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undeath. The new group, however, claims that attracts Thayan allies and claims it can help Corruption in living chromatic dragons rule the Realms. Claugiyliamatar watches the Cult through Kryptgarden crystal balls, directing the Zartruss clan to act as intermediaries for her. The two Cult groups now compete to construct the [Author: Teos Abadía a new stronghold, hoping to rule it Playtesters: Jonathan Duhrkoop, Max Hobbs, themselves should they win the dragon’s favor. Jeremiah Shepersky, Justin Turner, Matthew These efforts have caught the attention of Vincent.] House Brokengulf, a noble house of Waterdeep with a vendetta against the dragon. Working with the richer House Silmerhelve, the Introduction Brokengulf family contacts several factions for DDEP1-1 Corruption in Kryptgarden is a three- aid. The factions turn to adventurers from Phlan, hour DUNGEONS & DRAGONS adventure for four to who have recently proved their worth. six characters of 1st through 4th level. As a D&D Epics adventure within the D&D Adventurers League organized play program, Corruption in Overview Kryptgarden is a special interactive event As the DM, you have the most important role: bringing multiple tables together for an exciting facilitating the enjoyment of the game for the and challenging convention event. players. You are empowered to make decisions The adventure is set in Kryptgarden Forest, a and adjudications that enhance the fun of the hilly wood located within the Sword Coast adventure, while staying true to the adventure’s region of the Forgotten Realms and north of the story and intent. city of Waterdeep. The hilly wood is bounded by the Sword Mountains to the north and the village Adventure Tracks of Westbridge to the east. During the Player Introduction each table will A copy of the DUNGEONS & DRAGONS Starter Set choose one of three tracks (Necromancer, or Player’s Handbook is required. Corruption in Leaders, or Dark Fey). Each track offers a Kryptgarden is part of the Tyranny of Dragons different way to gather information and infiltrate story arc. Other adventures in the story arc may the enemy stronghold. While an adventuring be helpful but are not necessary to run this party is expected to stay on their track, if a party adventure. wishes to change tracks or deviate from the track, they may do so; provided you are comfortable in facilitating it. Background For more than a century the Cult of the Dragon Interactive Elements has ventured into Kryptgarden Forest to tempt Each track has different interactive elements, the ancient green dragon Claugiyliamatar with allowing adventurers’ actions to impact other the promise of immortality as a dracolich. The tracks. These opportunities begin with the terrible and cruel beast, known as Old header “Interactive Element”. The header may Gnawbones for her habit of flying with a corpse direct you to report a result to the interactive in her jaws, has until now ignored the offer; administrators or to look for a visual cue from instead seeking shapeshifting magic to grant her the administrator headquarters (HQ) – immortality in another form. indicating the element is active. The Cult has returned, but this time as two If during play you feel your party has taken an different competing groups. One group still unscripted action that could impact other tables, worships dracoliches and offers Claugiyliamatar contact an admin so that they can make a ruling.

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Imminent Failure And there are many gathered here. Several Epics are challenging adventures. If an hundred adventurers from the Moonsea have adventuring party is about to fail at its task, the answered the call of their faction. table may visit surrounding tables and request Representatives from the Emerald Enclave, help from another table that is both on the same Harpers, Order of the Gauntlet, Lord’s Alliance, track and has at least one faction present at both and even the Zhentarim are all here. Two nobles tables. A player with a matching faction may and their retinue are here as well. One of them, momentarily join the table in need, appearing tall with tanned olive skin, shouts to be heard. and acting at the next initiative count. When they wish to rejoin their original table they may “Greetings, and well met! I am Valero, of House spend an action, appearing at the end of their Brokengulf, and this is Dala, our ally from House original table’s current initiative round. Report Silmerhelve. any such events to the interactive administrators. “Long has my family kept watch over this forest, for it is the lair of our enemy: the ancient Character Death and despicable green dragon, Claugiyliamatar. A corrupting influence on her own, we have If a player character dies or cannot be revived recently learned that she’s had visitors! The Cult during part one or two of the adventure, the of the Dragon is here in large numbers, and the player has a way to continue play. A member of Harpers have spied them working with the the Cult of the Dragon has been watching the vicious hobgoblins of the Zartruss clan in the player character. Upon seeing the character fall, construction of a stronghold deep in the forest. the cultist has a change of heart and We ask you to help us in one of three ways. permanently renounces their evil ways. The Lord’s Alliance has seen wagons of stolen If the players are in dire straits, one of the foes supplies, headed towards the stronghold’s can become the new character. Otherwise, the leaders. We call upon some of you to intercept reformed cultist enters the scene at the those supplies and learn the location of the Cult’s beginning of the next round. Use one of the leadership.” pregenerated characters as the cultist. Dala Silmerhelve steps forth, continuing. “The A reformed cultist will not appear if a player Emerald Enclave asserts the forest’s balance is character dies during part three of the adventure, changing as Claugiyliamatar grows in power. The or if the player is already playing a reformed Order of the Gauntlet has learned that hobgoblin cultist. emissaries are making their way toward the shadowy glade where a dark fey lord resides. An alliance could change the forest forever. We need Player Introduction – A courageous heroes to convince the fey lord not to ally with the dragon! Meeting in the Woods “Finally, the Zhentarim claim red-robed Expected Duration: 20 minutes wizards are to meet with the cultists, and that The adventure begins with the characters, their robes bear symbols of undeath. We must faction representatives, and nobles gathering on know if Thay is involved, and what role they the edge of Kryptgarden Forest. Once the players would play.” are seated and have character sheets, but before “Speak with the organizations gathered here to in-character introductions, read the following: learn all you can, then select your mission. Dark times have come to Kryptgarden. May gods and The mighty trees of Kryptgarden Forest rise up heroes end the corruption on this day!” before you, but all is not well. The shadows under branches and thickets seem too deep, the The players should now introduce their colors of the forest too pale, and the sounds of characters, state their faction, and then proceed those around you too muffled. with gathering information.

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 The Zartruss hobgoblin clan has long served Gathering Information Claugiyliamatar, at times acting as her Use the information below to guide your role- emissaries. play. At your discretion, characters from a  Old Gnawbones is generally been a loner. Any different faction may earn information requiring additional alliances would threaten all of the membership if they provide exceptional role- Sword Coast, if not the whole of Faerûn. play, skill use, or class/background features.  She does not trust the Zhentarim; though the Lord’s Alliance tells her all must unite against Valero Brokengulf this threat. (I have made up this name. Switch to another  The Red Wizards of Thay are very dangerous. name if there is a suitable named NPC) Tall with They often divide themselves by school of the tanned olive skin of a Tethyrian, Valero study, such as illusion and necromancy. cannot hide his hatred for Claugiyliamatar. Quote: “For too long has my family suffered Harpers under Old Gnawbones!” A scattered network of spellcasters and spies who advocate equality and covertly oppose the  House Brokengulf has long had an enmity with abuse of power, magical or otherwise. Harper Claugiyliamatar. She tricked and killed many of Windle is a sly rogue. She decorates her green his family, driving them to bankruptcy. They and brown leather armor with small brass and have only recently recovered, with help from copper circles. Quote: “I used to be based in House Silmerhelve. Neverwinter’s graveyard… a Harper agent’s life  Claugiyliamatar is also known as Old is never dull.” (Note: the NPC appears in the Gnawbones, for when she is sighted she often Neverwinter MMO. Please change the name if has a corpse hanging from her jaws. not desired.)  She is a significant threat, having laid waste to the kingdom of Elfrin and devoured whole orc  The stronghold is being built upon a hilly hordes! region where the great elven kingdoms of  The host gathered here today is not strong Illefarn and Rilithar once stood. enough to defeat her, but can perhaps hold her  Elven portals once existed within the forest, at bay long enough to dismantle her and the but it is not known if any remain. Cult’s plans.  Claugiyliamatar has a fondness for scrying  Valero hopes the three missions will provide magic and employs several crystal balls and the information needed to launch an attack on similar devices. This area has been warded the stronghold. It cannot be left standing. against scrying, but it is possible she could be  The Cult of the Dragon worships undead watching at any time. Perhaps that can even be dragons and seeks to turn Claugiyliamatar into used against her? a dracolich. So far, she has turned them down.  Both hobgoblins and the cultists have a number of lieutenants and captains. It is to Dala Silmerhelve these that the stolen supplies are being sent. (Named NPC) What does she look like? Daughter  The Zartruss usually despise humans. to Lord Olranth Silmerhelve, Dala is an incisive However, the band’s warlord, Galdur, is said to and charming politician. She plays an increasing be willing to work with the Cult of the role in the management of the house’s holdings Dragon’s leadership. in Waterdeep and beyond. Quote: “Evil grows  If at least one party member belongs to the too quickly in this forest. The stronghold must faction: An informant claimed the Cult of the fall.” Dragon desperately seeks magical masks, but the purpose is unknown.

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Order of the Gauntlet prosperity. Zalaren is a dour human priest of Faithful and vigilant seekers of justice who Waukeen. “Coin feeds every city on the Sword protect others from the depredations of Coast, but the Cult of the Dragon would see us evildoers. Drom is a dwarven fighter who has starve!” always stubbornly worshipped Helm. Quote:  The village of Westbridge is an important “Sometimes the only way to fix a problem be to source of trade. Groups of cultists have strike it with a mighty hammer.” intercepted wagons headed to Waterdeep and  A group of hobgoblins was intercepted. Scouts now take the cargo back to the stronghold. The by the look of them, likely seeking a safe route Lord’s Alliance shares the likely route. to the lands of a dark fey lord.  The Zhentarim believe the Cult of the Dragon  Though the fey lord has recently opposed has splintered. If they seek favor with the Claugiyliamatar, the hobgoblins claim dragon, it may be advantageous to hurt one emissaries will soon be sent along the route to group more than the other. negotiate an alliance. The Order shares the  The wagons carried tools and food, likely route. stolen to help with the construction of the  Villagers have tales of the dark fey lord, calling stronghold. him King Witchthorn.  If at least one party member belongs to the  If at least one party member belongs to the faction: The cargo includes a magic blade, faction: The Zartruss hobgoblins are concealed within a barrel. especially good archers. They may have constructed siege weapons as well. If so, those Zhentarim must be destroyed for the attack on the An unscrupulous shadow network that seeks to stronghold to be successful. expand its influence and power base throughout Faerûn. Lilith is a quick-witted Halfling who uses Emerald Enclave humor to disarm others’ mistrust. Quote: “I used A widespread group of wilderness survivalists to be twice as tall, but someone cut me down to who preserve the natural order while rooting size.” out unnatural threats. Hendle is an old half-elven  The red-robed wizards looked Thayan, druid from Rashemen. His torn clothing is including the traditional shaved heads. festooned with bones, sticks, polished stones,  Some of the robes bore symbols of death, the and other fetishes. Quote: “I can sense no treants dead god Bahl, and the “Ω” symbol - Thayan for within this forest. What a loss!” Necromancy.  Kryptgarden Forest could become  The Cult of the Dragon is rumored to be permanently corrupted if the evil within is operating as two separate groups. One holds to allowed to grow. the old ways of worshipping dracoliches, but  The balance must be restored by destroying the other is said to be uniting living dragons. the stronghold within.  Each group is meeting separately with the  Destroying the alliance likely requires Thayans, suggesting the cult has splintered removing the hobgoblin and Cult’s leadership. into competing factions. The meetings take  If at least one party member is a member: place today, in hilly regions of the forest. The seelie and unseelie fey courts are part of  The party can travel to either group’s meeting, nature’s balance. King Witchthorn is ancient, but not both. Learning more about the Cult’s and may know secret ways through the forest. schism is of great interest to the Zhentarim.  If at least one party member belongs to the Lord’s Alliance faction: Lilith asks which Cult group, old or A shaky alliance of aggressive political powers new, the party considers the biggest threat. As concerned with their mutual security and fortune would have it, the Cultists from that group that raided the trade wagons included a

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Cultist who is secretly a Zhentarim spy. Yalek Table Leader Snurd can be recognized by a V-shaped scar on Each party should elect one player (and their his left cheek. The spy could have vital player character) as the table leader. The table information and should be kept alive at all leader has the final decision any time the group costs. cannot choose a course of action and is responsible for taking messages to HQ and other Selecting a Mission tables. Once the player characters have gathered Speaking Stone sufficient information, they must choose one of Regardless of the mission track, one PC from three missions: each faction present in the party receives a small Intercept Stolen Supplies (Leader Track): polished stone. The speaking stone allows The player characters intercept stolen wagons communication with the NPC faction before Cultists of either the new or old cult can representative, who can in turn respond or share deliver them to the stronghold and learn the information with other faction members. This location of the Cult’s leadership. (If they PCs stone allows a party to request aid (from other know of the Zhentarim spy Yalek Snurd, they tables with a matching faction) and report to or must seek to recover him.) ask questions from the factions (communicate Prevent Alliance with the Dark Fey (Fey with administrators). Track): The player characters must convince Review the Imminent Failure rule (see King Witchthorn not to form an alliance with the Overview, above) at this time. hobgoblins. Investigate the Red-Robed Wizards (Necromancer Track): The player characters Interactive Element must choose whether to interrupt the meeting The table leader should now report to HQ, indicating the between either the new or old Cult of the Dragon desired mission track (Leaders, Fey, or Necromancers). If a mission track is over-represented, administrators may and the red-robed wizards. They must select a different track for the party. determine whether the wizards are Thayan, their goals, and how to eliminate their presence within the stronghold.

