TEXT:  
  
   
   
  CCC EPI01-01 
   
   
   
   
  HORDES OF THAR: 
  THE WHITE HAND OF 
  DEATH 
   
   
   
   
   
   
   
   
  A Two-Hour Adventure for 5th to 10th Level Characters 
  Author 
  Lance Martin L. Tan 
  Optimized for APL: 7 
  Version 1.0 
   
  A disease is spreading around the town of Melvaunt, causing boils and festering marks to 
  form on townsfolk and travelers alike. The local guard believes that this disease is of 
  unnatural origin, and has issued a call for brave adventurers to investigate the matter. 
  Can you find the source of the plague, or will you simply fall as another victim? Part one 
  of the Hordes of Thar Saga.  
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  CCC-EPI01-01 Hordes of Thar: The White Hand of Death 
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  Credits 
   
  Lead Designer​: Lance Tan 
   
  Editing​:  Marielle Ko 
   
  D&D Adventurers League Guildmaster​: Chris Lindsay 
   
  Art Director & Graphic Design​: Camille Chua 
   
  D&D Adventurers League Wizards Team​: Adam Lee, Chris 
  Lindsay, Mike Mearls, Matt Sernett 
   
  D&D Adventurers League Administrators​: Alan Patrick, 
  Amy Lynn Dzura, Travis Woodall, Lysa Chen, Claire Hoffman, 
  Greg Marks 
   
  Playtesters​: 
  Team 1:​ ​John Michael Huang, Patrick Angulo, Marielle 
  Ko, Ian De Guzman, Nikka Lao, Febie Magno, Smimo 
  Mapanoo 
  Team 2:​ Charles Kho, Marik Rama, Paulo Agustin, Duane 
  Galang, Rue Agustin 
  Team 3 (The League of Extraordinary Best Friends)​: 
  Richie King, Deano Reyes, Angelo Montejo, Eric 
  Remandaban, Toby Fernando, Lynne Cruz, Miguel 
  Montilla’ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, ​Player’s Handbook, Monster Manual, Dungeon Master’s Guide,​ D&D Adventurers League, all other Wizards 
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  Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
   
  ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex,  
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  CCC-EPI01-01 Hordes of Thar: The White Hand of Death 
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  Introduction 
  Welcome to The White Hand of Death, part one of 
  the Hordes of Thar series, a D&D Adventurer's 
  League™ adventure, part of the official D&D 
  Adventurer's League organized play system. 
  This adventure is designed for three to seven 5th to 
  10th level characters and is optimized for​ five 
  characters with an average party level (APL) of 7. 
  Characters outside this level range cannot 
  participate in this adventure. 
  ADJUSTING THIS ADVENTURE 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, 
  characters of higher or lower levels, and characters 
  that are otherwise a bit more powerful 
  than the adventure is optimized for. You’re not 
  bound to these adjustments; they’re here for your 
  convenience. To figure out whether you should 
  consider adjusting the adventure, add up the total 
  levels of all the characters and divide the total by the 
  number of characters (rounding .5 or greater 
  up; .4 or less down). This is the group’s APL. To 
  approximate the ​party strength ​for the 
  adventure, consult the following table. 
    
  DETERMINING PARTY STRENGTH 
    
  Party Composition Party 
  Strength 
  3-4 characters, APL less than 
  Very weak 
  3-4 characters, APL equivalent 
  Weak 
  3-4 characters, APL greater than Average 
  5 characters, APL less than 
  Weak 
  5 characters, APL equivalent
   Average 
  5 characters, APL greater than 
  Strong 
  6-7 characters, APL less than 
  Average 
  6-7 characters, APL equivalent 
  Strong 
  6-7 characters, APL greater than Very strong 
    
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to 
  make adjustments. 
   
   
  BEFORE PLAY AT THE TABLE 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind 
  yourself while running the adventure, such as a 
  way you’d like to portray an NPC or a tactic 
  you’d like to use in a combat. Familiar yourself 
  with the adventure’s appendices and handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battle maps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
   
  PLAYING THE DUNGEON MASTER 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You 
  provide the narrative and bring the words on 
  these pages to life. 
  To facilitate this, keep in mind the following: 
  You’re Empowered. ​Make decisions about how 
  the group interacts with the adventure; adjusting 
  or improvising is encouraged, so long as you 
  maintain the adventure’s spirit. This doesn’t allow 
  you to implement house rules or change those of 
  the Adventurers League, however; they should be 
  consistent in this regard. 
  Challenge Your Players. ​Gauge the experience 
  level of your ​players ​(not the characters), try to 
  feel out (or ask) what they like in a game, and 
  attempt to deliver the experience they’re after. 
  Everyone should have the opportunity to shine. 
  Keep the Adventure Moving. ​When the game 
  starts to get bogged down, feel free to provide 
  hints and clues to your players so they can 
  attempt to solve puzzles, engage in combat, and 
  roleplay interactions without getting too 
  frustrated over a lack of information. This gives 
  players “little victories” for figuring out good 
  choices from clues. Watch for stalling—play loses 
  momentum when this happens. At the same time, 
  make sure that the players don’t finish too early; 
  provide them with a full play experience 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  CCC-EPI01-01 Hordes of Thar: The White Hand of Death 
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  Adventure Primer 
  "Medicine heals doubts as well as disease. 
  —Karl Marx 
  Background 
  Thar is an inhospitable wasteland ravaged by 
  various humanoid tribes who are constantly at war 
  with one another. Most prominent of these are the 
  powerful and savage orcish tribes that fight tooth 
  and nail for whatever scarce resources are available 
  to them. As though by the design of the orcish gods 
  themselves, the birth rate of orcs has increased 
  exponentially over the past few generations, causing 
  a rapid increase in the most prominent tribes and 
  the addition of various new tribes. 
  Three months ago, the two largest orcish tribes, the 
  Howling Thunders led by Brogug the Stormlord and 
  the Wyvernbreakers led by Thork Fleshrender 
  engaged each other in the largest turf war seen in 
  the past few decades. Their war spanned several 
  battles over hundreds of miles stretching from the 
  River Thent to the edge of the Highfells. After several 
  bloody encounters, Brogug towered victoriously 
  over the broken corpse of Thork. With their leader 
  dead, Brogug was able to subjugate the rest of the 
  Wyvernbreakers under his banner. Brogug swore to 
  unite the various orcish tribes and go on a vicious 
  warpath in the lands beyond Thar.  
  Meanwhile, the city of Melvaunt has been crippled 
  by a deadly and mysterious disease.  Locals and 
  travelers alike are falling ill at an alarming rate, 
  coughing up blood with boils forming all over their 
  bodies. Traditional medicine is ineffective, and the 
  use of divine magic does not prevent the disease 
  from recurring. The local watch, lead by Jonathan 
  Snow, believes that the only way to deal with this is 
  to find the source and stamp it out. 
  Overview 
  Part 1. THE WHITE ROT 
  The adventurers meet with the grieving Captain 
  Jonathan Snow whose daughter, Alyssa, is dying of 
  the plague at the  Breakerwater Inn on the rim of 
  Melvaunt’s marketplace. He dispatches the team of 
  adventurers to investigate and if possible, destroy 
  the source of the plague. 
   
  Part 2. CITY OF SWORDS 
  Investigating the town, the adventurers question the 
  townsfolk and look for clues to discover the origin of 
  the plague. 
  Part 3. INTO THE AQUEDUCTS 
  Having found the source, the adventurers journey 
  into the aqueducts of the town to find a grotesque 
  group of orcs riddled with disease. 
  Part 4. A PLAGUE OF DIVINITY 
  Travelling along the underground stream, the 
  adventurers make their way to a decrepit sewer 
  camp, catching the Cult of Yurtus in the act. 
  Part 5. CONCLUSION 
  After dealing with the perpetrators, the group 
  reports to Captain Snow who is accompanied by an 
  unexpected guest who suspects there is a larger 
  scheme at hand.  
  Adventure Hooks 
  City of Melvaunt. ​The City of Melvaunt is being 
  ravaged by a deadly plague. The leaders of the city 
  have sounded a call to arms to all able bodied 
  adventurers to help find the source and stop it.  
  Emerald Enclave​. The Emerald Enclave has 
  dispatched their members to see to the end of the 
  plague.  
  Order of the Gauntlet.​ Members of the Order have 
  received visions from their gods: the White Hand of 
  death looms over Melvaunt. The Order must rise to 
  the occasion and send agents to aid the city. 
  Lord’s Alliance.​ Melvaunt is a wealthy city and is 
  the seat of much commerce. The plague has put a 
  halt to most of the economic activity there. It is up to 
  the agents of the Alliance to see things through. 
  Harpers.​ The plague that hit Melvaunt is a mystery. 
  Innocents fall, and those who Harp will not stand by 
  when times are dire.  
  Zhentarim. ​The Black Network sees Melvaunt in 
  need. What better way to establish connections and 
  gain influence than to help them solve their 
  problems?  
   
