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PO-BK1-07

Adventure Tier: 4
Optimized For: APL 18
Version: 1.1

Beyond This Portal


A call was put out by the protector spirit of the Jundarwood Forest. Will you answer the call to
investigate the corruption growing deep within the woods? Can you root out the evil before it
takes hold and threatens the Border Kingdoms, even Toril as a whole?

A Four-Hour Adventure for Tier 4 Characters. Optimized for APL 18.

Designer: Joe Alfano


Editing: Tim Mangan and Ethan Yen.
Layout: Dave Zajac and Tim Mangan
Cover Art: Matthew Sargant
Cartographer: Joe Alfano
Border Kingdoms Map and Lore: Wizards of the Coast and Ed Greenwood
D&D Adventurers League Guildmaster: Chris Lindsay
D&D Adventurers League Wizards Team: Brandy Camel, Chris Lindsay, Chris Tulach
D&D Adventurers League Administrators: Ma’at Crook, Amy Lynn Dzura, Claire Hoffman, Greg Marks, Travis Woodall, Bee Zelda

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D
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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.

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Welcome to the
Border Kingdoms!
A Note About Encounter Scaling
This adventure is optimized for a party of five characters.
When running an adventure at a large convention such as
ccording to the sage Meriadas of Westgate:

a
Gamehole, it is common to have seven players at a table,
“The Border Kingdoms are the most favored which has the potential to affect encounter balance.
destination for adventurers who want to Players tend to bring their best and brightest to gatherings
proudly and boldly conquer a realm or like Gamehole, and a group of seven optimized characters can
establish their own new kingdom. Lords, counts, easily overpower the recommended party strength. As a DM,
dukes, kings and emperors rise, proclaim themselves, you can—and should—adjust each encounter’s difficulty to
and are swept away with the speed and regularity of present a challenge for your players.
waves crashing upon a shore.” If the characters are overcoming combats too easily,
increase the recommended strength level of the encounters
This tumultuous land lies between the Lake of
by a step (from average to strong, for example). If needed, you
Steam and the Shaar in the Forgotten Realms.
can also increase the number of monsters or maximize their
Gamehole Con has been granted exclusive rights to hit points to make things a little harder. In some cases, you
develop Adventurers League content in this region may even need to increase the difficulty by two steps. Just be
and our offerings include adventures, source material, careful not to make things unwinnable.
and short stories. For more Border Kingdoms Remember, adjusting or improvising is encouraged, so long
content, visit the DMs Guild! as you maintain the adventure’s spirit!
Border Kingdoms content at the DMs Guild

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MCBK01-04 The City in the Mist 3
Adventure Primer
ELCOME TO BEYOND THIS PORTAL, A D&D

W
Adventurers League™ adventure, that is
part of the official D&D Adventurers
League™ organized play system and the Overview
Partner Organization program.
The adventure’s story is spread over four acts that
The adventure is set in the Border Kingdoms, a
take approximately four hours to play. These
tumultuous region of the Forgotten Realms on the
episodes contain two story objectives and are
southern shore of the Lake of Steam. In this
introduced by a Call to Action episode.
adventure, heroes will answer the call from the
 Episode 1: Whispers in the Dark. While traveling
mysterious Stagman of Jundarwood at the behest of
around the Jundarwood Forest, the heroes are
Mage Rymdyl. From there, they will investigate the
contacted by Mage Rymdyl with a request to
corruption that has taken hold of the forest, wresting
contact the Stagman at the forest’s edge. This is the
it away from the Stagman.
adventure’s Call to Action.
Background  Episode Two: Answer the Call. The party enters
the Jundarwood Forest only to find an elven scout
Traveling through the western edge of the Border attempting to escape. She tells a tale of the capture
Kingdoms, heroes will receive a magical call from the of her companions and the portal deep in the heart
MAGE RYMDYL with a request. She has received a of the forest. She asks you to find the portal and the
vision from the creature known as the STAGMAN. fate of her friends. This is Story Objective A.
The vision was a widening darkness, a corruption  Episode 3: Smoke in the Water. Following the map
that is rooting its way into the forest. Where the given by the elven scout, the heroes come across a
corruption touches, the sway of the STAGMAN is mire that has formed deep in the forest. They must
usurped. cross it to get to the clearing they seek, but the
With this corruption from the influence that influence of the Far Realm in the forest has twisted
remains from the FAR REALM, the heroes will need a new resident.
to locate and attempt to remove a portal that has
Episode 4: Beyond the Portal. Upon reaching the
appeared linking the JUNDARWOOD with the Far
clearing in the Jundarwood they find a portal leading
Realms city of KETHENDYR. Once there, they will
to a dark realm standing between the Prime and Far
face off with the aberrant creatures from the pocket
Realm. They encounter fell creatures acting as the
dimension sent to protect the portal.
defenders of the gate. They must claim the gate key
on this side of the portal to close it. This is Story
Objective B.

Adventure Hooks
In general, this adventure assumes the characters
have an established knowledge and familiarity with
the Border Kingdom. Feel free to use one of the
following hooks or create your own for others.
 A Three-Hour Tour. You have come to Yallasch
looking to book a longboat heading out to a
southern port, such as Calimshan or Chult.
 Hero of Renown. Your exploits have become
legend. With the stories of your skills and heroics,
you are welcome into the cities of the Border
Kingdoms. And your aid may be requested by those
in need.

