TEXT:  
   
  Parnast Under Siege 
   
  Despite the adventurers’ best efforts, more creatures joined under Bad Fruul’s banner. No 
  longer content to simply attack caravans or isolated homesteads, the hill giant warlord 
  descends upon Parnast at the head of a great force of humanoids. SEER warns the adventurers 
  (directly now) in time to rally the town and prepare defenses, but a heroic effort is required to 
  break the siege. 
   
  A Four-Hour Adventure for 1st-4th Level Characters 
   
   
   
  Robert Adducci 
  Adventure Designer 
   
  Adventure Code: DDAL05-16 
  Version: 1.0 
   
   
  Development and Editing: Claire Hoffman, Travis Woodall 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, 
  Alan Patrick 
   
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  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK
  
  Introduction 
  Welcome to Parnast Under Siege, a D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play system and the 
  Storm King’s Thunder™ storyline season.  
   This adventure is designed for 1st through 4th-
  level characters, and is optimized for five 4th-
  level characters. Characters outside this level range 
  cannot participate in this adventure.  
   The adventure takes place in and around the 
  village of Parnast. 
  The D&D Adventurers League 
  The D&D Adventurers League™ is the official 
  organized play system for DUNGEONS & 
  DRAGONS®. Players can create characters and 
  participate in any adventure allowed as a part of the 
  D&D Adventurers League. As they adventure, 
  players track their characters’ experience, treasure, 
  and other rewards, and can take those characters 
  through other adventures that will continue their 
  story. 
   For more information on playing, running games 
  as a Dungeon Master, and organizing games for the 
  D&D Adventurers League, please visit the D&D 
  Adventurers League home at: 
   
  www.dndadventurersleague.org 
   
  Preparing the Adventure 
  Before you show up to Dungeon Master this 
  adventure for a group of players, you should do the 
  following to prepare. 
   Make sure to have a copy of the most current 
  version of the D&D Basic Rules or the Player’s 
  Handbook. 
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  while running the adventure, such as a way you’d 
  like to portray an NPC or a tactic you’d like to use 
  in a combat. 
   Get familiar with the monster statistics in the 
  Appendix. 
   Gather together any resources you’d like to use to 
  aid you in running this adventure--such as 
  notecards, a DM screen, miniatures, and 
  battlemaps. 
   If you know the composition of the group 
  beforehand, you can make adjustments as noted 
  throughout the adventure. 
  Before Play at the Table 
  Ask the players to provide you with relevant 
  character information: 
   Character name and level 
   Character race and class 
   Passive Wisdom (Perception)—the most common 
  passive ability check 
   Anything notable as specified by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from 
  the organizer). The player fills out the adventure 
  name, session number, date, and your name and DCI 
  number (if they have one). In addition, the player 
  also fills in the starting values for experience, gold, 
  downtime, renown, and number of permanent magic 
  items. He or she fill in the other values and write 
  notes at the conclusion of the session. Each player is 
  responsible for maintaining an accurate logsheet. 
   If you have time or see the need to do so, you can 
  do a quick scan of a player’s character sheet to 
  ensure that nothing looks out of order. If you see 
  magic items of very high rarities or strange arrays of 
  ability scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a 
  standard ability score array. Point players to the 
  D&D Adventurers League Player’s Guide for 
  reference.  
   If players wish to spend downtime days and it’s 
  the beginning of an adventure or episode, they can 
  declare their activity and spend the days now. 
  Alternatively, they can do so at the end of the 
  adventure or episode. Players should select their 
  characters’ spells and other daily options prior to 
  the start of the adventure, unless the adventure 
  specifies otherwise. Feel free to reread the 
  adventure description to help give players hints 
  about what they might face. 
  Adjusting the Adventure 
  Throughout this adventure, sidebars provide 
  information to assist you in making adjustments for 
  smaller or larger groups and characters of higher or 
  lower levels than the adventure is optimized for. 
  This is typically used exclusively for combat 
  encounters. These adjustments are not required, nor 
  are you bound to the suggestions made by the 
  adventure—they are recommendations provided for 
  guidance and convenience. 
  
