TEXT: THE HERO OF THE TROLL WARS
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, 
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  ©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, UB11 1ET, UK.
  A Two-Hour Adventure for Tier 1 Characters.
  Optimized For: APL 3
  A Waterdeep Adventure
  Hurtling through time, you find yourself embroiled in a struggle to keep 
  the fledgling town of Waterdeep from succumbing to a vicious Troll 
  invasion. But sometimes the true threat lies within the city walls...
  Part Two of the Folded Time Trilogy. 
  DDAL 08-05
  Credits
  Lead Designer: Lo Pierce
  Editing: Claire Hoffman, Travis Woodall
  D&D Adventurers League Guildmaster: Christopher 
  Lindsay
  Art Director and Graphic Designer: Rich Lescouflair
  D&D Adventurers League Wizards Team: Adam Lee, 
  Chris Lindsay, Mike Mearls, Matt Sernett
  D&D Adventurers League Administrators:  Bill Benham, 
  Alan Patrick, Travis Woodall, Lysa Chen, Claire 
  Hoffman, Greg Marks
  Playtesters: Paul Aparicio, Daniel Chapman, Jared Fegan, 
  Daniel Franco, Travis Fuller, Kerry Kaszak, Atis Kleinbergs, 
  Genesis Martinez, Chris McGovern, Kevin Neff, Daniel 
  Oliveira, Arthur Saucier, James Schweiss, Dan Taylor, Jia 
  Jian Tin, Marcello Velazquez, Eric Weberg
  
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  DDAL08-05 The Hero of the Troll Wars (v1.0)
  Adventure Primer
  “We didn’t start the fire”
  -Billy Joel
  Background
  WATERDEEP in the 940s, still staggering from the 
  effects of the Orcfasting War and floundering without the 
  leadership of the warlord Nimoar, is once again groaning 
  under the weight of invasion. AHGHAIRON, a young 
  human mage who is destined to become the first Open 
  Lord of Waterdeep, is seeking to stop what is to become 
  known as SECOND TROLL WAR before it devastates the 
  place of his birth.
  Meanwhile, HALASTER BLACKCLOAK, the infamous 
  Mad Mage, labors in the pursuit of arcane knowledge 
  deep below the city. His experiments are deranged, but he 
  may yet have a part to play in defending Waterdeep from 
  peril. While Halaster's fall is legend, an unknown menace 
  simmers to the Southeast as the vampire ARTOR 
  MORLIN seeks a new lair.
  On the eve of disaster, wreathed by flames, all three will 
  leave their mark on Waterdeep's history. Only the party 
  can ensure that the city survives.
  Episodes
  The adventure’s story is spread over three episodes and 
  takes approximately two hours to play. The adventure 
  begins with a Call to Action scene.
  If you’re planning to play the entire adventure at once, 
  you only need to introduce the Call to Action once. 
  However, if you plan to play them over several sessions, 
  you’ll want to revisit the Call to Action each time you play.
  • Episode 1: A Smoldering Hearth. Finding themselves 
  on a farmstead in the year 940, the party is recruited by 
  a young wizard to aid in defending a strangely familiar 
  harbor town. This is the Call to Action.
  • Episode 2: To Win the War. Rushing to stop an inferno 
  of flame from devouring the fledgling Waterdeep, 
  players must both unearth magical wards created by 
  Halaster Blackcloak to amplify their new ally's magic. 
  This is Story Objective A.
  • Episode 3: Like a Moth. The sun rises on the city, 
  bathed in fire. Ahghairon requires the characters’ help 
  to back the flames, lest the City of Splendors burn to 
  ashes. This is Story Objective B.
  Bonus Objectives
  This adventure includes two bonus objectives that the 
  characters can pursue if they have additional time to 
  do so—earning additional advancement and treasure 
  checkpoints in the process. These bonus objectives are 
  found in this adventure’s appendices, as follows:
  • Bonus Objective A: Mother's Rage. In the fields 
  surrounding their abbey, Sisters of Chauntea have 
  carefully preserved flora that would otherwise have 
  been lost to war. The sisters fear losing their fields more 
  than they value their own lives; without intervention, 
  they’ll lose both. This bonus objective is found in 
  Appendix 4.
  • Bonus Objective B: Queen's Mercy. Umberlee, 
  capricious goddess of the sea, has collected tithe 
  from Waterdhavian sailors for millennia. Perhaps her 
  mermish clerics can be persuaded to beg for her aid? 
  This bonus objective is found in Appendix 5.
  Episode Sequence
  Depending on your time constraints, and play style and 
  environment, this adventure will take approximately two 
  to four hours to play.
  How Will You Play?
  The duration of your session depends on how much of 
  this adventure you utilize. At the very least, your session 
  will last approximately 2 hours. However, if you wish, 
  you can provide a longer experience for your players by 
  pursuing the bonus objectives.
  Story Objectives Only. To complete the both of the 
  adventure’s story objectives, the characters play in 
  Episodes 1 through 3 in order.
  Bonus Objectives. You can extend this adventure by 
  one- or two- hours by utilizing the bonus objectives 
  provided in the appendices. Bonus Objectives A and 
  B can both be completed during Episode 2, while the 
  players unearth wards. Once they have proceeded to scale 
  Mt. Waterdeep, neither objective can be completed if it 
  has not been already.
  