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(Arcana or Nature) check suggests the corruption has accelerated recently. Part 1: Scouting Tracks. A character may notice the tracks of Expected Duration: 60 minutes large four-legged clawed creatures with a DC 10 The Lord’s Alliance provides the route the player Wisdom (Perception) or Intelligence (Nature) characters can take to intercept either the new check. or old Cult of the Dragon before they deliver A DC 15 check finds traces of shaggy gray hair supplies to the stronghold. and identifies the creatures as unusually large wolves. The creatures return here often, hunting and ambushing game. Strange Tracks A DC 20 check identifies the creatures as two worgs. As the party travels through Kryptgarden Forest, they may encounter strange tracks, giving them options. Developments The characters may decide to set an ambush for The gloom deepens as you travel farther into the two worgs. This tactic gives them advantage Kryptgarden Forest. The trees thicken and twist on stealth checks to establish surprise. The party closer together the further you go, often creating could also try other schemes, such as leading the maze-like pathways. A fog hangs in the air, worgs towards the caravan (though this would bringing with it the acrid smell of poison. likely result in the beasts fighting both the party You are still an hour from where you expect to and cultists). intercept the route of the caravans when you If the characters do not develop a plan, the happen upon a small clearing. The few shafts of worgs soon return to the clearing, catch the light that reach the ground are a sickly emerald party’s scent, and attempt to sneak up on the green. In the center of the clearing is a party (with the normal chance of surprise). weathered column of stone. Scrying: When combat has concluded, each character may attempt a DC 20 Intelligence (Arcana) check to detect that they are being There is no immediate danger. scried upon. (Claugiyliamatar is watching the Weathered column. It is ancient, fine characters). carvings long weathered away beyond recognition. Any character may attempt a DC 15 Intelligence (History) check to identify the XP and Treasure column as belonging to the elven kingdoms of Each character earns [xx] XP. There is no Illefarn or Rilithar, more than 1200 years old. treasure in this encounter. Dense thickets surround the 40’ wide clearing, giving any creature hiding within Caravan Attack! advantage on stealth checks. Fog. A few pockets of fog can provide The party reaches the route as the wagons are concealment. approaching. Moss-covered trees are bent and twisted in ways unusual for their type. Their growth has seemingly been corrupted. A DC 10 Intelligence

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Through patches of fog you see a wide path Scrying: At any point during or after the where tree limbs and brambles have been combat, each character may attempt a DC 15 cleared to allow passage. The stillness of the Intelligence (Arcana) check to detect that they forest is interrupted by a distant creaking sound, are being scried upon. (Claugiyliamatar is noting slowly approaching. any failure by this Cult faction, as well as studying the characters.) The creaking sound can be identified as the muffled sound of a cargo-laden wagon. Allow the Terrain Features characters a couple of minutes to formulate a Light. The forest is dimly lit. plan. This could include hiding, setting up a Fog. Several patches of fog can provide a crude deadfall or blocking passage, creating a medium creature with concealment. quick disguise, or some other plan. Once they are Wagons. The wagons are roughly 10x15’ in ready, read the following (adjusting as necessary size and can be climbed with a DC 8 Strength for their plan): (Athletics) check. A small creature can move under a wagon without squeezing. Wagon ruts could be considered difficult terrain. Two large wagons, loaded with cargo, emerge Horses. They appear at first glance to be from the fog. The horses that pull the cargo are undead, but still hang on to life. They do not unnaturally gaunt, their hide stretched over their react to combat or tire when hauling cargo. skeletal frames. Soldiers ride the wagons, Forest. Several portions of the forest could weapons in hand, while a large beastly man offer concealment. follows behind. Resolution Two male mercenary scouts ride the forward Interrogating foes, speaking with the spy, or wagon, while the female mercenary scout and notes within the wagons reveal the following: the male spy with a V-shaped scar (Yalek Snurd, secretly working for the Zhentarm) ride the rear  The wagons were raided two days ago. wagon. A half-ogre is the rear guard and helps All original merchants and guards were push the wagons when necessary. They all wear vanquished. tabards bearing the symbol of the Cult of the  The cargo includes valuables, food, and Dragon (a red flame with burning eyes, over the tools (hammers, ropes, wood, nails, oil, claw of a dragon). etc.). These are vital to the stronghold.  The dragon does not live in the Developments stronghold, but does fly to it periodically. The players’ plans shape how the scene develops.  The new and old factions of the Cult of A well planned ambush could cause foes to make the Dragon are competing for favor with Wisdom (Perception) checks at disadvantage. Claugiyliamatar. They want to recruit her The mercenaries are hired by the Cult of the (the old Cult to make her a dracolich, the Dragon (either new or old element, depending new Cult as a live ally) and also want an on what the party chose). One mercenary is item she possesses. gullible, but the female is particularly suspicious,  One mercenary has a crude map of the having begun to suspect her companion’s stronghold, displaying the location of one duplicity. of the leaders for this Cult faction. (In the If combat breaks out the spy attempts to hide, northern part of the stronghold if this is but the female mercenary will give chase. The wagon was taken by the new Cult, or in spy will then call out for help, revealing his the southern portion for the old Cult.) identity. This information is key intelligence: It The half-ogre simply attacks the closest foe allows the party to strike at the leader… (including the spy). if they can get in the stronghold!

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If saved, Yalek Snurd can share the following:  The item the Cult seeks is a green mask, Pack Tactics. The warrior has advantage on attack rolls known as a Dragon Mask. The highest- against any enemy that is within 5 feet of one or more ranking hobgoblin captain, Gebul, of the mercenary scout’s allies. watches over it.  The hobgoblin captain has begun to favor Actions the leader of the new Cult of the Dragon Multiattack. The mercenary scout makes two melee faction. attacks, one with its scimitar, and one with its handaxe.  If the party does not already want to enter the stronghold and strike at the Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., Cult leader, he encourages them to do so. one target. Hit: 4 (1d6 + 1) slashing damage.

 If asked, Yalek will accompany them and Handaxe. Melee or Ranged Weapon Attack: +4 to hit, fight alongside them (a player can even reach 5 ft. or range 20 ft./60 ft., one target. Hit: 4 (1d6 + run his stat block). 1) bludgeoning damage.

XP and Treasure Longbow. Ranged Weapon Attack: +4 to hit, range 150 Each character earns [xx] XP. ft./600 ft., one creature. Hit: 5 (1d8 + 1) piercing A chest can be easily found containing 500 damage. silver pieces and the following item:

Amulet of Health Spy This amulet is made of gold, with a large ruby Medium Humanoid (), lawful evil inset in it. While wearing it, your Constitution Armor Class 12 score is 19. (Dungeon Master’s Guide) Hit Points 27 (6d8) EP010102 Speed 30 ft. Str 10 (+0) Dex 14 (+2) Con 10 (+0) If the Lord’s Alliance shared information on the Int 12 (+0) Wis 12 (+1) Cha 16 (+3) magic blade, the party has no trouble finding the Skills Deception +6, Investigation +7, Perception +4, barrel concealing it. Otherwise, a DC 12 Persuastion +6, Stealth +5 Intelligence (Search) check is necessary to locate Languages Common, Elvish, Dwarvish the sword: Challenge $ ($ XP)

+1 Longsword Cunning Action. On each of its turns, the spy can use a This elegant blade gleams as though newly bonus action to take the Dash, Disengage, or Hide action. forged, never accumulating dirt or grime. You Sneak Attack. Once per turn, provided the target has an gain a +1 bonus to attack and damage rolls when enemy within 5 feet of it that isn’t incapacitated or the wielding it. (Dungeon Master’s Guide) spy has advantage on the attack roll, the assassin can, EP010101 when it hits with a weapon attack, deal an extra 7 (2d6) points of damage. Mercenary Scout Medium Humanoid (human), lawful neutral Actions Armor Class 12 (studded leather) Multiattack. The spy makes two short sword attacks. Hit Points 16 (3d8 + 3) Speed 30 ft. Short Sword. Melee Weapon Attack: +5 to hit, reach 5 Str 11 (+0) Dex 13 (+1) Con 12 (+1) ft., one target. Hit: 5 (1d6 + 2) piercing damage. Int 10 (+0) Wis 12 (+1) Cha 11 (+0) Skills Nature +4, Perception +5, Stealth +3, Survival +5 Half-Ogre Languages Common, Chondathan Large giant, chaotic neutral Challenge $ ($ XP) Armor Class 11 (hide)

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Hit Points 30 (4d10 + 8) Troubleshooting: If the characters have not yet Speed 30 ft. agreed to strike at the enemy leader, when they Str 17 (+3) Dex 10 (+0) Con 14 (+2) report in their factions issue the order. Int 8 (-1) Wis 9 (-1) Cha 10 (+0) Skills Perception +2 Special Senses darkvision 60 ft. Part 2: Entering the Languages Common, Giant Challenge $ ($ XP)

Stronghold Expected Duration: 45 minutes Actions The characters must devise a way to enter the stronghold. They can safely observe the Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., stronghold’s main defenses. The stronghold is one target. Hit: 12 (2d8 + 3) slashing damage or, if used the size of a medium village, surrounded by with two hands, 14 (2d10 + 3) slashing damage. earthen ramparts topped with a wooden palisade, interrupted periodically by guard Selecting a Character towers. There is a main gate on the western side. Posing as the returning mercenaries is an The table leader’s faction contacts them at this obvious choice. However, other plans are time with the speaking stone. They ask for a possible. Use the Bluffing the Gate section as report, then share that combining their inspiration for skill checks and possible information with other field reports has allowed outcomes. them to determine the location of the overarching hobgoblin and Cult leaders, who possess an artifact known as a Dragon Mask. Negotiating the Gate They ask the group to decide on one person Adjust the following based on the characters’ who could be part of a special squad during the scheme. attack on the stronghold. Ask the players who would be interested in being part of such a table during the final encounter. The encounter will be The forest rises over a series of rolling hills difficult, with characters expected to ‘swap out’ before revealing the massive stronghold. Freshly at times. From those interested, the table may cut logs form a large wooden palisade. Old ruins choose one character for a chance to join the and massive trees rise beyond the walls, the special table. If players can’t choose, you may forest’s dark canopy continuing uninterrupted choose or have each interested player roll a d20 overhead. to determine the choice. Players can abstain. A stout gate wide enough for two wagons After all, they would be down one party member begins to swing open as you approach. for most or part of the final fight. Hobgoblin archers study you from an adjoining tower and catwalks. Two hobgoblins exit the Interactive Elements tower and await your arrival. The table leader should report to HQ, indicating: 1) The table number and the number of PCs from each Features faction. Palisade. The logs require a DC 10 Strength 2) The success or failure of the operation. (Athletics) check to climb. A creature scaling the 3) Whether the party engaged the new or old Cult of the logs must either ensure no one is watching with Dragon. a DC 10 Wisdom (Perception) check, or cause a 4) The name of the player to be considered for the diversion. Even then, a DC 8 Dexterity (Stealth) special table. check is necessary to avoid being seen. Once the table has reported its results, proceed Tower. The tower connects to the palisade via with Part 2 in this same track. catwalks, providing cover from anyone outside

D&D Next Playtest ©2013 Wizards 9 Confidential information of Wizards of the Coast LLC. Do not distribute. the stronghold. The tower has windows above Languages Common, the palisade and a stout door at ground level. Challenge $ ($ XP) Gate. Without a battering ram, the gate can only be opened from within the stronghold. Martial Advantage. Once per turn, if the jobgoblin Guards. Two hobgoblin archers watch from makes a weapon attack with advantage on the attack above, while a hobgoblin and hobgoblin roll and hits, it deals an extra 7 (2d6) damage. captain meet the caravan. One more hobgoblin is within the tower and can arrive in one round. Pack Tactics. The warrior has advantage on attack rolls against any enemy that is within 5 feet of one or more

of the mercenary scout’s allies. The hobgoblins are expecting the wagon. A DC 10 Charisma (Deception) check is sufficient for Actions the guards to admit them through the gate. If the characters are wearing the Cult’s tabards they Pike. Melee Weapon Attack: +4 to hit, reach 10 ft., one gain advantage on the check. However… target. Hit: 6 (1d10 + 1) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80 Complication ft./320 ft., one creature. Hit: 4 (1d6 + 1) piercing As the wagon begins to move, the hobgoblin damage. from within the tower calls for the wagon to halt. This hobgoblin has orders to arrest a guard with Hobgoblin Captain a V-shaped scar. Medium Humanoid (goblinoid), lawful evil This is meant to be a fun moment of pressure. Allow the party to negotiate, bluff, or otherwise Armor Class 15 (breastplate) find a way out of the predicament if Yalek is still Hit Points 39 (6d8 + 12) with them. Speed 30 ft. Str 14 (+2) Dex 13 (+1) Con 15 (+2) Developments Int 11 (+0) Wis 10 (+0) Cha 12 (+1) If the party is successful, they are told where to Special Sense darkvision 60 ft. park the wagons and allowed to continue. Languages Common, Goblin Challenge $ ($ XP) If the party is not successful, the hobgoblins fight and a commotion is raised. The party likely Martial Advantage. Once per turn, if the jobgoblin will have to run, and should be allowed to lose makes a weapon attack with advantage on the attack their pursuers after a few successful skill checks roll and hits, it deals an extra 7 (2d6) damage. and arrow volleys. Pack Tactics. The warrior has advantage on attack rolls Scrying Attempt against any enemy that is within 5 feet of one or more At some point during this encounter each of the mercenary scout’s allies. character may attempt a DC 16 Intelligence (Arcana) check. If successful, the character sees a Actions scrying censor peering down upon the scene. It Multiattack. The mercenary scout makes two melee vanishes moments later. attacks, either with its greatsword or its javelin.

Hobgoblin Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., Medium Humanoid (goblinoid), lawful evil one target. Hit: 9 (2d6 + 2) slashing damage.

Armor Class 14 (chain shirt) Javelin. Ranged Weapon Attack: +5 to hit, range 0 Hit Points 13 (2d8 + 4) ft./120 ft., one creature. Hit: 5 (1d6 + 2) piercing Speed 30 ft. damage. Str 13 (+1) Dex 12 (+1) Con 14 (+2) Int 10 (+0) Wis 10 (+0) Cha 9 (-1) Special Sense darkvision 60 ft.