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PO-BK1-07 Beyond This Portal v1.1 4
Episode 1: Whispers in the Dark (Call to Action)
Estimated Duration: 30 minutes
power is corrupting the natural order of things in
The adventure begins on the edge of the Jundarwood the normally wild area. Swampy mires have
Forest. The heroes are travelling south, heading appeared, and likely even worse things are beyond
towards Rymdyl in the south-central section of the that.
Border Kingdoms. Once the players have had a Stagman sent a vision to Mage Rymdyl to ask for
chance to introduce their characters, read (or help from her and the heroes she employs. Where
paraphrase) the following the corruption has taken root, he cannot go. So he
needs minions to go there for him.
It is mid-morning on the road heading south along the edge of They have the following information to share:
the Jundarwood Forest. The sun is high and bright, and the
weather is pleasant. You are making excellent time when you  Within the past month there have been many odd
are stopped by the sound of a voice echoing in your head. things happening within the forest. Many of
“Heroes,” a voice that sits just on the edge of familiarity creatures that are not of the natural order have
says, “Mage Rymdyl and the Border Kingdoms could use your been found there recently.
aid once again.”  Over the last tenday or so, they have come across a
An image manifests in your mind. A humanoid creature swampy mire in the deep forest. Upon stepping
standing at least seven feet tall with fur and the head of a stag, into it, the Stagman felt an immediate disconnect
but most of a humanoid body. to the forest and natural order of things.
“The Stagman of the Jundarwood has sent me a vision. He
 Stagman believes beyond this swampy mire are
needs our help, and I fear if we do not come to his aid, the
things even more corrupt and dangerous to the
Border Kingdoms… and likely all of Toril… will pay the price. He
is waiting on the edge of the forest due east of your position forest. Without being able to go there himself, he
now. Can we count on you to come to our aid?” needs heroes to make the trip for him.
Then, after a short pause, “You can reply to this message.”  He can feel the pull of extradimensional forces
coming from past the swamp which has him
concerned.
 Other adventurers that have taken to hunting
Area Information monstrosities in his forest have also gone missing,
The area has the following features. though no bodies have been found. Not even any
Dimensions & Terrain. The main road is set with bones.
stones and in good repair. Plains leading up to the
forest are fairly level and not terribly overgrown Call to Action
with much short of grasses. Shamus asks the heroes to join in on the adventure
Lighting. There are few clouds in the sky, making to free the forest of the corruption that threatens it.
for bright light the entire way to the forest. In exchange, the Stagman will impart his blessings
Smells and Sounds. Wildflowers are in bloom and upon them. He will jump down from the spirit’s
dominate the winds. The closer heroes get to the shoulder and put out a small chest that expands
forest, the more of a mildew scent that comes to the when he opens it. Gold coins glitter from inside the
front. chest.
In addition, he tells them that they have a potion
Creature Information that might be of use to them. He hands over a small
Waiting at the edge of the forest is the creature vial with a clear blue liquid in it that acts as a potion
known as STAGMAN, the creature that protects the of flying.
JUNDARWOOD FOREST from all threats. As he is
not known to make himself known to people, and Story Objective A: Travel to the Jundarwood Forest
few believe he exists, or speaks, a leprechaun by the and discover the source of the disturbance there and
name of SHAMUS acts as his voice to the heroes. identify it.
What Does Shamus/Stagman Know? They know
that a power has found its way into the forest. This

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PO-BK1-07 Beyond This Portal v1.1 5
Act One: Answer the Call
Estimated Duration: 60 minutes

The heroes take to the road our of Yallasch and make The scout that appears before them was taking
their way to the edge of the Jundarwood to advantage of invisibility to enhance their stealth as
investigate the source of Agatha’s disturbing visions. they attempted to escape the forest. She is T’Salla
Oakenbow, an elven scout and the only member of
Story Objective A the troupe known as the Knights of the Silver Scale to
Travel to the Jundarwood Forest and discover the not have been captured by the horrors that now stalk
source of the disturbance there and identify it. the Jundarwood. She bears an emblem on her cloak of
a small silver dragon scale mounted in a golden
A Call on the Wind circlet – the mark of the Knights of the Silver Scale.
What Does T’Salla Know? She believes that she is
Stepping into the tree line of the Jundarwood, the
the only survivor of their troupe from an attack by
heroes will notice the density of the trees and
cosmic horrors within the forest. And while all of her
undergrowth are greater than one would expect.
companions fell, she still trailed the creatures back to
Anyone trained in the Nature skill will easily be able
the source of their entry into the Prime, a portal in the
to identify that. An Intelligence (Nature) check of
near center of the forest.
DC15 will reveal that the levels of this are unusual
While she is sad for the fate of her companions, she
even for this particular forest, which is normally
is truly disturbed for the loss of her partner, an elven
denser than most.
knight wielding a unique blade with a cresting dragon
Upon entering the forest for the first time, read the
across the basket hilt of the sword. If the heroes
following to the players:
intend to follow into the forest to investigate the
Stepping under the canopy of the forest, you can feel the heat portal and the creatures it is allowing entry into the
of the sun leave you as the shadows of the trees reach out at Prime, she asks if they can discover the fate of the
you from all sides. You are quickly met by the musty scent of knight named Gallendrael. And, if nothing else, if they
compost and damp underbrush, and while the sounds of the could return his family’s blade to her.
forest are still there, they seem off somehow. The chittering call She has the following information to share:
of the squirrels and chirps of the birds sound a bit more bass
 The Knights of the Silvered Scale were set upon by
than you are used to.
“You should beware the call of nature in this damned place,” horrors from beyond reality. Even their seasoned
you hear from an unseen speaker. An elven archer fades into adventures hadn’t brought them in opposition to
view at the base of a rather large tree. Her face is smudged with such creatures in the past.
dirt and grime, and blood stains her leathers and traveling  She has no clue about their nature, or abilities, but
cloak. “It is the warning I wish someone had given us.” she does know that some of them assaulted her
companions with the powers of starlight and the
cold darkness of the void.
Area Information  They were also plagued by horrible waking
The area has the following features. nightmares for their entire journey through the
Dimensions & Terrain. The forest is thick and forest. Their party wizard fared the worst against
dense with undergrowth and leafy canopy alike. All these visions.
areas within the forest will count as difficult terrain  The stronger their nightmares became the more
for the purposes of movement and overland travel that weakness was reflected in their physical forms.
except where noted. While T’Salla’s hair is a bright platinum blonde, she
Lighting. The thick canopy above makes all areas claims it was bright red when she entered the
of the forest dim light except where noted. forest.
Smells and Sounds. Smell of damp leaves and moss  Near what she thinks is the center of the forest, she
is strong within the forest. Bird calls and that of small followed them to a twisted clearing. One of the few
game have a slightly deeper tone than they should. places where sun had a clear path to the floor of the
Nothing too ominous, but not quite right. forest.
 Within the clearing, the trees that had formed the
Creature Information canopy there had twisted over and wrapped

