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Dragon Drop Adventures Vol. 2
Dragon Drop Adventures Vol. 2
Appendix A: NPCs 39
Appendix B: Monsters 45
Appendix C: Magic Items 48
License 49
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2
Introduction Customising the Adventure
Trouble in the Catacombs is designed for a By design, any part of the adventure can be
party of 3-5 5th-level characters. If your party customised very easily to fit your setting and
has more or fewer characters, you can campaign. However we have included a few
appropriately adjust the number of monsters simple examples.
present in each encounter using the guidelines
in the Official 5th Edition Dungeon Master's Locations. Due to the very vague placement of
Guide (DMG) by Wizards of the Coast. Hang-root’s crumbling remains of a village,
and the nearby catacombs, these can be placed
almost anywhere in any setting, provided that
Adventure Background the area is largely uninhabited.
The famously incompetent witch
Hang-root has really messed up this time. NPCs. The guards for the exploration party
While attempting to research a powerful can be replaced with an NPC known to the
artifact gifted to her, she unwittingly animated party to great effect. Having the party know
a long dead nobleman, named Canton, and his the guards slaughtered by the undead would
servants in Catacombs, trapping an exploration give them additional motivation to destroy
party. Canton.
The undead have rallied under the The exploration party themselves can
ambitious Canton, and he intends to reclaim be replaced entirely, or have members
what was once his. switched out with characters from your setting
Hang-root is in desperate need of that your party either know, or will come to
adventurers to help rescue the exploration meet again..
party and lay the undead to rest permanently.
Difficulty
3 characters: This is a Very Hard adventure for
three characters.
4 characters: This is a Hard adventure for four
characters.
5 characters: This is a Hard difficulty
adventure for five characters.
To increase or decrease the difficulty,
add or remove enemies from encounters using
the guidelines in the 5th Edition Dungeon
Master’s Guide (DMG) by Wizards of the Coast.
3
The Exploration Party
Trouble in the Catacombs The party Hang-root escorted to the catacombs
This adventure begins with the party travelling contained six rather rude high-elves who
between two towns by road. They could be identified themselves are scholars researching
travelling as part of your ongoing campaign, or the origins of various important families. They
you may assign them a simple ‘delivery’ quest had travelled here in search of records and
from point A to point B, with this adventure information about Canton. Hang-root found
location being between the two. the elves to be rude and dismissive.
Along with the elves were four kind human
“Walking down the road, you see in the guards who she suspected were largely
distance the old ruins of an abandoned village. incompetent, but very likeable anyway for
An elderly woman rushes towards you, their warmth and patience dealing with the
begging for your help.” rude elves.
4
The Catacombs
Ca1. Entrance
The catacombs were originally the rather
modest tomb of Canton’s parents, constructed
“Two stone doors stand on the north wall of
when the merchant family was still building its
this entrance chamber. Judging by the crates
power and influence.
and wheelbarrows strewn across this room, it
Before the end of Canton’s long life,
appears to be used for little more than
he was able to transform his family from
storage.”
powerful merchants, to rulers of the local area.
He greatly expanded the family tomb to reflect
A Ghost ( MM) is in this room, having
this change in position.
been awoken by the artifact. She is
Not long after his death, it became
immediately hostile to anybody who enters the
apparent that the only thing holding the fragile
room, but will not pursue them out of the
kingdom together was Canton, and with no
room.
heir, the lands quickly fell back into self
Neither door is locked or trapped,
governance, the short lived kingdom a
having both been unlocked by the exploration
footnote in the area’s history.
party. A successful DC 15 Survival (Wisdom)
The catacombs were still used for
check reveals that the exploration party first
years to bury the bones of those who lived
headed through the western door, before
nearby.
doubling back on themselves and going
through the eastern door.
The Catacombs Features
The catacombs have the following
XP
features, unless otherwise noted in the Divide 1100xp evenly among the party is they
description for that area. defeat, or bypass the Ghost.
Ceilings. The Ceilings are 7 feet
tall and almost entirely decorated with the Treasure
bones of the dead. Amongst the crates are 2 Scrolls of Greater
Doors. The doors are made of Restoration ( PHB) bound loosely together
heavy granite and carved with depictions along with a note that reads ‘Norm, use these
incase of emergency. Adam’. In amongst the
of fictional battles and victories won by
other crates and barrels are various tools for
Canton
cleaning flesh from bones, 3 gp, and oddly, a
Floors. The floors are tiled with Hat of Disguise.
stone, matching that of the doors.
Walls. The walls are entirely
covered with the bones and skulls of the
dead.
Lighting. The catacombs are not
illuminated at all, and there are no places
to hang torches on the walls.
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6
Ca2. Corridor Maze The ghost is that of a small child named
Jennifer who became lost while exploring the
“The walls to this series of damp dark tunnels catacombs with her older sister. She is
are ornately decorated with thousands of bones unaware that she is a ghost and believes that
and skulls. The smell of rot and decay fill the she has only been lost for a few hours.
air.” In reality, she has been dead for
decades.
The exploration party has left faintly visible
tracks in the dirt and dust that covers the floor If the party frighten her, or attack her, she will
of these tunnels. These tracks can be found lose control of herself and attempt to kill them.
and followed by a DC 15 Survival (Wisdom) Otherwise, she acts as a timid, upset girl.
check. If a player fails their check, their
actions disturb the tracks in a 15ft x 15ft She asks the party to help her find her sister,
square centered on them, making the disturbed who she saw leave the catacombs while she
tracks impossible to follow. stayed to explore further.
7
Mistakenly believing that he was very catacombs before spreading out to the other
generous to his staff, this room was areas.
constructed much larger than it needed to be.
A single, half filled chest is the only object in XP
the entire room. Divide 1200xp evenly among the party if they
defeat or bypass the Giant Spiders
DM’s Discretion
If you wish to add more excitement to, and Treasure
remove some treasure from, this section of the There are two sarcophagi in this area. Inside
adventure, you could replace the chest with a them, the occupants have long since rotted
Mimic ( MM). away, leaving only 190gp, and 370sp, in what
This would have the results of adding an extra must have once been coin purses.
battle to the adventure if your players are
finding it easier than you anticipated, and Ca6. Central Storage
humorously serving to imply that Canton paid The original purpose of this room was to store
his staff so poorly that at the time of their the equipment used during construction. It
deaths, none of them had any possessions now sits empty.
worth entombing, and so the room was left
empty. “A single crate sits in the corner of this room.
Doors lead south and east.”
Treasure
The chest in this room is locked with a cheap This small room has been made into a nest for
lock. A DC 10 Sleight of Hand (Dexterity) or Giant Spiders. The entire ceiling is covered in
DC 10 Strength check is all that is required to thick webbing, while the floor is clear.
open it. The chest contains 1,100cp , 160sp , 4 Giant Spiders (MM) are on the ceiling of this
60gp and ten small gemstones (10gp each). room.
“Thick webs cover the walls, floor and ceiling Ca7. Main Burial Chamber
in this room, the bones of the deceased only
occasionally visible through the still webbing.” “You enter into a huge, man made burial
chamber, 50 ft. wide, with ceilings at least
The floor of this room is covered in webs, three times the height of the tunnels. This is
making it Difficult Terrain. very clearly the main burial chamber.
There are 6 Giant Spiders ( MM) in this area. Amongst the undead, several fresh corpses are
They will attempt to stay hidden until they can scattered across the room. ”
launch an attack on anybody who enters the
room. There are 3 Specters (PHB) in this room, along
A small hole several inches across in the wall with 3 Agile Zombies (Appendix).
that leads deeper underground. This appears to
be where the spiders originally entered This room is Canton’s grand tomb, decorated
lavishly compared to the rest of the catacombs.
