TEXT:  
  Iam Pace, William Beers, & William Murakami-Brundage 
  
   
   
  Glip Dak 
   
  The	Kroth	Magg	hobgoblins	run	the	trade	city	of	Glip	Dak	in	the	Troll	Hills	of	Thar.	From	there	they	
  have	taken	control	of	the	trade	routes	along	the	northern	Moonsea.	A	young	noble	has	been	
  captured	for	refusing	to	pay	their	tariffs	and	his	house	looks	to	hire	adventurers	to	rescue	him.	 
  Tier	1	CCC-GLIP-01-XX can be played in any order. 
   
  A	Two-Hour	Adventure	for	1st-4th	Level	Characters	
  	
  	
  	
  IAM PACE, WILLIAM BEERS & WILLIAM MURAKAMI-BRUNDAGE 
  Authors	
   
  Adventure Code: CCC-GLIP-01-01 
  Optimized For: APL 3 
  Version: 1.0 
  	
  Art	and	Cartography:	CJ	Ravenwood,	Dean	Spencer,	Dyson	Logos,	The	Forge	Studios,	Rick	Bastos	
  Development	and	Editing:	Iam	Pace,	William	Beers,	William	Murakami-Brundage	
  Organized	Play:	Chris	Lindsay	
  D&D	Adventurers	League	Wizards	Team:	Adam	Lee,	Chris	Lindsay,	Mike	Mearls,	Matt	Sernett	
  D&D	Adventurers	League	Administrators:	Lysa	Chen,	Bill	Benham,	Travis	Woodall,	Claire	Hoffman,	Greg	Marks,		
  Alan	Patrick	
  	
  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 of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the 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. 
   
  ©2017 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. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-01 Glip Dak 
   
   
  2 
  Introduction 
  Welcome	to	The	Black	Market	of	Glip	Dak,	a	D&D	
  Adventurers	League™	adventure,	part	of	the	official	
  D&D	Adventurers	League™	organized	play	system	
  and	the	Tomb	of	Annihilation™	storyline	season.	
  	 This	adventure	takes	place	in	the	Grey	Wastes	of	
  Thar,	within	the	hobgoblin	market	of	Glip	Dak.	
  	 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.	
  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	
  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.	Familiarize	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.)	
  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-GLIP-01-01 Glip Dak 
   
   
  3 
  Adventure Background 
  Within	the	last	decade,	the	Kroth	Magg	hobgoblins	
  have	risen	to	prominence	within	the	Wastes	of	Thar,	
  that	cold	land	of	nomadic	tribes	and	warring	clans.	
  They	have	secured	and	fortified	several	strongholds	
  in	western	and	southern	Thar	and	have	gained	
  access	to	the	Moonsea	itself.	Their	dominance	is	tied	
  to	the	authority	and	secret	leadership	of	the	blue	
  dragon	Maelizarra,	whose	wealth	and	ambition	are	
  only	matched	by	her	cunning,	who	herself	is	the	
  granddaughter	of	Iymrith,	that	wyrm	of	legend.	
  Maelizarra	tempers	the	warlike	nature	of	the	Kroth	
  Magg	and	guides	their	aggression	towards	more	
  constructive	aims.	To	that	end,	the	hobgoblins	have	
  taken	control	of	key	trade	road	across	the	northern	
  Moonsea	and	have	begun	to	not	only	tax	them	but	
  also	maintain	and	guard	them,	finding	economic	
  control	and	prosperity	another	facet	of	war.		
  	 The	center	of	this	budding	kingdom	is	Glip	Dak,	
  the	black-market	city.	Built	within	ancient	Netheril	
  ruins,	Glip	Dak	has	become	neutral	ground	where	all	
  are	welcome	to	barter	and	trade,	but	those	who	
  violet	these	edicts	are	made	an	example	of.		
  	 The	sudden	rise	of	the	hobgoblin	realm	has	stirred	
  concerns	from	the	civilized	nations	and	fiefdoms	
  around	the	Moonsea.	However,	with	the	growth	of	
  Glip	Dak,	a	curious	benefit	has	befallen	not	only	
  nearby	settlements	but	cities	across	the	sea	as	they	
  have	gained	access	to	rarely	seen	commodities	and	
  noticed	a	drop	in	illicit	trade	in	their	own	
  communities.	This	is	a	farseeing	strategy	of	
  Maelizarra	as	she	undercuts	other	black	markets	not	
  only	in	prices	but	also	in	quality,	variety,	and	
  quantity	of	merchandises.	Glip	Dak	is	now	the	place	
  to	go	for	good	bargains	on	nefarious	products.	
  Everything	is	traded	in	the	infamous	black-market	
  city,	from	mundane	wares	to	exotic	goods	from	
  locations	as	far	flung	as	the	Underdark	and	City	of	
  Brass.	It	is	a	place	where	frost	giants	trade	
  mammoth	ivory,	a	place	where	Thayan	wizards	
  secure	rare	components	and	slaves,	a	place	where	
  heroes	and	scoundrels	find	all	manner	of	
  information	on	the	hidden	and	forbidden.		
  	 Recently,	Elias	Vandover,	heir	and	representative	
  of	the	powerful	Vandover	merchant	house,	has	been	
  captured	and	imprisoned	by	a	Kroth	Magg	patrol	
  accusing	him	of	evading	trade	taxes.	The	punishment	
  of	such	an	offense	is	being	sold	into	slavery.		
  	 However,	the	Kroth	Magg	don’t	seek	to	make	
  enemies	of	the	Vandover	estate	but	to	make	a	high-
  profile	example	to	those	who	would	skirt	the	laws.	
  These	demonstrations	are	needed	to	keep	the	
  goblinoids	of	Thar	inline.	In	secret,	the	Lords’	
  Alliance	on	behalf	of	the	Vandover	estate	have	made	
  a	deal	with	the	Kroth	Magg	to	retrieve	Elias,	but	the	
  Kroth	Magg	cannot	simply	hand	him	over	without	
  looking	weak	or	lenient	to	their	rivals	within	Thar.	
  The	hobgoblins	have	asked	for	a	neutral	party	to	
  intervene	and	“rescue”	him,	buying	him	as	a	slave.	
  Location and NPC Summary 
  The following NPCs and locations feature prominently in this 
  adventure. 
   Elias Vandover (EL-eye-ess VAN-dove-err). Human male, 
  heir to the Vandover merchant house. Captured by 
  hobgoblins and now being held in Glip Dak by the Worghide 
  clan. Impulsive, but magically talented. 
   Eileen Dormar (EYE-leen DOOR-mar). Officer of the 
  Vandover estate. Tasks the adventurers with rescuing Elias. 
  Dutiful servant of the merchant house. She expects Elias 
  Vandover to die a terrible, yet well-deserved, death one day. 
   Huul (HOOL). Hobgoblin warrior. The adventurers may free 
  her from the hanging cage outside of Glip Dak, upon which 
  Huul swears to serve them and repay her honorable debt. 
  Huul stands by her honor, and sees ethical things in black and 
  white, few shades of grey. 
   Maelizarra (MA-lizz-are-ah). Adult blue dragon, ally of the 
  Kroth Magg hobgoblins, and offspring of Chezzaran of Ascore. 
  Gives magical power and knowledge to the Kroth Magg in 
  return for tribute. 
   Manke (MAN-key). Hobgoblin quartermaster, owner of 
  Arrk’s blade, and an avid gambler and religious zealot. Cheats 
  with a magical die. 
  Adventure Overview 
  Typically,	a	direct	assault	on	Glip	Dak	would	be	
  suicidal,	even	by	a	powerful	adventuring	group.	The	
  role	of	the	hobgoblin	market	is	more	an	exotic,	
  unfamiliar	locale.	
  	 In	the	depths	of	Glip	Dak,	anything	is	available	for	
  a	price.	The	adventurers	could	be	sent	to	buy	a	
  merchant’s	freedom,	act	as	spies,	or	otherwise	
  engage	with	goblinoid	civilization.	Glip	Dak’s	locale	
  is	a	chance	for	persuasion,	deception,	sleight	of	hand,	
  and	intrigue.	Ultimately,	the	hobgoblin	market	is	an	
  opportunity	for	roleplaying	and	encountering	the	
  strange,	savage	creatures	and	cultures	of	Faerûn	in	a	
  place	other	than	a	battlefield.	
  	 The	adventure	is	broken	down	into	5	parts:	
  	 Part	1.	The	adventurers	are	asked	to	visit	Glip	Dak	
  and	rescue	Elias	Vandover,	heir	to	the	Vandover	
  merchant	house	in	Tantras.	Also,	the	adventurers	
  are	tasked	with	taking	Manke’s	magical	greatsword.	
  	 Part	2.	The	adventurers	enter	Glip	Dak.	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-01 Glip Dak 
   
   
  4 
  	 Part	3.	Through	fair	means	or	foul,	they	need	to	
  obtain	Elias	Vandover’s	freedom	from	the	Worghide.	
  	 Part	4.	Optional	events	and	encounters.	These	are	
  included	to	expand	the	Glip	Dak	play	experience.	
  	 Part	5.	Conclusion.	
  Adventure Hooks 
  This	adventure	is	part	of	a	set	of	adventures	located	
  in	the	trade	city	of	Glip	Dak	in	the	steppes	of	Thar.	
  The	Tier	1	GLIP	adventures	(CCC-GLIP-01-XX)	are	
  not	part	of	a	sequential	storyline	and	can	be	played	
  in	any	order.	
  	 Your	players	may	recognize	some	of	the	NPCs	or	
  places	from	the	other	adventures.	While	that	can	
  give	them	a	sense	of	familiarity	with	the	locale,	it	
  won’t	spoil	any	surprises!	
  	 Recruited	by	the	Vandover	estate	and	Eileen	
  Dormar:	The	adventurers	are	asked	to	buy	Elias	
  Vandover’s	freedom	from	the	Kroth	Magg	
  imprisoning	him.	Elias	is	heir	to	the	Vandover	
  merchant	house	in	Tantras.		
  	 Recruited	by	the	Kroth	Magg:	The	Vandover	
  estate	and	the	Lords’	Alliance	have	reached	out	to	
  the	Kroth	Magg	to	pay	them	for	his	release.	
  However,	the	Kroth	Magg	cannot	lose	face	by	
  releasing	the	arrogant	merchant	prince	and	instead	
  hire	a	neutral	party	to	free	him.		
  	