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PO-BK1-07 Beyond This Portal v1.1 6
around one another forming an arbor of sorts. stoneskin and mind blank up. He has also spent a 9th
Under the interlocking trees, she described a level spell slot as well as a 3rd, 4th, and 5th level one (in
shimmering liquid portal She could not see what addition to the 3 spells above). The mage is the least
lay beyond, but those creatures returned through afflicted by the mental assault of the far realm, and is
that gate, so she has surmised that they came most likely to respond, though his mind blank makes
through it originally. it difficult to do so.
Kolder is a human fighter (warlord) who fights
Bushwhack and Trap with a silvered greatsword. His helmet for his plate
armor is fashioned into the likeness of a lion’s head.
It seems that the assault that the Knights of the Silver He currently has foresight cast on him by the druid.
Scale faced, is a formula of the creatures haunting the His delusions have him believing that the party
forest. As the heroes approach that area as noted on intervening are an invading force of demons
the map T’Salla gave them, they find another group of summoned by a red wizard of Thay.
adventurers being set upon by a grouping of cosmic
horrors.
Creature Information
Area Information
The area has the following features. The battle the adventurers happen upon includes the
Dimensions & Terrain. The far realm creatures Order of the Sharpened Blade (see above for
chose an area to their advantage. All underbrush specifics and statblock modifications) and the group
areas on the map are difficult terrain. Trees set into of 4 starspawn hulks and the starspawn seer that
the map are thick, lush and block line of sight. leads them.
Lighting. Little sun breaks through above, making
all areas on the map dim light. Development
Smells and Sounds. Smell of damp leaves and moss
is strong within the forest. The sounds of battle come If the adventurers manage to cure the addled
from the center of the map. travelers, they will seem exhausted, but thankful for
the rescue. After a moment to catch their breath,
Pelothar will step forward to address the party.
The Adventuring Party
The adventuring group being set upon by the Star Spawn are
“We cannot thank you enough for the aid you have given us this
known as the Order of the Sharpened Blade. Every member of
day,” he says, “My name is Pelothar, and we collectively are the
the party is in the throes of heavy hallucinations due to their
Order of the Sharpened Blade. We heard of the sightings of
exposure to the Far Realms. At the point in which the party
these creatures about the edge of the forest, so made our way
acts to intervene, they already believe the heroes are
in to see if we could remove the threat. It was greater than we
reinforcements for their enemies and not themselves.
had anticipated.”
If the heroes hit the opposing adventurers with magic
He looks at the map you were provided by T’Salla and nods
similar to a Greater Restoration, or similar magic to remove
sternly. “It is basic, but it will definitely lead you the direction
the effects on them, they will quickly collapse and remain in a
we had been heading,” he says, pointing to a spot between
non-combative state until the fight is over.
where you stand now and the clearing she directed you
towards, “Beware of this area. For a good distance around the
The Order of the Sharpened Blade clearing the normally thick underbrush of the forest has turned
Carnage is a tiefling druid (archdruid) who into a marshland. A stinking bog that reeks of evil influence.”
specializes in taking the forms of great beasts. She
Before bidding their leave of the adventurers and
mostly avoids taking the forms of elementals. At the
making their way out of the forest and back to
point in which the heroes join the fight, she has used
her 9th level spell slot (casting Foresight) and is in the civilization to rest, they hand over a small sack with
gemstones in them and a potion of supreme healing
form of a tyrannosaurus. She is in a full bloodlust
as a sign of gratitude for the assist.
and has nearly forgotten language in her rage.
Pelothar is an elven wizard (archmage) with a
NOTE: If the Order of the Sharpened Blade are not
penchant for control magic. He is dressed in more of
saved, they will not get the warning about the bog,
the fashion of an elven noble than a wizard, though
most of his clothing is now dirty and torn from their but will find the sack of gemstones and the potion off
exposure in the forest. He already has mage armor, the body of the wizard.

