TEXT:  
   
  Rise of the Ogre King 
  (Part 2 of Agents of the Cloaks) 
   
  You have been hired by the Brotherhood of the Cloaks to journey into the heart of desolate 
  Thar. Once there you are to negotiate with the oni lord of Fangjaws Hold for the rights to 
  excavate an ancient minotaur lord’s tomb within his territory.  
   
  A 4-Hour Adventure for 5th-10th Level Characters 
   
  Adrian Arduini 
  Author 
   
  Adventure Code: ccc sfbay-02-02 
  Optimized For: APL 8 
  Version: 1.1 
   
   
  Development and Editing: Jason Denton, Ariel Imrie 
  Map of Fangjaws Hold – Karen Petrasko 
  All other maps and art work – Adrian Arduini 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,  
  Alan Patrick, Lisa Chen 
   
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  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. 
   
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  2 
  Introduction 
  Welcome to Rise of the Ogre King, a D&D 
  Adventurers League™ adventure, part of the official 
  D&D Adventurers League™ organized play system 
  and the Agents of the Cloaks™ storyline. 
   This adventure starts off in Mulmaster but then 
  takes the characters to the great gray land of Thar.  
   This adventure is designed for three to seven 
  5th-10th level characters and is optimized for five 
  characters with an average party level (APL) of 8. 
  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. 
   
   
  
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  3 
  Adventure Background 
   The Thayans have heard of a tomb in Thar that 
  may be from the ancient minotaur kingdom of 
  Grong-Haap. The Thayans want to excavate the tomb 
  for a magical artifact that they believe exists within 
  it, so they have asked the Cloaks to send an envoy to 
  Thar to negotiate a treaty with the ruler of Fangjaws 
  Hold. This treaty is necessary because the tomb is 
  dangerously close to that stronghold.  
   The Rashemi are working to stop the Thayans 
  from acquiring whatever artifact that might exist 
  within the tomb.   
   Nelvon DeJuan is the representative of the Cloaks 
  managing this mission. Like the rest of the Cloaks, he 
  is not really happy with Thay’s intrusion into 
  Mulmaster; however, it is still a time for politics and 
  not an outright mage battle.  
  Location and NPC Summary 
  The following NPCs and locations feature prominently in this 
  adventure.   
   
  Bladod. Bladod is a powerful oni who united the ogres, 
  orcs and goblins of Fangjaws Hold. He wants Fangjaws Hold 
  to become a town recognized by the civilized communities of 
  the Moonsea.  
   
  Durthan. Rashemi witches that use the powers of the dark 
  fey. They do not operate with the blessing of the Rashemen 
  ruling council.  
   
  Fangjaws Hold. Fangjaws Hold is a stronghold in the hills 
  of Thar ruled by an oni named Bladod. The inhabitants of 
  Fangjaws hold are mainly ogres, orcs and goblinoids though a 
  few other monstrous races may also be found living there.  
   
  Grong-Haap. An ancient kingdom of minotaurs which 
  lasted from 981 to -350 DR (Dale Reckoning) and included 
  Thar, the eastern Moonsea and the northern highlands of the 
  Vast. Its last ruler was a huge minotaur named Haask. 
   
  Lady Vandree. A drow wizard of considerable power who 
  is unofficially representing Rashemen in Mulmaster. 
   
  Nelvon DeJuan. Nelvon DeJuan is a high-ranking member 
  of the Cloaks and a powerful wizard.  
   
  Rashemi. To the East of Damara boarding the vast steppes 
  that separate Faerun from the lands of Koza Kur is a fey 
  infused land of many rivers and lakes. This land is inhabited 
  by powerful witches and fierce berserkers that have spent 
  centuries fighting Thay and the barbarian hordes of Narfell. 
  They call themselves the Rashemi.  
   
  Thay. Thay is a plateau to the east ruled by a cadre of 
  wizards. The most powerful of the wizards is a powerful lich 
  necromancer named Szass Tam.  
  Adventure Overview 
   The adventure is broken into five parts: 
   Part 1. In the first part of the adventure, the 
  characters are hired by the cloaks to negotiate a 
  treaty for excavation rights to the tomb of a 
  minotaur lord from a long-ago kingdom in Thar. 
  They must decide if they are going to do this on 
  behalf of the Thayans or the Rashemi.  
   Part2. This is an optional encounter with a 
  Burning Dagger kill squad ambush.  
   Part3. The characters arrive in Fangjaws Hold and 
  are immediately escorted to stand before the Oni 
  lord Bladod. They learn that another party has 
  arrived and is competing with them for the 
  excavation rights. Bladod pits the two groups against 
  each other in a competition for his favor.   
   Part4. The characters are tasked with addressing 
  one of two external problems facing Bladod. They 
  must choose one problem to fix while the other 
  party tackles the other. How well they resolve the 
  problem will add to their bid for Bladod’s favor.  
   Part5. The characters and the other party are put 
  before Bladod to receive his ruling regarding the 
  excavation rights. The party that wins is challenged 
  by the party that didn’t. Both parties fight to the 
  death in a gladiatorial match. Winner take all.  
   Part6. The characters return to Mulmaster and 
  collect their reward or not depending on how well 
  they succeeded in their mission.  
  Adventure Hooks 
   The characters can be drawn into this adventure 
  several ways.  
   Ally of Thay. You receive a personalized letter 
  along with a bottle of your favorite drink from 
  Dar'lon Ma requesting that you go to the Tower of 
  Arcane Might to speak with Nelvon DeJuan. Thay is 
  in need of your service once again. 
   Friend of Rashemen. You have received a note 
  from Lady Vandree that says the following: “Thay is 
  looking for another artifact and the Rashemi want to 
  prevent them from getting it. Please go to Mulmaster 
  and wait for word from me.” 
   Member of the Cloaks. As part of your service to 
  Mulmaster, you have been commanded to undertake 
  a diplomatic mission on their behalf. You are 
  ordered to report to Nelvon DeJuan in the Tower of 
  Arcane Might.  
   Note: Characters who are members of the 
  Brotherhood of the Cloaks do not have to pay the 
  downtime day cost for playing this mod as this will 
  count as their cloaks mission.  
   Order of the Gauntlet [Faction Assignment]. The 
  order has received word that there are people 
  
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  4 
  returning from Thar claiming to have been rescued 
  from slavery by a great silver dragon.  
   Discover the truth of the dragon’s existence.  
   Adventurers for Hire. Your deeds have become 
  known in the area. You have received a request to 
  work for the Cloaks of Mulmaster as envoys. The 
  summons only states that the compensation will be 
  considerable. 
   
   
  A Mulmaster Adventure  
   This a Mulmaster adventure. This means that 
  characters that are members of the Cloaks can 
  increase their ranks in that organization. They may 
  also acquire any benefits that go with being part of 
  that organization.  
   
   
   
  . 
    
   
   
  
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  5 
  Part 1. Your Hired!  
  Estimated Duration: 20 minutes 
   The characters answer a summons from the cloaks 
  to serve as envoys for an important diplomatic 
  mission.  
   While traveling to the Tower of Arcane, the 
  characters receive a message as per a special version 
  of the Message spell. The spell targets all the 
  characters in the party. Read the following boxed 
  text.  
   
   
   
   
   
   
   
    
   If the characters decide to follow the instructions 
  of the message spell, read the “A slight detour” 
  section. Otherwise read the “Strait on through” 
  section.  
   
  A slight detour  
   When the characters round the corner as 
  instructed, read the following boxed text:  
   
   
   
   
      If the characters enter the building, read the 
  following boxed text.  
   
   
   
   
    
   Lady Vandree has a passion for the dramatics. She 
  also wanted to make sure the characters didn’t have 
  any mischief in mind. Should the characters have 
  plans to betray her, assume that she is aware of it 
  and disappears.  
   When the characters enter the room, read the 
  following boxed text:  
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   If the characters agree to help the Rashemi, then 
  Nelvon will inform them there is no need to continue 
  to the Tower of Arcane Might as no one will be there 
  to receive them. If the characters don’t agree and 
  wish to continue to the Tower of Arcane Might, then 
  Nevlon will teleport to his office there and receive 
  the characters as noted in the next section.  
   If the characters have questions, what Nelvon 
  knows is listed at the end of this chapter.  
   
  Strait on through 
   If the characters decide to ignore the summons, 
  read the following boxed text.  
   
   
   
   
   
   
   
   
   
   
   
   
    
   
    
   
        Nelvon then steps back and Lady Vandree rises to 
  speak. Her voice is musical, and her poise is one of 
  someone who commands respect. She says: “The Thayans 
  are searching the Moonsea for magical artifacts. They are 
  then shipping them off to Thay to be used for some foul 
  purpose. The people of Rashemen are mortal enemies of 
  Thay, and wish to prevent Thay from getting any more 
  artifacts.  
     Thay is currently mounting an expedition to Thar to 
  search an ancient tomb that belonged to a long-ago 
  minotaur lord. We want you to get their ahead of them 
  and secure the right to excavate the tomb first. You’ll 
  have to negotiate with the leader of a stronghold called 
  Fangjaws Hold, for that stronghold is very close to the 
  tomb.  We will pay you 1000 GPs if you do this.” Right 
  after Lady Vandree makes that statement a sprite appears 
  on her shoulder, strikes a pretty pose and says “sorry 
  friends, not each”. It then disappears and Lady Vandree 
  continues her statement non-paused. “What say you?” 
      You are traveling through the ruined city of Mulmaster 
  on your way to the Tower of Arcane Might when everyone 
  in your party receives a magical message via spell. The 
  message says “Before you go to the Tower to accept a job 
  on behalf of Thay, I have a counter offer for you. Turn right 
  at the next corner if you are interested. Lady Vandree.”  
   
   
  You turn the corner and you see a beautiful drow 
  woman dressed in a dark blue gown turn and enter the 
  building next to her.  
   
    
   
   
  When you enter that same building, you see dancing 
  purple lights that lead up the stairs and into one of the 
  rooms.  
   
       You enter the room and the lights go on. Inside you see a 
  tall thin man dressed in the blue robes of a cloaks wizard. 
  Next to him is the beautiful drow female you saw before.  
  The man looks at you and says: “Hello adventurers. I’m glad 
  you could come. My name is Nelvon DeJuan and allow me 
  to introduce my friend here. This is Lady Vandree, she 
  represents the interests of the nation of Rashemen, and we 
  have an important task for you”. 
  When you reach the Tower of Arcane Might and tell the 
  apprentice at the front desk who you are, you are escorted 
  up a couple of flights of stairs to a non-descript room that 
  has nothing but a pitcher of water and plate of cheese in 
  it.  
   
  After about an hour of waiting, your host arrives. A tall 
  well-built man wearing a blue wizard’s robe enters and 
  starts to poor himself a glass of water.  He then looks to 
  you and says: “Greetings adventurers. Thank you for 
  answering my call. My name is Nelvon DeJuan, and I 
  represent the cloaks of Mulmaster. The Thayans are 
  interested in an artifact that is in a tomb in Thar. Thar as 
  you know is a land filled with savage humanoids and 
  monsters. This tomb happens be in the territory of a 
  stronghold called Fangjaws Hold. This stronghold is the 
  territory of the Skullsmasher ogre tribe. 
   
  
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  6 
   
   
   
   
   
   
   
   
   
  If the characters visit Lady Vandree but reject her 
  offer, read the following boxed text.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   The characters may still accept Lady Vandree’s 
  offer if they want to.  
   
  Questions 
   Regardless of who the characters decide to work 
  for, they will most likely have questions. Here is 
  what Nelvon knows. 
  • 
  Nelvon can provide a map to Fangjaws Hold 
  for the characters. 
  • 
  He doesn’t know what kind of artifact is in 
  the tomb.  
  • 
  The only thing he knows about the leader of 
  Fangjaws Hold is that he is an ogre.  
  • 
  What can we offer in exchange for the 
  excavation rites? See Trade Negotiations 
  bellow 
   
  Trade Negotiations  
   Mulmaster will offer trade with Fangjaws Hold in 
  exchange for the excavation rights. They offer to 
  have a trade caravan visit the hold every other 
  tenday. The offer is good for one year. It’s up to 
  Fangjaws Hold to make continuing trade with them 
  desirable.  
  Role-Playing Nelvon DeJuan and Lady Vandree 
   
  Nelvon DeJuan: Nelvon is a quiet and reserved person.  He 
  will keep the conversation to the business at hand.  
   
  Lady Vandree: Lady Vandree grew up in the politically 
  dangerous city of Menzoberranzan. She has spent her whole 
  life hiding her emotions and her true intentions. While she is 
  a care free individual and rarely seen without a smile, the 
  characters will not learn anything from her that she doesn’t 
  want them to know. She will not discuss the depth of her 
  relationship with the Rashemi. She will keep the conversation 
  to the mission at hand and the threat Thay would pose if they 
  were to get the artifacts. 
  The Journey 
     It is a 140-mile straight shot from Mulmaster to 
  Fangjaws Hold. The first half of the journey will be 
  by boat crossing the Moonsea to Hulburg. From 
  there it will be an overland journey to the range of 
  hills in central Thar were Fangjaws Hold resides.  
     The characters will be given riding horses and 
  ship’s passage will be paid by the Cloaks. The 
  journey to Fangjaws Hold should be uneventful.  
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  We need you to go to Fangjaws Hold and negotiate a 
  treaty for the rights to excavate the tomb on behalf of 
  Thay. We will pay you 1000 GPs if you do this.” Right after 
  Nelvon makes that statement an owl swoops in from a 
  window, screeches loudly and flashes a sign that says “not 
  each”. It then flees back out the window before you have a 
  chance to react. Nelvon continues his statement non-
  paused “What say you?” 
   
   
   
   
        When you reach the Tower of Arcane Might and tell 
  the apprentice at the front desk who you are, you are 
  escorted up a couple of flights of stairs to a non-descript 
  room that has nothing but a pitcher of water and plate of 
  cheese in it.  
   
  After about an hour of waiting, Nevlon walks into the 
  room. The fact that Nelvon had to travel from the other 
  location to here might explain why you had to wait an 
  hour; of course, he is a powerful mage who probably 
  could have just teleported here saving time. He then says: 
  “Greetings adventurers. Since you weren’t interested in 
  assisting the Rashemi, I’m assuming representing the 
  Thayans is more to your liking.  
   
  The story is the same only you’ll be representing the 
  Thayan’s in your negotiations with the leader of Fangjaws 
  Hold. We will pay you the same 1000 GPs if you do this 
  “What say you?” 
   
  
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  7 
  Part 2. The Dangers of Thar 
  (Optional) 
  Estimated Duration: 30 minutes 
  DM Note: This is an optional encounter. Some players need a 
  combat encounter early in the game to keep their interest, 
  and this adventure is heavy on role play. You decide if you 
  want to add this encounter. If this adventure is being played 
  at a convention, I only recommend running this encounter if 
  you prep your maps and monster stats ahead of time and are 
  an experienced DM. 
   Read the following boxed text if you are going to 
  run this adventure.  
    
   
   
   
   
   
    
    
   The Burning Daggers have kill squads roaming the 
  country side. Their main function is to attack all 
  patrols and visitors approaching the stronghold. 
  When the characters get close to Fangjaws Hold, 
  they are ambushed by one of these squads.  
   If one of the characters have a passive Wisdom 
  (Perception) score above 14 or an item, feat or class 
  feature that prevents surprise, read the following 
  boxed text.  
   
   
   
   
   
   
   If none of the characters have a Wisdom 
  (Perception) that high, then read the following 
  boxed text. Give the orcs surprise against the party.   
   
   
    
   
       The orcs will come out of hiding and throw 
  javelins if they are out of melee range, and attack 
  with their greataxes if they aren’t. Dangers of Thar 
  DM and Player’s Map in the Appendix.  
   
  General Features 
  This encounter takes place after a long rest in the town 
  square.  
   
  Terrain. This battle takes place on the trail between two 
  shallow hills. The ground is flat dirt.  
   
  Hills. The two hills are 15ft high. Climbing the hill is difficult 
  terrain, but it is normal movement coming down.  
   
  Weather. Cloudy skies.  
   
  Light. Bright daylight  
   
  Smells and Sounds. Wilderness smells. Nothing out of the 
  ordinary  
  Tactics  
   The eternal flame priest will bombard the party 
  with fireballs. The orcs will just try to kill the 
  characters, so they can have them for dinner.  
  The Kill Squad 
     The orcs that make up the kill squad are as follows: 
  one tanarukk, one orc eternal flame priest (give it 
  orc features) and seven orcs 
   Uber Strong – Uber strong is used for parties that 
  are exceptionally well equipped and optimized.  
   
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Remove one tanarukks 
  • Weak: remove one tanarukk, add two orogs. 
  • Strong: Add one orc blade of Ilneval. Add one orc 
  • Very Strong: Add one tanarukk and three orcs.  
  • Uber Strong: add one orc blade of Ilneval, one tanarukk, 
  one eternal flame priests and three orcs.  
  Treasure 
      The orcs don’t have any treasure.  
  Development  
   Searching the orcs doesn’t turn up any treasure, 
  but the characters will notice that all the orcs have a 
  burn scar of a dagger that goes from their forehead 
  to their chin. This scar marks them as orcs of the 
  Burning Dagger tribe. No check is needed to 
  recognize the significance of the scar. 
   From this point Fangjaws Hold is still 1 day away.  
   
   
     As you round a bend in the trail, you hear a loud roar 
  as numerous orcs are racing down the hill towards you. 
  It’s an ambush!  
    As you round a bend in the trail, you notice movement 
  on the top of one of the two hills that flank the trail. You 
  realize that orcs are hiding in the bracken, and that they 
  were trying to set up an ambush.  
   It’s been a long journey so far, and you can see 
  the range of hills that marks your destination up 
  ahead. Thar is a dangerous land, and anything 
  might come out of the sky, burrow up from the 
  ground or be hiding in the bushes between here 
  and there.  
   
  
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  8 
  Part 3. Fangjaws Hold 
  Estimated Duration: 40 minutes 
   The characters arrive at Fangjaws Hold after a 
  lengthy journey across the sea, through desolate 
  wasteland and over rugged hills.    
   Read the following boxed text:  
   
     
   
   
   
   
   
   
   
   
   
   
   
   
     Dethek is giant script. Give the characters Player’s 
  Handout#1. If they speak giant, also give them 
  Player’s Handout#2.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
        
   
   
   
   
   
   
   
   
   
   
   The characters are now at the home of the Ogre 
  King, read the following boxed text:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   If the characters ask to excavate the tomb but do 
  not mention the trade offer, Bladod laughs and asks 
  them why he should allow them to take from his 
  lands without any compensation for him.  
   Bladod gestures to his guards who open a set of 
  side doors to admit another group of humans.  
   If the characters are working on behalf of the 
  Rashemi, then the humans are Thayans. Read the 
  following boxed text.  
   