   This adventure is optimized for a party of five 
  4th-level characters. To figure out whether you 
  need to adjust the adventure, do the following: 
   Add up the total levels of all the characters. 
   Divide the total by the number of characters. 
   Round fractions of .5 or greater up; round 
  fractions of less than .5 down. 
  You’ve now determined the average party level 
  (APL) for the adventure. To figure out 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 
  Average party strength indicates no recommended 
  adjustments to the adventure. Each sidebar may or 
  may not offer suggestions for certain party 
  strengths. If a particular recommendation is not 
  offered for your group, you don’t have to make 
  adjustments. 
  Running the Adventure 
  As the Dungeon Master of the session, you have the 
  most important role in facilitating the enjoyment of 
  the game for the players. You help guide the 
  narrative and bring the words on these pages to life. 
  The outcome of a fun game session often creates 
  stories that live well beyond the play at the table. 
  Always follow this golden rule when you DM for a 
  group: 
   
  Make decisions and adjudications that enhance 
  the fun of the adventure when possible. 
  To reinforce this golden rule, keep in mind the 
  following: 
   You Are Empowered. You get to make decisions 
  about how the group interacts with the NPCs and 
  environment within this adventure. It is okay to 
  make considerable changes or engage in 
  improvisation, so long as you maintain the original 
  spirit of what’s written. 
   Challenge Your Players. Never being challenged 
  makes for a boring game, and being overwhelmed 
  makes for a frustrating game. Gauge the experience 
  level of the players (not the characters) with the 
  game, try to feel out (or ask) what they like in a 
  game, and attempt to give each of them the 
  experience they’re after when they play D&D. 
  Everyone should have the opportunity to shine. 
   
   Mind the Time. Watch for stalling, since 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. Try to be 
  aware of running long or short. Adjust the pacing 
  accordingly. 
   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. 
  The Dungeon Master’s Guide has more information 
  on the art of running a D&D game. 
  Spellcasting Services 
  Any settlement the size of a town or larger can 
  provide some spellcasting services. Characters need 
  to be able to travel to the settlement to obtain these 
  services. 
   Spell services generally available include healing 
  and recovery spells, as well as information-
  gathering spells. Other spell services might be 
  available as specified in the adventure. The number 
  of spells available as a service is limited to a 
  maximum of three per day total, unless otherwise 
  noted. 
  Spellcasting Services  
  Spell  
   
   
   
  Cost  
  Cure wounds (1st level)  
   
  10 gp  
  Identify   
   
   
  20 gp  
  Lesser restoration  
   
  40 gp  
  Prayer of healing (2nd level)  
  40 gp  
  Remove curse  
   
   
  90 gp  
  Speak with dead   
   
  90 gp  
  Divination  
   
   
  210 gp  
  Greater restoration  
   
  450 gp  
  Raise dead  
   
   
  1,250 gp 
  Resurrection* 
   
   
  3,000 gp 
  True Resurrection* 
   
  50,000 gp 
   
  *These spells require an additional expenditure of 
  downtime days (150 for resurrection and 350 for 
  true resurrection). This cost can be reduced by 50 
  days for each faction rank above 1 that the character 
  
  possesses. This downtime is spent in community 
  service for the church that provided the spell in 
  question. The Acolyte background feature does NOT 
  reduce the gp or downtime cost for either of these 
  spells. 
  Acolyte Background 
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may 
  request one spell per day from the Spellcasting Services 
  table for free. The only cost paid for the spell is the base 
  price for the consumed material component, if any. 
   
