elf prinz weept

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DG4 And The Elf Prince Wept By Dan Hass Elves have never mingled with the other races of Dimgaard. They have secreted themselves in hidden sylvan communities for millennia proud and independent. So when the elven prince sends an emissary seeking aid, something big must be afoot. A Dungeons and Dragons 5th Edition Adventure for 1-8 2nd level characters.

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Page 1: Elf Prinz Weept

DG4 And The Elf Prince Wept By Dan Hass

Elves have never mingled with the other races of Dimgaard. They have secreted themselves in

hidden sylvan communities for millennia proud and independent. So when the elven prince sends an emissary seeking aid, something big must be afoot. A Dungeons and Dragons 5th

Edition Adventure for 1-8 2nd level characters.

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1 DG4 And the Elf Prince Wept

By Dan Hass

Copyright 2015 Dan Hass Endeavors

Contents Adventure Summary .............................................................................................................. 2

Preparing for the Adventure................................................................................................... 2

Running the Adventure .......................................................................................................... 2

Adventure Background .......................................................................................................... 2

Adventure Outline .................................................................................................................. 3

Starting the Adventure ........................................................................................................... 4

Encounter 1. Prince Kaliel ..................................................................................................... 5

Encounter 2. The Farwood .................................................................................................... 7

Encounter 3. A Rival Party ................................................................................................... 8

Encounter 4. Entering Herftak’s Lair .....................................................................................10

Encounter 5. Herftak ............................................................................................................11

Concluding the Adventure ....................................................................................................12

Appendix 1. DM Maps .........................................................................................................13

Herftak’s Lair.....................................................................................................................13

Appendix 2. Diseases ...........................................................................................................14

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Adventure Summary And the Elf Prince Wept is a Dungeons and Dragons 5th Edition adventure designed for 1-8 2nd level characters and the DM. The adventure requires the Player’s Handbook, Monster Manual, and the Dungeon Master's Guide.

While the encounters include scaling for 1-8 characters, but parties of 1 or 2 PCs and 7 or 8 PCs are fringe circumstances that may play oddly. Specifically, parties of 1-2 are highly susceptible to a single bad die roll, and 7-8 can slow play dramatically. Ideally a party will be 3-6 PCs.

It is set in the Alshon Region which is part of the Dimgaard Campaign Setting.

Other Adventures You can find all the Dimgaard adventures to date (and supplemental content) on drivethrurpg.com. Additionally, you might consider back this kickstarter. In addition to the current adventures, it has “catch up” options.

Preparing for the Adventure It is always a good idea for the DM to read through an adventure before running it. And

the Elf Prince Wept is no different. The DM should print off the map of the

Alshon region to present to the players at the beginning of the session. Maps ready for virtual tabletops are here.If the DM is not using the Alshon region, she will need a frontier region where humans and their tenuous allies can come into conflict with a tribe of orcs on the ascendance. There are some encounters that may involve extensive roleplaying, and the DM should

spend some time considering how she will approach these.

A battlemat or dungeon tiles may be helpful, but not necessary.

Running the Adventure Each encounter lists the map appropriate for that encounter. Appendix 2: DM Maps contains a map of the Alshon Region in case the DM doesn’t have access to the Alshon Region Campaign Guide.

In most cases the setting for an encounter is described in boxed text. The DM may use this verbatim if the encounter unfolds as designed, however, if the PCs have done something unexpected, the boxed text may not accurately describe the set up. The DM should not feel constrained by the boxed text, and should feel free to describe the encounter as necessary for the particular circumstances of the adventure.

The encounters where combat is likely are intended to be hard (DMG p.82) encounters.

Creature Modification A medium XP budget is used for encounters where combat is likely. And for some parties a straight medium may meet the definition of hard. Some parties are not optimized for combat and their tactics are not well-coordinated as the players much prefer the roleplaying aspects of the game.