   
   
   
   
   
       The gate opens, and four large, armored and unusually 
  intelligent looking ogres come out and take positions 
  around your party. They indicate you are to follow them.  
       Entering the hold, it’s clear that you are in a place 
  populated by savage humanoids. The smell is offensive. 
  You can see piles of garbage scattered about, and many of 
  the buildings have displays of skulls and graffiti written in 
  what appears to be dried blood 
      Immediately to your left is a neighborhood of rickety 
  shacks stacked upon each other like building block toys, 
  and swarming with goblins. To the right is a space you 
  would identify as a wagon yard, only it doesn’t have any 
  wagons, just a large building that looks like a cross 
  between a barn and a smithy.  
      As the ogres escort you further up the main 
  thoroughfare, you notice houses on the left that are built 
  like those in the Moonsea but painted with dark and 
  morbid colors and decorated with skulls and thorns. A 
  single building among them stands in sharp contrast, 
  painted in warm greens and yellows and decorated with 
  flowers and vines. It appears to be an inn. There is no 
  movement among these buildings. To your right is a 
  neighborhood of large round huts with scores of ogres 
  moving among them.  
      Finally, your escort takes you through the central square 
  which serves as both a market and a center for 
  entertainment. Here you get a closer look at the residents. 
  Ogres mingle with orcs and goblinoids, and many of them 
  have a brand of sorts displayed on their upper arm that 
  looks like an open maw, much like the main gate. You can 
  also see pony sized wolves walking around. One of them 
  even looks like its talking to an orc.  
       
        The ogres march you up to the front doors of a great 
  lodge. Standing in front of them are two hobgoblins that 
  seem very much out of place here, for they are both clean 
  and well disciplined.  
          The hobgoblins escort you into the main hall, and 
  immediately the change in atmosphere becomes apparent. 
  The smell of unwashed bodies and neglected sanitation is 
  replaced with incense and vegetable soup!? The long walk 
  to the throne is taken upon a lush red carpet, and on each 
  side of the carpet standing at attention are well-armored 
  and well-disciplined hobgoblins.  
        Finally, you have reached your destination and are 
  standing before the Ogre King. The Ogre King is easily 10 
  feet tall, and his skin is blue. Two tusks protrude from his 
  lower jaw and two horns rise about a foot from his 
  forehead. Yes, the Ogre King is an Oni, and he is wearing a 
  robe of pure silk that would make any of the Zors of 
  Mulmaster envious. He also has a large bowl of what 
  appears to be vegetable soup on the table before him.  
       Standing next to the throne on the king’s left is a 
  hobgoblin wearing a kitchen apron and chef’s hat, and 
  standing on the right is a female oni wearing a set of exotic 
  looking armor and carrying great spiked club.   
       The Ogre King looks up and says: “Greetings small folk, 
  my name is Bladod”. He then gestures to his right and says: 
  “This is my military commander and favorite chef General 
  Subotai”. Gesturing to the left he says: “This is my favorite 
  wife Seng Krigga. You stand before the tharkul of Thar. 
  Why have you come?”. He then leans back and patiently 
  awaits your answer.  
       The last half-mile of your journey is a gruesome trip. 
  The road is steep and winding and lined on both sides 
  with impaled orcs. All of the bodies have a burn scar of a 
  dagger that goes from their forehead to their chin.  
       The great gate of the fort is flanked by two stone 
  towers. The gate itself is lined with the gigantic teeth of 
  some beast to make it look like the gaping maw that gives 
  the fortress its name. There are also several cages 
  hanging from the walls that seem to have orcs and 
  goblins in them. Some are dead while others look like 
  they soon will be. You can see several ogres in the two 
  towers looking down on you. On the wall, next to the 
  gate, you see a large sign. Its written in Dethek.   
   
   
   
   
   
      The central square is flanked by an enormous tavern on 
  the left and market stalls on the right. There is also what 
  looks like a slave auction block and a huge fighting pit. 
  Directly in front of you is what can only be the great lodge 
  of the Ogre King.  
   
     Entering from a side room, is a bald middle-aged man. He 
  wears the robes of the Red Wizards but lacks the tattoos. 
  He is accompanied by a woman with the look of a martial 
  artist, a knight wearing the colors of Thay and a squad of 
  soldiers.  
      
  
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  Rise of the Ogre King CCC-sfbay– 02-02 
   
   
  9 
   
   
   
   
   
   
   The Thayans are led by Azak Throm. The 
  characters may know him from DDEX2-5 Flames of 
  Kythorn or CCC-sfbay-02-01 Old Enemies Arise.  
   Azak has a squad of soldiers with him. They will 
  either be Thayan warriors or undead dread warriors 
  depending on the party’s power level. He also has a 
  monk and a Thayan knight with him.  
   If the characters are working for the Thayans, then 
  the group that enters from the side door are 
  Durthan. Read the following boxed text.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Lasharra is a wizard, and Shevarra is a Warlock of 
  the Archfey. If the characters encountered these two 
  witches in CCC-sfbay-02-01 Old Enemies Arise and 
  killed them, then assume they were resurrected. If 
  they were killed in such a way that they cannot be 
  returned from the dead, then use the names Katrina 
  and Sofiya. Yuldra from the previous adventure does 
  not join on this mission.  
   The two witches are accompanied by some 
  berserker warriors and a werebeast or two.  
   Remember that if any of the characters have the 
  story award Cursed by the Durthan, then Lasharra 
  and Shevarra can scry on them as if they have 
  familiar knowledge (they’ve been watching them) 
  otherwise assume they have second-hand 
  knowledge of them.  
   After the other party’s dramatic entrance, Bladod 
  addresses both parties together. Read the following 
  boxed text.  
   
   
     
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    With a final chuckle, Bladod leaves the throne room 
  with his entourage. The characters will not get a 
  chance to speak with General Subotai while he is 
  there. Give the players the Fangjaws Hold Map in 
  the Appendix  
  Tour the Town 
   Fang Jaws Hold is a collection of strongholds of 
  monstrous humanoids on the verge of becoming a 
  town. It has all the necessities one looks for in a 
  town. It has entertainment, barracks, housing, a 
  market and a lord’s manner. They just may be a little 
  different than what the characters are used to.  
   The characters will need to ask around to learn 
  where to find the three leaders. Almost everyone 
  they meet will tell them that to meet Subotai, they 
  need to first find Droop.  
   
  Wagon Yard 
    
   
   
   
   
   
   The wagon master is a surly grey dwarf named 
  Kang. Kang keeps the interior of his barn dark and 
  doesn’t like visitors when he is working. He also 
  serves as the hold’s main blacksmith, but oddly he 
  doesn’t make weapons or armor.  It’s a sore subject 
  with him, and he’s likely to get extremely angry at 
  anyone who asks him about it.  
      “For me to be able to ensure your safety while 
  excavating the tomb, I will need to further solidify my 
  position here as Tharkul. You will help me do this.  
     First, I will seek the opinion of my leaders on regarding 
  which of you I should support; however, I will first give 
  each party 24 hours to sway their vote before I do this. 
  My leaders are General Subotai, Chief Grognar, and 
  Torak Thunderstep.” Bladod then gets a thoughtful 
  expression on his face and says, “Wait, there is one 
  more.” That’s when Subotai speaks up to remind him by 
  saying “The goblin my lord.” Bladod pounds his fist on to 
  the throne and says, “That’s right, Slicer the goblin!” 
  Tomorrow, I will summon you and discuss what else 
  needs to be done before I make my decision.  
    In the meantime, you may stay at Aunt Peggy’s Bed and 
  Board, on me, while you are here. Be sure to tour the 
  town and get to know the locals. He he! Just don’t 
  accept any dinner invitations. You may not appreciate 
  the main course. BwaHahahahhaha!”  
   
      Immediately to the right as you enter the hold is a 
  wagon yard.  The large barn is completely dark inside, 
  yet you see smoke coming from the chimney. There 
  aren’t any wagons in the wagon yard now.  
     Bladod stands and introduces the group. “Meet Azak 
  Throm and his entourage. He is also here to petition for 
  the rights to excavate the tomb.”  
      Azak turns a cold and deadly look in your direction. It’s 
  clear to see that the Thayan is not happy about your 
  choice to support the Rashemi.  
     Entering from a side room, you see two women with 
  wearing wooden masks. They are accompanied by 
  barbaric looking warriors carrying greatweapons and 
  wearing light armor. One of the women has a mask 
  depicting a bird of prey and the other has a mask 
  depicting a hag. They position themselves next to you in 
  front of Bladod’s throne.  
       Bladod stands and introduces the group. “Meet 
  Lasharra and Shevarra of the Rashemi people and their 
  entourage. They are also here to petition for the rights to 
  excavate the tomb.” 
      Both women turn a cold and deadly look in your 
  direction. It’s clear to see that the Rashemi are not happy 
  with your choice to support Thay. 
   
  
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  Rise of the Ogre King CCC-sfbay– 02-02 
   
   
  10 
   Kang can make and repair anything listed in the 
  Mounts and Vehicles section of the Player’s 
  Handbook at the normal prices with the following 
  exceptions.  
   
  Mounts – The only mounts he can provide are those 
  that can be bought from the local tribes. Only the 
  following mounts are available.  
    
  Giant Boars – Treat as a donkey or mule 
    
  Rothe – Treat as a draft horse  
   
  Tack, Harness and Drawn Vehicles – He can make 
  everything on this table except for the items listed 
  below.  
    
  Carriage – He does not know how to make 
  these.  
   
  Waterborne Vehicles – Kang does not know how to 
  make anything on this list.  
  Goblin Shanty Town 
   
   
   
   
   
   
   
   
   
   
   
     
   
   
      Medium sized characters will find it hard to 
  navigate the alleys and walkways of this 
  neighborhood. There is only one notable 
  establishment that they might visit.  
   
  Beafee’s Tall Folk Café – Beafee is a smart goblin 
  woman who uses her establishment to cater to the 
  orcs and ogres of the hold. She sells meat and ale she 
  buys from the ogres and Barda and Lida. She even 
  has some vegetables she buys from the hobgoblins. 
  She sells the same wares that are sold throughout 
  the hold and at the same prices.  
        According to the numbers, she shouldn’t make 
  any profits; however, she seems to always stay open 
  and never runs out of food. Someone is obviously 
  assisting with the finances. Curiously, Droop is a 
  regular customer.  
  The Orc Caves   
   
   
   
   
   
   
   
    
   
   The orcs live in a cave complex that is dug into the 
  hold’s western mountainside. Their cave entrance is 
  walled off by a wooden palisade. The worgs that the 
  orcs ride are housed in a smaller palisade that 
  branches off from their main one.  
   The characters are not welcome inside the 
  palisade. This is true for orc and half-orc characters 
  as well as they are not of this tribe.  
  The Hobgoblin Barracks 
    
   
   
   
   
   
   
   
   
   The hobgoblins here are more civilized than most. 
  The compound is off limits the characters. This is 
  true for goblinoid characters as well.  
  The Central Square  
   
   
   
   
   
   
   
   
   This vast open space is where life happens at 
  Fangjaws hold. The following are the points of 
  interest here.  
   
  Markets – All four tribes have stalls in the market 
  area. Unless otherwise stated, only items from the 
  Player’s Handbook Adventuring Gear section are 
  available at the stalls.  
     Hugging the outer wall of the hold, is a mass of small 
  shacks that look like they were stacked upon each other 
  by a gigantic youngster. There are goblins scurrying all 
  over. Some are sliding across zip lines, others are running 
  along wooden plank bridges and others are passed out on 
  benches with empty clay bottles next to them.  
     You think that navigating those warrens would be next 
  to impossible as the pathways are often vertical as well as 
  horizontal. In front of the shanty town and on the left 
  side of the main thoroughfare is a fenced in compound 
  filled with wolves. Judging by the number of goblins 
  tending to them, you think that might be where they cage 
  their mounts. 
      
    To the left of the entrance and past the goblin shanty, 
  you see a wood palisade in the shape of a half-moon 
  hugging the cliff side. The gate into this walled off section 
  is guarded by two very large orcs wearing plate armor.  
     Despite the added security, you see traffic passing 
  through the gate, but all of those entering and exiting are 
  either orcs or worgs.  
     Passing the wooden palisade of the orcs, you come 
  across another walled off area of the hold; however, this 
  compound gives the impression that those that built it are 
  much more disciplined. There are armored guards 
  watching the gate and patrolling the battlements  
     As with the orcs, the gate is open and there are goblins 
  and hobgoblins walking in and out of the compound.  
   
   
   
   
   
   
      Directly in front of Bladod’s lodge is a vast open area 
  of packed dirt. You can see wood stalls scattered across 
  it in a monstrous parody of a city market. It appears 
  that each of the four tribes have one or more stalls 
  active in the market. At one side of the market area is a 
  platform that has the look of a slave auction block. Next 
  to the market area is a huge pit that is so big giants can 
  to do battle in it with ranged weapons  
   
   
  
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  Rise of the Ogre King CCC-sfbay– 02-02 
   
   
  11 
   Goblins – Most of the goblin stalls have stuff 
  scavenged from battles and stolen from the other 
  tribes (although they keep the stolen items hidden 
  most of the time). You can find any item that is 1 GP 
  or less with the following alterations: 
    
  Poison, basic (vial) - Cost 120 GP and 
  requires a DC 10 nature check, or you get sold a vial 
  of colored water. If the character makes the check, 
  the goblin laughs it off and give them the real thing.  
    
  Grappling hook - 2 GP 
    
  Meat, chunk (rat or wolf) - 1 SP 
      Hobgoblins – The hobgoblins are very self-
  sufficient, and have several talented artisans within 
  their compound. Anything 50 GP and below can be 
  found for sale in these stalls. This includes weapons 
  and armor with the following alterations.  
    
  Splint mail (hobgoblin styled) - 220 GP 
    
  Silver a weapon (takes a day) - 120 GP 
   
  Vegetables (mostly roots, cabbages, and 
  some berries) - 5 CP per 1lb.  
   
  Loaf of Bread - 5 CP 
   
  hunk of cheese - 5 SP 
   
  Wine, hobgoblin special (pitcher) - 5 SP 
   
  Goat Milk (pitcher) - 2 SP 
   
  Meat, chunk (goat) - 3 SP 
   Orcs – The orcs cater to the tribe’s more 
  monstrous appetites. They sell anything that costs 5 
  GP or less with the following alterations.  
    
  All weapons = Normal price  
    
  Light and medium armor = All items 50 GP 
  or less 
    
  Meat, chunk (human, dwarf, halfling) - 1 GP 
    
  Meat, chunk (elf) - 5 GP 
   Ogres – The ogres only sell knick-knacks and hog 
  meat. They sell all items 1 GP or less with the 
  following alterations:  
    
  Meat, giant sized chunk (giant boar) - 5 SP 
    
  Meat, human sized chunk (giant boar) - 2 SP 
   
  Slave Auction Block – This huge platform looks like 
  it’s seen recent use. There are shackles attached to 
  the blanks that are sized for large size and medium 
  size creatures. You can see drops, puddles, and 
  occasional sprays of dried blood about the structure 
  as well.  
   
  Fighting Pit – This pit is enormous. Bladod tries to 
  have weekly events where captured monsters fight 
  each other or some of his warriors. He encourages 
  prisoners who are sentenced to die to take the 
  option of fighting in the pit; however, he usually 
  makes sure they are over matched.  
   The pit’s dimensions are 60 ft. by 40 ft., and it is 30 
  ft. deep. There are ladders sized for medium and 
  small creatures fastened around the pit. They can be 
  removed if needed.  
  Barda and Lida’s Club  
   
   
   
   
   
   
    
   
   This tavern is run by a female ettin who’s two 
  heads are named Barda and Lida. Barda is the cook 
  and Lida is the brewer. Together they sell the 
  following wares 
    
  Ale, mug – 6 CP 
    
  Ale, Gallon – 4 SP 
    
  Man-sized plate of meat (rothe or boar) and 
  bread – 3 SP 
    
  Ogre-sized plate of meat (rothe or boar) and 
  bread – 1 GP 
   
  Ogre Town  
     
   
   
   
   
   
   
   
   
        Most of this neighborhood has little of interest to 
  the characters. The ogres keep giant hogs and have a 
  huge slaughter house where they process the meat 
  for the rest of the hold. However, up against the rear 
  wall is the ogre infantry headquarters where Torak 
  lives and spends most of his time.  
  Little Moonsea 
   
   
   
   
   
   
   
   
   
  Flanking the vast market area, is a huge lodge. It’s so big 
  that it extends nearly the whole length of the market’s 
  west side. It appears to be a tavern of sorts judging by the 
  orcs and ogres that are stumbling out of it drunk. Written 
  in what appears to be dried blood on the side of the 
  building is the tavern’s name “Barda and Lida’s Club”.  
   
   
   
   
   
   
   
  All along the east side of the hold is a neighborhood of 
  dwellings made of logs and mortar. Garbage is 
  everywhere and the whole area has an eye watering 
  stench. Moving about the dwellings are male and female 
  ogres going about their daily business. Here and There 
  you spot a few minotaur among them. You also catch a 
  glimpse of a large livestock pen behind the dwellings up 
  against the outer wall.  
   
   
  South of the central square is a neighborhood of 
  dwellings sized for medium sized humanoids. Whoever 
  built them apparently tried to make them appealing to 
  the humans of the Moonsea, but they obviously had no 
  idea what they were doing. Instead of flowers, thorn 
  bushes were planted, and the houses are painted in dark 
  and dreary colors. There are some skulls painted on some 
  of the fences and windows.  
   
   
   
   
   
   
   
   
  
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  Rise of the Ogre King CCC-sfbay– 02-02 
   
   
  12 
   All of these houses are currently vacant. Only 
  citizens may rent them. They rent for 5 SP a day.  
  Aunt Peggy’s Bed and Board  
   
   
   
   
   
   
   
   
   
   
       Aunt Peggy is an elderly half-orc female with a 
  motherly disposition who treats everyone like they 
  were her children.  
   The characters will be able to stay here free of 
  charge for as long as they are here negotiating with 
  Bladod. This is at Bladod’s expense. Aunt Peggy will 
  sell them the normal food and drink found in the 
  Player’s Handbook.  
   On normal days she sells all the wares listed in the 
  Player’s Handbook in the Food, Drink and Lodging 
  section at normal prices.  
  Meet the Locals  
   The characters will need to ask around to find the 
  four leaders. This is also a good opportunity for the 
  characters to witness the atmosphere of Fangjaws 
  Hold.  
   Feel free to use the following citizen encounters as 
  you see fit to provide flavor and role play 
  opportunities for the characters.  
  The Wandering Worg 
   The worgs of Fangjaws Hold are not beasts but 
  citizens. They are free to come and go as they please. 
  The characters encounter one on her way out to 
  hunt. Read the following boxed text to the person 
  walking in the rear of the group 
   
   
   
   
   
   
   
   
   
   
   There is no mistaking who the hunter will be and 
  who will be the prey; however, the worg will not be 
  offended if the characters refuse, and it is even 
  willing to answer some questions.  
   The worg can tell the characters where to find 
  Grognar or Droop.  
   Troubleshooting: There will undoubtable be 
  some characters that want to take the worg up on 
  his offer. You play that how you want. If the whole 
  party wants to go, the worg will retract his invitation 
  stating they will “spoil the hunt”.  
   