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-01 Glip Dak 
   
   
  5 
  Hobgoblin Society 
  Who are the Kroth Magg? 
  A decade ago, six hobgoblins adventurers discovered a 
  Netheril ruin in the tip of the northern Troll Hills. What they 
  found within caused a schism in the band. A brief battle 
  ensued,  resulting in the victors exiling two of their former 
  comrades. The remaining four turned to the worship of the 
  true hobgoblin deities. From there, they used treasure 
  obtained through their explorations and sellswording to 
  begin constructing a fort above the massive complex below.  
   This activity attracted Maelizarra, a curious blue dragon, 
  who sought the secrets the ruins held. She saw potential in 
  these hobgoblin adventurers and offered her wealth to back 
  their endeavors if they swore fealty to her before their gods. 
  They accepted and together they formed the Kroth Magg and 
  built the fortress of Glip Dak to guard the ruins. 
   The Kroth Magg rose to prominence quickly, attracting 
  many hobgoblins to their banner. With the dragon’s 
  clandestine guidance, they secured local resources and began 
  to guard and tax the trade roads of the northern Moonsea.  
   Glip Dak is controlled by Maelizarra through her overlords, 
  the remaining adventurers: Supreme General Korgoth Bayn, 
  Iron Shadow Grand Master Kahl, Devastator Lord Balroth 
  Sicar, and High Priestess Drakkla the Red. There are rumors 
  of a fifth overlord, but such stories are violently refuted. 
   While powerful, the Kroth Magg have much to hide. They 
  are apostates who have freed themselves from the leash of 
  Maglubiyet and returned to the worship of Nomog-Geaya, 
  their god of stoicism and conquest, and Bargrivyek, their god 
  of duty and discipline. They keep this secret as such 
  information would unite the goblinoids against them in a holy 
  war, for Maglubiyet is ruthless and cruel and demands the 
  same of his followers. 
   While the upper levels of the ruins have been opened to 
  Glip Dak to serve as sewers and prisons, Maelizarra and her 
  overlords continue to jealously guard the mysteries held 
  deeper below, sealed by both gate and magic to all but 
  themselves. 
  Glip Dak 
  • A	few	years	ago,	a	clan	of	hobgoblins	claimed	a	
  Netheril	ruin	as	their	stronghold.	From	that	lonely	
  outcropping	of	stone	and	crumbling	battlements	
  rose	Glip	Dak.	Glip	Dak	is	a	lawful	evil	goblinoid	
  fortress	surrounded	by	a	bustling	tent	city.	
  • At	the	trade	gate,	there	is	a	wooden	sign	in	
  Common,	Giant,	Goblin,	and	Orc	that	says:	“Glip	
  Dak	-	Kill	not;	Steal	not”.	Below	the	sign	is	a	pile	of	
  humanoid	skulls.	
  • Outside	the	trade	gates	are	stocks,	manacles,	and	
  cages	wherein	criminals	are	punished.	The	
  gallows,	dunking	vats,	and	other	public	
  “spectacles”	are	near	the	market	square.	
  Glip Dak Citizens 
  • Glip	Dak	citizens	include	many	races,	from	goblins	
  to	drow,	but	the	Kroth	Magg	hobgoblins	squarely	
  control	the	city,	as	least	ostensibly.		
  • Creatures	such	as	aberrations,	monstrosities,	
  lycanthropes,	undead,	etc.	are	considered	vermin.	
  Justice and the Law in Glip Dak 
  • Breaking	the	laws	of	Glip	Dak	is	punishable	by	lost	
  downtime	or	a	fine,	but	it	does	not	end	the	
  adventure,	nor	does	it	prevent	playing	other	Glip	
  Dak	modules.		
  • Some	Glip	Dak	specific	story	awards	can	cause	
  social	shifts	during	other	Glip	Dak	modules	–	the	
  adventurers	are	raising	suspicions,	have	caused	
  problems,	or	are	decorated	allies.	
  The Heinous Crimes of Glip Dak 
  • Killing	Glip	Dak	citizens	or	non-citizens.	
  • Being	caught	stealing	from	a	merchant	or	citizen.	
  Decorations in Hobgoblin Society 
  • Vadd	Narkoz,	“Strong	Warrior”.	In	this	public	
  proclamation,	the	hobgoblins	of	Glip	Dak	
  acknowledge	outsiders	as	worthy	allies.	
  • Lozz	Nying,	“Pony	Gift”.	In	this	public	ceremony,	a	
  pony,	bridle,	and	riding	saddle	are	bestowed	upon	
  those	that	earned	Lozz	Nying.	
  • Fezik	Melko,	“Worthy	Accord”.	A	parade	occurs,	
  and	those	given	the	Fezik	Melko	are	rewarded	
  with	a	silver	dagger.	
  • Pakk	Vit,	“Shield	Bearer”.	Saving	the	life	of	a	
  hobgoblin	creates	a	blood	debt.	Until	that	debt	is	
  repaid,	the	hobgoblin	that	owes	the	debt	is	known	
  as	the	Pakk	Vit	(shield	bearer)	to	their	rescuer.	
  Earning Decorations 
  The	decorations	may	be	earned	by	completing	
  quests	for	the	Kroth	Magg,	DM’s	discretion.	They	
  grant	one	of	the	following	benefits:		
  • Advantage	on	Charisma	(Deception,	Intimidation,	
  and	Persuasion)	checks	while	interacting	with	the	
  Kroth	Magg.	
  • A	point	of	inspiration.		
  • A	particular	item	or	set	of	items,	depending	on	the	
  decoration.	
  	
  	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-01 Glip Dak 
   
   
  6 
  Part 1. The Vandover Heir 
  Story Beat 
  The adventurers are recruited by the Kroth Magg Captain 
  Hrogar or Lady Eileen Dormar, a representative of the 
  Vandover house, to rescue the reckless Vandover heir 
  without either the Kroth Magg or Vandover estate losing 
  face. The module is informed by story awards and events 
  from previous Glip Dak adventures. 
  Estimated	Duration:	15	minutes	
  Tip: Where to start 
  Depending on which (if any) Glip Dak story awards have been 
  earned, this adventure can start in a number of ways: 
  • If a party member has the story award Glip Dak 
  Lawbreaker, go to Part A. 
  • If a party member has the story award The Bronze, go to 
  Part B. 
  • If any of the party is a member of the Lords’ Alliance, go to 
  Part C. 
  • If the party is newly arrived at Glip Dak, go to Part C. 
  • If none of the above fits the party, try to develop a 
  narrative that will motivate them to take work from Hrogar 
  or Eileen. 
  A. Glip Dak Lawbreaker 
  If	a	member	of	the	party	has	the	Glip	Dak	
  Lawbreaker	Story	Award,	read	the	following:	
  You have spent the last several days assigned to hard labor, 
  breaking stone and hauling rocks. After an exhausting day, 
  you are woken in the dark and called to the city watch 
  barracks to stand before Captain Hrogar.   
  Adventurers	with	the	Lawbreaker	Story	Award	
  make	a	DC	11	Constitution	saving	throw	or	suffer	a	
  level	exhaustion	that	they	start	the	adventure	with.	
  This	is	from	being	forced	into	hard	labor	as	
  punishment	for	breaking	the	laws	of	Glip	Dak.		
  	 Proceed	to	B.	Recruited	by	the	Kroth	Magg.	
  B. Recruited by the Kroth Magg 
  Those	with	The	Bronze	Story	Award	are	greeted	
  with	a	friendly	smile	and	talk	of	their	deeds.	Hrogar	
  shows	genuine	friendship	and	trust	with	the	
  adventurers.	Adventurers	with	The	Bronze	Story	
  Award	gain	a	point	of	inspiration	from	knowing	their	
  actions	have	positively	impacted	the	city	and	people.	
  	 Read	or	paraphrase	the	following:	
  The Kroth Magg make a show of pragmatic and spartan 
  standards of decoration. This chamber embodies those 
  qualities. While sparingly furnished and only adorned with 
  the Kroth Magg’s banner and coat-of-arms—the silhouette of 
  a dragon—what few objects furnishing the chamber are of 
  excellent quality. The desk and chairs are imported blueleaf 
  wood and the banners are woven from exotic silk and dyed in 
  expensive cobalt color.     
   Hrogar sits behind the desk, which is clean and organized, 
  waiting for you to seat yourselves in chairs before him.  
   “Greetings, mercenaries and adventurers, I have a 
  sensitive matter to discuss with you, a matter of political 
  importance to not only the Kroth Magg but to the city of 
  Tantras, Hulburg, and even the Lords’ Alliance. 
   “A tenday or so ago, an arrogant noble named Elias 
  Vandover of the Vandover noble house attempted to 
  smuggle goods through the trade roads the Kroth Magg 
  patrol and maintain to the benefit of all. When caught, he 
  assaulted two guards before he was subdued. However, 
  because of this man’s standing as a merchant prince, we 
  can’t punish him accordingly and both the Vandover estate 
  and the Lords’ Alliance have reached out to us for his release. 
   “The trouble is, we cannot simply release him without 
  losing face and undermining the importance of law and order 
  here in Thar. If the goblinoids tribes perceive the Kroth Magg 
  as showing leniency or weakness, they will not obey our rule 
  and Thar and the northern Moonsea will once more descend 
  into a land of raiding warbands and violent tribes. 
   “The current punishment for such violations is being sold 
  into hard labor. This, of course, can’t actually occur. On the 
  behalf of the Vandover estate and the Lords’ Alliance, we 
  would like you, as a third party ostensibly unaffiliated with 
  Hulburg, Tantras, or House Vandover, to buy Elias as a slave 
  and return him to Hulburg. This appears to be the best 
  solution. The denizens of Glip Dak see no one escapes justice, 
  that no one is above the law, and the soft merchant is freed.”  
  For	those	with	the	Lawbreaker	Story	Award,	Hrogar	
  offers	to	commute	the	sentence	if	they	buy	and	free	
  Elias	Vandover.	If	an	adventurer	with	the	Glip	Dak	
  Lawbreaker	Story	Award	completes	Hrogar’s	
  mission,	the	story	award	can	be	removed	with	no	
  downtime	or	gold	deducted.	
  	 Proceed	to	E.	The	Mission	Details.	
  C. Eileen Dormar’s Request 
  Story Beat 
  The adventurers are called to Hulburg by a Lords’ Alliance 
  messenger on behalf of the Vandover noble house. The 
  
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  7 
  Vandover executor tasks them with rescuing Elias Vandover, 
  the heir to the Vandover merchant house in Tantras. 
  If	the	adventurers	have	not	played	a	Glip	Dak	
  module,	here	is	an	introduction	to	see	them	off.	
  As you traveled the Moonsea region, a messenger on 
  horseback intercepted you with a missive requesting your 
  assistance in an important matter involving a merchant 
  prince and a hobgoblin kingdom. The message was marked 
  with the sigil of house Vandover and the Lords’ Alliance. The 
  scroll was vague, citing reasons of discretion, and the rider 
  didn’t know more concerning the matter. You are asked to 
  meet with Lady Eileen Dormar at Hulburg. A reward is 
  promised. 
  House	Vandover	and	the	messenger	know	the	
  adventures	by	their	descriptions,	having	obtained	it	
  from	the	adventurers’	factions	when	House	
  Vandover	sought	aid.	
  	 A	successful	DC	10	Intelligence	(History)	check	
  recalls	that	the	Vandover	noble	house	is	centered	in	
  Tantras	and	controls	a	powerful	merchant	company	
  with	extensive	trade	throughout	the	Moonsea	and	
  even	into	the	Sea	of	Fallen	Stars.	The	ruling	family	
  was	recently	killed,	and	the	heir	is	a	young	and	
  reckless	noble	named	Elise	Vandover	who	fancies	
  himself	a	hunter	of	exotic	beasts.	He	is	also	a	wizard.	
  	 Travel	to	Hulburg	should	be	fairly	uneventful	and	
  quick,	placing	the	adventurers	in	the	meeting	with	
  Lady	Eileen	herself	at	an	upscale	inn.	
  Once you reach Hulburg, a man wearing the heraldry of 
  House Vandover intercepts you, asking you to follow him to a 
  fine inn to meet with Lady Eileen Dormer.  
   You are led into a meeting hall upstairs in the Bright 
  Crown, one of Hulburg’s grandest inns. A pair of guards 
  stands at attention outside the chamber. The private hall is 
  well lit, and luxurious food and drink has been laid out. At the 
  head of the table sits a middle-aged human woman dressed 
  in fine clothes. She stands as you enter.  
   After she watches you a few moments, she speaks, “I am 
  Lady Eileen Dormar, officer of House Vandover. I hope your 
  travels have been well and I apologize for the abruptness and 
  secrecy around this matter.”  
   She motions for you all to relax and eat before sitting 
  herself. “I will not waste more of your time with needless 
  preamble. A tenday ago, Lord Elias Vandover, my lord and 
  heir apparent to the Vandover name and estate, was 
  captured by hobgoblins while overseeing the movement of 
  goods from Hulburg to a new contact in Thentia. During the 
  journey, his caravan was taken by a hobgoblin mounted 
  detachment, the Worghide Company who patrols the 
  northern trade routes to the benefit of all, or so they say. 
  Uncouth extortionist.” She sighs, “They accused him of 
  smuggling and evading taxes. He was taken to Glip Dak, a city 
  in southern Thar at the tip of the Troll Hills. There he will be 
  sold as a slave for punishment.  
   “I’d like you to obtain his freedom by purchasing him. The 
  Worghide is a mercenary company working for the Kroth 
  Magg, a force recently arisen within Thar. The Lords’ Alliance 
  on my behalf have reached out to the Kroth Magg overlords, 
  who were surprisingly diplomatic. They agreed to his release; 
  however, there is a catch. The Kroth Magg cannot afford to 
  look weak or lenient before their vassals or rivals and have 
  requested a third party unaffiliated with House Vandover, 
  Tantras, or Hulburg to intervene and buy him as a slave. The 
  Vandover estate will provide you with the coin you need.” 
   With that, Eileen pulls out a hefty-looking cloth pouch and 
  drops it on the table with a metallic thump.  
   “Once you reach Glip Dak, you are to meet with a Kroth 
  Magg officer named Hrogar. This is to make sure Elias is sold 
  to the right people.” 
  On	a	successful	DC	12	Wisdom	(Insight)	check,	
  adventurers	notice	that	Lady	Eileen	Dormar	(human	
  noble)	is	telling	the	truth	about	Elias	Vandover,	but	
  also	is	frustrated	with	the	merchant	heir.	If	asked,	
  Eileen	explains	this	isn’t	the	first	time	she	has	
  extracted	Elias	from	dangerous	situations.		
  	 Proceed	to	E.	The	Mission	Details.	
  E. The Mission Details 
  Either	Lady	Eileen	Dormar	or	Guard	Captain	Hrogar	
  (depending	on	which	introduction	is	used)	provide	
  the	following	information:	
  • Elias	Vandover	is	being	held	at	Glip	Dak	in	the	
  Worghide	compound.	He	is	being	sold	for	350	gp.	
  His	noble	blood,	rank,	and	arcane	training	assure	a	
  high	price.	
  • The	Kroth	Magg	have	no	issue	cooperating	with	
  Tantras,	Hulburg,	the	Lords’	Alliance,	and	even	
  House	Vandover	because	it	is	in	the	Kroth	Magg’s	
  interest	to	maintain	its	control	of	trade	in	the	
  
