TEXT: The lost 
  Weapons
  A one-shot for lvl 4 adventurers
  by
  Beatriz T Dias
  
  Credits
  Written and Designed by Beatriz T. Dias
  Playtested by the Silvermoon Wine Gang
  Table of Contents
  Introduction..............................2
  1. The wounded blacksmiths...3
  2. Hunting the beast..................4
  3. Finale........................................5
  Shield of Heat.............................5
  Mark of Jarnblorrur..........5
  Appendix - Stat Blocks..............6
  
  2
  The Lost Weapons
  Introduction
  T
  he party crosses paths with the nomadic Jarnblorrur, 
  an orc tribe known for their blacksmithing skills. 
  However, the tribe was attacked last night, and all their 
  metal weapons were stolen. Ikurg, the tribe’s chieftain, is 
  asking for the help of brave warriors. Will your adventurers 
  help the tribe? Or take the weapons for themselves?
  Summary
  In this adventure the party will be in contact with a 
  nomadic Orc tribe, whose leader asks for assistance on 
  dealing with an old and powerful Blade beast named 
  Vófour (page 7). The creature is empowered by the strong 
  weapons it absorbed and will be a dangerous foe. Then the 
  party can take the weapons for themselves or give them 
  back to the Jarnblorrur.
  This adventure is optimized for four level 4 adventurers.
  Hooks
  The party can meet the Jarnblorrur while travelling in 
  the outskirts of Albadia.  Either by complete chance or by 
  spotting the flames and smoke from the attack. 
  THE JARNBLORRUR
  Small Tribe, lawful neutral
  Population. 25 Orcs
  Government. Gerontocracy
  Defense. Has no built-in defenses due to their 
  nomadic nature, relies on the might of their warriors
  Commerce. The tribe’s only source of coin is the 
  weapons they make.
  Notable NPCs
  Tribe chieftain. Ikurg (LN male orc general)
  Prime Warrior. Mag (N female orc warrior)
  Lost Weapons
  
  3
   
  1. The wounded 
  blacksmiths
  A
  pproaching the Jarnblorrur will show the party the 
  complete disarray the tribe is in. Burned tents, smashed 
  crates, half a dozen warriors laying in cots, wounded, 
  another half-dozen in fresh graves. If the tribesmen see 
  the party approaching the warriors that are still standing 
  will go grab whatever weapons they have left and hold 
  defensive stances, these weapons will be clubs, spears, or 
  other improvised, wooden weapons (1d4 +1 Jarnblorrur 
  Warriors with half HP, Ikurg also at half HP and Mag has 
  just 10 HP, stat blocks in pages 6-7). But they will never 
  attack without being attacked first.
  Ikurg, the tribe’s chieftain, will try and talk to the party, 
  even if they start a fight. He’ll try to reason with everyone 
  and avoid any more bloodshed. He wants the best for the 
  tribe. 
  Mag, the chieftain’s daughter, will not be happy with 
  her father asking strangers for help. She wants to go get 
  a piece of the monster herself, ignoring her wounds from 
  last night’s fight.
  When the hostilities die down Ikurg will request the 
  traveler’s aid in dealing with the ancient Blade beast the 
  tribe has named Vófour. He wants not only the titanspawn 
  dead, but will also ask the party to retrieve the weapons it 
  stole. In return he will offer the blacksmith abilities of the 
  tribe and their gratitude.
  If the party agrees to help the Jarnblorrur, they will share 
  their knowledge on Vófour.
  • It seems stronger than any other Blade beast the tribe 
  faced
  • It’s also very cunning, proven on the way it used the 
  environment and ambushes to defeat the entire tribe.
  • Since it is now in the possession of Ikurg’s shield, 
  Vófour managed to be able to use its fire aura.
  The party can also try to convince the Jarnblorrur to send 
  a guide with them, or maybe some warriors. Speed is of 
  the essence in order to hunt down Vófour, so the tribe will 
  urge the party to do so as soon as possible. 
  Mag
  Brash and young, Mag is often seen as the opposite of 
  her father. But she values honor the same way he does. 
  She was wounded during the attack and is bitter about 
  that. The wound is the only thing keeping her from going 
  to fight the Blade beast barehanded. 
  Personality traits. I’m always down for a good fight. 
  Also, I’m very competitive and relentless
  Ideal. I will become a warrior feared and respected 
  by all who meet me
  Bond. Everyone in the tribe is my family, and I will 
  protect them
  Flaw. I don’t think things through before jumping into 
  action.
  Ikurg
  The chieftain of the Jarnblorrur is a pragmatic leader, 
  wise and strong as a bull, but stubborn as well. His body 
  is covered in the constellation tattoos traditional of Orc 
  tribes. He worships Denev, the earth mother.
  Personality Traits. I think the beauty of objects lies 
  in their practicality. And even though I’m harsh on my 
  daughter, I’m incredibly proud of her.
  Ideal. Honor is what defines a person. I have no 
  respect for those who don’t keep their word.
  Bond. My loyalty lies with my tribe above all else.
  Flaw. I only feel comfortable with nothing but the skies 
  above my head
  
