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A Dungeon and A By Chris Bergman

A DUNGEON AND A DRAGON

A Dungeons and (Fifth Edition) Adventure

Sample file

The Green Dragon Valturnax has attacked the nearby village of Hartsvale, threatening to destroy them completely if they do not submit to his rule by nightfall. To save the town, adventurers must ascend the mountain by climbing through the caves housing the dragon’s minions and face him in his lair– and they need to do so before the sun sets.

A Four to Six Hour Adventure for 11th-16th Level Characters

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A Dungeon and A Dragon By Chris Bergman

Overview Adventure Background This adventure is a straightforward dungeon crawl culminating in a fight against an adult Three months ago, Valturnax, an adult green green dragon in his lair. The players will explore dragon, was forced to leave his prior lair caves filled with classic Dungeons & Dragons hundreds of miles from Hartsvale when another minions – but these minions are prepared for green dragon, his half-sister Verslexia, attacked the adventurers. This adventure was him and drove him out. Wounded and plotting designed to be challenging and his revenge, he settled in a ruined temple to potentially lethal. Be sure you are Bahamut about 10 miles into the forest outside comfortable running a more lethal adventure of Hartsvale, along with the cave complex below and consider warning your players that their the temple. He has convinced and coerced the characters may die if your campaign is not local goblinoids and into working for normally very lethal. him. Prior to his arrival, the warlord Stregurd was the most powerful and influential Using This Adventure creature in the Hartsvale forest.

This adventure is designed for use with Hartsvale has been a small farming and fishing Dungeons & Dragons, Fifth Edition rules. town for hundreds of years. It was originally Creature names are printed in bold font, and founded on the most fertile land near the local their stats appear in the back of this adventure, Temple of Bahamut, providing lodging and in the appendix. supplies for pilgrims and priests. When the temple was abandoned, the town remained, though many have forgotten its history. Some of This adventure is designed for 4 characters the older villagers blame any misfortune, with an Average Party Level (APL) ofSample especiallyfile misfortune related to dragons, on the level 14. Your party may be more or less town’s failure to protect the temple of Bahamut. powerful. Please adjust the adventure using the following guidelines, though you should also Yesterday, Valturnax attacked Hartsvale, killing consider magic items, player experience and several guards and the town wizard, before team composition when doing so: announcing that he would be back for their tribute this evening. Valturnax knows that  3 characters, APL of 11-13: Very Weak Hartsvale is likely to ask for help rather than  3 characters, APL of 14: Weak bow before him, and he believes that when he  3 characters, APL of 15-16: No change comes back with the bones of the mercenaries,  4 characters, APL of 11-13: Weak guards, or adventurers sent to kill him, the town  4 characters, APL of 14: No change will be forced to become his vassals. Ultimately,  4 characters, APL of 15-16: Strong he hopes to combine a human militia with his  5 characters, APL of 11-13: No change monstrous minions to serve as a strike force  5 characters, APL of 14: Strong when he travels back to kill his half-sister.  5 characters, APL of 15-16: Very Strong

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A Dungeon and A Dragon By Chris Bergman

Adventure Overview

A Dungeon and A Dragon is divided into five parts: Part 1. A Town in Need. The adventurers learn from Fulsan Hayward, a messenger from Hartsvale, that the town has been attacked and is in dire need of help. Part 2. Tunnels. Arriving at Valturnax’s lair, the adventurers are warned and maybe attacked by a kobold zealot wearing explosives. They must then confront or bypass the kobold warrens. Part 3. on the Stairs. After goblins cut the rope bridge across the gorge, the adventurers need to find another way across and then kill the goblins and their booyahg sorcerer. Part 4. Hobgoblin Ambush. The adventurers find themselves in a trap designed to counter and capture magic users. Part 5. Valturnax’s Deception. After reaching Valturnax’s temple, the adventurers find the dragon waiting for them, seeking parlay before he attacks. In the fighting, the temple is destroyed and much of his hoard is lost. Sample file

Adventure Hook

The adventure begins when Fulsan Hayward reaches the adventurers. This is probably best after the adventurers have had downtime and are back at their primary city or town – Fulsan has heard of their exploits and has come to find them in particular. Alternately, the adventurers could be passing through a different village or town; they could even be in the middle of another that is not time-sensitive. However, it is clear that they are the only ones who are close enough and powerful enough to deal with the dragon in time.

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challenge Valturnax. During the course of Part 1. A Town in discussion, he provides the following information: Need  At nightfall – 8pm – the day before, a

large green dragon attacked the town, This adventure begins when Fulsan Hayward using his poison breath on several bursts in to where the adventurers are having guards before killing and eating the local breakfast. The time is 10am. wizard  The dragon announced his name, The Messenger Arrives Valturnax, and told the surviving guards and gawking villagers that Hartsvale was You are halfway through breakfast when a now his, and that he would be expecting battered and bruised human messenger “tribute” dressed in traveling leathers bursts  Tribute involves half the town’s fighting through the door. He looks wildly around age men serving as his militia before his eyes settle on you and your  Hartsvale’s men have little combat companions. experience – most are simple farmers or fishers, and Valturnax already killed half “Professional heroes? Just who I was the town guards looking for! Please, I – we – need your  If Hartsvale refuses to send him help. If you don’t stop the dragon, he’ll soldiers, they will be destroyed tonight come back tonight, and I don’t think at nightfall anyone in Hartsvale will survive.”  Hartsvale doesn’t have much gold, but they can offer the rights to claim whatever treasure is available in the Roleplaying Fulsan Hayward Sample file dragon’s hoard Fulsan Hayward has watched several of his  Valturnax has made his lair in a ruined friends die, hasn’t slept in a day and a half, just temple to Bahamut, an hour into the rode for several hours, and is concerned his forest of Hartsvale family and friends will be killed tonight. He is  It takes 4 hours to get to Hartsvale, and exhausted and desperate, turning to the another hour to get to Valturnax’s lair adventurers as the only hope to kill the dragon  Fulsan has 3 healing potions and a map before nightfall. to Valturnax’s lair that he’s willing to offer the party

 Several villagers and some surviving Fulsan is a member of Hartsvale’s city watch guards reported seeing the dragon use who has been pressed into service as a magic during the fight – one said the messenger, seeking help. He was not on duty dragon dispelled the wizard’s when Valturnax attacked and did not witness enchantments, and another claimed he the beginning of the attack, but he arrived in saw the dragon turn invisible. A third time to assist with the aftermath. After several said that he saw the dragon create an hours of tending to the wounded and the dead, illusionary . he has spent the last 8 hours riding from town to town, looking for someone strong enough to

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If questioned further, Fulsan also knows that Light – Rays of sunshine trickle through the Valturnax has only recently come to the area trees. The deeper they travel into the forest, the around Hartsvale in the past few months, but less and less light filters through. already most of the local goblinoids seem to have stopped their random raids and have Fulsan’s map leads you deeper into the become organized. The forest itself has also Hartsvale forest, and as you head deeper changed. Fulsan suspects that the dragon has in, the few signs of civilization fade away. taken control of the forest and its denizens. Soon, small animals begin to act strangely. Hartsvale Birds watch your progress, flying from branch to branch to keep you in view. It takes 4 hours to get to Hartsvale, and another Small rabbits and mice keep pace with you hour to get to Valturnax’s lair. Encourage the about 30 feet away, staring unblinking at players to mind the in-game time, and let them you as you walk, though they don’t let you know there might be consequences if they approach close enough to touch them. haven’t reached Valturnax himself by 8pm.

If they choose to stop in Hartsvale, the town is a quaint farming village full of older stone buildings that have been patched and rebuilt to protect against the ravages of time. The largest house – the mayor’s house – has been partially destroyed, one wall and half the roof collapsed. A watchtower set up near the edge of town, close to the forest, has been toppled as well.