To scale the same base encounter up to a hard challenge for those parties that are more capable in combat, suggested modifications are made to the creatures. These modifications do not increase the calculated CR of the creatures, but increase their effectiveness in combat. These are denoted with a 1.

The DM should include or ignore these traits as necessary so that the encounter meets the definition of hard for her particular party

Adventure Background The Red Blades have dislodged the Horned Skull goblin tribe. Where previously, the Horned Skulls hunted and foraged successfully several miles into the Farwood,

Roleplaying Some DMs and players revel in assuming the personas of characters (active roleplaying) while other prefer a summary approach (descriptive roleplaying). Neither is the “correct” approach; it is a matter of preference and the game can be enjoyable with either. However the DM and players should have some agreement on the method (or mix) they will be using.

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the Red Blades have destroyed or overtaken the Horned Skull communities. The Horned Skulls have been having a hard time subsisting in the terrain of the Farwood without familiarity to their new surroundings or established bases to operate from. The Horned Skull tribe is now on the fringe of the Farwood scrounging to survive in clannish bands while scouts search for a suitable environment for them to reestablish their tribe. They are stealing and poaching from the human settlements in order to procure the resources they need to survive.

This serves as the backdrop for the adventure which involves the reemergence of an ancient and powerful weapon. After the age when dragons reigned supreme over Dimgaard and before the rise of humans, elves and orcs vied for supremacy. Gruumsh dispersed a small number of powerful greataxes, gifts of Gruumsh, to help the orcs in their cause. These were greataxes that allowed any wielder to cast light, guidance, or resistance at will. In the hands of an orc, however, its full abilities would manifest. When an orc attunes to the weapon it additionally becomes a +1 greataxe, and when it damages an elf, the elf must succeed on a Constitution save (DC equal to 8+damage dealt on the attack) or fall unconscious for 1 minute. When, despite his specific aid, the orcs of Dimgaard failed to win supremacy of the region, Gruumsh grew disenchanted with Dimgaard orcs, considered them unworthy of his blessings and turned his attentions to aiding orcs elsewhere. Over the millennia the elves found ways to destroy some of the gifts of Gruumsh; others they captured and have secured in heavily guarded locations. A handful were simply lost.

A kobold band led by the superior specimen named Herftak was exploring the trail left by a burrowing ankheg - as kobolds are wont to do. And they came upon one of the lost magical greataxes. Herftak, not being an orc, cannot fully utilize the weapon, and really is ignorant of exactly what it is. It is obvious that it is not a normal greataxe, but Herftak doesn't know the full

story of the gifts of Gruumsh, nor does he have the resources to find out. He disguised himself as a halfling and tried to sell the greataxe in both Schmitford and Leischport with no success. He returned to his kobold band's lair and set aside the greataxe for a time when he can figure what to do with it. Word of the greataxe's appearance in the markets of Leischport and Schmitford reached the elves and orcs rather quickly. While the orcs have legends of the gifts of Gruumsh, they do not realize the one in circulation is anything more than an extraordinary greataxe at this point.

Still, orc leaders are known for the importance they put on their weapons, and have sent a party to procure the greataxe lead by an orc noble named Urdax. The elves have longer memories and better histories, and Prince Kaliel of Elin Barad is quite sure the greataxe is a gift of Gruumsh. The Elin Barad elves are attempting to assemble a party now. Kaliel, has only elves at his disposal. He cannot send a force because it could be susceptible to the weapon's effect. He sent to elvish communities to the north requesting aid from half-elves (maybe a PC is a half-elf who has answered this summons), so that he can assemble a non-elven party to retrieve the sword from the kobolds.

Adventure Outline Earl Damose of Leischport has called for a council of the rulers around the Alshon Region to consider the increased raiding by the Horned Skull goblin tribes.

However, while waiting for the council to assemble, the PCs are approached by an emissary from the hidden elven community of Elin Barad. Kaliel need them to retrieve a powerful weapon that is an existential threat to the elves. It is currently in the hands of the kobold Herftak, and it needs to be retrieved before it gets into orcish hands.

