so, the Erinyes must see
the attacker and be wielding a melee weapon.

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CCC-BMG-HILL03-03 Spare the Rod 18
Giant Scorpion Nalfeshnee
Large beast, unaligned Large fiend (demon), chaotic evil
Armor Class 15 (natural armor) Armor Class 18 (natural armor)
Hit Points 52 (7d10 + 10) Hit Points 184 (16d10 + 96)
Speed 40 ft. Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 1 (−5) 9 (-1) 3 (−4) 21 (+5) 10 (+0) 22 (+6) 19 (+4) 12 (+1) 15 (+2)

Senses blindsight 60 ft., passive Perception 9 Saving Throws Con +11, Int +9, Wis +6, Cha +7
Languages -- Damage Resistances cold, fire, lightning; bludgeoning,
Challenge 3 (700 XP) piercing, and slashing from nonmagical weapons
Damage Immunities poison
Actions Condition Immunities poisoned
Multiattack. The scorpion makes three attacks: two Senses truesight 120 ft., passive Perception 11
with its claws and one with its sting. Languages Abyssal, telepathy 120 ft.
Challenge 13 (10,000 XP)
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) bludgeoning damage, and the Magic Resistance. The nalfeshnee has advantage on
target is grappled (escape DC 12). The scorpion has two saving throws against spells and spell effects.
sets of claws, each of which can grapple only one
target. Actions
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one Multiattack. The nalfeshnee uses Horror Nimbus if it
target. Hit: 7 (1d10 + 2) piercing damage, and the can. It then makes three attacks: one with its bite and
target must make a DC 12 Constitution saving throw, two with its claws.
taking 22 (4d10) poison damage on a failed save, or Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
half as much on a successful one. target. Hit: 32 (5d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 15 (3d6 + 5) slashing damage.
Horror Nimbus (Recharge 5-6). The nalfeshnee
magically emits scintillating, colored light. Each
creature within 15 feet of the nalfeshnee that can see
the light must succeed on a DC 15 Wisdom saving
throw or be frightened 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. If a creature’s
saving throw is successful or the effect ends for it, the
creature is immune to the nalfeshnee’s Horror Nimbus
for the next 24 hours.
Teleport. The nalfeshnee magically teleports along
with any equipment it is wearing or carrying, up to 120
feet to an unoccupied space it can see.

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CCC-BMG-HILL03-03 Spare the Rod 19
Priest Wraith
Medium humanoid (any race), any alignment Medium undead, neutral evil
Armor Class 13 (chain shirt) Armor Class 13
Hit Points 27 (5d8 + 5) Hit Points 67 (9d8 + 27)
Speed 25 ft. Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1) 6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)

Skills Medicine +7, Persuasion +3, Religion +4 Damage Resistances acid, cold, fire, lightning, thunder;
Senses passive Perception 13 bludgeoning, piercing, and slashing from nonmagical
Languages any two languages attacks that aren't silvered
Challenge 2 (450 XP) Damage Immunities necrotic, poison
Divine Eminence. As a bonus action, the priest can Condition Immunities charmed, exhaustion, grappled,
expend a spell slot to cause its melee weapon attacks paralyzed, petrified, poisoned, prone, restrained
to magically deal an extra 10 (3d6) radiant damage to a Senses darkvision 60 ft., passive Perception 12
target on a hit. This benefit lasts until the end of the Languages the languages it knew in life
turn. If the priest expends a spell slot of 2nd level or Challenge 5 (1800 XP)
higher, the extra damage increases by 1d6 for each Incorporeal Movement. The wraith can move through
level above 1st. other creatures and objects as if they were difficult
Spellcasting. The priest is a 5th-level spellcaster. Its terrain. It takes 5 (1d10) force damage if it ends its turn
spellcasting ability is Wisdom (spell save DC 13, +5 to inside an object.
hit with spell attacks). The priest has the following Sunlight Sensitivity. While in sunlight, the wraith has
cleric spells prepared: disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary Actions
2nd level (3 slots): lesser restoration, spiritual weapon Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft.,
3rd level (2 slots): dispel magic, spirit guardians one creature. Hit: 21 (4d8 + 3) necrotic damage. The
target must succeed on a DC 14 Constitution saving
Actions throw or its hit point maximum is reduced by an
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one amount equal to the damage taken. This reduction
target. Hit: 3 (1d6) bludgeoning damage. lasts until the target finishes a long rest. The target dies
if this effect reduces its hit point maximum to 0.
Create Specter. The wraith targets a humanoid within
10 feet of it that has been dead for no longer than 1
minute and died violently. The target's spirit rises as a
specter in the space of its corpse or in the nearest
unoccupied space. The specter is under the wraith's
control. The wraith can have no more than seven
specters under its control at one time.