Any villagers that the players meet are terrified,Sample file and half of them are visibly leaving or preparing to leave before nightfall. Town guards, if spoken to, are happy to hear that Fulsan is alive, but have no additional information to provide beyond what Fulsan knew.

The shops in Hartsvale can sell anything worth 10gp or less listed in the Player’s Handbook, but they don’t have more expensive items available.

Hartsvale Forest

Time – The adventurers should reach Hartsvale Forest around 2pm (or later, if they took time to stop in Hartsvale) and take an hour to travel through it.

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the kobold warrens, he tries to blow them up Part 2. Kobold using himself as an improvised explosive device. Tunnels Roleplaying Raznark the Kobold The Kobold “Negotiator” Raznark cares first about the eggs in the hatchery, then about the living members of his

As the party gets close to Valturnax’s lair, the tribe, then his own life, then finally his dragon trees begin to thin out. The kobold Raznark is lord. He has volunteered to buy time for the hiding in wait, preparing to parlay – and to try rest of the kobolds to finish setting traps for to kill the adventurers, if necessary. the adventurers and to do his best to kill them. He is terrified but determined, and he has As you come out from the trees, you see a accepted that he will probably die today. sheer cliff wall ahead. At the base of the However, if he can be convinced that the cliff is a large cave entrance, set up with adventurers will not pass through the kobold large stone doors. Regular foot traffic has warrens (though he has no idea how to reach created a dirt path in front of the cave. the dragon without doing so), he may be willing to leave peacefully back into the kobold In front of the cave, there are a few large tunnels. stones. From behind one of the stones, a stick with some white strips of cloth tied to is shoved into the air, then waggled back If the adventurers refuse to negotiate, or if they and forth. In broken Common, a squeaky can’t convince him of their good intent kobold voice shouts the word “Parlay” over regarding the kobolds, he will use the torch to and over again. Walking out from behind set his robe on fire, then run and leap towards his stone, the two and a half foot tall lizardSample thefile middle of the party (or the biggest group of person is carrying a makeshift white flag in adventurers if the party is split), trying to catch one hand and a burning torch in the other. as many of them as possible in the explosion. He squints his eyes against the harsh Everyone in a 20 foot radius of Raznark makes daylight. He’s wearing robes that bulge a Dexterity saving throw, taking 15 piercing cartoonishly out from his body. He begins damage and 15 fire damage on a failure and half waddling towards the party, cringing in of that damage on a success. fear as he does so. If the adventurers kill Raznark before Raznark

can set himself on fire, Raznark drops to the Raznark is wearing an oversized robe that has ground and the torch has a 50% chance of been soaked in oil. He has filled the pockets of falling close enough to light Raznark on fire and the robe with nails and other small sharp metal trigger the explosion regardless. Raznark has objects. Underneath the robe, he has pouches of the statistics of a kobold. black powder, flasks of oil, and bottles of liquor strapped around his body. He attempts to get as If the adventurers try to convince Raznark that close as possible to the party to talk with them, they will not harm the kobolds, they can make a and then he tries to learn their intentions. If Persuasion (Charisma) check with their intentions will kill kobolds or pass through disadvantage, with a DC of 15. Raznark is

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A Dungeon and A Dragon By Chris Bergman immune to intimidation – he has mostly made 20 Athletics check to climb without peace with the fact he is about to die. The party complications, or a DC 12 Athletics check to can make the persuasion check without climb, taking 10 bludgeoning damage from disadvantage if they take active steps towards being battered by the wind. Failing the DC 12 avoiding the kobold warrens, such as casting fly check means they take 10 bludgeoning damage and starting to fly over the cliffs, or beginning to and spend 30 minutes trying to climb, but climb the cliffs. For the purpose of charm spells, ultimately couldn’t make it up and will have to Raznark is considered hostile. remake the Athletics check to climb or find another way forward. Raznark can relay the following information in Draconic or Common, but he prefers and starts If the party flies over, they need to make a DC in Draconic: 12 Dexterity Saving Throw or take 10 bludgeoning damage from the high winds  The dragon god Valturnax will kill and bashing them against the rocks. On either a devour all who oppose him success or failure, they are able to fly to the top.  The kobolds live to serve the dragon god, but many of the kobolds in these If the adventurers take this route, they skip Part tunnels are hatchlings and eggs who are 2 and reach Part 3 immediately. However, the not warriors next time the party takes a short rest in the  He begs the adventurers to reconsider caves, the Kobold Chieftain, 2 Kobold their assault on the dragon, and that the Dragonshields, and 4 Kobold Alchemists kobolds have done nothing to harm travel where the party takes the short rest and them or the town of Hartsvale attempts to ambush the party as the party comes out of the short rest. This is not a If Raznark is convinced of the adventurers’ good random encounter – Valturnax is following intent or if he is magically charmed, he can their progress and tells the kobolds where the relay the following information: Sample partfiley is resting.  Valturnax is “a powerful spellcaster”  Valturnax has 2 pet hill (1 if party Adjusting the Encounter (these changes are is weak or very weak) who have been not cumulative) starved and driven into a crazed frenzy Very Weak: Remove 2 Kobold Alchemists  There are several spellcaster minions – Weak: No change the have some wizards, and Strong: Replace 2 Kobold Dragonshields with the Goblins have a “Booyahg Booyahg 2 more Kobold Chieftains Booyahg” who overflows with magic Very Strong: Replace 2 Kobold Dragonshields with 2 more Kobold Chieftains The Cliffs of Insanity

One way forward without passing through the 1. Into the Caves kobold tunnels is to climb or bypass the cliffs. The cliffs ahead are about 60 feet tall. There are Light – None of the races in the caves need strong winds coming off the mountain at all light to see – there are no torches or sources of times, making it difficult to climb or fly over. If light and the adventurers may need to provide their own. the party tries to climb, they need to make a DC

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Smell – Stale air mixed with unwashed lizard ambush the party when they leave. If the party body odor passes through the kobold tunnels to the gorge, move them to part 3, Goblins on the Stairs, and Sounds – Periodically, squeaky kobold voices the kobold war party will attempt to ambush echo through the tunnels, though they’re not them the next time they take a short rest. loud enough to make out individual words or distinguish the direction. 2. The Trap Hallway

The Adventurers enter into a small room There are 16 traps in the trap hallway, 4 in each through the front doors, labeled 1 on map 1. wing of the plus sign. These traps are not meant to surprise players unless they start moving Entering into the cave, you find yourselves quickly through them or put someone who is in a small stone and dirt room. To your not proficient in perception.

right and left are small holes, maybe a foot For mechanical purposes, all the traps in the and a half in diameter, that even a kobold hallway can be seen with a Passive Perception of would need to squeeze to get through. 15. Inform your players that if they travel at half Ahead of you, a door lies unbarred and their movement speed each round or announce open, revealing a long hallway. Halfway that they are moving slowly they can get a +5 down the hallway, it intersects with a bonus to their Passive Perception. If they dash, perpendicular corridor, forming a “plus they get a -5 penalty to their Passive Perception. Whoever is in the front row can all use their PP, sign” shape. but all of the ones in the front row may get hit by traps if they miss something. Above the door, a sign has some words in Draconic. Below the sign, someone has Every trap, if spotted, has a way to pass around scratched out a word in . it without disturbing it – trip wires can be stepped over, pressure plates can be stepped around, pit traps can be walked around, sticky The kobolds have put up a sign calling this “The threads can be ducked under. Don’t call for a Trap Room” in Draconic. They use these Sample checkfile to pass by a trap undisturbed. hallways to practice trapmaking and as a way to kill or deter intruders. If the party would like to disable a trap, that will require a DC 12 Thieves Tools (Dexterity) check In Goblin, the hobgoblins have scratched in the or a DC 15 Dexterity check if no one has Thieves word “Danger” to remind their minions that Tools. On a failure of 5 or more, the trap is they need kobolds to escort them through these triggered. For saving throws, assume a DC of 14. hallways. For attack rolls, assume a “to hit” modifier of +7. The small kobold tunnels have openings sized for Tiny creatures, though Small creatures can Feel free to choose traps that are thematically squeeze through. The tunnels then open up into appropriate for kobolds. The following are enough room for Small creatures to stand and recommended: move freely. The party should not be able to enter these tunnels unless they are all size Small 2A (from entrance heading to the middle) or can be made size Small. If the party does  Trip Wire - fires crossbow bolt (attack travel through the kobold tunnels, the kobolds roll, 9 piercing damage [1d10+3]) will not engage them in the tunnels themselves  Covered Pit Trap - 10 foot drop, sharp and will wait until the party leaves for the main wooden spikes (Dex save to take no rooms to fight; the kobold war party in area 3 damage, 4 bludgeoning damage and 10 and the 2 alchemists in area 5 will attempt to piercing damage [1d6 and 3d6])