  4
  The Lost Weapons
  2. Hunting the 
  beast
  T
  racking down Vófour will be a dangerous and arduous 
  task, here is a sugestion on how to handle that with 
  your players, as well as some read-a-loud text.
  As soon as the party leaves the Jarnblorrur camp into the 
  Albadian forest read the following.
  You’re now surrounded only by the Albadian wilderness, 
  cold wind carrying the sounds of small birds and the 
  crunch of snow made by your steps. A vulture passes 
  overhead, an omen.
  To track down Vófour the party, or a guide, must make 
  a DC 17 Survival check. On a success the party will find 
  Vófour’s tracks and be able to follow the titanspawn. If 
  the check fails for less than 5 throw a random event at the 
  party from the table, or something you feel is appropriate, 
  after that allow the check to be repeated. 
  If the check is failed for more than 5, or if it’s the third 
  time the check fails, then Vófour will be the one that finds 
  the party, and if they possess any kind of metal weaponry 
  the Blade beast will ambush the party. 
  1D6
  EVENT
  1
  A herd of elk stampedes through the party’s 
  path, those who fail a DC 13 Dexterity 
  saving throw will suffer 2d6 bludgeoning 
  damage
  2
  Some birds create a commotion in the trees 
  above, knocking the heavy snow from the 
  branches and making it fall on top of the 
  party, getting them wet
  3
  The soft snow hides a 10ft. pit right in 
  the way of the party, it requires a Passive 
  Perception of 13 to be noticed
  4
  Two wandering Flesh Corruptors (pg 263 
  of the Scarred Lands Player Companion) 
  cross the party’s path
  5
  A bird passing overhead poops in a random 
  party member’s head
  You, as the DM, should decide on what type of terrain the 
  party faces Vófour. It can be in the middle of the forest, a 
  clearing covered in soft snow, or a rocky plateau. Choose 
  what you think will provide a better experience to your 
  party in specific. 
  
  5
   
  3. Finale
  N
  ow that the party is face to face with the blade beast 
  it’s time to fight it. 
  It looks like an enormous hound, with blades and maces 
  sprouting from its body. Underneath ages old blood 
  and mud, a fiery glow can be seen. Its eyes are like fire, 
  unpredictable, dangerous.
  Vófour is no dumb beast, it will target the people with 
  less armor, it will try and get away of flanking positions 
  and position itself the best way to use its own AoE attacks, 
  including searching for a place where it can use its tail 
  mace. If Vófour senses that the battle is not turning its way 
  the beast will try to escape.
  In case Vófour is able to escape from the fight the 
  check needed to track it is just a DC 13 survival check, 
  due to its wounds (if there are any)
  When Vófour dies read the following.
  As the beast falls to the ground its body seems to ignite, 
  burning itself and slowly turning into ash, leaving nothing 
  behind except the weapons it stole.
  Vófour’s body will release all the weapons that it stole 
  during its lifetime, most of them are blunt and unusable, 
  except for the more recent ones: a Great axe, 1d6 war 
  hammers, 1d4 longswords, 1d8 hand axes, 1d4 maces 
  and a Shield of Heat. Most of these weapons belonged to 
  the Jarnblorrur and are the weapons they are expecting the 
  party to return. Especifically the shield and great axe that 
  belong to Ikurg and Mag respectively. However, the party 
  can choose to keep the weapons for themselves.
  To finalize this adventure these are some sugestions of 
  diferent endings the party may find themselves in.
  • If they decide to keep the weapons for themselves 
  the Jarnblorrur will deem them as thieves, vowing to 
  get back their weapons as soon as their warriors are 
  healthy again. But the party will gain a good armory 
  of great quality weapons.
  • If instead the party decides to give back the weapons 
  the Jarnblorrur will be extremely thankful. Promising 
  their blacksmithing abilities to the party whenever they 
  require them, as long as they provide the materials 
  needed. And they will also welcome the party as 
  honorary members of the tribe, gifting each of them 
  with the Mark of Jarnblorrur if they so desire.
  Shield of Heat
  Shield, rare, requires attunement
  It has 4 charges, regain 1d4 charges at dawn. As an action 
  the wearer can spend charges to cause a burst of heat in a 
  5ft. radius around them, creatures inside that radius must 
  make a Constitution saving throw DC 13, on a failed save 
  the creatures take 1d8 fire damage for each charge spent.
  Mark of Jarnblorrur
  Magic Tattoo, rare
   As a bonus action the wearer can activate this tattoo, by 
  doing so the ink will glow with a fiery red color. And for 
  1 hour, with the hand the tattoo is placed on, they will 
  be able to shape iron like clay. The tattoo can only be 
  activated again after a long rest.
  More from the Author
  Drop-In Dungeons Tier 1
  The Gold Knife Bandits
  