8
Upon awakening, Canton has retreated further The human is the last remaining guard, a Thug
into the Catacombs to look for his wife’s (MM), named Edith. She is mournful of her lost
tomb. colleagues and angry at the elves for their
apparent lack of concern.
The exploration party was in this room when If the party hasn’t already done so, the
the catacombs were awakened by Hang-root. explorers and Edith will plead with the party to
The corpses of one human guard and two elves destroy the undead in the Catacombs. The
are in this room, having been killed by the elves note that their leader clearly has
raised dead. The remaining members of the sentience, and an undead army lead by a
exploration fled to area C5 where they sentient being would undoubtedly cause
barricaded themselves in. serious damage in the area.
Several of his now undead servants
remain in this room, waiting for the The elves and Edith are unable to climb out of
exploration party to emerge from area C5 the room due to their injuries, but would be
more than able to walk out.
XP
Divide 1200xp evenly among the party if they XP
defeat or bypass the Specters and Agile Divide 500xp evenly among the party if they
Zombies rescue the remaining members and return them
safely to the surface
Treasure
Spread amongst the various sarcophagi (with Ca9. Skeleton Bar
the exception of Canton’s, which is completely Canton’s entire kitchen staff, along with
empty) are a potion of healing (PHB), 390 cp, several crates of food and barrels of alcohol
380 sp, 240 gp three diamonds (100 gp each). were entombed alive in this room.
“A human woman meets you at the entrance, The staff quickly gave in to their fate and
sword in hand. Behind her, four elves pace decided to drink and dance away their final
impatiently about this room. The roof to this days and hours.
room has collapsed, leaving a gaping hole criss
crossed with thick vines, exposing the forest Upon reanimation, the now mindless skeletons
above. The room is filled with sunlight, but continued their final actions, bound to drink
otherwise appears empty.” and dance for eternity.
They are gathering the foul smelling liquid,
This room contains the only living members of actually very old cider, from a barrel in the
the exploration party. south east.
The four elf researchers are calm, but
dissatisfied with the quality of the guards they
hired.
9
This room is filled with 10 Skeletons (MM) Ca11. Hand Servants
dancing and attempting to drink from empty This room was once the final resting place of
cups. Canton’s wife’s personal hand servants.
The skeletons are easily fooled by any “This square room is filled with the sounds of
characters attempting to act like them and will crunching bones and vile grunting. The stink
not notice these characters. of decay fills your nostrils. Faint music can be
They become hostile to anybody who enters heard coming from a door leading east from
the room without appearing to either dance or this room.”
drink.
A Ghoul (MM) occupies this room, eating the
XP remains of two guards from the exploration
Divide 500xp evenly among the party if they party that have been dragged here from Area
defeat or bypass the Skeletons C7. Floating almost aimlessly, ignoring the
Ghoul is a single Wraith ( MM). The Wraith
Ca10. Pitfall will attack anybody who enters the room.
10
Zombies (Appendix) and 2 Armored Skeletons
(Appendix)
What Next?
If the party defeats Canton, and rescues the
Treasure explorers, Hang-Root will reward them as
Among the room are the many possessions of planned and vow to give up magic, as her
Canton’s wife Britt. Many of them now rotted mistakes have cost too many deaths
with age, however a few items remain of
value, including 2100 cp, 1500 sp, 160 gp, a If the party returns Jennifer to her home,
fine ivory comb inlaid with gold (100gp) and
she doesn’t notice that Cici is now an old
Britt’s Music Box (150gp). Aside from his
woman, seeing her instead as the child she
sword Dawn Oath (Appendix), Canton has not
got anything of value on him, having left most once was. Jennifer is happy to be reunited
of his possessions in area C8. with her sister and will stay with her.
Hang-Root gives the party Cici’s Guilt
XP (Appendix) as a reward.
Divide 1700xp evenly among the party if they
defeat Canton, the Agile Zombies and the If you intend on using this adventure as a
Armored Skeletons. seed for future adventures, you could use
the following plot hook, or add your own:
The Explorers
The explorers are a mystery unto
themselves. For the sake of this adventure,
they are simply rude people interested in
ancient nobility.
However if you wished to, their
vague research, possesion of the artifact,
and casual disregard for the lives of their
colleagues and bodyguards could hint
towards more nefarious goals.
The explorers could have been a
group of necromancers looking for
minions in the tomb when their attempts
failed. The players many not discover this
until several sessions after the rescue,
leading to a group of villains that the
players unintentionally helped.
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12
Introduction Customising the Adventure
Vampire of Vadim is designed for a party of By design, any part of the adventure can be
3-5 6th-level characters. If your party has more customised very easily to fit your setting and
or fewer characters, you can appropriately campaign. However we have included a few
adjust the number of monsters present in each simple examples.
encounter using the guidelines in the Official
5th Edition Dungeon Master's Guide (DMG) by Locations. The location of Vadim, and Vadim
Wizards of the Coast. Castle are intentionally left vague so that you
can substitute them for appropriate, or similar
locations in your setting.
Adventure Background Additionally, if you wish to use a
After several residents were found village, town, or even city from your own
dead, their bodies drained of blood, the people campaign or world, you only need to add the
of Vadim hired a charismatic vampire hunter vampire attacks and hunters to the location to
who promised to track and kill the have the plot advance in the same direction.
abomination.
Hearing rumours of similar incidents NPCs. The innkeeper Ethan is simply a
happening in other towns along the coast, questgiver and can be replaced with an NPC
Ethan, the local barkeep, suspects the vampire from your setting.
hunters to be staging the attacks as an excuse
to extort the population, and he's asked you to Difficulty
prove him right. 3 characters: This is a Hard adventure for
What Ethan doesn’t know is that there three characters.
really is a vampire, Furcas, killing people, and 4 characters: This is a Hard adventure for four
he’s working with the vampire hunters in a characters.
very profitable scheme. 5 characters: This is a Medium difficulty
adventure for four characters.
To increase or decrease the difficulty,
add or remove enemies from encounters using
the guidelines in the 5th Edition Dungeon
Master’s Guide (DMG) by Wizards of the Coast.
13
Vampire of Vadim
The adventure begins with the party entering
Fragrant Stone Tavern
the market square of Vadim, a town famous The tavern’s peculiar name comes from a
for its food. The party have been hired to mistranslation of the original inn name from
travel here to deliver a small package to Ethan, Elvish to Common
the local innkeeper of the Fragrant Stone
Tavern, which overlooks the square. “This rather unassuming office seems out of
place in comparison to the grandiosity of the
“The town of Vadim is widely nicknamed rest of the manor. The room is cramped, and
‘The Fragrant Market’, and it doesn’t take you bookcases stuffed with papers and old books
long to see, or rather to smell, why. cover every wall. Behind the desk a tall, thin
As soon as you enter into the market square of man dressed in dusty black clothing stares
this otherwise unremarkable town, a thousand intently at you”
different smells strike you at once.
The scents of stalls selling piles of brightly After a very public series of incidents where
coloured exotic spices, grilling, roasting, and Goldburrowers killed merchants that they had
steaming a wide variety of foods all seem to accused of being vampires, Ethan started to
hang in the air.” suspect that the vampire hunters staged the
vampire attacks as an excuse to extort wealthy
Whether the players decide to head directly to residents.
the inn, it doesn’t take them long to discover He offers the party 1000gp to head to
that several townsfolk have recently been Vadim Castle to gather evidence and confront
murdered in a series of gruesome vampire Dawnlight.
attacks.
Luckily though, a group of Vampire Ethan is only half right. The vampire hunters
Hunters called ‘The Goldburrowers’ lead by are extorting wealthy residents, but he is
Dawnlight Goldburrow, a famous vampire wrong about the vampire attacks.
hunter, known for her battle prowess and The vampire attacks were committed
easily recognisable full set of magical plate by Furcas, and the local clerics can confirm
armour. that the victim’s bodies were drained of blood
This information is either volunteered from puncture wounds in their neck consistent
by market venders, people recognising the with vampire attacks.
players as newcomers to the town, or by Ethan
at the inn.