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  CCC-EPI01-01 Hordes of Thar: The White Hand of Death 
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  Part 1: The White Rot 
  Estimated. Duration​ 20 minutes 
  The adventure begins with the party entering 
  Breakwater Inn to meet their contact in the 
  Melvaunt City Guard. 
   General Features 
  Terrain​.  Melvaunt is a cold and gray city with 
  large buildings tightly packed against each other 
  with only tiny alleyways offering any sort of 
  breathing room between them. 
  Weather.​ Cold, crisp, and windless, the weather is 
  uncharacteristically calm.  
  Lighting​  Lanterns bathe the inn in a comfortable 
  and warm glow.  
  Smells and Sounds​  The wind whistles through 
  the cracks in the windows, putting emphasis in the 
  absence of any merriment. A stale aroma fills the air. 
   
  Breakwater Inn stands as a haunting dark silhouette against 
  the fog. Its lights are dim and the common room is silent, 
  save for the crackling of a dying hearth. The sullen human 
  bartender with dark hair and  pale skin lets out a hacking 
  cough, his breeches and shirt dampened by his cold sweat. 
  He takes a drink of water before addressing you with a curt 
  nod. His eyes dart between you and the only customer in the 
  common room.  
  Sitting alone at one of the three  long oak tables is an older 
  gentleman with graying black hair.  “Haven’t seen a plague 
  this bad since the Wailing Death in Neverwinter. My guard is 
  stretched thin, and you are our only hope. Let’s get started. 
  There’s much to do.” 
  The player characters who are participating in the 
  adventure are asked to take turns introducing 
  themselves. 
   
   
  The party is given a modest meal of veal, apples, and 
  water. Kindly note what they partake in. Those who 
  drink any beverage at the inn will have to make a 
  save once the investigation begins (delay the saving 
  throw so the players don’t immediately make the 
  connection between the water and the plague).  
  Roleplaying Jonathan 
  Jonathan Snow is a human male in his late thirties clad in 
  chainmail. He’s a good natured Captain of the Guard of the 
  City of Melvaunt whose spirit is being tested by the plague. 
  He has two children, one claimed by the plague and the other 
  in the cusp of dying.  
  Quote​: ​"It will get better. It has to." 
   
  Jonathan explains what he has learned so far to the 
  adventurers: 
  ●
  Commerce in Melvaunt has ground into a 
  screeching halt in the wake of the quarantine.  
  ●
  The disease was contained early on, and reports 
  show that the majority of the plague victims 
  started out in the marketplace district. 
  ●
  The disease can be cured using a Greater 
  Restoration Spell or other magical means, 
  during the early stages of the disease. However, 
  patients seem to relapse hours to days after as 
  the cause was never identified.  
  ●
  No one knows how the disease is spread.  
  ●
  Those who have the disease begin to cough 
  blood and grow boils all over their bodies. If left 
  unchecked, the disease causes death.  
  ●
  Spellcasting services are currently unavailable 
  during this time as healers are preoccupied with 
  containing the disease.  
  ●
  The first one to die of the disease was Thomas, 
  Jonathan’s fourteen year old son, who died three 
  days ago. Thomas would often explore the city, 
  acting as a deputy town crier. His son died of the 
  White Rot in bed, his face the visage of pained 
  exhaustion.  
  ●
  Jonathan’s daughter Alyssa contracted the 
  disease a five days earlier and is comatose. The 
  Abbot estimated that she had around 5 hours 
  left to live. She shows late symptoms as detailed 
  below under The White Rot section. 
  ●
  Abbot Wilhelm Kord has been taking in the sick 
  at the Temple of Tyr, and would know the most 
  about the demographics of the dead and dying, 
  possibly making some headway in 
  understanding the origin of the disease.  
  ●
  The advent of the plague has loosened the 
  tongue of a certain Garra Lazerin, a prominent 
  slaver who lives in Bruilhaven which is in the 
  western section of the city. Strangely, she is the 
  only one in the northwestern section of the city 
  to contract the plague. She may present a lead to 
  finding out more about the source of this plague.  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  CCC-EPI01-01 Hordes of Thar: The White Hand of Death 
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  Time Pressure 
  The party can move between Breakwater Inn and 
  the two investigation points, the Temple of Tyr and 
  Bruilhaven. This adventure runs on a time limit and 
  is potentially crippling for adventurers who contract 
  the White Rot.  
   
  Time Table 
  Travelling to the 
  Abbott 
  1 hour 
  Travelling to Garra 
  1 hour 
  Performing Favor for 
  A Broken Whip 
  1 hour 
  Clearing out the 
  Aqueducts 
  1 hour 
  Short Rest 
  1 hour 
   
  Jonathan has a four year old daughter, Alyssa Snow, 
  who had contracted the disease several days before. 
  She is in the stage of the disease that cannot be 
  cured by means other than divine intervention by 
  the Abbot, who is preoccupied with other patients. 
  (The disease is being strengthened by a ritual by the 
  Cult of Yurtus, but the players have no means of 
  knowing this at the moment). She has 5 hours left to 
  live, so track the time the party takes to travel and 
  take rests. If the players ask, you may say that the 
  local clerics believe she has less than a day to live. If 
  the party destroys the source of the disease and 
  disrupt the ritual before the time runs out, it will be 
  assumed that new cases cease and the clerics are 
  able to tend to all the sick and dying, including 
  Alyssa.  
   
  Notes to DM.​  If for whatever reason, the players are 
  able to cure Alyssa via Divine Intervention, then the 
  module still moves forward as normal but without 
  the time constraints. Alyssa herself is too young to 
  contribute to the investigation and is too tired to 
  recount much. 
   
   
   
   
   
   
   
  The White Rot 
  Adventurers who drink the water from Breakwater Inn or any 
  area around the Marketplace contract the White Rot, a 
  disease of divine origin. ​Do not reveal the source of the 
  disease​, but take note of any who drink the water provided 
  by areas in the marketplace. Upon drinking the water 
  (though you can delay the check to throw them off in 
  determining the source), make a ​DC 12 Constitution Saving 
  Throw.​ If failed, the character begins to hack and cough 
  blood and white boils begin to mark their faces as they have 
  contracted the White Rot. Characters who have been 
  infected by the disease gain a ​level of exhaustion​ which 
  cannot be removed through a long rest. Later symptoms 
  include high fever which manifests itself after 4 levels of 
  exhaustion. After 5 levels of exhaustion, the victim’s hands 
  turn pale white. 
  The White Rot is a ​disease​ named for the pale hands its 
  victims are afflicted with in its later stages. Adventurers and 
  monsters who are immune to the disease are spared from 
  being affected by this. ​Repeat this save at the end of each 
  hour after the characters drink from any water source in the 
  market district/Breakwater Inn​, having the character gain 
  another level of exhaustion upon failure. Succeeding in this 
  check does not remove the White Rot, but prevents the 
  exhaustion for that check. Note that this does not stop said 
  character from removing a level of exhaustion gained by 
  other means via long rest (such as the aftermath of a 
  Barbarian using Frenzy).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  CCC-EPI01-01 Hordes of Thar: The White Hand of Death 
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  Part 2: City of Swords 
  Estimated. Duration​ 60 minutes 
  The adventurers go through the city to gather clues 
  on the source of the disease.  
  General Features 
  Terrain​.  Melvaunt is a cold and gray city with 
  large buildings tightly packed against each other 
  with only tiny alleyways offering any sort of 
  breathing room between them. 
  Weather.​ Cold, crisp, and windless, the weather is 
  uncharacteristically calm.  
  Lighting​  The combination of a thick fog and 
  overcast clouds filter what little light the morning 
  offers into the city.  
  Smells and Sounds​ The stench of manure 
  accompanies any city goer, likely wafting through 
  the air from horse droppings left on the roads. The 
  sound of hacking coughs fill the air.  
   
