TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only. 
  1 
   
   
   
  Before the Trolltide 
  Version 2 
   
  Holiday preparation is not the simplest thing 
   
   
   
   Introduction:  
  An artist at the Waterdeep searching for a brave adventure to bring ingredients and 
  something special for his ‘research purpose’.  
   
   
   
  Recommended for New & Experienced Dungeon Master 
   
   
  A 2-Hour Sidequest Adventure for Four 4th Level Characters 
   
   
   
   
   
  By: Vexituz 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  2 
   
  Concerning The Following Pages 
   
  This is an adventure written by me, Vexituz alias Andreas 
  Elnatan with help from D&D Indonesia Community. It is 
  written for Dungeon and Dragon 5th edition for 4-5 party of 4th 
  level. 
  For information on copyright ownership, check the lists 
  on this page. All works used with permission. Artwork and 
  Logos are under legal protection, as described in the legal 
  information section on this page. This adventure is made 
  with the Microsoft Office: Word, supplied by Microsoft. I am 
  not the creator nor owner of the Microsoft Office: Word and 
  merely use it to create beautiful and easy to edit content. 
    To use this adventure it is recommended to use the 
  Waterdeep: Dragon Heist,  Player's Handbook, the Monster 
  Manual and the Dungeon Master's Guide. Official online 
  resources may also help you out, like D&D Beyond or the 
  D&D SRD. Please fully read the adventure before playing 
  and prepare it according to your timeframe and player group. 
  The adventure may be completed in a normal session of 
  about 4-6 hours. I highly recommend getting to know the plot 
  beforehand and tinkering with it to fit your current campaign, 
  but that is entirely optional.  
   
  Legal Information 
   
  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.  
  ©2016 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. 
   
  Letter from Author 
  Hey everyone! It’s me Vexituz, I’am a shopowner at middle 
  of nowhere at Indonesia. I have an obsession to Dungeons 
  and Dragons, but the sad part is I have no friend to play with 
  at my home. So, I’ll just play online with Community, its not 
  perfect but still enjoyable. 
  I write this sidequest adventure by myself with a lot help 
  and consultation with some of my from this awesome 
  community, I can’t make this without you guys! 
  Well since this is my first adventure I upload at dmsguild, 
  your review is important, and please do me a favor to enjoy 
  this adventure and give  honest review so I can improve my 
  next work! That’s all and enjoy the Adventure! Cheers! 
   
   
  Changelog 
   
  Added changelog to page 2 
   
  Added one more adventure hooks : Letter at Trollskull 
  Manor 
   
  Removed unecessary NPC from episode 1 
   
  Added personality traits, ideal, bond, and flaw to NPC 
   
  Added history of Second Trollwars 
   
  Changed Adjusting the Combat at Troll encounter 
   
  Fixed some mistype word 
   
  Replaced image format Creature Statistic to Text Format. 
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  3 
   
  Adventure Primer 
  “BURN IT! BURN IT WITH FIRE! QUICK 
  BEFORE IT REGENERATE!” 
  - Volothamp Geddarm to group of mercenary 
  Background 
  very year at Khytorn 1, Trolltide at Waterdeep, on 
  this day commemorating Waterdeep’s victory in the 
  second Trollwar, children run through the city acting 
  like a trolls banging at the doors and growling from highsun 
  till dusk. Home and shop  owners are expected to give the 
  children, candy, fruits, or small items. Those who give no 
  treat can expect become a target of a trick at sundown. This 
  mischief typically takes the form of “troll scratching” at the 
  door and windows. Those with more malicious intent sing 
  screechingly in the wee hours, and hurl raw egg at windows, 
  signs, and the head of those who try to stop them. Have 
  some candy on hand or some sweet rolls, and all will be 
  calm where you live. Cassalanter children also a participant 
  to this event, and they mother will do anything to make their 
  children happy. So Ammalia Cassalanter ordered a custom 
  made twin troll-mask for her twin children to Frug, the mask 
  artist. She wants it to be scary and realistic looks like. Since 
  Frug only know the troll face from the book, he hire 
  mercenary to get a troll head and bring it to him, for research 
  purpose. 
  Episodes 
  This adventure is spread over 2 episodes that take 
  approximately two or three hours to play, 
   
  Episode 1: Meet the Artist. One month before Khytorn 
  1, character was approached by a local artist at the 
  Yawning Portal, Frug. Frug will also ask characters to 
  bring take the other ingredients from Rainbow Park and 
  bring him a troll’s head 
   