14
Approaching the Castle
Vadim Castle
Vadim Castle was once home to the Lord
“A small castle stands atop a hill in the forest
Vadim, who held authority over the local area.
clearing. Many of the arrow slits and windows
Many years has passed since the Vadim family
have been bricked over from the inside, and
were in power and the castle has since fallen
the upper floors are in ruin. A small
into disrepair, with all but the ground floor
encampment of tents and a makeshift stable
crumbling. Dawnlight Goldburrow (Appendix)
lays at the foot of the hill.”
made this castle her (poorly kept) secret base
of operations during her formative years as a
The camp is the recent home of the
monster hunter. Since the arrival of Furcas
Goldburrowers following the occupation of the
(Appendix) and the subsequent scheme they
castle by Furcas.
hatched together, her men have vacated the
At any one time three Goldburrowers
castle and are camped nearby, not allowing
(Appendix) are in the camp, along with two
anybody to approach the structure.
Giant Boars ( MM).
The occupants of the camp are on
Vadim Castle Features
active watch and will approach anybody
The castle has the following features, attempting to come close to the castle.
unless otherwise noted in the description If the party approach them, or vice
for that area. versa, the Goldburrowers will tell them that
Ceilings. The Ceilings are 12 feet this area and the surrounding woods are
high. private property. They will offer to escort the
Doors. Interior doors are made of party back to town.
heavy wood. Locked doors require a DC If the party refuse, or are hostile
towards them, they will attempt to kill the
15 Strength check to force open, or a DC
party.
20 Sleight of Hand (Dexterity) check to
lockpick. XP
Floors. The floors are smooth tiled Divide 1500xp evenly among the party if they
stone. defeat or bypass the Goldburrowers and Giant
Treasure. Each humanoid Boar.
inhabitant of the castle and camp has
2d10gp in assorted treasure. There are no Treasure
silver items anywhere near the castle, on One of the men on watch has the key for the
Furcas’ orders front door of the castle. One of the tents is
being used as a temporary armoury and
Walls. The walls are made of the
contains seven spears, ten shortswords, five
stone as the floors, however they
scimitars, three heavy crossbows, two hundred
frequently feature highly faded decorative crossbow bolts. four suits of studded leather
paint or markings. armor and two potions of healing (PHB).
Lighting. Any exterior window is
boarded shut, and as such the interior
spaces are dimly lit with small hooded
lanterns attached periodically to the walls.
15
16
V1. Exterior V3. Fanatic Guard Area
“The path leads directly to the main entrance “The windows of this tower have recently
of the castle. The entrance features a set of been bricked over. A cluttered and dusty table
wide steps ascending towards a single large sits proudly in the centre of this room. To the
sturdy door flanked on either side by towers.” west, small rooms have been constructed
inside the tower. Four gaunt men stand around
The front door is locked and requires a DC 20 the room”
Strength check to force open, or a DC 25
Sleight of Hand (Dexterity) check to It is not uncommon for charismatic vampires
lockpick. to gain the service of human followers, who
worship them as a kind of god.
Additionally, the key carried by the
In this area, there are at least two Cult
Goldburrower in the camp will open the
Fanatics ( MM) who have sworn loyalty to
door without issue. The door can also be Furcas, standing guard at any one time. They
opened from within, without the need for a will attack and attempt to capture any
key. intruders.
The guards in this room alternate with the two
V2. Entrance Hall Cult Fanatics ( MM) in area V4.
The doors for the corridor between areas V3
“A single closed door leads north. The remains and V4 are propped open, allowing any sounds
of doorways, now filled with rubble from the of combat to awaken the off duty guards in
crumbled upper floors, previously lead south area V4, who will quickly join the fight.
and west. The bottom three steps are all that
remain of a once ornate set of stairs heading to If the party pose as Goldburrowers
the upper floors.” The Cult Fanatics are not familiar with every
member of the Goldburrowers, and the party
Due to the size of some of the pieces of rubble, may be able to convince them that they are
and the fact that some of it is holding up areas members, at which point, they will be allowed
of the roof, it would take four hours of to come and go as they please.
constant digging to unblock either of the
doorways leading east or south. XP
Divide 1800xp evenly among the party if they
Cultist Patrol. Characters lingering in this area defeat or bypass the four Cult Fanatics.
would be mistaken to think that it was safe.
Once every hour, the Cult Fanatics (MM) Treasure
from area V3 check this area for signs of A locked wooden box in this room contains
activity, before returning to their area. 1600cp, 50gp and a potion of healing (PHB).
17
V3a. Storage areas V5. Werewolf Chamber
These two rooms have been constructed with
thin wooden walls. Originally meant for the “The smell of wet dog fills this large room. A
storage of arms and armaments, these rooms large shirtless man is sat at a table, flanked by
now store little more than empty crates and two hounds. Unlike other rooms in this castle,
dust. the arrow slits in this tower are not bricked
over.”
DMs Discretion
A fun, albeit time consuming, addition to this A Werewolf (MM) named Syn has recently
area could be the inclusion of a prisoner in learned of the scheme between Furcas and
either of these rooms. Dawnlight and has travelled to the castle to
The Prisoner join their venture, where he has been
The prisoner is a former Goldburrower welcomed with open arms.
named Merif. He was opposed to the deal Syn has not yet been involved in an
Dawnlight made with Furcas, and has been attack, but hopes to be used in the next village.
captured and tortured as an example of Along with his two Dire Wolf (MM)
disobedience. He is severely wounded and companions, Syn has made this tower his
without weapons or armor. If healed, and home, removing the bricks from the arrow
equipped with weaponry, he will gladly join slits.
the party in their quest, attempting to purify
the once noble Goldburrowers. Merif is a XP
Veteran ( MM) but with a hitpoint maximum of Divide 1100xp evenly among the party if they
40, and without the ability to make a third defeat, or bypass Syn and his wolves.
attack, regardless of whether or not he is
equipped with the relevant weapons. Treasure
Syn carries a shoulderbag that holds within
V4. Fanatic Quarters 75gp, 10pp, and a bottle of strong whisky.
This room is used as a sleeping area for the
human guards. V6. Kitchen
“Four ragged bedrolls are scattered across the “The stench of blood envelopes this area as the
floor in this room. Barrels stand neatly tucked corpses of various animals and humanoids lay
into the northeast most corner. Doors lead east, about this room in various stages of dissection.
west and south.” Kitchen utensils lay strewn about the
worksurfaces. A woven basket containing
If they haven’t been alerted to trouble in area fresh fish, vegetables and bread sits on a clean
V3, there are two Cult Fanatics (MM) in this section of the work surface. Doors lead north,
room. They act in much the same way as the east, south and west.”
guards in area V3.
This kitchen is used to prepare subdued
Treasure humans to be eaten, as well as being used to
The barrels in the corner of the room contain cook food for the living occupants of the castle
water, and salted meat for the humans to The locked door leading west opens into a
consume. The origin of the meat is difficult to small courtyard at the rear of the castle.
ascertain.
18
V7. Bedchambers V8. Banquet Hall
“This is the most southwestern tower of the “This large room is clearly the banquet hall of
castle. Doorways lead north and east. the ancient castle. Large doors head out of this
Bookcases filled with dusty tomes stand room to the north and south, while a small
covering the arrow slits while four chestnut door leads west. A hallway leading east has
coffins lay in a neat row in the center of this crumbled with age and is now blocked.
room. ” A large bloodstained table, flanked with well
carved chairs sits central in this hall. The
This room houses the Dhampir (Appendix) natural stone walls of the room are interrupted
sons of Furcas. They are adults, however the periodically with black banners.”
Vampire still treats them as if they were
children. There are three Giant Boar (MM) in this room.