The PCs must travel into the Farwood and face its challenges. As they near Herftak’s lair they encounter orcs who are attempting to retrieve the greataxe.

The PCs finally enter the lair of Herftak and must decide how to deal with him.

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Starting the Adventure The DM may decide to allow downtime activities to the PCs. The DMG (p.127), PHB (p.187) and Dimgaard Campaign Source all have suggested downtime activities, and the DM may have ideas of her own.

Boons From Downtime A tool in moderating the difficulty of encounters is regulating what PCs can do with their downtime. If a PC is already highly effective at combat, awarding benefits from downtime activities that further improve that quality makes achieving combat encounters that actually meet the desired challenge description more difficult.

For a character on the lower end of combat effectiveness, using downtime to grant her discounted or free access to things like alchemist fire, oil flasks, potions of healing can increase her ability to meet the challenges.

Granting a quality from downtime activity can also be used to provide a significant roleplaying hook to draw a hesitant player into the roleplaying aspects of the game. So rather than granting an item that increases a character’s power level in combat, a quality that provide a bonus (perhaps advantage) in Deception, Persuasion, Investigation (or some other non-combat mechanic) may be a better choice for building a well-rounded campaign.

When downtime activities are resolved, read or paraphrase:

Word circulates that Earl Damose has called a council of the nobles in the region. The topic is the increased raiding from goblins of the Farwood. News of increased raids by goblins has circulated over the past days, with the most incidents occurring in the border communities.

The Horned Skulls The Horned Skull goblins are the focus of DG5 And the Goblin Boss Wailed. This is meant as some foreshadowing of that adventure.

If the PCs are travelling to Leischport to investigate the council, the elven emissary Carrac approaches them along the way, otherwise Carrac seeks out the PCs where they are located. Carrac is a wood elf Commoner (MM p.345) with +4 Deception and +4 Insight, and he speaks elvish, Larian, and Teulon.

Carrac will try to convince the PCs to come with him to Elin Barad to meet Prince Kaliel. He will appeal to elf nationalism if there are any elves or half-elves in the party. He knows only that the Prince has a mission that the elves cannot complete on their own, but he will offer the PCs any reward necessary to get them to accompany him to Elin Barad, even though he knows that if the reward it too great, Prince Kaliel will not honor it.

If the PCs agree to accompany Carrac:

The Emissary leads you two miles or so into the Farwood. It is a completely untamed wilderness. Though fighting the dense undergrowth, Carrac seems sure in his path. Insects are a constant nuisance. Their buzzing and various bird calls blend to form a constant low wall of noise. Finally, he approaches what appears to be a wall of vines and thorn bushes, and waits. The wall of vines separate, and two elves carrying spears and wearing armor step out and bid your party to enter.

Elin Barad Elin Barad is a typical elf treehouse village. There are a handful of structures on the ground, but most of the village is composed of chambers carved into the trunks of large trees with catwalks and ladders allowing for movement. The central tree is clearly the dominant position, and Prince Kaliel’s chambers are carved from this tree.

Beyond this, Elin Barad has the normal activity and resources of a small village – smith, bowyer, alchemist, butcher, baker, etc.

Move to Encounter 1. Prince Kaliel.

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Encounter 1. Prince Kaliel

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Encounter background. Prince Kaliel has learned that one of the gifts of Gruumsh greataxes is in the possession of the kobold Herftak. He needs to get the greataxe.

The reception chamber of Prince Kaliel’s treetop chamber is furnished with fresh fruits, nuts, bread, and roasted venison.

Running the encounter. Prince Kaliel is a high elf noble. It pains him to have to ask for help outside his community, let alone outside his race. But he has no choice. He must gain possession of the greataxe or it could be catastrophic for all elvenkind.

He will convey the essence of the problem: retrieve the greataxe from the kobold “merchant” Herftak.

It will involve a journey into the Farwood – about 30 miles through dense jungle (difficult terrain), retrieve the greataxe by whatever means, and return to Elin Barad. . The DM should make note of travel times for the PCs through difficult terrain.