  The City of Swords is known for its tall buildings which belch 
  out smoke from the metal working facilities near the docks. 
  Its temperature rises and falls like a heartbeat at the mercy 
  of the Moonsea, its breeze weighed down by the smog.  The 
  first thing you notice upon entering the marketplace district 
  is the foul and rancid stench of rot accompanying the sound 
  of hacking coughs.  A few well dressed individuals could be 
  seen bickering with the guards, complaining about how their 
  incompetence has led to them losing revenue. The guards 
  bark back, ushering them and other merchants back to their 
  quarters.  
  Those with no homes to return to are relegated to tightly 
  packed alleyways filled with pock marked individuals of all 
  shapes and sizes. Some cry out in pain while others openly 
  pray for a divine intervention. They are answered by a flash 
  of lightning and a roar of thunder, followed by an eerie 
  silence.  
  The marketplace, known for being the city’s center of 
  commerce is deathly quiet.. The streets are emptied. Gray 
  buildings stand lifeless without the people in the street.  
   At this point, the party has two leads to investigate: 
  the Abbot of Tyr (A), and Garra the Slaver (B). They 
  can decide to approach either in any order.  
   
   
   
   
   
   
   
  Lament of the Sick 
  Insert Encounter ONCE as the party travels between 
  locations. 
  The streets are filled with citizens at varying states 
  of sickness: some only present a hacking cough 
  while others are barely clinging to life. All of them 
  eye the party with a fervent desperation. Have them 
  approach the party and ask for as much sympathy as 
  they are willing to give.  
  If the party engages any of them, and offers to heal 
  (Greater Restoration and other means of curing 
  disease will serve to cure them for a day before they 
  relapse as the source has not been dealt with) or 
  help them in any way (like giving gold or other aid), 
  other diseased citizens shamble forth, rioting to also 
  gain a cure.  
  Thirty ​commoners​ begin to converge on the party’s 
  position, crying out for a cure.  
  Characters may attempt to make reasonable 
  attempts to calm the crowd, with a​ DC 14 
  Persuasion, Deception, Intimidation, or 
  Performance​, depending on what method the party 
  decides to calm the crowd.  
  On a success, the party is able to establish a 
  semblance of calm as the crowd is effectively 
  dispersed.  
  Should the party fail at this, the mob begins to 
  swarm over them, dealing 2d4 bludgeoning damage 
  to each adventurer who fails ​DC14 Athletics or 
  Acrobatics​ check to avoid the crowd (half damage 
  on succeeding on the check).  
  After the crowd’s first swarm, the party has one 
  more chance to perform a charisma check as shown 
  above, lest they be subjected to another wave of 
  attacks.  
  The city watch is stretched too thin to respond to 
  this mob. Those who die in this encounter are 
  tragically counted among the victims of the plague.  
   
   
   
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  CCC-EPI01-01 Hordes of Thar: The White Hand of Death 
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  A. Temple of Tyr 
  Tyr’s Temple is a 40ft high stone building that serves 
  as the primary center for plague victim treatment in 
  light of the abruptness of the plague.  
  The Temple of Tyr looms above the eastern section of 
  the city, its height matched only by the government 
  buildings’. A statue of an armored, bearded man with a 
  blindfold and a stub in place of a right hand is holding a 
  perfectly balanced scale next to the large wooden 
  doors.  
  The acrid smell of death fills your nostrils as you 
  approach. Bodies covered in pustules and rot decorate 
  the floor, some of them moaning in agony while others 
  lie perfectly still.  
  A tall man with graying hair wearing blue and purple 
  robes is kneeling down next to one of those crying out. 
  Soon however, the wailing comes to an abrupt halt. 
  The man reaches down to close the eyes of the 
  recently departed. With a heavy sigh, he turns back to 
  look at you. “T’is a grim day to serve a just god. I am 
  Abbot Wilhelm, servant of the Maimed God. How may I 
  be of service?” 
   The Abbot is very much willing to do anything to 
  help in finding the source of the plague, but he will 
  not leave the dying at Tyr’s temple. His talking 
  points revolve around the following in case the 
  adventurers ask: 
  ●
  The deaths began to roll in three days ago, 
  starting with Thomas Snow.  
  ●
  He and Thomas had been friends, the latter 
  would pass by often to pay his respects, wanting 
  to be a knight of Tyr the Even Handed One. 
  ●
  Most of the dead and the dying are from all over 
  the City.  Many were people who would come to 
  him for guidance and arbitration. 
  ●
  In studying the plague, he can note that the 
  disease is of divine origin, and no natural 
  phenomenon.  
  ●
  If asked about Garra, the Abbot says that he only 
  tolerates her because slavery is allowed within 
  the walls of Melvaunt. He sees her as a cruel, 
  sadistic woman who the world is better off 
  without.  
  ●
  If asked about the Snows, he says they are just 
  and proper folk. They came to him with their 
  son but were unfortunately too late.  
  ●
  The city is a heavily polluted city, and the 
  disease can come from many sources. The Abbot 
  does not know how the disease is distributed 
  though he suspects it to be airborne.  
   
  Roleplaying Abbot Wilhelm 
  Abbot Wilhelm is an older man well into his 40s with graying 
  hair who wears long blue and purple robes with a white sash 
  and a white glove over his left hand. His strong build and 
  even steps hint at a military background when he was in his 
  prime. Humorless and stubborn, Abbot Wilhelm is wears a 
  facade of optimism over his current dismay over the deaths 
  of many. Abbot Wilhelm uses the ​War Priest​ statblock. 
  Quote​: ​ “T’is a grim day to serve a just god. ” 
  Investigation 
  ●
  The party may make a ​Medicine Check (DC 10) 
  to confirm the symptoms of the disease amongst 
  the victims.  
  ●
  The party may make a ​Religion Check (DC 14; 
  with advantage if the adventurer has orcish 
  blood)​. Succeeding lets the adventurers know 
  that the White Hands the victims of the plague 
  exhibit are a sign of the orcish god of disease, 
  Yurtus.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  CCC-EPI01-01 Hordes of Thar: The White Hand of Death 
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  B. Garra’s Den 
  House Bruil is the second most powerful house in 
  Melvaunt. While they are involved in Melvaunts' 
  primary industries:  mining and steel manufacturing, 
  they have also diversified into agriculture. Since 
  farmland is at a premium in the Northern Moonsea, 
  Melvaunt depends heavily on the importation of 
  crops from the Dalelands. The ships of House Bruil 
  import grain and fruit from Hillsfar, Elmwood, and 
  Mulmaster, and even carry on a light trade with the 
  orcs of Thar, purchasing wool and mutton from 
  them. They also hold several large villas in the 
  surrounding countryside worked by slaves, and they 
  sell the produce from those. Garra Lazerrin is one of 
  their primary slavers and resides in Bruil’s 
  Townhome, Bruilhaven 
  Bruilhaven is sprawled out over the western fringes of 
  Melvaunt. Metalworks and processing facilities fill the 
  area with a black smog and the smell of heated metal. 
  The sound of hammers beating anvils serve as a 
  percussion to the anguished cries of whipped slaves.  
  A decrepit man with tanned skin looks and addresses 
  you with weary eyes. With an unflinching gaze, he 
  silently beckons you to follow him. He leads you 
  through a complex with other such manacled men. 
  The man brings you to a modest sized bedchamber. 
  Lying on the bed is a boil covered young woman with 
  pale white skin sporting a black mohawk. She regards 
  you weakly, “Who are you sods?” 
  Though not in her best condition, she can still 
  provide the party with some information if they are 
  willing to pay her ​300 gold​. The party may also opt 
  to attempt a ​DC 14 Charisma Check (Persuasion, 
  Intimidation, and if properly justified, 
  Deception)​ to convince her to part with what she 
  knows. While these are the mechanical ties to the 
  scenario, the DM is encouraged to reward good 
  roleplaying in trying to work through this social 
  encounter.  
   
   
   
   
   
   
   
  Garra Knows The Following Information.​. 
  ●
  She has been sick of the plague for five days.  
  ●
  No one else in Bruilhaven is sick with the plague.  
  ●
  She often brings the slaves to the market district 
  when she does her rounds collecting money for 
  the Bruils.  
  ●
  She knows Thomas has a huge crush on her. 
  Garra uses this to get him to fetch water from 
  the market district well for her.  She last saw 
  him five days ago, and does not care for him at 
  all. 
  ●
  To her, the Abbot and the rest of the self 
  righteous Tyr worshippers are hypocrites.  
   
  If the adventurers choose not to bribe her and fail to 
  convince her to share the information, Garra instead 
  asks for a favor ​(See Favor for a Broken Whip). 
   