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 Pressure Plate - spear juts out from party from moving to the right. No holes in the wall on the right side (attack damage to the party. roll, 8 piercing damage [1d8+3])  Strings hang from the ceiling with sticky 2. B. Tucker’s Kobolds stuff on the ends, when pulled, viscous oil pours from the ceiling (Dex save to When the party reaches 2B, the center area avoid, gives disadvantage on saving between the hallways, kobolds spying on the throws versus fire damage and adds an party through small holes to the kobold tunnels additional 3d6 fire damage if lit on fire; see the party enter the middle (DC 15 can be cleaned off during the next short perception (wisdom) check to notice the or long rest) spying). When either the entire party is in the center area, or when a party member attempts 2C (from middle heading towards the top) to leave the center area, the spying kobolds  Pressure Plate – swinging axe from begin to bang hammers against metal pans and ceiling (attack roll, 12 slashing damage pots. [2d8 +3])  Trip Wire – poison darts (Con save to As you pass through the center of this plus take no damage, 11 poison damage shaped hallway, an enormous clamor starts [3d6])  Pressure Plate – floor spikes (Dex save up all around you, the sound of several to take half damage, 11 piercing damage hammers pounding over and over against [3d6]) pots and pans. At this sound, the doors at  Pools of acid hidden under a cover (Con each end of all four hallways swing open, save to take half damage, 14 acid revealing 2 things: First, you see the stairs damage [4d6]) up ahead, in the next room at the end of the hallway through which you’ve been 2D (from middle heading left) traveling. Second, and more concerningly,  Sticky Threads with oil (as with 2A trap number 4) you see 4 large, crude, wood and metal  Pressure Plate – acid sprays from holesSample fileballistae, one at each end of the 4 hallways. in the bottom/south wall (Con save to Each ballista appears to be loaded with a take half damage, 11 acid damage [3d6]) barbed bolt with a length of chain running  Trip Wire – makeshift frag grenade behind it. Two kobolds man each ballista, made from black powder and nails (Dex hiding behind large wooden covers and save to take half damage, 7 fire damage peeking through eye slits. and 11 piercing damage [2d6 and 3d6])  Covered Pit Trap with wooden spikes (as

with 2A trap number 2) The 4 ballistae, 8 kobolds, and 2 kobold

alchemists do not benefit from the element of 2E (from middle heading right) surprise during the ambush. The kobold  Trip wire – 2 hand crossbow bolts from alchemists begin in area 5 (the room with the left and right (2 attack rolls, 6 piercing stairs) behind total cover, peeking out on their damage each [1d6+2]) turns to throw Molotov cocktails, before  Sticky Threads with oil (as with 2A trap running back behind total cover. The ballistae number 4) target whoever is closest so that they can drag  Pressure Plate – stone block from ceiling them through the traps – if multiple characters falls on player (Strength save to take half can be dragged through the traps, the ballistae damage, 11 bludgeoning damage [3d6]) focus on the least-heavily-armored characters.  Pressure Plate – a stone block cuts off The kobolds simply operate the ballista, fleeing the room to the right, preventing the if their ballista is destroyed while they still live.

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If a ballista is grappling a target and has at least Adjusting the Encounter (these changes are 1 kobold operator, the ballista instead attempts to drag the target closer to the ballista. The not cumulative) target makes a Strength saving throw against a Very Weak: Remove 1 Ballista and 2 kobolds DC of 20. On a failure, the target is dragged 10 from area 1. feet towards the ballista; on a failure of 5 or Weak: No change more, the target is dragged 25 feet towards the Strong: The war group in area 3 moves to the ballista. tunnels between area 3 and area 5, and If the ballista is not grappling a target, if it has 2 engages the party when the party enters kobold operators, it can fire every round, either area 3 or area 5. pulling back the bolt on a miss. If it has 1 kobold Very Strong: The war group in area 3 moves to operator, it takes one turn to reload and then a second turn to fire again. If the bolt or chain is the tunnels between area 3 and area 5, and destroyed, a ballista takes an extra turn to swap engages the party when the party enters out the bolt and chain for a new one. The chain either area 3 or area 5. Replace 2 Kobold has AC 12 and AC 10 and resistance to piercing Dragonshields with 2 more Kobold Chieftains. and slashing damage; it has immunity to poison or psychic damage.

The ballistae are attempting to spear characters, 3. Kobold Living Quarters grapple them, and then drag them through the trapped hallways, triggering every trap the In the kobold living quarters, there are crude character passes through. Also keep in mind beds made out of straw, several rusted mining that if the characters use their full range of tools, a hastily dug latrine, and a small table motion, they do not get the +5 to passive with a half-eaten squirrel on it. The kobold war perception, and if they dash, they get a -5 to party stays here until either the party enters passive perception. area 3 or until the party takes a short rest (or in

area 5 for strong or very strong parties). In area 3, protecting the living quarters of the kobolds, there is a Kobold Chieftain, 2 Sample file Kobold Dragonshields, and 2 Kobold 4. The Hatchery Alchemists. The hatchery is only accessible via the kobold This kobold war group will stay in area 3, out of tunnels. There are no adult kobolds in the sight, and will not engage the party unless the hatchery, though there are five defenseless party travels into area 3. The Kobold Alchemists kobold eggs and three baby kobolds. and Kobold Scale Sorcerer will attempt to stay behind total cover and only come out briefly to 5. Stairs Up attack before running back behind total cover. This room starts with the 2 kobold alchemists, The Kobold Chieftain carries a small emerald one ballista, and 2 kobolds that spring the trap worth 25gp in a pouch on his belt that he was in area 2, Tucker’s Kobolds. The door to area 3, saving to give to Valturnax. the kobold living quarters, starts closed but is unlocked. There is a visible entrance to the If the party leaves without entering area 3, the kobold tunnels, but only Small or smaller war group in area 3 will attempt to ambush the creatures can enter. party at the end of the next short rest. The Kobolds prefer to capture prisoners alive rather than killing them in event of a TPK, handing them over to the goblins in Area 12b.

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tall and are not long enough to bridge the gap Part 3. Goblins on by themselves. the Stairs The two Goblin Bosses that just cut the rope attempt to flee, running to the area in Map 2 to In this section, the party must find a way to join 1 Booyahg Booyahg Booyahg, 2 more cross a ravine when the rope bridge is cut. Goblin Bosses, and 2 Mouths of Afterwards, they encounter a goblin sorcerer Grolantor. and the dragon’s crazed pet giants. Once the players cross the ravine, they can move forward until they can see area 6. As you step out into the cold mountain air, you see before you a rope bridge to As you turn the corner, you see the source continue through the mountain over a 50 of the frantic bellows: two hill giants who foot drop. Around you are several trees, a look thin and almost gaunt with hunger. large clumping of bushes, and the stairs They both immediately turn towards you, back down to the kobold tunnels. In the straining against massive iron chains that distance across the ravine, you hear deep, bolt them to the ground. frenzied bellows echoing off the mountain

walls. Behind them are two stairs leading to a

higher level, and two stairs on that level On the other side of the gorge, across the leading higher still. A goblin voice cries out 30 foot gap, 2 goblins have just finished from above, and the giants’ chains pull free cutting the ropes to the rope bridge as they from the ground as the giants prepare to laugh like maniacs. They turn to flee, rush you. giggling the whole time.