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  DDAL08-05 The Hero of the Troll Wars (v1.0)
  A Smoldering Hearth
  (Call to Action)
  To Win the War   
  (Story Objective A)
  Rage of the Mother 
  (Bonus Objective A)
  Mercy of the Queen 
  (Bonus Objective B)
  Like a Moth         
  (Story Objective B)
  Adventure Flowchart
  This section provides a basic understanding of not only the flow of the episode, but also the outline of the different paths 
  that your players may take in reaching their stated objective.
  1
  A
  2
  B
  3
  
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  DDAL08-05 The Hero of the Troll Wars (v1.0)
  Episode 1: A Smoldering Hearth
  Estimated Duration: 15 minutes
  Scene A. Love is a 
  Burning Thing
  Players wake in the garden of a farmstead belonging to 
  Malcar Gost, in the year 940 DR.
  • Played the Preceding Adventure. Characters that 
  participated in DDAL08-04 A Wrinkle in the Weave has 
  previously visited 130 DR. There, they encountered 
  Artor Morlin (a powerful vampire), Hilather (a wizard 
  who will become Halaster Blackcloak), and Malcar Gost 
  (a noble caught in the wake of Artor’s corruption). As 
  this event drew to its close, the party found themselves 
  hurtled through time once more…
  • Didn’t Play the Preceding Adventure. Any of the 
  characters that didn’t participate in DDAL08-04 A 
  Wrinkle in the Weave are contacted by Vajra Safahr, the 
  Blackstaff of Watedeep, and projected into the city’s past 
  to investigate an unusual disturbance in the Weave.
  Area Information
  This area has the following features:
  Dimensions & Terrain. Gost Farm’s homestead is 
  surrounded by 400 acres of barley and encompasses the 
  area that will one day be Waterdeep’s Sea Ward. From 
  Gost Farm, players can see the Trollwall, a wooden 
  palisade over 800 feet wide that protects Cliff Waterdeep 
  from northern threats. A wall of flame moves steadily 
  southward.
  Lighting. The setting sun sheds dim light on the 
  surrounding farm.
  Weather. Smoke clogs the warm, dry, late-summer 
  evening.
  Creatures/NPCs
  Ahghairon is here along with Malcar “Farmer” Gost (a 
  lapsed vampire thrall) and Warlord Gharl.
  Objectives/Goals. Warlord Gharl has ordered his men 
  light the fields ablaze in an attempt to halt the troll advance 
  and is using his javelin of lightning to hold a number of 
  trolls at bay. Ahghairon is busy preparing a ritual to prevent 
  the flames from spreading into nearby Nimoar’s Hold. 
  
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  Malcar is ineffectually trying to shore up his residence 
  against the encroaching wave of fire and troll.
  What Do They Know? Ahghairon conveys current 
  events and recent history to the party. Malcar knows that 
  Artor Morlin, a powerful vampire, once laired in a nearby 
  castle. He has recently abandoned it for places unknown. 
  If the party has played DDAL08-04 A Wrinkle in the 
  Weave, Malcar recognizes them and is stunned to see 
  them. He tells them that Artor has been corrupted by evil.
  Call to Action
  Ahghairon calls upon the characters to venture into the 
  hold and recover wards left by Halaster so that he can 
  complete his ritual. He provides the characters with 
  details regarding where he believes the wards are hidden:
  • The City of the Dead. Ahghairon believes two wards 
  exist here; one in an eladrin tomb and the other in a 
  gnomish crypt.
  • The Harbor. Ahghairon has detected powerful illusion 
  magic concealing what he believes to be a ward of 
  Halaster.
  • Nimoar’s Hold. Finally, Ahghairon has personally seen 
  two wards carved into the stone walls of a building 
  in the hold that is currently being used by priests of 
  Chauntea as an infirmary.
  The Troll Wars & Cliff Waterdeep
  In the late summer of 940 DR, the City of Waterdeep 
  does not yet exist in its modern form. Cliff Waterdeep is 
  instead covered mostly by farmland. Its southern tip is 
  occupied by the human settlement of Nimoar's Hold, 
  which occupies roughly as much space as the Dock Ward 
  and the southern half of the Castle Ward of modern 
  Waterdeep. The Hold is surrounded by a wooden 
  palisade—a wall of spiked wooden poles which have 
  been lashed together.
  Two miles north of the hold, a single Trollwall exists as 
  massive palisade built by Nimoar's people to provide a 
  barrier to invasion. There, the party sees Warlord Gharl 
  set fire to the fields of the hold. North of the Trollwall, 
  miles of woodland have been razed in Warlord Nimoar's 
  efforts to turn back orcs during the Orcfastings War, four 
  years hence.
  In the wake of Nimoar’s death, his previous general, 
  Gharl, has succeeded him as leader of the Hold.
  
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  DDAL08-05 The Hero of the Troll Wars (v1.0)
  Episode 2: To Win the War
  Estimated Duration: 60 minutes
  The Characters must search the area surrounding the 
  Hold for magic wards left behind by Halaster Blackcloak.
  Prerequisites
  The characters must complete the Call to Action before 
  proceeding to this Episode.
  Story Objective A
  Locating and calibrating as many of Halaster’s wards as 
  possible is Story Objective A. The number of wards that 
  the characters successfully calibrate impacts the success 
  of Ahghairon’s ritual.
  Scene A: Eladrin Tomb
  This ward is found in an eladrin tomb holding the body of 
  four lovers.
  Area Information
  This area has the following features:
  Dimensions & Terrain. The tomb is a 30-by-30-foot 
  enclosed stone structure.
  Light. Pale light saturates the tomb from rune-covered 
  crystals set into the walls.
  Coffins. This tomb holds four glass coffins, each 
  containing the magically preserved body of an eladrin. 
  The coffins bear no names that would identify them, but 
  each of the four bodies represent one of the four seasons: 
  spring, summer, autumn, and winter. Upon each of coffin 
  rests two bowls: one decorated with images of tears 
  and inscribed with 'sorrow' in Elvish, and the other with 
  images of hearts and inscribed with the word 'beloved.’
  Bowls. Each bowl bears one crystal whose color is 
  determined by the eladrin whose bowl they are in:
  • Spring. Green
  • Winter. White
  • Summer. Red
  • Autumn. Orange
  Bodies. A character investigating each body that 
  succeeds on a DC 9 Intelligence (Investigate) check 
  notices clues about its relation to the others:
  • Spring. This eladrin has a single orange kiss-mark 
  on its forehead. Inspection reveals this mark to be 
  poisonous. Their fingertips are ink-stained.
  • Winter. This eladrin wears a short sword at their side. 
  Winter's throat is bruised, and a few bright green vines 
  are still wound around their neck.
  • Summer. A lock of blue hair is lovingly entwined 
  in Summer's fingers. A spellbook protruding from 
  Summer's robes uses a love poem as bookmark. A 
  vicious sword wound on Summer's chest is likely to 
  have been the cause of their death.
  • Autumn. Autumn's lips have been meticulously coated 
  in orange lipstick. Their body is covered in fiery burns of 
  a magical nature.
  