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CCC-BMG-HILL03-03 Spare the Rod 20
Yochlol Mist Form. The yochlol transforms into toxic mist or
Medium fiend (demon, shapechanger), chaotic evil reverts to its true form. Any equipment it is wearing or
carrying is also transformed. It reverts to its true form
Armor Class 15 (natural armor) if it dies.
Hit Points 136 (16d8 + 64)
While in mist form, the yochlol is incapacitated and
Speed 30 ft., climb 30 ft.
can’t speak. It has a flying speed of 30 feet, can hover,
STR DEX CON INT WIS CHA
and can pass through any space that isn’t airtight. It
15 (+2) 14 (+2) 18 (+4) 13 (+1) 15 (+2) 15 (+2) has advantage on Strength, Dexterity, and Constitution
saving throws, and it is immune to nonmagical damage.
Saving Throws Dex+6, Int+5, Wis +6, Cha +6 While in mist form, the yochlol can enter a creature’s
Skills Deception +10, Insight +6 space and stop there. Each time that creature starts its
Damage Resistances cold, fire, lightning; bludgeoning, turn with the yochlol in its space, the creature must
piercing, and slashing from nonmagical weapons succeed on a DC 14 Constitution saving throw or be
Damage Immunities poison poisoned until the start of its next turn. While
Condition Immunities poisoned poisoned in this way, the target is incapacitated.
Senses darkvision 120 ft., passive Perception 12
Languages Abyssal, Elvish, Undercommon
Challenge 10 (5,900 XP)
Shapechanger. The yochlol can use its action to
polymorph into a form that resembles a female drow
or giant spider, or back into its true form. Its statistics
are the same in each form. Any equipment it is
wearing or carrying isn’t transformed. It reverts to its
true form if it dies.
Magic Resistance. The yochlol has advantage on
saving throws against spells and other magical effects.
Spider Climb. The yochlol can climb difficult surfaces,
including upside down on ceilings, without needing to
make an ability check.
Innate Spellcasting. The yochlol’s spellcasting ability is
Charisma (spell save DC 14). The yochlol can innately
cast the following spells, requiring no material
components:

At will: detect thoughts, web


1/day: dominate person

Web Walker: The yochlol ignores movement


restrictions caused by webbing.

Actions
Multiattack. The yochlol makes two melee attacks.
Slam (Bite in Spider Form). Melee Weapon Attack: +6
to hit, reach 5 ft. (10 ft. in demon form), one target.
Hit: 5 (1d6 + 2) bludgeoning (piercing in spider form)
damage plus 21 (6d6) poison damage.

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CCC-BMG-HILL03-03 Spare the Rod 21
Appendix. Map

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CCC-BMG-HILL03-03 Spare the Rod 22
If any of the characters can read ancient
Handout 1. Netherese or use the comprehend languages spell,
they also learn:
Many of the papers scattered around the room
appear to be pages from textbooks on conjuration Several very old pages contain information on an
and transmutation magic; specifically, magic used to odd type of magic the characters are unfamiliar with.
summon creatures from other realms and magic It has elements similar to conjuration and divination,
used to transform creatures into different types of but seems to deal with the movement of creatures
creatures. There are no spells or rituals contained and things rather than just information through time
on the pages, per se, but there are sections and itself, as opposed to space. The tracts seem to be
elements that could be used to create such magic. nothing more than philosophical proposals, but are
interesting nevertheless.
Several of the papers appear relatively new and
are marked with a symbol of the Zhentarim. They
seem to be selections from a report on “Subject: No,
10”; a half-demon offspring of the Dark Prince,
Graz’zt, who seems to exhibit some of his paternal
parent’s characteristics (although it does not
elaborate on which qualities). The subject is
described as difficult, conniving, and unable to be
trusted.

Among the papers there is also a ragged journal,


written in broken common by the unsteady hand of
an individual complaining of his captivity and his
weak, foolish captors who regularly observe and
interrogate him. The author longs to find others like
himself and promises revenge on his captors once he
does so. Several scrawled arcane symbols that are
repeated in sections imply the author was
attempting to perfect his arcane script.

Several documents which appear to date back to


the period known locally as “The Rage of Demons”
describe a fiendish corruption that exists under
Hillsfar, possibly related to the Dark Prince, Graz’zt.
The unnamed author goes on to say that this evil
influence from underground may be leaching into
the earth itself and affecting things that grow in the
regions around Hillsfar. It is suggested that
materials grown around Hillsfar may have an
amplifying affect if used for certain ritual
preparations because of it, although further research
would be necessary to confirm that suspicion.