The two Goblin Bosses who start on the stairs Light – Outdoors, during the day, the sunSample startfile in area 7. They are hiding out of sight of shines brightly on the ravine the 2 giants, and if they see the party, they pull the lever to release the 2 crazed giants. The two Ravine – The ravine is 30 feet wide, with a 50 Goblin Bosses who cut the rope bridge, if they foot drop to the ground. Anyone who climbs or survive, run over to join the other two Goblin falls down can attempt to climb back up with an Bosses in area 7 and hide. The Goblin Bosses Athletics (Strength) check, DC 12, spending half prefer to throw javelins (they have a pile of an hour on a failure but making it to the top. crude javelins near them and should not run The high winds from climbing the cliffs outside out) rather than engaging in melee combat, and the kobold caves are not a factor here. will disengage and flee if dropped below 10 hp or if the giants die, fleeing to area 12a in the Bushes – In the bushes near the adventurers, goblinoid barracks. found with a DC 10 investigation (Intelligence) check, is another kobold ballista. If they find it, The 2 Mouths of Grolantor begin in area 6, this ballista can be used by the adventurers to chained up and unable to move. The chains are attach a rope to the other side. attached to hooks underground, and when the lever in area 7 is pulled, they will run to attack Trees – There are several tall, sturdy trees on the nearest living thing they can see. The both sides of the ravine. If the adventurers goblins know they will do this and the goblins attempt to use the trees, the trees are strong all know to avoid line of sight with the hill enough to support weight but are only 20 feet giants until the giants are engaged in combat.

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The Booyahg Booyahg Booyahg starts on the D20 Wild Magic Surge Table top steps near area 8, and has pre-cast mage armor. He likes to drop ice storms and fireballs 1 A fireball centered on the caster explodes from afar, thunderwave to shove people off the for 8d6 damage, dex save DC14 for half third level, and shield or counterspell to protect 2 Target is healed to his full HP himself. He is 100% willing to include the 3 Target’s feet sprout wings, functioning like Mouths of Grolantor in the area of effect of his Boots of Flying for 1 minute spells. Each turn, he walks to the edge, casts a 4 Caster’s clothing turns to green slime spell, then walks back, breaking line of sight 5 Caster’s feet become cloven hooves with anyone not on the same level as him, and 6 Caster’s head turns invisible for 60 seconds then bonus action hides. If he drops below 10 7 All females within 100 feet incorrectly hp or if the giants die, he casts misty step to flee think they’re invisible for the next minute to the goblinoid barracks and then casts greater 8 All grass within 100 feet is turned into invisibility while he runs to the goblin spaghetti chambers in area 12a. 9 All males within 100 feet are covered in blood Every single time the Booyahg Booyahg 10 All trees within 30 feet of the caster burst Booyahg casts a spell – even a cantrip – roll on into flame the wild magic table in the Player’s Handbook 11 Target thinks that he will rust if he gets on page 104 or the below table. For AOE spells wet, lasts for 1 day and wild magic effects involving the “target”, 12 Magic mouth appears on target’s back, use the target closest to the center of the AOE. shouting obscenities for 60 seconds

13 Target’s entire body appears to throb in Adjusting the Encounter (these changes are time with his heart, lasts 10 minutes not cumulative) 14 Target grows a beard made of feathers that Very Weak: Remove 1 Mouth of Grolantor blows off the next time he sneezes 15 Target thinks that his allies cannot see him Weak: Remove 1 Mouth of Grolantor no matter what they say, lasts 10 minutes Strong: No change 16 Target thinks that his own name is a Power Very Strong: The Booyahg Booyahg BooyahgSample fileWord and is afraid to say it, lasts 1 day starts the fight by casting greater invisibility on 17 Target sprouts rabbit ears that last for 1 himself while out of the line of sight of the day before falling off 18 Target’s sense of up and down are flipped players and, if forced to flee, casts cone of cold 180 degrees for d6 turns before casting misty step to escape 19 Target’s presence enrages giants for 10 minutes The Booyahg Booyahg Booyahg is carrying a 20 Target’s feet take root – movement speed Scroll of Hold Person that he will use if he runs drops to 0’ for d6 rounds out of spell slots or if he is confronted in close Credit to “The Net Libram of Random Magical quarters, but otherwise he will save it for later. Effects” by Orrex; and to the Player’s Handbook wild magic table on page 104. Optional: If your players are struggling or do not have a healer, consider adding 1 Healing In event of a TPK, the goblins prefer to capture Potion (2d4+2) and 1 Superior Healing Potion players rather than and hold them in cells 12b (8d4+8) on the body of a dead Goblin Boss. in map 3. They use rope to bind hands (DC12 Dex check to escape) and they do a sloppy job Once the players have finished, they can searching for weapons (light weapons and continue on into the caves in area 8 to reach spellbooks may be missed in the search). Part 4.

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creature targeted by fire damage while in the Part 4. Hobgoblin vent (scorching ray, fire bolt), or the vents can Ambush be targeted with fire spells directly. 10. The Ambush In this section, the party will deal with 3 waves of enemies – ambushers, followed by This room contains 2 poison gas vents, many hobgoblin spellcasters, followed by the recessed alcoves that provide half cover, and 2 hobgoblin warlord and his retinue. Afterwards, raised platforms at the north end of the room, they can explore the goblinoid barracks and opposite the entrance the adventurers used. take a short rest before heading on. Adventurers trying to stealth their way into this room can only stealth while in the corridor 9. Entering the Barracks unless they create magical darkness or invisibility – there is no way to break line of sight when they enter the room. Climbing the stairs once more, you enter another cavern of roughly worked stone, This room contains 2 Bugbear Murderers this time with one clear exit. Walking down hiding in wait (DC16 to spot them, Passive the corridor, you can see a few natural Perception 15 – they have advantage as they are vents with a greenish gas spewing out. lying in wait) in the recessed alcoves to the right Even from a distance, the greenish gas and left of the south entrance. The room also makes it a little harder to breathe. The contains 2 Hobgoblin Devastators and 2 walls around the vents are charred and Hobgoblins in total cover in the recessed blackened, as if by extreme heat from a alcoves behind the raised platforms on the nearby explosion. opposite (north) side of the room. The Devastators and Hobgoblins are waiting for the

sound of combat from the . The vents here are easily bypassed and are not a Sample file direct threat, but are to give the party an idea If the Bugbears are able to surprise the party, that the vents in the next room are both the bugbears attack during the surprise round, poisonous and flammable. Clever parties will and the Devastators and Hobgoblins appear in know to both avoid them and find ways to use the 1st round that is not a surprise round. In the them against the enemies. 3rd round that is not a surprise round, the

Hobgoblin Warlord and 2 Hobgoblin Vents – The poison gas vents in areas 9 and 10 Captains in area 13a join the fight. If the are poisonous and flammable. The first time Bugbears are not able to surprise the party, the any creature enters them in a turn or starts bugbears, devastators, and regular hobgoblins their turn in the poison, they need to make a DC all appear in the 1st round, and the warlord and 15 Con save or else take 14 (4d6) poison captains appear in the 2nd round. damage. If the vents are set on fire, creatures that enter them in a turn, start their turn in the fire, or are there when the vent gets set on fire need to make a DC 15 Dex save or else take 18 (5d6) fire damage. The vents are set on fire by either being included in an AOE that sets things on fire (lightning bolt, fireball), having a

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Adjusting the Encounter (these changes are Devastator, if possible. Each regular Hobgoblin is assigned to protect a Devastator. They will not cumulative) also stand in front of the Devastator to provide Very Weak: Replace 2 Hobgoblin Captains half cover from ranged attacks. with 2 Hobgoblins; the Hobgoblin Warlord

and 2 Hobgoblins arrive on round 4 rather The Hobgoblin Warlord and Hobgoblin than round 3 Captains will act as the situation demands once Weak: The Hobgoblin Warlord and 2 they join combat; they are intelligent and aware Hobgoblin Captains arrive on round 4 rather of tactics, and are willing to accept an attack of than round 3 opportunity to get at spellcasters and archers. Strong: No change They also are willing to grapple an enemy to Very Strong: The Hobgoblin Warlord and 2 drag them into the poison vents. The Hobgoblin Captains arrive on round 2 rather Hobgoblins fight to the death. than round 3 Treasure: One of the Devastators carries a

scroll of dimension door that he may use in case The Bugbears focus on attacking obvious of emergency to escape to the Goblin Stairs spellcasters first and obvious archers second. (map 2) before fleeing to the kobolds. The On the first round, they will attack twice; on Hobgoblin Warlord carries a carved ivory future rounds, if possible, they will attack once symbol inlaid with silver. The symbol is a holy and grapple once and try to drag spellcasters icon of the Hobgoblin God Nomog-Geaya, and archers into the poison gas vents. featuring a longsword crossed with a handaxe.