  Acolytes can call upon spellcasting services in and around 
  the three towns as follows: 
   
  Parnast (Tier 1). Mielikki 
   
  Stagwick (Tier 2). Chauntea 
   
  Beregost (Tier 3). Lathander, Waukeen 
  Death and Recovery 
  Sometimes bad things happen, and characters die. 
  Since you might not have the same characters return 
  from session to session, here are the rules when bad 
  things happen to characters.  
  Death  
  A character who is killed during the course of the 
  adventure has a few options at the end of the session 
  (or whenever arriving back in civilization) if no one 
  in the adventuring party has immediate access to a 
  raise dead or revivify spell, or similar magic. A 
  character subject to a raise dead spell is affected 
  negatively until all long rests have been completed 
  during an adventure. Alternatively, each downtime 
  day spent after raise dead reduces the penalty to 
  attack rolls, saving throws, and ability checks by 1, 
  in addition to any other benefits the downtime 
  activity might provide.  
   Create a New 1st-Level Character. If the dead 
  character is unwilling or unable to exercise any of 
  the other options, the player creates a new 
  character. The new character does not have any 
  items or rewards possessed by the dead character.  
   Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing any 
  vital organs and is mostly whole) and the player 
  would like the character to be returned to life, the 
  party can take the body back to civilization and use 
  the dead character’s funds to pay for a raise dead 
  spell. A raise dead spell cast in this manner costs the 
  character 1,250 gp.  
   Character’s Party Pays for Raise Dead. As above, 
  except that some or all of the 1,250 gp for the raise 
  dead spell is paid for by the party at the end of the 
  session. Other characters are under no obligation to 
  spend their funds to bring back a dead party 
  member.  
   Faction Charity. If the character is of level 1 to 4 
  and a member of a faction, the dead character’s body 
  can be returned to civilization and a patron from the 
  faction ensures that he or she receives a raise dead 
  spell. However, any character invoking this charity 
  forfeits all experience and rewards from that session 
  (both those earned prior to and after death during 
  that session) and cannot replay that episode or 
  adventure with that character again. Once a 
  character reaches 5th level, this option is no longer 
  available. 
  Adventure Background 
  Bad Fruul has mustered a horde of monstrous 
  humanoids under his banner, and has set his sights 
  on killing Chandra Stol, priestess of Mielikki and 
  setting the Shrine of Axes to the torch. The small 
  village of Parnast happens to be in his way where 
  both Chandra and the Shrine reside. 
   But Bad Fruul is no ordinary hill giant; he is 
  possessive of a headband of intellect with the soul of 
  a drow priestess of Lolth named Narcellia 
  Varam’myr bound within.  
   The SEER has been tracking Narcellia for some 
  time but lost track of her during the Tyranny of 
  Dragons, and has since been unable to divine the 
  location of the intelligent item. Aware of Narcellia’s 
  hate for Angharradh, SEER subtly encouraged 
  Chandra to reach out for a replacement statue of 
  Angharradh (See DDAL05-02 The Black Road) and 
  provided the needed inspiration to an artist in the 
  Anauroch Desert—the combination of these acts 
  provoked Narcellia to act and drove her from hiding. 
   The small village of Parnast was never a concern 
  for Bad Fruul, but after recent orc attacks (see 
  DDAL05-12 Bad Business in Parnast) on nearby 
  farms, captured farmers-turned slaves divulged to 
  Bad Fruul that the town recently received a statue of 
  Angharradh. It was further learned that the keeper 
  of the Shrine of Axes, Chandra Stol was none other 
  than a relative of Narcellia’s imprisoner, which 
  further infuriated Narcellia.  
   One of the latent powers of the Headband of 
  Intellect that Narcellia inhabits is that it can’t be 
  easily scryed upon. However, with the magical 
  tomes found in the Marsh of Chelimber (See 
  DDAL05-07 Chelimber’s Descent), SEER has devised 
  a ritual to scry on Narcellia and Bad Fruul.  
   
  Narcellia was imprisoned in the headband by Luistarra 
  Stollereil. In a plan born of vengeful suffering Luistarra, a less 
  
  than scrupulous follower of Angharradh (elven deity of 
  spring), imprisoned Narcellia in the headband for leading the 
  attack that destroyed Luistarra’s village long ago near 
  Evereska. Unknown to SEER, Chandra Stol is related to 
  Luistarra Stollereil. 
   