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  CCC-GLIP-01-01 Glip Dak 
   
   
  8 
  northern	Moonsea	region,	and	that	requires	
  partners	and	those	who	don’t	see	them	as	a	threat.	
  If	the	Kroth	Magg	were	to	ever	control	territory	
  through	traditional	military	means,	that	would	
  quickly	ally	the	cities	of	the	Moonsea	against	them.	
  • Glip	Dak	serves	a	purpose	in	the	Moonsea.	It	gives	
  a	place	for	black	market	goods	to	be	bought	and	
  sold	away	from	civilized	lands,	and	also	serves	as	a	
  meeting	place	for	sensitive	political	dealings	with	
  goblinoids,	drow,	frost	giants,	and	even	dragons.	
  The Kroth Magg and the City of Glip Dak 
  • The	Kroth	Magg	is	a	hobgoblin	kingdom	lead	by	
  four	overlords:	Supreme	General	Korgoth	Bayn,	
  Iron	Shadow	Grand	Master	Kahl,	Devastator	Lord	
  Balroth	Sicar,	and	High	Priestess	Drakkla	the	Red,	
  who	were	all	members	of	an	adventuring	party	
  before	finding	immense	wealth	in	a	Netherese	ruin	
  and	starting	a	trade	city	open	to	all.	
  • The	Kroth	Magg	keep	the	law	with	an	iron	fist,	
  which	is	necessary	in	a	land	as	wild	and	dangerous	
  as	Thar.	It’s	crucial	to	avoid	open	conflict	within	
  the	city.	Discretion	and	subterfuge	are	the	key.		
  • The	Black	Market	City	of	Glip	Dak	is	growing	
  quickly,	and	resources	are	in	high	demand	there,	
  including	slaves.	
  • The	Kroth	Magg	run	a	lucrative	enterprise,	
  wherein	nearly	anything	can	be	bought	or	sold	in	
  Glip	Dak,	and	where	all	are	welcome.	In	return,	the	
  hobgoblins	tax	all	goods	and	services.	They	also	
  patrol,	maintain,	and	impose	tariffs	along	northern	
  trade	routes.	While	many	feel	their	expansion	and	
  repair	of	roads	and	heavy	patrols	are	simply	a	
  pretense	to	tax	travelers	and	merchants,	the	Kroth	
  Magg	patrols	have	made	travel	far	safer	if	a	bit	
  more	expensive.	Most	tariffs	are	reasonable.	
  • A	successful	DC	15	Intelligence	(History)	check	
  reveals	that	“Kroth	Magg”	means	“the	azure	
  dragon”	in	Ghukliak,	the	goblin	tongue.	Anyone	
  fluent	in	Goblin	automatically	succeeds	on	this	
  check.	The	Kroth	Magg	iconography	is	that	of	a	
  silhouette	of	a	blue	dragon.	Glip	Dak	means	“fetch	
  that”	in	Goblin	and	is	an	idiom	for	shopping.	
  Elias Vandover and House Vandover 
  • Elias	Vandover	is	the	last	surviving	heir	of	House	
  Vandover.	His	parents	and	older	brother	died	
  recently	in	a	suspicious	accident.	He	was	the	
  second	son	who	fancies	himself	a	hunter	of	exotic	
  beasts.	He	spends	his	time	hunting	and	learning	
  arcane	magic	to	assist	in	this	pursuit.	He	is	naive	
  and	arrogant	but	has	the	potential	to	be	a	true	
  leader	and	powerful	wizard.	
  • The	Vandover	noble	house	is	centered	in	Tantras	
  and	controls	a	powerful	merchant	company	with	
  extensive	trade	throughout	the	Moonsea	and	even	
  into	the	Sea	of	Fallen	Stars.		
  Equipment and Ransom Money 
  Either	Eileen	or	Hrogar	gives	the	adventurers	a	
  pouch	containing	400	gp	and	arranges	a	set	of	cold	
  weather	gear	for	each	adventurer.	The	stated	
  purpose	of	this	money	is	to	buy	Elias	Vandover	as	a	
  slave	and	secretly	release	him	back	to	Hulburg.	The	
  price	for	a	slave	of	noble	blood	and	one	learned	in	
  wizardry	magic	is	350	gp,	but	the	price	may	
  fluctuate	for	unseen	reasons.	
  	 As	well,	the	adventurers	receive	a	map	of	the	
  region	around	Glip	Dak,	featuring	local	highlights	
  and	miscellaneous	landmarks.	
  Reward 
  Eileen	or	Hrogar	gives	the	adventurers	a	briefing	on	
  Glip	Dak	society	and	law.	Give	the	players	Player	
  Handout	1.	
  	 If	successful,	each	adventurer	is	promised	100	gp.	
  Eileen Dormer’s Recruits 
  She	hands	the	adventurers	a	scroll,	which	contains	
  the	Kroth	Magg	sigil	and	grants	entry	into	the	city,	
  and	tells	them	to	meet	with	the	Kroth	Magg	
  representative,	Guard	Captain	Hrogar,	once	they	
  reach	Glip	Dak.	After	all,	the	Kroth	Magg	need	to	
  make	sure	Elias	is	being	sold	to	the	correct	group.	
  	 Reaching	Glip	Dak	requires	several	days	travel	
  through	the	northern	Moonsea	and	eastern	Thar	
  regions,	after	which	the	adventurers	finally	arrive	at	
  the	trade	city	of	Glip	Dak.	Travel	is	not	covered	in	
  this	adventure	because	of	time	constraints.	If	time	
  isn’t	an	issue,	the	arctic	encounters	(levels	1-4)	from	
  Xanathar’s	Guide	to	Everything	can	be	used,	page	92.	
  	 Eileen	provides	each	adventurer	with	cold-
  weather	gear,	see	the	Extreme	Cold	sidebar	below.		
  	 Proceed	to	section	B.	Recruited	by	the	Kroth	
  Magg.	This	may	be	summarized	as	the	hobgoblin	
  captain	goes	over	details,	filling	them	in	on	anything	
  they	may	have	missed	speaking	with	Eileen.	
  Manke, the Disruptive Guard 
  Once	Hrogar	goes	over	the	information	about	buying	
  Elias,	he	asks	the	adventurers	to	assist	with	a	
  different	matter.	
  	 Read	or	paraphrase	the	following:	
  
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  CCC-GLIP-01-01 Glip Dak 
   
   
  9 
  While you are here within Glip Dak, there is a second task I 
  would ask of you, which also carries a risk and a reward. 
   There is a hobgoblin officer named Manke who is seeking 
  followers. That isn’t an issue by itself as we encourage 
  ambition and leadership. The issue is that he is a zealot of the 
  Maglubiyet. And like all zealots, he is a disruptive bully. He 
  believes by the mere merit of his fervor in Maglubiyet that he 
  should be given a high standing within Glip Dak. 
   Manke possess an enchanted greatsword that aids him in 
  attracting others to his banner. He believes this sword was a 
  gift from Maglubiyet and he can never lose it. Take this sword 
  from him, prove him wrong. You can keep it for yourselves.  
  The Mission 
  Find	Manke,	take	the	sword	from	him	anyway	you	
  can,	humiliate	or	kill	him,	whatever	suits	your	style.	
  	 Hrogar	can	share	the	following	information	with	
  the	adventures	about	Manke:	
  • He	has	been	attempting	to	convert	others	to	his	
  banner,	forming	a	sort	of	church	militant.	
  • It	is	important	to	the	functioning	of	Glip	Dak	that	
  one	religion	does	not	rise	to	control	the	city.	A	
  theocracy	would	be	devastating,	especially	one	as	
  violent	as	Maglubiyet.	
  A	successful	DC	15	Intelligence	(Religion)	check	
  recalls	that	hobgoblins	are	supposed	to	worship	
  Maglubiyet	with	fanatical	zeal,	with	few	exceptions.	
  Glip	Dak	hosts	few	religious	shrines	or	temples.	The	
  Kroth	Magg	say	this	is	an	issue	of	attracting	trade	
  and	making	others	feel	comfortable	and	safe	within	
  Glip	Dak	as	Maglubiyet	demands	sacrifices.	
  About the Sword 
  • The	sword	has	quite	the	history,	too.	It	was	once	
  wielded	by	the	troll	mercenary	Arrk	before	he	
  disappeared	into	the	ruins	below	our	feet.	The	
  sword	was	recovered	from	there	not	long	ago	and	
  fell	into	the	possession	of	Manke.		
  • The	sword	is	of	Netherese	make	and	when	drawn,	
  the	blade	bleeds.	From	what	little	we	know,	this	
  must	be	some	kind	of	benign	curse,	well,	unless	
  you’re	squeamish	around	blood.	At	the	center	of	
  its	guard	is	a	magical	gem,	which	once	allowed	the	
  sword	to	capture	and	cast	powerful	magic.	
  However,	something	unusual	is	now	within	the	
  sword	preventing	this	ability.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
   
   
  
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  CCC-GLIP-01-01 Glip Dak 
   
   
  10 
  Part 2. Glip Dak 
  Story Beat 
  The adventurers move through Glip Dak, the Black Market 
  City of Thar, seeing the exotic sights. During this time, they 
  encounter a potential ally in a cage, who they can free. Then 
  they go to the Worghide compound to buy Elias and then 
  they confront Manke. 
  Estimated	Duration:	30	minutes	
  General Features 
  There is a sprawling tent city surrounding the fortress of Glip 
  Dak. This tent city is composed of numerous elements, 
  including less wealthy merchants, nomads who have come to 
  trade, outcasts and refugees, and mercenary companies for 
  hire. Located here are the public punishments such as stocks, 
  hanging cages, dunking pools, etc. 
   Terrain. The tent city sprawls for several acres around the 
  trade fort of Glip Dak. The ground throughout has been 
  churned into mud. Dry grass has been scattered on the main 
  paths, but the clinging earth and constant foot traffic make 
  the paths difficult terrain. 
   Weather. Thar is high plateau terrain, harsh and cold. It 
  snows most of the year. Light snow covers the ground, piling 
  into taller snowdrifts in less traveled areas. During the day, it 
  is cold. At night, it drops to freezing. 
   Light. Every merchant or camp has some kind of fire going, 
  which serves as a heat source, cooking method, and light. 
   Smells and Sounds. The pungent scent of horses and other 
  animals mixes with the smell of rare medicinal herbs, 
  roasting meat, and brewing beer.  
  Nighttime in Thar 
  Extreme Cold 
  Whenever the temperature is at or below 0 degrees 
  Fahrenheit, a creature exposed to the cold must succeed on a 
  DC 10 Constitution saving throw at the end of each hour or 
  gain one level of exhaustion. Creatures with resistance or 
  immunity to cold damage automatically succeed on the 
  saving throw, as do creatures wearing cold weather gear and 
  creatures naturally adapted to cold climates. 
  A. The Markets of Glip Dak 
  As	the	adventurers	near	the	merchant	gates,	they	
  merge	with	the	constant	foot	traffic	coming	in	and	
  out	of	the	fortress.	
  At the trade gate, there is a sign in Common and several 
  goblinoid languages that reads “Glip Dak - Kill not; Steal not”. 
  Below the sign is a pile of humanoid skulls. 
   A cobblestone road starts at the gate and leads into the 
  merchant quarter. Food stalls sell fermented mare’s milk, 
  smoked meats, wheels of cheese, and baked flatbreads. 
   Carts and wagons are everywhere, displaying goods like fur 
  pelts, pottery, and clothing. Orcs, hobgoblins, and bugbears 
  hawk their wares and shout in Goblin and Common, enticing 
  passersby to stop and look. 
   There are even drow merchants, who glare out at the 
  brightness of day from the gloom of their tents, and frost 
  giants selling mammoth ivory and furs, their deep voices 
  heard above the crowd. 
  