He will also note that there is a new orc tribe operating from the Farwood. The Red Blades are more organized and systematic than any orcs Kaliel has seen in several hundred years of living in the Farwood. He is quite sure the Red Blades orcs have learned of the greataxe, too.

The Farwood The Farwood is a very hostile environment. And the elves of Elin Barad have lived there for centuries. If the PCs interact with the elves – for example, while replenishing supplies – one of the things that should be gleaned is how hard it is to set up a suitable camp in the Farwood. The DM can decide how blatant to make the information, but the PCs should have the opportunity to learn that they will need good camping equipment for the journey.

Concluding the encounter. The PCs are offered comfortable quarters, so they can begin their quest the next morning.

PC Compensation Elin Barad can offer quite a broad range of rewards. The DM should decide on the nature of the economy she wants. On the upper end, Kaliel might offer a currency reward and agree to enchant a weapon to +1 (presuming the PCs have a weapon of sufficient quality to hold it).

Prince Kaliel Elves view short lived race as less important. He will be gracious and sincerely values the service the PCs can offer, but they are not equals. PCs’ views are based on a premise of only a few decades of life. He will try not to be condescending, but it is difficult for him not to consider them “children”. However, he does need their help, and will do what he can to gain their aid.

On Herftak, he is strongly against paying kobolds (which he considers vermin) a bounty for the greataxe. He knows that Herftak’s force is not a full tribe and a group of capable adventurers should be able to take the greataxe by force (and likely other treasure as well). However if purchasing the greataxe is the only way to acquire it…

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Encounter 2. The Farwood

Encounter background. The trip through the Farwood has been uneventful.

Running the encounter. The final day of the approach to Herftak’s lair, the PCs must deal with challenges of the Farwood, beginning when they finish a long rest and start the final day of travel.

It is extremely difficult to set up a proper camp in the Farwood. A DC20 Wisdom (Survival) or Intelligence (Nature) check indicates the PC has found a significantly better place to rest; the DM may choose to adjust these checks based on PCs’ equipment and other traits such as favored terrain. After completing a long rest, each PC must succeed on a DC12 Constitution saving throw or suffer one increase in their level of exhaustion (PHB 291). If the PC had a better place to rest, she gets advantage on the saving throw.

Also, by the time they begin their final day, they have be exposed to regional dysentery (Appendix 2).

The Farwood doesn't have a continuous canopy. The sun feeds a thick jungle of squat trees, punctuated by occasional large trees which act as landmarks. The terrain is a weave of thickets and shrubbery on rare occasions broken by a clearing a few feet wide. As for weather, there is a heavy moisture in the air, but no actual rain. Birds and insects form a background of constant low noise punctuated by an occasional animal wail or bird screech in the distance. Smells vary wildly; often it is a fresh clean scent, at other times you are assailed by the smell of rotting vegetation or (worse) animal matter.

As the PCs progress through the jungle they encounter a natural deadfall. A DC15 passive Perception check by the first PC in the marching order will notice that something is amiss, and then any PC can attempt a DC15 Intelligence (Nature) or DC15 Wisdom (Survival) check to recognize that a dangerous amount of debris has gathered in the limbs of a large tree just

ahead in the PCs' path. If recognized, the PCs can circumvent the hazard. If not, the lead PC and any PCs within 15 feet of her suffer 2d10 damage (DC 14 Dexterity save for half) from falling debris.

The Farwood is a dense jungle of indeterminate depth filled with an infinity of stinging and biting insects, and a stifling humidity. One would expect that after hours of clawing through the vines, thickets, and shrubs one would get accustomed to it. But this is not the case. Every new mile is as much a task to move through as the previous.

Further ahead, the PCs encounter a trap the Horned Skull goblins use. The lead PC in the marching order will notice the unevenness of the forest floor if her passive Perception is 15+. Otherwise, she falls into the pit. She suffers 1d6 bludgeoning damage from the fall, and 2d6 piercing damage (DC14 Dexterity save for half) from spikes embedded in the pit.

