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The Lost Mine of Phandelver and Includes an Introduction to One of the Main Npcs from That Adventure

The Lost Mine of Phandelver and Includes an Introduction to One of the Main Npcs from That Adventure

Sample file A Lost Mine of Phandelver Adventure for 3rd - 5th Level Characters.

Daniele Severin

Other works from Daniele Severin TheTomb of the Dwarven King is an adventure for fifth edition Dungeons & Dragons suitable for 3 to 6 characters of 1st Samplelevel, lasting 1-2 hours. The module providesfile an introduction to The Lost Mine of Phandelver and includes an introduction to one of the main NPCs from that adventure. The adventure can also be played as a one-shot or as an introduction to a campaign created by the Dungeon Master.

2 Summary Credits Introduction...... 4 Writing, Layout, Cartography Daniele Severin Background Editing Kai Linder Cover Art on the Attack - Eric Lofgren, Some Character Hooks artwork © 2015 Eric Lofgren, used with permission. Developments All rights reserved. Discover the Threat of the Hag...... 5 Special Thanks Irene Festa Consequences Captured! Interior Art Ork schamane - Markus Röncke, pag. 7 ...... 6 The Orc Camp Warrior Orc - Battle for Wesnoth, pag. 8 (CC BY 3.0) 1. Gateway Wizard of the Coast, used with permission. 2. Gog’s Lair 3. Guard Room...... 7 4. Pantry On the Cover Brughor Axe-Biter prepares to fight the characters. 5. Common Room 6. Altar of Gruumsh 7. Circle of Death...... 8 8. Blacksmith’s Room 9. Chief’s Room 10. Prison Towards the Hag’s Lair...... 9 1. An Unwanted Interest 2. The Seed of Doubt 3. Shadows in the Fog 4. A Night of Passion...... 10 The Home of Eris Cherrydwen Eris Cherrydwen...... 11 Haunted Objects Map...... 12

©2020 Daniele Severin. All rights reserved. First digital printing February 2020 and published under the Community Content Agreement for Guild (http://www.dmsguild.com). DUNGEONSSample & DRAGONS, D&D, , , the dragon ampersand, Player’sfile Handbook, , Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any repro- duction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 3 conflict, ending with multiple assaults and murders. Introduction The split. The largest group went deep into the xpedition to Wyvern Tor is a mountains while the second group, led by Brughor Dungeons & Dragons fifth edition Axe-Biter, went instead to the valley and settled in a adventure for 3rd - 5th level characters. cave at Wyvern Tor. EThe adventure is an accessory to The Lost Mine of Phandelver, designed to expand a side quest in which the characters must Character Hooks deal with a group of orcs camped at Wyvern Tor. In Lost Mine of Phandelver, the characters learn of With a bit of adaptation, the adventure can be played the orc encampment at Wyvern Tor through a bounty in any campaign. posted at the Phandalin town hall. Anyone dealing Monster names are written in bold; if not with the orcs is promised a reward of 100 gp. otherwise specified, all NPCs arecommoners . If you want to give the characters further Enemy stat blocks can be found in the Monster motivation, make the orc threat more pressing; Manual. Text within a box is to be read or go missing, farms are raided, and paraphrased to the players. The rest of the travelers kidnapped. If you really want to make adventure is for the Dungeon Master only. a change in the adventure, see “Invasion” in the Consequences section. Background A few months before the start of this adventure, a Developments night hag called Eris Cherrydwen decided to settle This adventure can play out in many different near an orc village in the Sword Mountains. The ways depending on the characters’ choices. The hag offered the orcs her help with various problems: initial goal is to eliminate the threat of the orcs. she could donate fertility aids, give unusual fortune However, it is possible that during the adventure in hunting, and refine their fighting skills. Although the characters discover the greater danger, the hag superstitious, the orcs took advantage of this, hoping Eris Cherrydwen, who caused the emigration of the to exploit the power of the crone to their advantage. orcs to the lands of humans. The characters could It wasn’t long before the problems started. The decide to make an agreement with the orcs and kill wells dried up, flocks of crows consumed the last the hag, or to eliminate both threats. If they don’t remaining animals, and infants were stillborn or learn of, or ignore, the danger presented by the hag, horribly deformed. Warriors were sent to drive out the Consequences section below explains several the hag, and never returned. The village fell into resulting effects.