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  DDAL08-05 The Hero of the Troll Wars (v1.0)
  The Puzzle
  To solve the puzzle, players must place the token of the 
  season that each eladrin loved into the 'beloved' bowl, 
  and the token of the eladrin who they murdered into the 
  'sorrow' bowl. The solution is as follows:
  The Story. Winter loved Autumn and murdered 
  Summer. Summer loved Winter and murdered Autumn. 
  Autumn loved Spring and murdered Spring. Spring loved 
  Summer and murdered Winter. Upon achieving correct 
  placement, the ward is revealed in the center of the floor.
  NOTE: It may be that players place the tokens of who 
  murdered each eladrin into their 'sorrow' bowl, rather 
  than who they murdered. Either is correct so long as the 
  placement is consistent.
  Solution Table
  Eladrin
  Color
  Beloved
  Sorrow
  Spring
  Green
  Summer
  Winter
  Winter
  White
  Autumn
  Summer
  Summer
  Red
  Winter
  Autumn
  Autumn
  Orange
  Spring
  Spring
  Treasure & Rewards
  • A delicate leaf carved of crystal engraved with Halaster’s 
  rune. This is a ward of Halaster.
  Halaster’s Wards
  Halaster Blackcloak, Ahghairon’s former instructor, has 
  littered Cliff Waterdeep with false entrances into his 
  infamous underground lair. These Wards were meant 
  to amplify and reflect any spell cast upon them in order 
  to spite nosey spellcasters. However, they can also be 
  recalibrated to amplify the effects of any spell. Ahghairon 
  intends to use them to quell the wall of flame moving 
  down the Cliff by tasking the party to calibrate several 
  of them and then casting a wind or water spell from the 
  heights of Mt. Waterdeep.
  Once revealed, calibrating a Ward requires a successful 
  DC 18 Intelligence (Arcana) check. If this check fails, 
  all creatures within 50 feet must succeed on a DC 12 
  Constitution saving throw or take 5 (1d10) force damage. 
  Once an attempt fails, that ward can’t be calibrated.
  Scene B: Gnomish Crypt
  One of the two wards is found in this burial crypt in the 
  City of the Dead. This ward is found in a Gnomish crypt, 
  which holds thirteen doors. Behind the thirteenth lies the 
  ward.
  Area Information
  This area has the following features:
  Dimensions & Terrain. Detect magic senses 
  transmutation magic permeating the crypt. The Gnomish 
  Crypt contains twelve archways, sized to accommodate 
  medium-to-huge creatures, and one tiny door.
  Light. Floating orbs of garish color provide bright light 
  in the crypt.
  Archways. Passing through each archway confers a 
  size-related effect to the creature who has passed through 
  it. Archways may be passed through multiple times to 
  increase their effects, but they cannot be passed through 
  while walking backward to undo effects. All effects dispel 
  upon leaving the crypt. The party may leave and re-enter 
  the crypt to reset the puzzle whenever they choose.
  • Archway 1. Character’s body becomes Small; size of 
  their head doesn’t change.
  • Archway 2. Character’s head becomes Tiny; rest of body 
  is unchanged.
  • Archway 3. Character’s body becomes five times as 
  wide; remainder of their body is unchanged.
  • Archway 4. Character grows to eight feet tall; rest of 
  body is unchanged.
  • Archway 5. Two of the character’s random body parts 
  increase by two size categories (max Huge).
  • Archway 6. Character’s head becomes Huge; rest of 
  body is unchanged.
  • Archway 7. Body size category decreases. Excludes 
  head (limit tiny).
  • Archway 8. The character becomes a perfect sphere; 
  size unchanged.
  • Archway 9. Character’s height decreased by one foot 
  (max 4 feet); remained of body is unchanged.
  • Archway 10. Character’s limbs return to original size; 
  remainder of body is unchanged.
  • Archway 11. Character’s shoulder width is reduced by 
  half; remained of body is unchanged.
  • Archway 12. Character’s body and head become 
  Medium; remained of body is unchanged.
  Door. This tiny, foot-tall door in the center of the room 
  conceals the ward. Instead of a doorknob, the door 
  bears an indentation the shape and size of a humanoid 
  handprint. Only a Tiny humanoid is able to open the door 
  by placing their hand on the handprint.
  Solution
  To solve the puzzle, players must become Tiny by walking 
  through the archways in a specific order, specifically:
  Archway 1 > Archway 2 > Archway 7 > Door.
  The gnome buried here weren’t without a sense of humor 
  and planned accordingly. Some characters may utilize 
  Class features or other abilities in order to manipulate 
  the situation. Whiles most of these won’t work, since only 
  a Tiny humanoid can open the door, use this opportunity 
  to have some fun. For example: Wild Shaped druids may 
  find themselves taking the shape of a naked mole rat 
  rather than their desired creature, or-- instead of following 
  commands-- a conjured mage hand might perform rude 
  gestures instead.
  Treasure & Rewards
  A 200-foot long hallway extends beyond the door, at the 
  end of which is the ward—embedded immovably in the 
  floor.
  • A crudely painted skunk whittled from a chunk of wood; 
  Halaster’s rune is engraved into the creature’s flank. 
  This is a ward of Halaster.
  