  Sometime after defacing the statue of Angharradh in 
  Parnast during the Tyranny of Dragons, Narcellia came into 
  the possession of Bad Fruul. The intelligent head band has 
  been urging Bad to increase his wealth, and girth. She has 
  also encouraged the giant to study magic from stolen 
  spellbooks. With the breaking of the Ordning it was not 
  difficult for Narcellia to urge Bad to step out of his comfort 
  zone and draw other monstrous humanoids to his purple 
  mammoth skull banner.  
  Adventure Overview 
   Part .1 A Visit with Seer. Having learned of the 
  headband’s location and its ties to Bad Fruul, SEER 
  directly contacts the characters with the news that 
  Bad Fruul is finally readying to destroy the shrine 
  and kill Chandra. 
   Part 2 Making Something of Nothing. The 
  characters have some time to prepare the town as 
  Bad Fruul is still mustering his horde. During this 
  time the characters can train the militia, reconnoiter 
  the area, fortify the town, and other related tasks. 
  Characters can call in favors due by the ettin, Gralm, 
  and plead for help from Prince Thornacious or 
  Oblivillish for aid. 
   Bad Fruul sends orc assassins to kidnap Chandra 
  and destroy the shrine in the night. If successful 
  Chandra is taken to the Spine Rippers Den. 
   Part 3 The Siege of Parnast. Otherwise, Bad 
  Fruul holds the small village of Parnast under a 
  siege. He sends emissaries to relate his demands in 
  no uncertain terms: relinquish Chandra Stol, the 
  statue of Angharradh, and the entirety of their food 
  stores. Unbeknownst to the town, he plans to attack 
  regardless of the town’s acquiescence; his horde 
  demands food and slaves. 
   Should that fail the horde prepares to march on 
  Parnast. Bad sends in his forces to test the defenses 
  of the small town. If those forces are beaten down he 
  sends his horde in to destroy the town, focusing on 
  the Shrine of Axes and the statue. 
  Adventure Timeline 
  The adventure starts on Day 1 with A Visit with SEER.  
   
  Bad Fruul marches on Parnast after four Days (on the 5th 
  day) from when the adventure begins. If this adventure is 
  being played with multiple tables Bad Fruul will march on 
  Parnast on the 3rd day. Characters can discover this 
  information in the Forearmed is Forewarned: Determining 
  the Time Table section. 
   
  Once characters have spent their 4 days (or 2) in game or 
  when you hit the 2 hour and 45 minute mark and the 
  characters are set on doing more encounters, have Hsing find 
  the characters and alert them that the time table has been 
  pushed up and Fruul’s horde is marching on the town. 
  Adventure Preparation 
  Ask if any of the characters have the Defender of 
  Parnast (DDAL05-03 Uninvited Guests or DDAL05-
  10 Giant Diplomacy) or Greater Defender of 
  Parnast (DDAL05-10 Giant Diplomacy) story award.  
   Ask the characters if they have played the 
  following adventures and their results. Average the 
  results if tables have conflicting accounts.  
   DDAL05-03 Uninvited Guests. Do any of the 
  characters possess the title of Adoness awarded by 
  Thornacious?  
   DDAL05-10 Giant Diplomacy. Did any of the 
  characters convince Gralm to join them in their fight 
  against Bad Fruul? Did Gralm remain indifferent? 
  Did they fail to persuade him either way? Did the 
  characters befriend the sprite Oblivillish or not?  
   DDAL05-12 Bad Business in Parnast. Did the 
  characters report to Raggnar or Gundalin? As the 
  results from this adventure have not yet been 
  tallied, use the results from the player’s experiences 
  to determine who the leader is in Parnast. If none of 
  the characters at the table have played that 
  adventure, then you can choose. 
   Did they kill Kagrota Threeteeth or was she 
  spared? 
  Interactive Play 
  Parnast Under Siege can be played as a mini-Epic, multi-table 
  adventure with up to 3 tables. To facilitate the adventure 
  running smoothly with multiple Dungeon Masters all tables 
  should be adjacent to each other and the DMs should sit as 
  close to each other as possible. When running with 3 tables 
  the tables should be set up in a triangle formation if possible. 
  Adventure Hook 
  The adventure assumes the characters have already 
  participated in some of the Tier 1 adventures for the 
  Storm King’s Thunder season taking place in 
  Parnast. If a character has not been in Parnast, Hsing 
  can still approach them with the ornate door on any 
  walled surface in any town or city. 
   Missing Farmers. Characters may be meeting 
  with Raggnar or Gundalin (depending on the 
  outcome of DDAL05-12 Bad Business in Parnast) in 
  the Golden Tankard. Raggnar/Gundalin would have 
  contacted the characters to ask them to go looking 
  for nearby farmers and villagers who have recently 
  gone missing. 
   Faction Assignment: Lords Alliance. Members of 
  the Lords Alliance may have been sent to the town 
  