Traps and Diseases in 5th Edition Generally, traps and diseases are used to consume PCs resources as they approach more significant encounters. They are usually designed to be dealt with quickly.

In 5th edition adventures, Inspiration to one or more PCs is the typical reward for overcoming a trap (rather than XP).

If the DM believes the PCs are going to be sufficiently challenged without “wearing them down” with traps and diseases, she may opt to eliminate any of the ones presented.

Concluding the encounter. The PCs are very close to Herftak’s lair. They are about to encounter a group of Red Blades Orcs also seeking the greataxe (Encounter 3).

No Rests? D&D 5th edition presumes that PCs will have several encounters before a long rest. Managing rests is another tool in modulating the challenge of encounters.

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Encounter 3. A Rival Party

1. Undergrowth. Difficult terrain and lightly obscured through 10 ft. and past 10 ft. is

heavily obscured. 2. Tree terrain is the same as undergrowth, but a creature in tree terrain also has half

cover.

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Encounter background. The Red Blades leader (khan) Imsh heard of Herftak’s greataxe. Imsh doesn't realize that it is a gift of Gruumsh (nor does any orc) but Imsh has an affinity for nice greataxes (like most orcs). He assembled a party to get the greataxe led by a lesser orc noble, Urdax.

A different orc noble has also heard of the greataxe and sent his own party to retrieve it, but it is about five hours behind Urdax.

At the edge of one of the occasional clearings which pockmark the difficult terrain of the undergrowth, there is the distinct sound of something also moving into the area from the left

Running the encounter. The orcs are looking for the greataxe, but if they stumble upon easy prey… well, they are orcs.

Combat? This doesn’t have to be a combat encounter. As presented, there are many possible roleplaying options available.

Scaling the encounter. The orc party varies with the number of PCs. Each is an orc with darkvision 60 ft.

# Orcs XP

1 Urdax, Guard 50

2 Urdax, 3 Guard 100

3 Urdax, 4 Guard, 2 Cultist 175

4 Urdax, 5 Guard, 3 Cultist 225

5 Urdax, 3 Guard, 3 Cultist, Thug 275

6-7

Urdax, 3 Guard, 4 Cultist, 2 Thug

400

8 Urdax, 2 Guard, 4 Cultist, 3 Thug

475

Cultist. MM p.345 1Hit Points 13 (3d8) 1WIS 14 (+2) 1Saving Throw Dex +3, Wis +4 1Spellcasting.

1st level (3 slots): bless, cure wounds, healing word Gear. 2 potions of healing.

Action

Dagger. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage

Guard. MM p.347 1Hit Points 16 (3d8+3) 1Saving Throws Str +3, Con +3 1Shield Bash. As a bonus action, a creature the guard can see within 5 ft. must succeed on a DC11 Constitution saving throw or be stunned for one round.

Thug. MM p.350

Urdax (Noble). MM p.348 1Hit Points 22 (5d8) 1Saving Throws Wis +4, Cha +5 1Condition Immunities surprised 1Spellcasting. Charisma is Urdax’s spellcasting ability

Cantrips (at will): minor illusion, vicious mockery 1st level (3 slots): faerie fire, heroism, longstrider, sleep

Actions 1Leadership. As knight (MM p.347)

Prisoners Killing prisoners is a notorious act. Most prisoners expect to have the opportunity for their family and organization to pay a ransom for their safe return – especially nobles. At the very worst, they expect to be slaves until they can better their circumstances.

PCs who wantonly murder prisoners will quickly gain infamy as criminals who can’t be trusted to follow the rules of conflict. Additionally, in Dimgaard ransom for prisoners is a primary source of adventurer treasure.

Urdax is particularly valuable, but even the lesser members of the party warrant a prisoner exchange. The mechanics of the ransom can be left to NPCs (like Earl Damose, or Prince Kaliel) who take a cut, and turn the rest over to the PCs.