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  DDAL08-05 The Hero of the Troll Wars (v1.0)
  Scene C: Harbor
  This ward is found on the beach of Waterdeep Harbor, 
  plain for anyone to see, but is protected by powerful 
  Illusion magic.
  Area Information
  This area has the following features:
  Dimensions & Terrain. The harbor is a rocky beach. 
  Wooden docks creak in the water.
  Light. Smoke from the encroaching flames create dim 
  light.
  Ward. Two wards appear here, but there is actually only 
  one. Each ward always seems to be 5 feet in front of the 
  closest character looking directly at it (if two characters 
  are equidistant from the ward, determine which character 
  is closest randomly). Individual characters can’t look 
  directly at both wards at the same time. The area 
  surrounding the wards radiates Illusion magic.
  Creatures/NPCs
  A merman can be found here, sitting on a dock and 
  chuckling at the party while munching on a seagull.
  Objectives/Goals. The merman wants to persuade the 
  party to ask his goddess, Umberlee, for aid.
  What Do They Know? The merman knows the secret to 
  activating the wards.
  BONUS OBJECTIVE B. If utilizing this bonus content, 
  the merman petitions the characters to entreat Umberlee 
  for aid (see Bonus Objective B), regardless of failure or 
  success.
  Solution
  To achieve their objective, two characters must stand 
  facing opposite one another, with the two wards they are 
  looking at positioned so that they are overlapping one 
  another.
  Treasure & Rewards
  If the characters solve the Illusory riddle, they find:
  • A shard of what is likely the shell of a giant clam 
  engraved with Halaster’s rune. This is a ward of 
  Halaster.
  Scene D: Nimoar's Hold
  These two wards are concealed in a stone structure that 
  has been converted to an infirmary and long-term care 
  facility for the veterans of the Hold's many wars.
  Area Information
  This area has the following features:
  Dimensions & Terrain. A 30 by 60 feet wooden 
  building contains multiple cots and couches, all of which 
  house injured people.
  Light. Smoke from the encroaching flames create dim 
  light.
  Creatures/NPCs
  Joy, a Sister of Chauntea, provides care to those who 
  have been injured or crippled in Nimoar's Hold's many 
  wars. Twenty commoners who are physically incapable of 
  evacuating up Mt. Waterdeep. Ten of the commoners are 
  wounded but carry blood-stained farmers’ tools. The rest 
  are unconscious.
  Objectives/Goals. The Sister has committed to 
  guarding the people in her care, come what may. The ten 
  conscious commoners intend to keep the other people 
  here alive and protected from harm.
  What Do They Know? The sisters have already 
  calibrated the wards here—using their magic to amplify 
  their healing spells and sustain those close to death. They 
  know that redirecting the power of the wards will result in 
  the deaths of those in their care.
  BONUS OBJECTIVE A. If utilizing this bonus content, 
  the Sister is extremely anxious about the Abbey of 
  Chauntea, north of the city, and begs to the players to help 
  her colleagues (see Bonus Objective A).
  Treasure & Rewards
  The sisters direct the characters to:
  • Two nondescript masonry bricks engraved with 
  Halaster’s rune. These are wards of Halaster.
  
  9
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  DDAL08-05 The Hero of the Troll Wars (v1.0)
  Episode 3: Like a Moth
  Estimated Duration: 45 minutes
  A Funeral Pyre
  The party stands high above Waterdeep, looking down at 
  fields consumed by flame. The fire is just about to reach 
  the Hold itself.
  Prerequisites
  This episode is available once the characters have 
  completed Episode 2. Once this episode begins, the 
  bonus objectives are no longer available.
  Story Objective B
  Protecting Ahghairon by defeating the troll is Story 
  Objective B.
  Area Information
  This area has the following features:
  Dimensions & Terrain. The peak rises above the 
  city. Ahghairon, the heroes, and thirty-five survivors are 
  standing on a 250-foot long, 10-foot wide rock formation 
  that drops off steeply to either side.
  Lighting. The sun is high overhead, but the thick cloud 
  of black smoke blocks much of its light, dimly lighting the 
  surrounding area.
  Weather. Hot, dry wind blasts through the area.
  Creatures/NPCs
  Ahghairon stands on the cliff, in the throes of casting the 
  spell that will put out the flames approaching Nimoar’s 
  Hold. As he casts, a mangled troll crawls into the area 
  from below. The troll is heavily fire-scarred and is missing 
  an arm; its maximum hit points are reduced to 63, and 
  it makes one bite and one claw attack using Multiattack. 
  A group of thirty-six human commoners cling to one 
  another in fright. If the characters completed Bonus 
  Objective B, the sisters of Chauntea are here.
  Objectives/Goals. Ahghairon must complete the ritual. 
  The mangled troll wants to kill and eat anyone it can get 
  its hands on. The commoners want to avoid being killed 
  and eaten. The Sisters of Chauntea wish to protect the 
  survivors, if present.
  