  Roleplaying Garra  
  Garra Lazerrin is a half-elven slaver who has seen better days. 
  Raven haired and of medium build, she sports a mohawk 
  which exposes the numerous boils covering her sickly body. 
  Young and violent, Garra enjoys her position as the whip 
  cracker of Bruil’s slave business. Five days ago, however, she 
  contracted the plague, and symptoms sap her of her 
  strength, leaving her incapable of doing her job. Use the 
  Veteran statblock​ for her, but with the White Rot and five 
  levels of exhaustion.  
  Quote​: ​ “What’s in it for me? ” 
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Favor for a Broken Whip 
  If the adventurers are unable to bribe or convince 
  Garra to share the information, she instead asks 
  them to help her out with a small problem in 
  exchange for the information. Right before they 
  showed up, one of her men reported that the 
  menagerie of pets owned by her masters were set 
  loose by a careless servant.  
  If they can take them out (dead or alive), she will 
  share what information she knows. Should they 
  accept this task, they are escorted to a small barn 
  half an hour away from Garra’s residence. 
  The barn is an 80 foot by 80 foot square building, 
  with wrecked cages and dead handlers.  
  The combination of creatures in this den is 
  determined by the party’s APL: 
  Adjusting The Encounter 
  Very Weak:​ 2 Owlbears 
  Weak:​ 4 Owlbears 
  Average: ​3 Owlbears and 1 Otyugh 
  Strong:​ 2 Otyughs 
  Very Strong​:​ 2 Otyughs and 1 Owlbear 
   
  Notes to DM.​   Accomplishing this task adds another 
  hour to the adventure, as it takes half an hour to go 
  to and from this area.  
  Upon completing this task, the party is escorted back 
  to Garra, who sheepishly shares what she knows.  
   
   
   
   
   
   
   
   
   
   
   
   
  C. Further Investigation 
   
   
  Additional Facts​.  that may be added to augment 
  info under either leads or random citizens asked 
  should they be relevant: 
   
  ●
  The city has multiple wells, and the market 
  district is the largest one. Bruilhaven and the 
  Eastern District have their own wells, but 
  Bruilhaven exists in relative isolation from the 
  marketplace district. 
  ●
  Water from the other wells is clean. 
  ●
  Only magical means may detect the taint in the 
  market district well water. It has a foul divinity 
  about it when users use detect magic or other 
  means to identify the taint. 
   
  Potential Red Herring. 
  ●
  Note that the city is quite polluted, the air is 
  smoggy from all the metalworks that bring life 
  to this city’s trade. Delaying the constitution 
  saving throw from drinking the water until after 
  they are exposed to the city air may throw them 
  off.  
  .  
  Development 
  When the party realizes that the disease is 
  transferred via the water, they can easily surmise 
  that the source of the plague are the city’s wells (at 
  this point, the market district’s well). In order to 
  explore further, they find out that the aqueducts 
  could be accessed via the manhole located in the 
  southern rim of the marketplace by any authority or 
  citizen they approach (this includes Jonathan or the 
  Abbot). 
   
  . 
   
   
   
   
   
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  Part 3: Into the Aqueducts 
  Estimated. Duration​ 100 minutes 
  The adventurers descend into the underbelly of 
  Melvaunt as puss filled eyes watch them from 
  darkness. Refer to Appendix 4A  for map details of 
  the 1st Floor of the Aqueducts. 
  General Features 
  Terrain​.   The aqueducts of Melvaunt sport 10 
  foot diameter circular passageways with a foot high 
  stream of sewage running through them.  
  Lighting​ The aqueducts are covered in darkness.  
  Smells and Sounds​ The acrid sting of rot fills the 
  air, and the tunnels are eerily silent save for the 
  occasional wet dripping sound.  
   
  Notes to DM.​   Characters who spend a significant 
  time in these aqueducts run the risk of contracting 
  diseases. At the end of every hour spent here, have 
  the characters make a DC 12 Constitution saving 
  throw or become infected by the White Rot upon 
  failure. If already infected, they gain another level of 
  exhaustion should they fail the save.  
  A. The Winding Tunnels 
  A waft of the acrid sewage fills your nostrils as you 
  dislodge the manhole cover. Rusted ladder rails are 
  lodged against the claustrophobic passage into the 
  tunnels below. After spending a few minutes 
  descending, you finally make it into a wet but solid 
  ground, causing the shallow and stagnant water to 
  ripple. Darkness envelops you as you descend deeper 
  into the waterways. Warped moss and various types of 
  fungi grow along the walls.  
  Characters with a​ passive perception of 14 or 
  higher ​will hear the frantic wet footsteps and the 
  ripples in the water from the northern tunnel 
  growing further and further apart. This is in fact a 
  Hand of Yurtus​, an orcish cultist of a death god 
  running away to report the arrival of the 
  adventurers to Halgash.  
  Unbeknownst to the party, there is a poison spike 
  trap that hangs beneath the surface on the sections 
  marked X. Those who fail a ​DC 16 perception check 
  as they move along the hallway take 2d4 piercing 
  damage and must make a ​DC 15 Constitution 
  saving throw​ or be plagued by the White Rot (see 
  description above). If detected, the traps could be 
  easily removed with ​a DC 14 Sleight of Hand or DC 
  10 if attempted with Thieves Tools.  
  If they are able to notice the runner,  the players 
  have the option to try and catch him. Characters able 
  to justify being able to move at​ 100 feet in a single 
  turn (including a dash speed and teleportation 
  magic like misty step, etc.)​ are able to catch up 
  with this ​Nurtured One of Yurtus​, who turns 
  around to fight while immediately cries out for help 
  in​ orcish (the only language they speak)​. If 
  caught/cornered, he utters “​Gaj ezog kor Yurtus! 
  Halgash Ezog jokog  narg kookar!”​ (“Feel the 
  blessing of Yurtus! Halgash the plaguebearer is our 
  champion and savior!!”). The orc is disease ridden 
  and crazed.  
  Have the players roll initiative as creatures from the 
  area marked “B” on the map will make their way to 
  help the orc (kindly note that this Nurtured One of 
  Yurtus is already included in the Adjusting this 
  Encounter section.) 
  If they are unable to catch up to the orc, he lures the 
  adventurers to where his brethren lie in wait in the 
  various sewage pipes that mark the walls of that 
  tight space.  
  Notes to DM.​Orc Nurtured Ones of Yurtus would 
  rather use their corrupted vengeance ability than be 
  captured by the party.  
  Orc Hands of Yurtus are priests of Yurtus and are 
  therefore mute, silent like their god (and also explains 
  why they can cast without verbal components). Any 
  dialogue from Halgash’s servants come from the crazed 
  Nurtured Ones of Yurtus.  
   
   
   
   
   
   
   
   
   
   
   
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  B. The Fetid Pipes 
  This tunnel contains various drains that are large 
  enough to fit Nurtured Ones of Yurtus who hide in 
  them, waiting for the adventurers to enter their 
  range of movement as they turn the corner.  
  Adjusting The Encounter 
  Very Weak:​ 2 Nurtured Ones of Yurtus and 2 Hand of Yurtus.  
  Weak:​  4 Nurtured Ones of Yurtus, 3 Hands of Yurtus. 
  Average: ​4 Nurtured Ones of Yurtus, 2 Hands of Yurtus, and 1 
  Catoblepas.  
  Strong: ​5 Nurtured Ones of Yurtus, 3 Hands of Yurtus, and 1 
  Catoblepas 
  Very Strong​:​ 4 Nurtured Ones of Yurtus, 3 Hands of Yurtus, 
  and 2 Catoblepas.  
  Running the Encounter 
  The cultists of Yurtus will prioritize using debuffs on 
  the party to weaken their ability to save. Hands of 
  Yurtus favor the spell Bane to allow the Nurtured 
  Ones of Yurtus’ and Catoblepas’ deadly abilities to be 
  put to the best use. The tight winding corridors of 
  the aqueducts lends itself to the fighting style of the 
  cultists, who use the short passages to limit the 
  ranged abilities of the adventurers.  
   
  If any of the Nurtured Ones of Yurtus are captured 
  (and are somehow made incapable of using 
  corrupted vengeance), they only communicate in 
  orcish. Their responses come in crazed tones, though 
  in truth they were indeed spared from death by 
  Halgash. They say the following: 
   
  ●
  “Halgash delivered us from death’s embrace!” 
  ●
  “We are all victims of the plague!” 
  ●
  “Only in spreading the disease do we rise above 
  victimhood!” 
  ●
  “We are unworthy of life!” 
  ●
  “The White Rot will cleanse this land of the 
  weak!” 
  ●
  “Once disease culls the weak, the Unbreaker will 
  reap the strong!” 
  ●
  “All lives belong to Yurtus!” 
   