Concluding the encounter. There is nothing between the PCs and Hertak’s lair. However if they take a long rest, the other orcs purchase the greataxe and return to Red Blades territory.

It is a DC15 Intelligence (Investigation) check to find the entrance to Herftak’s lair. If there is no time pressure, the PCs automatically find it.

Interrogating Urdax Urdax has the gold to buy the greataxe, and the DM will have to decide how much gold she wants to award the PCs.

Urdax and his entourage know that there is a rival orc seeking the greataxe and that they must move quickly to beat them to it.

If Urdax overcomes the PCs in combat, he takes all their valuables and turns any living PCs over to Herftak as slaves as part of payment to buy the greataxe. After 1d10+10 days, Kaliel will have successfully negotiated their release.

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Encounter 4. Entering Herftak’s Lair

Map. Herftak’s lair (Appendix 1)

Encounter background. In the Moat Chamber, the kobolds have enhanced an existing trench to provide a barrier to entry.

The sounds of the jungle quickly fade in the unlit tunnels. The 5' wide tunnel opens to an unlit cavern about 25 ft. by 45 ft. Dividing the chamber, and a barrier to you progress is a 15 ft. wide trench going from wall to wall. On the opposite side of the trench rests several wooden planks that are clearly long enough to span the trench.

Running the encounter. The trench is 30 ft. deep, and the wall has numerous handholds. A group of kobolds watches the trench from the total cover of their guard room. One kobold will always be watching from hiding. They will challenge anyone entering the chamber in Draconic.

Combat? Herftak is very protective of the inner sanctum of his lair. He will not allow outsiders in. However, depending on roleplaying, and the DM’s inclination, he may be convinced to negotiate a sale with the negotiations, payment, and delivery taking place in the moat chamber.

As a kobold Herftak would take great pride in swindling some adventurer types out of their money. He might try separating the party, and then just taking the gold; or casting light on a mundane greataxe and presenting it as the magic greataxe; or any other tactic the DM can think of to get the PCs’ gold without actually providing the greataxe.

A lot depends on whether the DM wants there to be a non-violent outcome. And if she really prefers combat, she can make the guards so insufferable that even the most patient dwarf will attack.

Scaling the encounter. For each PC, 1 kobold and 1 tribal warrior (50 XP/PC)

1Plated Scales This particular population of kobolds has plated scales granting immunity to piercing damage.

Kobold. MM p.195 1Saving Throws Dex +4, Con +1 1Skills Acrobatic +6 1Damage Immunities piercing 1Poison Grenade (3/day). As a bonus action, any creature within a 5 ft. square within 30 ft. of the kobold must succeed on a DC11 Constitution saving throw or be poisoned for one minute. A poisoned creature can re-attempt the saving throw at the end of each of its turns.

Tribal Warrior. MM p.350 Small humanoid (kobold), lawful evil 1Hit Points 17 (5d4 + 5) 1Saving Throws Dex +2, Con +3 1Skills Acrobatics +5 1Body Slam. As a bonus action, the warrior attempts to shove a creature (PHB p.195) 1Practiced Athlete. The warrior has advantage on Strength (Athletics) checks. Sunlight Sensitivity. Per kobold (MM p.195)

Tactics To prevent unwanted entry, the kobolds will try to shove offenders into the trench, using the poison grenade to complement the Athletics checks.

If the PCs fight past the Moat Chamber, the hallway into the lair has two traps.

At point 3, there is a 10ft shaft, covered it with a tarp and spread dirt over it. It is a DC12 passive Perception check by the lead PC to notice the trap (note that a fast moving PC suffers a -5 penalty to passive Perception). The trap can be jumped by any PC with a 5+ strength, and this is what the kobolds do. Anyone falling takes 1d6 bludgeoning damage from the fall, and 2d6 piercing damage from spikes in the pit (DC12 Dexterity saving throw for half damage from the spikes).