There are three Dhampirs (Appendix) in this They are the boars belonging to the
room. The Dhampirs are very confident of Goldburrowers in area V9, however the
their abilities and resent that they are confined Dhampir refused to allow the boars to proceed
to the castle, and at the orders of their father, into the library.
are not allowed free roam of the surrounding The boars are viciously trained and
forest. will attempt to kill anybody they do not
As well as the three Dhampirs, the ceiling of recognise.
this room is covered in bats. These are three
Swarms of Bats ( MM), each separately XP
controlled by one of the Dhampir brothers. Divide 1350xp evenly among the party if they
defeat or bypass the Giant Boars
If engaged in combat, all three will fight until
at least one of their brothers is knocked V9. Library
unconscious or killed, at which point, one of
the remaining two will double down on their “Chestnut bookcases filled with ancient books
effort to defend themselves, while the other line the walls of this room. Several study
will break away and attempt to warn the chairs are placed in the room atop an old
occupants of V9 and Furcas in area V10. tattered rug. Heavy curtains block any light
from entering from outside. To the east and
XP west, private reading areas are blocked with
Divide 1500xp evenly between the party if the heavy curtains, designed to block out all but
party defeats or bypasses the Dhampirs and the loudest noises.”
Swarms of Bats.
This room both previously and currently is
Treasure serving as the castle library. Many of the
A small wooden chest is among the items in books have rotted with age, however a few
this room. The chest contains 180gp, 10pp and books are considerably newer and appear to be
four sets of silk fine clothes (PHB) in good condition.
19
XP V11. Open Roofed Tower
Divide 1250xp evenly among the party if they
defeat, or bypass the Goldburrowers and the “The roof of this tower is completely absent,
Dhampir. with natural light pouring in. The room is
completely overgrown with grass and thick
Treasure bushes.”
There are 15 intact books worth 25gp each.
These were brought here by Dawnlight This area was used as a private garden by
Goldburrow before she forged her alliance Dawnlight prior to the arrival of Furcas and his
with Furcas. They cover topics such as sons.
monster ecology, vampire hunting, and such The interior door has been locked by the
things. There is also a single signed copy of vampires, to avoid any of them accidently
The Great Deeds of Dawnlight Goldburrow by stepping into the light.
Dawnlight Goldburrow.
XP
Divide 3400xp evenly among the party if they
defeat, or bypass Dawnlight Goldburrow and
Furcas.
Treasure
A gold bowl (100gp) sits atop a small cabinet
in this room. The bowl glistens as it contains
250gp, 20pp, three onyx (worth 50gp each),
and four emeralds (worth 50gp each).
20
What Next?
Upon discovery of the Furcas/Dawnlight
plot, and the defeat of either, or both, the
townsfolk will quickly drive any
remaining Goldburrowers out of town.
Ethan will be very thankful to the
party, and refuse to take any credit for
their actions.
If you intend on using this adventure as a
seed for future adventures, you could use
the following plot hooks, or add your own:
The Goldburrowers
Any remaining Goldburrowers may decide
to band together under a new name, as a
group of highly skilled and well trained
bandits.
With their training, and without
Dawnlight’s caution holding them back,
the Goldburrowers would become very
chaotic, driven only by bloodlust and
greed, seeking to plunder and loot local
hamlets or farmsteads.
21
22
campaign or world, you only need to add
Introduction Tronine’s tower for the location to work.
Of Worgs & Goblins is designed for a party of
3-5 7th-level characters. If your party has more NPCs. Vicsount De Sarlat can be replaced
or fewer characters, you can appropriately with any appropriately wealthy or influencial
adjust the number of monsters present in each figure who would have motive to help the
encounter using the guidelines in the Official captured villagers and the means to contact
5th Edition Dungeon Master's Guide (DMG) by and pay the party.
Wizards of the Coast. Tronine can be replaced with a villain
from your own campaign that may have
similar motives and actions.
Adventure Background
The people of Atmos Vale have recently been The Slaves. The identity and the families of the
the victims of a violent goblin raid. The four captured villagers can be replaced to
unusually organised and intelligent goblins comprise of, or include characters that the
overran the town, capturing several townsfolk party already know.
before retreating back into the forest.
Viscount De Sarlat has asked for you
all by name, requesting that you help retrieve
Difficulty
the missing townsfolk, and bring to justice 3 characters: This is a Hard adventure for
those responsible, no matter the cost. three characters.
The person behind the planning and 4 characters: This is a Medium difficulty
organisation of the raid was Tronine adventure for four characters.
(Appendix) a Drow wizard residing in Atmos 5 characters: This is an Easy difficulty
Vale. She has been purchasing slaves from the adventure for five characters.
Goblins for some time, using them for To increase or decrease the difficulty,
experiments in her tower. When the goblins add or remove enemies from encounters using
ran out of slaves to sell her, she suggested that the guidelines in the 5th Edition Dungeon
the goblins stop waiting for merchant caravans Master’s Guide (DMG) by Wizards of the Coast.
to raid, and pointed to the town as a key source
of people.
23
Of Worgs & Goblins
The adventure begins with the party waiting at “ ‘As you know, three days ago our peaceful
the doors to De Sarlat manor in Atmos Vale. town was raided by goblins in an
unprecedented and well organised assault.
“Only moments after you knock on the grand The goblins demonstrated tactics and
doors of this manor do they swing open. organisation well beyond anything we’ve seen
Standing in the doorway is a halfling man who from them in the past.
introduces himself as Davenport, and asks you They seemed to know the layout of
to follow him to the Viscount’s office.” our streets, our guard postings and patrols, and
worst of all, they knew who to target.
Davenport is Viscount De Sarlat’s loyal I want you to go and find the goblins,
assistant and long term friend. Although he is retrieve the townsfolk, if they are still alive,
adept at masking it, a DC20 Wisdom and bring me the head of whoever is behind
(perception) check will reveal to the players this whole thing. I will give you 400gp when
that he is masking concern and sadness, he has you return.’ “
personally lost a close one to the goblin raid.
His sister Kendra Davenport went The goblins took four physically weak, or
missing during the raid. She is being held in otherwise solitary townsfolk during the raid.
area P7. Tronine selected these four either because, in
Davenport will lead the party through her view, they wouldn’t be missed or because
the large and well decorated manor to a small they were easy targets for the goblins.
room on the second floor. The Viscount’s
personal office. These were:
Kendra Davenport: A halfling woman who
“This rather unassuming office seems out of lives alone on mainstreet.
place in comparison to the grandiosity of the Tiral Hightower: An elderly human man who
rest of the manor. The room is cramped, and has been retired for as long as he can
bookcases stuffed with papers and old books remember.
cover every wall. Behind the desk a tall, thin Lia Holyday: An elf woman who owns a
man dressed in dusty black clothing stares market stall in the town square
intently at you” Stephen Barrington: A 17 year old homeless
orphan who begs for change by the main gate.
The man wearing dusty black is Viscount De
Sarlat, the de facto leader of Atmos Vale. He The town lost too many guards in the assault
is a cold and aloof man who despite to attack the goblin base, but they were able to
appearances, cares deeply about the citizens of track the goblins back to Pelad Caverns.
the town. What is left of the town guards need to
stay in the town to protect from another
The current Viscount doesn’t share the grand assault, and to keep order. They will happily
tastes of his ancestors, preferring instead plain give the party directions to the caverns. The
muted clothing and decoration. This is the guards have pooled together their savings and
reason he currently uses the former closet as will offer the party an additional 80gp if they
an office. show no mercy to the goblins.
24
Pelad Caverns P1. Exterior
Pelad Caverns is a cave series in Pelad Valley.