  Episode 2: Kill It! Kill It with Fire! Based from 
  information, character will find themselves at Troll 
  Location facing off against a troll and maybe little bunch 
  of orc or goblin.  
  Bonus Objectives 
  This adventure include one bonus objective that the 
  characters can pursue if they have additional time to do so-
  earning additional advancement check point & treasure 
  checkpoints in the process. These bonus objective are found 
  in this adventure’s appendices as follows: 
   
  Bonus Objective A: High Quality Tools. A local 
  artshop named Rainbow Park sell a high quality dye and 
  brush. But currently she run out of the ingredient to 
  make a good brush which is some of pony’s hair, and an 
  highquality inkpen from Griffon’s Feather, she urges 
  characters to find her some pony’s hair and Griffon 
  feather. 
  Episode Sequence 
  Depending on your time constraints, and play style and 
  environment, this adventure will take approximately two 
  hours to play. 
   
  How Will You Play? 
   
  The duration of your session depends on how much of this 
  adventure you plan to utilize. At the very least, your session 
  will last approximately two hours. However, if you wish, you 
  can provide a longer experience for your players by 
  presenting the bonus objectives.  
   
  Main Objectives Only. To complete the adventure’s main 
  objective, the characters participate in Episodes 1 through 3 
  in order. 
   
  Bonus Objective. You can extend this adventure by one 
  or two hours including opportunities for the characters to 
  pursue the bonus objectives 
   
  This Bonus Objective branch off at Episode 1, when Frug 
  tell characters go to local artshop, and the shop owner just 
  tell characters he ran of out of Griffon’s feather & pony’s 
  hair. 
   
   
   
  Adventure Hooks 
  Before the Trolltide is designed to fit into Waterdeep: Dragon 
  Heist campaign setting. There are references to 2 locations 
  that can easily be added to Waterdeep. 
  Drink with Durnan 
  If someone from party befriended with Durnan and talk with 
  Durnan at time 30 days before Khytorn 1, Durnan will tell 
  characters about an old Gnome need service from 
  adventurers to get something outside of Waterdeep. 
  Peaceful Morning 
  While characters having a breakfast or drink at Yawning 
  Portal, Bonnie talk to characters about Trolltide next month 
  and how annoyed she is. 
  Letter at Trollskull Manor 
  Someone left a letter for characters at Bartender at 
  Trollskull Manor. The letter urge characters characters to 
  visit Gentlehand as soon as possible. If you use this 
  adventure hooks, skip Episode 1, Scene A. 
   
   
  E
  This adventure prominently features the Cassalanter family, 
  whom characters may have already encountered in 
  Waterdeep 
  Dragon 
  Heist™. 
  Ammalia 
  and 
  Victoro 
  Cassalanter are secretly cultists of Asmodeus, but 
  outwardly maintain patronage and devotion to the demigod, 
  Siamorphe, who represents a nobles’ divine right to rule. 
  Charitable 
  acts, 
  such 
  as 
  opening 
  their 
  home 
  to 
  Waterdavians for the Midwinter Gala, help the Cassalanters 
  keep up appearances and detract unwanted attention to 
  their more nefarious clandestine activities. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  4 
   
   
  Episode 1: Meet the Artist 
   
  Estimated Duration: 30 minutes 
   
  Scene A. Yawning Portal 
  he adventure start at the Yawning Portal, where it 
  seems like a normal evening. To set the scene, read or 
  paraphrase the following. 
   
   
   
  The Yawning Portal inn, built in 1306 DR by the later Lord of 
  Waterdeep Durnan on the ruins of Halaster Blackcloak's old 
  tower, gained most of its renown for being the primary open 
  route to the Undermountain. A well within its walls led down 
  into the first dungeon of Undermountain. Characters can 
  interatch with the other guest and staff at The Yawning 
  Portal. 
   
  Area Information 
   
  The room was dominated by the Entry Well, measuring 40 
  feet in diameter and descending 140 feet underground, the 
  access to Undermountain.  
   
  Creatures/NPCs 
  If characters hanging around at the Yawning Portal, they can 
  greet and talk to the following NPCs. 
   