This icon is worth 50gp if sold. The Devastators will use reactions exclusively for counterspell and will attempt to use If the Hobgoblins TPK the party, they prefer to counterspell on every spell cast by the party. On capture rather than kill the players, stabilizing their turns, they will use ice storm, scorching them and then holding them in cells in 12b ray, melf’s acid arrow, and thunderwave Sampleas file while discussing how to deal with the party. appropriate. If they can shove someone into a They use rope bindings (Dex check DC 12 to poison vent, they’ll prefer to do so with gust of escape). They wait for Valturnax to return from wind or thunderwave. If an enemy is in a destroying Hartsvale at 8pm, and then deliver poison gas vent, the devastators will prefer to the prisoners to him if the prisoners have not use scorching ray on them to set the poison gas escaped. The prisoners can take a short rest vent on fire with the enemy in it. They save one while they are prisoners, either before escaping 1st level spell slot, and if they run out of all other or before being taken to Valturnax. spell slots, they will try to cast fog cloud and then flee to 13a. 11. Bugbear Den

The regular Hobgoblins will take the dodge In this room, there are several crude straw action every round unless an enemy is in melee mattresses thrown on the floor and crude range of the Devastator and use their reactions latrines carved into one side of the wall. There exclusively to enforce disadvantage on the first are no valuables in this room, though several attack on the Devastator near them. If an enemy rusty morningstars are strewn about in a gets into melee range, the Hobgoblins will corner. attack them while staying within 5 feet of the

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12. Goblin Hovels 14. The Stairs Up

In area 12a, there are piles of grass and leaves. A Light trickles in from the staircase in the stand for several crude javelins and a few middle of the room – and with the light dented daggers rests against one wall. The most comes a sense of foreboding. The hair on interesting part of area 12 are the cells in 12b. your arms and neck stands on end. The dragon may not have been here for long, Any goblins who fled from previous battles will but he has made this place his lair, and his surrender. They are cowardly and know that, if power has seeped into the very stones. the party has found them in area 12a, the party has defeated the hobgoblin ambush. If they get Throughout the trip through the caves, a chance to flee, they will take it. Otherwise, small rat eyes have followed your progress they will say whatever they think they need to from the shadows. The rats finally come say to avoid being killed outright. forth, forming a circle around you and the stairs, as if pushing you onwards, blocking In area 12b, there is the corpse of a in you from any other path. shackles. This is where the party will be held if captured during one of the encounters. The dwarf has been picked clean of valuables. Go to Part 5.

13. Hobgoblin Barracks

In 13a, there is a very Spartan set of furniture – military-style bunk beds with chests at the bases of the beds. The chests in 13a carry little of interest, but the locked wooden door to 13b (thieves tools DC 10, otherwise Dexterity checkSample file DC 12, or the door can be broken down with a loud noise that alerts everyone in maps 2, 3, and 4 to the party’s location.

Area 13b is the Hobgoblin Warlord’s private quarters. It has a chest with a potion of supreme healing and (optionally if your party has been struggling or is running out of hit dice to heal with or has no healers) 2 greater healing potions.

The party can take a short rest in 13b and lock the door if they get in; the hobgoblin warlord is the second-most respected individual behind Valturnax, and no one else will come into his private room.

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Valturnax regardless, but this allows both the Part 5. Valturnax’s players and characters to consider his words.

Deception Valturnax has pre-cast Mislead. He has been following the party’s progress the entire time The below assumes that the party successfully through the eyes of rodents and birds. fought through the minions in the previous Valturnax is actually sitting invisibly on the sections, or that the party successfully escaped walkways inside the temple, 20’ up, on the west after being caught and then took a short rest side in area 18. However, he has moved his and healed up before coming to confront image to area 16 to negotiate with the party. He Valturnax. If the party is brought to Valturnax can see, hear, and speak through his image. If as prisoners, give them a chance to escape and the party attacks the image, the image will flee down to the 12a in map 3 where their stuff disappear, though Valturnax remains invisible is being kept, and continue the adventure from until either an hour has passed or he attacks the there. If the party refuses to try to escape, party. As he is invisible, perception checks to Valturnax will taunt them with his image and see him have disadvantage with a DC of 16. He then kill all of them but one, keeping that one will not let any adventurers steal from his alive to tell the village of Hartsvale that hoard, but otherwise he will try to find a way to Valturnax killed their heroes and that Hartsvale hit as many of the party at once with his poison must surrender to Valturnax. breath to start the fight.

While you have hopefully been urging the party Assuming the adventurers are willing to to reach Valturnax by 8pm, Valturnax will not negotiate, you should roleplay Valturnax as the leave his hoard unguarded while adventurers most charming, conniving, cunning bastard you are in his caves. Hartsvale is not in danger until have ever played. He knows how to tempt the adventurers are killed. selfish characters, he knows how to guilt good Sample characters,file and he knows how to lie without “GMs have a moral obligation to run dragons being caught. He promises another dragon’s as best you can. Dragons are half of this hoard, he promises to leave peacefully if a small system's name. They aren't something that just favor is completed, he promises many things… sits in a room. They are memorable. Each and but he is going to poison breath the party when every single one.” -- /u/BrosEquis , reddit he gets them bunched up and he can move between them and the exit of the temple. Important: Before you read the following, make sure to ask the party what spells they have pre-cast, and note any spells with duration of 5 minutes or less. Valturnax is hoping to use a drawn-out conversation as a way to burn time on spells before attacking the party when their shorter duration magic has run out.

To prevent metagaming, consider dropping in the phrase “… depending on what boss fight you select”. The players will end up fighting

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As you step forth from the stairs, the land while his invisible body moves between them around you is barren and desolate, a and the exit from the temple and breathes shadow of its former glory. Dead grass and poison gas all over them. withered, dying trees surround ancient marble. Ahead of you lies a small stone Insight checks to determine if Valturnax is lying tower, built in ages past. To the left is a has a DC of 18 when he is telling outright lies large temple with huge stained glass (like the draconic guest rite lie), and a DC of 23 windows and Corinthian columns. The otherwise (he does have a half-sister Verslexia, rubble from broken columns and ruined and does want to kill her, but that’s not the full walls litters the ground. What looks like truth). Speak confidently. Roleplay what once were statues of Bahamut have Valturnax as if you believe his lies. Make been desecrated, the heads removed and the players believe what he says. formed into one dragon statue with five heads.  “Let us put aside our weapons. To be

welcomed into a lair of a dragon is a On the watchtower directly in front of you, trust and honor no dragon dare go about 20 feet up, a huge green dragon against! I am issuing the old draconic lounges and stares into your eyes. guest rite. It is an ancient custom