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Interactive Elements alarm or set the barracks on fire) all foes in Part 2 and 3 gain a +1 bonus to initiative. If the players raise the alarm entering the stronghold, the table leader should report to HQ, indicating: 1) Table number. Gargoyles (Optional Combat) 2) The alarm was raised. If the party is not particularly low on resources

and there is still time remaining for Part 2, their In addition, the DM should check for a black flag. If the path leads them into a small square containing a black flag is raised (more than 4 tables raised the alarm) all foes in Part 2 and 3 gain a +1 bonus to initiative. fountain decorated with large stone winged figures. Barracks The statue furthest away is a gargoyle, which animates and attacks when characters approach After the wagons have been parked and as the it or attempt to move past the fountain. characters move towards the location of the Cult leader, they see the following: XP and Treasure Each character earns [xx] XP. There is no Much of the stronghold is still under treasure in this encounter. construction. In amongst the massive trees and a few ancient ruins are piles of earth and rubble, Gargoyle partially built dwellings, and diggings for Medium , chaotic evil building foundations. Armor Class 15 Not far from you and near a small pile of Hit Points 52 (7d8 + 21) building supplies is a recently completed, large, Speed 30 ft., fly 60 ft. and windowless building. From the sounds Str 15 (+2) Dex 11 (+0) Con 16 (+3) within, it is a barracks, filled with hobgoblin Int 6 (-2) Wis 10 (+0) Cha 7 (-2) reinforcements. Special Sense darkvision 60 ft. Damage Resistances bludgeoning, piercing, and slashing The party can ignore the hobgoblin barracks, but from nonmagical weapons that aren’t adamantine they can also seize this opportunity. The tools Damage Immunities poison and supplies include rope, chain, oil, and other Condition Immunities petrified, poisoned devices that could be used to close off the Languages Terran building… or even to light it on fire. The wagons Challenge $ ($ XP) could also be used to block the doors. If the party attempts to seal in the troops, False Appearance. The gargoyle resembles an inanimate require up to two skill checks to establish fiendish statue. A creature that can see the gargoyle success, rewarding the party for good ideas with and succeeds on a DC 17 Intelligence (Arcana) check, advantage, bonuses, or fewer checks. ascertains what the gargoyle really is. Setting the barracks on fire is far easier, but Actions has repercussions (it can raise the alarm). Multiattack. The mercenary scout makes two melee Interactive Elements attacks, one with its bite and one with its claws.

If the players interact with the barracks, the table leader Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one should report to HQ, indicating: target. Hit: 5 (1d6 + 2) slashing damage. 1) Table number.

2) If the table succeeded or failed to seal off the Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one barracks target. Hit: 5 (1d6 + 2) slashing damage. 3) If the barracks was set on fire

In addition, the DM should again check for a black flag. If the black flag is raised (more than 4 tables raised the

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Interactive Elements 3) Yellow Flag: Hobgoblin archers still man the walls. At the start of each round the DM makes one attack If the players defeat the gargoyles, the table leader against one character: +3 to hit, one target. Hit: 3 (1d6) should report this to HQ. piercing damage. 4) Blue Flag: Other key leaders of the Cult and hobgoblins have been defeated. All foes suffer a -1 Part 3: The Final Battle penalty to attack rolls. Expected Duration: 40 minutes 5) White Flag: When the dragon appears at this table, an The adventurers reach the location of the Cult elven ghost appears at this table, dressed in ancient faction’s leader, just as he or she is establishing armor. One time, at the party’s request, the ghost an alliance with a hobgoblin captain. Read or intercepts a dragon’s attack (including its breath paraphrase the following: weapon) and is destroyed by the attack – preventing all harm to the party. 6) Green Flag: The horn never sounded. The dragon may A maze of recently built dwellings occupies this not attack a table during the first round of initiative. part of the stronghold. While you search for the 7) Purple Flag: The fey bargain was accepted. See the Cult’s leader you hear the sounds of battle. Running the Dragon end notes. Through the trees high up on a hill you see heroes battling a Thayan necromancer, who Features summons the dead to do battle. Near the walls Buildings are 20’ tall, ringing a 50’-wide tree- you can see adventurers advancing across rope filled square. Outer doors are locked on a roll of bridges, trying to reach a siege weapon. a 1 on a d6. The door to the tower is unlocked. Just when finding the Cult’s leader seems Buildings have shuttered windows, which can be hopeless, you enter a large tree-lined square. A forced open from the outside with a DC 10 guard tower rises from the center of the square. Strength (Athletics) check. Once inside, it takes Four rope bridges weave between the trees, one round to reach the second floor. Climbing joining the second story of the tower to the the outside of a building requires a DC 12 upper level of buildings ringing the square. Dexterity (Acrobatics) or Strength (Athletics) Stairs next to the tower also lead up to the rope check. bridges. Rope Bridges are 15’ above the ground and Just outside the tower stands a human wearing connect four buildings to the tower. Throwing the tabard of the Cult of the Dragon, shaking and securing a rope from below to one of the hands with an enormous hobgoblin. These must many handholds on a rope bridge requires a DC be the leaders you seek! Three cultists stand 10 Dexterity (Acrobatics) or Strength (Athletics). near them, while two hobgoblins watch from the A rope bridge frays and collapses if it takes 10 rope bridges above. One of the hobgoblins points points of damage or 5 points of fire damage. towards you and roars a warning. Cultists and Stairs outside the tower lead up to the rope hobgoblins turn towards you, drawing weapons! bridges. It costs 10’ of movement to ascend the Roll initiative! stairs. Trees are 45’ tall and require a DC 12 Strength Interactive Elements (Athletics) check to climb. Several trees have branches reaching out over rope bridges. At the start of each round the DM should check for flags. Describe these effects visually, such as from a battle occurring in the distance. Foes and Tactics 1) Black flag: The alarm was raised. Foes gain a +1 Reflecting their new alliance, the hobgoblin initiative. captain and cult fanatic work together, focusing 2) Red flag: Thayan necromancers are still alive. At the on the strongest melee combatant. They both start of each round one defeated foe rises as a zombie. discuss their new alliance and encourage one If this flag is not present, PCs gain a morale boost: each another. A clever party could use deception to character may spend a Hit Die to regain hit points (no force the two to work independently. The Cult action) once during the final encounter.

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Fanatic is male if this is the Old Cult, female if Actions this is the New Cult. Pike. Melee Weapon Attack: +4 to hit, reach 10 ft., one The three cultists spread out, attacking target. Hit: 6 (1d10 + 1) piercing damage. different party members. The two hobgoblins target spellcasters with Shortbow. Ranged Weapon Attack: +4 to hit, range 80 their ranged weapons, firing from the rope ft./320 ft., one creature. Hit: 4 (1d6 + 1) piercing bridges. damage. All of the hobgoblins wear necklaces of the severed humanoid fingers of previously defeated Hobgoblin Captain foes. Medium Humanoid (goblinoid), lawful evil Interactive Elements Armor Class 15 (breastplate) Hit Points 39 (6d8 + 12) The table leader should inform HQ when either the Speed 30 ft. hobgoblin captain or cult fanatic have been defeated. Str 14 (+2) Dex 13 (+1) Con 15 (+2) Int 11 (+0) Wis 10 (+0) Cha 12 (+1) Special Sense darkvision 60 ft. Reinforcements Languages Common, Goblin Start of Round 2: Two more Cultists emerge Challenge $ ($ XP) from the tower. Start of Round 3: One more hobgoblin Martial Advantage. Once per turn, if the jobgoblin emerges from the tower’s second story. It can makes a weapon attack with advantage on the attack join the combat sooner if the party needs a roll and hits, it deals an extra 7 (2d6) damage. challenge. Pack Tactics. The warrior has advantage on attack rolls against any enemy that is within 5 feet of one or more Victory Conditions of the mercenary scout’s allies. The party achieves victory when both the hobgoblin captain and cult fanatic have been Actions defeated. They may continue fighting if they Multiattack. The mercenary scout makes two melee desire, so as to claim the treasure. attacks, either with its greatsword or its javelin.

Hobgoblin Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., Medium Humanoid (goblinoid), lawful evil one target. Hit: 9 (2d6 + 2) slashing damage. Armor Class 14 (chain shirt) Hit Points 13 (2d8 + 4) Javelin. Ranged Weapon Attack: +5 to hit, range 0 Speed 30 ft. ft./120 ft., one creature. Hit: 5 (1d6 + 2) piercing Str 13 (+1) Dex 12 (+1) Con 14 (+2) damage. Int 10 (+0) Wis 10 (+0) Cha 9 (-1) Special Sense darkvision 60 ft. Cult Fanatic Languages Common, Goblin Medium humanoid, chaotic neutral Challenge $ ($ XP) Armor Class 11 (leather)

Hit Points 22 (4d8 + 4) Martial Advantage. Once per turn, if the jobgoblin Speed 30 ft. makes a weapon attack with advantage on the attack Str 10 (+0) Dex 10 (+0) Con 12 (+1) roll and hits, it deals an extra 7 (2d6) damage. Int 11 (+0) Wis 11 (+0) Cha 14 (+2)

Pack Tactics. The warrior has advantage on attack rolls Skills Deception +4, Persuasion +4, Religion +2 against any enemy that is within 5 feet of one or more Languages Common, Draconic of the mercenary scout’s allies. Challenge $ ($ XP)

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Dark Devotion. The fanatic has advantage on saving XP and Treasure throws against being charmed or frightened. Each character earns [xx] XP. The foes carry a

th total of 150 gold pieces and 100 copper pieces. Spellcasting. The fanatic is a 4 -level spellcaster that uses Charisma as its spellcasting ability (spell save DC The cult leader carries a scroll tube with two 12; +4 to hit with spell attacks). The fanatic has the pieces of parchment. One is a crude map of the following spells prepared: Moonsea region. The city of Phlan is circled in Cantrips (at will): message, produce flame red, with a note: “Pool of Radiance!” 1st level (4 slots): command, inflict wounds The second parchment is a letter directing the 2nd level (3 slots): hold person, suggestion leader to do all they can to create an alliance with Claugiyliamatar and gain from her the Actions Green Dragon Mask. The letter is signed Multiattack. The fanatic makes two melee attacks. “Neronvain, The Green Dragon Whisperer.”

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage.

Interactive Elements After the battle the table leader should inform HQ of the total number of character deaths and the factions of each dead character.

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Fog. Several patches of fog can provide a medium creature with concealment. Part 1: Scouting Body. The hobgoblin’s skin and clothing are Expected Duration: 60 minutes dyed green, and it wears a necklace of severed The player characters follow the route provided fingers, all typical of the Zartruss clan. He bears a by the Order of the Gauntlet to reach the multitude of wounds from piercing and slashing shadowy glade of King Witchthorn. They must weapons. A DC 10 Wisdom (Medicine) check prevent an alliance between the dark fey and the reveals the weapons to have been small, low to Zartruss the ground, and struck very rapidly. A DC 15 hobgoblins. Intelligence (Nature) check (with advantage if the Medicine check succeeded) reveals Quicklings or Redcaps are fey capable of such Corrupted Fey wounds. The hobgoblin has a bow and 6 silver pieces. The party comes upon the hobgoblin emissaries. Severed Fingers. With a DC 10 Intelligence Read or paraphrase the following: (History or Nature) check, a character knows that the Zartruss believe collecting the fingers of You follow the route provided by the Order of their defeated foes dooms the person’s soul to the Gauntlet. Every hour that passes takes you serve them in the afterlife. closer to the shadowy glade of King Witchthorn Stone archway. Any character may attempt a and deeper into the gloom of Kryptgarden DC 15 Intelligence (History) check to identify Forest. The further you go, the thicker and closer this as the remains of an ancient gateway, together the trees grow, often creating maze-like belonging to the elven kingdoms of Illefarn or pathways. A fog hangs in the air, bringing with it Rilithar. More than 1200 years old, it may have the acrid smell of poison. A whispering wind even been a magic portal. weaves through the trees, becoming colder and Forest. Several portions of the forest could its sound more haunting as you travel. offer concealment. Trees can be climbed with a You see it as you descend down a hilly path DC 8 Strength (Athletics) or Dexterity into a valley. The body of a hobgoblin lies bloody (Acrobatics) check, but do not offer better and unmoving, face down in the center of the visibility. path. Off to the side is half of a stone archway, choked in vines. On the other side of the ridge you hear something crashing through the forest, Scrying Attempt running away. At some point during the battle each character may attempt a DC 16 Intelligence (Arcana) check. If successful, the character sees a scrying censor The party may investigate the body, pursue peering down upon the scene. It vanishes those running away, or set an ambush. Modify moments later. the information provided depending on their actions. The fey will hunt the remaining hobgoblins before returning to loot this body. Developments Characters pursuing the sounds over the ridge Terrain Features will find two hobgoblins at half hit points, engaged in a running battle with three Light. The forest is dimly lit. quicklings and two redcaps.