  Durnan (N male, Illuskan Human, Innkeeper) The 
  proprietor of the Yawning Portal is a retired adventurer 
  and a man of few words. Durnan bluntly warns 
  adventurers of lower than 5th level entering 
  Undermountain “isn’t good idea.” He keeps a magic 
  greatsword hidden behind the bar just in case something 
  monstrous crawls up out of the entry well. 
  Personality : I’m blunt and don’t talk a lot. 
  Ideal : I’m the gatekeeper to Undermountain 
  Bond : I'll give you a free flagon of ale if you don't talk 
  to me about the weather. 
  Flaw : i’m one of masked lord of waterdeep and no one 
  supposed to know. 
   
   
  “Bonnie” (N doppelganger disguised as Tethyrian                                                                                                                                          
  Human barmaid) This doppelganger posting as friendly 
  barmaid is the leader of a gang of five dopplegangers 
  that arrived in Waterdeep over a year ago. To help the 
  gang make ends meet, she works for Durnan as a 
  barmaid. Mattrim Mereg (see below) know her secrets. 
  Personality : I’m faking my smile all day. 
  Ideal : I’m learning information here, then i’ll construct 
  my plan 
  Bond : I must take my people here, whatever it takes. 
  Flaw : i have secret, and no one supposed to know. 
   
   
  Mattrim “Threestrings” Mereg (LG male Illuskan human 
  bard) This socially awkward bard performs at Yawning 
  Portal and is a better musician than he pretends to be. 
  He’s called “Threestrings” because he play a lute that 
  only has three strings remaining. His secret is that he’s a 
  harper spy, and he’s far more eloquent and composed 
  than he lets on. He lives at the inn, where he spend his 
  afternoons and evening spying on Zenhtarim agents and 
  gathering information on other potential troublemakers. 
  He recently befriended Bonnie and wants to help her 
  doppelganger gang settle into city. 
  Personality : I’m prefer playing my lute than talk with 
  my mouth. 
  Ideal : I dont mind called a fools as long i get any 
  information. 
  Bond : I’ll help you, if you’re nice enough to me. 
  Flaw : I can’t tell you anyone about my real idendity 
  before i accomplished my goal. 
   
  What do they know? 
   
  The staff other NPC at Yawning Portal gladly give characters 
  information about waterdeep. Because people have traveled 
  to Waterdeep from across Faerûn, the guests are equipped 
  with Volo’s Waterdeep Enchiridion (W:DH, pg.163). 
   
  The staff looks annoyed about the upcoming Trolltide; 
  they considered it a silly things and make they spent more 
  coin to buy candy.  
   
  Scene B. Gentlehand 
  After 10 minute interacting with NPC at Yawning Portal, Frug 
  (NG male, gnome commoner), an old gnome, enter the 
  tavern and asking adventurers to gather some ingredients 
  while offering 200gp payment to whoever willing to help him. 
  If characters declined his request, he’s gonna throw extra 
  100gp for characters.  
  After characters accept Frug’s proposal, then Frug invited 
  characters to his workshop named Gentlehand and tell his 
  wife to make some tea or pour wine if characters accept his 
  request without declining it at the first time and being polite 
  toward him. 
  Frug will explain to characters all the ingredients he need 
  is easy enough to be found at the Waterdeep, but one thing 
  he can’t find is a Troll’s head. He tell characters to bring to 
  T
  In the late summer of 940DR, the trolls made continual raids 
  on human triggered the Second Trollwar. The 6 Warlord of 
  Waterdeep were killed in combat. Human side won the 
  Trollwars with help from 32-year-old mage Ahghairon who 
  used his arcane power to end the Trollwars in decisive 
  victory at 952DR. Samular Caradoon was recognized as a 
  hero during the conflict and later form the Holy Order of 
  Samular. Since then, for 100 years no troll ever been 
  spotted near the waterdeep 
  Welcome to Yawning Portal, where the bunch of adventurer 
  drink, dance, sing at here. A stone building with a slate roof, 
  the Yawning Portal offered guest rooms on the three upper 
  floors. Well-worn boards covered the floor, but the main 
  impression was of comfort. Rich blue tapestries decorated 
  on the wood-paneled wall of the common room, which 
  consisted of a bar and table of stouts wood.  A signboard 
  simply read “The Yawning Portal”, hanging on chains from a 
  black iron pole above the front door, announced the entry to 
  the inn. When you enter the building, you can hear some 
  song played by some bard, you can see some man do 
  armwrestle contest, and you can smell alcohol and 
  tabaco scent with your nose. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  5 
   