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PO-BK1-07 Beyond This Portal v1.1 7
Act Two: Smoke in the Water
Estimated Duration: 60 minutes

Following the map given to them by T’Salla, the party Creature Information
comes upon a bog that has formed in the forest. Not The young dragon that was transformed by the ichor
only does it impede the speed with which they travel, and rot from the Far Realm uses the stat block of aa
strange and twisted creatures seem to have taken up Nightwalker. The pull of the ichor on it’s wings
residence there. prevents it from flying, and otherwise narrate the

Knee-Deep In It
fight of a huge draconic figure while using the stats of
the undead beast.
As the adventurers make it about halfway to the
clearing on their map read:
Bog Hazards
Stepping through a thick patch of undergrowth, you feel the Creatures that die in the bog are under the effect of
dampness sink into your boots. You look down to find yourself the Nightwalker’s Life Eater ability and cannot be
ankle deep in a muddy bog, something you have never seen in raised from the dead by anything short of a Wish
the Jundarwood before. Looking out in the direction the spell. If the adventurers destroy the Nightwalker, that
clearing should be in, you see deepening pools of black ichor prevents the dragon from escaping the Negative
forming the bog that you have found yourself in. Material Plane (also by any means short of a Wish).
As you step through and find purchase on patches of dry land
between these pools, a creature rises up from the largest of Tactics
them. Its form is that of a younger dragon, but the visage of it
The Nightwalker will use its reach to attack from the
has been covered and dripping with the inky black fluid. It opens
bogs, trying to draw adventurers into the tainted
its mouth to roar at you in frustration, the sound coming out
pained, and forming a cloud of blackening mist around it.
muck. It will also move to the best position to catch as
many of them in its aura as possible. The creature
doesn’t fear death and only wants to take as many of
them with it when it goes.
Area Information
The street in front of the theater has the following Development
characteristics:
Lighting. While the undergrowth is sparse in this Once the Nightwalker has been defeated, the
area, the effect of the ichor and the dragon have adventurers will find a small hill upon which they can
caused the entire section of forest to maintain the dim take a short rest to prepare for the rest of their travel
light setting of the heavy canopied areas. into the forest. From that raised location they can
Terrain. Areas of forest that have become bog are barely make out the edge of a clearing about a
nearly a foot deep and difficult terrain. Creatures hundred yards away.
entering the bogs for the first time on a turn or Picking out a safe path to travel is easily done from
ending their turn there take 24(4d10) necrotic that vantage point, and they are able to rest safely for
damage. an hour or so while maintaining a watch of any
Sounds and Smells. The entire area smells of rot dangers coming from that area. A long rest would be
and decay. Creatures who are not undead must make not only dangerous, but there is the matter of the
a constitution saving throw DC15 at the start of the captured adventurers…
combat. Those who succeed on the save are immune
to the bog’s smell for 24 hours. Those who fail gained
the poisoned condition for 1 minute.

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PO-BK1-07 Beyond This Portal v1.1 8
Act Three: Beyond This Portal
Estimated Duration: 90 minutes

The hundred yards to the clearing are free from throws. A creature can deactivate and remove the rod
hazards. They can gauge the path before setting out with an Intelligence (arcana) check DC 23. Any
towards it. creature failing the check takes 18 (3d10) psychic
damage. Failing the check by more than 5 will also
Knee-Deep In It stun a creature until the end of it’s next turn.
As the adventurers enter the clearing read: Tactics
The Star Spawn Hulks will get as close as they can to
On the far side of the clearing a pair of oversized willows are enemies, choosing to overlap the field of their Psychic
leaning over towards each other. Branches and vines on the two
Mirror ability. Star Spawn Seers will use their
trees have braided together forming a pergola structure
Psychic Orbs on the Hulks to splash damage over
between them. Within the trees a pool of mercurial liquid
shimmers, giving off a reflective surface. The bog-like pools thin
multiple opponents. Once enemies are getting close
out a bit but are still thick about the edges of the clearing. they will use their Out of Phase movement to disrupt
As you step into the open, the shimmer of the tree portal them even further. The Star Spawn Larval Mage will
deepens, a hum echoing from it. The color of it darkens to a stand back, protecting the portal and using its spells
deep purple color as a number of nightmare creatures step from range. Once enemies close within range it will
from it. Deep within your minds you hear a deep, multi-tonal attack with its Plague of Worms and Feed abilities.
voice speak.
“We weren’t expecting guests, but there is always room for Development
more in our ranks.”
Once the star spawn are defeated, the adventurers
will still need to deal with the dimensional anchor
(see Clearing Hazards) before they can break the
Area Information portal on the forest side. An Intelligence (arcana)
The street in front of the theater has the following check DC 15 will tell them if they pass through with
characteristics: the unfettered anchor, it will close the portal to
Lighting. The canopy of the forest has pulled back anyone not in possession of the anchor. If they claim
in the clearing, giving the entire area a bright light. the anchor from the other side of the portal and pass
Terrain. The necrotic pools are still on the edge of through the portal with both, it should shut down the
the clearing (see Act 2). Withing the clearing there are portal for good.
fallen trees that have gone to rot, also forming It seems their task is leading them through the
difficult terrain. portal and into the demiplane the far realm creatures
Sounds and Smells. The smell of rot from the bog is have been using as a base of operations. Hopefully
still on the wind, but not as strong as before. The also recovering some of the other adventurers that
portal between the willows gives off a low hum, have found themselves at the mercy of this far realms
resonating with the demiplane it is connected to. threat.
Sights. All of the trees in this area have faces
melded into them, stuck in a silent scream. At the
base of the willows a deep crystal rod issues a hum Wrap-Up
that vibrates in discordance with the portal. The rod
The portal continues to power up and grow for as
can be spotted with a Wisdom (perception) check DC
long as the dimensional anchor is in place. Removing
18.
it slows its progression but doesn’t halt it. It is simple
Creature Information to deduce they need to enter into the portal, face the
Four Star Spawn Hulks step out from the portal to greater far realms threat and recover the anchor from
take positions in the middle of the clearing while a the other side to close the portal and end the threat.
pair of Star Spawn Seers and a Star Spawn Larva If they are reluctant to continue on the adventure
Mage step through at the edge of the portal. into the far realm adjacent demiplane, just remind
them that more of these creatures will be streaming
Clearing Hazards through the portal if they don’t stop it. Each
While the dimensional anchor is active (see crystal adventurers presence isn’t required though, as the
rod description under Area Information) all Star adventure continues on in the next module in the
Spawn have advantage on initiative and saving series.