   
   
   
   
   
  Last Gasp for Mercy 
  When the fight is over, a strange creature emerges 
  from one of the tunnels. Hiding inside one of the 
  pipes, ​Rogut​, an aged member of the White Hand 
  cult, emerges to plead for his life and the life of his 
  tribe’s leader, Halgash. He uses the stats of a ​Hand 
  of Yurtus​, except he has not sworn to silence, which 
  allows him to speak in fluent orcish and broken 
  common. 
  An old orc lurches out from one of the tunnels, his 
  gnarled frail body creaking with every step. His body is 
  covered in boils and  rags. “Please, no kills Rogut. 
  Rogut, and Halgash,” the creature whines. “Halgash, 
  save Rogut. Save tribe. Now, Rogut save Halgash.” 
   
  Rogut explains to the party in broken common (or 
  fluent orcish) that Halgash is not what she seems. 
  She only leads the Cult of Yurtus to save the sick and 
  the dying orcs, and only wants to be left in peace. 
  Halgash was bullied by the gods into spreading the 
  White Rot. Rogut believes that her commitment to 
  this destruction could be broken by beating her in 
  battle, hinting at the potential for the ​WE 
  SURRENDER!​ scenario,  
  Roleplaying Rogut  
  Rogut is a sickly older orc who witnessed the tragedy that 
  befell their tribe’s leader, Halgash. He speaks in gasps, as his 
  lungs are clogged with phlegm. Rogut speaks broken 
  common but fluent orcish. His not swearing himself to silence 
  reflects his reluctance to serve Yurtus.  
  Quote​: ​ “Please…spare…Rogut.” 
  Though eager to help Halgash, he will not face her. If 
  the party wants to drag him along, he can be coaxed 
  with a ​DC 16 Intimidate Check.​ Otherwise, he runs 
  off, never to be seen again.  
   
   
   
   
   
   
   
   
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  C. The Canals  
  The oppressive tunnels eventually give way to a 
  large room with a walkway that bridges this 
  chamber with the next  area. It has a 20 ft high 
  ceiling. This walkway is actually an arch that serves 
  as a canal between two waterways. The reservoirs 
  are 40 ft deep. Unknown to the players, the canals 
  are home to some predatory aquatic beasts that 
  were brought there from the Marshes of Thar by the 
  orcs.  
  The passageways open up to a large room with a large 
  pool divided by a walkway that runs down the middle. 
  The eerie hum of air passing through the tunnels is 
  interrupted by the bubbling noise of something large 
  emerging from the water! 
   
  The creatures that lurk in the depths ambush the 
  adventurers as they travel through the canals, 
  effectively giving them a surprise round.  Those with 
  a ​Passive Perception of 17​ or higher are not 
  affected by this surprise round. 
  Adjusting The Encounter 
  Very Weak:​ 2 Giant Crocodiles  
  Weak:​ 1 Froghemoth with 130hp  
  Average: ​ 1 Froghemoth with 150hp  
  Strong: ​ 1 Froghemoth with 150hp and 1 Giant Crocodile 
  Very Strong​:​  2 Froghemoths with 130hp each.  
  Running the Encounter 
  The semi aquatic creatures that dwell here use the 
  canal to their advantage. They drag the creature 
  underwater any chance they get, isolating their prey.  
  Development 
  Once the adventurers defeat Halgash’s pets, they 
  hear throaty and guttural chanting from the other 
  end of the tunnel.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  CCC-EPI01-01 Hordes of Thar: The White Hand of Death 
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  Part 4: A Plague of Divinity  
  Estimated. Duration​ 60 minutes 
  The adventurers make their way down to the 
  makeshift camp of Halgash the Plaguebearer, the 
  reluctant herald of Yurtus in the 2nd floor of the 
  aqueduct. See Appendix 4B. 
  General Features 
  Ceiling​.   The ceiling is 40 feet high and covered in 
  moss.  
  Lighting​ The aqueducts are covered in darkness.  
  Smells and Sounds​ The acrid sting of rot fills the 
  air. Loud murmuring could be heard from all sides, 
  as though the entire room itself was alive. 
   
  As you approach the source of the throaty chanting in 
  the darkness, you find yourselves in an even larger 
  room at the end of the aqueducts where Melvaunt 
  extracts water from an underground stream. Near the 
  mouth of the stream are disease ridden orcs who are 
  regurgitating their last meal and releasing their puss 
  into the water.  
  A hooded figure lurches forward, pulling back her hood 
  to reveal her divided face: Half of the pace is pock 
  marked and corpulent while the other half is clear of 
  disease but bears a skull tattoo that masks otherwise 
  pristine skin. Standing limp, she is propped up by her 
  gnarled and grotesque white staff filled with pustules 
  and boils. Her whispers echo through the hall and are 
  tinged with agony. “Waves of woe will assail Melvaunt. 
  This is merely the beginning. The plague that heralds 
  the storm! You are foolish to resist! We all die by the 
  White Hand!” As she says this, a swarm of grotesque 
  orcs pour out of the tunnels and begin to surge 
  through the rest of the room! 
   
  At this point, all party members who can hear 
  Halgash give these comments may make a ​DC 10  
  Insight Check​. Those who succeed can tell there is a 
  pained reluctance to her statement. While her 
  conviction is fragile, she fights on until gravely 
  injured​ (see WE SURRENDER!)​. 
   
  If Rogut is with the party during the encounter with 
  Halgash, she will rebuke him for betraying her. With 
  no choice, Rogut  fights alongside the adventurers to 
  make her see reason. If the adventurers decide to kill 
  Halgash, Rogut will turn on them. 
   
  The fight begins in earnest with Halgash and ​2 
  Hands of Yurtus​ keeping to the high ground while 
  the​ 5 Nurtured Ones of Yurtus​ and a ​Catoblepas 
  charge forward to overwhelm the party.  
   
  Additional  Nurtured of Yurtus​ pour out of the 
  pipes at the end of every turn for four turns based on 
  the difficulty adjustment (See Adjusting this 
  encounter where the number of​ Orc Pipe 
  Reinforcements​ per turn is reflected).  
  Halgash the Plaguebearer​ starts the fight with 
  Death Ward​ cast on her (this uses up one of her 
  level 4 spell slots).  
   
  ADJUSTING HALGASH: 
   
  FINGER OF YURTUS 
  Instead of wielding her maul, Halgash the Plaguebearer also 
  has the option to use the​ Finger of Yurtus​. By choosing the 
  Finger of Yurtus, she may opt to gain the following attack 
  option (multiattack still applies): 
   
  Finger of Yurtus​ +7 to hit, reach 5 ft., one target. Hit: 
  11 (1D8+3) bludgeoning damage if used with two 
  hands or (1d6+3) if used with one hand. 
  The staff can be wielded as a magic Quarterstaff. On a 
  hit, it deals damage as a normal Quarterstaff, and you 
  can expend 1 charge to deal an extra 2d10 necrotic 
  damage to the target. In addition, the target must 
  succeed on a DC 15 Constitution saving throw or have 
  disadvantage for 1 hour on any ability check or saving 
  throw that uses Strength or Constitution. 
   
  Aggressive 
  As ​Halgash ​is an ​orc​, she gains the ​Aggressive ​racial 
  ability. As a bonus action, Halgash can move up to her 
  speed toward a hostile creature that it can see.  
   