  What do They Know? Ahghairon can’t be disturbed if 
  the ritual is to be successful. The commoners believe that 
  the party are their best chance at avoiding death. The troll 
  is angry and hungry. Beyond that, it’s clueless of what’s 
  going on.
  Adjusting the Scene
  Here are some suggestions for adjusting this scene
  • Weak or Very Weak: The mangled troll is missing both 
  arms; it can’t use Multiattack;
  • Strong or Very Strong: The mangled troll isn’t mangled.
  Treasure
  If the characters inspect the troll’s body, they find:
  • A javelin of lightning impaled through the troll.
  Wrap-Up: Back to the 
  Future
  How the adventure concludes is determined by how many 
  wards the characters were able to calibrate:
  Three or More. Ahghairon completes the spell as the 
  troll is slain. As the sun rises, a vortex of wind and water 
  extinguishes flames and blows away columns of soot. The 
  Hold is spared, but vast fields of devastation are revealed.
  Fewer Than Three. Ahghairon's spell fails, and he vows 
  to never again let war devastate his home as the survivors 
  look down at the ruined Hold.
   Bonus Objective B completed. Massive grey tentacles 
  are visible in the harbor of Nimoar’s Hold. As they sweep 
  away, a gush of water floods the city, extinguishing any 
  lingering flames. Umberlee's intervention will save the 
  Hold if at least two wards have been calibrated.
  Bonus Objective A completed. The Sisters of 
  Chauntea aid the party against the troll. After victory, 
  the voice of Chauntea rings out, commanding the Sisters 
  to release their seeds into the air. The winds of the spell 
  (failed or successful) will carry the precious plants to 
  distant horizons.
  
  Adventure Rewards
  Upon completing the adventure, the characters each 
  receive rewards based upon their accomplishments. 
  These rewards include advancement and treasure, and 
  may include special rewards, such as story awards or new 
  downtime activities, as follows:
  Advancement Checkpoints
  The characters receive an advancement checkpoint for 
  each completed main objective, as follows:
  • Story Objective A: Attempt to activate each ward.
  • Story Objective B: Defend Ahghairon.
  The characters receive 1 advancement checkpoint and 
  1 treasure checkpoint for each bonus objective that they 
  complete, as follows:
  • Bonus Objective A: Convince the sisters to leave their 
  Abbey before they burn to death.
  • Bonus Objective B: Secure Umberlee’s aid.
  Player Rewards
  The characters earn the following player rewards for 
  completing the adventure:
  Magic Item Unlock
  Characters completing the adventure unlock:
  Javelin of Lightning. This javelin glows an angry red 
  when within 120 feet of a troll. This item can be found in 
  Appendix 6.
  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 ALDMG (Adventurers 
  League Dungeon Master’s Guide) for more information 
  about DM Quests.
  
  12
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  DDAL08-05 The Hero of the Troll Wars (v1.0)
  Appendix 1: Locations & NPCs
  The following NPCs and locations feature prominently in 
  this adventure.
  • Ahghairon (awg HAY ronn). A rash human wizard in 
  his early 20s. Previously studied magic in Silverymoon, 
  Ahghairon returned to Nimoar's Hold, his birthplace, 
  when he heard rumors of the Second Troll War. 
  Ahghairon was once an apprentice of the Halaster 
  Blackcloak and will one day be the first Open Lord of 
  Waterdeep.
  Personality: I’m rash, idealistic, easily frustrated
  Ideal: Brutality impedes progress
  Bond: I am devoted to the people of Nimoar's Hold
  Flaw: I know best. Period
  • Malcar “Farmer” Gost. A mild-mannered human man 
  who makes his living tending his fields with his five-
  year-old adopted son, Tucker Gost, and a bustling roster 
  of farmhands. This lapsed vampire thrall was once a 
  powerful noble, and longs to be again. He narrowly 
  escaped the clutches of Artor Morlin, a powerful 
  Vampire.
  Personality: I’m relaxed and prone to flattery
  Ideal: My son will carry on my family name
  Bond: My adopted son, Tuck, is everything
  Flaw: I will build my farming empire up until I am a 
  noble again—no matter the cost
  • Warlord Gharl. The successor of Warlord Nimoar, 
  Warlord Gharl has fought in wars his entire life, and will 
  happily die to save his people.
  Personality: I am determined and standoffish
  Ideal: Wars exist to be won
  Bond: I serve to protect Nimoar's Hold
  Flaw: Victory is everything
  • Cliff Waterdeep. 940 Waterdeep is largely populated by 
  farmers, fishers, and warriors. The people here, mostly 
  human, are all veterans of war in one way or another.
  Personality: I’ve resigned myself to suffering
  Ideal: The grain here is a key resource
  Bond: The land nurtures; the water brings change
  Flaw: The dangers exceed the commoners’ abilities
  • Nimoar’s Hold. Nimoar's Hold is a rambling collection 
  of stone and wooden buildings, built and rebuilt as 
  settlements here have been repeatedly razed and 
  sacked over the years. The city is surrounded by a 
  wooden palisade, but the gate creaks open as the party 
  approaches. All who once guarded it have gone to 
  defend the Trollwall.
  Personality: If knocked down, I’ll get up again
  Ideal: I will always persevere, no matter what
  Bond: My people protect me, and I them
  Flaw: War is all I know
  