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PO-BK1-07 Beyond This Portal v1.1 9
Now You’ve Done It crystal and stone can be seen in the distance of that
portal. Only there are shadows of inky tentacles that
Stepping though the portal read to the players: writhe in the starry field that surrounds that city on
You step through the dark purple liquid curtain the other side of the portal.
hanging between the willow trees. The crystal anchor It appears the Far Realm isn’t as far off as you
in your hands rings loudly before you enter the thought it was.
demiplane beyond. Once in the Far Realms adjacent
demiplane, the echoing resonance of the anchor
becomes muffled.
Development
Looking out over the lavender sky, blackened To be continued in CCC-GHC-BK04-08 Dark Side of
rocks and dead lands, an obsidian fortress stands the Rune…
against the horizon. Floating over the keep are the
blue-tinted edges of a portal. One much larger than
the one you just stepped through. A twisted city of

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PO-BK1-07 Beyond This Portal v1.1 10
Rewards
At the end of the session, the characters receive rewards barracks upon their accomplishments.

Character Rewards Dungeon Master Rewards


The characters earn the following rewards: For running this adventure, you earn a DM Reward.
See the Adventurers League Dungeon Master’s Guide
Advancement for more information.
A character participating in this adventure gains one
level. Players must tick the box to show this reward
has been claimed.

Optional: Declining Advancement


Each player can decline advancement if they so choose; this
has its benefits. It is possible for a character to advance
outside of an adventure’s level range, meaning that they’d be
unable to play an adventure as planned. Similarly, advancing
too quickly means that a character won’t earn as much gold as
their peers.
Conversely, remind them that the amount of gold that their
characters can earn per level is limited; characters declining
advancement might reach a point where they no longer earn
gold.

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 3:
● rod of absorption
● ootion of flying
● potion of supreme healing

Story Award(s)
There are no story awards for this adventure:

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PO-BK1-07 Beyond This Portal v1.1 11
Dramatis Personae
The following NPCs feature prominently in this adventure.

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PO-BK1-07 Beyond This Portal v1.1 12
Appendix 2: Creature Statistics
Archdruid While in a new form, the archdruid retains its game
Medium humanoid (any race) , any alignment statistics and ability to speak, but its AC, movement
modes, Strength, and Dexterity are replaced by those of
Armor Class 16 (Hide Armor, Shield)
the new form, and it gains any special senses,
Hit Points 132 (24d8 + 24)
proficiencies, traits, actions, and reactions (except class
Speed 30 ft.
features, legendary actions, and lair actions) that the
Initiative +2
new form has but that it lacks. It can cast its spells with
STR DEX CON INT WIS CHA verbal or somatic components in its new form.
10 (+0) 14 (+2) 12 (+1) 12 (+1) 20 (+5) 11 (+0) The new form’s attacks count as magical for the
Saving Throws INT +5, WIS +9 purpose of overcoming resistances and immunity to
Skills Medicine +9, Nature +5, Perception +9 nonmagical attacks.
Senses Passive Perception 19
Languages Druidic plus any two languages Archmage
Challenge 12 (8,400 XP) Medium humanoid (any race), any alignment
Spellcasting. The archdruid is an 18th-level spellcaster. Armor Class 12 (15 with Mage Armor)
Its spellcasting ability is Wisdom (spell save DC 17, +9 to Hit Points 99 (18d8 + 18)
hit with spell attacks). It has the following druid spells Speed 30 ft.
prepared: Initiative +2
Cantrips (at will): druidcraft, mending, poison spray,
STR DEX CON INT WIS CHA
produce flame
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3)
1st level (4 slots): cure wounds, entangle, faerie fire,
speak with animals Saving Throws INT +9, WIS +6
2nd level (3 slots): animal messenger, beast sense, hold Skills Arcana +13, History +13
person Damage Resistances Damage from Spells, Nonmagical
3rd level (3 slots): conjure animals, meld into stone, Bludgeoning, Piercing and Slashing (from Stoneskin)
water breathing Senses Passive Perception 12
4th level (3 slots): dominate beast, locate creature, Languages Any six languages
stoneskin, wall of fire Challenge 12 (8,400 XP)
5th level (3 slots): commune with nature, mass cure Magic Resistance. The archmage has advantage on
wounds, tree stride saving throws against spells and other magical effects.
6th level (1 slot): heal, heroes’ feast, sunbeam Spellcasting. The archmage is an 18th-level spellcaster.
7th level (1 slot): fire storm Its spellcasting ability is Intelligence (spell save DC 17,
8th level (1 slot): animal shapes +9 to hit with spell attacks). The archmage can cast
9th level (1 slot): foresight disguise self and invisibility at will and has the following
Actions wizard spells prepared:
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., Cantrips (at will): fire bolt, light, mage hand,
one target. Hit: 5 (1d6 + 2) slashing damage. prestidigitation, shocking grasp
Change Shape (2/Day). The archdruid magically 1st level (4 slots): detect magic, identify, mage armor*,
polymorphs into a beast or elemental with a challenge magic missile
rating of 6 or less, and can remain in this form for up to 2nd level (3 slots): detect thoughts, mirror image, misty
9 hours. The archdruid can choose whether its step
equipment falls to the ground, melds with its new form, 3rd level (3 slots): counterspell, fly, lightning bolt
or is worn by the new form. The archdruid reverts to its 4th level (3 slots): banishment, fire shield, stoneskin*
true form if it dies or falls unconscious. The archdruid 5th level (3 slots): cone of cold, scrying, wall of force
can revert to its true form using a bonus action on its 6th level (1 slot): globe of invulnerability
turn. 7th level (1 slot): teleport
8th level (1 slot): mind blank*
9th level (1 slot): time stop
*The archmage casts these spells on itself before
combat.