Created centuries ago by a long dead giant “To the east, a sturdy door blocks the opening
purple worm, the elements have eroded most to what looks like a natural cave. The forest
evidence of the caves formations, the only lays in every other direction. An unusually
remaining evidence being the shape and size large outcropping of trees stands to the south.”
of the tunnels resembling the known
movements of the magical beast.
The Pelad Goblins have been using the The goblins keep their Worgs chained to the
caverns as their home for as long as many of southern outcropping of trees between the
the shorter lived races can remember. Using mountain wall and the trees.
the caverns as a base of operations, the goblins Here, the goblins are hidden from all
have made a name for themselves as lucrative who enter the area from the west, while being
slave traders. exposed to those who enter from the north and
south.
Pelad Cavern Features Three Large Worgs ( Appendix) are
The caverns have the following features, chained at the tree line. Each Worg is
accompanied by a Goblin Slaver (Appendix). If
unless otherwise noted in the description
the goblins are aware of somebody
for that area.
approaching, they will prioritise unchaining
Ceilings. The Ceilings are 8 feet and mounting the Worgs, attempting to use the
high. beasts maneuverability to their advantage.
Doors. The doors are made of pine These goblins will attempt to capture
wood cut from the trees of the surrounding any trespassers, who will then be transported
forest, none with particular skill. The to area P7 and kept with the other slaves.
locked doors require either a DC15
Strength (Athletics) or DC15 Dexterity XP
(Sleight of Hand) check to unlock or force Divide 1950xp evenly among the party is they
defeat, or bypass the Large Worgs and Goblin
open.
Slavers
Floors. The floors are smooth
natural stone.
Treasure. Each inhabitant of the
caverns has 2d10gp in assorted treasure.
Walls. The walls are made of the
same natural stone as the floors and
ceilings.
Lighting. The caverns are not
illuminated.
25
26
P2. Guard Room Armor cannot swim, this passage presents a
fun roleplay and problem solving challenge for
“A narrow tunnel descends into a large, low the party.
ceilinged natural cavern. The south of the
cavern contains a fire, gently illuminating the P4. Puzzle Room
room, while a cooking pot is suspended
nearby. A crude table and chairs stand in the “Crude steps open up into a large cavern. At
north. A second narrow tunnel leads east out the far north of the area, iron bars extending
of the room.” from the floor to the ceiling surround a large
chest. Four pressure plates are on the floor in
The natural ceiling is only 6 ft. high in this this room, coloured blue, red, purple, and
room. The walls are slippery and covered in a green.”
thin layer of green moss.
Two Goblin Slavers ( Appendix) act as the first For the bars surrounding the chest in this room
line of defence in this room. If they are aware to lower, the party must first solve the pressure
of anybody attempting to enter the caverns, plate puzzle.
they will position themselves in the narrow
tunnel, blocking entry. The four pressure plates in this room must be
activated in a specific order, if any are
XP activated out of sequence, all four will
Divide 900xp evenly among the party if they automatically deal 11 (2d10) lightning damage
defeat or bypass the Goblin Slavers. to any creature in contact with them.
Activating the pressure plates requires
Treasure more than 40lbs of weight be placed on the
Along with their regular treasure as described plate.
in the description for this dungeon, one of the
goblins wears an ornate elven necklace worth If the plates have been compressed in the
100gp. correct order, and while they stay compressed,
the iron bars surrounding the chest retract into
P3. Underwater Passage the floor.
As soon as the weight is taken off any
“Stairs lower into a 5ft wide by 10ft tall of the plates, the bars return to their previous
passage completely submerged in water. The position
passage continues east for several feet before
branching both north and south ” The correct order is:
Blue
This low passage has been flooded for many Red
years. The goblins and peikko are used to Purple
swimming through the water, but the Worgs Green
won’t go near it.
Slaves are dragged through the water The trapped room was placed here by an
with very little thought given to their health or adventuring party who used it to stash their
wellbeing, occasionally this has proved fatal. loot some time in the past, intending to return
to collect it at a later date.
DM’s discretion. If you are one of the many
DM’s that rule characters wearing Heavy
27
Treasure P6. Barracks
The chest contains 900gp, 4500sp, one
Diamond worth 300gp and Nightingale “Bunk beds, piles of straw and sleeping bags
(Appendix) are pushed up against the natural walls of this
cavern. A fire burning in the middle of the
P5. Large Chamber room gently warms the area. Heavy curtains
block passages leading north and south”
“This warm, and slightly hazy cavern is
illuminated by a large fire. A small empty cell This room is being used as sleeping quarters
has been constructed into a natural alcove in by the goblins and peikko that inhabit the cave
the south, while a table and bench sit in the system. There were not enough beds and
north. Tunnels lead east and west.” sleeping bags for every member of the tribe, so
the weaker members were left to sleep on
A female drow named Tronine (Appendix), is straw, or in one case, the stone floor.
in this room with a single Goblin (MM).
Tronine is here to collect the current batch of At any one time, there are four Goblin Slavers
slaves. (Appendix) and three Peikko ( Appendix) in this
She has been purchasing slaves to area. The peikko try to avoid the center of the
conduct arcane experiments on. None of her room, being uncomfortable when more than
previously purchased slaves have survived her 10ft. from stone.
experiments.
XP
When the party enters this room, Tronine will Divide 2400xp evenly between the party if the
immediately kill the Goblin, and pretend to be party defeats or bypasses the Goblin Slavers
an escaping slave. and Peikko.
She is confident in her abilities and
will attack the party as soon as she has the Treasure
element of surprise, or if the party becomes Each resident appears to be hiding coins under
suspicious. their beds from the other residents. The
combined coins from underneath the beds and
XP sleeping bags is 525gp, 1520sp and 907cp, as
Divide 2300xp evenly among the party if they well as one Potion of Giant Strength ( PHB).
defeat, or bypass Tronine.
P7. Slave Pen
Treasure
Tronine has her spellbook and component “Three large boulders rest in the north of this
pouch with her. In addition, she has 500gp in cold cavern. Almost half of the cavern has
both old and recently minted coins. This been separated with steel bars and transformed
money was the proposed payment for the into a large makeshift cell. Two locked doors
current ‘batch’ of slaves. lead north.”
Scattered among the room is 92sp and
180cp. A single Potion of Healing (PHB) is on There are three Peikko (Appendix) lurking in
the table in the north. this room. They enjoy annoying the goblins by
jumping into and out of the boulders. They
will use this tactic to fight any intruders, trying
28
to avoid travelling more than 10ft. from the crowns were previously those of minor human
boulders. royalty, now they adorn the heads of the
In the room with them are two Goblin Slavers grotesque goblins. They are also carrying
guarding the slave cell. 450gp and 900sp.
The two Goblin Slavers are each
Makeshift cell. The cell here contains four wearing signet rings worth 10gp.
captured townsfolk who were being sold as
test subjects to Tronine.
XP
Divide 1500xp evenly among the party if they
defeat or bypass the Peikko and Goblin
Slavers. Award the party an additional 800xp
if they free the slaves and deliver them safely
to area P1.
Treasure
The barrels and crates in this room contains
the slave's sentimental possessions and
clothing. Anything that the slaves owned that
had monetary value has already been
distributed among the goblins and peikko, with
the exception of two Potions of Healing (PHB)
hidden in a pouch.
XP
Divide 3100xp evenly among the party if they
defeat, or bypass the Goblin King, Goblin
Queen, and the two Goblin Slaver.
Treasure
The Goblin King and Queen each wear ancient
crowns worth 100gp each. The once noble
29
What Next?
If the party rescues the captured townsfolk,
the Viscount and entire town are very
happy with them and rewards them as
promised.
After a few days, the town guards discover
a tunnel leading from Tronine’s tower
deep into the forest, which she was using
to enter and exit the town unseen. It was
not used by the goblins during the raid.
Tronine’s Secret
When it comes to buying the slaves, and
the assault on the town, Tronine could
have been little more than a middleman,
purchasing the slaves for somebody more
powerful than herself.