  to bolster the forces there and make sure the town 
  does not fall against the evil giant’s forces. 
   Town Rumors. The following rumors and tales 
  can be inserted in the adventure where the DM feels 
  it’s appropriate: 
   “Evendur is known to fall asleep while on watch, 
  usually in the east tower.” 
   “Many families have come into the village due to 
  orc raids and reside in the stables despite the horrid 
  smell left over from the Cult of the Dragon’s 
  wyverns.” 
   “Some farms have been raided and the people 
  taken.” 
   “Someone or something was seen skulking on the 
  rooftops near the Shrine of Axes.” 
   “A sinkhole has opened up under the pond in the 
  crater. Some villages have seen a strange creature 
  with claws and 4 legs escaping from the sink hole in 
  the crater or climbing in with an animal in tow.” 
   
   
   
   
   
  
  Part 1. A Visit with SEER 
  Estimated Duration. 30 minutes 
  As the characters tend to their business in Parnast 
  they are interrupted by a commoner with a strange 
  tale. These villagers were given visions by the 
  pseudodragon Hsing to draw the characters to the 
  edge of town for a meeting with SEER who has vital 
  information about Bad Fruul and his horde. 
  Visions 
  If the characters are together they’re approached by 
  a single villager. Otherwise they’re be contacted by 
  different villagers with strangely-similar stories. 
   These stories are believable as there has recently 
  been orc activity in the area (DDAL05-12 Bad 
  Business in Parnast) and more recently some nearby 
  farms have been raided for food and slaves, which 
  anyone in the area would have heard about. 
  “Ogres! Orcs! North in the fields!”, a bedraggled villager cries 
  as he runs toward you. “Come quick, I saw a horde of orcs 
  north of town, help!” 
  The villager (Gevies an older human male, Magoun a 
  middle aged human male, Tam a young female 
  halfling, or Arlenda a middle aged human female) 
  claims they were on the north side of the town when 
  they saw a horde of orcs and ogres appear in the 
  fields north of town. The villager urges the 
  characters to investigate and leads them to the back 
  side of the stables where the horde was seen in the 
  nearby fields.  
   If the characters are not together, pause before 
  describing what is seen and move on to draw the 
  rest of the characters to the same location with a 
  different character from above. 
  An Odd Door 
  As the characters assemble near the stables they 
  find they arrive at nearly the same time. However, 
  there is nary an orc or ogre to be seen in the field. 
  The villagers are dumfounded by this. If questioned, 
  each villager swears they saw orcs and ogres. The 
  guard in the nearby watchtower claims to have seen 
  nothing. 
   Before they get too far into questioning the 
  villagers each character gets an image in their mind 
  of an overly ornate door with Shou stylings in their 
  mind that opens into the stables behind them. As 
  they see the door they see in their minds another 
  image of them opening it. Just then from a nearby 
  tree, Hsing, a small pseudodragon with red scales 
  and milky white eyes flies to the door and flutters 
  about, waiting for the characters to open it. If 
  questioned Hsing only returns feeling of calmness, 
  comfort, and friendship and more visions of the 
  character opening the door. Characters that have 
  played earlier adventures in this season might have 
  met Hsing before and be aware of his connection. 
   Any attempt to reveal the pseudodragon’s motives 
  with Wisdom (Insight) reveals that the small dragon 
  is not hiding anything. If pressed the pseudodragon 
  shows images of a serene study with a multitude of 
  birds fluttering about. If further questioned they are 
  shown a series of images of various cities and 
  villages across Faerûn interspersed with fleeting 
  images of an older Shou woman’s caring brown eyes. 
  A member of the Lords Alliance or a character with 
  the Noble background recognizes the cities and 
  towns as places that the Lords Alliance do business, 
  those of a different faction or no faction can realize 
  the same information with a successful DC10 
  Intelligence (History) check. 
   