  The Intoxicated Ogre 
   
   
   
   
   
   
   
   
   
    
   After the question is asked, the ogre loses 
  consciousness and falls over onto the closest 
  character. That character needs to make a dexterity 
  saving throw at DC 10 or be crushed by the body of 
  the 10-foot behemoth. The damage is minimal and 
  doesn’t need to be recorded, but the character is 
  restrained and prone underneath the creature. The 
  character can easily be extracted from this 
  predicament, but now smells like soiled ogre. Fun 
  times! The ogre does not wake up for several hours.  
   
  Passing Orcs  
   
   
   
   
    
       If any of the characters speak orc, read the 
  following boxed text.  
   
   
   
       
   
   
   
  Aunt Peggy’s Bed and Board is a two-story building 
  situation between the Little Moonsea and the Central 
  Square. Unlike the other buildings in this quarter, this 
  place looks pleasant. There are flowers in the yard and the 
  building is painted in warm greens and yellows. On a sign 
  above the door is the name of the establishment.  
   
  Behind the building is stable, so you can stable your 
  horses.  
   
   
   
   
   
   
   
   
   
     You’re walking along when you sense a presence 
  behind you. You quickly turn around and see a pony 
  sized black wolf sniffing your behind. Startled by your 
  reaction, the wolf sits on its haunches, tilts its head to 
  the side and says in perfect common “What, I’m just 
  saying hello!” He then lowers his head and his eyes take 
  on an evil gleam as he says “Hey, you want to go outside 
  the hold and go hunting? I’ll bet it would be a grand 
  chase.”  
     You come across an ogre leaning up against the wall 
  of a building. He appears to be relieving himself. You are 
  about to pass him by when he turns around with a slight 
  stumble and addresses you in broken common. “Huh? 
  Who you? Hic up! Grooaan! I no feel good.” It’s clear he 
  is highly intoxicated.  
      Looking at the ogre, you can see that he didn’t always 
  manage to hit the side of the building, or perhaps it was 
  just a lot of backsplash. You figure you have only a few 
  seconds to get some information out of him before he 
  passes out.  
     You see two orc warriors walking in your direction. 
  and can hear them speaking in orc. One of them 
  gestures in your direction but then he gets elbowed by 
  his friend. After the reply they both start laughing.  
     The orc who gestured said to his friend “Hey look, it’s 
  those outsiders staying at the food court”. The other orc 
  then elbows him and says “Don’t say that! Bladod wants 
  us to call it Little Moonsea now. He actually wants them 
  to live there!” bwahahahaha!  
  
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  Rise of the Ogre King CCC-sfbay– 02-02 
   
   
  13 
         The orcs are not hostile. They think it’s funny 
  that their prey is being invited to stay in the hold. If 
  any of the characters speak orc, the can tell them 
  where to find Droop, Slicer or Grognar. They don’t 
  speak common.  
   
  The Orc Barmaids 
    
   
   
   
   
   
   The two orc females are on their way home from 
  their shift at Barda and Lida’s. They speak a halting 
  common and know the location of Grognar, Slicer, 
  Droop and Torak.  
   The orcs will look favorably upon any half-orcs or 
  characters with a strength of 15 or above. Use this 
  information as you see fit to provide entertainment 
  for the characters.  
   
  Off Duty Soldier 
   
   
   
   
   
   
   The characters encounter a hobgoblin soldier off 
  duty from Bladod’s lodge. He speaks halting common 
  and will treat the characters with indifference. He 
  knows you must go through Droop to get an 
  audience with Subotai, and he knows the location of 
  Grognar, Slicer and Torak.  
   
  Goblin Scam Artist  
   
   
   
   
   
   
   
   The goblin’s name is Ergal, and he is a true rogue. 
  He knows just about everything mentioned in this 
  adventure; however, his information comes with a 
  price, and he usually likes to give false information.  
   Each piece of information costs a gold piece. He 
  knows the location of the four leaders, but he will 
  add a little extra bit of misleading information when 
  he describes their whereabouts; for instance, for 
  Grognar, he will say “Grognar respects someone who 
  can beat him in the ring. Kick his butt, and you will 
  have the best chance at winning his favor?”  
   Slicer is really good at telling fibs, so it takes a 
  Wisdom (Insight) DC 15 to see through his lies. 
  Treaty Points  
    The characters will need to perform several tasks 
  to gain Bladod’s favor. Each task will bestow one or 
  more treaty points. The party with the most treaty 
  points at the end of part 4 will win the excavation 
  rights and Bladod’s favor.  
   Each encounter will also list how the other party 
  faired and how many treaty points they earned.  
   Keep track of the number of treaty points the 
  characters and the other party earned, but don’t let 
  the players know you are tracking this. Talley them 
  up at the end.  
   At the end of the adventure, there will be an 
  option to calculate experience for parts 3 & 4 using 
  treaty points rather than experience for monsters 
  defeated.  
   
   
   
     Two female orcs are walking towards you.  
  They appear to be workers from Barda and 
  Lida’s Club. They give you curious looks. Are 
  looks of interest, contempt or amusement? 
    You see a hobgoblin leaning up against a building. 
  He appears to be carving on a wooden stick. As 
  you approach, he gives your party a glance and 
  then returns to his carving oblivious to your 
  presence.  
      A goblin hails you from behind the corner of a 
  building. In common he says “Psst! Hey tall folk, 
  you need help with anything? I know everything 
  there is to know here. For a price of course.” 
  
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  Rise of the Ogre King CCC-sfbay– 02-02 
   
   
  14 
  Chief Grognar 
   Grognar is the leader of the orc berserkers and 
  goblin scouts, and he’s a fierce berserker warrior 
  himself. He is known amongst his warriors as the Elf 
  Eater.  
   Grognar can be found most often drinking with his 
  warriors in Barda and Lida’s Club. If the characters 
  ask any orc in the hold, that is where they will be 
  directed to go.  
   When they enter the tavern, read the following 
  boxed text:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
      The orc is Chief Grognar, and he is an orog. When 
  the characters approach the stage, read the 
  following boxed text: 
   
   
   
   
   
   
   
   
   
   
   
   Grognar hates humans, elves, halflings, dwarves 
  and all other “civilized” races. He wants nothing 
  more than to slaughter and eat his way across the 
  Moonsea.  
   Orc society is based on strength, so Grognar must 
  show his power every now and then to keep his orcs 
  in line. Besting a visiting adventurer is an 
  opportunity he can’t pass up.  
   Grognar will challenge the biggest character to a 
  wrestling match. He will tell them that if they win, he 
  will give them his favor; however, this is not true. 
  Grognar is vengeful and his ego is greater than the 
  Galena Mountains. If the character wins, Grognar 
  will hold a fierce hatred for that person, and then he 
  will not give his vote in favor of the characters.  
   If a smart thinking character lets the orc win, they 
  may have a chance to win his favor. It will not be 
  easy though. Not only do they have to lose, but they 
  must feed his ego. To get Grognar’s favor, the 
  characters must succeed on a DC15 Charisma 
  (Persuasion) check at disadvantage due to his hatred 
  of the “civilized” races.  
   Before the match begins, the characters may make 
  a DC15 insight check to realize that losing is the best 
  play. Characters who have knowledge of orcs can 
  make this check at a DC 10. Knowledge of orcs can 
  be anything the DM feels is relevant. Some examples 
  are, they speak orc, have the favored enemy (orc) 
  feature, or are half-orcs.   
   DM Note: Gaining Grognar’s favor is meant to be 
  hard to do. Most parties will probably not be able to 
  get this favor. 
  The Match 
   
  Winning Grognar’s Favor   
  Goal – Increase your chances of gaining Grognar’s favor by 
  making him look good in front of his warriors. 
  The Match 
  Size up your opponent – characters may make a DC15 
  Wisdom (insight) check to realize that losing will be better 
  than winning. If the character has orc blood or speaks orc, 
  then the check is a DC 10 
  Best out of three -  The two opponents will fight three 
  matches.  
  Aide Another and Guidance (Optional) – Interference from 
  the rest of the party in the match is looked on as cheating. 
  Have the character attempting to aid make a DC 10 skill 
  check of a skill you deem appropriate. Skills such as stealth, 
  sleight of hand or performance are commonly used. Failure 
  means he was discovered trying to provide illegal aid. If a 
  character is caught doing this, then the character wrestling 
  loses the match but Grognar gets angry and the Charisma 
  (Persuasion) check is raised by 3 rather than reduced.  
   
  Try to win – To win the match, the character must make a 
  Strength (Athletics) check of DC 18.  
     As you push aside the cave bear hide acting as the door 
  to the tavern, the noise of raucous laughter and the smell 
  mead overwhelms you.  Long tables are set in rows all 
  along the floor. Some are for large size creatures and 
  others are for people more your size. The floor has saw 
  dust covering it from corner to corner, and there are 
  several skeletons of huge beasts on display all along the 
  walls and floor of the hall. The place is filled with orcs and 
  ogres deep in their cups.  
     In the center of the hall is a long cooking pit that 
  currently has three rothe being turned on a spit by female 
  orcs and ogres. You see a female ettin going from table to 
  table carrying a tray with mugs of beer in one hand and a 
  huge spiked club in the other. She serves both to a couple 
  of patrons as you watch.  
     To the left of the entrance is a raised platform that looks 
  like it can be used as a stage. Currently it is being used as a 
  wrestling ring. There is an exceptionally large orc, who you 
  think could only be Grognar, wresting an ogre on top of it. 
  The ogre looks like he’s losing, and you can hear the orcs 
  standing around it chant “elf eater, elf eater, elf eater!” 
   
  As you approach the stage, it becomes apparent that 
  not only is Grognar winning but he is just playing with the 
  ogre. He sees you watching and cracks a gruesome smile. 
  He then fires a punch to the gut and an uppercut s to the 
  chin that launches the ogre off the stage, and lays him out 
  cold at your feet.  
   
  Grognar then walks up to the edge of the stage and 
  looks down upon you and says: “So, the civilized folk have 
  come to grovel at my feet and beg for my favor.” 
   
   
   
   
   
   
   
   
  
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  15 
   
  Success – The persuasion DC to earn Grognar’s favor is 
  increased by 3. Grognar gets visibly angry, and the other orcs 
  start to visibly doubt his prowess. You can tell he is losing 
  face. Maybe winning isn’t such a good idea.  
   
  Failure – Grognar gets cocky and plays to the crowd. The 
  other orcs cheer him on and chant “Elf Eater” repeatedly. The 
  Persuasion DC is reduced by 3.  
    
  Throw the fight – The characters can throw the fight, but it 
  must be down without the orcs knowing they threw the fight. 
  This requires a Charisma (Performance or Deception) check 
  of DC 15. This check must be done by the character chosen 
  by Grognar to wrestle him. He won’t wrestle the Halfling bard 
  when there is a Goliath barbarian present.  
   
  Success - Grognar gets cocky and plays to the crowd. The 
  other orcs cheer him on and chant “Elf Eater” repeatedly. The 
  Persuasion DC is reduced by 3.  
   
  Failure – You’ve been caught cheating. The Persuasion 
  check is raised by 3.  
   
  Convincing Grognar 
  Persuasion Check – The initial check is a Charisma 
  (Persuasion) check that can be made by any member of the 
  party. The base check is a DC 15 at disadvantage; however, 
  this check is modified by the results of each match.  
  Remove Disadvantage – The only way disadvantage can be 
  removed for this check is for the characters to fight all three 
  matches with Grognar and lose at least 2 out of the three 
  without other members of the party having been caught 
  actively aiding in the match.   
   
  Success – Grognar is placated by his troops appraisal, and 
  grants the characters his favor. 
   
  Failure – Grognar sneers at the characters and it is obvious 
  he holds a great hatred for them. He will not grant his favor.  
   
  Party Assist - The party may assist in the following ways.  
   
   
  Aid Another – This is not allowed for this check 
  because it totally undermines the whole reason for the 
  contest. Just consider Grognar to be not amused with 
  anything the other character has to say.  
   
  The Other Party  
   If the characters fail to get Grognar’s favor, then 
  the other party will gain it by nurturing his 
  opposition of a civilized Fangjaws Hold. They 
  promise to help him over throw Bladod and support 
  him as the new Tharkul. Both the Thayans and the 
  Durthans will use this tactic.  
  Reward 
   Winning this favor earns the character one treaty 
  point.  
   
   
  
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  Rise of the Ogre King CCC-sfbay– 02-02 
   
   
  16 
  Torak Thunderstep 
   Torak is a minotaur of enormous size. He’s in 
  charge of the ogre artillery and the ogre heavy 
  infantry. Like Grognar, he is opposed to a civilized 
  Fangjaws Hold; however, he is not as fanatic about it 
  as Grognar is.  
   Torak was once the first mate under Captain 
  Walharrow; however, he tried to overthrow him and 
  take his ship. He failed, and Walharrow banished 
  him from the Moonsea. He would have killed him, 
  but Walharrow’s daughter intervened and asked his 
  life to be spared. The characters who make a DC15 
  history check may have heard this information.  
   Torak is not only large for a minotaur, he is also a 
  lot smarter than the average minotaur. This is a 
  source of frustration for him. He is unhappy because 
  he has no one to interact with that is on the same 
  intellectual level as him.  Ogres are stupid, and he is 
  surrounded all day by them.  
   When the characters ask around for the location of 
  Torak, they learn that he is usually in his billet 
  located in Ogre Town. When the characters 
  approach his dwelling, read the following boxed text: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Torak has had the dragon chess board set up for a 
  month now. He keeps trying to get Subotai to play a 
  game with him, but Subotai doesn’t care much for 
  Torak and always has a reason why he can’t play. 
  When Torak sees the characters, he sees an 
  opportunity for intellectual combat.  
   One of the characters will be asked to participate 
  in a game of dragon chess against Torak. During the 
  match, Torak will engage in small talk. This makes 
  him feel like an intellectual. He will ask questions 
  about the Moonsea and the cities that reside on its 
  shores. He will ask if Walharrow is still pirating in 
  the sea. If the characters mentioned they killed him, 
  he will brighten up and look favorably upon them; 
  however, if they mention they killed his daughter as 
  well, then he will be visibly upset and angry with the 
  characters.  
   To win Torak’s favor they must make a successful 
  persuasion check. The persuasion check can be 
  modified by give him a challenging game of dragon 
  chess. The persuasion check is a DC15. If the 
  characters let Torak know they killed Walharrow, 
  then it is a DC10. If they mention killing Walhorrow’s 
  daughter, then the check is DC20. If they say they 
  killed both, then the check is still DC20.  
   
  Meet the Wallharrows 
   
  Captain Walharrow: Captain Wallharrow was a minotaur 
  pirate operating in the Moonsea. Characters that played 
  DDEX01-09 Outlaws of the Iron Route may have 
  encountered him. He also appeared in DDEP07-01 Peril at 
  the Port.  
   
  Captain Walharrow II: Captain Wallhorrow II is the 
  daughter of the first one. Characters who played in CCC-
  YLRA01-03 Bound by duty may have encountered her.  
    
   
  Winning Torak’s Favor 
  Goal – To give Torak a challenging game of dragonchess to 
  influence the Persuasion check needed to gain his favor.  
  The Game 
  One game, three checks – The game of dragonchess is a long 
  game of each opponent sizing each other up and trying to out 
  maneuver the other.  
  One Player – Only one character can participate in the game, 
  and casting spells or other characters giving him advice might 
  be considered cheating. 
  Aide Another and Guidance (Optional) – Interference from 
  the rest of the party during the game is looked on as 
  cheating. Have the character attempting DC 10 skill check of 
  a skill you deem appropriate. Skills such as stealth, sleight of 
  hand or performance are commonly used. Failure means he 
  was discovered trying to provide illegal aid. If a character is 
  caught doing this, then the DC to persuade Torak is increased 
  by 3.  
    
  Torak sizes you up – As you make your moves throughout 
  the game, Torak is sizing you up and trying to see through 
  your deceptions and tactics. You can counter this with a 
  Charisma (Deception) check at DC 15.  
   
  Success – Torak did not see through your tactics and could 
  not guess your movies. The Intelligence (Gaming) check is 
  reduced by 3.  
   
  Failure – Torak read your body language and knows your 
  tactics. The Intelligence (Gaming) check is increased by 3. .  
   
   
    
   
  The walk-through ogre town will most likely be a hard 
  memory to forget. It makes the Zhent Getto look like 
  wealthiest neighborhood of Mulmaster before the fall. 
  These ogres are more advanced than most, but they are 
  still ogres. Just when you think your stomach can’t handle 
  any more of the stench, the air thins, and you come up to 
  a lodge that is larger than the rest. Hanging from the front 
  is a sign with “Headquarters” painted on it in giant.  
   
  When you go up to nock, the door opens, and an 
  immense minotaur stands in the doorway. Chewing on a 
  piece of wheat, he looks down on you and says: “Hello 
  small folk, I’ve been expecting you. Come in, I have the 
  chess board set up.” 
   
   
   
   
   
   
   
   
  
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  Rise of the Ogre King CCC-sfbay– 02-02 
   
   
  17 
  You size Torak up – As Torak makes his moves, you have to 
  see through his deceptions and tactics. You can counter this 
  with a Wisdom (Insight) check at DC 15. 
   
  Success – You saw through Torak’s deceptive maneuvers 
  and understood his tactics. The Intelligence (Gaming) check is 
  reduced by 3.  
   
  Failure – You had a hard time reading the minotaur’s facial 
  expressions and his tactics were too well played for you to 
  get ahead of. The Intelligence (Gaming) check is increased by 
  3. 
   
  Win the game – You make an Intelligence (Gaming) check at 
  DC 15. This check is modified by the two previous checks.  
   
  Success – You’ve won the game, and Torak is greatly 
  pleased with the challenge you provided. The Charisma 
  (Persuasion) is made with advantage.  
   
  Failure – You’ve lost the game. If you failed the check by 
  more than 5, then you did not provide enough of a challenge 
  to impress Torak. The Charisma (Persuasion) check is made 
  with disadvantage. If you failed the check by less than 5, then 
  the Charisma (Persuasion) check is unmodified by this roll.  
   
  Persuading Torak 
   Persuasion check – To convince Torak to grant you his 
  favor is a Charisma (Persuasion) check at DC 15. This 
  check can be made by any member of the party and is 
  modified by the game of dragonchess.  
   Success – You talked a good game, and he rewards you 
  with his favor.  
   
  Failure – You failed to win Torak’s favor. He gave it to the 
  other party.  
   
  Party Assist – The party may assist the character making 
  the roll in the following ways.  
   
   
  Aid Another – Not allowed. Advantage or 
  disadvantage is determined by the results of the dragonchess 
  game.  
   
  The Other Party  
   If the characters fail to get Torak’s favor, then the 
  other party will gain it by just barely losing.  
  Reward 
   Winning this favor earns the character one treaty 
  point.  
   
   
  
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  Rise of the Ogre King CCC-sfbay– 02-02 
   
   
  18 
  Slicer  
   Slicer is the goblin in charge of the scouts. He’s 
  exceptionally intelligent and very cruel. Both those 
  traits have kept him alive and in a leadership 
  position in an environment where goblins are next 
  to slaves.  
   Slicer keeps to the Goblin Shanty Town most of the 
  time. He can usually be found in Beafee’s Tall Folk 
  Café. When the characters enter the establishment, 
  read the following boxed text.  
   Slicer will ask the characters to participate in a 
  game of knife throwing with him. The objective is to 
  get as close to the orc as you can without imbedding 
  the dagger in his flesh.  
   