between host and guest, one that has “It has taken you long enough. I have been evidently passed to some human waiting for you. I have heard the sounds of cultures. May Tiamat strike those that the slaughter below. I can smell your foul defy this rite down!” (this custom does odor on the wind. And I know you covet my not exist; this is a lie) treasure.  “As part of my role as host, my full name “If it’s a battle you want, I will provide it – is Valturnax the Wise, though my half- but I hope to parlay. If you value your lives, sister calls me Valturnax the Wise-ass. you should hear me out. I come carrying,Sample file Tell me, heroes, what are your names?” as the human custom goes, the white (truth) banner of peace. Step into my lair as guests  “The truth, adventurers, is that this fight and no harm shall come to you.” is more evenly matched than I prefer. Now, don’t get me wrong! I would surely If the adventurers are willing to parlay, or if destroy you. But while I was wounded they stay quiet, his image moves into the ruined from this fight, licking my wounds, I temple, and the players will need to decide if would be a prime target for my half- they’re going to follow in. Valturnax waits in the sister’s attack. I may be inclined to be temple after offering the host/guest courtesy. evil, by your standards, but I’m not Once they come in, he continues. You can make stupid. I would much prefer fights I can up your own cunning, charming lies for overwhelmingly win.” (truth) Valturnax to say – as always, adjust the  “The town of Hartsvale? Of course, I conversation based on what the adventurers asked them to become my vassals. I say. However, the below is a sample of the type killed several of their guards. But did of things Valturnax would say. He wants to get they tell you the rest of the story? That the party to take time talking to him, come with they sent two adventuring parties to his image into the ruined temple, then bunch up attack me before I finally retaliated?

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Had they attacked an elven forest, or a come a bit closer. If you slay her, not dwarven stronghold, or a human only will you be able to take her hoard kingdom, would your peoples have been for yourself, but I will even give you as merciful as I have been, demanding some magic items from my own hoard! fealty rather than destroying them, root Such is the gratitude of dragons.” (lie) and branch? Their motives are no purer  “I will consent to… let’s say, for each of than mine, their hands no cleaner than you, one magical item and as much gold my own.” (lies – Hartsvale did no such or gems as you can hold in your thing) separate, unaltered hands.” (lie)  “Wait a moment. Have you seen any  “Come closer. You must listen to me! I animals… watching you? Verslexia, my would rather not risk my life or leave my devious half-sister, sometimes uses such treasure unguarded. You can find spies to look upon my holdings! She Verslexia deep into the woods, away can’t hear what we are to talk about!” from civilization, about 30 miles from (technical truth, though he has been the here. She has a cave behind a waterfall, one using animal spies in this and I know that she does not keep adventure; but Verslexia can do the minions. She does not trust them.” same as well) (truth)  [Valturnax slithers around from stained  ( grin) “Thank you for trusting me. glass window to stained glass window, I always try to get along well with my “looking for spies”; ask any players who meals!” are near where his image is moving if they’d like to move away from him while If the adventurers have stayed along for the he’s looking out the stained glass conversation through this point, I would roll windows on the right and left sides. initiative with advantage for Valturnax and While he’s doing this, his true form would ask the adventurers to roll initiative with moves towards the entrance, aboutSample 10 disadvantage,file to represent that Valturnax does feet behind his image, which settles near initiate combat but no one is surprised. the entrance as well]  “There are more of her spies now… I can feel them! I must whisper now. We must be quiet enough that the rabbits and mice outside cannot hear us.” (not technically a lie)  (whisper) “You see, I need a favor. Yes, one as powerful as me. If you do this for me, I will consent to leave Hartsvale behind, to move my lair to a more remote forest where I will no longer need to deal with civilized villages. But I can’t do that until my half-sister, Verslexia, has been dealt with. Should she be killed, I will take my surviving followers and move to her lair. Quiet,

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1. The Dragon’s Gambit search his hoard for one of the magic items listed in part 2 or to get 200gp each turn that Adjusting the Encounter (these changes are they forego their action, bonus action, and not cumulative) movement to steal from his hoard.

Very Weak: Reduce Valturnax’s hit points to Valturnax will not initially hit unconscious 160. Do not use lair actions. Do not use characters. As soon as a character has been stinking cloud in the first 3 rounds. downed and then brought back up with healing Weak: Do not use lair actions. Do not use magic, though, Valturnax narrows his eyes and stinking cloud in the first 3 rounds. will start attacking downed characters (if you’re Normal: Do not use lair actions. The first mean) or taking them hostage, grappling them legendary action Valturnax takes is to drop a and then flying up to the second floor to stinking cloud on as many of the party as he negotiate. He is willing to let most of the can. adventurers leave alive if he gets to keep one of Strong: Use the Grasping Roots and Wall of them. Showing off a live hostage instead of Thorns lair actions, but not the Magic Fog lair several dead ones can be just as terrifying to the action. The first legendary action Valturnax town of Hartsvale. takes is to drop a stinking cloud on as many of When either Valturnax hits 100 hp (75 hp for a the party as he can. very weak party) or Valturnax uses his last Very Strong: Use all lair actions. The first Legendary Resistance, it’s time to move to Part legendary action Valturnax takes is to drop a 2. stinking cloud on as many of the party as he can. 2. The Temple Falls

Valturnax initiates combat with his poison Valturnax bellows a primal roar. His wings breath, and then will attempt to target lightlySample filehave become a tattered mess, with more armored healers, then lightly armored holes than flesh. His green blood oozes spellcasters, then anyone else who is not heavily forth from between his scales. He opens his armored. If he gets surrounded, he uses his eyes wide, frenzied with pain and rage. wing beat to reposition. He is willing to forego a claw attack to grapple someone, and is willing “If I am not to have my treasure, neither to take hostages. He loves to use his poison shall you!” breath when it is up, unless it is clear that the party is resistant or immune to poison. He only He slams his body against one massive uses spells as legendary actions except in dire stone column, then against another. A situations. rumbling starts as stone blocks begin to fall from the ceiling, and Valturnax slithers out He will try to stop anyone from getting too close of the temple. to his hoard, but if that person is a heavily armored individual or if it is clearly being used “If you still seek my gold, die from your as a distraction, he is willing to ignore it in greed!” order to win the fight and down high priority targets first. Anyone who does so anyways, can use their action, bonus action, and movement to

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Each character now has a choice: Leave the Valturnax’s wings have been shredded and he is temple immediately to continue the fight, unable to fly, so he is no longer able to leave this grabbing some gold or gems worth 100g on the fight. He also can no longer use the “wing beat’ way out, or take 1 round to grab a magic item legendary action. If the party’s health is still instead, dealing with some crashing stone high, have his poison breath recharge during blocks while they do. Part 2. Otherwise, continue as before.

For any characters that just take the gold and If Valturnax knows he is definitely going to die gems, place them outside the temple. For those and can’t win and you’re an asshole DM, his who grab a magic item, give them the option of strategy is to grapple a character, use the rest of one of the below magic items or roll on tables B, his attacks on the character, and then leap off C, and F for magic items in the Dungeon the side of the mountain. It’s about a 120’ drop Master’s Guide. Then, once they have selected off the mountain, so 12d6 falling damage. their magic item, they must make a Dex save DC 15. On a failure, they take 20 bludgeoning If Valturnax kills the party, he tries to make any damage from falling rocks, but manage to make who succeed at their death saving throws into it outside of the temple. If this would knock his new minions, though they are likely to have them unconscious, they are close enough to one many chances to escape; his previous minions of their friends, who can come drag their had remained out of fear and because he unconscious body out of the temple as it controlled their homes, so they had nowhere to collapses and the hoard is lost. Go to Part 3. run from him.