Having Tronine be a subordinate of
a more powerful and more evil wizard,
could lead to many possibilities for future
adventure.
The evil wizard may have a
number of lesser wizards under him, who
he uses as pawns to enact vastly
complicated plans thwarted by the party.
30
31
Introduction Customising the Adventure
The Orc Situation is designed for a party of By design, any part of the adventure can be
3-5 8th-level characters. If your party has more customised very easily to fit your setting and
or fewer characters, you can appropriately campaign. However we have included a few
adjust the number of monsters present in each simple examples.
encounter using the guidelines in the Official
5th Edition Dungeon Master's Guide (DMG) by Locations. The entirety of the Crystal Barrens
Wizards of the Coast. can be reflavoured and repositioned to
anywhere with a strategic element that the orcs
may find appealing. For example, you may
Adventure Background wish to replace the barrens with forest, and the
Stybba, the leader of a local caravan Crystals with monoliths.
company has an ambitious plan to reroute one
of the company’s less profitable routes through NPCs. Stybba is very much a framework of a
the Crystal Barrens, so named for their large character for you to add as much, or as little as
crystal outcroppings. you wish. All we know of Stybba is that she is
Rerouting the caravan, and an influential merchant.
establishing a trade post around the base of the This makes her very easy to replace
Crystalspire, will not only save the company with any merchant or entrepreneurial
large amounts of time and money with every character.
trip, but provide a very profitable income,
which she is willing to pay the party a portion The Orcs. It could be powerful to replace the
of. Crystalspire Orcs with a tribe or orcs
The only problem, the proposed route previously encountered in your campaign.
cuts right through the middle of the
Crystalspire Orc tribe’s territory. Difficulty
She has asked you to 'relocate' the 3 characters: This is a Medium adventure for
current inhabitants of the area away from the three characters.
route, dead or alive. 4 characters: This is a Medium difficulty
adventure for four characters.
5 characters: This is an Easy difficulty
adventure for five characters.
To increase or decrease the difficulty,
add or remove enemies from encounters using
the guidelines in the 5th Edition Dungeon
Master’s Guide (DMG) by Wizards of the Coast.
32
The Orc Situation Crystalspire Camp
Word of the party’s skills and deeds has Crystalspire camp is constructed around the
spread, and they have received an offer of legendary Crystalspire, and can be seen for
temporary employment from Stybba, a caravan miles in every direction.
mogul. The Crystalspire is a significant
strategic location, as it is the only water source
“The extravagant, yet tasteful office of Stybba for several miles, as well as providing magical
is dominated by a large desk, disappearing properties.
under various pieces of paper and scrolls.” Anybody who spends 24 hours within
100ft. of the Crystalspire gains a temporary +1
Stybba will explain her plan to reroute one of modifier to attack and damage rolls for the
her company’s less profitable routes through following 24 hours.
the Crystal Barrens, while simultaneously
establishing a trading post at the Crystalspire, Crystalspire Camp Features
and eliminating the looming orc threat in the Many areas of the exterior of the camp are
area. overgrown with thick thistles. It takes one
She is unwilling to part with more
hour to cut through 10ft of thistles.
than 200gp as payment upfront, but offers the
The exterior wall of the camp
party a 10 per cent ownership stake in the
trading post, including 10 per cent of future stands 20ft. tall.
profits from the post. Ceilings. The Ceilings of the
buildings on the surface are 10 feet high.
Before she can go ahead with her part The ceilings of the areas built under the
of the plan, she needs the party to 'relocate' the camp are 8 feet high.
current inhabitants of the Crystalspire, a band Doors. The doors are all heavy
of violent orcs who have rather sandstone.
unimaginatively called themselves the Floors. Interior floors are
‘Crystalspire Orcs’.
sandstone tiles, while the exterior floors
These orcs have been causing great
are covered in sand or grasses.
trouble for the people of the region, and are
responsible for the deaths of countless Treasure. Each Orc has 3d12gp in
innocent people. assorted treasure that they have stolen
from their victims.
Walls. The exterior wall is 5ft.
thick sandstone, while the walls of the
buildings inside the camp are 1ft. thick
sandstone blocks.
Lighting. Within the confines of
the exterior wall, there are freestanding
torches illuminating the camp, lit only
during the night.
33
34
Exterior A large murky lake sits strangely still at the
base of the crystals, reflecting back their
“Approaching the walled Orc stronghold, the entrancing form. Dense thistles block access to
large crystalline outcropping protruding far the north.”
above the walls is the most striking feature. A
single watch tower stands over the south of the The water in the lake, although a striking blue,
camp. The roofs of three buildings of orcish is extremely murky, and visibility is limited to
design can be seen over the walls.” only 1ft. below the surface. Hiding below the
surface is a Giant Crocodile (MM). Players can
The orcs very rarely patrol outside the walls of spot the crocodile with a successful DC 15
their camp, believing it to be impossible to Perception (Wisdom) check.
approach without being seen from miles away.
Sword of Kings. A sword ‘of kings’ is stuck
Cr1. Entry inside of a stone on the island. The sword is
not magical and appears to simply be a rather
“The large doors open directly into a wide, ornate rapier ( PHB). The extra inlaid gems and
irregular guard area. Crudely carved and well fine craftsmanship of the sword makes it worth
worn stone steps descend down a steep slope 100gp
to the north. The crystal base can been seen
here and appears to be impassible aside from XP
small passages to the north and southeast.” Divide 1800xp evenly among the party if they
survive or bypass the Giant Crocodile ( MM).
The northern section of this area is 20 feet
below the southern section, with rough cut Cr3. Hoard
stone stairs cut into the side of a short cliff,
leading to the lower section. Three Orc “Doors lead south and east out of this heavily
Savages (Appendix) are sparring in the raised cluttered room. Junk and old furniture is so
southern area, while three Orc Usurpers densely packed into the room, that the worked
(Appendix) are sat on the bottom of the steps, stone floor is only visible in sporadic patches.”
drinking ale.
Magical Key. One of the Orc Usurpers is This room is so crowded with furniture that
carrying an iron key that glows faintly pink. any effort to move through it is hindered. It is
This key is required to open the locked hatch considered difficult terrain.
in area Cr9. One of the lazier orcs had used the
room as storage, until it had become so
XP crowded that any attempt to find anything
Divide 1950xp evenly among the party if they inside had become a fruitless endeavor. Rather
survive or bypass the Orcs. than tidy the room, he simply boarded up the
entrances to it.
Cr2. Lake The party can safely rest here, as the
room is not in use.
“A seemingly disused building, with its
windows and doors boarded up stands against Treasure
the outer wall to the north, while a second, If the party spends at least 1 hour digging
large building appears to be in use to the east. through the piles of junk in this room, they are
35
able to find a large painting of an Elven queen. part of the crystal is visible inside this large
It was painted a long time ago by a very single roomed building. Bunks line the walls
skilled and famous artist, it is worth 500gp to while a statue stands on a platform in the
the right buyer, but is very fragile and cannot south. Two doors lead east, and west out of
be rolled up for transport. this building. The shutters on the windows are
firmly closed.”
Cr4. Hidden Goblin Camp This room is used by the orcs as their sleeping
quarters.
“Two small ramshackle huts, constructed from The crystal protruding into the room
wood and scraps, lean against the outer wall appears to be well polished, with a single
here, close to a section that has long since cushion at its base.
crumbled. Between the huts, a large rusted pot The orcs meditate here after taking
boils over a fire. Dense thistles stand to the damage in battle.
south, while buildings stand to the south and Two Orc Veterans ( MM) are sat at the table
west. eating and loudly discussing humours methods
of pranking their fellow orcs.