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Neither side will attack the characters unless Pack Tactics. The warrior has advantage on attack rolls attacked by them. The hobgoblins may even call against any enemy that is within 5 feet of one or more for help as their chances dwindle. If not aided, of the mercenary scout’s allies. the hobgoblins are soon defeated. The fey then approach the characters. Actions The quicklings and redcaps look gaunt, their Pike. Melee Weapon Attack: +4 to hit, reach 10 ft., one faces showing green growths and boils that target. Hit: 6 (1d10 + 1) piercing damage. make them look as if they have been poisoned or burned with acid. Green moss grows amidst the Shortbow. Ranged Weapon Attack: +4 to hit, short hairs on their bodies. A DC 15 Intelligence range 80 ft./320 ft., one creature. Hit: 4 (1d6 + 1) (Arcana or Nature) check can reveal they have piercing damage. been corrupted by the presence of great evil – perhaps due to the dragon growing in power. Quickling Unless the characters are especially convincing, Small fey, chaotic evil the fey will toy with them briefly and then attack Armor Class 17 in a murderous rage. If asked to be taken to King Hit Points 7 (2d6) Witchthorn they state they are no longer subject Speed 120 ft. to him and serve Claugiyliamatar. However, they Str 4 (-3) Dex 24 (+7) Con 10 (+0) could be talked into taking the characters if Int 11 (+0) Wis 13 (+1) Cha 10 (+0) presented with a benefit such as treasure or a Saving Throws Dex +9 promise that the king could remove the sickness Skills Acrobatics +9, Stealth +9 that has befallen them. Languages Elvish, Sylvan If the party decides to rescue the hobgoblins, Challenge $ ($ XP) they share that they have no love for Claugiyliamatar, only fear. She has commanded Blurred Movement. While the quickling is moving, them to create this alliance with King attack rolls against it have disadvantage. Witchthorn, with whom he has worked in the past. They leave the forest if allowed to live. Evasion. If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only XP and Treasure half damage, it instead takes no damage if it succeeds Each character earns [xx] XP. Each hobgoblin on the saving throw, and only half damage if it fails. carries 6 silver pieces. The fey have a total of 20 Actions copper and 32 silver pieces. Multiattack. The fanatic makes two dagger attacks. Hobgoblin Medium Humanoid (goblinoid), lawful evil Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 9 (1d4 + Armor Class 14 (chain shirt) 7) piercing damage. Hit Points 13 (2d8 + 4) Speed 30 ft. Redcap Str 13 (+1) Dex 12 (+1) Con 14 (+2) Small fey, chaotic evil Int 10 (+0) Wis 10 (+0) Cha 9 (-1) Special Sense darkvision 60 ft. Armor Class 11 Languages Common, Goblin Hit Points 33 (6d6 + 12) Challenge $ ($ XP) Speed 20 ft. Str 16 (+3) Dex 12 (+1) Con 15 (+2) Martial Advantage. Once per turn, if the jobgoblin Int 10 (+0) Wis 10 (+0) Cha 7 (-2) makes a weapon attack with advantage on the attack Skill Stealth +3 roll and hits, it deals an extra 7 (2d6) damage. Languages Common, Giant Challenge $ ($ XP)

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Aggressive. As a bonus action, the redcap can move up to its speed toward a hostile creature that it can see. Corrupted Princess Princess Ishaldra was once a kind and beautiful Bloody Cap. If 24 hours pass without the redcap soaking fey. She dated King Witchthorn when he was a its cap in the wet blood of a dead humanoid, the redcap prince, balancing and tempering his evil aspects. dies. She grew distant as the forest changed and has Actions recently become corrupted by the dragon’s growing power. Multiattack. The fanatic makes two sickle attacks.

Sickle. Melee Weapon Attack: +5 to hit, reach 5 ft., one The path winds into a small tree-lined clearing, target. Hit: 5 (1d4 + 3) slashing damage. but it is a scene from a nightmare. A brook borders one side of the clearing, but the water is a sickly green and smells of poison. The liquid Fey Crossing trickles through a broken dam to flow over several trees, all dead but one. A once mighty oak The characters chance upon a fey sign, though tree still lives, though its branches are bent and they may not recognize its power initially. bound by thorny vines growing out of the foul waters. You travel through a series of valleys, each one A fey is bound to the oak tree, sickly green taking you further downward, impossibly so. moss securing her in place. Half of her face is As you travel around a ridge another path beautiful. The other is covered in green boils and intersects yours. At the crossroads is a signpost. growths. When she sees you she begins to rave, A wooden sign has been carved to read “Princess though her sounds are unintelligible. Ishaldra,” and points to the new path. At the foot of the post is another wooden sign, but it bears Princess Ishaldra is a . She and her treant no inscription. have become corrupted by the poisonous waters. If accompanied by the redcaps or quicklings, Foes and Tactics they agree that Princess Ishaldra is a beautiful The corrupted treant has lost all reason, fey, and was once a consort to King Witchthorn. seeing any living thing as a threat to it and its Characters may also know this with a DC 20 dryad. It will attack when characters approach. Intelligence (History or Nature) check. Due to its corruption, the treant has half its hit A DC 15 Intelligence (Arcana or Nature) check points (69) and can only use a single Slam action can confirm that the realm of King Witchthorn is each round, attacking at -4 and with magical in nature. The unnaturally descending disadvantage. valleys may indicate his realm is close. The The dryad can only use Fey Charm, which it entire area radiates faint magic. uses on a strong party member to direct the The wooden sign post is a fey travel device charmed creature away from combat and to the (the redcaps and quicklings are magically bound edge of the brook (though it may not be obvious, not to share this). To reach the shady glade of she is attempting to ask the character to stop the King Witchthorn, a mortal must write their brook from overflowing). Princess Ishaldra still destination (Shady Glade, the King’s name, or benefits from Magic Resistance and can still something similar) and place the sign upon the Speak with Beasts and Plants if a party sign post (a nail can be fashioned or found near member has that capability. the sign post). The path will then appear The redcaps and quicklings, if present, do not magically. participate other than to cheer on the corrupted

princess. (“No hard feelings, mortals, but she’s If the party travels directly to the King, go one of us now!”) directly to Audience in Shady Glade.

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Scrying Attempt party. She will ask them not to harm the At some point during the battle each character treant if possible. may attempt a DC 14 Intelligence (Arcana) check. If successful, the character sees a scrying censor If the characters defeat the treant and dryad in peering down upon the scene. It vanishes combat, the dryad speaks to them as she dies. moments later. She thanks them for freeing her and begs them to warn King Witchthorn. With her dying gasp Removing the Corruption she says, “write my beloved’s name on the sign.” If the corruption is lifted, the dryad is grateful Removing the corruption sufficiently for the and apologetic. She casts goodberry for the party treant and dryad to come to their senses and offers to accompany them to King requires three successful actions. Witchthorn. She also shares her treasure.  The corruption is obvious. A DC 10 It is possible the party will think to ask the Intelligence (Arcana, Nature, or Religion) dryad (and treant) to help in the coming battle. or Wisdom (Medicine or Survival) check She will agree to do so, admitting that “nothing identifies the water as the source of the breaks down a keep’s gates like a treant!” corruption. A DC 12 check can provide hints related to the actions below. Treant  Stopping the brook’s flow (counts as 2 Huge plant, chaotic good successes): Logs have damned the brook, causing the waters to spill over the side. Armor Class 15 A character entering the poisonous Hit Points 138 (12d12 + 60) waters takes 1d6 points of poison Speed 30 ft. damage each round. Freeing the log jam Str 23 (+6) Dex 8 (-1) Con 21 (+5) requires two DC 12 Strength (Athletics) Int 12 (+1) Wis 16 (+3) Cha 10 (+0) checks. A DC 10 Wisdom (Perception) Damage Vulnerabilities fire check can provide advantage on the Languages Common, Elvish, Sylvan Strength checks, identifying the right logs Challenge $ ($ XP) to pull. Players may also come up with False Appearance. The treant resembles a tree. A other options for the brook, such as creature that can see the treant and succeeds on a DC diverting the waters or the use of spells. 20 Intelligence (Nature) check ascertains what the  Cleansing the Treant (1 success): The treant really is. thorny vines influencing the treant can be removed with a DC 15 (Athletics) Siege Monster. The treant deals double damage to check, though the character may also objects and structures. make a DC 15 Intelligence (Nature) to gain advantage on the check. When the Actions vines are removed they become two Multiattack. The fanatic makes two slam attacks. Twig Blights and join the initiative. The treant continues to attack until a full Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one three successes have been accumulated. target. Hit: 16 (3d6 + 6) bludgeoning damage.  Cleansing the Dryad (1 success): The moss binding the dryad can be removed Rock. Ranged Weapon Attack: +10 to hit, range 60 with a DC 15 (Athletics) check. The dryad ft./120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning must additionally receive a healing spell damage. or a DC 12 Wisdom (Medicine) or Intelligence (Arcana or Nature) for the Animate Trees (1/Day). The treant animates one or two corruption to lessen. If this is done it trees it can see within 120 feet of it. These trees have counts as a success and the dryad can the same statistics as a treant, except they have speak and use her powers to aid the Intelligence and Charisma scores of 1, they can’t speak,

D&D Next Playtest ©2013 Wizards 18 Confidential information of Wizards of the Coast LLC. Do not distribute. and they only have the Slam action option. An animated Fey Charm. The dryad chooses one humanoid or beast tree acts and fights as an ally of the treant. Once within 30 feet of her that she can see. If the target can animated, the tree remains animate for 1 day or until it see the dryad, it must succeed on a DC 14 Wisdom is slain; until the treant is incapacitated, slain, or more saving throw or be charmed by the dryad. While than 120 feet from the tree; or until the treat takes a charmed in this way, the creature regards the dryad as a bonus action to turn it back into an inanimate tree. trusted friend and ally to be heeded and protected. Provided it can do so, the tree roots itself in the spot at Although the target isn’t under the dryad’s control, it which the animation ceased. takes the dryad’s requests or actions in the most favorable way it can. Dryad Each time the dryad or its allies do anything harmful Medium fey, neutral to the target, it can repeat the saving throw, ending the effect on it early on a success. Otherwise, the effect Armor Class 11 lasts 24 hours or until the dryad dies, is on a different Hit Points 18 (4d8) plane than the target, or takes a bonus action to end the Speed 30 ft. effect. If a target’s saving throw is successful, the target Str 10 (+0) Dex 12 (+1) Con 11 (+0) is immune to the dryad’s Fey Charm for the next 24 Int 14 (+2) Wis 15 (+2) Cha 18 (+4) hours. Skills Perception +4, Stealth +3 The dryad can have one humanoid and up to three Special Senses darkvision 60 ft. beasts charmed at a time. Languages Elvish, Sylvan Challenge $ ($ XP) XP and Treasure Each character earns [xx] XP. The dryad wears a Innate Spellcasting. The druad innately casts the magical amulet around her neck (which she gifts following spells (spell save DC 14), requiring no material to the PCs if the corruption is lifted). components:

At will: druidcraft 3/day each: entangle, goodberry Amulet of Health 1/day each: barkskin, pass without trace This amulet is made of gold, with a large ruby inset in it. While wearing it, your Constitution Magic Resistance. The dryad has advantage on saving score is 19. (Dungeon Master’s Guide) throws against spells and other magical effects. EP010102

Speak with Beasts and Plants. The dryad communicates Audience in Shady Glade with beasts and plants as though they shared a common language. The characters may proceed once they learn to use the signpost. Tree Stride. Once on her turn, by using 10 feet of her movement, the dryad can step into one Medium or As soon as the inscribed sign is placed on the larger living tree. She can then sense all Medium or signpost it whirls around the post several times larger living trees within 50 feet of the tree she entered. before finally coming to a stop. In the direction it The dryad must then exit from the tree, or teleport to points the gloom gathers, creating a black and exit from one of the trees she can sense. She moves into an unoccupied space within 5 feet of the pathway leading deep into the darkest valley. tree she exits. If she can’t exit a tree after teleporting to Small motes of purple-black light fade in and out it, the dryad must instead exit the tree she first entered. along the path’s edges, allowing you to discern the path from the dark surroundings. Actions Dagger. Melee or Ranged Weapon Attack: +3 to hit, Once the party travels down the path, continue. reach 5 ft. or range 20 ft./60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

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Time seems to flow more slowly, or perhaps  Questions about negotiations with the your pace is quicker, for you soon find yourself Zartruss hobgoblins or dragon gain his in the realm of King Witchthorn. Purple motes attention. “I may have aided her once, float in and around black twisted trees, and the yes, but she has now crossed me too cold whispering wind chills you to the bone. many times! She corrupts my glade, my Where the dark path ends a new one begins, forest!” formed on either side by a line of unseelie fey creatures of all kinds and sizes, looking upon you Once the main topics have been covered, King with great interest. Sitting upon a throne carved Witchthorn offers his bargain. from bone is a lithe man twice the height of any mortal. His muscled chest and stomach are bare, “You have done well to come to me, for I can several thorny spikes protruding from his indeed give you the gift of my assistance. shoulders. Only a loose wrap of moss covers his Claugiyliamatar is stronger than you can lower half, which ends in shadow. His dark and imagine. Her poisonous breath will melt your sinister face is devilishly attractive, framed by a flesh, her claws rend through your bones. If you mane of green leaves from which curl two large had an army in the thousands she would still and bestial horns. feast upon you all. “I can shield you and your allies from her King Witchthorn lets the characters speak, attacks. I can tell you why the Cult of the Dragon enjoying watching them squirm and attempt to is here. And, I can give you a way into the please him. When he speaks his voice is strong, stronghold. All I require is a gift in return. I will seductive, and cunning. The following can help need a pledge from one of you. You will be oath guide the conversation. When it seems natural, bound, that I may call upon you at a later time of call for Charisma or other skill checks. Let the my choosing.” rolls assist but not supplant the conversation’s development. A low roll could represent an King Witchthorn will not disclose further details unintended insult, for example. of the oath. Any fey that accompany the  He is initially dismissive and offended. characters agree to his assessment of “For what do I own this intrusion? I do Claugiyliamatar’s strength. Many mortals have not recall offering any gift of passage…” accepted his oath bond in the past, and he does  He cares little for their accomplishments. not always call upon a bound mortal. Some “Mortals care so very much for the small mortals benefit, though there are also many deeds they accomplish during their short tragic tales. lives.”  He will keep them interested, however, Declining the Offer making amends when necessary. “Come King Witchthorn offers to show them a vision. If now, do you give up so easily when you they accept, he reaches out to their minds, want something? Where is your passion?” sharing memories of Claugiyliamatar destroying  He takes interest in the redcaps or House Brokengulf’s holdings, laying waste to a quicklings and any discussion of small kingdom, and tearing apart an army of orcs. corruption. “I know of the blight upon my He makes his offer one final time. If they do not lands and I despise it!” accept he still allows them to use the portal.  He cannot contain his emotion at any talk of the dryad. If she has been killed, he Accepting the Offer weeps for her. “My princess, would that Pleased, he takes the character’s oath. He we could have been.” If she lives, he is promises them to shield them in battle and conciliatory. “My love, I have missed you offers them access to a portal. as moss needs the gentle rain.” In addition, he shares the following:

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 The Zartruss hobgoblins are deadly Interactive Elements archers. Worse, they possess a siege The table leader should report to HQ, indicating: weapon. Destroying or controlling the 1) Whether the dryad was saved and the corruption siege weapon will be a key to the battle. lifted.  The portal will take them into an ancient 2) The success or failure of the negotiation with King tower. They must ascend to reach the Witchthorn. battlements and engage the hobgoblins. 3) The character name, player name, and faction of any  The Cult of the Dragon threatens who accepted Witchthorn’s offer. Kryptgarden, the Moonsea, and the 4) If the players convinced the dryad and treant to entirety of the Realms. The Cult has come attack the stronghold. to Kryptgarden for an artifact: a powerful 5) The name of the player to be considered for the mask upon which their plans depend. It special table. is held by Gebul, the mightiest of the Once the table has reported its results, proceed hobgoblin captains, though both Alandra with Part 2 in this same track. (leader of the new Cult faction) and Thalder (leader of the old Cult faction) negotiate for it. Part 2: Entering the  Claugiyliamatar does not live in the stronghold, but can fly to it quickly if it is Stronghold attacked. Expected Duration: 45 minutes Characters enter the portal and ascend an XP and Treasure ancient tower within the stronghold to reach the Each character earns [xx] XP if the negotiations battlements. were successful. There is no treasure in this encounter. King Witchthorn’s portal is a pool of silvery liquid, as if it reflected the light of a full moon. As Selecting a Character you step into it you do not feel wet. Instead, you feel something pull you down under the surface. The table leader’s faction contacts them at this You emerge from the surface of a mirror lying time with the speaking stone. They ask for a upon the ground of a forty foot wide cylindrical report, then share that combining their tower. Stairs wind upwards along the wall, but information with other field reports has allowed seem to end in rubble more than one hundred them to determine the location of the feet above. As you look around you feel a strange overarching hobgoblin and Cult leaders, who sensation. You realize you have changed. possess an artifact known as a Dragon Mask. They ask the group to decide on one person who could be part of a special squad during the The characters emerge from the pool as their attack on the stronghold. Ask the players who mirror image selves. This is solely a role-playing would be interested in being part of such a table device (though don’t tell the players). Their during the final encounter. The encounter will be clothes, placement of weapons, and difficult, with characters expected to ‘swap out’ distinguishing features are the mirror image of at times. From those interested, the table may their normal selves. Alignments are reversed, choose one character for a chance to join the though no to the point of reversing allegiances, special table. If players can’t choose, you may friendships, or goals. choose or have each interested player roll a d20 to determine the choice. Players can abstain. Treasure Room After all, they would be down one party member for most or part of the final fight. As the characters begin ascending the stairs, they reach several landings. The stairs continue past the third landing, but there is also a locked

D&D Next Playtest ©2013 Wizards 21 Confidential information of Wizards of the Coast LLC. Do not distribute. door. A DC 10 check with Thieves’ Tools or False Appearance. The rug resembles a normal carpet. Strength (Athletics) opens the door. A creature that can see the rug and succeeds on a DC 20 Wisdom (Perception) check ascertains that the rug is A small sitting room is revealed, the furniture animate. and ornate carpet within thick with dust. Resting upon a small table in the center of the room is a False Magic. To detect magic the rug seems to be a magic item. Its school is usually transmutation. sword. At the far end of the circular chamber, thirty feet away, sits a long wooden chest. Actions

The rug is a monster, a rug of smothering. The Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: The creature is grappled. Until this sword on the table is a mimic. The long chest is grapple ends, the target is restrained, blinded, and real and holds the treasure. The monsters attack unable to breath, and the rug can’t smother another when stepped upon or wielded. If the rug attacks target. In addition, at the start of each of the rug’s turns, first, the sword (mimic) upon the table is flung the grappled creature takes 10 (2d6 + 3) bludgeoning into the air during the attack, landing upon the damage. floor. With a DC 10 Wisdom (Perception) check a character may notice it does not make a metal Mimic clang when it lands. Medium monstrosity (shapechanger), neutral

Troubleshooting: The hit points of the mimic Armor Class 12 can be halved if this proves to be too difficult a Hit Points 58 (9d8 + 18) challenge. Speed 15 ft. Str 17 (+3) Dex 12 (+1) Con 15 (+2) Rug of Smothering Int 1 (-5) Wis 13 (+1) Cha 8 (-1) Large construct, unaligned Special Senses darkvision 60 ft. Damage Immunities acid Armor Class 10 Condition Immunities prone Hit Points 33 (6d10) Languages -- Speed 10 ft. Challenge $ ($ XP) Str 17 (+3) Dex 11 (+0) Con 10 (+0) Int 1 (-5) Wis 3 (-4) Cha 1 (-5) Shapechanger. The mimic can use its action to Special Senses blindsight 60 ft. (blind beyond this polymorph into an object or back into its amorphous radius) form. Its statistics are the same in each form, although Damage Immunities poison, psychic some of its abilities can be used in only one of them. Condition Immunities blinded, charmed, deafened, Any equipment it carries is not transformed. If slain, the frightened, paralyzed, petrified, poisoned, stunned mimic reverts to its amorphous form. Languages -- Challenge $ ($ XP) Adhesive (Object Form Only). Anything that touches a mimic becomes grappled. Ability checks made to scape Antimagic Susceptibility. The rug is incapacitated whie this grapple or pull a target free of it are made with in the area of an antimagic field. If targeted with a disadvantage. dispel magic the rug must succeed on a Constitution saving throw against the caster’s spell save DC or False Appearance (Object Form Only). The rug become unconscious for 1 minute. resembles an innocuous object. A creature that can see the rug and succeeds on a DC 20 Wisdom (Perception) Damage Transfer. While it is grappling a creature, check ascertains what the mimic really is. before immunities are applied, the rug takes only half the damage dealt to it, and the creature grappled by the Grappler. Against any creature grappled by it, the mimic rug takes the other half. has advantage on attack rolls.

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Actions They may also use other techniques, such as spells, parley, or a distraction. If combat breaks Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the out, the hobgoblin automatically goes last in the mimic is in object form, the target is subjected to its initiative order. Adhesive trait. However, the approach is not safe. A character approaching the landing notes that it is wet. This Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one is actually a gray ooze. It will attack any target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid creature that approaches. Sounds of combat with damage. the ooze will alert the hobgoblin. Horn: If the hobgoblin is adjacent to the horn it XP and Treasure can use an action to lift it from the stand. A Each character earns [xx] XP if the monsters are separate action is require to blow the horn. A defeated or outsmarted. The wooden chest long deep sound emanates (DMs, feel free to contains 300 electrum pieces and the following make the sound at your table) and has sword: implications for when the dragon arrives in Part 3. +1 Longsword This elegant blade gleams as though newly Gray Ooze forged, never accumulating dirt or grime. You Medium ooze, unaligned gain a +1 bonus to attack and damage rolls when Armor Class 7 wielding it. (Dungeon Master’s Guide) Hit Points 22 (3d8 + 9) EP010101 Speed 10 ft., climb 10 ft. Str 12 (+1) Dex 5 (-3) Con 16 (+3) Lone Guardsman Int 1 (-5) Wis 6 (-2) Cha 2 (-4) Special Senses blindsight 60 ft. (blind beyond this After the next landing the characters reach a radius) place where part of the tower collapsed. Damage Immunities acid, cold, fire However, there is a small opening visible Condition Immunities blinded, charmed, deafened, through the rubble. Climbing requires one frightened, prone, unconcsious character to succeed at a DC 12 Strength Languages -- (Athletics) check. Failure results in a 10’ fall. Challenge $ ($ XP) Once a character succeeds they may lower a rope for others. Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Upon emerging from the rubble they see the following: Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes, taking a permanent and The stairs resume upwards, pausing at a landing cumulative -1 penalty to damage rolls. If its penalty ten feet above and continuing just twenty feet drops to -5, the weapon is destroyed. Nonmagical higher to a walkway at the top of the tower. ammunition made of metal that hits the ooze is Light enters from an open doorway, presumably destroyed. leading to the battlements. The ooze dissolves through 2-inch-thick, nonmagical A single hobgoblin guard stands in front of the metal in 1 round. doorway, his back to you. Next to the hobgoblin is a stand supporting a large horn. The horn’s False Appearance. The ooze resembles a wet rock. A surface is carved with images of dragons in creature that can see the ooze and succeeds on a DC 15 flight. Intelligence (Nature) check ascertains what the ooze really is. The characters may approach the hobgoblin with a successful DC 10 Dexterity (Stealth) check.

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Actions Skills Stealth +7 Special Senses blindsight 10 ft., darkvision 60 ft. Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., Languages -- one target. Hit: 3 (1d6) bludgeoning damage plus 7 (2d6) Challenge $ ($ XP) acid damage.

Spider Climb. The spider can climb difficult surfaces, Interactive Elements including upside down on ceilings without needing to If the horn is blown, the table leader should report this make an ability check. to HQ. This is used by HQ to determine the arrival of the dragon. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in Mirror’s End contact with the same web. At the end of this encounter the portal’s personality-altering effect ends. Web Walker. The spider ignores movement restrictions due to webbing. XP and Treasure Each character earns [xx] XP. There is no Actions treasure in this encounter. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target Giant Spiders (Optional must make a DC 11 Constitution saving throw taking 7 (2d6) poison damage on a failed save, or half as much Combat) damage on a successful one. If the poison damage reduces a creature to 0 hit points, the creature is stable, If the party has spent very few resources and but poisoned for 1 hour, and paralyzed while poisoned there is still time remaining for Part 2, they in this way. notice a door along the walkway. Listening at the door with a successful DC 10 Wisdom Interactive Elements (Perception) check reveals the sound of If the players defeat the spiders, the table leader should something scraping rhythmically against the report this to HQ. floor. The door is unlocked. Inside the room is filled with webs. The body of a hobgoblin is upside down and partially held by webs. Wind blows Part 3: The Final Battle through an opening in the room, causing the Expected Duration: 40 minutes body to scrape against the floor. Hiding within The adventurers finally reach the battlements. the webs are two giant wolf spiders, which As King Witchthorn promised, the siege weapon attack when a creature enters the room. is nearby. Read or paraphrase the following: XP and Treasure You emerge from the old stone tower onto a Each character earns [xx] XP. The body has a newly constructed wooden platform. The peridot (greenish-yellow gem) in a belt pouch, stronghold stretches out before you, towering worth 50 gold pieces. trees growing amongst the stronghold’s partially constructed buildings to create an uninterrupted Giant Wolf Spider dark green canopy overhead. You can hear the sounds of battle. Near the Medium beast, unaligned stronghold’s gates you see a square where Armor Class 13 heroes battle the cultists and a massive Hit Points 11 (2d8 + 2) hobgoblin. Through the trees high up on a hill Speed 40 ft., climb 40 ft. you see heroes battling a Thayan necromancer, Str 12 (+1) Dex 16 (+3) Con 13 (+1) who summons the dead to do battle. However, Int 3 (-4) Wis 12 (+1) Cha 4 (-3) you have your own worries.

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Straight across and 50’ feet away is the damage. Upon collapsing a creature may make a stronghold’s palisade and its battlements. Three DC 10 Acrobatics check to hang onto the bridge, rope bridges sway in the wind, connecting this taking 2d6 damage from crashing into either the platform to points 15’ apart on the battlements. tower or the palisade. The central bridge is the closest to a large siege Central Rope Bridge Trap: The very center of weapon manned by several hobgoblins. The the central rope bridge is trapped with a fire weapon seems to fire a fight of arrows all at once glyph. If stepped upon the glyph does 5 fire in a narrow arc. damage (characters may make a Dexterity save Hobgoblins are stationed near the connection for half damage) and causes the bridge to points for the right and left-most bridges. The collapse. An approaching character can attempt central bridge is currently unguarded. (at disadvantage if not actively seeking) a DC 10 Intelligence Investigation check to see the trap. Battlements and the Platform have a wood Interactive Elements and rope railing. A few crates and barrels can At the start of each round the DM should check for flags. provide cover. Describe these effects visually, such as from a battle Falling. Any effect that would push a creature occurring in the distance. over the platform, battlement, or bridges either 1) Black flag: The alarm was raised. Foes gain a +1 has disadvantage on the attack or provides initiative. However, if the horn was blown in the advantage on the target creature’s skill check or previous encounter, foes gain a +2 to initiative. saving throw to avoid falling. A creature falling 2) Red flag: Thayan necromancers are still alive. At the from the bridges or battlements takes 3d6 start of each round one defeated foe rises as a zombie. damage. Returning to the battlements requires If this flag is not present, PCs gain a morale boost: each character may spend a Hit Die to regain hit points (no three actions climbing the palisade, each action) once during the final encounter. requiring a DC 10 Strength (Athletics) check. 3) Yellow Flag: Hobgoblin archers still operate the siege Trees are 45’ tall and require a DC 12 Strength weapons at other locations in the stronghold. At the (Athletics) check to climb. Several trees have start of each round the DM makes one attack against branches reaching out over rope bridges. one character: +3 to hit, one target. Hit: 3 (1d6) piercing The Siege Weapon has an AC of 15 and 50 hit damage. points and gains resistance against ranged 4) Blue Flag: Key leaders of the Cult and hobgoblins have attacks. The weapon has vulnerability to all been defeated. All foes suffer a -1 penalty to attack rolls. damage types once the hobgoblin captain has 5) White Flag: When the dragon appears at this table, an been defeated. elven ghost appears at this table, dressed in ancient armor. One time, at the party’s request, the ghost Interactive Elements intercepts a dragon’s attack (including its breath The table leader should inform HQ when the siege weapon) and is destroyed by the attack – preventing all weapon has ceased firing. harm to the party. 6) Green Flag: The horn never sounded. The dragon may Foes and Tactics not attack a table during the first round of initiative. The siege weapon is manned by a Hobgoblin 7) Purple Flag: The fey bargain was accepted. See the Captain, who has cover. He is guarded by a Running the Dragon end notes. hobgoblin. Both stay at this location, protecting Features the siege weapon. Each round the captain fires Rope Bridges are 30’ above the ground and the weapon, which sends a volley of arrows into connect the tower’s platform, where the party the air (and strikes other tables in the begins, to the battlements. See trap, below. The interactive). rope bridges are considered difficult terrain Two hobgoblins are stationed at the right and unless a character succeeds at a DC 8 Dexterity left rope bridges. Both fire their bows initially, (Acrobatics) check. Enemies do not need to make but if characters move forward one of them will this check. A rope bridge frays and collapses if it move forward to engage in melee. takes 10 points of damage or 5 points of fire

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The central bridge appears to be unguarded, but is trapped (see Features). Martial Advantage. Once per turn, if the jobgoblin makes a weapon attack with advantage on the attack Reinforcements roll and hits, it deals an extra 7 (2d6) damage. Two more hobgoblins arrive on the battlements Pack Tactics. The warrior has advantage on attack rolls from the right side at the start of round 2. against any enemy that is within 5 feet of one or more Victory Conditions of the mercenary scout’s allies. The party achieves victory when the siege Actions weapon has been destroyed. They may continue Multiattack. The mercenary scout makes two melee fighting if they desire, so as to claim the treasure. attacks, either with its greatsword or its javelin.