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Actions Actions
Dagger. Melee or Ranged Weapon Attack: +6 to hit, Multiattack. The nightwalker uses Enervating Focus
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) twice, or it uses Enervating Focus and Finger of Doom, if
piercing damage. available.
Enervating Focus. Melee Weapon Attack: +12 to hit, reach
15 ft., one target. Hit: 28 (5d8 + 6) necrotic damage. The
Legendary Actions
target must succeed on a DC 21 Constitution saving throw
The warlord can take 3 legendary actions, choosing from or its hit point maximum is reduced by an amount equal to
the options below. Only one legendary action option the necrotic damage taken. This reduction lasts until the
can be used at a time and only at the end of another target finishes a long rest.
creature’s turn. The warlord regains spent legendary Finger of Doom (Recharge 6). The nightwalker points at
actions at the start of its turn. one creature it can see within 300 feet of it. The target must
Weapon Attack. The warlord makes a weapon attack. succeed on a DC 21 Wisdom saving throw or take 26 (4d12)
Command Ally. The warlord targets one ally it can see necrotic damage and become frightened until the end of the
nightwalker’s next turn. While frightened in this way, the
within 30 feet of it. If the target can see and hear the
creature is also paralyzed. If a target’s saving throw is
warlord, the target can make one weapon attack as a successful, the target is immune to the nightwalker’s Finger
reaction and gains advantage on the attack roll. of Doom for the next 24 hours.
Frighten Foe (Costs 2 Actions). The warlord targets one
enemy it can see within 30 feet of it. If the target can Star Spawn Hulk
see and hear it, the target must succeed on a DC 16 Large aberration, chaotic evil
Wisdom saving throw or be frightened until the end of Armor Class 16 (Natural Armor)
warlord’s next turn. Hit Points 136 (13d10 + 65)
Speed 30 ft.
Nightwalker Initiative -1
Huge undead, chaotic evil STR DEX CON INT WIS CHA
Armor Class 14 20 (+5) 8 (−1) 21 (+5) 7 (−2) 12 (+1) 9 (−1)
Hit Points 297 (22d12 + 154) Saving Throws DEX +3, WIS +5
Speed 40 ft., fly 40 ft. Skills Perception +5
Initiative +4 Damage Resistances Bludgeoning, Piercing and Slashing
from Nonmagical Attacks
STR DEX CON INT WIS CHA
Condition Immunities Charmed, Frightened
22 (+6) 19 (+4) 24 (+7) 6 (-2) 9 (-1) 8 (-1)
Senses Darkvision 60 ft., Passive Perception 15
Saving Throws CON +13 Languages Deep Speech
Damage Resistances Acid, Cold, Fire, Lightning, Challenge 10 (5,900 XP)
Thunder; Bludgeoning, Piercing and Slashing from
Nonmagical Attacks
Psychic Mirror. If the hulk takes psychic damage, each
Damage Immunities Necrotic, Poison
creature within 10 feet of the hulk takes that damage
Senses Darkvision 120 ft., Passive Perception 1
instead; the hulk takes none of the damage. In addition,
Languages --
the hulk’s thoughts and location can’t be discerned by
Challenge 20 (25,000 XP)
magic.
Annihilating Aura. Any creature that starts its turn Actions
within 30 feet of the nightwalker must succeed on a DC Multiattack. The hulk makes two slam attacks. If both
21 Constitution saving throw or take 14 (4d6) necrotic attacks hit the same target, the target also takes 9 (2d8)
damage and grant the nightwalker advantage on attack psychic damage and must succeed on a DC 17
rolls against it until the start of the creature’s next turn. Constitution saving throw or be stunned until the end
Undead are immune to this aura. of the target’s next turn.
Life Eater. A creature reduced to 0 hit points from Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one
damage dealt by the nightwalker dies and can’t be target. Hit: 14 (2d8 + 5) bludgeoning damage.
revived by any means short of a wish spell. Reaping Arms (Recharge 5–6). The hulk makes a
separate slam attack against each creature within 10
feet of it. Each creature that is hit must also succeed on
a DC 17 Dexterity saving throw or be knocked prone.