  him a troll’s head in good shape and without any wound to its 
  head or face, and give them information about rumor a troll 
  wandering around at Ardeep Forest, a few miles east of 
  Waterdeep, on the south bank of River Dessarin. After all of 
  this information, Frug request a favor from characters to buy 
  the other ingredients from an artshop named Rainbow Park, 
  and give characters a list of ingredients (Bonus Objective 
  A, see Appendix 2) he need. Frug also tell characters they 
  just need take the stuffs and bring it to him, he already sent a 
  letter to Rainbowpark. If characters accepts all his quest, 
  Frug will offer his service to characters. 
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  6 
   
  Episode 2: Don’t Touch the Head! 
   
  Estimated Duration: 60 minutes 
   
  Scene A. Eastern Gate of 
  Waterdeep 
  Before characters travel to Ardeep Forest, a merchant offer 
  them a transportation service with a wagon and 2 ponies. 
  The merchant name is Evan Black. He’s look nice and polite 
  at the appearance, but a coward inside. 
   
  Evan Black (CG, Human Male, Commoner) 
  Personality : We have times to kill right? Why dont we 
  change a little story? 
  Ideal : I must go find coin for my family and make sure 
  myself back at home everyday. 
  Bond : I’ll help you, if you’re pay me enough. 
  Flaw : I’ll just leave you without warning if i think 
  something dangerous is gonna happened. 
   
  If characters hire a wagon, it cost  10gp to deliver 
  themselves to Ardeep Forest and back to Waterdeep. They 
  arrived around 3p.m, and characters still have a normal 
  vision for another 3 hours. The wagon owners demand an 
  upfront payment and will wait characters until 7pm not far 
  from forest. 
  If characters walk toward Ardeep Forest, they arrived at 
  dusk and there’s no light source within the forrest. 
  Characters with no darkvision must light a torch or another 
  light source to be able have a vision. 
   
  Scene B. Ardeep Forest 
  Make a player character roll nature ability check before they 
  enter the forest and make them roll till they found cave with a 
  troll within Troll. 
   
  On fail DC5 Nature or Investigation check, player spent 1 
  hour walking and attacked by 2 black bear. 
   
  On fail DC13 Nature or Investigation check, player spent 
  1 hour walking around forest without see anything 
   
  On Success DC13 Nature or Investigation check, player 
  spent 30 minute walking around forest and found a 
  somewhat like a big unnatural Footstep. Which give them 
  advantage on the next roll 
   
  On Success DC17 Nature or Investigation check, player 
  found a cave with a troll inside sitting around and aware 
  of its surrounding. 
   
  On Success DC20 Nature or Investigation check, player 
  found a cave with a troll inside, sleeping unaware of its 
  surrounding. 
   
   
   
  Resolution 
  The characters may return to the waterdeep and bring Troll’s 
  head to Frug, he will give the compensation as he promised 
  and after 1 week, he well give visit to characters and give a 
  normal troll mask to a character who is the most polite 
  toward him. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Adjusting The Combat 
  Here are some suggestion for adjusting this scene, 
  according to your group.  
   
  Very Weak : The troll is wounded by fire , has 25 hp and 
  it can’t regenerate. 
   
  Weak : The troll is wounded by fire, only has 44hp and it 
  can’t regenerate. 
   
  Strong : add one blackbear, and it attack characters 
  from behind at the 3rd turn, blackbear move at initiative 
  score 10 
   
  Very Strong : add one blackbear, and it attack 
  characters from behind at 3rd turn, black movee at 
  initiative score 10 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  7 
   
  Appendix 1: Creature Statistic 
  Troll 
  Large giant, Chaotic Evil 
   
  Armor Class 15 (Natural Armor) 
  Hit Points 84 (8d10+40) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 13 (+1) 20 (+5) 7 (-2) 
  9 (-1) 
  7 (-2) 
   
  Skills Perception +2 
  Senses Darkvision 60 Ft., passive Perception 12 
  Languages Giant 
  Challenge 5 (1800xp) 
   
  Keen Smell. The troll has advantage on wisdom 
  (Perception) checks that rely on smell. 
  Regenaration. The troll regains 10 hit points at the 
  start of its turn. If the troll takes acid or fire damage, 
  this trait doesn’t function at the start of the troll’s next 
  turn. The troll dies only if it start of its turn with 0 hit 
  point and doesn’t regenerate 
   
  Actions 
  Multiattack. The troll has make three attacks: one 
  with its bite and two with its claws. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one 
  target. Hit: (1d6 + 4) piercing damage. 
  Claw. Melee Weapon Attack: +7 to hit, reach 5ft., 
  one target. Hit: (2d6 + 4) slashing damage. 
   