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  CCC-GLIP-01-01 Glip Dak 
   
   
  11 
  B. The Hanging Cages 
  Story Beat 
  At some point as the adventures move through Glip Dak, 
  either leaving Guard Captain Hrogar’s office or arriving from 
  Hulburg or elsewhere, the adventures spot a cluster of 
  hanging cages for public punishments. These displays are 
  both crime deterrents and symbols of authority. 
   Quick thinking adventurers may free Huul, a hobgoblin, 
  and obtain a local guide and ally. 
  Read	or	paraphrase	the	following:	
  Even in the tent city outside the walls, there are signs of 
  hobgoblin law. You spot the stocks and hanging cages. Most 
  of the cages contain corpses clothed in tattered remnants, 
  but one cage holds an ochre-skinned hobgoblin. Her shouting 
  in Common and Goblin indicates she’s alive, and angry. 
  Nearby an ogre and a handful of goblins squat around a fire 
  occasionally snapping at her to be quiet. 
   Her yellow eyes stare directly at your motley group, and 
  she shouts in Common, “Soft folk. You look scared, out of 
  place here. Pay my debt, buy my freedom. You need my help, 
  and I need your coin.” 
  The Goblinoid Guards 
  There	are	three	goblins	and	an	ogre	guarding	the	
  cages.	They	are	arranged	around	a	fire	pit,	passing	a	
  jug	of	barley	wine	and	telling	stories	in	Goblin.	
  	 Attacking	these	guards,	especially	in	such	a	public	
  place,	alerts	The	Bronze,	the	hobgoblin	military	
  police.	Even	after	leaving	Glip	Dak,	the	adventurers	
  will	be	hunted	until	justice	is	delivered.	After	the	
  adventure,	each	adventurer	earns	the	Glip	Dak	
  Lawbreaker	Story	Award	(Player	Handout	2).	
  Freeing the Prisoner 
  The	guards	are	cold	and	bored.	If	asked,	they	tell	the	
  adventurers	that	the	imprisoned	hobgoblin	is	named	
  Huul,	and	she	stuck	a	dagger	in	a	goblin	during	a	bar	
  fight.	Because	of	this	murder,	she	owes	a	blood	debt	
  of	50	gp	to	the	goblin’s	family,	but	she	refused	to	pay	
  and	so	was	thrown	into	the	cage	for	a	tenday.	
  	 A	successful	DC	11	Wisdom	(Insight)	check	gleans	
  that	this	is	mostly	true.	If	Huul	is	asked	why	she’s	in	
  the	cage,	she	explains:	
  “That filthy cur tried to steal my Fezik Melko, an honor gift for 
  valor in battle, a silver dagger. So, I killed the dog with it. 
   “I owe his family far more than the filth was worth. Even if 
  I had the gold, I wouldn’t pay it.” She spits. “I have nothing 
  but my honor, my dagger, and my value as a soldier. Buy my 
  freedom, and I’ll owe you. Buy my freedom, and I will be your 
  Pakk Vit, your shield.”  
   She smiles at you, showing surprisingly clean, sharp teeth, 
  and holds her hand out to you through the bars. “I am Huul, 
  and I wish for a warrior’s death, not to die in this cage, 
  stabbed by goblin spears in the night. Killed like a rat in a 
  cage.” 
  Huul	(unarmored	hobgoblin	armed	with	a	silver	
  dagger)	is	desperate	to	get	out	the	cage.	She	fears	
  that	the	goblin’s	kin	will	arrive	and	bribe	the	guards	
  to	look	the	other	way	while	they	get	revenge.		
  	 The	guard	can	be	easily	bribed	with	a	successful	
  DC	12	Charisma	(Persuasion	or	Deception)	check	
  and	25	gp	or	10	days’	worth	of	rations	to	release	
  Huul.	Intimidation	checks	are	made	with	
  disadvantage	in	this	situation.	
  	 Clever,	non-lethal	tactics	should	also	work,	such	as	
  a	sleep	spell,	setting	a	small	fire	as	a	distraction,	lying	
  about	a	fight	to	draw	the	guards	away,	or	drugging	
  their	food.	Lethal	measures	should	be	acceptable	if	
  the	adventurers	are	exceptionally	careful.		
  Huul and the Pakk Vit 
  If	her	freedom	is	obtained,	the	ogre	laughs.	He	puts	
  down	the	jug,	unlocks	Huul’s	cage,	and	throws	open	
  the	cage	door.	They	the	guards	sit	down	and	begin	
  arguing	about	how	to	split	their	coins	or	food.	
  Anyone	who	speaks	Goblin	overhears	the	ogre	tell	
  the	goblins	“Huul	made	us	extra	gold	coin.	That’s	
  twenty	for	me,	and	five	for	you	lot.”	
  	 Read	the	following	if	Huul’s	debt	is	paid:	
  Huul clambers down and stretches. She’s taller than you 
  initially thought. She says in Common, “I owe you a debt. I 
  am your Pakk Vit, your shield warrior, until my debt is repaid. 
   “You picked a good day to die in Glip Dak. Glad I get to see 
  this fun.” She starts laughing at her joke, and then abruptly 
  stops. “Who are you, and why are you here in Glip Dak?” 
  When	the	adventurers	free	her,	she	cuts	her	hand	
  with	a	silver	dagger	bearing	a	symbol,	swearing	an	
  oath	to	them.	On	a	successful	DC	15	Intelligence	
  (Religion)	check,	the	adventurers	identify	the	
  symbol	on	the	dagger	as	that	of	Bargrivyek,	the	
  hobgoblin	god	of	duty	and	discipline,	who	was	
  defeated	and	enslaved	by	the	goblin	god	Maglubiyet.	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-01 Glip Dak 
   
   
  12 
  Huul and Her Blood Debt 
  Huul owes the adventurers a debt, and she’s eager to even 
  the score and be free. She will follow non-suicidal orders and 
  throws herself into combat with fervor. Once she has 
  partaken in one combat with the adventurers, she declares 
  that her debt is paid, and attempts to leave. 
   After her debt is settled, Huul can be persuaded to stay 
  and act as a guide. In payment, she asks for a martial weapon 
  and armor. If armed and armored, she keeps these items at 
  the end of the adventure and does not return them. 
   For purposes of The Black Market of Glip Dak, Huul does 
  not count as an NPC regarding experience earned. 
  Huul	knows	where	the	Worghide	villa	is	located.	If	
  the	adventurers	are	open	about	their	goal	to	rescue	
  Elias	Vandover,	she’s	able	to	guide	them.	She	is	also	
  familiar	with	Manke,	owner	of	Arrk’s	greatsword,	by	
  reputation	only—that	of	a	bully	and	zealot.	
  	 If	Huul	is	not	freed,	she	is	no	longer	in	the	hanging	
  cage	when	the	adventurers	pass	back	this	way.	If	
  asked,	the	guards	laugh	and	mention	the	goblins	
  came	and	took	vengeance	for	their	slain	kin.	
  	 Huul	will	not	willingly	give	up	her	silver	dagger.	
  The	dagger	is	a	symbol	of	her	honor	and	prowess.	
  The	only	way	to	take	it	is	by	her	death.	
  Where to Now 
  The	adventurers	can	proceed	to	Manke	or	to	free	
  Elias	in	any	order.	
  Treasure 
  If	Huul	dies	any	time	during	Glip	Dak,	her	dagger	can	
  be	claimed.	It	is	a	non-magical	silver	dagger	that	
  bears	the	rune	of	Bargrivyek,	the	hobgoblin	god	of	
  duty	and	discipline,	and	is	worth	75	gp	if	sold.	
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-01 Glip Dak 
   
   
  13 
  Part 3. The Heir’s Rescue 
  Story Beat 
  The adventurers come to the Worghide compound to free 
  Elias Vandover. There they meet the Worghide hobgoblin 
  cavalry company leader, Danate. If the adventurers seek to 
  purchase Elias, a surprise visit from a third-party barterer 
  challenges them for Elias. 
  Estimated	Duration:	30	minutes	
  The	Worghide	compound	is	located	along	the	
  eastern	edge	of	the	market,	nestled	in	under	Glip	
  Dak’s	walls.	
  	 There	are	a	handful	of	interconnected	buildings	
  where	the	Worghide	hobgoblins	live.	Elias	Vandover	
  is	being	held	prisoner	here,	under	the	orders	of	
  Danate,	the	Worghide	matriarch.	Danate’s	not-so-
  secret	weapon	is	Klugg,	a	female	ettin.	
  General Features 
  The Worghide hall has the following general features. 
   Terrain. The compound is surrounded by a 20-foot stone 
  wall, which is part of an ancient Netherese ruin and bares 
  that strange architecture. There is an arched gateway with a 
  heavy door that’s closed. A copper bell sits outside the door. 
   Weather. The snow has abated for now, but the wind 
  carries a mix of dust and snowflakes. Visibility is lightly 
  obscured past 60 feet.  
   Light. There is light visible within the compound from a 
  variety of fire sources.  
   Smells and Sounds. There is laughter in Goblin and fearful 
  yelling in Common. Deep, booming voices occasionally yell a 
  string of epithets in Goblin (Klugg, arguing with herself over a 
  sheep carcass). 
  A. The Worghide Compound 
  The	Worghide	compound	is	located	along	the	
  eastern	edge	of	the	fort,	nestled	under	Glip	Dak’s	
  walls.	
  There are a handful of interconnected buildings where the 
  Worghide hobgoblins live. A large, tattered wolf pelt is 
  affixed to the gate of the compound, and a sigil in Ghukliak 
  (Goblin) marks the lintel above the gate. Hanging to the side, 
  there’s a verdigris-hued copper bell with a rope attached. 
  You suspect this is how visitors get the inhabitant’s attention. 
   Inside you hear deep, guttural yelling in Goblin, mixed with 
  terrified screaming in Common. 
  On	a	successful	DC	10	Intelligence	(Nature)	check,	
  the	pelt	is	identified	as	a	worg	hide.	The	sigil	in	
  Goblin	also	reads	“Worghide”.		
  	 The	compound	does	not	have	guards	along	the	
  perimeter,	as	Glip	Dak	is	a	civilized	fortress	and	the	
  Kroth	Magg	constantly	patrol	the	city.	Spending	a	
  minute	or	two	observing	the	compound	reveals	that	
  there’s	one	person	speaking	Common,	multiple	
  voices	speaking	Goblin,	and	there’s	a	pair	of	deeper	
  baritone	voices	(this	is	Klugg).	
  	 Anyone	who	understands	Goblin	understands	the	
  gist	of	what’s	being	said	on	a	successful	DC	12	
  Intelligence	(Investigation)	check:	
  • There	are	at	least	a	dozen	hobgoblins	inside	and	at	
  least	a	score	of	attendants	(emphasize	this	is	a	
  military	compound	with	numerous	soldiers).	
  • Most	of	the	force	is	out	on	patrols	with	their	worg	
  mounts,	and	only	a	fraction	is	present.	
  • The	hobgoblins	mention	Danate	and	Klugg	by	
  name,	and	that	there	are	new	slaves	who	need	to	
  be	trained	and	sold,	including	a	whiny	human	in	
  dapper	clothes.	
  A1. Knocking on the Worghide Gate 
  If	the	gate	bell	is	rung	(or	an	adventurer	uses	
  thaumaturgy	or	similar	sound	amplification	to	
  announce	their	presence),	the	yelling	and	screaming	
  stops,	and	1	minute	later	a	male	hobgoblin	opens	a	
  shutter	in	the	gate.	In	Common,	he	brusquely	asks	
  what	the	adventurers	want.	
  	 If	they	mention	Elias	Vandover,	the	guard	denies	
  knowing	where	he’s	at.	A	successful	DC	11	Wisdom	
  (Insight)	check	reveals	he’s	lying.	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-01 Glip Dak 
   