  Goal – The goal is to win Slicer’s favor by winning the knife 
  throwing competition against him. The characters don’t need 
  to make a persuasion check to win Slicer’s favor. Whether or 
  not they get the favor is determined by winning or losing the 
  knife throwing competition.   
  The Game – Best out of three throws 
  Aide Another and Guidance (Optional) – Interference from 
  the rest of the party during the game is looked on as 
  cheating. Have the character attempting DC 10 skill check of 
  a skill you deem appropriate. Skills such as stealth, sleight of 
  hand or performance are commonly used. Failure means he 
  was discovered trying to provide illegal aid. If a character is 
  caught doing this, then Slicer will declare that throw won by 
  him.  
   
  1st Throw – Slicer throws his knife and it thunks into the wall 
  right next to the orc’s eye. The orc puts out a squeal of fright. 
  The character’s need to hit an AC of 18 to beat his throw.  
   
  Success – The dagger lands in the wall close to the orc. 
  There is a trickle of blood running down the orc’s cheek. The 
  orc is now visibly terrified.  
   
  Failure – The characters missed the mark. If the roll was 
  below a 10, the it struck the orc. If the roll was a natural 1, 
  then the orc was killed. When this happens, Slicer laughs at 
  the character’s clumsiness and commands one of the other 
  orcs in the room to take its place.  
   
  2nd Throw – Slicer throws his knife and it imbeds up to the 
  hilt into the orc’s leg. The orc screams in pain, but it is too 
  afraid to move. Slicer just shrugs, looks at you and says, “Your 
  throw”. The character needs to hit an AC 10 to beat his 
  throw.  
   
  Success – Have the character describe where he/she hit 
  with the dagger. If the score was above an 18, blood was 
  drawn.  
   
  Failure – The dagger landed somewhere in the orc’s flesh. 
  If the roll was a natural 1, then the orc was killed. When this 
  happens, Slicer laughs at the character’s clumsiness and 
  commands one of the other rocs in the room to take the 
  dead orc’s place.  
   
  3rd Throw – Slicer puts his blind fold back on and throws his 
  knife at the orc. It lands in the wall right between the orc’s 
  legs. The orc is now sweating so visibly that it pools at its 
  feet. Slicer then hands the blindfold to the character and 
  says, “Good luck.” The character needs to hit an AC 13 to 
  beat his throw. The character suffers from the blinded 
  condition unless he/she has something allows him/her to see 
  while blindfolded.  
   
  Success – Have the character describe where he/she hit 
  with the dagger. If the score was above an 18, blood was 
  drawn.  
   
  Failure – The characters missed the mark. If the roll was 
  below a 10, the it struck the orc. If the roll was a natural 1, 
  then the orc was killed. When this happens, Slicer laughs at 
      When you enter Beafee’s, you can tell that the place 
  is made up of a bunch of small shacks put together with 
  the walls knocked out to form a place big enough to 
  cater to people over 5 ft. tall.  
      There are several orcs sitting at tables with fearful 
  expressions on their faces. One orc is standing up 
  against the wall. He is shaking with fear. Sitting across 
  the room from him leaning back on a chair is a 
  blindfolded goblin. It looks like the goblins is getting 
  ready to throw knives at the orc standing up against the 
  wall. All eyes are on the goblin, and the atmosphere is 
  that of quiet anticipation.  
      You look to the left of the entrance, and you see a 
  goblin female consoling a very frightened goblin child. 
  Rather than fear, the goblin female throws looks of 
  heated anger and resentment at the orc up against the 
  wall. It’s obvious the orc is being punished for picking on 
  the goblin child.  
       The goblin, who can only be Slicer, on the chair raises 
  his hand to throw the dagger when he cocks his head as 
  if listening to your entrance and then takes off his 
  blindfold to address you. He says. “Aaahhh, it’s the 
  outsiders! Perfect! You can help me dispense justice to 
  this orc. He figured because he is bigger, he can abuse 
  us goblins at his whim. I’m teaching him the error in that 
  way of thinking.”  
        While Slicer is talking to you, the orc tries to sneak 
  out the back entrance; however, before he can get two 
  steps, Slicer throws a dagger behind him without even 
  looking and it thuds into the wall a mere couple of 
  inches from the orcs face. Defeated, the orc slinks back 
  to his position against the wall and awaits his fate. Slicer 
  then says. “The other humans were here earlier, their 
  martial artist was a very good knife thrower, but we 
  didn’t have the excitement of a live target when they 
  were here. Perhaps you’ll leave a better impression.” 
  
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  Rise of the Ogre King CCC-sfbay– 02-02 
   
   
  19 
  the character’s clumsiness and commands one of the other 
  orcs in the room to take its place.  
   
   
  The Other Party  
   If the characters fail to win the contest, then slicer 
  will give his favor to the other party.  
  Rewards 
   Winning this competition earns the characters one 
  treaty point.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Rise of the Ogre King CCC-sfbay– 02-02 
   
   
  20 
  General Subotai  
   General Subotai is the commander of Bladod’s 
  forces. He is also here on behalf of the Lord’s 
  Alliance. Getting an audience with him is not so easy. 
  Asking around the characters will learn that to get 
  an audience with General Subotai, they must go 
  through his goblin aid named Droop.  
   Finding Droop is easy as he is always running 
  errands for Subotai either gathering ingredients for 
  his cooking or passing military messages. He can be 
  found in the Central Square, near the Hobgoblin 
  Compound or near the Goblin Shanty Town.  
   When the characters encounter Droop, read the 
  following boxed text: 
   
   
   
   
   
   
   Some of the papers in his satchel are for the 
  characters, so once he sees them he immediately 
  approaches them.  
   General Subotai has arranged for a cooking 
  competition between both parties to compete for his 
  favor. Droop is carrying the invitations.  
   The instructions on the invitation are for the 
  characters to arrive at Bladod’s Lodge 2 hours 
  before dinner time which is sunset. They are told 
  that the dish they are cooking will be a soup made 
  with vegetables and a mystery meat which they will 
  be given right before the competition begins.  
  The Monster Chef 
   When the characters arrive at the lodge, they see 
  that they were not the only ones who received the 
  invitation. Read the following boxed text: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Winning Subotai’s Favor  
  Goal – To influence Subotai’s favor by winning the cooking 
  competition.  
  Monster Chef 
  Phases – This contest is divided up into three phases. Each 
  phase’s success or failure affects the next phase.  
  Team Effort -  While most checks must be done by one 
  person, there are a variety of checks that span several 
  different skills. Subotai considers this competition to be a 
  group effort.  
  Mystery Meat – The meat given for this contest is from a rare 
  subterranean lizard that has a sour taste to it. The sour flavor 
  must be countered with other ingredients.  
  Aide Another and Guidance – The cooking competition is a 
  team effort. Aide another and guidance are allowed unless 
  otherwise noted.  
   
  Prep Phase – One character in the party must make an 
  Intelligence (Nature or Cooking) check at DC 15 in order to 
  counter the sour taste of the subterranean lizard meat. 
  characters with a familiarity with the Underdark lifestyles, 
  such as speaking undercommon know a little about this and 
  reduce the DC for the Prep Phase check to DC 10.  
   
  Success – Success removes the disadvantage on the check 
  for the cooking phase.  
   
  Failure – You have disadvantage on the check for the 
  cooking phase.  
    
  Cooking Phase = During this phase the party cooks the meat. 
  One character in the party must make a Intelligence (cooking) 
  check at DC 15 with disadvantage. If they succeeded in the 
  Prep Phase, then there is no disadvantage.  
   
  Success – Gives advantage on the Presentation Phase. This 
  represents the party’s meal being made superior to the other 
  party  
   
  Failure – Imposes Disadvantage on the Presentation 
  Phase. This represents the party’s meal being made inferior 
  to the other party  
   
    
  Presentation Phase – The party must make present their dish 
  to Subotai. One character in the party must make a Charisma 
  (Performance or Persuasion) check DC 15. Success on the 
  Cooking Phase grants advantage on this check. Failure 
  imposes disadvantage.  
   
  Success – The characters win the contest and their food 
  will be served to Bladod. If the character scores above a 20 
  on this check, then Bladod liked the meal so much he grants 
  them a treaty point. Success also gives the characters 
  advantage on the persuasion check to win Subotai’s favor. 
   
  Failure – The characters lose the contest and have 
  disadvantage on the Charisma (Persuasion) check to win 
  Subotai’s favor.  
   
  Party Assist – The party may assist in the following ways.   
      You see a wiry goblin walking quickly through the 
  crowds. He is carrying a satchel filled with papers over 
  his right shoulder and basket filled with vegetables in 
  his left hand.   
     You arrive at the front doors to the hall only to see the 
  other party standing there as well. Apparently, the 
  invitation wasn’t for you alone. 
     The front doors open and standing in the doorway is a 
  well poised hobgoblin wearing an apron and a chef’s 
  hat. He says to the both of you “greetings adventurers, 
  my name is General Subotai. I have been asked by Lord 
  Bladod to assess your worth in my eyes. Well, to me only 
  people that can cook are worthy. Come with me, we 
  have a cooking competition to partake in. This is an 
  important competition, for the winner’s meal will be 
  served to Bladod for his dinner. If it’s good enough, he 
  may bestow additional favor upon you.” 
   
  
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  Rise of the Ogre King CCC-sfbay– 02-02 
   
   
  21 
   
   
  Aid Another – Not allowed for this check. 
  Advantage or disadvantage is determined by the prep and 
  cooking phase.  
   
  Convincing Subotai  
  Persuasion check – The characters must make a Charisma 
  (Persuasion) check at DC 15. The check is modified by the 
  results of the presentation phase of the cooking competition.  
   
  Success – You impressed Subotai with your cooking skills. 
  You have earned his favor.   
   
  Failure – You failed to win Subotai’s favor. He gave it to 
  the other party.  
   
  Party Assist – The party may assist the character making 
  the roll in the following ways.  
   
   
  Aid Another – Not allowed. Advantage or 
  disadvantage is determined by the results of the cooking 
  competition 
   
  The Other Party  
   If the characters fail to get Subotai’s favor, then 
  assume that the other party got it through some 
  negotiation you are unaware of. Backroom deals. 
  Rewards 
   Winning this competition earns the characters one 
  treaty point. If the characters also got a score of 20 
  or higher on the third phase of the contest, they earn 
  an extra treaty from Bladod who is extremely 
  pleased with the meal.  
   
   
  
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  Rise of the Ogre King CCC-sfbay– 02-02 
   
   
  22 
  Next Mission  
   One the second day after their arrival, it is 
  assumed that they have had a chance to petition for 
  favor from all the leaders. The characters have now 
  received a summons from Bladod to meet with him 
  in his great hall. The other party is not there.  
  Choose your mission wisely 
   
  You should make sure to read both encounters thoroughly. 
  One is heavy on role play for the right party, and the other is 
  pure combat. If you have a party of evil characters or combat 
  driven neutrals, they will have a hard time negotiating with 
  the silver dragon, and he is a powerful foe. Feel free to have 
  the other party get first choice and assign the orc encounter 
  to the player’s characters.  
   
  In the end, you are free to make modifications or 
  adjustments to the encounters as you see fit to ensure your 
  players have a good time.  
   
  DM note: If you want to choose the encounter for the 
  characters, then don’t read the following boxed text. Just 
  read the boxed text for the encounter you wish to send them 
  to. 
   When the characters get to Bladod’s hall, they are 
  brought before the Ogre King. His wife and military 
  commander are also there. Read the following boxed 
  text.  
   
   
   
   
   
   
      The characters get to choose which mission to take 
  on, and then the other party will do the other one. 
      If they choose the beast, then read the following 
  boxed text. 
   
   
   
   
   
   
   
   
   
   Bladod knows the following about the creature. 
  • 
  The creature can fly 
  • 
  The creature has an area burst cold attack 
  • 
  He doesn’t know if the creature is 
  intelligence. There has been no 
  communication initiated, and none of his 
  warriors that have seen it stayed alive.  
      When the characters are ready, go to encounter 3A 
  – Beast Hunt. 
   
     If the characters choose the orcs, read the 
  following boxed text.   
   
   
   
   
   
   
   
  Bladod knows the following about the orcs. 
  • 
  The orcs worship the fire god Kossuth 
  • 
  They like to use orcs with demon blood in 
  their patrols  
  • 
  They are very crafty and have probably 
  fortified their position.  
    When the characters are ready, go to encounter 3B 
  – The Burning Daggers.  
   
   
   
   
   
    Bladod looks down at the characters from his throne and 
  says “I have spoken with my leaders. I have their 
  recommendations; however, I still have need of you. I have 
  two threats to my sovereignty currently in place. I need 
  them taken care of. If it is done by outsiders, it may help my 
  people look more favorably upon you which helps me. One 
  threat is an outpost of Burning Dagger orcs and the other 
  one is a beast that is eating my livestock and killing my 
  warriors. Which of these two will you take care of?  
    Bladod leans forward on his throne and scowls as he says: 
  “The Burning Dagger orcs are a boil on my behind. They 
  are the only tribe large enough to challenge me, and 
  challenging me they are. My scouts have discovered a cave 
  where some of the burning daggers are camping. It’s too 
  close to my lands for my liking, and I believe it to be a 
  forward base used to set the stage for an invasion. I want 
  all the orcs killed and their chief brought before me, so I 
  can interrogate him. Do this and I will look favorably on 
  your request for the treaty.” 
    Bladod rubs his chin while considering the characters. He 
  then stands up and begins to pace in front of this throne 
  saying: “To the West of here there is a spike of earth that 
  juts up into the sky. At the top of that lone crag is a cloud 
  that never dissipates.  I believe that cloud to be the lair of a 
  beast that is killing my patrols in that area and raiding my 
  ranches for food. I need that beast either chased away or 
  destroyed.” 
  
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  23 
  Part 4A. Beast Hunt 
  Estimated Duration: 60 minutes  
   The beast that Bladod was speaking about is an 
  adult silver dragon that has made a nest at the top of 
  the mentioned crag. Her name is Kastrandrethilian 
  or Kastra as she likes to be called, and in her youth, 
  she was a crusader for justice and belonged to the 
  draconic order known as the Talon’s of Justice. She 
  solidified a cloud around the peak and turned her 
  lair into a temple. She plans on using her lair as a 
  beacon for good aligned knights and priests. She 
  plans on re-establishing the Order of the Silver 
  Dragon.  
   Her plans to be the source of a holy pilgrimage are 
  for the future however. Her immediate concerns are 
  the care of her three eggs. This makes her very 
  paranoid about receiving new guests.  
   She has been attacking the patrols in this area to 
  free the slaves the orcs and ogres had captured, and 
  she has been raiding Bladod’s farms for food.  
   When the characters are a half a mile from their 
  destination, they will see the crag. Read the 
  following boxed text.  
   
   
   
   
   
   
   
   
  The Fortune Teller 
   Kastra will know once the characters come within 
  a half of a mile of her home. She will try and asses 
  their intentions before they start the climb to her 
  lair. To do this, she will pose as an old orc shaman 
  who will read the characters fortune by “throwing 
  the bones”. She chooses the form of an orc because 
  this is orc country, and she’s trying to throw off 
  suspicion.  
   The characters will encounter Kastra at the base of 
  the crag. She will claim to be a servant to the beast 
  who lives in the clouds, and she will offer to answer 
  three questions for the characters.  
   The fortune telling is a ruse. Kastra already cast 
  commune for herself before the characters get to her 
  to ascertain if they are a threat. She asked the 
  following yes or no questions.  
  • 
  Does the party share her morals and ideals – 
  This is a yes if more than half the characters 
  are of good alignment, and none of them are 
  evil.  
  • 
  Are the party members greedy and selfish – 
  This is a yes if more than half the characters 
  are of a non-good alignment. 
  • 
  Do the characters know about her eggs. – 
  This should be a no unless there are 
  extenuating circumstances.  
   If Kastra thinks the characters are a threat or she 
  is unsure about them, she will use her fake reading 
  of the bones to warn them off. Use your imagination. 
  Any other questions the characters ask her will be 
  answered with the goal to get the characters to 
  leave. If the characters go up anyway, she will not 
  stop them. 
   If Kastra thinks that the characters are good 
  people and have morals and ideals that align with 
  hers, then she will tell them “the oracle awaits your 
  arrival. Please, make the climb”. 
   If for whatever reason combat ensues here, then 
  go to Aggressive Negotiations. Consider this area 
  to be an extension of her lair.   
  Opening Negotiations   
       When the character starts their climb up the 
  steps, Kastra will make one more attempt at 
  communication with the characters.  
   If the characters gave a negative impression to 
  Kastra or did not register as people that share her 
  morals and ideals, read the following boxed text.  
   
   
   
   
   
   
   
   If the characters gave a good impression and was 
  invited to visit the temple, then read the following 
  boxed text.  
   
   
   
   
   
   
   
   Regardless of the reception they get from the 
  dragon, she will take no action against them if they 
  decide to continue the climb.  
   Kastra is an enemy of Fangjaws Hold. She knows 
  the treatment slaves get within those walls; 
  consequently, once she learns that the characters are 
  there on Bladod’s behalf, they will have to convince 
      Off in the distance you can see your destination. It’s 
  obvious that this is the place as there is a spike of earth 
  that erupts from the wasteland around it. The top of 
  the crag is shrouded in a cloud that doesn’t move. You 
  can also see what looks like a narrow path that snakes 
  up the side of it.  
     As you start your climb up the trail, you hear a loud 
  booming voice speak to you in draconic from the top of 
  the crag. It says: “Stop intruders, you come to my home 
  un-invited. I am not receiving guests currently. Turn 
  around and leave.” 
   
     As you start your climb up the trail, you hear a loud 
  booming voice speak to you in draconic from the top of 
  the crag. It says: “Hello noble heroes. You are welcome. I 
  invite you to finish the climb and explain to me why you 
  are here on behalf of a monster like Bladod.  
   
  
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  24 
  her to enter negotiations with them. She will start by 
  questioning their reasons for taking the job. Their 
  answer will determine whether she will enter 
  negotiations with them. This is done by having the 
  characters make a Charisma (persuasion or 
  deception) check of DC15. The check is modified as 
  follows.  
  • 
  The results of the commune spell question 
  regarding the characters sharing Kastra’s 
  morals and ideals was positive - The check 
  is made with advantage.   
  • 
  The results of the commune spell question 
  regarding the characters being selfish and 
  greedy was positive - The check is made 
  with advantage.   
  • 
  There is a follower of an evil god within the 
  party, or one of the characters comes across 
  as evil – The check is made at DC 20.  
  • 
  There is a paladin or a priest of a LG god and 
  no evil characters or followers of evil gods 
  within the party. – The check is made at 
  DC10.  
     If the negotiation attempt fails, then Kastra will 
  demand that the characters leave her home. If they 
  don’t comply, she will attack them. Go to Aggressive 
  Negotiations.  
   If she agrees to negotiate, then go to Let’s Make a 
  Deal.  
  General Features 
  This is the general features of the area around the crag.  
   