  Adjusting The Encounter 
  Very Weak:​1 Hand of Yurtus, 3 Nurtured Ones of Yurtus, 1 
  Orc Pipe Reinforcements  
  Weak:​ 2 Hand of Yurtus, 3 Nurtured Ones of Yurtus, 1 Orc 
  Pipe Reinforcements  
  Average: ​ 2 Hands of Yurtus, 5 Nurtured Ones of Yurtus, 1 
  Catoblepas, 2 Orc pipe reinforcements  
  Strong: ​ 3 Hands of Yurtus, 6 Nurtured Ones of Yurtus, 1 
  Catoblepas; 1 Orc pipe reinforcements  
  Very Strong​:​  3 Hands of Yurtus, 6 Nurtured Ones of Yurtus, 2 
  Catoblepas; 4 Orc pipe reinforcements 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  CCC-EPI01-01 Hordes of Thar: The White Hand of Death 
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  Roleplaying Halgash the Plaguebearer 
  The prophet of Yurtus is a reluctant avatar of said god. Born 
  in perfect health and on the path to be a priestess of Luthic, 
  the orcish goddess of fertility and life, Halgash took 
  uncharacteristic pity on her fellow orcs who were considered 
  the untouchable diseased. When the warchief of her original 
  tribe wanted to cull the sick, Halgash took pity on them, and 
  snuck them out of the camp by moonlight. 
  They praised her as a savior, and she proved to be an 
  effective leader. She had contracted all the diseases of her 
  people, but was blessed by Yurtus to have the constituion  to 
  hold their deathly effects at bay.  
  The White Hand lived in isolated peace for many years until 
  she was approached by Brogug who promised they would be 
  given refuge in his new tribe. Seeing that this was the only 
  way for her tribe of outcasts to reclaim any dignity, she 
  begrudgingly accepted.  
  If given the choice, she would want to be cured to start over, 
  as she regrets her decision to sacrifice herself but has too 
  much pride to admit she had made a mistake. She knows 
  next to nothing of the larger scheme involving her. Her 
  instructions were simply to unleash this plague upon 
  Melvaunt, nothing more. When asked who sent her, she says 
  the orcish god “Gruumsh” did. 
  Quote​: ​ “THE WHITE HAND COMES FOR US ALL!” 
  WE SURRENDER! 
  If reduced to 10 HP or less (but above 0), she begs 
  the adventuring party to spare her life, finally 
  admitting that all the sacrifice was not worth it.  This 
  takes her out of combat, and she begs for the 
  adventurers to spare her life and the life of any 
  surviving tribe members.  
  Either way, killed or spared, the ​Finger of Yurtus 
  melts in her hands, a reflection of how she has fallen 
  out of favor with Yurtus. All that is left of it is the 
  centerpiece of the staff, which is the item’s core 
  magical conduit. The party unlocks ​Aeir​, which for 
  all intents and purposes is a Pearl of Power.  
  If spared, Halgash and her tribe ask to return back to 
  Thar in a grim attempt to live in peaceful isolation.  
  Development 
  Defeating Halgash and stopping their ritual of 
  corruption effectively ends further contamination of 
  the well water. After a few days of draining the 
  defiled well, clean water will flow into Melvaunt’s 
  market district once again.  
  Whether they chose to spare Halgash or kill her, the 
  party can now report their findings to Captain Snow.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  CCC-EPI01-01 Hordes of Thar: The White Hand of Death 
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  Part 5: Conclusion  
  The party makes it back to Breakwater Inn to report 
  their findings to Jonathan to find that he is joined by 
  a half-orc with the look of a savage about him.  
  A​. If the party is successful in defeating Halgash and 
  destroying the source of the White Rot, read the 
  following:  
  After describing the diseased orcish cultists, Jonathan 
  looks at you incredulously as the half-orc’s eyes 
  express a deep disquiet. 
  “Are you sure of this? This is a bad omen. The Cult of 
  Yurtus never acts on its own,” the half-orc grunts.  
  Jonathan interjects, “Ah. This is Khorgol of the Emerald 
  Enclave. He came here to investigate the plague.” 
  “Don’t sleep too soundly. Something tells me this is 
  only the beginning,” Khorgol growls.  
  The party’s success in destroying the source of the 
  plague leads to the end of the quarantine, thus 
  allowing the City of Swords to resume trade. Clerics 
  double their efforts in curing the remaining victims 
  with renewed vigor, knowing that with the source 
  gone, the disease will not return.  
  Alyssa is cured, acting as though she had awoken from 
  a terrible dream. Jonathan thanks the party for their 
  efforts.  
  Despite the victory that had been won his day, citizens 
  claim to hear a roar of rage from the savage, untamed 
  north.  
   
  B​. ​If the party fails to stop the Cult of Yurtus in 5 
  hours, read the following: 
  Jonathan presses his face against Alyssa’s swollen 
  corpse, too stricken with grief to even face the party.  
  In the room is a half-orc bearing a leaf clasp signifying 
  he is with the Emerald Enclave. When the party reports 
  their failure, he slams his fist against the table, 
  splintering the fine wood upon impact. “Bah. This isn’t 
  over.” 
   
  C​. ​Additionally, if the party fails to foil the Cult of 
  Yurtus entirely, add the following: 
  The party’s failure leads to the deaths of hundreds of 
  citizens who fall pale and lifeless in their sickbeds. The 
  city dispatches more adventurers to deal with the 
  threat and expends more resources in containing the 
  ever expanding quarantine zone. Disease runs rife 
  within the city as an unseen hand moves to strike.  
  Roleplaying Khorgol Ul-Gorgosh 
  The half-orc Khorgol is a high ranking member of the Emerald 
  Enclave who wears a black wolf pelt. He stands roughly over 
  six feet with a strong build. Raised in the Savage North by his 
  now extinct orcish tribe, he turned to the life of adventuring 
  before starting a tribe of his own. His primary goal is to 
  maintain the power equilibrium in Thar. He has a gruff no 
  nonsense attitude, wearing a scowl most of the time. The 
  objective is of utmost importance, and he is not afraid of 
  knocking heads to get things done.  
  Quote​: "Good Gruumsh, don't give me that elf talk." 
  Notes to DM.​Any party members who contracted the 
  White Rot are cured of the disease by the end of the 
  module by the Abbot.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  CCC-EPI01-01 Hordes of Thar: The White Hand of Death 
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  Adventure Rewards 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Advancement and Treasure 
  Checkpoints 
  The characters receive ​4 advancement 
  checkpoints​  and​ 4 treasure checkpoints​ for 
  defeating Halgash and stopping her efforts to 
  destroy the town .  
  Player Rewards 
  The characters earn the following player rewards for 
  completing the adventure:  
  Aier (Pearl of Power) 
  Wondrous Item, Uncommon (requires 
  attunement by a spellcaster) 
  The Finger of Yurtus was powered by an elven 
  artifact known as Aier. This originated as a tiny 
  chunk of mythal which has been drained of most of 
  its power. In addition to serving as a Pearl of Power, 
  it can also be used to clear blackheads and pimples 
  not created by magical means.  
  (See PLAYER HANDOUT 1 for more details) 
   
  Gratitude of the Spared 
  If the players manage to spare Halgash and her 
  tribemates, they earn this story award. Sparing 
  Halgash has left her indebted to you. Only time will 
  tell if she will return to aid you in a future adventure. 
  Child of Melvaunt  
  Defeating Halgash within the 5 hour time limit or 
  (using Divine Intervention) to save Alyssa will get 
  you the friendship of Melvaunt’s City Watch. This 
  may come in handy later on.  
   
   
   
   
  Dungeon Master Rewards 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure but 
  none of the adventure’s player rewards.  
   
  However, this adventure may qualify for rewards 
  earned by completing DM quests. See the ALMDG 
  (Adventurers League Dungeon Master’s Guide) for 
  more information about DM Quests.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Appendix 1: Location and 
  NPC Summary  
  ABBOT WILHELM KORD 
  Abbot Wilhelm is an older man well into his 40s with 
  graying hair who wears long blue and purple robes 
  with a white sash and a white glove over his life 
  hand. He is strong build and even steps hint at a 
  military background when he was in his prime. 
  Humorless and stubborn, Abbot Wilhelm is wears a 
  facade of optimism over his current dismay over the 
  deaths of many. Abbot Wilhelm uses the War Priest 
  statblock. 
  Quote: ​“T’is a grim day to serve a just god.” 
  GARRA LAZERRIN 
  Garra Lazerrin is a half-elven slaver who has seen 
  better days. Raven haired and of medium build, she 
  sports a mohawk which exposes the numerous boils 
  covering her sickly body. Young and violent, Garra 
  enjoys her position as the whip cracker of Bruil’s 
  slave business. Five days ago, however, she 
  contracted the plague, and the symptoms sap her of 
  her strength, leaving her incapable of doing her job. 
  Use the Veteran stat block for her, but with the 
  White Rot and five levels of exhaustion 
  Quote: “​What’s in it for me?” 
  HALGASH THE PLAGUEBEARER 
  The prophet of Yurtus is a reluctant avatar of said 
  god. Born in perfect health and on track to be a 
  priestess of Luthic, the orcish goddess of fertility and 
  life, Halgash took uncharacteristic pity on her fellow 
  orcs who were considered the “Untouchable 
  Diseased”. When the warchief of the Bloody Axe 
  tribe wanted to cull the sick, Halgash took pity on 
  them, and snuck them out of the camp by moonlight. 
   