A small displaced tribe of Stone Goblins The Orc Veterans are particularly fond
(Appendix) have made this area their home. of removing the wooden slats from beneath the
They are being very careful not to draw beds of their fellow tribesmen
attention to themselves from the Orcs, who are
unaware of their presence. XP
Only small or tiny creatures can fit Divide 2100xp evenly among the party if they
through the hole in the wall to the north. defeat, or otherwise bypass the Veterans.
There are 3 Stone Goblins (Appendix)
in each hut, with 4 Stone Goblin (Appendix) Cr6. Watch Tower
cooking at the pot, for a total of 10 Stone
Goblins. “A tall wooden watch tower has been
The Goblins will attack any who enter constructed in the center of this open area,
the area. If half, or more, of them are killed, north of a disused and boarded up building. A
the remaining goblins will attempt to flee via narrow route through the thistles is visible to
the hole in the wall the north, as is a route between the crystalspire
and the outer wall to the south west. ”
Treasure
The Stone Goblins have amassed 15gp, 40sp One Veteran (MM) is in the watchpost at the
and 300cp in a mix of old and newly minted top of the tower. Two more Veterans (MM)
coins are positioned at the base of the tower, looking
towards the southwest entrance to this area
XP
Divide 1000xp evenly among the party if they The watch tower was hastily constructed by
defeat or otherwise deal with the Stone the orcs after the cannon attack was able to
Goblins. break through the outer wall.
The tower is temporary while the orcs
Cr5. Barracks organise themselves enough to rebuild the
wall. This may take some time, knowing the
“Built right up to the base of one the crystals, nature of orcs.
36
are strong, and more than capable of fending
for themselves if given basic equipment.
XP
Divide 2100xp evenly among the party if they XP
defeat, or bypass the Veterans. Divide 1200xp evenly among the party if they
defeat the Orc Savages. If the slaves escape,
award the party an additional 600xp.
Six Orc Savages (Appendix) are in this area. “The floor of this natural cavern has collapsed
One stands guard at the slave pen, while five, into a subterranean lake 10 ft. below the floor
most with bloodied noses, practice grappling of the short man made tunnel that enters from
and hand to hand combat in the raised, eastern the north. Through the dirty water, a single,
section. impossible flame flickers at the bottom of the
lake.”
Slaves. The four slaves here have all been
captured by the Orcs in raids. If the Orcs are A Giant Crocodile (MM) is in the lake in this
killed, the slaves will immediately see their room.
opportunity and attempt to flee the camp. They
37
The water in this room is 60ft. deep. The
glistening light from under the water is an
What Next?
Everburning Lantern (Appendix) that had Stybba will move quickly to begin work
been left in the room prior to its collapse. on the new trading post.
The Orcs throw any of their victims to If the party wish to help Stybba in
the Giant Crocodile to eat. the construction and design of the trading
post, she is more than happy to allow them
Treasure and accommodate their requests and ideas.
As well as the Lantern, there is an assortment
of coins on the floor of the lake containing
If you intend on using this adventure as a
50gp, 150sp and a Potion of Healing (PHB)
seed for future adventures, you could use
the following plot hook, or add your own:
XP
Divide 1800xp evenly among the party if they
defeat or bypass the Giant Crocodile. Trading Post
10 per cent ownership of a frontier trading
Cr11. King’s Chambers post does not come without its fair share of
opportunity for adventure.
“The walls of this man made chamber are The strategic location of the trading
decorated with the mounted heads of various post, and the now lack of Orcs, may draw
beasts. A crude throne sits on a platform 5ft. the attention of others in the area who wish
above the rest of the room. A solid wood chest
to take over the location.
sits in the southwest corner.”
Alternatively, the magic of the
crystals may make construction difficult
Gra'agh (Appendix) is sat atop the throne in
this room, discussing expansion plans with without specialist equipment, equipment
four Orc Usurpers (Appendix), who are that the party is tasked with tracking down.
stood in the lower section of the room. The trading post has near limitless
The chest is locked. Gra’agh has the options for adventure and campaign building,
key on his person. and can be a valuable asset to a DM, and to the
player characters.
XP
Divide 4100xp evenly among the party if they
defeat Gra'agh and the Orc Usurpers.
Treasure
Gra’agh has round his neck, the Crystalspire
Necklace (Appendix). He also has 200gp on
him, and the key to the chest.
The chest contains 2500gp, 1000sp
and 900cp.
38
Appendix A: NPCs
Canton
Medium undead, chaotic evil
STR +2 DEX +0 CON +2 INT +2 WIS +1 CHA +0
Damage Immunities Piercing, poison
Damage Vulnerabilities Bludgeoning
Condition Immunities Exhaustion, poisoned
Senses Darkvision 60 ft., passive Perception 14
Languages Common, Elvish
Challenge 4 (1100 XP)
ACTIONS
39
Furcas by an amount equal to the necrotic damage taken,
and the Vampire regains hit points equal to that
Medium undead (vampire), lawful evil
amount. The reduction lasts until the target finishes
a Long Rest. The target dies if this effect reduces
Armor Class 19 (plate armor, shield)
its hit point maximum to 0.
Hit Points 100 (14d8 + 20)
Speed 30 ft.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 8 (2d4 + 3) slashing damage.
STR +3 DEX +3 CON +2 INT +4 WIS +0 CHA -2
Instead of dealing damage, the Vampire can
Savings Throws Str +6, Dex +4 grapple the target (escape DC 13).
Skills Perception +3
Senses Darkvision 60 ft., passive Perception 14 Longsword. Melee Weapon Attack: +6 to hit, reach
Languages Common, Elvish, Dwarvish, Halfling 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage,
Challenge 6 (2300 XP) or 8 (1d10 + 3) slashing damage if used with two
hands.
Regeneration. The Vampire regains 10 hit points at
the start of its turn if it has at least 1 hit point and
isn't in sunlight or running water. If the Vampire
takes radiant damage or damage from Holy Water,
this trait doesn't function at the start of the
vampire's next turn.
ACTIONS
40
Tronine
Medium humanoid (drow), lawful evil
STR -2 DEX +3 CON +1 INT +4 WIS +1 CHA +0
ACTIONS
41
Gra'agh
Medium humanoid (half-orc), chaotic evil
STR +5 DEX +0 CON +3 INT +3 WIS +1 CHA +2
Skills Perception +4
Senses Passive Perception 12
Languages Common, Orc
Challenge 6 (2300 XP)
ACTIONS
42
Orc Savage Goblin King (Grive)
Medium humanoid (Orc), chaotic evil Medium Goblinoid (Goblin), chaotic evil
STR +3 DEX +0 CON +2 INT +0 WIS +1 CHA -1 STR +3 DEX +1 CON +2 INT -2 WIS +0 CHA -2
Orc Usurper
Medium humanoid (any), chaotic evil
Grive is the Goblin King leading the tribe
living within the Pelad Caverns.
Armor Class 12 (chain shirt) Although Grive officially leads the
Hit Points 60 (8d8 + 20) tribe, everyone knows that the real leader of
Speed 30 ft. the tribe is his queen.
STR +4 DEX +2 CON +1 INT +0 WIS +0 CHA +2
Skills Intimidation +6
Senses Passive Perception 11
Languages Common, one other language
determined by race
Challenge 2 (450 XP)
ACTIONS
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Goblin Queen (Feli) Dawnlight Goldburrow
Small Goblinoid (Goblin), chaotic evil Medium humanoid (human), lawful evil
Armor Class 14 (natural armor 16 with mage Armor Class 20 (plate armor, shield)
armor) Hit Points 90 (12d8 + 21)
Hit Points 55 (9d8 + 10) Speed 30 ft.
Speed 40 ft.