Appearance Item 2 Spell Scrolls 1 scroll of Ending the Hallucinatory Terrain and 1 scroll of Nystul’s Adventure Magic Aura Magic Goggles Goggles of Night Sample file 2 Potions Potion of Fire Breath With Valturnax dead, the town of Hartsvale and Potion of Water rejoices, pronouncing them heroes. Valturnax’s Breathing hoard will, unfortunately, take much time to Magic Spectacles Glasses of Minute excavate, and the forest of Hartsvale still holds Seeing dangerous creatures – many of whom are now Ring of Swimming coming back into the forest after being scared 4 arrows/bolts One Arrow/Bolt of (tailored to party) Giant Slaying and away by Valturnax’s presence. three +2 arrows/bolts Magic Brooch Brooch of Shielding The town mayor gives the party an additional “What appears to be a Bag of Devouring 300 gold pieces for killing the dragon, and the Bag of Holding” local innkeeper promises free food and lodging whenever the heroes are in town.

3. Valturnax Dies

Once all of the party is outside the temple, combat resumes from where initiative had been.

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Appendix A

Map 1: Kobold Tunnels

Kobold Tunnels pass underneath the gorge and connect behind the goblin stairs

Ground Floor: Kobold Tunnels < = 5 foot square 5

B

2c 4

3

B B 2d 2b 2e

= Kobold tunnels

2a = Trap locations

= Door Sample file B = Ballista B < = Stairs up (to gorge) 1

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Map 2: Goblins on the Stairs

= 5 foot square

2nd Floor: Goblins and Giants

Stairs (left is up, = right is down)

Stairs (left is up, = right is down)

8 10' Lever 7 10' 6

Third Level Second Level First Level

20' Total Above First Level 10' Total Above First Level Sample file

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Map 3: Goblinoid Barracks

3rd Floor: Goblinoid Barracks < = 5 foot square 14

12a 12b Stairs Up (To Gorge) < =

Elevated Platform 10' =

10' 10'

13a 13b 10

C

11

Chest C =

Recessed Alcove =

Flammable Poison = Gas Vent 9 Sample file Stairs Down (To > = Kobolds) >

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Map 4: The Ruined Temple

> > 20' 20' Valturnax's Lair: The Ruined Temple

18

Valturnax's hoard = 20' 20' 17 Elevated walkway (temple) or = 20' watchtower

Temple Column = 20' 20'

Rubble from = Destroyed Column

Off the Mountain =

Stairs Down > =

30' 30' 15 16

> 30' 30' Don't Fall Off The Mountain Sample file 120' drop to the ground

= 5 foot square

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Sunlight Sensitivity: Sunlight Sensitivity: Scimitar: +4, 5 (1d6+2) Appendix B disadvantage on attacks when disadvantage on attacks when slashing Kobold (Monster Manual in sunlight in sunlight Javelin: +4, 5 (1d6+2) [MM]) Pack Tactics: ADV attacks if Pack Tactics: ADV attacks if piercing, range: 30/120 HP: 5 AC: 12 an ally within 5’ of enemy an ally within 5’ of enemy Speed: 30’ Multi-attack: 2 dagger or 2 Multi-attack: 2 attacks Mouth of Grolantor STR -2 DEX +2 CON -1 dart Shortsword: +5, 6 (1d6+3) (adjusted, Volo’s) INT -1 WIS -2 CHA -1 Dagger: +5, 5 (1d4+3) piercing plus 10 (3d6) poison HP: 105 AC: 14 CR 1/8, 25xp, small humanoid, piercing plus 5 (2d4) poison Shortbow: +5, 6 (1d6+3) Speed: 50’ lawful evil Dart: +5, range 20/60, 5 piercing plus 10 (3d6) poison) STR +5 DEX +0 CON +4 Passive perception 8 (1d4+3) piercing plus 5 (2d4) Inspiring Presence INT -3 WIS -2 CHA -5 Darkvision 60’ poison (Recharge after Rest): CR 6; 200xp, Huge Giant, Sunlight Sensitivity: Explosive Flask (Recharge Action: Up to 6 allied kobolds chaotic evil disadvantage on attacks when 5-6): Action: Throws a flask at w/in 30’ get immunity to Passive perception 11 in sunlight a point within 60 feet; flask charmed + frightened, and get Immunities: Frightened Pack Tactics: ADV attacks if explodes, 15’ radius; 17 (5d6) +2 to all attack rolls for 1 condition, “Confusion spells an ally within 5’ of enemy poison, fire, acid, or cold minute and similar magic” Dagger: +4, 4 (1d4+2) damage (kobold’s choice) and Darkvision 60’ piercing gain the poisoned condition Mouth of Madness: On each Sling: +4, range 30/120, 4 until the end of their next turn; Booyahg Booyahg Booyahg turn, the giant moves to the (1d4+2) bludgeoning DC 13 Dex save for half damage (Volo’s, MM) nearest creature or source of and no poisoned condition HP: 40 AC: 15 food. Roll a d10: Ballista (homebrew) Prepare Flask Speed: 30’ 1-3. 3 fist attacks on random HP: 45 AC: 10 Use a bonus action to recharge STR -1 DEX +2 CON +0 creature within reach (10’) Speed: 10’ explosive flask INT +0 WIS +1 CHA +3 4-5. 1 fist attack on every CR 4; 1,100xp, large construct CR 6; 2,300xp, small creature within its reach (10’) Vulnerability: Fire Kobold Dragonshield humanoid, neutral evil 6-7. 1 bite attack on one Immunity: Psychic, Poison (Volo’s Guide to Saves: Con+3, Cha+6 random target within reach (5’) Operators: Requires at least 1 [Volo’s]) Passive perception 11 8-10. 1 bite attack (5’) and 2 fist ally to operate it to function, HP: 44 AC: 15 Darkvision 60’ attacks (10’) on one random falling inert otherwise Speed: 20’ Nimble Escape: can target within reach Barbed Bolt: +9, 22 (3d10+5) STR +1 DEX +2 CON +2 disengage or hide as a bonus Bite: +8, 5’, 15 (3d6+5) piercing damage and target is INT -1 WIS -1 CHA +0 action piercing and regains hp equal grappled on hit (escape by CR 1, 200xp, small humanoid, Wild Magic: A Wild Magic to damage dealt breaking grapple and pulling lawful evil surge occurs on every spellcast, Fist: +10, 10’, 18 (3d8+5) the bolt out of the body, escape Passive perception 11 including cantrips bludgeoning DC 16, taking 5 points of Darkvision 60’ Spellcasting: 9th lvl piercing damage while breaking Resistance: Poison damage spellcaster, spell save DC 14, +6 the grapple; or attack the chain Heart of the Dragon: If on spell atks Hobgoblin Devastator and break the chain, leaving the frightened or paralyzed by an Cantrips: fire bolt, light, mage (adjusted, Volo’s) bolt in the body to be removed effect with a saving throw, can hand, prestidigitation HP: 45 AC: 13 with a medicine (Wis) DC 15 repeat save at start of turn to 1st Level (3 slots): detect magic, Speed: 30’ check later). Barbed Bolt can’t end effect on self and allSample magefile armor (precast), magic STR +1 DEX +1 CON +2 be used if a target is already kobolds w/in 30’; kobolds that missile, shield INT +3 WIS +1 CHA +0 grappled by this Ballista. benefit get ADV on next attack 2nd Level (3 slots): misty step, CR 4; 1,100xp, medium Reel them in: Action: A Sunlight Sensitivity: suggestion humanoid, lawful evil grappled creature must make a disadvantage on attacks when 3rd Level (3 slots): counterspell, Passive perception 11 Con saving throw DC 20, on a in sunlight fireball, fly Darkvision 60’ failure they get dragged 10’ Pack Tactics: ADV attacks if 4th Level (3 slots): greater Arcane Advantage: 1/turn, closer to the ballista, on a an ally within 5’ of enemy invisibility, ice storm can deal extra 7 (2d6) damage failure by 5 or more they get Multi-attack: 2 melee 5th Level (1 slot): cone of cold when hitting with a damaging dragged 25’ closer to the Spear: +3, 4 (1d6+1) piercing, Dagger: +5, 4 (1d4+2) spell if target is w/in ally of ballista range 20/60 piercing (20/60 if thrown) hobgoblin Army Arcana: Can choose Kobold Alchemist Kobold Chieftain Goblin Boss (MM) self and any # of allies to be (adjusted, Tome of Beasts (adjusted, ToB) HP: 21 AC: 17 immune to damage caused by [ToB]) HP: 82 AC: 17 Speed: 30’ its spells and to succeed on HP: 44 AC: 15 Speed: 30’ STR +0 DEX +2 CON +0 saving throws of own spells Speed: 30’ STR +0 DEX +3 CON +2 INT +0 WIS -1 CHA +0 (can spell sculpt) STR -2 DEX +3 CON +2 INT +0 WIS +1 CHA +2 CR 1; 200xp, small humanoid, Spellcasting: 7th lvl INT +3 WIS -1 CHA -1 CR 4; 1,100xp, small neutral evil spellcaster, spell save DC 13, +5 CR 2, 450xp, small humanoid, humanoid, lawful evil Passive perception 9 on spell atks lawful evil Saves: Dex+5, Cha+4 Darkvision 60’ Cantrips: acid splash, fire bolt, Saves: Dex+5 Passive perception 11, stealth Nimble Escape: can ray of frost, shocking grasp Passive perception 9 +5 disengage or hide as a bonus 1st Level (4 slots): fog cloud, Darkvision 60’ Darkvision 60’ action thunderwave, shield Immunity: Poison damage, Immunities: Charmed, Multi-attack: 2 scimitar 2nd Level (3 slots): gust of wind, poisoned condition Frightened attacks, 2nd attack has Melf’s acid arrow, scorching disadvantage ray