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  DDAL08-05 The Hero of the Troll Wars (v1.0)
  This appendix details monsters that are encountered in 
  this adventure.
  Commoner
  Medium Humanoid (any race), any alignment
  Armor Class 10
  Hit Points 4 (1d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 0 (10 XP)
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. 
  Hit: 2 (1d4) bludgeoning damage.
  Dryad
  Medium fey, neutral
  Armor Class 11 (16 with barkskin)
  Hit Points 22 (5d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  12 (+1)
  11 (+0)
  14 (+2)
  15 (+2)
  18 (+4)
  Skills Perception +4, Stealth +5 
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Elvish, Sylvan
  Challenge 1 (200 XP)
  Innate Spellcasting. The dryad’s innate spellcasting ability is 
  Charisma (spell save DC 14). The dryad can innately cast the 
  following spells, requiring no material components:
  At will: druidcraft
  3/day each: entangle, goodberry
  1/day (3 slots): barkskin, pass without trace, shillelagh
  Magic Resistance. The dryad has advantage on saving throws 
  against spells and other magical effects.
  Speak with Beasts and Plants. The dryad can communicate with 
  beasts and plants as if they shared a language.
  Tree Stride. Once on her turn, the dryad can use 10 feet of her 
  movement to step magically into one living tree within her 
  reach and emerge from a second living tree within 60 feet of the 
  first tree, appearing in an unoccupied space within 5 feet of the 
  second tree. Both trees must be Large or bigger
  Actions
  Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning 
  damage if wielded with two hands.
  Fey Charm. The dryad targets one humanoid or beast the she 
  can see within 30 feet of her. If the target can see the dryad, it 
  must succeed on a DC 14 Wisdom saving throw or be magically 
  charmed. The charmed creature regards the dryad as a trusted 
  friend to be heeded and protected. Although the target isn’t 
  under the dryad’s control, it takes the dryad’s requests or 
  actions in the most favorable way it can.
  Each time the dryad or its allies do anything harmful to the 
  target, it can repeat the saving throw, ending the effect on itself 
  on a success. Otherwise, the effect lasts 24 hours or until the 
  dryad dies, is on a different plane of existence from the target 
  or ends the effect as a bonus action. If a target’s saving throw 
  is successful, the target is immune to the dryad’s Fey Charm for 
  the next 24 hours.
  The dryad can have no more than one humanoid and up to 
  three beasts charmed at a time.
  Merfolk
  Medium Humanoid (any race), any alignment
  Armor Class 10
  Hit Points 4 (1d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  13 (+1)
  12 (+1)
  11 (+0)
  11 (+0)
  12 (+1)
  Skills  Perception +2
  Senses passive Perception 12
  Languages Common, Aquan
  Challenge 1/8 (25 XP)
  Amphibioius. The merfolk can breathe air and water.
  Actions
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60., one target. Hit: 4 (1d6 + 1) piercing damage.
  Appendix 2: Creature Statistics
  
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  DDAL08-05 The Hero of the Troll Wars (v1.0)
  Sister of Chauntea (Priest)
  Medium humanoid (human), lawful good
  Armor Class 13 (chain shirt)
  Hit Points 27 (5d8 + 5)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  10 (+0)
  12 (+1)
  13 (+1)
  16 (+3)
  13 (+1)
  Skills Medicine +7, Persuasion +3, Religion +4
  Senses passive Perception 13
  Languages Common, Sylvan
  Challenge 2 (450 XP)
  Divine Eminence. As a bonus action, the sister can expend a 
  spell slot to cause its melee weapon attacks to magically deal 
  an extra 10 (3d6) radiant damage to a target on a hit. This 
  benefit lasts until the end of the turn. If the sister expends a 
  spell slot of 2nd level or higher, the extra damage increases by 
  1d6 for each level above 1st.
  Spellcasting. The sister is a 5th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with spell 
  attacks). The sister has the following cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (4 slots): cure wounds, guiding bolt, sanctuary
  2nd level (3 slots): lesser restoration, spiritual weapon
  3rd level (2 slots): dispel magic, spirit guardians
  Actions
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 3 (1d6) bludgeoning damage.
  Troll
  Large giant, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 84 (8d10+40)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  20 (+5)
  7 (-2)
  9 (-1)
  7 (-2)
  Skills  Perception +1
  Senses darkvision 60 ft., passive Perception 11
  Languages Giant
  Challenge 5 (1,800 XP)
  Keen Smell. The troll has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Regeneration. The troll regains 10 hit points at the start of its 
  turn. If the troll takes acid or fire damage, this trait doesn't 
  function at the start of the troll's next turn. The troll dies only if 
  it starts its turn with 0 hit points and doesn't regenerate.
  Actions
  Multiattack. The troll makes three attacks: one with its bite 
  and two with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6+4) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6+4) slashing damage.
  Estimated Duration: 60 minutes
  
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  DDAL08-05 The Hero of the Troll Wars (v1.0)
  Appendix 3: Cliff Waterdeep 
  
  16
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  DDAL08-05 The Hero of the Troll Wars (v1.0)
  Setting Description
  Under normal conditions, The Abbey of Chauntea is a 
  restful place of worship. Now, the stone buildings groan 
  in the extreme heat, and the stained-glass window 
  portraying the grain goddess reflects red flames.
  Female figures in robes can be seen moving through the 
  fields, heedless of the roaring fires. They stoop to gather 
  crop, moving as though no danger is present. Two of the 
  women linger by the abbey door.
  Prerequisite
  The party must have heard from a Sister of Chauntea that 
  the Abbey was in danger. It is also possible to stumble 
  randomly into the Abbey, fleeing fire.
  Bonus Objective A
  Persuading one of the two Sisters of Chauntea to 
  abandon their fields before they are killed by the fire is 
  Bonus Objective A.
  Area Information
  This area has the following features:
  Dimensions & Terrain. The abbey is a complex of 
  stone buildings surrounded by glass greenhouses. It is 
  surrounded by hundreds of acres of fields, already ablaze.
  Lighting. Dim lighting applies.
  Weather. Smoke shades the sky.
  Scene A.
  Sisters of Chauntea, worshippers of the Great Mother, are 
  determined to harvest their fields even though those fields 
  are on fire. They will die unless the party can figure out a 
  way to talk them out of it. Only two of the Sisters, Sister 
  Warm Hearth and Sister Earthtender, are susceptible to 
  persuasion.
  Creatures/NPCs
  The Sisters of Chauntea are human women of varying 
  ethnicities who wear burlap robes and carry wicker 
  baskets, into which they are hurriedly placing seeds and 
  cuttings.
  Objectives/Goals. The Sisters have gathered plants 
  that would otherwise have been lost in recent wars and 
  have planted them in their fields. Compelled to save a 
  sample of each plant in the field, they have no chance of 
  gathering what they seek before burning to death.
  What Do They Know? The Sisters know that the plants 
  in their fields are unique; if destroyed, that plant will be 
  extinct forever.
  The Sisters also know that Chauntea, their goddess, 
  bids nature spirits known as Dryads to guard her most 
  sacred plants from premature harvest.
  Scene B.
  The fields of Chauntea’s chosen are ablaze, flames 
  devouring every crop. One small field contains the most 
  precious plant of all: Chauntea’s Token, a chest-height 
  grass with a red, gem-like flower that blossoms in late 
  summer. It is not quite ready to bloom.
  Area Information
  This area has the following features:
  Dimensions & Terrain. The large patch of field 
  containing the herb confers 1d4 fire damage to a random 
  party member once per round.
  Lighting. Dim lighting.
  Creatures/NPCs
  A single dryad is alert and angry—ready to defend her 
  divine charge.
  Objectives/Goals. The Dryad has been tasked by her 
  Goddess to protect the plant until it is mature. She doesn’t 
  care that the field is on fire, and she attacks anyone who 
  approaches it.
  Appendix 4: Rage of the Mother
  (Bonus Objective A.)
   