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CCC-BMG-HILL03-03 Spare the Rod 23
Handout 2. Dream Message
“There is a message from this land's new master, but
it is hidden five-fold.
The first is at the place where dandelions rise
above and cover the people. The virile and the
virulent can be one and the same. The hell-tinged
one is lost, and then several are found.
The second runs red with the blood of roots,
where an heiress lies and hides her pain in long
wooden boxes. She hides more than that though, but
only to keep what is hers.
The third is at the spring of blessed life, where the
haunters protect and the protectors haunt. The
water runs on, of course, and must be freed for all.
The fourth holds the great thundering beasts, but
the beasts are gone, to give way to a greater
thundering beast with death in its eyes. They await
at a place of ancient elven evil.
The fifth lies where the ancients lie beneath
night's marble, forgotten but not gone. The lost
wealth of a forgotten time pays terrible dividends
now.”

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CCC-BMG-HILL03-03 Spare the Rod 24
Handout 3. Downtime Activity
During the course of this adventure, the characters
may earn access to the following downtime activity.
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:

Learn the Culture (Hillsfar)


You may spend 5 downtime days (and the associated
lifestyle cost) in Hillsfar touring the city and learning
the history of the region. You gain advantage on any
single ability check relating to the city of Hillsfar, the
Red Plumes, the Great Law of Trade, or on any single
attack against a fiendish or evil fey creature.

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CCC-BMG-HILL03-03 Spare the Rod 25
Handout 4. 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:

A Debt Owed
The Zhentarim appreciate your efforts. You may
remove this story award from your log sheet in
exchange for either of the following:
- You may remove the In Dark Linsa’s Pocket
story award from DDEX1-10, if you have it and you
wish to do so.
- If you are a member of the Zhentarim, you may
gain one additional renown point.
Otherwise, keep this story award and it may have
other repercussions in the future.

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CCC-BMG-HILL03-03 Spare the Rod 26
Handout 5. 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:

Hidey Hole
You know of a long-lost fey’ri complex under an
abandoned farm on the outskirts of Hillsfar. Before
or after any adventure in Hillsfar (including any
DDEX3-xx or HILL x-x adventure), you may spend
downtime in the area and receive the benefits of a
Modest lifestyle at no cost.

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CCC-BMG-HILL03-03 Spare the Rod 27
Player Handout 6. 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:

Whispers of Madness
Your dreams are occasionally haunted by visions of
Nolo and an old human man wearing torn and
bloody clothes that are somehow related. You gain
the ability to read and understand spoken Abyssal
(but not to speak or write it) if you do not already
have it.

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CCC-BMG-HILL03-03 Spare the Rod 28
Handout 7. Magic Item
During the course of this adventure, the characters
may find the following permanent magic item:

Ioun Stone of Reserve


Wondrous Item, rare (requires attunement)
An Ioun stone is named after Ioun, a god of
knowledge and prophecy revered on some worlds.
Many types of Ioun stone exist, each a distinct
combination of shape and color.
When you use an action to toss one of these stones
into the air, the stone orbits your head at a distance
of 1d3 feet and confers a benefit to you. Thereafter,
another creature must use an action to grasp or net
the stone to separate it from you, either by making a
successful attack roll against AC 24 or a successful
DC 24 Dexterity (Acrobatics) check. You can use an
action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to
all damage. It is considered to be an object that is
being worn while it orbits your head.
This vibrant purple prism stores spells cast into it,
holding them until you use them. The stone can
store up to 3 levels worth of spells at a time.
Any creature can cast a spell of 1st through 3rd
level into the stone by touching it as the spell is cast.
The spell has no effect, other than to be stored in the
stone. If the stone can’t hold the spell, the spell is
expended without effect. The level of the slot used
to cast the spell determines how much space it uses.
While this stone orbits your head, you can cast any
spell stored in it. The spell uses the slot level, spell
save DC, spell attack bonus, and spellcasting ability
of the original caster, but is otherwise treated as if
you cast the spell. The spell cast from the stone is no
longer stored in it, freeing up space.
This deep violet, almost indigo, translucent prism
has a noticeable chunk broken off of one corner.
When found, it contains the spell lightning bolt.
While orbiting the owner’s head, the stone emits a
low buzzing, like an insect, which is only perceptible
to the owner.
This item can be found on pages 176-177 of the
Dungeon Master’s Guide.

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CCC-BMG-HILL03-03 Spare the Rod 29

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