   
  14 
  	 On	the	other	hand,	if	the	adventurers	mention	
  they	are	interested	in	purchasing	slaves	or	that	
  they’re	here	to	visit	Danate	or	Klugg,	the	hobgoblin	
  starts	muttering	under	his	breath	in	Goblin	and	
  opens	the	Worghide	compound	gate,	barring	it	again	
  once	the	adventurers	have	entered.	
  	 If	Huul	is	with	the	party,	the	gate	guard	salutes	
  her.	Those	who	have	earned	the	silver	dagger	are	
  known	for	their	battle	prowess	in	Glip	Dak.	The	
  guard	does	make	a	joke	about	her	being	“thrown	in	a	
  cage.”	Huul	isn’t	amused,	but	the	other	hobgoblin	
  laughs	all	the	louder.		
  	 Proceed	to	Section	B1,	below.	
  A2. Besieging the Compound Gate 
  Another,	more	visible	and	risky	option	is	to	knock	
  the	gate	down	and	charge	in.	The	wooden	gate	is	10	
  feet	wide,	has	AC	15,	75	hp,	and	is	immune	to	
  psychic	and	poison	damage.	A	knock	spell	will	unbar	
  the	gate.	
  	 If	Huul	is	with	the	party,	she	informs	the	
  adventurers	that	this	is	“a	stupid	way	to	knock	on	
  the	front	gate,”	and	“just	because	you	can	knock	
  down	the	gate,	doesn’t	mean	you	must.”	This	leads	to	
  Section	B2,	below.	
  	 Breaking	down	the	Worghide	gate	in	an	obvious	
  fashion,	and	without	clever	disguises,	alerts	The	
  Bronze,	the	hobgoblin	military	police.	Even	after	
  leaving	Glip	Dak,	the	adventurers	will	be	hunted	
  until	justice	is	delivered.	After	the	module,	each	
  adventurer	earns	the	Glip	Dak	Lawbreaker	Story	
  Award	(Player	Handout	2).	
  A3. Sneaking into the Compound 
  The	compound	wall	can	be	scaled	with	a	successful	
  DC	12	Dexterity	(Acrobatics)	check.	Failure	means	
  that	the	adventurer	falls,	taking	7	(2d6)	bludgeoning	
  damage.	The	inhabitants	of	the	compound	are	busy	
  with	their	duties,	feeding	and	cleaning	their	mounts,	
  storing	and	maintaining	equipment,	watching	the	
  slave	pens,	or	arguing	with	each	other	and	fail	to	
  notice	outsiders.	
  	 Once	inside,	the	gate	can	be	unbarred	without	
  difficulty.	
  	 If	Huul	is	with	the	party,	she	mutters	that	she’s	
  “fallen	in	with	vagabonds.”	For	the	next	few	minutes,	
  she	continues	to	complain	quietly	about	her	
  newfound	companions’	lack	of	honor.	This	leads	to	
  Section	B3,	below.	
  Tricks of the Trade 
  Play Time. There’s little inherent reward for combat in Glip 
  Dak. It’s possible that the players just buy Elias and be on 
  their way. 
  Play Styles. Get a feel for how players want to approach Glip 
  Dak encounters. It’s possible to play Glip Dak and not 
  engage in fighting. Conversely, players may desire combat. 
  Accommodate different play styles when possible. 
  B. The Worghides and the Heir 
  Danate	sits	in	the	compound’s	main	hall.	Attending	
  her	are	a	handful	of	the	Worghide	hobgoblins.	Klugg	
  is	out	back,	feasting	on	a	sheep.	
  B1. The Diplomatic Introduction 
  Read	or	paraphrase	the	following	if	the	adventurers	
  rang	the	gate	bell,	or	are	escorted	by	a	Worghide:	
  You notice the compound is clean and orderly. This section of 
  Glip Dak consists mostly of fully intact Netherese buildings. 
  You are escorted to a great hall, which, long ago, may have 
  been a temple. 
   Passing through two sets of double doors, you come to a 
  large chamber. There you see a silver-haired hobgoblin sitting 
  in front of a blazing hearth fire. Flanking her are two 
  hobgoblin guards in the heraldry of the Worghide.  
   Along one wall are a dozen large cages holding prisoners 
  waiting to be sold. In one corner, there is an iron cage 
  containing a young human man dressed in tattered finery. A 
  young goblin is poking him through the bars with a stick. 
   The silver haired hobgoblin looks up at you as you enter. 
  Her uniform carries the insignia of a captain. “Yes?” 
  Danate	(hobgoblin	captain)	and	two	hobgoblins	
  are	gathered	here,	as	well	as	a	dozen	noncombatant	
  servants	cleaning	and	feeding	the	slaves,	mostly	
  hobgoblins	and	goblins.	Elias	Vandover	(human	
  apprentice	wizard)	is	in	the	cage,	being	taunted	by	
  a	juvenile	goblin.	Outside	to	the	north,	Klugg	the	
  ettin	is	eating	a	sheep.	
  	 Glip	Dak	is	growing	fast	and	slaves	are	in	demand,	
  especially	those	with	valuable	skills	or	knowledge.	
  Danate	is	expecting	visitors	from	a	number	of	Glip	
  Dak	factions	and	groups	seeking	to	purchase	slaves,	
  so	the	adventurers	are	not	out	of	the	ordinary.	
  	 Danate	cares	little	who	or	what	the	adventurers	
  are	as	long	as	their	coin	is	good.	She	is	happy	to	be	
  rid	of	the	arrogant,	whiney	human	noble.	However,	
  just	as	the	adventurers	begin	to	bargain	for	his	
  release,	read	or	paraphrase	the	following:	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-01 Glip Dak 
   
   
  15 
  The doors to the chamber fling open and cold air rushes 
  through, pulling at the fire. A drow woman in opulent purple 
  garb steps in. She is flanked by three scowling drow warriors. 
   “Hello, Danate, how are you, my dear friend?” she asks 
  sweetly. Danate rolls her eyes.  
   “What are you looking for, Xek-Durrin?” demands the 
  hobgoblin captain. “Just tell me directly this time, and don’t 
  waste my time.”  
   The drow smiles sharply, “Don’t tell me you’re getting old 
  and impatient. But very well. I heard you have a noble from 
  Tantras for sale. I need something like that.” 
   Danate looks to you, “That slave is already spoken for by 
  these, uh, fine customers.” 
   Xek-Durrin shakes a silken bag, which rattles with coin. 
  “Maybe I’d like to pay more?” 
  The Bartering 
  The	bidding	price	for	Elias	starts	at	350	gp.	A	chosen	
  adventurer	makes	a	DC	14	Charisma	(Persuasion)	
  check	three	times.	Each	failed	check	raises	the	price	
  by	50	gp	while	each	success	holds	the	price	still.	
  Good	roleplaying	should	grant	advantage	to	these	
  rolls.	These	rolls	represent	the	mechanics	of	
  bartering	and	bidding.	However,	the	exchange	can	
  be	purely	roleplay	with	one	or	no	rolls,	DM’s	
  discretion.	
  	 After	three	checks,	or	when	it	is	appropriate,	the	
  drow	woman	looks	sour	and	stomps	away,	leaving	
  the	door	open.	
  	 “Good	riddance,”	Danate	mutters.	To	Danate,	this	
  is	strictly	business,	selling	slaves.	Elias	Vandover,	
  however,	harbors	deep	hatred	against	his	captors.	
  Elias Vandover’s Demeanor and Spells 
  Elias is a haughty nobleman and fledgling wizard. At the same 
  time, he’s terrified for his life. Once the adventurers free him, 
  his arrogance may get the best of him. On the other hand, 
  he’s likely to flee in panic and try to get back to Hulburg as 
  quickly as possible. 
   Elias Vandover has only cantrips available. He has 
  expended all his spell slots and has no spell book. 
  If	Elias	is	released	and	unbound,	he’s	livid.	
  Adventurers	with	a	Passive	Perception	of	12	or	
  higher	realize	he’s	going	to	attack	Danate.	Elias	can	
  be	stopped	via	a	successful	DC	12	Charisma	
  (Persuasion,	Intimidation,	or	Deception)	check.		
  	 Unless	stopped,	he’ll	blast	Danate	with	a	fire	bolt,	
  upon	which	the	mood	of	the	room	changes:	
  When Elias is released from the cage and unbound, he stands 
  up and begins shouting at the hobgoblin matron in Common. 
   Suddenly, his words in Common change to arcane 
  incantations, and a bolt of flame streaks across the room. 
   With that, the mood changes. The hobgoblins charge 
  forward, and the matriarch snarls in Common, “Soft-skinned 
  whelp. You wish to die so soon? Klugg, come here!” 
   The rest of the Worghide hobgoblins begin yelling and 
  rushing out of the chamber as quickly as they can. 
  Danate	is	not	amused	by	the	fire	bolt	she	just	
  received	and	wants	to	make	an	example	out	of	the	
  Vandover	heir.	On	a	successful	DC	15	Charisma	
  (Deception	or	Persuasion)	check,	Danate	will	allow	
  the	adventurers	to	immediately	leave.	If	the	
  adventurers	offer	the	Worghides	20	gp	or	more	as	a	
  peace	offering,	they	have	advantage	on	this	skill	
  check.	Likewise,	charm	person	or	similar	tactics	may	
  defuse	the	situation	long	enough	for	the	adventurers	
  to	leave.	
  	
  	 If	Elias	is	prevented	from	assaulting	Danate	and	
  the	hobgoblins	are	paid,	Danate	wished	the	
  adventurers	well	and	recommends	an	inn	that	is	
  welcoming	to	“soft-skins.”	If	the	adventurers	refuse	
  to	immediately	leave,	Danate	will	summon	Klugg	
  and	engage	in	combat,	yelling	about	“insolent	soft-
  skinned	whelps”	the	whole	time.	
  	 If	combat	does	begin,	Klugg	pushes	her	way	into	
  the	compound	on	the	second	round.	Read	the	
  following	when	the	ettin	enters:	
  You hear heavy footsteps, and then the double doors to the 
  west burst open, and a two-headed ogre-kin rushes in. 
   Both of the ettin’s heads simultaneously howls in a mish-
  mash of Common and another, guttural tongue. The 
  hobgoblin matron points at you. “Klugg, kill them all!” 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-01 Glip Dak 
   
   
  16 
   You notice that instead of weapons, the ettin is clutching 
  half a sheep carcass in each hand. Chunks of mutton hang 
  from the mouth of one head. 
  Klugg	speaking	basic	Common,	Giant,	and	Goblin,	
  and	is	yelling	in	a	mixture	of	all	three.	Klugg	is	
  already	riled	up,	since	the	ettin’s	heads	were	arguing	
  with	each	other	over	the	sheep	carcass.	
  Klugg’s Improvised Weapon (Sheep Carcass) 
  Replace the ettin’s two attacks with the following: 
  Multiattack. Klugg makes two attacks with the sheep carcass. 
  Sheep Carcass. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (2d4 + 5) bludgeoning damage. 
  B2. The Siege 
  If	the	adventurers	besiege	the	compound,	the	
  hobgoblins	order	Klugg	inside	and	bar	the	
  compound	doors.	The	noncombatants	flee	to	the	
  western-most	hall.	Danate	(hobgoblin	captain),	
  Klugg	(ettin),	and	six	hobgoblins	prepare	to	defend	
  their	barracks	and	its	support	buildings.	
  	 The	compound	double-doors	are	15	feet	wide,	and	
  have	AC	15,	75	hp,	and	are	immune	to	psychic	and	
  poison	damage.	They	are	barred	the	inside.	A	knock	
  spell	will	unbar	the	doors.	
  	 In	the	case	of	an	outright	siege,	Klugg	is	armed	
  with	her	normal	weapons.	
  	 This	can	be	a	difficult	and	deadly	battle	if	the	
  adventurers	are	not	ready	or	have	made	plans,	such	
  as	having	infiltrators	poison	the	hobgoblins’	food	or	
  set	fires	that	spread	quickly.	
  	 If	Klugg	and/or	Danate	are	slain,	the	remaining	
  goblinoids	try	to	broker	a	deal.	They’ll	exchange	
  Elias	Vandover	for	sparing	the	lives	of	the	remaining	
  Worghide	troop	members.	
  B3. Sneaking Around the Compound 
  If	one	or	more	adventurers	sneak	into	the	
  compound,	they	can	peek	through	the	slatted	
  windows.	Depending	on	which	way	they	go,	they	
  may	spot	Klugg	eating	her	mutton	just	north	of	the	
  compound.	They	may	also	find	the	cistern	and	well	
  to	the	west.	
  	 Sneaking	into	the	main	hall	unseen	requires	a	
  contested	Dexterity	(Stealth)	check	against	Danate’s	
  Wisdom	(Perception)	roll.	
  	 The	padlock	on	the	cage	can	be	unlocked	with	a	
  successful	DC	12	thieves’	tools	check.	In	this	
  scenario,	Elias	will	attempt	to	quietly	escape	without	
  being	noticed	by	the	goblinoids.	If	either	Elias	or	the	
  adventurers	are	spotted,	Elias	will	run.	See	the	Elias	
  Vandover’s	Demeanor	and	Spells	sidebar	above	for	
  notes	about	Elias	Vandover.	
  Contests (Sneaking around the Compound) 
   Both participants in a contest make ability checks 
  appropriate to their efforts. They apply all appropriate 
  bonuses and penalties, but instead of comparing the total to 
  a DC, they compare the totals of their two checks. The 
  participant with the higher check total wins the contest. That 
  adventurers or monster either succeeds at the action or 
  prevents the other one from succeeding. Any sneaking 
  adventurer wins ties for this specific contest. 
  C. After Freeing Elias Vandover 
  Once	Elias	is	freed,	he	demands	to	know	who	sent	
  them.	His	goal	is	to	escape	Glip	Dak	as	swiftly	as	
  possible,	but	he’ll	accompany	the	adventurers	if	they	
  demand	it.	He	alternates	between	complaining	about	
  Glip	Dak	and	bragging	about	being	a	brave	hunter	of	
  exotic	beasts,	regaling	the	adventurers	with	a	recent	
  cockatrice	hunt.	
  	 After	Elias	arrives	safely	in	Hulburg,	he	proceeds	
  to	tell	everyone	in	detail	about	how	he	assisted	the	
  adventurers	in	their	challenges.	
  	 If	the	adventurers	successfully	rescue	Elias	
  Vandover	and	he	returns	to	Hulburg,	each	
  adventurer	earns	150	experience	points.	
  	 If	Elias	dies	or	otherwise	fails	to	return	to	Hulburg,	
  the	adventurers	do	not	earn	the	reward	from	Eileen	
  Dormar,	and	do	not	earn	the	story	award	nor	
  experience	points.	They	can	still	complete	the	side	
  quest.	
  	 If	Huul	is	with	the	adventurers	after	Elias	
  Vandover	is	freed,	she	declares	that	her	debt	is	
  fulfilled	and	attempts	to	part	ways,	seeking	her	
  fortunes	elsewhere.	See	the	Huul	and	her	Blood	
  Debt	sidebar	above	for	specifics	about	Huul.	
  