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Star Spawn Larval Mage Legendary Actions
Medium aberration, chaotic evil The larva mage can take 3 legendary actions, choosing
Armor Class 16 (Natural Armor) from the options below. Only one legendary action
Hit Points 168 (16d8 + 96) option can be used at a time and only at the end of
Speed 30 ft. another creature’s turn. The larva mage regains spent
Initiative +1 legendary actions at the start of its turn.
Cantrip (Costs 2 Actions). The larva mage casts one
STR DEX CON INT WIS CHA cantrip.
17 (+3) 12 (+1) 23 (+6) 18 (+4) 12 (+1) 16 (+3) Slam (Costs 2 Actions). The larva mage makes one slam
Saving Throws DEX +6, WIS +6, CHA +8 attack.
Skills Perception +6 Feed (Costs 3 Actions). Each creature restrained by the
Damage Resistances Cold; Bludgeoning, Piercing and larva mage’s Plague of Worms takes 13 (3d8) necrotic
Slashing from Nonmagical Attacks damage, and the larva mage gains 6 temporary hit
Damage Immunities Psychic points.
Condition Immunities Charmed, Frightened, Paralyzed,
Petrified, Poisoned, Restrained
Senses Darkvision 60 ft., Passive Perception 16 Star Spawn Seer
Languages Deep Speech Medium aberration, neutral evil
Challenge 16 (15,000 XP)
Armor Class 17 (Natural Armor)
Innate Spellcasting. The larva mage’s innate spellcasting Hit Points 153 (18d8 + 72)
ability is Charisma (spell save DC 16, +8 to hit with spell Speed 30 ft.
attacks). It can innately cast the following spells, Initiative +1
requiring no material components:
At will: eldritch blast (3 beams, +3 bonus to each STR DEX CON INT WIS CHA
damage roll), minor illusion 14 (+2) 12 (+1) 18 (+4) 22 (+6) 19 (+4) 16 (+3)
3/day: dominate monster Saving Throws DEX +6, INT +11, WIS +9, CHR +8
1/day: circle of death Skills Perception +9
Return to Worms. When the larva mage is reduced to 0 Damage Resistances Cold; Bludgeoning, Piercing and
hit points, it breaks apart into a swarm of insects in the Slashing from Nonmagical Attacks
same space. Unless the swarm is destroyed, the larva Damage Immunities Psychic
mage reforms from it 24 hours later. Condition Immunities Charmed, Frightened
Actions Senses Darkvision 60 ft., Passive Perception 19
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one Languages Common, Deep Speech, Undercommon
target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target Challenge 13 (10,000 XP)
must succeed on a DC 19 Constitution saving throw or be
Out-of-Phase Movement. The seer can move through
poisoned until the end of its next turn.
Plague of Worms (Recharge 6). Each creature other than a
other creatures and objects as if they were difficult
star spawn within 10 feet of the larva mage must succeed terrain. Each creature it moves through takes 5 (1d10)
on a DC 19 Dexterity saving throw or take 22 (5d8) necrotic psychic damage; no creature can take this damage
damage and be blinded and restrained by masses of more than once per turn. The seer takes 5 (1d10) force
swarming worms. The affected creature takes 22 (5d8) damage if it ends its turn inside an object.
necrotic damage at the start of each of the larva mage’s Actions
turns. The creature can repeat the saving throw at the end
Multiattack. The seer makes two comet staff attacks or
of each of its turns, ending the effect on itself on a success.
uses Psychic Orb twice.
Reactions Comet Staff. Melee Weapon Attack: +11 to hit, reach 5 ft.,
Feed on Weakness. When a creature within 20 feet of the one target. Hit: 9 (1d6 + 6) bludgeoning damage, or 10 (1d8
larva mage fails a saving throw, the larva mage gains 10 + 6) bludgeoning damage if used with two hands, plus 18
temporary hit points. (4d8) psychic damage, and the target must succeed on a DC
19 Constitution saving throw or be incapacitated until the
end of its next turn.
Psychic Orb. Ranged Spell Attack: +11 to hit, range 120 feet,
one target. Hit: 27 (5d10) psychic damage.

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PO-BK1-07 Beyond This Portal v1.1 15
Collapse Distance (Recharge 6). The seer warps space
around a creature it can see within 30 feet of it. That
creature must make a DC 19 Wisdom saving throw. On a
failed save, the target, along with any equipment it is
wearing or carrying, is magically teleported up to 60 feet to
an unoccupied space the seer can see, and all other
creatures within 10 feet of the target’s original space each
takes 39 (6d12) psychic damage. On a successful save, the
target takes 19 (3d12) psychic damage.
Reactions
Bend Space. When the seer would be hit by an attack, it
teleports, exchanging positions with another star spawn
it can see within 60 feet of it. The other star spawn is hit
by the attack instead.

Warlord
Medium humanoid (any race), any alignment
Armor Class 18 (Plate)
Hit Points 229 (27d8 + 108)
Speed 30 ft.
Initiative +3
STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 12 (+1) 12 (+1) 18 (+4)
Saving Throws STR +9, DEX +7, CON +8
Skills Athletics +9, Intimidation +8, Perception +5,
Persuasion +8
Senses Passive Perception 15
Languages Any two languages
Challenge 12 (8,400 XP)
Indomitable (3/Day). The warlord can reroll a saving
throw it fails. It must use the new roll.
Survivor. The warlord regains 10 hit points at the start
of its turn if it has at least 1 hit point but fewer hit
points than half its hit point maximum.
Actions
Multiattack. The warlord makes two weapon attacks.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage.
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320
ft., one target. Hit: 6 (1d6 + 3) piercing damage.