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A Dungeon and A Dragon By Chris Bergman

3rd Level (3 slots): counterspell, Shield Bash: +9, 5 (1d4+3) Tail: +11, 15’, 15 (2d8+6) Valturnax leaves no physical fireball, lightning bolt bludgeoning, DC14 strength or bludgeoning evidence of his passage unless 4th Level (1 slot): ice storm knocked prone Frightful Presence: all of he wishes to. Tracking him is Qstaff: +3, 4 (1d6+1) Javelin: +9, 6 (1d6+3) choice w/in 120’ and aware of impossible except through bludgeoning or 5 (1d8+1) with 2 piercing, 30/120 it, DC16 wis save, frightened for magical means. He ignores hands Leadership (1/rest): action: 1 minute on fail, can repeat at movement impediments and 1 minute, can give d4 to ally end of each turns; on save, damage from plants in this area Hobgoblin (adjusted, MM) w/in 30’ to add to attack rolls immune for 24 hours that aren’t magical or creatures. HP: 11 AC: 18 or saving throws any time those Poison Breath (Recharge Plants remove themselves from Speed: 30’ are made 5-6): 60’ cone, DC18 Con save, his path. STR +1 DEX +1 CON +1 Parry: reaction: add 3 to AC 56 (16d6) poison damage or Rodent Eyes and Ears: INT +0 WIS +0 CHA -1 against 1 melee attack that half on successful save Rodents and birds within 1 mile CR 1/2; 100 xp, medium would hit of Valturnax’s lair serve as his humanoid, lawful evil Legendary Actions eyes and ears. Deer and large Passive perception 10 Bugbear Murderer 3/round, recharge at beginning game are strangely absent, Darkvision 60’ (adjusted, MM) of Valturnax’s turn hinting at the presence of an Martial Advantage: 1/turn, HP: 37 AC: 17 Detect: Wisdom (perception) unnaturally hungry predator. If extra 7 (2d6) dmg if target w/in Speed: 30’ check Valturnax dies, the rodents and 5’ of ally STR +2 DEX +2 CON +1 Tail Attack: Tail Attack birds lose their supernatural Longsword: +3, 5 (1d8+1) INT +0 WIS +0 CHA -1 Wing Attack [2 actions]: link to him. slashing, 6 (1d10+1) if 2 hands CR 2; 450 xp, medium Beats wings, all w/in 10’ of Longbow: +3, 5 (1d8+1) humanoid, chaotic evil dragon, DC19 Dex save or take piercing, 150/600 Passive perception 10 13 (2d6+6) bludgeoning and be Protection: Reaction: When Darkvision 60’ knocked prone; dragon can within 5’ of an ally, can enforce Surprise Attack: if surprises then fly 40’ disadvantage on 1 attack a creature and hits in 1st round, Cast Spell [2 actions]: Can against them extra 7 (2d6) damage cast a spell Multi-attack: 2 melee attacks Hobgoblin Captain (MM) Morningstar: +4, 11 (2d8+2) Lair Actions HP: 39 AC: 17 piercing On initiative count 20, losing Speed: 30’ Javelin: +4, melee 9 (2d6+2) ties STR +2 DEX +2 CON +2 piercing, range 5 (1d6+2) Grasping Roots: roots and INT +1 WIS +0 CHA +1 30/120 vines erupt in a 20’ radius w/in CR 3; 700 xp, medium 120’, ground becomes difficult humanoid, lawful evil terrain, each creature DC 15 Passive perception 10 Valturnax, Adult Green Dragon Strength saving throw or be Darkvision 60’ in lair (variant spellcaster restrained; can try to free self or rules, MM) Martial Advantage: 1/turn, others can try to free with a DC HP: 207 AC: 19 extra 7 (2d6) dmg if target w/in 15 Strength check; disappears Speed: 40’, fly 80’, swim 40’ 5’ of ally when dragon uses this again or STR +6 DEX +1 CON +5 Multi-attack: 2 greatsword dies INT +4 WIS +2 CHA +3 attacks Wall of Thorns: wall of CR 15, 13,000 XP or if using Greatsword: +4, 9 (2d6+2) Sample thorns,file 60’ long, 10’ high, 5’ lair actions: 16, 15,000 xp; huge piercing thick, within 120’ of dragon, dragon, lawful evil Javelin: +4, 5 (1d6+2) when it appears all w/in wall’s Saves: Dex+6, Con+10, Wis+7, piercing, 30/120 area must make a DC15 Dex Cha+8 Leadership (1/rest): action: save or take 18 (4d8) piercing Skills: Deception+8, Insight+7, 1 minute, can give d4 to ally and pushed to one side of its Perception +12, Persuasion+8, w/in 30’ to add to attack rolls choice. Moving through the Stealth+6 or saving throws any time those wall takes 4x as much Immunities: poison, poisoned are made movement as normal and DC 15 Passive perception 22 Dex or take 18 (4d8) damage. Blindsight 60’, Darkvision 120’ Hobgoblin Warlord (MM) Each 10’ section has AC 5, 15 Amphibious: can breathe HP: 97 AC: 20 hp, vulnerability to fire, water or air Speed: 30’ resistance to bludgeoning and Legendary Resistance STR +3 DEX +2 CON +3 piercing, and immunity to (3/day): If fail saving throw, INT +2 WIS +0 CHA +2 psychic; wall sinks into ground can choose to succeed instead CR 6; 2,300 xp, medium when dragon uses this again or Innate Spellcasting: Spell humanoid, lawful evil dragon dies save DC 16, spell to hit +8. Can Saves: Int+5, Wis+3, Cha+5 Magic Fog: Magical fog innately cast the following Passive perception 10 billows around one creature spells: Darkvision 60’ w/in 120’ the dragon can see, 1/day: Mislead, Dispel Magic, Martial Advantage: 1/turn, creature must make a DC15 Stinking Cloud extra 14 (4d6) dmg if target Wisdom save or be charmed Multi-attack: Can use w/in 5’ of ally until initiative count 20 on the Frightful Presence, then make 1 Multi-attack: 3 melee attacks next round. bite attack and 2 claw attacks or 2 javelin attacks Bite: +11, 10’, 17 (2d10+6) Longsword: +9, 7 (1d8+3) Regional Effects piercing plus 7 (2d6) poison slashing Pass Without a Trace: Claw: +11, 5’, 13 (2d6+6) Within 1 mile of his lair, slashing

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