Sample file

4 Discover the Threat of the Hag hag, she soon targets Phandalin. The villagers begin to have strange recurring nightmares, the fields are The surest way to learn about Eris Cherrydwen is invaded by crows, there are murders without any through Brughor Axe-Biter’s map (see area 9), which apparent motive. If the characters don’t intervene, marks the position of her den. If you want to give the community collapses within a few weeks. the characters other chances at discovering the hag, The Betrayal. If the characters face the hag you could have an orc (such as the chief or one of following an agreement with the orcs, the orcs could the main NPCs) scream at the characters during a decide not to honor their word. Instead of returning fight, “Damn you! Did the hag send you to finish the to the mountains, the orcs might decide to remain in job?”, or some similar phrase. If the characters take the region and continue their raids. The DM can use the hook, the conflict could end with an agreement this cue to create new adventures for players. between the orcs and the characters: if the characters kill the hag, the orcs promise to return to their home in the mountains. Captured! It isn’t necessary to force the characters to deal During the characters’ attack on Wyvern Tor, with Eris. However, if they ignore the danger, they many things can go wrong. If they find themselves may have to face the consequences. outmatched or defeated it’s much better to use the occasion to capture the characters rather than Consequences kill them. If the characters are captured, they are stripped These situations can be used to escalate the orc and of their belongings and placed in the prison (area hag threats. 10) along with two other prisoners, where they’re Invasion. Once their ranks have been organized always guarded by at least one orc. The characters’ at Wyvern Tor, Burghor Axe-Biter’s orcs grow equipment is seized by Axe-Biter and taken to his stronger and braver every day. If the characters room (area 9). don’t dealSample with the orcs, they raid Phandalin while Characters trying to escapefile will be killed if caught. the characters aren’t present. When the characters Otherwise, the orcs have fun throwing monsters return they will find the town semi-destroyed, with into the prison to fight (you can use Gog theogre several buildings burnt and the inhabitants thrown or other creatures of your choice). If the characters into poverty. manage to impress the orcs with their strength, The Hag’s Goals. After the orcs left their village Axe-Biter asks them to take care of the hag in home, Eris Cherrydwen began looking for new exchange for their freedom and the release of the communities to corrupt. If the characters ignore the two hostages. 5 The Orc Camp Sneak In Wyvern Tor is an imposing hill surrounded by miles Characters may try a different approach to get of rough terrain. Finding the hidden camp of the into the quarry; always give the characters a orcs takes time. A character leading the party can chance to succeed and reward good ideas. If the attempt a DC 15 Wisdom (Perception) or DC 10 characters attempt to sneak behind the guard, Wisdom (Survival) check every hour, finding the each PC must make a DC 10 Dexterity (Stealth) hideout on a success. check. If more than half of the characters fail the When the characters find the camp, read or check, the sentry notices them. If the characters paraphrase the following: attempt to misdirect or distract the orc, you can request a DC 10 Charisma (Deception) check. If While climbing a rocky ridge on the lower slope successful, the guard moves a few feet away and of the hill, you pick up the faint smell of smoke. A Dexterity (Stealth) checks to get by are made with hundred feet from you is a cave at the bottom of advantage. a ravine. Leaning against a boulder, about sixty feet from the entrance of the cave, is a single orc guard. 1. Gateway

If the characters manage to silently eliminate the This area serves as the kitchen, as it’s the only orc guard, they have a chance to catch the camp by ventilated part of the cave. Kitchen fires are lit and surprise. If the sentry spots the characters, or if they used to prepare food, which is then eaten here as fail to neutralize him in the first round of combat, well. If the characters arrive at the camp around the orc retreats to the quarry giving the alarm. meal time, modify the following accordingly: Developments. If the guard manages to sound This cave could easily accommodate four the alarm, the ogre from area 2 comes to face the characters. After one round of combat, a group of medium-sized wagons. The soil is littered with junk and ash, in which you can see the footprints six orcs arrive as reinforcements. of at least twenty orcs. Towards the entrance of the cave are the remains of two campfires, with the leftovers of meals consumed in recent weeks scattered around it.