  They praised her as a savior, and she proved to be an 
  effective leader. She had contracted all the diseases 
  of her people, but was blessed by Yurtus to have the 
  constitution to hold their deathly effects at bay. 
  Together with her followers, she formed the Cult of 
  Yurtus, also known as the Tribe of the White Hand. 
  The White Hand lived in isolated peace for many 
  years until she was approached by Borgug who 
  promised they would be given refuge in his new 
  tribe. Seeing that this was the only way for her tribe 
  of outcasts to reclaim any dignity, she begrudgingly 
  accepted.  
   
   
  Quote: ​“THE WHITE HAND COMES FOR US ALL!” 
   
  JONATHAN SNOW 
  Jonathan Snow is a human male in his late thirties. 
  He’s a good natured Captain of the Guard of the City 
  of Melvaunt whose spirit is tested by the plague. He 
  has two children, one claimed by the plague and the 
  other in the cusp of dying.  
  Quote: ​ "It will get better. It has to." 
  KHORGOL UL-GORGOSH 
  The half-orc Khorgol is a high ranking member of the 
  Emerald Enclave who wears a black wolf pelt. He 
  stands roughly over six feet with a strong build. 
  Raised in the Savage North by his now extinct orcish 
  tribe, he turned to the life of adventuring before 
  starting a tribe of his own. His primary goal is to 
  maintain the power equilibrium in Thar. He has a 
  gruff no nonsense attitude, wearing a scowl most of 
  the time. The objective is of utmost importance, and 
  he is not afraid of knocking heads to get things done. 
  Quote: ​ "Good Gruumsh, don't give me that elf talk." 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
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  MELVAUNT, THE CITY OF SWORDS 
  A city that sits on the northern coast of the Moonsea, 
  adjacent to Thar. It was a city of smithing and 
  mercantile services,  serving as the port of entry to 
  many travelers coming to the region. The city itself 
  was cold and gray, with a mist that rose from the 
  Moonsea seeming to cover it entirely. 
  ROGUT 
  Rogut is a sickly older orc of the Cult of Yurtus who 
  witnessed the tragedy that befell their tribe’s leader, 
  Halgash. He speaks in gasps, as his lungs are clogged 
  with phlegm. Rogut speaks broken common but 
  fluent orcish.  
  Quote: ​“Please…spare…Rogut.” 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Appendix 2: Monster 
  Statistics 
  Catoblepas 
  Large Monstrosity, unaligned  
  Armor Class​ 14 (Natural Armor) 
  Hit Points​ 84 (8d10+40) 
  Speed​ 30ft . 
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  19 (+4)
  12 (+1)
  21 (+5)
  3 (-4)
  14 (+2)
  8 (-1) 
   
  Languages​ -- 
  Senses​ darkvision 60 ft., Passive Perception 12 
  Challenge Rating​ 5 (1,800 XP) 
  Keen Smell.​ The catoblepas has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Stench.​ Any creature other than a catoblepas that 
  starts its turn within 10 feet of the catoblepas must 
  succeed on a DC 16 Constitution saving throw or be 
  poisoned until the start of the creature’s next turn. On 
  a successful saving throw, the creature is immune to 
  the stench for 1 hour. 
  Actions 
  Tail. ​Melee Weapon Attack​: +7 to hit, reach 10 ft., one 
  target.​ Hit​: 21 (5d6+4) bludgeoning damage, and the 
  target must succeed on a DC 16 Constitution saving 
  throw or be stunned until the start of the catoblepas’s 
  next turn. 
  Death Ray (Recharge 5-6).​The catoblepas targets a 
  creature that it can see within 30 feet of it. The target 
  must make a DC 16 Constitution saving throw, taking 
  36 (8d8) necrotic damage on a failed save, or half as 
  much damage on a successful one. If the saving throw 
  fails by 5 or more, the target instead takes 64 necrotic 
  damage. The target dies if reduced to 0 hit points by 
  this ray. 
   
   
   
   
   
   
   
   
   
   
   
  Giant Crocodile 
  Huge beast, unaligned 
  Armor Class​ 14 (Natural Armor) 
  Hit Points​ 85  (9d12+27) 
  Speed​ 30ft​., swim 50 ft. 
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  21 (+5)
  9 (-1)
  17 (+3)
  2 (-4)
  10 (0)
  7 (-2) 
   
  Skills​ Stealth +5 
  Senses​ Passive Perception 10 
  Challenge Rating​ 5 (1,800 XP) 
  Hold Breath.​ The crocodile can hold its breath for 30 
  minutes. 
  Actions 
  Multiattack​ The crocodile makes two attacks: one with 
  its bite and one with its tail. 
  Bite. ​Melee Weapon Attack​: +8 to hit, reach 5 ft., one 
  target. Hit: 21 (3d10 + 5) piercing damage, and the 
  target is grappled (escape DC 16). Until this grapple 
  ends, the target is restrained, and the crocodile can’t 
  bite another target. 
  Tail. ​Melee Weapon Attack​: +8 to hit, reach 10 ft., one 
  target not grappled by the crocodile. Hit: 14 (2d8 + 5) 
  bludgeoning damage. If the target is a creature, it must 
  succeed on a DC 16 Strength saving throw or be 
  knocked prone. 
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Froghemoth 
  Huge Monstrosity, unaligned  
  Armor Class​ 14 (Natural Armor) 
  Hit Points ​184 (16d12+80) 
  Speed ​30 ft., swim 30 ft 
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  23 (+6)
  13 (+1)
  20 (+5)
  2 (-4)
  12 (+1)
  5 (-3) 
   
  Saving Throws​ Con +9, Wis +5 
  Skills​ Perception +9, Stealth +5 
  Damage Resistances ​fire, lightning 
  Senses​  darkvision 60 ft., Passive Perception 19 
  Languages​ -- 
  Challenge Rating​ 10 (5,900 XP) 
  Amphibious.​ The froghemoth can breathe air and 
  water. 
  Shock Susceptibility.​  If the froghemoth takes lightning 
  damage, it suffers several effects until the end of its 
  next turn: its speed is halved, it takes a -2 penalty to 
  AC and Dexterity saving throws, it can’t use reactions 
  or Multiattack, and on its turn, it can use either an 
  action or a bonus action, not both. 
  Actions 
  Multiattack.​ The froghemoth makes two attacks with 
  its tentacles. It can also use its tongue or bite. 
  Tentacle.​Melee Weapon Attack​:+10 to hit, reach 20 ft., 
  one target. Hit: 19 (3d8+6) bludgeoning damage, and 
  the target is grappled (escape DC 16) if it is a Huge or 
  smaller creature. Until the grapple ends, the 
  froghemoth can’t use this tentacle on another target. 
  The froghemoth has four tentacles 
  Bite.​Melee Weapon Attack​:+10 to hit, reach 5 ft, one 
  target. Hit: 22 (3d10+6) piercing damage, and the 
  target is swallowed if it is a Medium or smaller 
  creature. A swallowed creature is blinded and 
  restrained, has total cover against attacks and other 
  effects outside the froghemoth, and takes 10 (3d6) acid 
  damage at the start of each of the froghemoth’s turns. 
  The froghemoth’s gullet can hold up to two creatures 
  at a time. If the Froghemoth takes 20 damage or more 
  on a single turn from a creature inside it, the 
  Froghemoth must succeed on a DC 20 Constitution 
  saving ​throw at the end of that turn or regurgitate all 
  swallowed creatures, each of which falls prone in a 
  space within 10 feet of the froghemoth. If the 
  froghemoth dies, a swallowed creature is no longer 
  restrained by it and can escape from the corpse 
  using 10 feet of movement, exiting prone. 
  Tongue.​ The Froghemoth targets one Medium or 
  smaller creature that it can see within 20 feet of it. The 
  target must make a DC 18 Strength saving throw. On a 
  failed save, the target is pulled into an unoccupied 
  space within 5 feet of the froghemoth, and the 
  froghemoth can make a bite attack against it as a 
  bonus action 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Halgash the Plaguebearer 
  Medium humanoid (orc), Chaotic Neutral  
  Armor Class​ 18 (Plate) 
  Hit Points ​ 117 (18d8+36) 
  Speed ​30 ft. 
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  16 (+3)
  10 (0)
  14 (+2)
  11 (0)
  17 (+3)
  13 (+1) 
   