  6
  The Lost Weapons
  Appendix
  T
  he various NPC’s and monster used in this adventure 
  are listed here. Note that Vófour is a special Blade beast 
  and therefore has its own stat block. For more information 
  on Blade Beast’s behavior and history go to page 237 of 
  the Scarred Lands Player Companion
  Ikurg
  Medium Humanoid, Lawful neutral
  Armor Class 15 (Chain shirt)
  Hit Points 77 (15d8 +10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  16 (+3)
  11 (+0)
  14 (+2)
  10 (+0)
  14 (+2)
  14 (+2)
  Skills Intimidation +5, Persuasion +5, Survival +5
  Senses Darkvision 30ft., Passive Perception 13
  Languages Orchish, Sutak, Albadian
  Proficiencies Blacksmith Tools
  Challenge 2 (450 XP)
  Aura of Leadership. Whenever an allied creature 
  within 30 ft. of Ikurg makes a saving throw that 
  creature gains +3 to that roll.
  Mark of Jarnblorrur. As a bonus action Ikurg can 
  activate this tattoo, by doing so the ink will glow with 
  a fiery red color. And for 1 hour with his right hand he 
  will be able to shape iron like clay. The tattoo can only 
  be activated again after a long rest.
  ACTIONS
  Multiattack. The chieftain can make two melee 
  attacks
  Club. Melee Weapon Attack: +5 to hit, reach 5ft., one 
  target. Hit: 5(1d4+3) bludgeoning damage.
  LEGENDARY ACTIONS
  Ikurg has 1 legendary action he can use at the end of 
  an enemy’s turn. He will regain that legendary action 
  at the beginning of his turn
  Inspiring Leader. Ikurg can grant 1d10+5 temporary 
  hit points to any target that can hear him and is in 
  60ft. reach.
  Jarnblorrur Tribesmen
  Medium Humanoid, neutral
  Armor Class 11
  Hit Points 11 (2d8+2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  10 (+0)
  10 (+0)
  12 (+1)
  10 (+0)
  10 (+0)
  10 (+0)
  Skills Survival +2
  Senses Darkvision 30ft., Passive Perception 10
  Languages Orchish
  Proficiencies Blacksmith Tools
  Challenge 1/8 (25 XP)
  Mark of Jarnblorrur. As a bonus action the 
  tribesmen can activate this tattoo, by doing so the ink 
  will glow with a fiery red color. And for 1 hour with one 
  of their hands they will be able to shape iron like clay. 
  The tattoo can only be activated again after a long 
  rest
  ACTIONS
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage.
  Jarnblorrur Warrior
  Medium Humanoid, neutral
  Armor Class 12 (Leather Armor)
  Hit Points 38 (7d8 +7)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  16 (+3)
  12 (+1)
  12 (+1)
  6 (-2)
  10 (+0)
  10 (+0)
  Skills Intimidation +2, Survival +2
  Senses Darkvision 30ft., Passive Perception 10
  Languages Orchish
  Proficiencies Blacksmith Tools
  Challenge 1 (200 XP)
  Aggressive. As a bonus action, they can move up to 
  their speed towards a hostile creature they can see.
  Mark of Jarnblorrur. As a bonus action the warrior 
  can activate this tattoo, by doing so the ink will glow 
  with a fiery red color. And for 1 hour with one of their 
  hands they will be able to shape iron like clay. The 
  tattoo can only be activated again after a long rest
  ACTIONS
  Multiattack. A warrior can make two melee attacks
  Javelin. Melee or Ranged Weapon Attack: +5 to 
  hit, reach 5ft. or range 30/120 ft., one target. Hit: 
  6(1d6+3) piercing damage.
  