During meal times this cave contains twelve orcs, either eating or cooking. This group is so noisy that they can be heard from outside the camp. If the characters carefully sneak closer, they can get an idea of the number of orcs. 2. Gog’s Lair Although the orcs are not among the most civilized races in Faerun, even they find ogres repulsive, enough to provide a separate room for their ally Gog.

The stench coming from this room is noticeable even from outside. The floor is covered with mud, excrement, and the raw remains of consumed animals. Leaned against the walls are half a dozen clubs, diligently ordered by size.

Gog, an ogre ally of the orcs, spends most of his Sampletime here. If the alarm is raisedfile in the camp, Gog is among the first to intervene, and will fight to the death regardless of his chances of victory. Treasure. Characters searching through the garbage in this room can make a DC 10 Intelligence (Investigation) check. On a success, they find goodnight’s carillon (see box below), a solid gold box with a lever that, when turned, causes the 6 Goodnight’s Carillon Wondrous item, uncommon Using an action to turn the crank of this precious mechanism produces a sweet relaxing melody. When the carillon is played, all creatures within 20 feet of the object that can hear the music must succeed on a DC 13 Wisdom saving throw or be affected by the calm emotions spell. Once used, this property can’t be used again until the next dawn. mechanism to play a melody. Gog spent his evenings entertaining himself with the box, until his rough hands broke the gear. Repairing the gear requires a successful DC 15 Dexterity check with tinker’s tools. 3. Guard Room This cave is the main defensive post in the camp. The orcs have built a 5-foot-high gate from logs, which is wide enough to block access to the room. If 5. Common Room the characters manage to enter, read or paraphrase This cave is where most of the orcs come to rest the following: when not engaged in other activities. Just beyond the palisade, you find four longbows An acrid smell of grime and sweat hits you as you piled on the ground, as many quivers full of set foot in this cave. The floor is cluttered with arrows, and eight javelins. In the corners of the odds and ends, empty wooden jugs and rubbish. cave there are four straw beds, an open beer There are over a dozen straw mattresses, held barrel, and several abandoned mugs. together by gauze. At least four orcs are present in this room at all There are usually 2d6 + 2 orcs in this room at all times, intent on either drinking or resting. Since the times. If the characters arrive at night and have not guards are distracted, they have disadvantage on been discovered yet, these orcs are sleeping. Wisdom (Perception) checks unless alerted. Treasure. Among the odds and ends can be found Palisade. Anyone within 5 feet of the palisade 30 copper coins, 9 silver coins, and a silver-plated has three-quarters cover. The palisade has 60 dagger (50 gp). hit points, and is immune to psychic and poison damage. Breaking or moving the palisade requires a 6. Altar of Gruumsh successful DC 15 Strength check. Developments. If the characters reveal The floor of this room has been kept unusually themselves or have been spotted before entering clean, although you note signs of frequent this room, the orcs barricade themselves behind passage. In the middle of the cave is an altar the gate, attacking anyone that approaches from made of massed rocks. At its base is a severed the corridor with arrows and javelins. The orcs also head belonging to an . On top of the altar, lying raise the alarm, alerting the entire camp and call for on a straw mattress, is a black opal the size of an help. Two more orcs arrive after two rounds. orc’s fist. The gem has a white and irregular spot in the center, similar to a distorted pupil. 4. Pantry The orcs keep the game and the food stolen from This cave is dedicated to the worship of Gruumsh, farms and merchants here. the orc god of . The elf’s head is a macabre sacrifice addressed to the god. His followers come This small cave is clearly where the orcs keep here to be blessed before a raid or fight, or to make the gameSample they’ve hunted. The skinned body of a file sacrifices after a victory. deer hangs from ceiling hooks, flanked by several In this room is Hogar (orc eye of Gruumsh), who rabbits and birds. Piled against the walls are manages the cult of Gruumsh, and as many orc barrels of water and beer, sacks of flour, and boxes cultists as there are characters. They will defend of vegetables. the altar at any cost. If fought, the sounds of combat could attract more orcs from the common room Food stored here can feed the entire camp for two (area 5) and the Chief’s room (area 9). days, or four days if rationed. 7