   
  Playing the Pillars (Scene A)
  Combat
  Exploration
  Social
  Warm Hearth’s worst fear is that 
  Chauntea’s Token, a blood-red herb 
  known to be sacred to their goddess, will 
  be burned to ashes. She doesn’t want 
  to harvest it herself, however, because 
  the Dryads who guard it from human 
  interference are also sacred to Chauntea.
  Wandering the flaming fields reveals a 
  small field full of Chauntea’s Token, a 
  grass sacred to the goddess Chauntea. 
  This patch is guarded by an angry Dryad.
  Sister Earthtender can be persuaded to 
  join the party. She is in a state of religious 
  fervor, and checks made to sway her are 
  made at disadvantage, unless the character 
  has a relevant background or feature. 
   
   
  
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  DDAL08-05 The Hero of the Troll Wars (v1.0)
  Estimated Duration: 60 minutes
  Setting Description
  Late-night Deepwater Harbor is still and damp. While the 
  cool air provides relief from the heat of the encroaching 
  fires, the black waters of the harbor exude a sense of 
  foreboding.
  Prerequisite
  The party must have encountered the Merman while 
  calibrating the Ward in the harbor.
  Bonus Objective B
  Retrieving a piece of art from the Wererat Warren and 
  offering to Umberlee is Bonus Objective B. Succeeding 
  at this task secures Umberlee’s aid in quenching the fires 
  approaching Nimoar’s Hold.
  Area Information
  This area has the following features:
  Dimensions & Terrain. The harbor is mostly vacant, 
  with only a few fishing craft creaking in the wind.
  Lighting. The evening sky to the south is clear, though 
  the sky to the north ripples with heat distortions and 
  smoke. Dim lighting conditions apply.
  Why Not Leave by Boat?
  Only a year ago, the harbor would have been thick with 
  watercraft of all make and origin, providing easy escape 
  routes for citizens fleeing northern threats. However, the 
  rumors of war have repelled would-be merchants and 
  traders from visiting the city.
  Scene A.
  When the party notices him, the Merman spits out a 
  few feathers and tells them that Umberlee, his goddess, 
  receives offerings from all ships that sail through the 
  harbor. Perhaps if they made her an offering now, she 
  might see fit to aid them in their time of need.
  A successful DC15 Intelligence (Religion) check 
  reminds players that Umberlee is an evil deity, more likely 
  to drown sailors than answer pleas for help.
  Creatures/NPCs
  Lounging on the edge of a wooden dock, a lone merman 
  munches on an unlucky seagull while gazing at the party.
  Objectives/Goals. The merman knows that the 
  destruction of human civilization will mean a cessation of 
  offerings to Umberlee.
  Appendix 5: A Queen’s Mercy
  (Bonus Objective B.)
  