Hobgoblin Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., Medium Humanoid (goblinoid), lawful evil one target. Hit: 9 (2d6 + 2) slashing damage. Armor Class 14 (chain shirt) Hit Points 13 (2d8 + 4) Javelin. Ranged Weapon Attack: +5 to hit, range 0 Speed 30 ft. ft./120 ft., one creature. Hit: 5 (1d6 + 2) piercing Str 13 (+1) Dex 12 (+1) Con 14 (+2) damage. Int 10 (+0) Wis 10 (+0) Cha 9 (-1) Interactive Elements Special Sense darkvision 60 ft. At the end of the encounter the table leader should Languages Common, Goblin report the total number of character deaths and the Challenge $ ($ XP) factions of each dead character.

Martial Advantage. Once per turn, if the jobgoblin XP and Treasure makes a weapon attack with advantage on the attack Each character earns [xx] XP. The foes carry a roll and hits, it deals an extra 7 (2d6) damage. total of 40 gold pieces and 48 silver pieces. The hobgoblin captain carries a scroll tube Pack Tactics. The warrior has advantage on attack rolls with a crude map of the Moonsea region. The against any enemy that is within 5 feet of one or more city of Phlan is circled in red. of the mercenary scout’s allies.

Actions Pike. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one creature. Hit: 4 (1d6 + 1) piercing damage.

Hobgoblin Captain Medium Humanoid (goblinoid), lawful evil Armor Class 15 (breastplate) Hit Points 39 (6d8 + 12) Speed 30 ft. Str 14 (+2) Dex 13 (+1) Con 15 (+2) Int 11 (+0) Wis 10 (+0) Cha 12 (+1) Special Sense darkvision 60 ft. Languages Common, Goblin Challenge $ ($ XP)

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Tracks: A DC 10 Intelligence (Investigation or Nature) check reveals the tracks of three four- Part 1: Scouting legged animals. With a DC 15 check the animals Expected Duration: 60 minutes are identified as two wolves and a larger wolf – The Zhentarim have identified two meeting perhaps a worg or dire wolf. This is likely their points where the new and old Cult of the Dragon hunting ground. will separately gather with the robed wizards. The party’s goals are to determine whether the Hunted wizards are Thayan, their goals, and how to As the characters proceed towards the meeting eliminate their presence within the stronghold. point, they may realize they are being followed. The party must choose whether to interrupt the Each character may attempt a DC 14 Wisdom new or old Cult’s meeting. They cannot do both. (Perception) to notice the wolves moving through the underbrush around them. The check is made with advantage if the party investigated Corrupted Hills the carcass and found tracks. As the party travels through Kryptgarden Forest, If the party detects the wolves they may make they enter the hunting grounds of a dire wolf and any plans they wish. This could include changing her wolf pack. their party order, finding advantageous ground, trying to set an ambush by setting one PC as bait, You follow the directions provided by the etc. A good plan will generally provide a one- Zhentarim. Every hour that passes takes you action or one-round benefit, such as advantage deeper into the gloom of Kryptgarden Forest. on an attack or a bonus to defenses during the The terrain slowly rises as you progress toward first round. the hill where the meeting will take place. The further you go, the thicker and closer together Wolf Tactics and Terrain the trees grow, often creating maze-like The wolves are unnatural, as if corrupted. Their pathways. A fog hangs in the air, bringing with it hair is mangy, with green moss growing out of the acrid smell of poison. their skin. Their drool is a dark green. The dire wolf attacks an unarmored target if Each character may attempt a DC 10 Wisdom possible, working alone initially to secure a meal. (Perception) check to detect the foul smell of The two wolves work together, making use of rotting meet coming from the right. If the their pack tactics. In later rounds the dire wolf characters do not notice the smell or ignore it, may make use of the pack tactics as well. proceed with Hunted, below. If the characters Light. The forest is dimly lit. investigate, they find the remains of a deer – Forest. Several portions of the forest could little more than cracked bones and some hide. offer concealment. Trees can be climbed with a Carcass: With a DC 15 Intelligence DC 8 Strength (Athletics) or Dexterity (Investigation or Nature) check a PC notices that (Acrobatics) check, but do not offer better the hide has a green moss growing upon it. It visibility. was present while the creature was alive – Fog. Several patches of fog can provide a perhaps some form of corruption. medium creature with concealment.

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Scrying Attempt Keen Hearing and Smell. When using its sense of hearing or smell, the wolf has advantage on Wisdom At some point during or after the battle each (Perception) checks. character may attempt a DC 16 Intelligence

(Arcana) check. If successful, the character sees a Pack Tactics. The wolf has advantage on attack rolls scrying censor peering down upon the scene. It against a creature if another enemy of that creature is vanishes moments later. within 5 feet of it and isn’t incapacitated.

XP and Treasure Actions Each character earns [xx] XP. There is no Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one treasure in this encounter. target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving Wolf throw or being knocked prone. Medium beast, unaligned Armor Class 12 Crashing the Party Hit Points 11 (2d8 + 2) Speed 40 ft. The characters reach the meeting site. Str 12 (+1) Dex 15 (+2) Con 12 (+1) Int 3 (-4) Wis 12 (+1) Cha 6 (-2) A large hill rises up ahead – the meeting site. One Skills Perception +5, Stealth +4 side of the hill has exposed rock and would Languages -- require a climb. The rest of the hill is a gentle Challenge $ ($ XP) slope, easy to navigate. From your current position you can discern a clearing at the top of Keen Hearing and Smell. When using its sense of the hill. Several humanoids are gathered near a hearing or smell, the wolf has advantage on Wisdom black tent. (Perception) checks.

The party should formulate a plan. They can Pack Tactics. The wolf has advantage on attack rolls against a creature if another enemy of that creature is approach with stealth, attack, negotiate, or do within 5 feet of it and isn’t incapacitated. something entirely different. When approaching the 20’-tall hill they can choose whether to climb Actions the steeper side or take the gentler climb. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a Terrain Features creature, it must succeed on a DC 11 Strength saving Light. Normal illumination is present due to throw or being knocked prone. the clearing. There is no fog atop the hill. Steep climb. This side requires two DC 10 Dire Wolf Strength (Athletics) checks to climb. A single Large beast, unaligned character could climb first, then secure a rope for the rest of the party. Failure on any check Armor Class 12 requires a stealth check to avoid notice and Hit Points 26 (4d10 + 4) inflicts 1d6 damage before the character stops Speed 50 ft. their fall. Approaching this way provides Str 17 (+3) Dex 15 (+2) Con 13 (+1) advantage on any ensuing Dexterity (Stealth) Int 3 (-4) Wis 12 (+1) Cha 7 (-2) Checks. Skills Perception +5, Stealth +4 Gentle Rise. No check is required to ascend the Languages -- hill, and there is cover from rocks and trees, but Challenge $ ($ XP) it is being watched by the Cult and Thayans. Any approaching character must make a DC 10 Dexterity (Stealth) check to avoid detection.

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Forest. Several portions of the forest could Scrying Attempt offer concealment. Trees can be climbed with a At some point during the battle each character DC 8 Strength (Athletics) or Dexterity may attempt a DC 12 Intelligence (Arcana) check. (Acrobatics) check, but do not offer better If successful, the character sees a scrying censor visibility. peering down upon the scene. It vanishes Tent. The black tent belongs to the Thayans moments later. and contains the treasure. Behind the tent are the mounts, with the steep side of the cliff Mounts behind them. A DC 10 Intelligence (Arcana or Nature) or Mounts. Three near-skeletal griffons are tied Wisdom (Animal Handling) check reveals that to the ground. They do not betray any approach these are griffons, corrupted by exposure to by the party, looking upon them with great magical and alchemical substances. A DC 15 sadness. See Mounts below. Intelligence (Nature) or DC 12 Wisdom (Animal

Handling) check shows them to be docile, but in When the party reaches the clearing, read or pain. paraphrase the following, adjusting for their Each mount has a metal collar, inscribed with tactics. runes. A DC 12 Intelligence (Arcana) or Wisdom (Animal Handling) reveals that the collars Two tieflings stand behind a human, all three in control and corrupt the creatures. If the collars scarlet robes decorated with runes and sigils of are removed, the griffons kneel down, as if death and necromancy. Facing them are three offering to serve as mounts for the party. The humans wearing tabards with the symbol of the griffons will take the party to the stronghold. Cult of the Dragon. Behind the cultists is a black Telepathy: The corruption has given the tent. Three strange mounts are tied up next to griffons a limited form of telepathy, allowing the tent. The creatures have a body similar to them to communicate in limited fashion with the that of a lion, but the skin is gaunt, showing the party. The griffons are filled with sorrow. They skeletal structure within. The creatures have a desire to return to their homes, but will take the feathered head and two large wings, but many of party to the stronghold to repay the gift of the feathers are missing. freedom. Foes and Tactics Gathering Information The Thayans consist of two Tiefling servitors Characters may interrogate captured foes or and the Red Wizard [Note: I would like to use search through their belongings and learn the the stat block for Hamun Kost, Red Wizard, from following: Lost Mines of Phandelver]. They distrust any - Thay is indeed involved. They are likely newcomers, but catering to their ego or lust for to cement an alliance with the new Cult power may provide possibilities for negotiation of the Dragon, joining them in their goal or duplicity. In battle the two Tiefling defend the of uniting live evil dragons. Such a union wizard. The wizard has already cast mage armor. is an abomination to the Harpers, Order In battle he favors starting with hold person to of the Gauntlet, and Emerald Enclave, keep a combatant at bay. and threatens the interests of the Lord’s The Cult of the Dragon is hungry for allies and Alliance and Zhentarim. more easily duped in any negotiations. The Cult - The Thayan wizard was directed to fly to Fanatic tries to prove his power, starting by the meeting and negotiate with the Cult. casting suggestion. The two Cultists spread out, If this is the new Cult, the instructions attacking different targets and spreading were to cement the alliance, promising mayhem. not to aid the old Cult. If this is the old Cult, the instructions instead directed them to pretend to be allies but gather

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information of value to the new Cult. Tiefling They were then to fly back – the mounts Medium humanoid (tiefling), lawful evil know the way back – and meet with T’zaralda the necromancer. Armor Class 11 (leather) - T’Zaralda is helping Claugiyliamatar to Hit Points 4 (1d8) further corrupt the forest, making it Speed 30 ft. Str 10 (+0) Dex 11 (+0) Con 10 (+0) inhospitable to her foes. Int 12 (+1) Wis 10 (+0) Cha 12 (+1) - T’Zaralda is a member of the Thayan Special Senses darkvision 60 ft. school of Necromancy and an expert in Damage Resistances fire corrupting and binding spirits. She is Languages Common, Infernal now a key component of the stronghold’s Challenge $ ($ XP) defenses, for she can raise the dead and

force them to fight again. Innate Spellcasting. The tiefling can innately cast the - The wizards have been searching for the thaumaturgy cantrip at will. Green Dragon Mask, a powerful artifact. It was found to be in Claugiyliamatar’s Actions hoard. The Thayans and Cultists now Multiattack. The tiefling makes two dagger attacks. negotiate to gain it from her. - T’Zaralda has mentioned the Moonsea, Dagger. Melee or Ranged Weapon Attack: +2 to hit, though Thayan plans for the Moonsea reach 5 ft. or range 20 ft./60 ft., one target. Hit: 2 (1d4) have not been shared. piercing damage.

XP and Treasure Light Crossbow. Ranged Weapon Attack: +2 to hit, Each character earns [xx] XP. One of the range 80 ft./320 ft., one creature. Hit: 4 (1d8) piercing tieflings carries the following blade: damage.