  Saving Throws​ Con +6, Wis +7 
  Skills​  Intimidation +5, Religion +4 
  Senses​  darkvision 60 ft., Passive Perception 13 
  Languages​ Common, Orc 
  Challenge Rating​ 9 (5,000 XP) 
  Spellcasting.​  Halgash is a 9th-level spellcaster. Her 
  spellcasting ability is Wisdom (spell save DC 15, +7 to 
  hit with spell attacks). It requires no verbal 
  components to cast its spells. The orc has the 
  following cleric spells prepared: 
  Cantrips (at-will): ​light, mending, sacred flame, spare 
  the dying 
  1st level (4 slots): ​divine favor, guiding bolt, healing 
  word, shield of fait​h 
  2nd level (3 slots): ​aid, magic weapon, prayer of 
  healing, silence, spiritual weapon 
  3rd level (3 slots): ​beacon of hope, bestow curse, dispel 
  magic, revivify, spirit guardians, water walk 
  4th level (3 slots): ​banishment, stone shape, guardian 
  of faith, death ward 
  5th level(1 slot): ​ flame strike, mass cure wounds, 
  contagion 
  Actions 
  Multiattack.​ Halgash makes two melee attacks. 
  Maul. ​Melee Weapon Attack: ​+7 to hit, reach 5 ft., one 
  target. Hit: 11 (2D6+3) bludgeoning damage. 
  Reactions 
  Guided Strike (Recharges of a Short or Long Rest). 
  Halgash, the Plaguebearer grants a +10 bonus to an 
  attack roll made by itself or another creature within 30 
  feet of it. Halgash, the Plaguebearer can make this 
  choice after the roll is made but before it hits or 
  misses.  
   
   
  Orc Hand of Yurtus 
  Medium humanoid (orc), Chaotic Evil 
  Armor Class​ 12 (hide armor) 
  Hit Points ​30 (4d8+12) 
  Speed ​30 ft. 
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  12 (+1)
  11 (0)
  16 (+3)
  11 (0)
  14 (+2)
  9 (-1) 
   
  Skills​ Arcana +2, Intimidation +1, Medicine +4, Religion 
  +2 
  Senses​  darkvision 60 ft., Passive Perception 12 
  Languages​  understands Common and Orc but can’t 
  speak 
  Challenge Rating​ 2 (450 XP) 
  Aggressive.​  As a bonus action, the orc can move up to 
  its speed toward a hostile creature that it can see. 
  Spellcasting.​  The orc is a 4th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 to 
  hit with spell attacks). It requires no verbal 
  components to cast its spells. The orc has the 
  following cleric spells prepared: 
  Cantrips (at-will): ​ guidance, mending, resistance, 
  thaumaturgy 
  1st level (4 slots): ​bane, detect magic, inflict wounds, 
  protection from evil and good 
  2nd level (3 slots): ​blindness/deafness, silence 
  Actions 
  Touch of the White Hand. ​Melee Weapon Attack: +3 to 
  hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic 
  damage. 
   
   
   
   
   
   
   
   
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  Orc Nurtured One of Yurtus 
  Medium humanoid (orc), Chaotic Evil 
  Armor Class​ 9  
  Hit Points ​30 (4d8+12) 
  Speed ​30 ft. 
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  15 (+2)
  8 (-1)
  16 (+3)
  7 (-2)
  11 (0)
  7 (-2) 
   
  Senses​  darkvision 60 ft., Passive Perception 10 
  Languages​  Common, Orc 
  Challenge Rating​ 1/2 (100 XP) 
  Aggressive.​  As a bonus action, the orc can move up to 
  its speed toward a hostile creature that it can see.  
  Corrupted Carrier. ​When the orc is reduced to 0 hit 
  points, it explodes, and any creature within 10 feet 
  of it must make a DC 13 Constitution saving throw. 
  On a failed save, the creature takes 14 (4d6) poison 
  damage and becomes poisoned. On a success, the 
  creature takes half as much damage and isn’t 
  poisoned. A creature poisoned by this effect can 
  repeat the save at the end of each of its turn, ending 
  the effect on itself on a success. While poisoned by 
  this effect, a creature can’t regain hit points. 
  Nurtured One of Yurtrus.​The orc has advantage on 
  saving throws against poison and disease. 
  Actions 
  Claws. ​Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4+2) slashing damage plus 2 (1d4) 
  necrotic damage. 
  Corrupted Vengeance.​The orc reduces itself to 0 hit 
  points, triggering its Corrupted Carrier trait. 
   
   
   
   
   
   
   
   
  Otyugh 
  Large aberration, neutral 
  Armor Class​ 14 (Natural Armor) 
  Hit Points​ 114 (12d10 +48) 
  Speed​ 30ft . 
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  16 (+4)
  11 (+0)
  19 (+4)
  6 (-2)
  13 (+1)
  6 (-2) 
   
  Saving Throws ​Con+7 
  Languages​ Otyugh 
  Senses​ darkvision 120 ft., Passive Perception 11 
  Challenge Rating​ 5 (1,800 XP) 
  Limited Telepathy​ The otyugh can magically transmit 
  simple messages and images to any creature within 
  120 feet of it that can understand a language. This 
  form of telepathy doesn’t allow the receiving creature 
  to telepathically respond.  
  Actions 
  Multiattack.​The otyugh makes three attacks: One with 
  its bite and two with its tentacles.  
  Bite.​Melee Weapon Attack​: +6 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) piercing damage. If the target is 
  a creature, it must succeed on a DC 15 Constitution 
  saving throw against disease or become Poisoned until 
  the disease is cured. Every 24 hours that elapse, the 
  target must repeat the saving throw, reducing its hit 
  point maximum by 5 (1d10) on a failure. The disease is 
  cured on a success. The target dies if the disease 
  reduces its hit point maximum to 0. This reduction to 
  the target's hit point maximum lasts until the disease is 
  cured. 
  Tentacle.​Melee Weapon Attack​: +6 to hit, reach 10 ft., 
  one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 
  (1d8) piercing damage. If the target is Medium or 
  smaller, it is Grappled (escape DC 13) and Restrained 
  until the grapple ends. The otyugh has two tentacles, 
  each of which can grapple one target. 
  Tentacle Slam.​The otyugh slams creatures Grappled by 
  it into each other or a solid surface. Each creature must 
  succeed on a DC 14 Constitution saving throw or take 
  10 (2d6 + 3) bludgeoning damage and be Stunned until 
  the end of the otyugh's next turn. On a successful save, 
  the target takes half the bludgeoning damage and isn't 
  Stunned. 
   
    
   
   
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  Owlbear 
  Large monstrosity, unaligned 
  Armor Class​ 13 (Natural Armor) 
  Hit Points​ 59 (7d10 +21) 
  Speed​ 40ft​. 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  20 (+5)
  12 (-1)
  17 (+3)
  3 (-4)
  12 (0)
  7 (-2) 
   
  Skills ​Perception +3 
  Senses​ darkvision 60 ft., passive Perception 13 
  Languages​ -- 
  Challenge Rating​ 3 (700 XP) 
  Keen Sight and Small. ​ The owlbear has advantage on 
  Wisdom (Perception) checks that rely on sight or 
  smell.  
  Actions 
  Multiattack​ The owlbear makes two attacks: one with 
  its beak and one with its claws.  
  Beak.​Melee Weapon Attack​: +7 to hit, reach 5 ft., one 
  creature. Hit: 10 (1d10 + 5) piercing damage. 
  Claw.​Melee Weapon Attack​: +7 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) slashing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Appendix 3: Magic Item 
  Player Handout 1 
  Aier (Pearl of Power) 
  Wondrous Item, Uncommon 
  The Finger of Yurtus was powered by an elven 
  artifact known as Aier. This originated as a tiny 
  chunk of mythal which has been drained of most of 
  its power. In addition to serving as a Pearl of Power, 
  it can also be used to clear blackheads and pimples 
  not created by magical means.  
   
  While this pearl is on your person you can use an 
  action to speak its command word and regain one 
  expended spell slot. If the expended spell slot was of 
  4th level or higher, the new slot is 3rd level. Once 
  you use this pearl, it can’t be used again until the 
  next dawn.  
   
  Requires Attunement by a spellcaster. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Appendix 4A: Aqueduct 1st 
  Floor 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  CCC-EPI01-01 Hordes of Thar: The White Hand of Death 
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  Appendix 4B: Aqueduct 2nd 
  Floor 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/CCC-EPI01-01 - Hordes of Thar - The White Hand of Death.pdf