  This study and the garden beyond are all part of a 
  pocket demiplane that SEER controls. 
  General Features 
  In the well-maintained garden are several small 
  benches surrounding a pond filled with koi. The 
  water moves as if a breeze blows over it. Beyond the 
  walls of the garden are towering trees whose 
  branches cover the garden at a height of about 40 
  feet—completely obscuring what is beyond. 
  The door is unlocked for the characters, if they ask a 
  villager to open the door it is locked. If the door is 
  opened only the characters and any familiars and 
  animal companions may enter. When a character 
  opens the door, read the following: 
  As you open the ornate door a small white bird flies out and 
  into the southerly sky.  
   
  Entering through the doorway you see an octagonal room, 
  its walls covered by shelves that hold scrolls, books, and 
  birds. All types of birds sit on small swings, calmly preening 
  themselves or eating at small dishes of bird seed.  
   
  A large desk takes up a large portion of the room. A map 
  of the Sword Coast is splayed out across the desk, its corners 
  held down with small marble statues of Shou gods. Next to 
  the desk a small table holds a tea set on a silver tray. 
  
   
  A set of double doors takes up one face of the octagonal 
  room. The doors are open to what appears to be a garden. 
  Through the doors, you see a woman standing at the edge of 
  a small pond. She wears a blue robe embroidered with birds. 
  Without looking she waves to you, indicating you should 
  approach. You’re sure this room and garden are not inside 
  the Parnast stables! 
   
  Should a character attempt to pocket anything in the 
  study moments before they act SEER calls out to 
  them, calling them by name in a grandmotherly tone. 
  If a character does not attempt to purloin anything 
  she calls one of the characters by name anyway. 
  Grab the tea set on your way here, won’t you dear? And 
  don’t forget the cookies. 
  Roleplaying SEER  
  SEER is a human woman of Shou descent with characteristic 
  golden brown skin, black hair, and brown eyes. She appears 
  to be in her early 50’s and leans lightly on a silver staff 
  topped with a crane’s head, its eye made of blue crystal. If 
  Hsing showed them images of the cities, this is the same 
  woman seen. She is a Shou noble, has been a member of the 
  Lords Alliance for many years, and operates as the head of 
  intelligence within the Lords’ Alliance. 
   
  She is warm and grandmotherly—offering tea and cookies 
  to visitors. In particulars, she thinks of those working on her 
  behalf as her children/grandchildren. Occasionally, she gets a 
  distant look in her eyes as though her attention is focused 
  elsewhere, and she has been known to answer questions just 
  before they’re asked. 
   