Herftak had a caster cast a weakened version of explosive runes at the spot on the map marked as point 4. It is a DC12 passive Investigation check to notice the glyph. To pass safely a creature must say "please" in Draconic (and every kobold knows this). If the password isn't spoken the creature passing this point suffers 2d10 thunder damage (DC12 Dexterity save for half), as does any creature within 20ft of the explosive runes when it discharges.

Concluding the encounter. If Herftak is summoned and an amicable relationship established, the kobolds will put the planks over the trench to allow the PCs to cross.

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Encounter 5. Herftak

Map. Herftak’s lair (Appendix 1)

Encounter background. Herftak is extremely protective of the territory past the Moat Chamber.

Running the encounter. Herftak will gather his remaining kobolds and confront any intruders that make it this far and be inclined to violence.

Scaling the encounter. Herftak’s force varies with the number of PCs.

Tactics The DM is free to develop her own tactics for Herftak, but the suggested strategy is that as soon as he realizes that combat is inevitable, he will cast aid on himself and his best combatants. The same for bless (since aid doesn’t require concentration). Then trigger his leadership immediately before combat.

He will stay behind the front line, and may even choose the Dodge action over an offensive choice if he is being subjected to effective attacks.

# Kobolds XP

1 Herftak, Kobold 50

2 Herftak, 2 Kobold, Guard 100

3 Herftak, 3 Kobold, 3 Guard 175

4 Herftak, 2 Kobold, 2 Thug 275

5 Herftak, 3 Kobold, 2 Thug 300

6 Herftak, 4 Kobold, 3 Thug 425

7 Herftak, 3 Kobold, 4 Thug 500

8 Herftak, 5 Kobold, 4 Thug 550

Guard. MM p.347 Small humanoid (kobold), lawful evil 1Hit Points 17 (5d4+5) 1Saving Throws Str +3, Con +3 1Shield Bash. As a bonus action, a creature the guard can see within 5 ft. must succeed on a DC13 Constitution saving throw or be incapacitated for one round.

Kobold. MM p.195 1Saving Throws Dex +4, Con +1 1Skills Acrobatic +6 1Damage Immunities piercing 1Poison Grenade (3/day). As a bonus action, any creature within a 5 ft. square within 30 ft. of the kobold must succeed on a DC11 Constitution saving throw or be poisoned for one minute. A poisoned creature can re-attempt the saving throw at the end of each of its turns.

Thug. MM p.350 Small humanoid (kobold), lawful evil Hit Points 31 (7d4+14) 1Damage Immunities piercing

Herftak (Noble). MM p.348 1Hit Points 25 (10d4) 1Saving Throws Con +2, Wis +4 1Damage Immunities piercing Condition Immunities surprised 1Bandage (3/day). As a bonus action, Herftak can apply a salve that heals 3d4+3 hit points. 1Legendary Resistance (1/day). If Herftak fails a saving throw, he can choose to succeed instead. 1Spellcasting. Wisdom is Herftak’s spellcasting ability

Cantrips (at will): guidance, light, sacred flame 1st level (4 slots): bless, cure wounds 2nd level (2 slots): aid, hold person

Actions 1Leadership. As knight (MM p.347)

Concluding the encounter. If the PCs win the day they have access to the gift of Gruumsh greataxe and Herftak’s treasure.

If Herftak defeats the PCs, Prince Kalael will eventually ransom them.

Herftak

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Concluding the Adventure The DM should note which favors and enmities are accumulated and removed as the adventure progresses and note those on the PCs character sheets.

They may have acquired the Favor of Elin Barad. This favor will be important when things come to a head with the Red Blade orcs.

If they killed Urdax, they incur the Enmity of the Red Blade orcs.

If the PCs fail to acquire the gift of Gruumsh, Kaliel will find a different party. It is simply too important to give up on. Also, Kaliel won’t leave the greataxe in the PCs hands. The elves don’t have a way to destroy the great axes, but they can secure them away in remote places.