  Cliff Face: The cliff face is a hard climb. It is 1000ft. to the 
  top of the crag. Each round the character would have to 
  make a DC15 climb check unless they have a climb speed.  
   
  Weather. Overcast and cold. This is a constant affect 
  created by Kastra.  
   
  Light: Depending on the time of day the characters choose 
  to approach, it should be bright light unless they approach at 
  night. At night, it will be full dark because of the over cast 
  casting my Kastra’s magic.  
   
  Trail: The trail zigzags up the crag and is only 5ft. wide.  
  Every 20 ft. the trail takes a turn. The last 20 ft. before the 
  top is strait.  
   
  Smells and Sounds. There are no animal noises here. The 
  dragon has either killed or scared off all the local wild life. 
      Top of the Crag. The top of the crag is Kastra’s Lair. It is a 
  40ft. by 80 ft platform made up of solidified cloud. There is a 
  cave that goes into the rock in which Kastra keeps her eggs 
  and treasure. It is concealed by a permanent illusion.  
        
  Who is Kastrandrethilian 
   
   Kastrandrethilian (Kastra) is a female silver dragon who 
  belongs to an order of dragon paladins known as the Talons 
  of Justice. She was a young dragon during the last Rage of 
  Dragons, and assisted on the attack that ended Dragon Rages 
  once and for all.  
   
  She is now an adult and has just laid her first clutch of 
  eggs. She hopes that her offspring will be her first subjects in 
  the newly formed Talons of Justice. She plans on using her 
  lair as a focal point for pilgrimages of paladins and priests of 
  good alignment within the Moonsea.  
   
  Kastra is an adult silver dragon with the ability to cast 
  spells. She also has paladin levels. She has all the abilities of 
  an adult silver dragon with lair actions plus the following:  
  • 
  Divine Smite - She can expend one of her unused 
  spells to smite as a paladin. The level of the smite is 
  equal to the level of the spell spent.  She gets the 
  extra 1d8 radiant for attacks against fiends and 
  undead as well.  
  • 
  She can Lay on Hands as a 2nd level paladin.  
  • 
  She can cast the following spells 1/day (Raise Dead, 
  Clairvoyance, Dimension Door, Greater Restoration, 
  Commune) 
   
  Forgotten Realms Lore 
  Here is a brief description of the Forgotten Realms lore 
  content mentioned.  
   
  Talons of Justice: This was a knightly order of dragon and 
  half-dragons of lawful good alignment who opposed the 
  Talons of Tiamat and the Cult of the Dragon. One of their 
  edicts was the protection of the “lesser races”.   
   
  Rage of Dragons: This was a realms-wide event that 
  occurred when many dragons went on a collective, senseless 
  rampage, destroying everything in their path. This periodic 
  madness seemed to be tied to the appearance of the King-
  Killer Star and lasted for a tenday. These rages start around    
  -25,000 DR, and they ended with the last one occurring on 
  1373 DR.  
   
  Order of the Silver Dragon: A knightly order that was 
  founded in Barovia by the silver dragon Argynvost. Kastra 
  learned of his legend from a passing adventure who had been 
  there. She was so moved by the story, she decided to 
  resurrect the order.  
  Let’s Make a Deal 
   Kastra is only willing to negotiate with Bladod for 
  the sake of her eggs. As far as she is concerned, 
  Fangjaws Hold is a place of evil. The characters need 
  to convince her Bladod’s intentions of becoming 
  civilized are sincere. She will make the following 
  agreements.  
  • 
  Stop raiding the farms – She will only agree 
  to this if she is paid a tithe of cows. The 
  payment will be the equivalent to three 
  cows every tenday.  
  • 
  Stop attacking the patrols – She will only 
  agree to stop attacking patrols if they are 
  
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  25 
  kept out of her region. That is 20 miles in 
  any direction from her lair. Any patrols that 
  enter this area are open game and all slaves 
  will be freed.  
  • 
  Alliance – The idea of forming an alliance 
  with Fangjaws Hold is abhorrent to her; 
  however, for the sake of her eggs, she will 
  consider it. For her to agree to this, she will 
  require that Bladod abolish slavery and pay 
  her a tithe of 3 cows every tenday. If he 
  agrees to this, she will guard his western 
  approach from evil armies and stop her 
  hostilities. She will not fight for him though, 
  and the first time he takes hostile action 
  against the civilized lands of the Moonsea 
  the alliance is terminated.   
   If the characters fail to come to an agreement with 
  the dragon, then treat the encounter the same as if 
  the negotiations never began. She will demand that 
  the characters leave, or she will attack.  
  The Order of the Silver Dragon 
   If the characters successfully negotiate with 
  Kastra, she will be impressed with their ability to 
  come to a peaceful solution; consequently, any 
  character of good alignment will be offered the 
  opportunity to join the resurrected order of knights. 
  To become a Silver Dragon knight, the character 
  must swear to the following oath:  
  • 
  To protect those that can’t protect 
  themselves 
  • 
  To oppose evil wherever you find it 
  • 
  To seek a peaceful solution to all conflicts if 
  possible.  
  If the characters agree to swear to the oath, read the 
  following boxed text.  
   
   
   
   
   
   
   
   
   
   
   
   
   
  The character has earned the story award Knight of 
  the Silver Dragon  
   
  Seal the Deal 
   The characters still need to return to Fangjaws 
  Hold and get Bladod’s approval.  
   Bladod isn’t going to be very happy about having a 
  silver dragon close to his lands. He especially won’t 
  be happy about paying a tithe of cows. The 
  characters will have to persuade him to accept 
  Kastra’s terms. How well the characters negotiate 
  will determine how far he is willing to go.  
   Have one of the characters make a Charisma 
  (Persuasion) check. The result determines what 
  Bladod agrees to.  
  • 
  Stop raiding the farms – DC 10 
  • 
  Stop attacking the patrols – DC 15 
  • 
  Alliance – DC 20 
  Aggressive Negotiations  
   There is a good chance that this encounter will 
  end in combat. That’s ok. In this scenario, the dragon 
  will use her lair to her advantage. This encounter 
  includes 1 adult silver dragon with modifications. 
  See the Who is Kastrandrethilian side bar.  
   This encounter uses the Map-Kastra’s Lair found 
  in the appendix.  
   Uber Strong – Uber strong is used for parties that 
  are exceptionally well equipped and optimized. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Decrease her hit points by 50, her attacks and 
  AC by 2 and her frightened presence and breath weapon 
  save DC by 2. Remove lair actions  
  • Weak: Decrease her hit points by 24, her attacks and AC by 
  1 and her frightened presence and breath weapon save DC 
  by 1.  
  • Strong: Increase the dragon’s hit points by 54  
  • Very Strong: Increase the dragon’s hit points by 54. Her 
  attacks and AC by 1. 
  • Uber Strong: Increase the dragon’s hit points by 108. Her 
  attacks by 3, and her AC by 2 
  Tactics  
   On initiative 20 Kastra will use her lair action to 
  envelope the area in a fog cloud relying on her blind 
  sight to see.  
   Kastra is not interested in killing the party. She 
  will only use her cold breath if she is in mortal 
  danger. If she is reduced to less than half of her hit 
  points, she will believe that to be the case; however, 
  when that happens, she will try to grab her eggs and 
  fly away. Her preferred way to do this is to 
     The mighty dragon transforms into a stately human 
  woman in silver robes. She then smiles warmly at you as 
  she lifts her hands to part the clouds and allow the sun’s 
  rays to shine down upon you bathing you in a golden halo. 
  She then guides you through the oath that will bind you to 
  the tenants of the Knights of the Silver Dragon order.  
     Once you have sworn the oath, she walks up to you and 
  presents you with an amulet that has the symbol of the 
  order upon it. She then says “wear this proudly, you have 
  sworn to become a beacon of hope and justice within a 
  world that is largely filled with hopelessness and cruelty. 
  Know that the Talons of Justice are your allies and friends.” 
  
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  26 
  Dimension Door out of view of the characters and 
  then fly away.  
   If she enters melee with the characters, she will 
  not kill unless she feels the character is a follower of 
  an evil god. Most of the time when she delivers the 
  final blow, she will choose to subdue.  
   An adult silver dragon can be a formidable foe for 
  an ill prepared party. If the party is getting 
  clobbered, feel free to have Kastra offer mercy. She 
  can even re-open negotiations if you like.  
  Total Party Kill 
   If Kastra defeats the party, she won’t kill them. If 
  she can, she will carry them out of her territory and 
  deposit them with a message written in the sand to 
  not return. If that isn’t possible, she will just wait for 
  them to wake up and demand that they leave. If they 
  don’t comply, then she will use lethal force the 
  second time around.  
  Development  
  The Other Party  
   If the other party does this encounter, assume 
  they chased the dragon off, but she took her eggs 
  with her. They earned 2 treaty points.  
  Enemies of Justice  
   If the characters killed Kastra and took her eggs, 
  then their exploits will become known throughout 
  the land. This will draw the attention of the other 
  members of the Talons of Justice. The characters 
  will earn the story award Enemies of Justice.  
  Rewards 
   
  Treaty Points  
   The characters will have done one of three things. 
  They will have either killed or driven off the dragon, 
  convinced her to form an alliance, or convinced her 
  to stop raiding his cattle and farms.  
   The characters will earn treaty points based on 
  the following table  
   
  Action 
  Treaty Points  
  Killed the dragon 
  3 points 
  The dragon was chased 
  off but not killed 
  2 point  
   The dragon formed an 
  alliance with Bladod 
  3 points  
  Negotiated with the 
  dragon to get her to 
  stop raiding the farms 
  and attacking the 
  patrols 
  2 points 
  Negotiated with the 
  dragon to get her to 
  stop the raiding the 
  farms only 
  1 point 
  Gave Bladod one of her 
  eggs (The dragon must 
  be dead for this to 
  happen) 
  1 point per egg 
  Treasure 
   Kastra’s main hoard is not here. This is not her 
  main lair; however, she has acquired some treasure 
  from her raids against the neighboring tribes of 
  humanoids. Kasha’s treasure is located behind a wall 
  of solidified fog along with her eggs. The treasure 
  consists of the following. 
  • 
  3000 copper pieces (30 gp) 
  • 
  200 silver pieces (20 gp) 
  • 
  75 gold pieces (75 gp) 
  • 
  20 platinum pieces (200 gp) 
  • 
  Silver plate and silverware set in a redwood 
  box (25 gp), gold framed mirror (30 gp), 
  silver dragon chess set (20 gp) (total = 75 
  gp) 
  • 
  3 Silver dragon eggs (200 gp each) 
  Renown 
   Order of the Gauntlet characters that discover 
  Kastra is a silver dragon and don’t attack her, earn 
  an extra renown within their order.  
   
   
   
   
   
   
   
   
  
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  27 
  Part 4B. Burning Daggers 
  Estimated Duration: 60 minutes 
   The orc tribe known as the Burning Daggers is 
  Bladod’s biggest rival for control of this region of 
  Thar. The Burning Dagger orcs worship Kossuth 
  rather than the normal orc deities, and they show 
  their devotion by heating up their blades and then 
  burning their face with them.   
   These orcs are indeed here to scout and build the 
  foundation for an invasion; consequently, these are 
  not run of the mill orcs. They are the elite.  
   The lair of the Burning Dagger orcs is a cave at the 
  northern base of the hill range that Fangjaws Hold 
  resides in. Its approximately 15 miles away, but 
  traveling there is through rugged hill country. It will 
  take about 1 day to get there.  
   The entrance to the cave is a gauntlet. It is a dome 
  with two fortified bunkers manned by orcs that sit 
  15 ft. above the ground on a ledge. When the 
  characters are approaching the mouth of the dome, 
  read the following boxed text.  
   
   
   
   
   
   At this point the characters can try and stealth up 
  to the cave mouth; however, they have disadvantage 
  because the orcs are constantly watching the cave 
  mouth. Once the characters are within the cave, 
  stealth is not possible unless they are invisible. 
  When the characters are at the cave mouth, read the 
  following boxed text.  
   
   
   
   
   
   
   
   
   
   
  General Features of Domed Cave 
  This general feature of the cavern complex that the burning 
  daggers occupy is as follows.  
   
  Ravine Floor: The ravine floor is compact dirt and is 
  normal terrain. 
   
  Domed Ceiling: The Ceiling of the outer cave is 40 high.   
   
  Cliffside: The cliff from the ground to the first ledge is 
  between 15 ft. high. It requires a DC15 climb check to scale.  
   
  Light: The domed ceiling and the cliffs blocking the 
  entrance to the cave mouth block most of the sunlight. If the 
  characters attack during the day, the dome is dim light. If 
  they attack at night, the area under the dome is dark.  
   
  The Ledge: the ledge is 10 feet wide and has a ramp at the 
  end by the cave wall that leads down to the bottom of the 
  ravine.  
  The Burning Dagger Orcs  
   The orcs that occupy the cave and the gauntlet are 
  as follows: 3 tanarukks, 1 orc blade of Ilneval, 1 
  eternal flame priest (give orc traits rather than 
  human traits), and 10 orcs. 
   The maps for this encounter are in the appendix, 
  they are: DM’s Handout Orc Cave, Player’s 
  Handout Orc Cave and Player’s Handout The 
  Gauntlet.  
   Uber Strong – Uber strong is used for parties that 
  are exceptionally well equipped and optimized.  
   
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Remove two tanarukks, and only have one 
  bunker be manned. Have the orcs be resting in the cave 
  with the rest.  
  • Weak: remove one tanarukk, and only have one bunker be 
  manned. Have the orcs be resting in the cave with the rest.  
  • Strong: add one eternal flame priest 
  • Very Strong: add one tanarukk 
  • Uber Strong:  Replace the orcs with orogs. Add one 
  tanarukk.   
  The Gauntlet  
   The cave sits at the end of a winding ravine. The 
  approach to the cave is protected by a large cliff face, 
  so the characters will not have site of the cave until 
  they right at the entrance.  The walls of the domed 
  cave are a steep slope; however, 15 ft. up each side is 
  a 10-foot-wide path that runs the length of it. On 
  each path is a bunker. Climbing the slope requires a 
  DC15 Athletics (Climb) check.  
  Bunkers 
   These bunkers are manned by orcs. Their job is to 
  harry the enemy’s approach and blow the horn to 
  warn those in the cave. The bunker provides 
  protection on all sides but the two openings. It 
  provides superior cover and resistance to all area-
  based energy attacks through those openings. All 
  other sides provide full cover.  
    You have been following a winding ravine for about half 
  a mile when the path seems to take a sharp left into a 
  large cave opening.  
    The large opening is the entrance to an enormous cave. 
  At the back of the cave is another smaller cave entrance 
  that looks like it leads into cavern system. There are two 
  ledges that run the length of the domed cave about 15 
  feet up from the cave floor. About 60 feet in on both 
  ledges is a bunker made of logs with an opening on the 
  front and side facing the cave floor. You can see a large 
  crossbow like device inside it manned by orcs.  
  
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  28 
   Each bunker also has a ram’s horn in it that is used 
  to warn the orcs in the cave when they are attacked.  
   Each bunker is manned by 3 orcs who work the 
  ballista. They are positioned at 60 ft. into the draw. 
  There are three teams that rotate in shifts. One team 
  will be in the cave resting.   
  Ballista 
  Large object  
  Armor Class: 15 
  Hit Points: 50 
  Damage Immunities: poison, psychic  
   
  A ballista is a massive crossbow that fires heavy bolts. Before 
  it can be fired, it must be loaded and aimed. It takes one 
  action to load the weapon, one action to aim it, and one 
  action to fire it.  
   
  Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., 
  one target. Hit 16 (3d10) piercing damage.  
   
  Bunker 
  Huge Object  
  Armor Class: 15 
  Hit Points: 100 
  Damage Immunities: Poison, Psychic  
   
  The bunker provides total cover on all sides but the two open 
  sides that the ballista fire out of. Area effect spells can only 
  reach the person inside if they have access through those 
  two openings, even then the person inside has resistance vs 
  such spells.  
  Inner Cave Entrance  
   The cave entrance at the back of the domed cave is 
  guarded by one orc whose job it is to warn those in 
  the cave when the horn is blown; however, the orcs 
  in the cave will still hear the horn even if this orc is 
  killed before he can warn them.  
  Tactics 
   The gauntlet is 90 ft. from the mouth of the ravine 
  to the cave entrance. The bunkers are positioned at 
  60 ft. The orcs will target lightly armored casters 
  first, or anyone they deem easy to hit. They will 
  continue to shoot the ballista as long as they can.  
   The orcs and tanarukks from the cave will charge 
  out one round after the horn is sounded with the 
  tarnarukks leading the way. The orc blade of Ilneval 
  and eternal flame priest will arrive one round later. 
  The orc blade of Ilneval will give his heaviest hitters 
  extra attacks as often as he can, and the eternal 
  flame priest will cast blur before leaving the cave. 
  Assume mage armor is already cast. The priest’s 
  main focus is to get as many fireballs off as he can. 
  He will be wary of counterspell.  
  Treasure 
   Once the orcs are defeated, the characters are free 
  to loot their lair. The orcs have kept themselves busy 
  by raiding some of Bladod’s patrols who in turn 
  made raids on other communities. They keep their 
  treasure in a small side cave the juts out from the 
  main chamber. It consists of the following items: 
  • 
  A bag of 150 gp, 400 sp, 100 cp and 10 pp. 
  (total = 300 gp) 
  • 
  A golden statue of Tyr’s balancing scales 
  (200 gp) 
  • 
  A greatsword scabbard with gold and 
  various gems inlaid in it (125 gp) 
  • 
  A suit of half-plate decorated with symbols 
  of the faithful of Tyr (375 gp) 
  Development  
   The characters will earn treaty points based on 
  the following table  
   
  Action 
  Treaty Points  
  Killed every orc in the 
  cave 
  2 points 
  One or more orcs 
  escaped  
  1 point  
  Captured the Orc War 
  Chief and brought him 
  back to the Ogre King 
  and killed the rest of 
  the orcs 
  3 points  
  Captured the Orc War 
  chief but some of the 
  other orcs escaped.  
  2 points  
  The Other Party  
   If the other party does this encounter, assume 
  they killed all of the orcs including the chief. They 
  earned 2 treaty point. 
   
   
   
  
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  29 
  Part 5. The Challenge  
  Estimated Duration: 60 minutes 
   This encounter takes place after Bladod has 
  chosen which party will get the excavation rights. If 
  he chooses the characters, then the other party, be it 
  the Thayans or the Rashemi, will challenge the  
  characters to a battle in the arena pit.  
   Should the characters lose the competition for the 
  treaty, then the characters will be contacted by 
  Subotai with instructions on how to challenge the 
  other party.  
  Who won Bladod’s favor? 
   Add up all the treaty points won by the characters. 
  Also add up the treaty points the other party 
  received. If the characters have the same amount or 
  more treaty points than the other party, then they 
  won Bladod’s favor.  
   
  General Features 
  This encounter takes place after a long rest in the town 
  square.  
   
  Terrain. This battle takes place in a huge dug out pit used 
  for gladiatorial combat events.  
   
  Weather. Cloudy skies.  
   
  Light. Bright daylight  
   
  Smells and Sounds. Town stench caused by unwashed 
  bodies and poor sanitation.  
  The Announcement  
   The characters and the other party are brought 
  before Bladod to receive his ruling on who gets the 
  excavation rights. Read the following boxed text.  
   