  7
   
  Mag
  Medium Humanoid, neutral
  Armor Class 14 (Leather Armor)
  Hit Points 65 (10d8 +20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  18 (+4)
  12 (+1)
  14 (+2)
  6 (-2)
  10 (+0)
  8 (-1)
  Skills Athletics +6, Intimidation +3
  Senses Darkvision 30ft., Passive Perception 11
  Languages Orchish
  Proficiencies Blacksmith Tools
  Challenge 2 (450 XP)
  Aggressive. As a bonus action, Mag can move up to 
  her speed towards a hostile creature she can see.
  Savage Attacks. When she scores a critical hit 
  with a melee weapon attack, you can roll one of the 
  weapon’s damage dice one additional time and add it 
  to the extra damage of the critical hit.
  Mark of Jarnblorrur. As a bonus action Mag can 
  activate this tattoo, by doing so the ink will glow with 
  a fiery red color. And for 1 hour with her left hand she 
  will be able to shape iron like clay. The tattoo can only 
  be activated again after a long rest
  Last Breath. When dropped to 0 hit points Mag can 
  make a melee weapon attack.
  ACTIONS
  Multiattack. Mag can make two melee attacks
  Javelin. Melee or Ranged Weapon Attack: +5 to 
  hit, reach 5ft. or range 30/120 ft., one target. Hit: 
  7(1d6+4) piercing damage.
  Vófour
  Large monstrosity (titanspawn), unaligned
  Armor Class 15 (natural armor)
  Hit Points 80 (9d10+30)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  16 (+3)
  12 (+1)
  17 (+3)
  6 (-2)
  13 (+1)
  8 (-1)
  Skills Perception +4
  Damage Resistances fire, bludgeoning, piercing and 
  slashing from nonmagical weapons
  Senses Darkvision 60ft., Passive Perception 14
  Languages Titan Speech (can’t speak)
  Challenge 5 (1 800 XP)
  Bristling Hide. At the start of each of its turns, the 
  blade beast deals 4 (1d8) piercing damage to any 
  creature grappling it.
  Keen Smell. The blade beast has advantage on 
  Wisdom (Perception) checks that rely on smell.
  ACTIONS
  Multiattack. The blade beast makes three melee 
  attacks.
  Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage.
  Slam. Melee Weapon Attack. +4 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) bludgeoning damage.
  REACTIONS
  Absorb Weapon. When a metal weapon or shield 
  hits the blade beast, the beast can use its reaction 
  to force the attacker to make a DC 12 Strength/
  Dexterity saving throw. On a failed save, the weapon 
  deals damage normally (after accounting for the blade 
  beast’s damage reduction, if applicable), but then it’s 
  absorbed into the blade beast. An absorbed weapon 
  is lost and cannot be recovered until the beast is 
  slain.
  LEGENDARY ACTIONS
  Vófour has 2 legendary actions it can use at the end 
  of an enemy’s turn. It will regain those legendary 
  actions at the beginning of its turn.
  Shield of Heat. Thanks to the shield it absorbed 
  Vófour can cause a burst of heat in a 5ft. radius 
  around itself, creatures inside that radius must make 
  a Constitution saving throw DC 14, on a failed save 
  the creatures take 2d8 fire damage, and half of that 
  on a successful one. (Cooldown of 2 turns)
  Tail Mace. With the maces absorbed into its tail 
  Vófour can slam on the ground and cause shrapnel 
  to be thrown in a 15ft. cone causing 1d12 piercing 
  damage. Creatures can make a Dexterity saving 
  throw DC 14 and if it’s successful they take no 
  damage. (will not work on sandy or muddy terrain)
  
  8
  The Lost Weapons
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