   
   
  Black Bear 
  Medium beast, unaligned 
   
  Armor Class 11 (Natural Armor) 
  Hit Points 18 (3d8+6) 
  Speed 40 ft., climb 30ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 10 (+0) 14 (+2) 2 (-4) 
  12 (+1) 7 (-2) 
   
  Senses passive Perception 13 
  Challenge 1/2 (100 XP) 
   
  Keen Smell. The bear has advantage on wisdom 
  (Perception) checks that rely on smell. 
   
  Actions 
  Multiattack. The bear make two attacks: one with its 
  bite and one with its claws. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one 
  target. Hit: (1d6 + 2) piercing damage. 
  Claw. Melee Weapon Attack: +7 to hit, reach 5ft., 
  one target. Hit: (2d4 + 2) slashing damage. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  8 
   
  Appendix 2: Currently Sold Out 
  (Bonus Objective A) 
   
  Estimated Duration: 20 minutes 
   
  he characters arrived at Rainbow Park, the 
  shopowner already prepared the stuff which Frug 
  requested. But shopkeeper ran out of Pony’s hair 
  and Griffon’s feather. He ask characters to bring both 
  ingredients to her, bunch of pony’s hair and 10 pieces 
  of Griffon Feather, and she will give a Forgery Kit +1 
  as a reward to a player. 
   
  Currently Sold Out 
   
  Characters can certainly try to get the ingredients 
  using player creativity. DM can rule and make a ruling 
  about player creativity and DM should provide player 
  with these information 
   
  There’s a lot of pony in Waterdeep, the example of 
  such location such as inn, market, government 
  office, military barracks, and any other places 
   
  There’s a air military army called Griffon Calavary 
  patrolling around a city, and can be easily spoted in 
  the city. 
   
  Warn characters to not break any law. The 
  punishment wait ahead characters if the guard 
  manage to capture them. 
   
  There’s a lot of way to gain these ingredients, for 
  examples: 
   
  Characters can attempt cut a little bit of pony hair 
  from merchant with wagon 
   
  Characters can attempt to sneakily cut a little of 
  pony hair while they pretending bargaining a pony 
  from local breeder 
   
  Characters can bribe the Griffon Cavalary to give 
  them griffon feathers. 
   
  Characters can attack & kill the Griffon Cavalary, 
  but it’ll be an impact to character campaign. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  T
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  9 
   
  Appendix 3: Dungeon Master Tips 
   
  This adventure is designed for three to seven 1st-4th level 
  characters and optimized for four characters with an 
  average party level (APL) of 4. Characters outside of this 
  level range not recommended to play this adventure. 
   
  Preparing the Adventure 
  Before you start, 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 way you’d like to portray an NPC 
  for tactic you’d like to use in a combat. Familiar yourself 
  with the adventure’s appendice 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.) 
   
  Adjusting the Adventure 
  When combat is a possibility, the adventure will provide a 
  sidebar that helps you to determine the best mix/number of 
  opponents to provide them with to create an appropriate 
  challenge. While you’re not bound to these adjustments; 
  they’re here for your convenience and consideration. 
  To determine whether you should consider adjusting the 
  adventure, add up the total levels of all the characters and 
  divide the result by the number of characters (rounding .5 or 
  greater up; .4 or less down). This is the group’s average 
  party level (APL). To approximate the party strength for the 
  adventure, consult the table below. 
   
  Determining Party Strength 
   
  Party Composition 
  Strength 
  3-4 characters, APL less Than 
  Very Weak 
  3-4 characters, APL equivalent 
  Weak 
  3-4 characters, APL greather than 
  Average 
  5 characters, APL less than 
  Weak 
  5 characters, APL equivalent 
  Average 
  5 characters, APL greater than 
  Strong 
  6-7 characters, APL less than 
  Average 
  6-7 characters, APL equivalent 
  Strong 
  6-7 characters, APL greater than 
  Very Strong 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Before the Trolltide - Sidequest for Waterdeep Dragon Heist v2.pdf