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PO-BK1-07 Beyond This Portal v1.1 16
Appendix 2: Map of the Swamp

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PO-BK1-07 Beyond This Portal v1.1 17
Appendix 2: Map of the Willow Portal

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PO-BK1-07 Beyond This Portal v1.1 18
Appendix 3: Character Rewards
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 out rewards they didn’t receive during the session):

Potion of Flying Rod of Absroption


Potion, very rare Rod, very rare (requires attunement)
While holding this rod, you can use your reaction to
When you drink this potion, you gain a flying speed absorb a spell that is targeting only you and not with
equal to your walking speed for 1 hour and can hover. an area of effect. The absorbed spell's effect is
If you're in the air when the potion wears off, you fall canceled, and the spell's energy -- not the spell itself --
unless you have some other means of staying aloft. is stored in the rod. The energy has the same level as
This potion's clear liquid floats at the top of its the spell when it was cast. The rod can absorb and
container and has cloudy white impurities drifting in store up to 50 levels of energy over the course of its
it. existence. Once the rod absorbs 50 levels of energy, it
Potion of Supreme Healing can't absorb more. If you are targeted by a spell that
the rod can't store, the rod has no effect on that spell.
Potion, Very Rare
When you become attuned to the rod, you know how
You regain 10d4+20 hit points when you drink this many levels of energy the rod has absorbed over the
potion. Whatever its potency, the potion’s red liquid course of its existence, and how many levels of spell
glimmers when agitated. energy it currently has stored.

If you are a spellcaster holding the rod, you can


convert energy stored in it into spell slots to cast
spells you have prepared or know. You can create
spell slots only of a level equal to or lower than your
own spell slots, up to a maximum of 5th level. You use
the stored levels in place of your slots, but otherwise
cast the spell as normal. For example, you can use 3
levels stored in the rod as a 3rd-level spell slot.

A newly found rod has 1d10 levels of spell energy


stored in it already. A rod that can no longer absorb
spell energy and has no energy remaining becomes
nonmagical.

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PO-BK1-07 Beyond This Portal v1.1 19
Appendix 8: Dungeon Master Tips
To run an adventure as a DM, you can have 5-7 Each player is responsible for maintaining an
players, each with their own character within the accurate logsheet. If you have time, you can do a quick
adventure’s level range (see the “Adventure Primer” scan of a player’s character sheet to ensure that
section at the start of the adventure). nothing looks out of order. If you see magic items of
very high rarities or strange arrays of ability scores,
New to D&D Adventurers League? you can ask players to provide documentation for the
Information about the Adventurers League, including finding irregularities. If they cannot, feel free to restrict item
places to play, organizing events, and a list of supporting use or ask them to use a standard ability score array.
resources and documents, can be found here: Point players to the D&D Adventurers League
http://dnd.wizards.com/playevents/organized-play 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
New to the Border Kingdoms Storyline? the days immediately, or they can do so at the end of
Gamehole Con has been granted the ability to develop CCC the adventure or episode. Players should select their
(Convention Created Content) adventures for the Border characters’ spells and other daily options prior to the
Kingdoms. No other convention or organization outside of start of the adventure, unless the adventure specifies
Wizards of the Coast has been granted this ability. Their region otherwise. Feel free to reread the adventure
guide was written by Ed Greenwood and you can get your
description to help give players hints about what they
copy on dmsguild.com. Border Kingdoms adventures can be
might face.
run just the same as any other Adventurers League-approved
content.
New Players? No Problem!
Preparing the Adventure With starter adventures like this one, it’s possible that you
might have players who are new to D&D, or to ensure that
Before you start play, consider the following: these players have fun with the game, and that they learn the
basics of how to play. At this level, having fun is more
 Read through the adventure, taking notes of important than learning every rule exactly right. Be gentle with
anything you’d like to highlight or remind yourself new players who make mistakes. Make sure to keep your
of while running the adventure, such as a way you’d players smiling and rolling dice. Be positive and enthusiastic
like to portray an NPC or a tactic you’d like to use in when describing the action, and you’ll notice that they’ll
a combat. Familiar yourself with the adventure’s quickly follow suit. If you are a new DM, then welcome—and
appendices and handouts. thank you! New DMs are the lifeblood of the D&D community.
To help you run your game, some adventures include sidebars
 Gather any resources you’d like to use to aid you in
like this one that provide an explanation of the game’s rules as
running this adventure--such as notecards, a DM
they’re used in the adventure.
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.)

A player 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.

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PO-BK1-07 Beyond This Portal v1.1 20
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 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

Safety Tools
Safety tools help to ensure that players aren’t pushed beyond
their comfort levels. These tools let your play-ers know that
you want them to have a positive experience. Some common
safety tools are provided below, each with a summary of how
they work. An article about one such safety kit is provided to
help with further information. Ensure that you discuss these
tools with your players before the game:
• Code of Conduct. This is a group agreement for play. It
outlines desired and prohibited behaviors, confidential
reporting, and possible consequences.
• Pre- and Post-game Discussions. Use time before the game
to explain content warnings, set boundaries, and collaborate
on a safety plan. Then decompress and discuss improvements
at the end of the game.
• Be Welcoming. Welcome and encourage respectful and open
conversations about issues as they arise. Show that you are
listening by avoiding defensive responses.
• Confidentiality. Provide contact information for private and
confidential conversations between players and DM. Only
disclose another player’s name if that player gave unpressured
permission for you to do so.
• Safety Tools. Learn about the safety tools that TTRPG
community members have created and compiled. A broad
range of such safety tools
are available for you and your players online,
or you can get more information by reaching
out to your event organizer or
community@dndadventurersleague.org.

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PO-BK1-07 Beyond This Portal v1.1 21
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PO-BK1-07 Beyond This Portal v1.1 22

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