  You received your summons to stand before Bladod and 
  receive his ruling. You were escorted to the throne room by a 
  well-disciplined hobgoblin soldier. Upon arrival, you see 
  Bladod, Seng Krigga and Subotai looking down on you from 
  the throne platform. His sub-chiefs and other members of 
  Fangjaws Hold are in attendance as well. The whole affair has 
  the appearance of being a barbaric mockery of a gathering of 
  nobles. Already standing before them are the members of 
  the other party. Like you, they anxiously await Bladod’s 
  announcement.  
   
  Having patiently waited for everyone’s arrival, Bladod 
  stands up and makes his announcement. He says “You both 
  have done well. You have secured my border and one of you 
  have management to earn the approval of my community 
  leaders. My position as Tharkul is stronger than ever, and 
  now it is time to choose who will receive the rights to 
  excavate the minotaur lord’s tomb.” 
  Scenario A. The characters on Bladod’s 
  favor   
    
   Once the characters are chosen by Bladod, the 
  other party immediately accuses them of cheating. 
  The fact that it would be nearly impossible to cheat 
  is irrelevant. They have been instructed by Grognar 
  that the accusation is all that is needed by law to 
  initiate a challenge. The challenge is resolved 
  through combat, and the location of the fight will be 
  the battle pit in the square.  
   
  Bladod has just announced that your sponsor will receive 
  the excavation rights. That’s when the leader of the other 
  party speaks out. That person stands up and yells “These 
  people cheated to win your favor. I say they used magic to 
  coerce your leaders into choosing them over us. We 
  challenge them to a fight if they say it’s not true!”  
   
  Bladod then turns to you and says “is this true? Did you 
  use magic in your negotiations with my leaders? If this is true, 
  then I will give them your excavation rights and impale you 
  on stakes for your duplicity. If this is not true, then you must 
  answer the challenge. What is your answer”.   
   Unless the characters want to fight their way out 
  of Fangjaws Hold, they will have to accept the 
  challenge.  
  Scenario B. The characters did not win 
  Bladod’s favor  
   
   While Bladod is announcing that the other party 
  won the rights to excavate the tomb, the goblin 
  Droop hands the party a note that suggests they 
  accuse the other party of cheating.  
  
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  30 
   
  Bladod has just announced that the other party’s sponsor 
  will receive the excavation rights. It was during this 
  announcement that you were handed a note from Subotai’s 
  aid Droop who was passing out drinks at the time. The note 
  reads: “You must accuse the other party of using magic to 
  coerce the leaders into choosing them. It is the only way to 
  still win.” 
   If the characters do not make the accusation, then 
  they will be asked to leave Fangjaws Hold and the 
  adventure is over.  
   If they do make the accusation, the read the 
  following boxed text for Bladod’s response.  
   
  You have just made your challenge, and Bladod has 
  cracked a half smile knowing what comes next. He then turns 
  to the other party and says ““is this true? Did you use magic 
  in your negotiations with my leaders? If this is true, then I will 
  give them your excavation rights and impale you on stakes 
  for your duplicity. If this is not true, then you must answer 
  the challenge. What is your answer?” 
   The other party, of course, will have no choice but 
  to accept the challenge.  
  Trial by combat 
   Once the challenge has been accepted, the two 
  parties are escorted to the Battle Pit. A call then goes 
  out throughout Fangjaws Hold for all to come watch 
  the spectacle. Read the following boxed text. 
   
  You stand on the edge of a huge earthen pit. It is at least 
  30 feet deep, and big enough for giants to do battle. The 
  other party is facing you from across the pit. Bladod then 
  gives the command for both parties to enter the pit. You see 
  several ladders that will allow you to do so.  
   
  Once in the bottom of the pit, Bladod says loudly for all to 
  hear “A challenge has been made and accepted. Our law 
  states that victory will dictate who is right and who is wrong, 
  and it is by my will and strength that the law is enforced. Let 
  the combat begin!” 
   Each party will be given 1 minute to cast spells to 
  summon creatures or add additional protections to 
  themselves.  
  The Thayans 
   The Thayan party consist of an enchanter (Azak 
  Throm) a Captain Othelstan (Thayan Knight), a 
  hellenrae (Thayan Monk), two priests, four 
  thayan warriors, 
   Uber Strong – Uber strong is used for parties that 
  are exceptionally well equipped and optimized.  
    
  Adjusting this Encounter 
   
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative 
  • Very Weak: Remove 4th and 5th level spells from the 
  enchanter’s spell list. Replace the hellenrae with the 
  martial arts adept. Remove one priest and 3 thayan 
  warriors. Add 5 dread warriors.  
  • Weak: Replace the captain othelstan with a knight and the 
  hellenrae with a martial arts adept. Remove one priest 
  • Strong: Give the enchanter conjure elementals with an 
  elemental already summoned. Remove one priest, one 
  thayan warrior and the captain othelstan, Add one 
  blackguard.  
  • Very Strong: Give the enchanter one 6th level spell slot and 
  add chain lightning and globe of invulnerability to its spell 
  list, Remove one priest, one thayan warrior and the 
  captain othelstan. Add one blackguard.  
  • Uber Strong: Replace the enchanter with an archmage, 
  remove one priests and the captain othelstan and add one 
  blackguard.  
  The Rashemi 
   The Rashemi party consist of an enchanter 
  (Lasharra), a werebear, a warlock of the archfey 
  (w/Annis Hag already summoned) (Shevarra), 
  and six berserkers.  
   Special Conditions: If any of the characters have 
  the Durthan’s Curse story award from CCC-SFBAY-
  02-01 and Lasharra or Shevarra are among Rashemi 
  contingent, then the Rashemi have been scrying 
  them and are familiar with their combat tactics. 
  Grant every creature in the Rashemi contingent 
  advantage on initiative.  
   Uber Strong – Uber strong is used for parties that 
  are exceptionally well equipped and optimized.  
   
  Adjusting this Encounter 
   
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative 
  • Very Weak: Remove 4th and 5th level spells from the 
  enchanter’s spell list. Remove 4 berserkers and replace the 
  werebear with a weretiger. 
  • Weak: Replace the werebear with a weretiger and remove 
  3 berserkers.  
  • Strong: Add 2 berserkers, Give the enchanter conjure 
  elementals with an elemental already summoned. Add 
  one weretiger 
  
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  31 
  • Very Strong: Give the enchanter one 6th level spell slot and 
  add chain lightning and globe of invulnerability to its spell 
  list, Add 2 berserkers and one weretiger 
  • Uber Strong: Replace the enchanter with an archmage. 
  Remove 1 berserkers. Add 1 werebear. 
  Development  
   Choose the scene that best fits the character’s 
  situation. That will determine which treasure they 
  get as well.  
  The characters won Bladod’s favor and the 
  combat  
   When the characters vanquish their opponents, 
  Bladod gives them time to heal their wounds and 
  refresh themselves. He then calls them to stand 
  before his throne. Read the following boxed text. 
   
  The party of savage nobles continues as you enter the hall; 
  however, once your approach is noticed, they all begin to 
  quiet down. By the time, you reach the throne to address 
  Bladod, the room is quiet.  
   
  Bladod stands up and address the whole room in a loud 
  booming voice. He says “Let all in this place know that these 
  outsiders served Fangjaws Hold. They are proof that the 
  civilized folk of the Moonsea can be counted on, and that 
  they are more than just a source of food and plunder. For this 
  service, I give them this magical amulet as a gift for their 
  service.” Zubotai then comes and hands the characters the 
  Amulet of Health. Zubotai winks at the characters as he 
  hands it to them saying “we don’t know what it does 
  anyway.”  
   
  Bladod then looks down to you and says “You have done 
  me a great service, and I hope that your people will look on 
  this day as the beginning of a new relationship between 
  Fangjaws Hold and the cities of the Moonsea. I hereby 
  bestow upon you the option to become citizens of Fangjaws 
  Hold. If you accept this brand, you and all you travel with will 
  be allowed to enter this city and this region without fear of 
  violence. Should this trust be broken, I will personally rip out 
  the innards of the offender and impale his body upon one of 
  the spikes that line the front gate’s approach.” 
   
  Bladod then gestures over to his left where you can see a 
  hobgoblin holding a hot iron branding pole next to a huge 
  brazier of hot coals. Bladod then says “If you accept my 
  generous offer, go and tell my servant where on your body 
  you wish for him to place the brand” 
   If the characters accept the offer of citizenship, 
  then they will be branded with the symbol of 
  Fangjaws Hold which is a circle of teeth forming an 
  open maw. Give the characters the Fangjaws Citizen 
  story award.  
  Treasure 
   For the services, they did on behalf of Bladod, the 
  characters are awarded an Amulet of Health. This 
  amulet is made up of a bloodstone flanked by troll 
  fangs. The cord that holds it is made of troll hide.  
   Characters who wear this amulet tend to feel 
  invincible when entering melee combat, but they 
  have an aversion to fire. It’s almost as if they think 
  they are vulnerable to fire.  
  Magic Item: Amulet of Health  
   The characters are also given the traveling 
  spellbook that belonged to the wizard of the other 
  party.  
  Consumable: Traveling Spellbook 
  The characters lost Bladod’s favor but won 
  the combat 
   When the characters vanquish their opponents, 
  Bladod gives them time to heal their wounds and 
  refresh themselves. He then calls them to stand 
  before his throne. Read the following boxed text. 
   
   
   
   
   
   
   
   
   
   
   
   
      The party of savage nobles continues as you enter 
  the hall; however, once your approach is noticed, they 
  all begin to quiet down. By the time, you reach the 
  throne to address Bladod, the room is quiet.    
       Bladod stands up and addresses the who room in a 
  loud booming voice. He says “Let all in this place know 
  that these outsiders may not have been the favored of 
  our leaders, but they obeyed our laws and won the 
  rights to excavate the tomb through trial by combat.  
        Because they showed respect in adhering to our 
  laws, I hereby bestow upon them the option to become 
  citizens of Fangjaws Hold. If they accept this brand, 
  they and all they travel with will be allowed to enter 
  this city and this region without fear of violence. 
  Should this trust be broken, I will personally rip out the 
  innards of the offender and impale his body upon one 
  of the spikes that line the front gate’s approach.” 
      Bladod then gestures over to his left where you can 
  see a hobgoblin holding a hot iron branding pole next 
  to a huge brazier of hot coals. Looking down on you, 
  Bladod says, “If you accept my generous offer, go and 
  tell my servant where on your body you wish for him to 
  place the brand” 
  
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  32 
   If the characters accept the offer of citizenship, 
  then they will be branded with the symbol of 
  Fangjaws Hold which is a circle of teeth forming an 
  open maw. Give the characters the Fangjaws Citizen 
  story award.  
  Treasure 
   The characters are given the traveling spellbook 
  that belonged to the wizard of the other party.  
  Consumable: Traveling Spellbook 
  The characters lose 
   If the party surrenders or otherwise loses the 
  combat without dying, they are unceremoniously 
  cast out of Fangjaws Hold. On Bladod’s orders, the 
  orcs, ogres and goblinoids of Fangjaws Hold won’t 
  harass them while they are in their territory. They 
  will be allowed to return to Mulmaster.  
   If they all died, then their remains are returned to 
  Mulmaster on Bladod’s orders. Grognar wanted 
  them added to the feast.  
   
   
  
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  Rise of the Ogre King CCC-sfbay– 02-02 
   
   
  33 
  Part 5. Epilogue  
  Estimated Duration: 20 minutes 
   When the characters return to Mulmaster, they 
  will need to meet with Nelvon DeJuan and report. As 
  always, Nelvon was monitoring their progress and 
  knows when they start their journey back. Once they 
  do, he will send them a message via sending and let 
  them know where to meet him when they return.  
  The Characters Were Successful  
   The characters successfully negotiated a treaty 
  with the leader of Fangjaws Hold. Read one of the 
  two following story endings that fits best.  
  Success for Thay 
   If the characters were working for Thay, then 
  Nelvon receives them in the Tower of Arcane Might. 
  When they arrive, they are escorted to that same 
  remote room they where they received their 
  briefing. True to form, they wait about an hour 
  before someone arrives. Read the following boxed 
  text.  
   
  You have been waiting a long time…. again. Your about to 
  throw your cup up against the wall when the door opens. 
  Nelvon DeJuan enters the room carrying a bag of coins. He 
  says to you “Good job adventurers. Thay is sending their 
  excavation team as we speak. You have made an ally of 
  Dar’lon Ma and Thay for good or ill. Here is your payment. I 
  will call on you again should Thay request your services.”  
      Award the characters the Pawn of Thay story 
  award.  
  Success for Rashemen  
   If the characters were working for Rashemen, 
  Nelvon receives them in the same hid away building 
  where they received their mission. Nelvon and Lady 
  Vandree are waiting for them when they arrive. 
  Read the following boxed text.  
   
  Upon entering the same small room where you were given 
  your mission, you see Nelvon and Lady Vandree waiting for 
  you. They greet you warmly and then Nelvon says “greeting 
  adventurers, I’m glad you made it back ok. You did a good job 
  securing those excavation rights. As we speak, a delegation 
  from Rashemen is on its way to dig up the tome.” Once he’s 
  done, Lady Vandree steps forward and says “You’ve made a 
  powerful enemy when you openly opposed Thay. Watch your 
  back; however, you have secured your friendship with the 
  Rasheme people, and they are always looking for a chance to 
  thwart Thay’s plans. “ 
   
  Nelvon takes over again and hands the characters a bag of 
  gold. He says “Here is your payment. We will call upon you 
  again soon I’m sure. Be well.”  
      Award the characters the Rashemi Regard story 
  award.  
  Treasure  
   The characters are paid the owed amount for a job 
  well done.  
  Mission Payment: 1000 GP 
  The Characters Were Not Successful  
   If the characters were unsuccessful and still 
  managed to return to Mulmaster, they will receive a 
  sending from Nelvon explaining that a meet is not 
  necessary. He thanks them for their service and tells 
  them to be on their way. They receive no payment.  
   
    
    
   
   
   
   
   
   
   
   
   
  
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  34 
  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 
  Adult Silver Dragon 
   
  15,000 
  Adult Silver Dragon (Weak) 
  10,000 
  Adult Silver Dragon (Very Weak) 
  5,000 
  Archmage 
   
   
  8,400 
  Berserker 
   
   
  450 
  Blackguard 
   
   
  3,900 
  Captain Othelstan 
   
  1,800 
  Dread Warrior  
   
   
  200 
  Enchanter 
   
   
  1,800 
  Enchanter w/elemental   
  2,300 
  Enchanter w/6th level spells 
  3,900 
  Eternal Flame Priest 
   
  700 
  Hellenrae  
   
   
  1,800 
  Knight  
   
   
  700 
  Martial Arts Adept 
   
  700 
  Orc 
   
   
   
  100 
  Orc Blade of Ilneval 
   
  1,100 
  Orog  
   
   
   
  450 
  Priest 
   
   
   
  450 
  Tanarukk  
   
   
  1,800 
  Thayan Warrior  
   
  450 
   
   
  Warlock of the Archfey 
   
  1,100 
  Werebear 
   
   
  1,800 
  Weretiger 
   
   
  1,100 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Experience based on treaty points earned 
  (Optional) 
        Rather than awarding experience for the 
  monsters defeated, you can award experience based 
  on the number of treaty points earned. This 
  represents the character’s ability to accomplish the 
  tasks they set out to do  
      This option is available only for parts 3 & 4. If you use 
  this, do not award the normal experience for those 
  encounters. 
       If you use this option, award 700 experience points 
  to each character per treaty point earned. 
  The minimum total award for each character 
  participating in this adventure is 3000 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 9000 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 
  Mission Payment  
   
  1000 
  Dragon Hoard  
   
   
  400 
  Silver Dragon Egg  
   
  200 each  
  Orc lair hoard 
   
   
  1000 
   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. 
  Amulet of Health 
  Wondrous Item, rare 
   This amulet made up of a bloodstone flanked by 
  troll fangs. The cord that holds it is made of troll 
  hide.  
   Characters who wear this amulet tend to feel 
  invincible when entering melee combat, but they 
  have an aversion to fire. It’s almost as if they think 
  they are vulnerable to fire.  
   Your Constitution score is 19 while you wear this 
  amulet. It has no effect on you if your Constitution is 
  already 19 or higher without it. 
  Player Handout 04. 
   
   
  
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  Rise of the Ogre King CCC-sfbay– 02-02 
   
   
  35 
  Traveling Spellbook 
   This is a typical traveling spellbook as described in 
  the Player’s Handbook.  
  Player Handout 04. 
  1st level: absorb elements, mage armor, magic missile, 
  shield, charm person* 
  2nd level: shadow blade, Mind Spike, hold person*, 
  suggestion* 
  3rd level: counterspell, fireball, lightning bolt, haste 
  4th level: polymorph, greater invisibility  
  5th level: telekinesis, synaptic static, hold monster*, 
  scrying  
  6th level: chain lightning 
  Story Awards 
   During the course of this adventure, the characters 
  may earn the following story award: 
   
  Enemies of Justice  
   You have offended the Talons of Justice and good 
  dragons across the lands. This may affect how good 
  dragons treat you in the future.  
  Player Handout 03 
   
  Fangjaws Citizen 
   You have been branded a citizen of Fangjaws Hold. 
  While you have no featly to this monster town, you 
  wear its brand; consequently, any enemy of 
  Fangjaws that sees the brand, such as the Burning 
  Dagger orcs, will start with a hostile attitude 
  towards you.  
   On the good side, all orcs, goblinoids and ogres 
  that are under Fangjaw’s protection will give you 
  and your traveling companions safe passage.  
  Player Handout 03 
   
  Knight of the Silver Dragon  
   You have been anointed as a Knight of the Order of 
  the Silver Dragon. You have sworn to the following 
  oath.  
  • 
  To protect those that can’t protect 
  themselves 
  • 
  To oppose evil wherever you find it 
  • 
  To seek a peaceful solution to all conflicts if 
  possible.  
   Good dragons across the lands that see your 
  emblem will look favorably upon you 
  Player Handout 03 
   
   
   
  Rashemi Regard  
   You have done a great server for the Rashemi 
  people. The people of Rashemen may look favorably 
  upon you.  
  Player Handout 03 
   
   
  Pawn of Thay 
   You have shown that you are willing to work for 
  Thay and help them achieve their goals. The people 
  of the Thayan plateau may look upon you as a 
  resource.  
  Player Handout 03 
   
  Renown 
  Each character receives one renown after this 
  adventure. 
   
  Order of the Gauntlet. Characters that belong to he 
  Order of the Gauntlet receive an extra renown if 
  they discovered Kastra’s identity without attacking 
  her.  
  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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  Rise of the Ogre King CCC-sfbay– 02-02 
   
   
  36 
  Appendix. Featured NPCs  
  The following NPCs are featured prominently in this 
  adventure: 
  Azak Throm. Mulan Human, Male, Thayan Red 
  Wizard 
  Azak Throm was a Thayan spy before Dar’lon Ma 
  arrived. He is a man with an immense ego tempered 
  by incredible patience. His head is shaved, but he 
  wears none of the tattoos commonly associated with 
  red wizards.  
   