Hoard? Herftak is a significant opponent and defeating him likely was a memorable ordeal for the players. It would be appropriate to provide a treasure hoard for the PCs. The DMG has tables for determining treasure hoards. Alternately, this website does an excellent job of generating random treasure.

Magic Items In general, 2nd level is pretty soon to be granting powerful magic items. Rather than award something like a +1 weapon, the DM may decide that the elves of Elin Barad will begin crafting a weapon for the PCs that will be finished in 20 days (about 3 sessions from this one). The PCs get a sense of reward, and the adventures aren’t skewed by having a powerful magic item in play.

Treasure? The amount of treasure is a quality that very much determines the flavor of a DM’s campaign. If she wants PCs that are on the upper end of high fantasy the PCs need to have the gold and gems to spread around. If she wants a gritty feel to her campaign where PCs, a less generous distribution of treasure helps as PCs are less inclined to believe they can buy their way out of bad situations.

Although it can accommodate DMs who prefer rich PCs, Dimgaard is generally skews to support the grittier tone. This can leave the PCs to wonder why they can’t get high value from things like armor they have taken from foes. For example, Urdax is wearing breastplate is listed as 400 gp (PHB 145). If the DM needs to explain to a player why she isn’t getting 400 gp (or even half), she can justify it that the just isn’t a market in the area for breastplate; additionally, the breastplate is engraved with the iconography of the Red Blades orcs making it even less valuable to the general populace; and it was specifically fitted to Urdax and reworking it to fit another wearer would be almost as costly to a buyer as having his own breastplate made.

Dimgaard, really expects to have almost no treasure for PCs except for hoards and ransoming prisoners. However, A compromise might be to allow the PCs to use their downtime to find better buyers for select items they acquire adventuring.

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Copyright 2015 Dan Hass Endeavors

Appendix 1. DM Maps

Herftak’s Lair

All chambers except the moat chamber are light by torches mounted on the wall. The moat chamber is unlit.

Ceilings in chambers vary from 10 ft. high to 20 ft. high. The connecting corridors are about 7 ft. high.

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Copyright 2015 Dan Hass Endeavors

Appendix 2. Diseases Humanoids are subject to regional dysentery when they imbibe food or drink from an unfamiliar region.

Each time a humanoid ingests infected food or drink, she must make a DC12 Constitution save or become infected. In general, the disease can be avoided if a character doesn’t consume food or drink from regions she is unaccustomed to. If a character is journeying into a region she is not accustomed to, it is presumed that she will be consuming food and drink in that region, and will be exposed (at least) daily unless she takes precautions. If she deliberately only consumes food and drink she knows is safe (for example, by bringing rations and using create water for safe drinking water) she still risks daily exposure from incidental, accidental exposure; in this case, a DC15 Wisdom(Survival) check each day will avoid exposure. If the PC has resources to help her in avoiding unsafe food, for example, a Druid with the ability to purify food and water, or a PC with the Explorer background, or deliberately stocking enough rations to avoid needing to eat food during the excursion, then the PC gets Advantage on the Wisdom (Survival) check.

If infected, symptoms manifest 13-24 (1d12 + 12) hours after consuming the infected food or drink. Symptoms are chronic, severe vomiting and diarrhea. A victim does not benefit from a long rest. After 6 hours of symptoms each hour when a character does anything other than rest, eat, drink, or read, she is subject to the forced march rules per PH 181 as if she spent an hour of travelling. Additionally, at the end of each every 6 hour period with the disease, the infected victim must make a DC12 Constitution save; on a failed save the victim suffers one level increase in her exhaustion level. If the beats the save by 5+, she has recovered from the disease, and suffers no more effects.

If a victim of intestinal tract infection receives attention, a DC20 Wisdom (Medicine) check from an attendant will give the victim Advantage on any Constitution save. An attendant can provide medical care to up to eight victims simultaneously.

Once a victim recovers from intestinal tract infection from a particular region, she can safely eat and drink products of that region.