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  CCC-GLIP-01-01 Glip Dak 
  17
  Tricks of the Trade 
  Tough Fight. This has potential to be a tough encounter for 
  players who like to go in guns blazing. Diplomacy and tact 
  can win where force leads to failure. If the adventurers 
  start losing badly, the hobgoblins allow them to surrender, 
  but take their gold and refuse to release Elias Vandover. 
  The Drow. The purpose of the drow is to create dramatic 
  tension, a sudden wrench in the players’ plans. If time is 
  running low, this part of the encounter should be ignored. 
  However, this part may also be expanded if time is not an 
  issue. Xek-Durrin the drow isn’t too interested in a bidding 
  war at the moment. 
  The Other Slaves. If the adventurers purchase the freedom of 
  all the other slaves, each adventurer earns a point of 
  inspiration and 50 experience points. Each slave should be 
  fairly cheap, 5 gp each. There are ten prisoners. 
  
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  18 
  Part 4. Manke’s Blade 
  Story Beat 
  Manke can be found in his legion’s barracks or in the shrine 
  to Maglubiyet. He spends his time there pontificating 
  Maglubiyet’s will, or his version of it. Otherwise he can be 
  found gambling in the barracks. Manke loves to gamble and 
  will throw dice over anything, including his sword, which he 
  believes he cannot lose. He cheats with his magical die. 
  Estimated	Duration:	30	minutes	
  General Features 
   Terrain.  The barracks are filled with bunk beds and tables.  
   Weather. It is snowing outside, but the chamber is warm. 
   Light. There is light coming from several wooden rods, 
  placed in sconces and enchanted with continual flame. If the 
  rods are removed from their sconces, they cease working. 
  There is also a cast-iron heater and oven at the far end. 
   Smells and Sounds. The sound of clattering dice and deep 
  voices shouting in Goblin can be heard from the entrance. It 
  smells like sweat, oil, and leather inside the room. 
   
  A. The Blue Shadow Legion 
  Manke	is	quartermaster	of	the	Blue	Shadow	legion	of	
  hobgoblins.	He	handles	the	logistics	for	their	
  supplies	and	movements	and	ensures	that	his	troops	
  are	fed	and	paid	on	time.	
  As you push your way through the doorway of the barrack-
  hall, you see a handful of hobgoblins sitting around a table in 
  the back, drinking and playing dice. 
   One of the hobgoblins catches your attention. He is loud, 
  brawny, and tattooed. Shouting, he pounds the table hard 
  enough that the mugs jump, and then scoops a pile of coins 
  off the table into his pouch. 
   The others start to argue, but the tattooed hobgoblin 
  unsheathes his great sword and lays it on the table. 
  Immediately, blood starts to pour drip the blade and pool on 
  the table. When that happens, the other hobgoblins cease 
  yelling, quietly staring at the bloody blade. 
  Manke	(hobgoblin	captain)	and	four	hobgoblins	
  from	the	Blue	Shadow	Legion	are	here,	off	duty.	
  Manke	is	always	willing	to	throw	dice	given	a	decent	
  bet.	If	the	adventurers	are	willing	to	put	100	gp	
  against	his	sword,	he’s	willing	to	throw	dice	for	the	
  greatsword,	best	two	out	of	three	games.	This	price	
  may	be	haggled	for	dramatic	effect.	
  	 Manke	insists	on	using	his	own	dice.	These	six-
  sided	dice	contain	a	charlatan’s	die,	granting	Manke	
  advantage	on	checks.	
  Adjusting the Fight 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  Very Weak: Remove one hobgoblin captain. Remove one 
  hobgoblin. Manke is one of the three normal hobgoblins. 
  Weak: Remove two hobgoblins 
  Average: No adjustments 
  Strong: Add two hobgoblins. 
  Very Strong: Add three hobgoblins. 
  The Dice Game 
  Given	the	opportunity,	Manke	is	happy	to	take	bets	
  for	Arrk’s	blade.	While	playing,	he	heckles	the	
  adventurers	in	Common,	mocking	their	‘bad	luck’	
  and	gloating	when	he	wins.	
  	 As	long	as	Manke	uses	his	charlatan’s	die,	he	has	
  advantage	on	all	rolls	associated	with	its	use.	It	is	
  paired	with	a	mundane	die	to	blend	in.		
  	 A	successful	DC	15	Wisdom	(Perception)	or	
  Intelligence	(Investigation)	check	notices	the	
  number	on	the	dice	magically	change	after	the	roll.	
  Tactics to Win 
  • Moving	the	Dice:	Using	a	spell	to	change	or	shift	
  the	dice,	such	as	minor	illusion	or	mage	hand.	
  • Swapping	the	Dice:	A	successful	DC	12	Dexterity	
  (Sleight	of	Hand)	check	swaps	Manke’s	dice	for	
  another	set,	if	one	is	owned.	If	the	attempt	to	
  replace	Manke’s	dice	fails,	Manke	will	flip	the	table	
  and	attack,	accusing	the	adventurers	of	“Cheating	
  badly.”	If	Manke’s	dice	are	successfully	swapped,	it	
  
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  19 
  becomes	a	straightforward	Dexterity	(Sleight	of	
  Hand)	contest.	If	an	adventurer	has	proficiency	in	
  dice	gaming	sets,	remember	to	add	the	
  adventurer’s	proficiency	bonus.	In	the	case	of	a	tie,	
  reroll	the	contest	as	the	dice	game	continues.	
  Contests (The Dice Game) 
  Both participants in a contest make ability checks appropriate 
  to their efforts. They apply all appropriate bonuses and 
  penalties, but instead of comparing the total to a DC, they 
  compare the totals of their two checks. The participant with 
  the higher check total wins the contest. That adventurer or 
  monster either succeeds at the action or prevents the other 
  one from succeeding. 
  Winning the Bet 
  In	the	case	that	Manke	loses	the	bet,	he	is	befuddled.	
  After	two	rounds,	or	if	the	adventurers	gloat,	Manke	
  orders	his	soldiers	to	attack	and	launches	himself	
  bare-handed	at	whomever	is	holding	his	sword.	
  Manke stares at the dice, his eyes going wide. “This, this can’t 
  be.” He then looks up at you. “You did this! You cheated! 
  Fight me in single combat, any of you! I dare you, cowards. 
  This sword was gifted to me by Maglubiyet, and no other but 
  me shall wield it!” 
   The other hobgoblins look surprised, then tense, slowly 
  standing, their hands near their sheathed weapons. One 
  hobgoblin quickly chugs his drink, afraid of losing it should 
  the table be flipped. 
  Manke	prepares	to	attack	the	adventurers,	rallying	
  his	troops	to	his	side.	The	other	hobgoblins	aren’t	
  particularly	fond	of	Manke	and	can	be	convinced	to	
  stand	down	with	a	successful	DC	14	Charisma	
  (Intimidation)	check.	Adventurers	possessing	a	Glip	
  Dak	honor	award	(as	outlined	in	the	Hobgoblin	
  Society	section)	have	advantage	on	this	check.	
   
  Losing the Bet 
  If	Manke	wins,	he	insists	on	being	a	lousy	winner,	
  mocking	the	adventurers	while	waiting	for	his	gold.	
  At	this	point,	the	adventurers	can	either	attack	him,	
  attempt	to	use	charm	person	or	similar	magic,	or	pay	
  the	hobgoblin.	If	Manke	isn’t	paid	his	winnings,	he	
  becomes	outraged	and	attacks.		
  	 If	combat	starts,	read	the	following:	
  The hobgoblin shrieks in fury and swings his magic 
  greatsword. Blood flows from the blade and splatters across 
  the wall. His allies leap to fight, kicking their stools over. One 
  hobgoblin quickly chugs his drink, afraid of losing it should 
  the table be flipped. 
  Treasure 
  Manke	possessed	Arrk’s	magic	sword,	a	+1	
  greatsword	that	constantly	drips	blood	when	
  unsheathed	(see	Player	Handout	4).	As	well,	the	
  hobgoblins	have	100	gp	worth	of	various	coinage.	
  Tricks of the Trade 
  The Outcome. Manke is a constant gambler, and it is known 
  around Glip Dak. If the adventurers slay Manke, the Blue 
  Shadow preceptors just assume his antics finally got him 
  into trouble. They aren’t going to investigate or pursue the 
  adventurers. 
   
   
  
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  20 
  Part 5. Optional Event 
  A. Performing Show 
  Story Beat 
  The adventurers are mistaken as hired performers and paid 
  to perform on a stage near jeweler’s row. The performance 
  should be tied to adventurer’s existing skills: music and 
  performance for bards, juggling or acrobatics of rogues, 
  magical displays for casters, feats of strength for fighters, etc. 
  A tall, red-skinned woman wearing noble garments appears 
  out of the crowded market. Her hair drifts around her as if 
  caught in breeze. “Oh, there you are! Come! Hurry! Or we 
  will be late.” She smiles at you expectantly. 
  The	woman	introduces	herself	as	Asasha	al-Din	
  Sahar	(fire	genasi	noble).	
  	 She	has	mistaken	the	adventurers	as	a	group	of	
  performers	contracted	for	her	show.	If	the	
  adventurers	explain	they	are	not	who	she	thinks	
  they	are,	she	waves	that	away	as	trivial	and	offers	
  the	adventurers	10	gp	each	to	perform	for	her.	
  	 If	the	adventurers	accept,	she	leads	them	to	a	
  wooden	stage	near	the	jeweler’s	and	artisan’s	
  quarters.	A	boisterous	crowd	and	several	food	
  vendors	have	already	gathered.	
  Performing on Stage 
  Each	performing	adventurer	chooses	what	their	
  performing	act	will	be.	Examples	include:	Dexterity	
  (Acrobatics	or	Sleight	of	Hand),	Strength	(Athletics),	
  Charisma	(Performance	or	Persuasion),	or	casting	
  spells	such	as	thaumaturgy	or	prestidigitation.	
  	 Bards,	gladiators,	and	other	entertainment-
  focused	adventurers	have	advantage	on	their	
  performing	act	check.	Spellcasters	use	their	
  spellcasting	ability	score	in	place	of	a	skill	for	the	
  performing	act	check.		
  	 Some	examples	of	different	performing	acts	
  include	juggling	a	dozen	objects,	lifting	several	
  audience	members,	balancing	acts,	or	other	daring	
  deeds.	For	players	who	engage	with	the	talent	show	
  and	describe	their	performance,	the	DM	can	give	
  Inspiration.	
  Performing Act Outcome 
  Skill Check Result 
  Outcome 
  5 or less 
  Angry, the crowd starts heckling and 
  pelting the adventurer with rubbish. 
  6-10 
  The crowd fails to be impressed. 
  11-15 
  The performance goes well. The 
  audience cheers and yells at 
  appropriate parts. 
  16-20 (Minor 
  Reward) 
  The audience is amazed at the show 
  and throws 5 gp worth of random 
  coins on stage out of appreciation. 
  21 or above 
  (Major Reward) 
  The audience is swept up in the epic 
  show. The adventurer is asked for 
  autographs, has mugs of fermented 
  mare’s milk thrust upon them, and is 
  given an extra 25 gp out of 
  admiration. 
  Working the Crowd 
  Alternatively,	as	long	as	there	is	at	least	one	
  performing	act,	an	adventurer	can	instead	decide	to	
  steal	from	a	market	stall	or	the	audience	members.	
  In	this	scenario,	the	adventurer	makes	a	DC	11	
  Dexterity	(Sleight	of	Hand)	skill	check.	On	a	success,	
  the	conniving	adventurer	pilfers	25	gp	worth	of	
  valuables.	On	a	failure,	the	adventurer	is	discovered	
  mid-theft,	and	the	Glip	Dak	guards	are	called.	This	
  may	require	role-playing	a	quick	escape.	Optionally,	
  see	The	Justice	of	Glip	Dak	sidebar,	below.	
  After the Performance 
  If	the	adventurers	avoided	breaking	the	law	while	
  performing,	Asasha	thanks	them	and	pays	their	
  wages.	She	also	is	able	to	give	directions	to	any	
  