  Bladod. Oni, Male, Tharkul of Fangjaws Hold 
  Bladod’s name means “Blue Death” in giant. He came 
  to rule Fangjaws Hold when the previous ruler died. 
  His history prior to that is unknown. He strives to 
  make Fangjaws Hold recognized as a city by the 
  other cities of the Moonsea.  
   
  Droop. Goblin, Male, Aid De Camp to Zubotai.  
  Droop was a captive of bugbears far to the East. He 
  was rescued by Subotai. Ever since, he has been his 
  loyal servant; however, recently he was seduced by 
  the Zhentarim to join their family. Ever since, he has 
  been tipping them off to Bladod’s and Subotai’s 
  dealings.  
   
  Grognar. Orc, Male, Sub-Chief under Bladod.  
  Grognar is a huge fierce orog standing almost 8 ft. 
  tall. He hates everything “civilized” and is against a 
  civilized Fangjaws Hold. He has been given the name 
  Elf Eater by his followers because of his fetish for 
  raw elf flesh.  
   
  Lady Vandree. Menzoberranzan Drow, Female, Drow 
  Wychlaran 
  This beautiful drow female is also known as Liriel 
  Baenre. She is the daughter of Gromph Baenre who 
  was the archmage of Menzoberranzan before the 
  events of Out of the Abyss. She is an accomplished 
  wizard. Before the Spellplague, Liriel formed a 
  relationship with a Rashemi berserker who named 
  her his Wychlaran. Together they helped the 
  Rashemi people, and she earned their respect and 
  trust. 
   
  Lasharra. Rashemi human, Female, Wychlaran 
  wizard 
  Lasharra is a stern woman in her middle years with 
  piercing blue eyes. She has wild black hair that she 
  keeps in check with a cloth bandana and is often 
  seen smoking a pipe. Like all true Durthan she 
  craves power, and she will sacrifice anything or 
  anyone to get it. She usually wears a mask of a bird 
  of prey. 
   
  Shevarra. Rashemi human, Female, Wychlaran 
  Warlock of the Archfey 
  Shevarra’s age is hard to determine. She was found 
  as a young girl on the edges of one of the sacred 
  forests in Rashemen. She has strong ties with the fey, 
  and it is believed that she serves a powerful hag 
  from the Feywild. Her connection to the Feywild is 
  obvious as her features have started to show an 
  elvish appearance with pointed swept back ears, 
  beautiful platinum hair and bright green eyes even 
  though she is pure human. She wears a hideous 
  mask that resembles a hag. 
   
  Subotai. Hobgoblin, Male, General of Bladod’s army.  
  Subotai came east from the lands of the Sword Coast. 
  He took the job working with Bladod on assignment 
  from the Lord’s Alliance. His job to keep tabs on 
  Bladod and to help him try to become a town. The 
  Lord’s Alliance wants to open a trade route through 
  his territory to Glister.  
   
  Torak Thunderstep. Minotaur, Male, Sub-Chief under 
  Bladod.  
  Torak is an immense minotaur who once served 
  under the infamous Captain Wallharrow. He 
  considers himself to be an intellectual and is 
  constantly looking for a challenging game of dragon 
  chess to test his wits.   
   
  Nelvon DeJuan. Damaran human, Male, Senior 
  member of the brotherhood of the cloaks 
  Nelvon DeJuan is a man who appears to be in his 
  middle years. He is dark of hair and dark of eyes with a 
  slight build. He is a powerful wizard, and he does not 
  banter or mince words. 
   
  Slicer. Goblin, Male, Sub-Chief under Bladod 
  Slicer is a crafty and cruel goblin who leads the 
  goblin scouts. He loves to intimidate and play cruel 
  pranks on humanoids larger than him.  
  
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  37 
  Appendix. Monster/NPC 
  Statistics 
   
  Adult Silver Dragon  
  Huge Dragon, Lawful Good  
  Armor Class 19 (Natural Armor) 
  Hit Points 243 (18d12 + 126) 
  Speed 40 ft., fly 80 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   27 (+8) 
  10 (+0) 
  25 (+7) 
  16 (+3) 
  13 (+1) 
  21 (+5) 
   
  Saving Throws DEX +5, CON +12, WIS +6, CHA +10 
  Skills Arcana +8, History +8, Perception +11, Stealth +5 
  Damage Immunities Cold 
  Senses Blindsight 60 ft., Darkvision 120ft., Passive 
  Perception 21 
  Languages Draconic. Common 
  Challenge 16 (15,000 XP) 
   
   
  Legendary Resistance (3/day). If the dragon fails a 
  saving throw, it can choose to succeed instead.  
  Actions 
   
  Multiattack. The dragon can use its Frightful Presence. 
  It then makes three attacks: one with its bite and two 
  with its claws.  
   
  Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., 
  one target. Hit: 19 (2d10 + 8) piercing damage. 
   
  Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., 
  one target. Hit: 15 (2d6 + 8) slashing damage. 
   
  Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one 
  target. Hit: 17 (2d8 + 8) piercing damage. 
   
  Frightful Presence. Each creature of the dragon’s 
  choice that is within 120 feet of the dragon and aware 
  of it must succeed on a DC 18 Wisdom saving throw or 
  become frightened for 1 minute. A creature can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect on itself on success. If a creature’s saving 
  throw is successful or the effect ends for it, the 
  creature is immune to the dragon’s Frightful Presence 
  for the next 24 hours.  
   
  Breath Weapons (Recharge 5–6). The dragon uses one 
  of the following breath weapons.  
  Cold Breath. The dragon exhales an icy blast in a 60-
  foot cone. Each creature in that area must make a DC 
  20 Constitution saving throw, taking 58 (13d8) cold 
  damage on a failed save, or half as much damage on a 
  successful one.  
  Paralyzing Breath. The dragon exhales paralyzing gas 
  in a 60-foot cone. Each creature in that area must 
  succeed on a DC 20 Constitution saving throw or be 
  paralyzed for 1 minute. A creature can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success.  
  Change Shape. The dragon magically polymorphs into 
  a humanoid or beast that has a challenge rating no 
  higher than its own, or back into its true form. It 
  reverts to its true form if it dies. Any equipment it is 
  wearing or carrying is absorbed or borne by the new 
  form (the dragon's choice).  
  In a new form, the dragon retains its alignment, hit 
  points, Hit Dice, ability to speak, proficiencies, 
  Legendary Resistance, lair actions, and Intelligence, 
  Wisdom, and Charisma scores, as well as this action. Its 
  statistics and capabilities are otherwise replaced by 
  those of the new form, except any class features or 
  legendary actions of that form. 
  Legendary Actions  
  The dragon can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature's turn. The dragon regains spent 
  legendary actions at the start of its turn.  
  Detect. The dragon makes a Wisdom (Perception) 
  check.  
  Tail Attack. The dragon makes a tail attack.  
  Wing Attack (Costs 2 Actions). The dragon beats its 
  wings. Each creature within 10 feet of the dragon must 
  succeed on a DC 21 Dexterity saving throw or take 15 
  (2d6 + 8) bludgeoning damage and be knocked prone. 
  The dragon can then fly up to half its flying speed. 
  
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  38 
  Lair Actions  
  On initiative count 20 (losing initiative ties), the dragon 
  takes a lair action to cause one of the following effects: 
  • 
  The dragon creates fog as if it had cast the fog 
  cloudspell. The fog lasts until initiative count 20 on the 
  next round. 
  • 
  A blisteringly cold wind blows through the lair near the 
  dragon. Each creature within 120 feet of the dragon 
  must succeed on a DC 15 Constitution saving throw or 
  take 5 (1d10) cold damage. Gases and vapors are 
  dispersed by the wind, and unprotected flames are 
  extinguished. Protected flames, such as lanterns, have 
  a 50 percent chance of being extinguished. 
  Annis Hag (Summoned creature and not 
  included in the experience) 
  Large Fey, CE 
  Armor Class 17 (natural armor)  
  Hit Points 75 (10d10 +20) 
  Speed 40 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   21 (+5) 
  12 (+1) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  15 (+2) 
   
  Senses darkvision 60 ft., passive perception 15 
  Saving Throws Con +5 
  Skills Deception +5, Perception +5 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks.  
  Languages Common, Sylvan, Giant 
  Challenge 6 (2300 XP) 
   
  Innate Spellcasting. The hag’s innate spellcasting 
  ability is Charisma (spell save DC 13). She can innately 
  cast the following spells: 
  3/day each: disguise self (including the form of a 
  Medium humanoid), fog cloud 
  Actions 
  Multiattack. The annis makes three attacks: one with 
  her bite and two with her claws. 
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 15 (3d6+5) piercing damage. 
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 15 (3d6+5) slashing damage. 
  Crushing Hug. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 36 (9d6+5) bludgeoning damage, 
  and the target is grappled (escape DC 15) if it is a Large 
  or smaller creature. Until the grapple ends, the target 
  takes 36 (9d6+5) bludgeoning damage at the start of 
  each of the hag’s turns. The hag can’t make attacks 
  while grappling a creature in this way. If the effect ends 
  for it, the creature is immune to the hag’s Maddening 
  Feast for the next 24 hours. 
   
  Archmage  
  Medium Humanoid, any 
  Armor Class 15 (natural armor plus Mage Armor)  
  Hit Points 99 (18d8 + 18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  16 (+3) 
   
  Senses passive Perception 12 
  Saving Throws Int +9, Wis +5 
  Skills Arcana +13, History +13 
  Damage Resistance damage from spells; nonmagical 
  bludgeoning, piercing and slashing (from stoneskin) 
  Languages – Common, Rashemi, Sylvan, Draconic, 
  Mulan, plus 2 others 
  Challenge 12 (8400 XP) 
   
   
  Magic Resistance. The archmage has advantage on 
  saves vs spells and other magical effects.  
   
  Spellcasting. The Rashemi Archmage is an 18th-level 
  spellcaster. Its spellcasting ability is Intelligence (spell 
  save DC 17, +9 to hit with spell attacks). The Archmage 
  can cast disguise self and invisibility at will and has the 
  following wizard spells prepared: 
  Cantrips (at will): fire bolt, light, mage hand, shocking 
  grasp, prestidigitation 
  1st level (4 slots): mage armor, magic missile, detect 
  magic, shield 
  2nd level (3 slots): detect thoughts, misty step, mirror 
  image 
  3rd level (3 slots): lightning bolt, fly, counterspell 
  4th level (3 slots): banishment, greater invisibility, 
  fireshield 
  5th level (3 slots): synaptic static, scrying, telekinesis  
  6th level (1 slot): Guards and Wards 
  7th level (1 slot): teleport 
  8th level (1 slot): incendiary cloud 
  9th level (1 slot): wish 
  
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  39 
  Actions 
  Quarterstaff. Melee or Ranged Weapon Attack: +3 to 
  hit, reach 5 ft., one target. Hit:  2 (1d6 - 1) bludgeoning 
  damage. 
   
  Blackguard  
  Medium humanoid, LE 
  Armor Class 18 (plate) 
  Hit Points 153 (18d8 + 72) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18 (+4) 
  11 (+0) 
  18 (+4) 
  11 (+0) 
  14 (+2) 
  12 (+1) 
   
  Saving Throws Wis +5, Cha +5 
  Senses passive perception 12 
  Skills Athletics +7, Deception +5, Intimidation +5 
  Languages Common, Thayan 
  Challenge 8 (3,900 XP) 
   
  Spellcasting. The blackguard is a 10th-level spellcaster. 
  Its spellcasting ability is Charisma (spell save DC 13, +5 
  to hit with spell attacks). It has the following paladin 
  spells prepared.  
  1st level (4 slots): command, protection from evil and 
  good, thunderous smite  
  2nd level (3 slots): branding smite, find steed 
  3rd level (2 slots): blinding smite, dispel magic  
  Actions 
  Multiattack. The blackguard makes three attacks with 
  its glaive or its shortbow. 
  Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 9 (1d10+4) slashing damage. 
  Shortbow. Ranged Weapon Attack: +3 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6+2) piercing damage. 
  Dreadful Aspect (Recharges after a short or long rest) 
  The blackguard exudes magical menace. Each enemy 
  within 30 feet of the blackguard must succeed on a DC 
  13 Wisdom saving throw or be frightened for 1 minute. 
  If a frightened target ends it turn more than 30 feet 
  away from the blackguard, the target can repeat the 
  saving, ending the effect on itself on a success. 
   
  Berserker  
  Medium humanoid (Rashemi Human), CN 
  Armor Class 13 (hide armor) 
  Hit Points 67 (9d8 + 27) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3) 
  12 (+1) 
  17 (+3) 
  9 (-1) 
  10 (+0) 
  9 (-1) 
   
  Senses passive perception 10 
  Languages Common, Rashemi 
  Challenge 2 (450 XP) 
   
   
  Reckless. At the start of its turn, the berserker can gain 
  advantage on all melee weapon attack rolls during that 
  turn, but attack rolls against it have advantage until the 
  start of its next turn. 
  Actions 
   
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12 + 3) slashing damage 
   
  Captain Othelstan  
  Medium humanoid, LE 
  Armor Class 19 (Splint, Shield) 
  Hit Points 93 (11d10 + 33) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   19 (+4) 
  10 (+0) 
  16 (+3) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
   
  Saving Throws Str +7, Con +6 
  Senses passive Perception 15 
  Skills Athletics +7, Perception +5, Intimidation +4, 
  Religion +4 
  Languages Common, Damaran 
  Challenge 5 (1800 XP) 
   
   
  Action Surge (Recharges when Othelstan finishes a 
  short or long rest). On his turn, Othelstan can take one 
  additional action.  
  Tiamat’s Blessing of Retribution (re-flavored as Torm’s 
  Blessing). When Othelstan takes damage that reduces 
  him to 0 hit points, he immediately regains 20 hit 
  points. If he has 20 hit points or fewer at the end of his 
  next turn, he dies.  
  Actions 
   
  
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  40 
  Multiattack. attacks twice with his longsword or spear, 
  or makes two ranged attacks with his spears.   
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 8 (1d8+4) slashing damage. 
  Spear. Melee or Ranged Weapon Attack: +7 to hit, 
  range 20/60 ft., one target. Hit: 7 (1d6 +4) piercing 
  damage. 
   
  Dread Warrior  
  Medium undead, neutral evil  
  Armor Class 18 (Chain Mail, Shield) 
  Hit Points 37 (5d8 + 15) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   15 (+2) 
  11 (+0) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  10 (+0) 
   
  Saving Throws Wis +2 
  Skills Perception +3, Athletics +4 
  Damage Immunities Poison  
  Condition Immunities Exhaustion, Poisoned 
  Senses Darkvision 60 ft., Passive Perception 13 
  Languages Common 
  Challenge 1 (200 XP) 
   
   
  Undead Fortitude. If damage reduces the dread 
  warrior to 0 hit points, it must make a Constitution 
  saving throw with a DC of 5 + the damage taken, unless 
  the damage is radiant or from a critical hit. On a 
  success, the dread warrior drops to 1 hit point instead.  
  Actions 
  Multiattack. The dread warrior makes two melee 
  attacks. 
   
  Battleaxe. Melee Weapon Attack: +4 to hit, reach 5ft., 
  one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 
  +2) slashing damage if used with two hands.  
   
  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. 
   
  Enchanter 
  Medium Humanoid, any 
  Armor Class 12 (15 With Mage Armor)  
  Hit Points 40 (9d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Senses passive Perception 11 
  Saving Throws Int +6, Wis +4 
  Skills Arcana +6, History +6 
  Languages – Common, Thayan, Sylvan, Draconic, 
  Rashemi 
  Challenge 5 (1,800 XP) 
   
  Spellcasting. The enchanter is a 9th-level spellcaster. 
  Its spellcasting ability is intelligence (spell save DC 14, 
  +6 to hit with spell attacks). The enchanter has the 
  following wizard spells prepared: 
   
  Cantrips (at will): acid splash, mage hand, poison spray, 
  prestidigitation 
  1st level (4 slots): mage armor, magic missile, absorb 
  elements, shield, charm person* 
  2nd level (3 slots): hold person*, suggestion* 
  3rd level (3 slots): fireball, counterspell, haste 
  4th level (3 slots): polymorph  
  5th level (2 slots): hold monster*, synaptic static 
  *Enchantment spell of 1st level or higher  
  Actions 
  Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 
  ft. or one target. Hit: 2 (1d6-1) bludgeoning damage, or 
  3 (1d8-1) bludgeoning damage if used with two hands.  
   
  Eternal Flame Priest 
  Medium humanoid, NE 
  Armor Class 12 (15 with Mage Armor) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   12 (+1) 
  15 (+2) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  16 (+3) 
  Skills Intimidation +5, Religion +2, Deception +5 
  Damage Resistance Fire 
  Senses Passive Perception 10 
  Languages Common, Ignan 
  Challenge 3 (700 XP) 
   
   
  Spellcasting. The priest is a 5th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, +5 to 
  
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  41 
  hit with spell attacks). The priest has the following 
  cleric spells prepared.  
   
  Cantrips (at-will): control flame, create bonfire, firebolt, 
  light, minor illusion 
  1st level (4 slots): burning hands, mage armor 
  2nd level (3 slots): blur, scorching ray 
  3rd level (2 slots): fireball. counterspell 
  Actions 
   
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4+2) piercing 
  damage. 
   
  Hellenrae  
  Medium humanoid, lawful evil 
   
  Armor Class 16  
  Hit Points 78 (12d8 + 24)  
  Speed 50 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (=1) 
  18 (+4) 
  14 (+2) 
  10 (+0) 
  15 (+2) 
  13 (+1) 
   
  Skills Acrobatics +7, Athletics +4, Insight +5, Perception 
  +5  
  Damage Immunities Poison  
  Condition Immunities Blinded, Poisoned  
  Senses Blindsight 60 ft. (blind beyond this radius), 
  Passive Perception 15  
  Languages Common, Terran  
  Challenge 5 (1,800 XP)  
   
  Evasion. If Hellenrae is subjected to an effect that 
  allows her to make a Dexterity saving throw to take 
  only half damage, she instead takes no damage if she 
  succeeds on the saving throw, and only half damage if 
  she fails. 
  Stunning Strike (Recharge 5–6). When Hellenrae hits a 
  target with a melee weapon attack, the target must 
  succeed on a DC 13 Constitution saving throw or be 
  stunned until the end of Hellenrae’s next turn. 
  Unarmored Defense. While Hellenrae is wearing no 
  armor and wielding no shield, her AC includes her 
  Wisdom modifier. 
  Unarmored Movement. While Hellenrae is wearing no 
  armor and wielding no shield, her speed increases by 
  20 feet (included in her speed). 
  Actions 
   
  Multiattack. Hellenrae makes three melee attacks. 
  Unarmed Strike. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning 
  damage. 
  Reactions 
   
  Parry and Counter. Hellenrae adds 3 to her AC against 
  one melee or ranged weapon attack that would hit her. 
  To do so, she must be able to sense the attacker with 
  her blindsight. If the attack misses, Hellenrae can make 
  one melee attack against the attacker if it is within her 
  reach. 
  Knight  
  Medium humanoid, any 
  Armor Class 18 (plate) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  15 (+2) 
   
  Saving Throws Wis +2, Con +4 
  Senses passive Perception 10 
  Languages Common, Thayan 
  Challenge 3 (700 XP) 
   
  Brave. The knight has advantage on saving throws 
  against being frightened.  
  Actions 
   
  Multiattack. The knight makes two melee attacks. 
   