STR +4 DEX +1 CON +2 INT +1 WIS +0 CHA +4
STR +0 DEX +3 CON +2 INT +2 WIS +1 CHA -2 Saving Throws Strength +7, Dexterity +4
Skills Perception +4, deception +7, persussian +7
Savings Throws Wis +4, Dex +6 Senses Passive Perception 14
Skills Perception +4 Languages Common, Elvish
Senses Darkvision 60 ft., passive Perception 13 Challenge 4 (1100 XP)
Languages Common, Goblinoid
Challenge 4 (1100 XP) Armor of Resistance. Dawnlight wears a suit of
Armor of Resistance, granting resistance to
Spellcasting.The Goblin Queen is a 2nd-level Necrotic damage
spellcaster.
Its spellcasting ability is Intelligence (spell save ACTIONS
DC 15, +5 to hit with spell attacks).
The Goblin Queen has the following wizard spells Multiattack. The vampire hunter makes two
prepared: longsword attacks.
Cantrips (at will): Fire Bolt, Poison Spray, Acid Longsword. Melee Weapon Attack: +6 to hit, reach
Splash 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage,
1st level (3 slots): Magic Missile, Mage Armor, or 9 (1d10 + 4) slashing damage if used with two
Burning Hands hands.
Nimble Escape. The Goblin Queen can take the
Disengage or Hide Action as a Bonus Action on Dawnlight Goldburrow was for many years, a
each of its turns. highly respected and honest Monster Hunter,
this reached a peak about twenty years ago
Goblin queens are abnormally intelligent when she released her memoirs.
goblins who have learned to unlock basic In the many years since, Dawnlight
arcane mysteries, usually out of reach of most has found it harder and harder to hunt
goblins. monsters and undead due to her ever
Goblin queens often lead their own increasing age. Finally, approaching her 60s,
tribes, although they can sometimes rule after decades of injuries, she realised she was
alongside a goblin king, if it is beneficial to no longer fit or strong enough to carry on her
both parties. line of work.
Due to the goblin queen’s high intelligence, Unable to support herself financially,
tribes under the control of a goblin queen pose and with no savings to speak of, she resorted
a larger threat than those left to their own to allying herself with an old enemy, Furcas.
devices. Together, Furcas and Dawnlight
hatched a plan to ensure a steady stream of
money for very little work.
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Goldburrower Appendix B: Monsters
Medium humanoid (any), lawful evil
STR +0 DEX +2 CON +1 INT -1 WIS +0 CHA +2 Armor Class 12 (natural armor)
Skills Intimidation +4, Deception +4 Hit Points 20 (4d8)
Senses Passive Perception 14 Speed 60 ft. climb 30 ft.
Languages Common and one other language,
usually determined by its race STR +0 DEX +3 CON +0 INT -2 WIS +0 CHA -2
Challenge 2 (200 XP) Damage Immunities poison
Condition Immunities Charmed, exhaustion,
Expertly Trained. Once per turn when the poisoned
Goldburrower hits a target with a melee or ranged Senses Darkvision 60 ft., passive Perception 10
weapon attack, it deals an extra 4 (1d6) damage. Languages understands the languages it knew in
life but can't speak
ACTIONS Challenge 1 (200 XP)
Multiattack. The Goldburrower makes two melee Undead Fortitude.If damage reduces the agile
attacks. zombie to 0 hit points, it must make a Constitution
Shortsword. Melee Weapon Attack: +4 to hit, saving throw with a DC of 5 + the damage taken,
reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing unless the damage is radiant or from a critical hit.
damage. On a success, the zombie drops to 1 hit point
Javelin. Range Weapon Attack: +4 to hit, instead.
30/120ft., one target. Hit: 5 (1d6 +2) piercing Disengage. Once per turn, the agile zombie can
damage. take the disengage action as a bonus action.
ACTIONS
The Goldburrowers are well trained warriors,
and previously fulltime monster hunters. Multiattack. The Agile Zombie makes two melee
Considerably fewer in numbers than a year attacks.
ago, Dawnlight only retained the services of Slam. Melee Weapon Attack: +2 to hit, reach 5 ft.,
those she believed would be willing to engage one creature. Hit: 4 (1d6 + 1) bludgeoning damage.
in her recent scheme with Furcas.
The zombies found in the catacombs are
This has lead to the remaining
unusually fast and agile.
Goldburrowers quickly devolving into a group
These undead are very animalistic and
of lazy, violent thugs, living on the profits of
will attempt to climb the walls and cling to the
deception and extortion.
ceilings of wherever they are before launching
onto their adversary.
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Armoured Skeleton Dhampir
Medium undead, chaotic evil Medium undead (vampire), lawful evil
Pack Tactics.The armoured skeleton has advantage Dhampir Weaknesses. The Dhampir has the
on an attack roll against a creature if at least one of following flaws:
the thug's allies is within 5 feet of the creature and Harmed by Running Water. The Dhampir takes 20
the ally isn't incapacitated. acid damage when it ends its turn in running water.
Stake to the Heart. The Dhampir is destroyed if a
ACTIONS piercing weapon made of wood is driven into its
heart while it is Incapacitated in its Resting place.
Multiattack. The Armoured Skeleton makes two
melee attacks. ACTIONS
Shortsword. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
damage. one willing creature, or a creature that is Grappled
Shortbow. Ranged Weapon Attack: +4 to hit, range by the Dhampir, Incapacitated, or Restrained. Hit: 5
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing (1d6 + 2) piercing damage plus 4 (1d8) necrotic
damage. damage. The target's hit point maximum is reduced
by an amount equal to the necrotic damage taken.
The official guards of Canton and his wife The reduction lasts until the target finishes a Long
were buried wearing their ceremonial plate Rest. The target dies if this effect reduces its hit
armor, decorated with the family seal on the point maximum to 0.
breast.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
The skeletons seem to have retained
one creature. Hit: 8 (2d4 + 3) slashing damage.
some knowledge of their martial training and Instead of dealing damage, the Dhampir can
are still competent combatants. grapple the target (escape DC 13).
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The subject is rarely discussed, except Many fairy tales, written and spread
by the exceptionally brave as Furcas is known by those who have not actually encountered
to be quite sure to see to it that whoever them, often include Peikko as minor nuisances,
spreads these rumors comes to an untimely or as free spirited protectors of small hamlets.
end. Nothing could be further from the truth.
Stone Goblin
Piekko Small goblinoid (goblin), chaotic evil
Small Fey, chaotic evil
Armor Class 15 (natural armor, stonelike skin)
Armor Class 14 (natural armor) Hit Points 18 (4d6 + 2)
Hit Points 28 (5d8 + 6) Speed 30 ft.
Speed 30 ft.
STR +2 DEX -1 CON +1 INT +0 WIS -1 CHA -1
STR +0 DEX +3 CON +0 INT +3 WIS +2 CHA -2
Skills Stealth +3
Skills Stealth +7 Senses Passive Perception 9
Senses Darkvision 60 ft., passive Perception 13 Languages Common, Goblin
Languages Goblinoid, Sylvan Challenge 1/2 (100 XP)
Challenge 1 (200 XP)
Stonelike Skin. The Stone Goblin’s stonelike skin
Rock Stride. Once on their turn, the Piekko can use allows them to blend in naturally with stone.
10 feet of their movement to step magically into Checks made to hide near stone have Advantage.
one boulder within reach and emerge from a second
boulder within 60 feet of the first boulder, ACTIONS
appearing in an unoccupied space within 5 feet of
the second boulder. Both boulders must be Large or Multiattack. The Stone Goblin makes two attacks
bigger. with its club.
Magic Resistance. The Piekko has advantage on Club. Melee Weapon Attack: +5 to hit, reach 5 ft.,
saving throws against Spells and other magical one target. Hit: 5 (1d4 + 2) bludgeoning damage.
effects.
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Appendix C: Magical Items
48
License
Copyright 2017, Dragon Turtle Games.;
Author Robert Marriner-Dodds
Published under Open Game License.
Copyright © 2017 Dragon Turtle Games, published under the Open Gaming License.
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