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  21 
  location	in	Glip	Dak,	such	as	the	Worghide	
  compound	or	any	of	the	side	quest	locales.	
  	 If	the	adventurers	are	caught	stealing,	Asasha	is	
  furious	and	refuses	to	pay	them,	calling	them	
  ‘scallywags’	and	‘thieves’.	
  Treasure 
  Asasha	pays	the	adventurers	10	gp	each.	As	well,	any	
  given	adventurer	may	possibly	earn	one	of	the	
  following:	a	minor	reward	of	5	gp,	a	major	reward	of	
  25	gp,	or	use	Sleight	of	Hand	to	earn	an	extra	25	gp.	
  The Justice of Glip Dak (Optional) 
  Included in The Black Market of Glip Dak are optional 
  sidebars that explain the logical consequences for 
  committing crimes within civilized territory. 
   If the adventurers are caught stealing in the market, or 
  attack anyone, the adventurers will be hunted, and justice 
  will be delivered.  After the adventure, each adventurer earns 
  the Glip Dak Lawbreaker Story Award (Player Handout 1). 
  	
   
  
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  22 
  Part 6. Conclusion 
  Estimated	Duration:	15	minutes	
  Recruited by Guard Captain Hrogar 
  Hrogar	thanks	the	adventurers	for	their	dutiful	work	
  and	provides	food	and	lodging	for	however	long	they	
  remain	in	Glip	Dak.	Hrogar	explains	that	reliable	and	
  competent	outsiders	needed	by	the	Kroth	Magg.	
  	 Each	adventurer	also	earns	the	Vadd	Narkoz	
  Story	Award	(Player	Handout	3)	and	100	
  experience	points.	
  Recruited by Lady Eileen Dormar 
  Eileen	is	pleasantly	surprised	when	Elias	Vandover	
  arrives	back	in	Hulburg.	She’s	less	surprised	when	
  Elias	claims	that	he	rescued	himself,	and	also	
  became	close	friends	with	the	adventurers.	She’s	
  definitely	not	excited	when	Elias	tells	her	that	he’s	
  invited	the	adventurers	on	a	cockatrice	hunt.	Eileen	
  Dormar	pays	the	adventurers	100	gp	each	and	
  hesitantly,	but	dutifully,	invites	them	on	a	safari	to	
  Thar	with	Elias.	
  	 The	adventurers	may	have	recovered	a	magical	
  item	from	Glip	Dak.	There’s	also	a	distinct	possibility	
  that	that	the	adventurers	have	broken	hobgoblin	law	
  and	ended	up	getting	thrown	into	a	burlap	sack	full	
  of	rats	and	tossed	into	a	pond.	
  	 The	adventurers	earn	100	experience	points.	
   
   
  
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  23 
  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.	
  Experience 
  Total	up	all	combat	experience	earned	for	defeated	
  foes,	and	divide	by	the	number	of	characters	present	
  in	the	combat.	For	non-combat	experience,	the	
  rewards	are	listed	per	character.	
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Apprentice Wizard (Elias)  
  0 
  Drow 
   
   
   
  50 
  Ettin (Klugg) 
   
   
  1,100 
  Goblin  
   
   
  50 
  Hobgoblin 
   
   
  100 
  Hobgoblin Captain 
   
  700 
  Ogre 
   
   
   
  450 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Rescuing Elias Vandover  
  150 
  Completing Side Quest 
   
  100 
  Freeing Additional Slaves  
  50 
  	 The	minimum	total	award	for	each	character	
  participating	in	this	adventure	is	450	experience	
  points.	
  	 The	maximum	total	award	for	each	character	
  participating	in	this	adventure	is	600	experience	
  points.	
  Treasure 
  The	characters	receive	the	following	treasure,	
  divided	up	amongst	the	party.	Treasure	is	divided	as	
  evenly	as	possible.	Gold	piece	values	listed	for	
  sellable	gear	are	calculated	at	their	selling	price,	not	
  their	purchase	price.		
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Gold to purchase Elias Freedom 
  400 
  Manke’s gambling winnings 
  100 
  Adventure reward 
   
  100 each 
  Performing Show Wages  
  10 
  Performing Show Reward (Minor) 5 
  Performing Show Reward (Major) 25 
  Performing Show Pickpocketing 
  25 
  	 Consumable	magic	items	should	be	divided	up	
  however	the	group	sees	fit.	If	more	than	one	
  character	is	interested	in	a	specific	consumable	
  magic	item,	the	DM	can	determine	who	gets	it	
  randomly	should	the	group	be	unable	to	decide.		
  	 Permanent	magic	items	are	divided	according	to	
  a	system	detailed	in	the	D&D	Adventurers	League	
  Dungeon	Master’s	Guide.	
  Arrk’s Greatsword (+1 Greatsword) 
  Weapon,	uncommon	
  You	have	a	+1	bonus	to	attack	and	damage	rolls	
  made	with	this	magic	weapon.	This	item	can	be	
  found	in	Player	Handout	4	
  Manke’s Die (Charlatan’s Die) 
  Wondrous	Item,	common	(requires	attunement)	
  Whenever	you	roll	this	six-sided	die,	you	can	control	
  which	number	it	rolls.	This	item	can	be	found	in	
  Player	Handout	5.	
  Potion of Healing 
  Wondrous	Item,	common	
  This	item	can	be	found	in	the	Player’s	Handbook.	
  Story Awards 
  During	the	course	of	this	adventure,	the	heroes	may	
  earn	the	following	story	award:	
  	 Glip	Dak	Lawbreaker.	Glip	Dak	justice	is	brutal.	
  You	may	have	been	stuffed	into	a	burlap	sack	filled	
  with	vipers	and	thrown	in	a	pond,	or	perhaps	you	
  were	held	captive	in	the	stocks	while	hobgoblins	
  threw	stones	at	you.	Unless	playing	another	Glip	Dak	
  adventure	immediately	after	this	one,	the	next	5	
  downtime	days	you	earn	are	automatically	
  expended	surviving	your	punishment.	More	
  information	can	be	found	in	Player	Handout	1.	
  	 Vandover	Obligation.	Elias	Vandover	is	the	heir	
  to	a	merchant	house	in	Tantras.	He	arranges	for	a	
  feast	in	your	honor.	As	well,	he	tells	you	that	he’s	in	
  your	debt	for	saving	his	life,	and	asks	you	along	on	a	
  cockatrice	hunt	in	Thar,	near	Glip	Dak.	Obviously,	
  the	errant	merchant	prince	is	either	foolish	or	
  insanely	brave.	More	information	can	be	found	in	
  Player	Handout	2.	
  Renown 
  
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  24 
  Each	adventurer	receives	one	renown	at	the	
  conclusion	of	this	adventure.	
  DM Reward 
  In	exchange	for	running	this	adventure,	you	earn	DM	
  Rewards	as	described	in	the	D&D	Adventurers	
  League	Dungeon	Master’s	Guide	(ALDMG).	
  	
  
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  25 
  Appendix. Dramatis 
  Personae 
  The	following	NPCs	are	featured	prominently	in	this	
  adventure:	
  	 Elias	Vandover	(EL-eye-ess	VAN-dove-err).	
  Human	male,	heir	to	the	Vandover	merchant	house.	
  Captured	by	hobgoblins	and	now	being	held	in	Glip	
  Dak	by	the	Worghide	clan.	Impulsive,	but	magically	
  talented.	
  	 Eileen	Dormar	(EYE-leen	DOOR-mar).	Officer	of	
  the	Vandover	estate.	Tasks	the	adventurers	with	
  rescuing	Elias.	Dutiful	servant	of	the	merchant	
  house.	She	expects	Elias	Vandover	to	die	a	terrible,	
  yet	well-deserved,	death	one	day.	
  	 Huul	(HOOL).	Hobgoblin	warrior.	The	
  adventurers	may	free	her	from	the	hanging	cage	
  outside	of	Glip	Dak,	upon	which	Huul	swears	to	
  serve	them	and	repay	her	honorable	debt.	Huul	
  stands	by	her	honor,	and	sees	ethical	things	in	black	
  and	white,	few	shades	of	grey.	
  	 Maelizarra	(MA-lizz-are-ah).	Adult	blue	dragon,	
  ally	of	the	Kroth	Magg	hobgoblins,	and	offspring	of	
  Chezzaran	of	Ascore.	Gives	magical	power	and	
  knowledge	to	the	Kroth	Magg	in	return	for	tribute.	
  	 Manke	(MAN-key).	Hobgoblin	quartermaster,	
  owner	of	Arrk’s	blade,	and	an	avid	gambler	and	
  religious	zealot.	Cheats	with	a	magical	die.	
  	 	
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
   
   
  
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  26 
  Appendix. Monster/NPC 
  Statistics 
   
  Apprentice Wizard (Elias Vandover) 
  Medium humanoid, any 
  Armor Class 10 
  Hit Points 9 (2d8)  
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  10 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
   
  Skills Arcana +4, History +4  
  Senses Passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/4 (50 XP)  
  Spellcasting. The apprentice is a 1st-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 12, 
  +4 to hit with spell attacks). It has the following wizard 
  spells prepared: 
  Cantrips (at will): fire bolt, mending, prestidigitation 
  1st level (2 slots): burning hands, disguise self, shield 
  Actions  
  Dagger. Melee or Ranged Weapon Attack: +2 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) 
  piercing damage. 
   