  Greatsword. Melee Weapon Attack: +5 to hit, reach 
  5ft., one target. Hit: 10 (2d6 + 3) slashing damage. 
   
  Heavy Crossbow. RangedWeapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
   
  
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  Rise of the Ogre King CCC-sfbay– 02-02 
   
   
  42 
  Leadership (Recharges after a Short or Long Rest). For 
  1 minute, the knight can utter a special command or 
  warning whenever a nonhostile creature that it can see 
  within 30 ft. 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 knight. A creature can 
  benefit from only one Leadership die at a time. This 
  effect ends if the knight is 
  incapacitated. 
  Reactions 
   
  Parry. The knight adds 2 to its AC against one melee 
  attack that would hit it. To do so, the knight must see 
  the attacker and be wielding a melee weapon. 
   
  Martial Arts Adept 
  Medium humanoid, any 
   
  Armor Class 16  
  Hit Points 60 (11d8 + 11)  
  Speed 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  17 (+3) 
  13 (+1) 
  11 (+0) 
  16 (+3) 
  10 (+0) 
   
  Skills Acrobatics +5 Stealth +4, Insight +5 
  Senses Passive Perception 13 
  Languages Common, Thayan  
  Challenge 3 (700 XP)  
   
  Unarmored Defense. While the adept is wearing no 
  armor and wielding no shield, its AC includes its 
  Wisdom modifier. 
  Actions 
   
  Multiattack. The adept makes three unarmed strikes 
  or three dart attacks. 
  Unarmed Strike. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 7 (1d8 + 4) bludgeoning 
  damage. If the target is a creature, the adept can 
  choose one of the following additional effects: 
  • 
  The target must succeed on a DC 13 Strength 
  saving throw or drop one item it is holding 
  (adept’s choice).  
  • 
  The target must succeed on a DC 13 Dexterity 
  saving throw or be knocked prone.  
  • 
  The target must succeed on a DC 13 
  Constitution saving throw or be stunned until 
  the end of the adept’s next turn.  
  Dart. Ranged Weapon Attack: +5 to hit, range 20/60 
  ft., one target. Hit 5 (1d4 +3) piercing damage.  
  Reactions 
   
  Deflect Missile. In response to being hit by a ranged 
  weapon attack, the adept deflects the missile. The 
  damage it takes from the attack is reduced by 1d10 + 3. 
  If the damage is reduced to 0, the adept catches the 
  missile if it's small enough to hold in one hand and the 
  adept has a hand free. 
  Orc 
  Medium humanoid, CE 
  Armor Class 13 (Hide) 
  Hit Points 15 (2d8 + 6) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3) 
  12 (+1) 
  16 (+3) 
  7 (-2) 
  11 (+0) 
  10 (+0) 
  Skills Intimidation +2 
  Senses Passive Perception 10, Darkvision 60 ft.  
  Languages Common, Orc 
  Challenge 1/2 (100 XP) 
   
   
  Aggressive. As a bonus action, the orog can move up to 
  its speed toward a hostile creature that it can see.  
  Actions 
   
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12 + 3) slashing damage 
   
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 
  +3) piercing damage.  
   
  Orc Blade of Ilneval  
  Medium humanoid, CE 
  Armor Class 18 (Chain Mail, Shield) 
  Hit Points 60 (8d8 + 24) 
  Speed 30 ft. 
   
  
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  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   17 (+3) 
  11 (+0) 
  17 (+3) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  Saving Throws WIS +3 
  Skills Insight +3, Intimidation +4, Perception +3 
  Senses Passive Perception 13, Darkvision 60 ft.  
  Languages Common, Orc 
  Challenge 4 (1,100 XP) 
   
   
  Aggressive. As a bonus action, the orog can move up to 
  its speed toward a hostile creature that it can see.  
  Foe Smiter of Ilneval. The orc deals an extra die of 
  damage when it hits with a longsword attack (included 
  in the attack) 
  Actions 
   
  Multiattack. The orc makes two melee attacks with its 
  longsword or two ranged attacks with its javelins. If 
  Ilneval’s Command is available to use, the orc can use it 
  after these attacks.  
   
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 
  (2d10 +3) slashing damage when used with two hands.  
   
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 
  +3) piercing damage.  
   
  Ilneval’s Command (Rechard 4-6). Up to three allied 
  orcs within 120 feet of this orc that can hear it can use 
  their reactions to each make one weapon attack.   
   
  Orog 
  Medium humanoid, CE 
  Armor Class 18 (Plate) 
  Hit Points 42 (5d8 + 20) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18 (+4) 
  12 (+1) 
  18 (+4) 
  12 (+1) 
  11 (+0) 
  12 (+1) 
  Senses Passive Perception 10, Darkvision 60 ft.  
  Languages Common, Orc 
  Challenge 2 (450 XP) 
   
   
  Aggressive. As a bonus action, the orog can move up to 
  its speed toward a hostile creature that it can see.  
  Actions 
   
  Multiattack. The orog makes two greataxe attacks.  
   
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 10 (1d12 + 4) slashing damage 
   
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 
  +4) piercing damage.  
   
  Priest  
  Medium Humanoid, LN 
  Armor Class 13 (chain shirt)  
  Hit Points 27 (5d8 +5) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  12 (+1) 
  13 (+1) 
  16 (+3) 
  13 (+1) 
   
  Senses passive Perception 13 
  Skills: Medicine +7, Religion +3 and Persuasion +3 
  Languages – Common, Damaran, Celestial and 
  Chondathan 
  Challenge 2 (450 XP) 
   
  Spellcasting. The priest is a 5th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 to 
  hit with spell attacks). It has the following cleric spells 
  prepared: 
  Cantrips (at will): light, sacred flame, spare the dying 
  1st level (4 slots): guiding bolt, healing word, cure 
  wounds 
  2nd level (3 slots): zone of truth, spiritual weapon 
  3rd level (3 slots): dispel magic, spirit guardians 
  Actions 
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage. 
   
  Tanarukk 
  Medium fiend, chaotic evil 
   
  Armor Class 14 (Natural Armor)  
  Hit Points 95 (10d8 + 50)  
  Speed 30 ft.  
  
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  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  20 (+5) 
  9 (-1) 
  9 (-1) 
  9 (-1) 
   
  Skills Intimidation +2, Perception +2  
  Damage Resistances Fire, Poison  
  Senses Darkvision 60 ft., Passive Perception 12  
  Languages Abyssal, Common, Orc  
  Challenge 5 (1,800 XP)  
   
   
  Aggressive. As a bonus action, the tanarukk can move 
  up to its speed toward a hostile creature that it can 
  see. 
  Magic Resistance. The tanarukk has advantage on 
  saving throws against spells and other magical effects. 
  Actions 
   
  Multiattack. The tanarukk makes two attacks: one with 
  its bite and one with its greatsword. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage. 
  Greatsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 11 (2d6 + 4) slashing damage. 
  Reactions 
   
  Unbridled Fury. In response to being hit by a melee 
  attack, the tanarukk can make one melee weapon 
  attack with advantage against the attacker. 
  Thayan Warrior  
  Medium humanoid, any non-good alignment  
  Armor Class 16 (Chain Shirt, Shield) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  11 (+0) 
   
  Skills Perception +2 
  Senses Passive Perception 12 
  Languages Common, Thayan 
  Challenge 2 (450 XP) 
   
  Doomvault Devotion. Within the Doomvault, the 
  warrior has advantage on saving throws against being 
  charmed or frightened.   
   
  Pack Tactics. The warrior has advantage on an attack 
  roll against a creature if at least one of the warrior’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated.  
  Actions 
  Multiattack. The warrior makes two melee attacks. 
   
  Longsword. Melee Weapon Attack: +5 to hit, reach 
  5ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 
  (1d10 +3) slashing damage if used with two hands.  
   
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 
  +3) piercing damage. 
   
  Warlock of the Archfey  
  Medium Humanoid (Rashemi Human), NE 
  Armor Class 14 (natural armor plus Mage Armor)  
  Hit Points 49 (11d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  13 (+1) 
  11 (+0) 
  11 (+0) 
  12 (+1) 
  18 (+4) 
   
  Senses passive Perception 11 
  Saving Throws Wis +3, Cha +6 
  Skills Arcana +2, Deception +6, Nature +2, Persuasion 
  +6 
  Condition Immunities charmed  
  Languages – Common, Rashemi, Sylvan 
  Challenge 4 (1100 XP) 
   
  Innate Spellcasting. The warlock’s innate spellcasting 
  ability is Charisma. It can innately cast the following 
  spells (spell save DC 15), requiring no material 
  components: 
  At will: disguise self, mage armor (self only), silent 
  image, speak with animals  
  1/day: conjure fey  
   
  Spellcasting. The warlock is a 11th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 14, +6 to 
  hit with spell attacks). It regains its expended spell slots 
  
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  45 
  when it finishes a short or long rest. It knows the 
  following warlock spells: 
  Cantrips (at will): dancing lights, eldritch blast, friends, 
  mage hand, minor illusion, prestidigitation, vicious 
  mockery 
  1st-5th level (3 5th-level slots): hex, charm person, 
  dimension door, dominate beast, faerie fire, fear, hold 
  monster, misty step, phantasmal force, seeming, sleep 
  Actions 
  Dagger. Melee or Ranged Weapon Attack:: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) 
  piercing damage. 
  Reactions  
  Misty Escape (Recharges after a Short or Long Rest). In 
  response to taking damage, the warlock turns invisible 
  and teleports up to 60 feet to an unoccupied space it 
  can see. It remains invisible until the start of its next 
  turn or until it attacks, makes a damage roll, or casts a 
  spell. 
   
  Werebear 
  Medium humanoid, neutral good 
   
  Armor Class 10 In Humanoid Form, 11 In Bear And 
  Hybrid Form  
  Hit Points 135 (18d8 + 54)  
  Speed 30 ft., 40 ft., climb 30 ft. in bear or hybrid form  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  10 (+0) 
  17 (+3) 
  11 (+0) 
  12 (+1) 
  12 (+1) 
   
  Skills Perception +7  
  Damage Immunities Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks that aren't Silvered  
  Senses Passive Perception 17  
  Languages Common (can't speak in bear form)  
  Challenge 5 (1,800 XP)  
   
  Shapechanger. The werebear can use its action to 
  polymorph into a Large bear-humanoid hybrid or into a 
  Large bear, or back into its true form, which is 
  humanoid. Its statistics, other than its size and AC, are 
  the same in each form. Any equipment it is wearing or 
  carrying isn't transformed. It reverts to its true form if 
  it dies.  
  Keen Smell. The werebear has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Actions 
  Multiattack. In bear form, the werebear makes two 
  claw attacks. In humanoid form, it makes two greataxe 
  attacks. In hybrid form, it can attack like a bear or a 
  humanoid.  
  Bite (Bear or Hybrid Form Only). Melee Weapon 
  Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 
  4) piercing damage. If the target is a humanoid, it must 
  succeed on a DC 14 Constitution saving throw or be 
  cursed with werebear lycanthropy.  
  Claw (Bear or Hybrid Form Only). Melee Weapon 
  Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 
  4) slashing damage.  
  Greataxe (Humanoid or Hybrid Form Only). Melee 
  Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  10 (1d12 + 4) slashing damage. 
  Weretiger 
  Medium humanoid, neutral  
   
  Armor Class 12  
  Hit Points 120 (16d8 + 48)  
  Speed 30 ft., 40 ft., in tiger form 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  15 (+2) 
  16 (+3) 
  10 (+0) 
  13 (+1) 
  11 (+0) 
   
  Skills Perception +5, Stealth +4 
  Damage Immunities Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks that aren't Silvered  
  Senses Darkvision 60 ft., Passive Perception 17  
  Languages Common (can't speak in tiger form)  
  Challenge 4 (1,100 XP)  
   
  Shapechanger. The weretiger can use its action to 
  polymorph into a tiger-humanoid hybrid or into a tiger, 
  or back into its true form, which is humanoid. Its 
  statistics, other than its size, are the same in each 
  form. Any equipment it is wearing or carrying isn't 
  transformed. It reverts to its true form if it dies.  
  Keen Hearing and Smell. The weretiger has advantage 
  on Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Pounce (Tiger or Hybrid Form Only). If the weretiger 
  moves at least 15 feet strait toward a creature and 
  then hits it with a claw attack on the same turn, that 
  target must succeed on a DC 14 Strength saving throw 
  
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  46 
  or be knocked prone. If the target is prone, the 
  weretiger can make one bite attack against it as a 
  bonus action.  
  Actions 
  Multiattack. In humanoid form, the weretiger makes 
  two scimitar attacks or two longbow attacks. In hybrid 
  form, hybrid form, it can attack like a humanoid or 
  make two claw attacks.  
  Bite (Tiger or Hybrid Form Only). Melee Weapon 
  Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 
  3) piercing damage. If the target is a humanoid, it must 
  succeed on a DC 13 Constitution saving throw or be 
  cursed with weretiger lycanthropy.  
  Claw (Tiger or Hybrid Form Only). Melee Weapon 
  Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) 
  slashing damage.  
  Scimitar (Humanoid or Hybrid Form Only). Melee 
  Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 
  (1d6 + 3) slashing damage. 
  Longbow (Humanoid or Hybrid Form Only). Ranged 
  Weapon Attack: +4 to hit, range 150/600 ft., one 
  target. Hit: 6 (1d8 +2) piercing damage.  
  Young Silver Dragon  
  Large Dragon, Lawful Good  
  Armor Class 18 (Natural Armor) 
  Hit Points 168 (16d10 + 80) 
  Speed 40 ft., fly 80 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   23 (+6) 
  10 (+0) 
  21 (+5) 
  14 (+2) 
  11 (+0) 
  19 (+4) 
   
  Saving Throws DEX +4, CON +9, WIS +4, CHA +8 
  Skills Arcana +6, History +6, Perception +8, Stealth +4 
  Damage Immunities Cold 
  Senses Blindsight 30 ft., Darkvision 120ft., Passive 
  Perception 18 
  Languages Draconic. Common 
  Challenge 9 (5,000 XP) 
  Actions 
  Multiattack. The dragon makes three attacks: one with 
  its bite and two with its claws.  
   
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., 
  one target. Hit: 17 (2d10 + 6) piercing damage. 
   
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 13 (2d6 + 6) slashing damage. 
   
  Breath Weapons (Recharge 5–6). The dragon uses one 
  of the following breath weapons.  
  Cold Breath. The dragon exhales an icy blast in a 30-
  foot cone. Each creature in that area must make a DC 
  17 Constitution saving throw, taking 54 (12d8) cold 
  damage on a failed save, or half as much damage on a 
  successful one.  
  Paralyzing Breath. The dragon exhales paralyzing gas 
  in a 30-foot cone. Each creature in that area must 
  succeed on a DC 17 Constitution saving throw or be 
  paralyzed for 1 minute. A creature can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success.  
  Lair Actions  
  On initiative count 20 (losing initiative ties), the dragon 
  takes a lair action to cause one of the following effects: 
  • 
  The dragon creates fog as if it had cast the fog 
  cloudspell. The fog lasts until initiative count 20 on the 
  next round. 
  • 
  A blisteringly cold wind blows through the lair near the 
  dragon. Each creature within 120 feet of the dragon 
  must succeed on a DC 15 Constitution saving throw or 
  take 5 (1d10) cold damage. Gases and vapors are 
  dispersed by the wind, and unprotected flames are 
  extinguished. Protected flames, such as lanterns, have 
  a 50 percent chance of being extinguished. 
   
   
  
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  47 
  Appendix. Map – Dangers of 
  Thar Player’s Map 
   
   
   
   
  
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  Appendix. Map – DM’s map of 
  Dangers of Thar  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Appendix. Map – Player’s map 
  of Fangjaws Hold  
   
   
   
   
   
  
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  Appendix. Player’s Handout – 
  Orc Cave 
   
   
   
  
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  Appendix. DM’s Handout – 
  Orc Cave 
   
   
   
  
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  Appendix. DM’s Handout – 
  The Gauntlet  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Player Handout 1. Gate Notice 
  in Dethek  
   
   
   
   
  
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  Player Handout 2. Gate Notice 
  translated  
   
   
   
   
   
  
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  55 
  Player Handout 3. Story 
  Awards 
   
  During this adventure, the characters may earn the 
  following story award. If you are printing these out 
  for your characters, print as many as you may need 
  to ensure that any eligible character receives a copy: 
  Enemy of Justice  
   You have offended the Talons of Justice and good 
  dragons across the lands. This may affect how good 
  dragons treat you in the future.  
  Fangjaws Citizen   
   You have been branded a citizen of Fangjaws Hold. 
  While you have no featly to this monster town, you 
  wear its brand; consequently, any enemy of 
  Fangjaws that sees the brand, such as the Burning 
  Dagger orcs, will start with a hostile attitude 
  towards you.  
   On the good side, all orcs, goblinoids and ogres 
  that are under Fangjaw’s protection will give you 
  and your traveling companions safe passage.  
   
   
   
   
   
  Knight of the Order of the Silver 
  Dragon  
   You have been anointed as a Knight of the Order of 
  the Silver Dragon. You have sworn to the following 
  oath.  
  • 
  To protect those that can’t protect 
  themselves 
  • 
  To oppose evil wherever you find it 
  • 
  To seek a peaceful solution to all conflicts if 
  possible.  
   Good dragons across the lands that see your 
  emblem will look favorably upon you 
  Rashemi Regard  
   You have done a great server for the Rashemi 
  people. The people of Rashemen may look favorably 
  upon you.  
  Pawn of Thay 
   You have shown that you are willing to work for 
  Thay and help them achieve their goals. The people 
  of the Thayan plateau may look upon you as a 
  resource.  
   
   
  
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  56 
   
  Player Handout 4. Magic Items 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Amulet of Health  
  Wondrous Item, Rare 
   This amulet made up of a bloodstone flanked by 
  troll fangs. The cord that holds it is made of troll 
  hide.  
   Characters who wear this amulet tend to feel 
  invincible when entering melee combat, but they 
  have an aversion to fire. It’s almost as if they think 
  they are vulnerable to fire.  
   Your Constitution score is 19 while you wear this 
  amulet. It has no effect on you if your Constitution is 
  already 19 or higher without it. 
   
   
   
   
   
   
   
  Traveling Spellbook 
   This is a typical traveling spellbook as described in 
  the Player’s Handbook.  
  1st level: absorb elements, mage armor, magic missile, 
  shield, charm person* 
  2nd level: shadow blade, Mind Spike, hold person*, 
  suggestion* 
  3rd level: counterspell, fireball, lightning bolt, haste 
  4th level: polymorph, greater invisibility  
  5th level: telekinesis, synaptic static, hold monster*, 
  scrying  
  6th level: chain lightning 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/FarWest MiniCon (SFBAY)/CCC-SFBAY-02-02 - Rise of the Ogre King.pdf