+1 Longsword Story calls for arcane magic-using NPC, but none exist in This elegant blade gleams as though newly MM. Substituting for anything else would be forged, never accumulating dirt or grime. You inappropriate. Require further guidance. gain a +1 bonus to attack and damage rolls when wielding it. (Dungeon Master’s Guide) Cult Fanatic EP010101 Medium humanoid, chaotic neutral Armor Class 11 (leather) In addition, a chest within the black tent is Hit Points 22 (4d8 + 4) locked. The lock has a poison needle, requiring a Speed 30 ft. DC 10 Intelligence (Investigation) to find and a Str 10 (+0) Dex 10 (+0) Con 12 (+1) DC 10 Thievery kit to disarm the trap. The chest Int 11 (+0) Wis 11 (+0) Cha 14 (+2) contains 40 gold pieces, 100 silver pieces and an Skills Deception +4, Persuasion +4, Religion +2 amulet: Languages Common, Draconic Challenge $ ($ XP) Amulet of Health This amulet is made of gold, with a large ruby Dark Devotion. The fanatic has advantage on saving inset in it. While wearing it, your Constitution throws against being charmed or frightened. score is 19. (Dungeon Master’s Guide) th EP010102 Spellcasting. The fanatic is a 4 -level spellcaster that uses Charisma as its spellcasting ability (spell save DC 12; +4 to hit with spell attacks). The fanatic has the following spells prepared: Cantrips (at will): message, produce flame 1st level (4 slots): command, inflict wounds

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nd 2 level (3 slots): hold person, suggestion Part 2: Entering the Actions Multiattack. The fanatic makes two melee attacks. Stronghold Expected Duration: 45 minutes Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., The near-skeletal griffons fly the party toward one target. Hit: 3 (1d6) slashing damage. the stronghold. Up to two PCs can ride on each griffon. Selecting a Character Scrying Attempt The table leader’s faction contacts them at this Each character may attempt a DC 16 Intelligence time with the speaking stone. They ask for a (Arcana) check. If successful, the character sees a report, then share that combining their scrying censor peering down upon the scene. It information with other field reports has allowed vanishes moments later. them to determine the location of the Claugiyliamatar is scrying upon the party. If overarching hobgoblin and Cult leaders, who the party notices the scrying, they gain a +2 to possess the artifact known as a Dragon Mask. initiative in this scene. If they improvise a plan to They ask the group to decide on one person confuse her, such as pretending to now be allied who could be part of a special squad during the with the Thayans or Cultists, they also get attack on the stronghold. Ask the players who advantage on their first attack. would be interested in being part of such a table during the final encounter. The encounter will be Aerial Battle difficult, with characters expected to ‘swap out’ at times. From those interested, the table may Claugiyliamatar has dispatched monsters to choose one character for a chance to join the intercept the party. special table. If players can’t choose, you may choose or have each interested player roll a d20 The gaunt griffons soar through the air, high to determine the choice. Players can abstain. above the massive forest. Only when they begin After all, they would be down one party member to descend do you realize that the stronghold is for most or part of the final fight. up ahead. No clearing betrays its presence, for the trees grow all around and within the walls. A wave of alarm washes over you as your Interactive Elements griffons empathically alert you to three dark The table leader should report to HQ, indicating: forms rising from the forest. As they draw closer 1) If the party was aware of the wolves before they you see they are emaciated forms such as the attacked. griffons, but with bat wings and a reptilian head. 2) Whether the party engaged the new or old Cult of the Dragon. 3) Whether the party defeated the Thayans and Cultists. Terrain and Tactics 4) Whether the party recovered the information. The three darkenbeasts each attack one griffon, 5) The name of the player to be considered for the targeting the riders. special table. Theater of the Mind: For simplicity and ease of play, no special flying rules are used. This is a Once the table has reported its results, proceed theater of the mind fight where the flying with Part 2 in this same track. combatants are assumed to be in constant movement. Any disadvantage or penalty for fighting while mounted is countered by the empathic cues provided by the mounts. Any PC can use their mount’s movement of 80’ as their own movement. The griffons do not attack.

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Trees: Combat begins above the treeline, but a The stronghold stretches out before you, character could urge their mount below the towering trees growing amongst the treeline. Such a cinematic tactic may require skill stronghold’s partially constructed buildings and checks by both the PC and any pursuing ancient ruins to create an uninterrupted dark darkenbeast to avoid striking tree limbs. green canopy overhead. You soar over the main gate, seeing it open for Darkenbeast two wagons laden with supplies. Your flight Medium monstrosity, neutral evil takes you over an old tower, joined to the Armor Class 12 battlements by rope bridges. A siege weapon sits Hit Points 22 (5d8) there, bristling with arrows. Speed 10 ft., fly 40 ft. The gaunt griffons descend amongst old ruins, Str 14 (+2) Dex 14 (+2) Con 11 (+0) landing in a vine-covered courtyard. Int 5 (-6) Wis 11 (+0) Cha 4 (-3) Empathically they indicate the direction of the Skills Perception +2, Stealth +4 necromancer, thank you, and prepare to depart. Special Senses darkvision 120 ft. Condition Immunities charmed The party may say their farewells, then explore Languages understands Common and travel toward the necromancer’s location. Challenge $ ($ XP) Ruins. The ruined walls and stone-lined square are ancient and weathered. Any character Light Susceptibility. While in bright light, the may attempt a DC 15 Intelligence (History) darkenbeast has disadvantage on attack rolls and check to identify the ruins as belonging to the Wisdom (Perception) checks that rely on sight. If elven kingdoms of Illefarn or Rilithar, more than exposed to sunlight, the darkenbeast reverts to the 1200 years old. animal from which it was created.

Radiant Reversion. If the darkenbeast takes radiant Haunting damage, it must make a Constitution saving throw with a DC equal to the amount of radiant damage dealt. If T’zaralda has bound several spirits into service. the save fails, the darkenbeast reverts to the animal One, however, has escaped and now preys upon from which it was created. the living. However, it may recall its former personality with help. Telepathic Bond. While the darkenbeast’s master can see the darkenbeast, including by way of scrying magic, You pass through a copse of trees, seeing a few the two can telepathically communicate. new buildings partially constructed amongst the old ruins. And that’s when a man races around a Actions wall and right into you. Flying Multiattack. While flying, the darkenbeast makes The man is pale and breathing heavily, his two attacks, one with its bite and one with its claws. heaving chest bearing the tabard of the Cult of the Dragon. “Ghost!” he stammers, “Ghost!” Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one He suddenly seems to see you and realize who target. Hit: 9 (2d6 + 2) slashing damage. you are. He swallows hard.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one The cultist, Lerek, has just seen a ghost. He will target. Hit: 7 (2d4 + 2) slashing damage. try (and probably fail) to convince the party to let him go in exchange for not disclosing their Elven Ruins location. He will also share that one of the spirits bound by T’zaralda escaped and is acting on its Once the combat has finished, the griffons fly own. The ghostly elf has killed several cultists through the trees and into the stronghold. and Thayans.

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The party may use this information to travel check as an action to find. They are found in the around the area inhabited by the ghost. Skip to following order: the section entitled Ghouls if they do so. First Stone Tablet: The tablet that lies at his Otherwise, the party can find the ghost in an feet is written in Elvish and bears the following empty rubble-filled square. The party may kill or script, ending where the tablet has been broken free the cultist – he simply intends to find a place at the bottom. to hide for the remainder of the day. “I held it, but it had no form. Though it was” The rubble-filled square at first appears to be Second Stone Tablet: This tablet piece has deserted. Someone has dug here, beginning to been broken at the top (because it is the bottom create the foundation of several large buildings. piece) and reads: Shovels and tools have been haphazardly “ all the people I know, abandoned. It would cease to be.” A translucent elf looks upon something on the Third Stone Tablet: This tablet piece has been ground, muttering to itself. broken at the both the top and bottom (because it is the middle piece) and reads: If the characters think to listen, they may “ freely given, attempt a DC 12 Wisdom (Perception) check to I could not share it. hear the ghost say “I must remember, or I will If I told the ” cease to be.” The same check will also reveal a portion of a stone tablet is at his feet. Put together, the riddle reads: If the characters approach, he whirls around, “I held it, but it had no form. his face snarling in rage. “I shall not serve you!” Though it was freely given, he shrieks. He then attacks, using his horrifying I could not share it. visage. On the second round he will attempt If I told all the people I know, possession, using the character’s actions to It would cease to be.” move rubble around, as if searching for The answer to the riddle is “secret.” If solved, the something. After his first possession he uses ghost immediately ceases to fight. Slowly he withering touch, lashing out at his perceived recovers his personality and resolve. foes. The party may run away – the ghost will not give chase for long. The Spirit’s Aid Reasoning with the ghost requires a DC 15 If the party solved the riddle, the ghost recovers. check with a Charisma-based skill and can cause He introduces himself as Athalee, long dead but him to momentarily cease his attacks, to share forced to rise by T’zaralda. The riddle was one he that it seeks the tablet pieces, or to get him to had used to test students long ago, when these read in common the text of a found tablet piece ruins were a mighty elven empire. (should the party not read Elvish). However, he Once Athalee knows the adventurer’s plans, he cannot control his spirit sufficiently to speak agrees to help. He cannot face T’zaralda without coherently or otherwise direct them. being bound once more. However, if the party A DC 10 Intelligence (Religion) check suggests can defeat T’zaralda he and other ghosts will be the spirit has lost its mind upon regaining its free. He promises to aid the heroes in the battle independence from the creature that formed it. with Claugiyliamatar. It must complete a task in order to regain its sanity. XP and Treasure Each character earns [xx] XP. There is no Finding the Stone Tablets treasure in this encounter. The first stone tablet is visible. The others require a DC 12 Intelligence (Investigation)

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Ghost Wisdom, and Charisma but otherwise uses the target’s Medium undead, neutral evil statistics. As if it is the ghost, the possessed humanoid can be Armor Class 11 targeted with dismissal from a dispel evil or good spell Hit Points 45 (10d8) or with Turn Undead. If either effect is successful, the Speed 0 ft., fly 40 ft. ghost is forced out of the target’s body. The ghost is Str 7 (-2) Dex 13 (+1) Con 10 (+0) forced out of the body if the humanoid drops to 0 hit Int 10 (+0) Wis 12 (+1) Cha 17 (+3) points or dies. The ghost can also use its movement to Special Senses darkvision 60 ft. willingly leave the target. When the possession ends, Damage Resistances acid, fire, lightning, thunder; the ghost reappears in a space of its choice within 5 feet bludgeoning, piercing, and slashing from nonmagical of the formerly possessed creature. weapons Damage Immunities cold, necrotic, poison Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., Condition Immunities charmed, frightened, grappled, one target. Hit: 7 (2d4 + 2) slashing damage. paralyzed, petrified, poisoned, prone, restrained, unconscious Ghouls (Optional Combat) Languages Elvish Challenge $ ($ XP) If the party is not particularly low on resources and there is still time remaining for Part 2, their Incorporeal Movement. The ghost can move through an path leads them through a dark copse of trees. object or another creature, but can’t stop there. Two cloaked figures are hunched over something. Actions The creatures are two former Thayans who Withering Touch. Melee Weapon Attack: +7 to hit, were punished by T’zaralda and turned into reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. Ghouls. They lean over the remains of their meal.

Etherealness. The ghost enters the Ethereal Plane from XP and Treasure the Material Plane, or vice versa. Each character earns [xx] XP. There is no

Horrifying Visage. Each creature of the ghost’s choice treasure in this encounter. within 60 feet of it and able to see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 Ghoul minute. If the save fails by 5 or more, a creature Medium undead, lawful evil frightened in this way is also cursed to age 10 to 40 (1d4 Armor Class 12 x 10) years. A creature can repeat the saving throw at Hit Points 22 (5d8) the end of each of its turns, with disadvantage if the Speed 30 ft. ghost is within line of sight, ending the frightened Str 13 (+1) Dex 15 (+2) Con 10 (+0) condition on it early on a success. If a creature’s saving Int 7 (-2) Wis 10 (+0) Cha 6 (-2) throw is successful or the effect ends for it, the creature Special Senses darkvision 60 ft. is immune to the ghost’s Horrifying Visage for the next Damage Immunities poison 24 hours. However, if the aging isn’t reversed within 24 Condition Immunities charmed, poisoned, unconscious hours, it is no longer considered a curse and becomes Languages Thorass permanent. Challenge $ ($ XP)

Possession (While the Ghost has no Creature Possessed, Recharge 5-6). The ghost initiates a Charisma contest Actions against a living humanoid within 5 feet of it. A target Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one protected by a protection from evil spell or inside the target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) area of a magic circle wins the contest. If the ghost wins, piercing damage to an incapacitated target. it disappears into and possesses the target’s body, gaining total cover on all sides. While possessing a Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one humanoid, the ghost retains its alignment, Intelligence, target. Hit: 7 (2d4 + 2) slashing damage. If the target is

D&D Next Playtest ©2013 Wizards 34 Confidential information of Wizards of the Coast LLC. Do not distribute. a living creature other than an elf, it must succeed on a against one character: +3 to hit, one target. Hit: 3 (1d6) DC 10 Constitution saving throw or be paralyzed for 1 piercing damage. minute. The creature can repeat the saving throw at the 4) Blue Flag: Key leaders of the Cult and hobgoblins have end of each of its turns, ending the effect early on a been defeated. All foes suffer a -1 penalty to attack rolls. success. 5) White Flag: When the dragon appears at this table, an elven ghost appears at this table, dressed in ancient Interactive Elements armor. One time, at the party’s request, the ghost intercepts a dragon’s attack (including its breath The table leader should inform HQ if they solved the weapon) and is destroyed by the attack – preventing all riddle and helped the ghost recover. harm to the party. 6) Green Flag: The horn never sounded. The dragon may not attack a table during the first round of initiative. 7) Purple Flag: The fey bargain was accepted. See the Running the Dragon end notes. Part 3: The Final Battle Expected Duration: 40 minutes Features The adventurers confront T’zaralda, the Thayan The Blood Circle acts as a barrier, stopping necromancer, but he is well protected. anything from passing through. In one spot the blood pools in the form of a rune. A successful You climb a small hill to gain a vantage through DC 12 Intelligence (Arcana or Religion) check the trees. Near the stronghold’s gates you see a undoes the rune and drops the barrier. square where heroes battle the cultists and a Trees and Ruins surround the perimeter and massive hobgoblin. Near the walls you can see can be used for cover or concealment. adventurers advancing across rope bridges, It is not possible to interact with the other trying to reach a siege weapon. battles the party can see in the distance. But ahead of you is a clearing amongst the trees and buildings. A 10’ wide circle of blood Foes and Tactics surrounds a bald woman with pale white skin T’zaralda the Necromancer Propose using the and crimson robes. She kneels in concentration, stat block for Thegger Grynn, Red Wizard her eyes upon the body of a dead elven woman Necromancer (from Scourge of the Sword Coast, that lies just outside the blood-soaked circle. but remove 4th level spells)] [remains in the Three red-robed Thayan acolytes rise from blood circle for two rounds while corrupting the where they were watching the ritual, drawing elven corpse into a wight, then one more to cast curved daggers. Two half-orc guards step mage armor before emerging to do battle. If the forward from the surrounding ruins, drawing barrier is dropped earlier she takes no actions scimitars and handaxes. until she has summoned the wight, then uses her spells to attack the heroes. Interactive Elements The three acolyte cultists spread out to attack At the start of each round the DM should check for flags. different targets, in particular those that fight at Describe these effects visually, such as from a battle range. occurring in the distance. The two half-orc mercenary scouts are twins 1) Black flag: The alarm was raised. Foes gain a +1 and fight a strong melee foe together. initiative. The wight defends T’zaralda. If the 2) Red flag: Thayan necromancers at other locations are necromancer dies the wight fights for one more still alive. At the start of each round one defeated foe round before collapsing. rises as a zombie. If this flag is not present, PCs gain a morale boost: each character may spend a Hit Die to regain hit points (no action) once during the final Interactive Elements encounter. The table leader should inform HQ when the 3) Yellow Flag: Hobgoblin archers still man the walls. At necromancer has been defeated. the start of each round the DM makes one attack