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  DDAL08-05 The Hero of the Troll Wars (v1.0)
  What Do They Know? The merman has heard rumors 
  that a talented artist who was turned into a wererat hid 
  many of his pieces in his abandoned warren. Umberlee is 
  fond of art; perhaps if the party searched his home for a 
  piece of artwork, they might offer it to her in exchange for 
  her aid.
  Scene B
  A lone wererat has tunneled underneath a dock in the 
  Hold’s harbor but has abandoned his home. Hidden there 
  are many works of art, some more agreeable to Umberlee 
  than others.
  Area Information
  This area has the following features:
  Dimensions & Terrain. The warren is located beneath 
  a dock in Nimoar’s Hold’s Harbor. See map. Furniture 
  here is made of boards pilfered from docks and sunken 
  watercraft. Above the room is a small bedroom, with an 
  air intake shaft leading upward.
  Lighting. Glowing algae provides dim light.
  Decaying Fauna. Any character traversing the half-
  submerged warren must succeed on a DC12 Constitution 
  saving throw or take 3 (1d6) poison damage. Brackish 
  water covers the ground here, getting deeper as the 
  tunnel slopes downward.
  Art. The warren contains several pieces of art. A 
  successful DC 11 Intelligence (Religion) check reveals 
  that some pieces are more agreeable to Umberlee than 
  others.
  Favored. These items are held high in her regard:
  • A tiara made of shark teeth rests on a shelf in the living 
  room atop a pillow of damp green velvet.
  • A character that succeeds on a DC 14 Wisdom 
  (Perception) check finds a 3-inch tall squid made of 
  glass hidden behind a tapestry of human hair.
  Neutral. She is impartial to these items:
  • A set of pan pipes made from glass bottles, is displayed 
  on a wall in the bedroom.
  • A weathered hope chest is found in the living room, the 
  interior of which is meticulously painted and decorated 
  with iridescent seashell dust.
  Disliked. Umberlee loathes this item:
  • A bassinet is filled with filthy rags is in the circular 
  room—gently rocking as if by an unseen hand. 
  Removing the rags reveals a pile of centipedes writhing 
  over a sculpture of a stingray made of tiny bones and 
  translucent leather
  Scene C
  In the center of Deepwater harbor, the small craft 
  creaks to a rest, positioned only a few feet away from the 
  underwater lighthouse that the merfolk have tended to for 
  centuries. Squinting into the water reveals gauzy, whirling 
  shapes on the edge of vision.
  Area Information
  This area has the following features:
  Dimensions & Terrain. The blackness of the harbor 
  stretches in every direction.
  Lighting. The cool glow of the beacon creates normal 
  lighting conditions.
  Developments
  While praying to Umberlee, players make an Intelligence 
  (Religion) 18 check to succeed. This check is made at 
  disadvantage unless Umberlee is offered an art object 
  from the wererat warren.
  Offering the tiara confers advantage.
  Offering the stingray sculpture automatically fails the 
  check.
  After the check is made, pass or fail, silence falls.
  While waiting for Umberlee to indicate a response, a 
  shining object catches the attention of the party members 
  in the boat. Unnoticed before, what appears to be a 
  silvered scimitar is lodged in a crevice of the Beacon, 5' 
  below the boat. Should any player attempt to reach for 
  the scimitar, it is immediately revealed to be illusory. The 
  merman guide curses them for their stupidity, leaving the 
  two characters to row back to shore.
  Attempting to take the scimitar fails Umberlee's test of 
  respect, and she won’t help Waterdeep no matter their 
  previous rolls or offerings.
  
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  DDAL08-05 The Hero of the Troll Wars (v1.0)
  Wererat Warren Map
  
  20
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  DDAL08-05 The Hero of the Troll Wars (v1.0)
  Characters completing this adventure’s objective unlock 
  this magic item.
  Javelin of Lightning
  Weapon (javelin), uncommon
  This javelin is a magic weapon. When you hurl it and 
  speak its command word, it transforms into a bolt of 
  lightning, forming a line 5 feet wide that extends out 
  from you to a target within 120 feet. Each creature in 
  the line excluding you and the target must make a DC 13 
  Dexterity saving throw, taking 4d6 lightning damage on 
  a failed save, and half as much damage on a successful 
  one. The lightning bolt turns back into a javelin when it 
  reaches the target. Make a ranged weapon attack against 
  the target. On a hit, the target takes damage from the 
  javelin plus 4d6 lightning damage. The javelin's property 
  can't be used again until the next dawn. In the meantime, 
  the javelin can still be used as a magic weapon. This item 
  is found on Magic Item Table F in the Dungeon Master’s 
  Guide.
  This javelin glows an angry read when within 120 feet 
  of a troll.
  Appendix 6: Magic Item
  
  21
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  DDAL08-05 The Hero of the Troll Wars (v1.0)
  This adventure is designed for three to seven 1st-4th 
  level characters and is optimized for five characters with 
  an average party level (APL) of 3. Characters outside this 
  level range cannot participate in this adventure.
  New to D&D Adventurers League?
  http://dnd.wizards.com/playevents/organized-play
  New to Waterdeep?
  http://dnd.wizards.com/story/waterdeep
  New to Being the Dungeon Master?
  http://dndadventurersleague.org/storyline-seasons/
  waterdeep-adventures/
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within the 
  adventure’s level range. Characters playing in a hardcover 
  adventure may continue to play to but if they play a 
  different hardcover adventure, they can’t return to the 
  first one if they’re outside its level range.
  Preparing the Adventure
  Before you start play, consider the following:
  • Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself of 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 battlemaps.
  • 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.)
  Players can play an adventure they previously played as 
  a Player or Dungeon Master but may only play it once with 
  a given character. Ensure each player has their character’s 
  adventure logsheet (if not, get one from the organizer). 
  The players fill out the adventure name, session number, 
  date, and your name and DCI number. In addition, the 
  player also fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. These 
  are updated at the conclusion of the session.
  Appendix 7: Dungeon Master Tips
  Each player is responsible for maintaining an accurate 
  logsheet. If you have time, you can do a quick scan of 
  a player’s character sheet to ensure that nothing looks 
  out of order. If you see magic items of very high rarities 
  or strange arrays of ability scores, you can ask players 
  to provide documentation for the irregularities. If they 
  cannot, feel free to restrict item use or ask them to use a 
  standard ability score array.
  Point players to the D&D Adventurers League Players 
  Guide for reference. If players wish to spend downtime 
  days and it’s the beginning of an adventure or episode, 
  they can declare their activity and spend the days now, 
  or they can do so at the end of the adventure or episode. 
  Players should select their characters’ spells and other 
  daily options prior to the start of the adventure, unless 
  the adventure specifies otherwise. Feel free to reread the 
  adventure description to help give players hints about 
  what they might face.
  Adjusting This Adventure
  When combat is a possibility, the adventure will provide 
  a sidebar that helps you to determine the best mix/
  number of opponents to provide them with to create an 
  appropriate challenge. While you’re not bound to these 
  adjustments; they’re here for your convenience and 
  consideration.
  To determine whether you should consider adjusting the 
  adventure, add up the total levels of all the characters and 
  divide the result by the number of characters (rounding .5 
  or greater up; .4 or less down). This is the group’s average 
  party level (APL). To approximate the party strength for 
  the adventure, consult the table below.
  Determining Party Strength
  Party Composition Party 
  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
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S08 - Waterdeep/DDAL08-05 - The Hero of the Troll Wars.pdf