   
  Ettin (Klugg) 
  Large giant, chaotic evil  
  Armor Class 12 (natural armor) 
  Hit Points 85 (10d10 + 30) 
  Speed 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   21 (-5) 
  8 (-1) 
  17 (+3) 
  6 (-2) 
  10 (+0) 
  8 (-1) 
   
  Skills Perception +4  
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant, Orc 
  Challenge 4 (1,100 XP) � 
  Two Heads. The ettin has advantage on Wisdom 
  (Perception) checks and on saving throws against being 
  blinded, charmed, deafened, frightened, stunned, and 
  knocked unconscious.  
  Wakeful. When one of the ettin’s heads is asleep, its 
  other head is awake.  
  Actions 
  Multiattack. The ettin makes two attacks: one with its 
  battleaxe and one with its morningstar.  
  Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 14 (2d8 + 5) slashing damage.  
  Morningstar. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 14 (2d8 + 5) piercing damage.  
  Ettin Modifications 
  Klugg the ettin also speaks Common. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-01 Glip Dak 
   
   
  27 
  Goblin  
  Small humanoid (goblinoid), neutral evil  
  Armor Class 15 (leather armor, shield) 
  Hit Points 7 (2d6)  
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (-1) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  8 (-1) 
   
  Skills Stealth +6  
  Senses darkvision 60 ft., passive Perception 9  
  Languages Common, Goblin  
  Challenge 1/4 (50 XP)  
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns.  
  Actions  
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage.  
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  Hobgoblin  
  Medium humanoid (goblinoid), lawful evil  
  Armor Class 18 (chain mail, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (-1) 
   
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Goblin 
  Challenge 1/2 (100 XP) Ā 
  Martial Advantage. Once per turn, the hobgoblin can 
  deal an extra 7 (2d6) damage to a creature it hits with a 
  weapon attack if that creature is within 5 feet of an ally 
  of the hobgoblin that isn’t incapacitated.  
  Actions  
  Longsword. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 
  (1d10 + 1) slashing damage if used with two hands.  
  Longbow. Ranged Weapon Attack: +3 to hit, range 
  150/600 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage. 
  Manke the Hobgoblin Modifications 
  Manke the hobgoblin wields Arrk’s magic greatsword and has 
  +1 to hit and damage rolls while wielding the greatsword. 
   Manke will only be an ordinary hobgoblin if his encounter 
  is adjusted to a very weak or weak party. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-01 Glip Dak 
   
   
  28 
  Hobgoblin Captain 
  Medium humanoid (goblinoid), lawful evil  
  Armor Class 17 (half plate) 
  Hit Points 39 (6d8 + 12) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
   
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Goblin 
  Challenge 1/2 (100 XP) � 
  Martial Advantage. Once per turn, the hobgoblin can 
  deal an extra 7 (2d6) damage to a creature it hits with a 
  weapon attack if that creature is within 5 feet of an ally 
  of the hobgoblin that isn’t incapacitated.  
  Actions  
  Multiattack. The hobgoblin makes two greatsword 
  attacks. 
  Greatsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 9 (2d6 + 2) piercing damage. 
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 
  2) piercing damage. 
  Leadership (Recharges after a Short or Long Rest). For 
  1 minute, the hobgoblin can utter a special command 
  or warning whenever a nonhostile creature that it can 
  see within 30 feet of it makes an attack roll or a saving 
  throw. The creature can add a d4 to its roll provided it 
  can hear and understand the hobgoblin. A creature can 
  benefit from only one Leadership die at a time. This 
  effect ends if the hobgoblin is incapacitated. 
  Manke the Hobgoblin Captain Modifications 
  Manke the hobgoblin captain wields Arrk’s magic greatsword 
  and has +1 to hit and damage rolls while wielding the 
  greatsword. 
   
   
  Ogre  
  Large giant, chaotic evil  
  Armor Class 11 (hide armor) 
  Hit Points 59 (7d10 + 21) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  8 (-1) 
  16 (+3) 
  5 (-3) 
  7 (-2) 
  7 (-2) 
   
  Senses darkvision 60 ft., passive Perception 8 
  Languages Common, Giant 
  Challenge 2 (450 XP)  
  Actions  
  Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage.  
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 
  + 4) piercing damage.  
   
   
  
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  CCC-GLIP-01-01 Glip Dak 
   
   
  29 
  Drow 
  Medium humanoid, neutral evil 
  Armor Class 15 (chain shirt) 
  Hit Points 13 (3d8) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  11 (+0) 
  12 (+1) 
   
  Skills Perception +4, Stealth +4  
  Senses darkvision 120 ft., passive Perception 12 
  Languages Elvish, Undercommon 
  Challenge 1/4 (50 XP)  
  Fey Ancestry. The drow has advantage on saving 
  throws against being charmed, and magic can’t put the 
  drow to sleep. 
  Innate Spellcasting. The drow’s spellcasting ability is 
  Charisma (spell save DC 11). It can innately cast the 
  following spells, requiring no material components: 
  At will: dancing lights 
  1/day each: darkness, faerie fire 
  Sunlight Sensitivity. While in sunlight, the drow has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions  
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage, and the target must succeed on a DC 13 
  Constitution saving throw or be poisoned for 1 hour. If 
  the saving throw fails by 5 or more, the target is 
  also unconscious while poisoned in this way. The target 
  wakes up if it takes damage or if another creature 
  takes an action to shake it awake. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-01 Glip Dak 
   
   
  30 
  Appendix. Worghide 
  Compound (behind gate) 
  (1 square = 10 feet) 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-01 Glip Dak 
   
   
  31 
  Appendix. Blue Shadow 
  Legion Barracks 
  (1 square = 5 feet) 
  	
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-01 Glip Dak 
   
   
  32 
  Player Handout 1. Glip Dak 
  Hobgoblin Society 
  Glip Dak 
  • A	few	years	ago,	a	clan	of	hobgoblins	claimed	a	
  Netheril	ruin	as	their	stronghold.	From	that	lonely	
  outcropping	of	stone	and	crumbling	battlements	
  rose	Glip	Dak.	Glip	Dak	is	a	lawful	evil	goblinoid	
  fortress	surrounded	by	a	bustling	tent	city.	
  • At	the	trade	gate,	there	is	a	wooden	sign	in	
  Common,	Giant,	Goblin,	and	Orc	that	says:	“Glip	
  Dak	-	Kill	not;	Steal	not”.	Below	the	sign	is	a	pile	of	
  humanoid	skulls.	
  • Outside	the	trade	gates	are	stocks,	manacles,	and	
  cages	wherein	criminals	are	punished.	The	
  gallows,	dunking	vats,	and	other	public	
  “spectacles”	are	near	the	market	square.	
  Glip Dak Citizens 
  • Glip	Dak	citizens	include	many	races,	from	goblins	
  to	drow,	but	the	Kroth	Magg	hobgoblins	squarely	
  control	the	city,	as	least	ostensibly.		
  • Creatures	such	as	aberrations,	monstrosities,	
  lycanthropes,	undead,	etc.	are	considered	vermin.	
  Justice and the Law in Glip Dak 
  • Breaking	the	laws	of	Glip	Dak	is	punishable	by	lost	
  downtime	or	a	fine,	but	it	does	not	end	the	
  adventure,	nor	does	it	prevent	playing	other	Glip	
  Dak	modules.		
  • Some	Glip	Dak	specific	story	awards	can	cause	
  social	shifts	during	other	Glip	Dak	modules	–	the	
  adventurers	are	raising	suspicions,	have	caused	
  problems,	or	are	decorated	allies.	
  The Heinous Crimes of Glip Dak 
  • Killing	Glip	Dak	citizens	or	non-citizens.	
  • Being	caught	stealing	from	a	merchant	or	citizen.	
  Decorations in Hobgoblin Society 
  • Vadd	Narkoz,	“Strong	Warrior”.	In	this	public	
  proclamation,	the	hobgoblins	of	Glip	Dak	
  acknowledge	outsiders	as	worthy	allies.	
  • Lozz	Nying,	“Pony	Gift”.	In	this	public	ceremony,	a	
  pony,	bridle,	and	riding	saddle	are	bestowed	upon	
  those	that	earned	Lozz	Nying.	
  • Fezik	Melko,	“Worthy	Accord”.	A	parade	occurs,	
  and	those	given	the	Fezik	Melko	are	rewarded	
  with	a	silver	dagger.	
  • Pakk	Vit,	“Shield	Bearer”.	Saving	the	life	of	a	
  hobgoblin	creates	a	blood	debt.	Until	that	debt	is	
  repaid,	the	hobgoblin	that	owes	the	debt	is	known	
  as	the	Pakk	Vit	(shield	bearer)	to	their	rescuer.	
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-01 Glip Dak 
   
   
  33 
  Player Handout 2. Story 
  Award 
  During	the	course	of	this	adventure,	the	adventurers	
  may	earn	the	following	story	award.	
  Glip Dak Lawbreaker 
  You	broke	the	laws	of	the	black	market.	Because	of	
  this,	you	were	captured	by	the	Kroth	Magg	
  hobgoblins	and	punished.	
  	 While	most	punishment	involves	serving	
  backbreaking	labor	until	one	faints	from	exhaustion,	
  the	Kroth	Magg	are	known	to	be	inventive	with	their	
  punishments,	which	includes	events	such	as	being	
  stuffed	into	a	burlap	sack	filled	with	rats	and	thrown	
  in	a	pond,	or	forced	to	fight	wyvern	hatchlings	
  barehanded	to	a	jeering	crowd.				
  	 Somehow	you	survived	and	were	released	by	the	
  Glip	Dak	hobgoblins.	The	guards	have	more	
  important	things	to	deal	with.	
  	 Unless	playing	another	Glip	Dak	adventure	
  immediately	after	this	one,	the	next	5	downtime	
  days	you	earn	are	automatically	expended	
  surviving	your	punishment.	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-01 Glip Dak 
   
   
  34 
  Player Handout 3. Story 
  Award 
  During	the	course	of	this	adventure,	the	heroes	may	
  earn	the	following	story	award.	
  Vadd Narkoz 
  Guard	Captain	Hrogar	invites	you	to	a	private	
  ceremony	within	the	central	hall	of	Glip	Dak,	a	
  massive	Netherese	building	of	exotic	stone.	There	he	
  and	other	officers	thank	you	for	your	service	and	
  discretion,	awarding	you	Vadd	Narkoz,	“Strong	
  Warrior,”	in	this	private	proclamation.	The	
  hobgoblins	of	Glip	Dak	acknowledge	you	as	a	worthy	
  and	trusted	ally.	
  	 For	future	Glip	Dak	modules,	the	adventurer	has	
  advantage	on	Charisma	checks	when	interacting	
  with	Kroth	Magg	soldiers	and	guards.	
  	
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-01 Glip Dak 
   
   
  35 
  Player Handout 4. Magic 
  Item 
  During	the	course	of	this	adventure,	the	heroes	may	
  find	the	following	permanent	magic	item:	
  Arrk’s Greatsword (+1 Greatsword) 
  Weapon	(greatsword),	uncommon	
  You	have	a	+1	bonus	to	attack	and	damage	rolls	
  made	with	this	magic	weapon.	
  	 Arrk	was	a	troll	mercenary	known	for	his	
  brutality,	loyalty,	and	reliability.	He	worked	
  throughout	the	Moonsea	region	and	was	infamous	
  for	carrying	an	enchanted	greatsword	that	dripped	
  blood	whenever	it	was	unsheathed,	which	Arrk	
  would	lick	when	he	was	bored	or	annoyed.		
  	 Arrk	vanished	decades	ago	while	exploring	
  ancient	rune	in	the	Troll	Hills	of	Thar.	His	sword	was	
  recovered	not	long	after	the	founding	of	Glip	Dak.	
  While	the	sword	could	once	store	and	release	
  powerful	spells,	something	unusual	is	now	stored	
  within	and	refuses	to	be	released.	
  	 The	greatsword	has	a	long,	rune	covered	blade	
  that	drips	blood	whenever	the	sword	is	unsheathed.	
  The	wide	blade	is	decorated	with	Netherese	runes,	
  and	the	handle	is	wrapped	in	basilisk	hide.	A	large	
  gem	pulses	at	the	center	of	the	cross	guard.	
  	 This	item	can	be	found	in	the	Dungeon	Master’s	
  Guide.	
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-GLIP-01-01 Glip Dak 
  36
  Player Handout 5. Magic 
  Item 
  During	the	course	of	this	adventure,	the	heroes	may	
  find	the	following	permanent	magic	item:	
  Manke’s Die (Charalan’s Die) 
  Wondrous	Item,	common	(requires	attunement)	
  Whenever	you	roll	this	six-sided	die,	you	can	control	
  which	number	it	rolls.	
  	 This	item	can	be	found	in	Xanathar’s	Guide	to	
  Everything.	
  
  Filename: 
  CCC-GLIP-01-01-The Black Market of Glip-Dak-dev34.docx 
  Directory: 
  /Users/thomasmurakami-brundage/Google Drive/D&D 5e 
  Materials/MENAGERIE PRESS AL MODULES/CCC-GLIP-01-01 The Black 
  Market of Glip Dak 
  Template: 
  /Users/thomasmurakami-brundage/Library/Group 
  Containers/UBF8T346G9.Office/User 
  Content.localized/Templates.localized/Normal.dotm 
  Title: 
   
  Subject: 
   
  Author: 
  Shauna Wolf Narciso 
  Keywords: 
   
  Comments: 
   
  Creation Date: 
  9/3/18 6:37:00 PM 
  Change Number: 
  2 
  Last Saved On: 
  9/3/18 6:37:00 PM 
  Last Saved By: 
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  Total Editing Time: 
  2 Minutes 
  Last Printed On: 
  9/3/18 6:37:00 PM 
  As of Last Complete Printing 
   
  Number of Pages: 36 
   
  Number of Words: 
  14,031 
   
  Number of Characters: 
  75,753 (approx.) 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/CCC-GLIP-01-01 - Glip-Dak.pdf