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Victory Conditions Int 10 (+0) Wis 12 (+1) Cha 11 (+0) The party achieves victory when the Skills Nature +4, Perception +5, Stealth +3, Survival +5 necromancer has been defeated. They may Languages Common, Chondathan Challenge $ ($ XP) continue fighting if they desire, so as to claim the treasure. Relentless Endurance (Recharges after the Half-Orc Bandit Finishes a Short or Long Rest). When the half- XP and Treasure orc takes damage that reduces it to 0 hit points, it drops Each character earns [xx] XP. The necromancer to 1 hit point instead. has a hoard of 100 electrum pieces and 100 gold pieces in emeralds. Pack Tactics. The warrior has advantage on attack rolls against any enemy that is within 5 feet of one or more Story calls for arcane magic-using NPC, but none exist in of the mercenary scout’s allies. MM. Substituting for anything else would be inappropriate. Require further guidance. Actions Multiattack. The mercenary scout makes two melee Cult Fanatic attacks, one with its scimitar, and one with its handaxe. Medium humanoid, chaotic neutral Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., Armor Class 11 (leather) one target. Hit: 4 (1d6 + 1) slashing damage. Hit Points 22 (4d8 + 4) Speed 30 ft. Handaxe. Melee or Ranged Weapon Attack: +4 to hit, Str 10 (+0) Dex 10 (+0) Con 12 (+1) reach 5 ft. or range 20 ft./60 ft., one target. Hit: 4 (1d6 + Int 11 (+0) Wis 11 (+0) Cha 14 (+2) 1) bludgeoning damage. Skills Deception +4, Persuasion +4, Religion +2 Languages Common, Draconic Longbow. Ranged Weapon Attack: +4 to hit, range 150 Challenge $ ($ XP) ft./600 ft., one creature. Hit: 5 (1d8 + 1) piercing damage. Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened. Wight

th Medium undead, neutral evil Spellcasting. The fanatic is a 4 -level spellcaster that uses Charisma as its spellcasting ability (spell save DC Armor Class 14 (chain shirt) 12; +4 to hit with spell attacks). The fanatic has the Hit Points 33 (6d8 + 6) following spells prepared: Speed 30 ft. Cantrips (at will): message, produce flame Str 15 (+2) Dex 12 (+1) Con 13 (+1) 1st level (4 slots): command, inflict wounds Int 10 (+0) Wis 13 (+1) Cha 15 (+2) nd 2 level (3 slots): hold person, suggestion Skills Perception +4, Stealth +4 Special Senses darkvision 60 ft. Actions Damage Resistances necrotic; bludgeoning, piercing, Multiattack. The fanatic makes two melee attacks. and slashing from nonmagical weapons that aren’t silvered Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., Damage Immunities poison one target. Hit: 3 (1d6) slashing damage. Condition Immunities poisoned Languages Common Mercenary Scout Challenge $ ($ XP)

Medium Humanoid (human), lawful neutral Sunlight Sensitivity. While in sunlight, the wight has Armor Class 12 (studded leather) disadvantage on attack rolls and Wisdom (Perception) Hit Points 16 (3d8 + 3) checks that rely on sight. Speed 30 ft. Str 11 (+0) Dex 13 (+1) Con 12 (+1)

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Actions

Multiattack. The wight makes two attacks, either with its longsword or longbow. It can use Life Drain in place of one other attack.

Life Drain. Melee Weapon Attack. +5 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the creature must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. If this effect reduces a creature’s hit point maximum to 0, the creature dies. This reduction to a creature’s hit point maximum lasts until the creature finishes a long rest. A humanoid slain by this attack rises 24 hours later as a zombie under the wight’s control.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150 ft./600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150 ft./600 ft., one creature. Hit: 5 (1d8 + 1) piercing damage.

Interactive Elements The table leader should inform HQ the total number of character deaths during the adventure and the factions of each dead character.

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 The hit point total of the Cultist Fanatic Running the Special Table is increased to 40 and the Armor Class to During Part 1 of the interactive each table may 12. choose to select one party member to possibly  The hit point total of the Hobgoblin join the special table. The administrators Captain is increased to 55. randomly select six heroes from all the entrants.  An additional third hobgoblin stands on At the conclusion of Part 2 the special table is one of the rope bridges, near the tower. formed. The special table plays through Part 3  At the foot of the leaders is a large and together, faces a stronger challenge and has a heavy locked metal chest. Within is the special Dungeon Master. Green Dragon Mask. It is likely to be recovered at the end of the encounter. Mission Goals  Replace the Reinforcements section with The special table is asked to eliminate the the following: hobgoblin warlord Gebul and the leader of the winning Cult of the Dragon faction. The party is Reinforcements also to recover the Green Dragon Mask. Start of every even round: Two more Cultists emerge from the tower or other buildings. Determining Cult Faction Start of Round 3: An ogre enters the square HQ has been determining the number of tables and joins the fray. The ogre is the father of the succeeding against either the new or old aspect half-ogre guarding the wagon in the Leader of the Cult of the Dragon. The Cult that has been Track. As it fights, the ogre asks aloud whether least impacted is the faction meeting with Gebul. anyone has seen his son. It is possible for the characters to fool the ogre. Swapping Characters The encounter is challenging. In addition, each Ogre player’s original table is playing with one fewer Large giant, chaotic evil character. At any time during this encounter a Armor Class 11 (hide) player may decide to leave this table and rejoin Hit Points 59 (7d10 + 21) their original table. This happens automatically if Speed 40 ft. they are killed or remain unconscious for more Str 19 (+4) Dex 8 (-1) Con 16 (+3) than one round. Int 5 (-3) Wis 7 (-2) Cha 7 (-2) When a character leaves the table, they are Skills Perception +1 replaced with another character that had Special Senses darkvision 60 ft. volunteered to be at the special table. Languages Common, Giant Challenge 2 (450 XP) Interactive Elements The Dungeon Master should record for all participants Actions the player names, character names, factions and Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., whether the character survived or died. one target. Hit: 13 (2d8 + 4) slashing damage.

Encounter Changes Javelin. Melee or Ranged Weapon Attack: +5 to hit, The special table plays Part 3 of the Leader reach 5 ft. or range 30 ft./120 ft., one target. Hit: 11 Track, with the following modifications: (2d6 + 4) piercing damage.

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Interactive Elements only the weakest. To represent this, each round The table leader should inform HQ when either the as she approaches each character at the table hobgoblin captain or cult fanatic have been defeated. may make one action against her without This counts toward the morale effect as with other spending an action. It can be any type of attack Leader Track final battles. (including melee as she flies near) against an AC of 16. A siege weapon can be used against her if Victory Conditions under the control of the part. The special table achieves victory when both the If the total damage exceeds 20, she does not hobgoblin captain and cult fanatic have been attack that round. defeated. The dragon mask can then be recovered. (See the Conclusion) If the Green Flag is raised, she does not appear the first round of combat. For rounds when she Running the Dragon does, and if she did not take 20 or more damage, she does the following: Claugiyliamatar is an ancient green dragon, and a formidable opponent. However, the actions of The first round the dragon can attack, she the heroes have an impact. breathes its poison breath. Claugiyliamatar rages when it discovers the characters are immune to Green Flag: Because the horn never summons poison. She curses King Witchthorn, knowing her, Claugiyliamatar is late in flying to the this is his work. stronghold and cannot attack a table during their In the second and any additional rounds first round of combat. (While the dragon has she can attack, she uses her multiattack. The scried upon the heroes, she primarily has done frightful presence has no effect, but she uses her so to decide which faction of the Cult of the bite and two claw attacks against different Dragon to support. She never suspected the targets. These attacks do 10 damage each when heroes had a chance of actual success.) they hit. If the White Flag is present, each table White Flag: The ghosts once bound by the can use the ghosts to cancel this attack. necromancer may sacrifice themselves, once per If the party is very hurt, the dragon can table, to cause any attack action by the dragon to instead attack the terrain. She could collapse a have no effect. wall, knock down a tree, destroy a siege weapon, Purple Flag: The fey bargain was accepted. etc. This should have a tactical impact on play, King Witchthorn shields the heroes in several such as to pin a character to the ground or cause key ways: a character to have to use skills to reach a foe. - Immunity to poison and frightful presence. Claugiyliamatar (Old Gnawbones) - The dragon’s attacks can do no more Gargantuan dragon, lawful evil than 10 points of damage at one time. Armor Class 22 - The character’s attacks against her Hit Points 490 (28d20 + 196) receive a bonus, effectively giving her AC Speed 40 ft., fly 60 ft., swim 40 ft. 16. Her saving throws are unaffected. Str 27 (+8) Dex 12 (+1) Con 15 (+2) Int 20 (+5) Wis 17 (+3) Cha 19 (+4) [These rules attempt to create ways that the Saving Throws Dex +9, Con +15, Wis +11, Cha +12 tables can deal with an ancient green dragon Skills Deception +12, Insight +11, Perception +19, that can inflict 70 points of damage with a breath Persuasion +12, Stealth +9 weapon!] Special Senses blindsight 60 ft., darkvision 60 ft. Damage Immunities poison Condition Immunities poisoned The Dragon’s Actions Languages Common, Draconic Claugiyliamatar is sure of one thing: she will not Challenge $ ($ XP) die today. She picks her targets carefully, fighting

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Amphibious. The dragon can breathe air and water. prone. After beating its wings this way, the dragon can fly up to half its speed. Legendary Resistance (3/Day). If the dragon fails a 2 Actions. The dragon makes a tail attack. saving throw, it can choose to succeed instead. 1 Action. The dragon makes a Perception check.

Actions

Multiattack. The dragon uses Frightful Presence. It then makes three attacks, one with its bite and two with its claws

Bite. Melee Weapon Attack. +12 to hit, reach 15 ft., one creature. Hit: 30 (4d10 + 8) piercing damage plus 14 (4d6) poison damage.

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pushed up to 15 feet away from the dragon and knocked prone.

Frightful Presence. Each creature of the dragon’s choice within 100 feet of and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the dragon is within line of sight, ending the effect on it early on a success. If a creature’s saving throw is successful or the effect ends on it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Poison Breath (Recharge 5-6). The dragon breathes poisonous gas in a 90-foot cone. Each creature in the cone must make a DC 23 Constitution saving throw, taking 70 (20d6) poison damage on a failed save, or half as much damage on a successful one.

LEGENDARY ACTIONS The dragon can take up to three legendary actions between each of its turns, taking the actions all at once or spreading them over a round. A legendary action can be taken only at the start or end of a turn. The dragon has the following legendary action options, some of which expend more than one action when taken:

3 Actions. The dragon beats its wings, making up to two attacks that deal damage like a claw but have a reach of 10 feet. If a wing hits a creature, it must succeed on a DC 24 Dexterity saving throw or be knocked

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Resource needs: Add up final faction totals, Conclusion determine winning faction. If Dragon Mask reclaimed, it goes to that faction. Expected Duration: 10 minutes

General Features Determining Success If for each of the three missions a majority of This section describes any features that are tables succeeded at their objectives, the attack common throughout a location. Exceptions on the stronghold is successful! The forces of evil should be conveyed in specific areas through are routed and flee. The Cult of the Dragon read-aloud or descriptive text. factions turn to fighting each other briefly before Ceilings. [optional depending conditions] retreating. The Thayans also depart, swearing Light. [optional depending conditions] vengeance. Claugiyliamatar retreats to her lair to Sound. [optional depending conditions] lick her wounds and scheme anew. Other subheadings might include important If for two out of the three missions a majority of events, goals, or subsections (such as NPCs or tables succeeded, the attack is a partial success. random encounters) that provide the DM with The factions arrive and together with the heroes important information. the stronghold finally falls.

If for only one of the three missions a majority === succeeded, the stronghold has taken significant damage but does not fall. The factions and noble families attack the stronghold, suffering heavy casualties. The stronghold eventually falls, but at To-Do List a great cost to the factions.  Create HQ interactive elements summary, showing flags, when triggered, what If no missions succeeded, the stronghold still bonus they create. stands.  Create HQ faction scoring sheet, capturing the points for each interactive element. The Cult of the Dragon  Decide whether admins should pause HQ determines which splinter group of the Cult between round 2 and 3 and make an of the Dragon, old or new, was targeted the most announcement to set off the final battle – by the characters. That organization loses perhaps with the distant roar of the Claugiyliamatar’s support. dragon, to show she is coming.  Should the factions arrive at the end of Faction Developments Part 2, using their troops to attack the HQ totals the points each faction earned during gates and other parts where the PCs are the interactive. The winning faction is chosen to not present? Is that good because it guard the Green Dragon Mask, if it was shows factions responding, or bad reclaimed by the special table. because it happens in the background and/or takes away from PC Treasure accomplishments? At the conclusion of the battle, the factions pay each surviving hero 100 gold pieces. ===

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