  Quote: “Of course I know why you are here. The question 
  is, do you?” 
  SEER introduces herself as such. She offers tea and 
  greets the characters as if she knows them, making 
  small talk while asking them somewhat personal 
  questions, such as: 
   “How did that wound you suffered from the orc in 
  the cabin heal up?” 
   “Have you heard word from you family since the 
  frost giants came down from the mountains?” 
   “Have you spoken with Esvel? They’ve been eyeing 
  you with a twinkle in their eye?” 
   “Were you able to find a buyer for those giant toe 
  nails you secreted away? When this is all over bring 
  them to me and I can make a little something for 
  you.” 
  Birds flutter about the garden, occasionally they 
  land on her shoulder and tweet into her ear. When 
  this happens she pauses and speaks to the bird, 
  which then flys off. 
   After pleasantries are out of the way SEER gets 
  down to business. She thanks the characters for 
  their actions in prior adventures, specifically 
  mentioning the statue of Angharradh (DDAL05-02 
  The Broken Road) as well as any successes dealing 
  with the fey (DDAL05-03 Uninvited Guests), Gralm 
  (DDAL05-10 Giant Diplomacy), fending off the orcs 
  (DDAL05-12 Bad Business in Parnast) and especially 
  retrieving magical tomes from the Marsh of 
  Chelimber (DDAL05-06/07 Beneath Fetid 
  Chelimber/Chelimber’s Descent). 
   SEER relates the following information to the 
  characters.  
   Bad Fruul, a hill giant that has fallen into 
  possession of a powerful magic item, a headband 
  of intellect. However, the headband that he 
  possesses houses the soul of a drow priestess of 
  Lolth named Narcellia Varam’myr.  
   Hundreds of years ago, in a plan born of vengeful 
  suffering Luistarra, a less than scrupulous 
  follower of Angharradh (elven deity of spring), 
  imprisoned Narcellia in the headband for 
  instrumenting an attack that destroyed Luistarra’s 
  village near Evereska.  
   Narcellia’s previous owner was responsible for 
  defacing the statue of Angharradh in the Shrine of 
  Axes during the Tyranny of Dragons. 
   The SEER has been tracking Narcellia for some 
  time but lost her during the rise of the Cult of the 
  Dragon—and has since been unable to divine her 
  location.  
   In order to flush her out of hiding, SEER 
  capitalized on Narcellia’s hate for Angharradh—
  encouraging Chandra to seek a replacement for 
  the damaged statue of Angharradh, and provided 
  the inspiration for an artist in the Anauroch 
  Desert to creature it. 
   Sometime after defacing the statue Narcellia (the 
  headband of intellect) came into the possession of 
  Bad Fruul. The intelligent headband has been 
  urging the hill giant to increase his wealth, and 
  girth. She has taught the giant the basic nuances of 
  arcane magic from stolen spellbooks. With the 
  Ordning’s dissolution, it wasn’t difficult for 
  Narcellia to urge Bad Fruul to step out of his 
  comfort zone and draw other monstrous 
  humanoids to his banner.  
   One of the latent powers of the headband of 
  intellect that Narcellia inhabits is that it cannot 
  easily be scryed upon. However, with the magical 
  tomes found in the Marsh of Chelimber (See 
  
  DDAL05-07 Chelimber’s Descent), SEER has finally 
  devised a ritual to scry upon it and its current 
  owner.  
   SEER has learned that the small village of Parnast 
  was never a concern for Bad Fruul, but after the 
  recent orc attacks by Kragota Threeteeh (See 
  DDAL05-12 Bad Business in Parnast) on the towns 
  nearby farms, captured farmers and villagers 
  turned slaves related that the town recently 
  received a statue of Angharradh.  
   Further spying by Fruul’s agents has revealed that 
  the keeper of the Shrine of Axes, Chandra Stol 
  wears a particular pendant owned by her ancestor 
  Luistarra, which further infuriated Narcellia.  
   Lord Fruul of the Greypeaks has set his sights on 
  killing Chandra Stol, priestess of Mielikki and 
  destroying the Shrine of Axes. 
   It should take several days for Fruul to pull 
  together a small horde of monstrous humanoids 
  under his purple mammoth skull banner and 
  march on Parnast.  
   SEER does not have the needed rare consumable 
  to cast the scrying spell again. The characters 
  need to gather information on their own if they 
  wish to know more of Fruul’s plans. 
  A Promise of Adventure 
  SEER feels horribly about Chandra’s involvement as 
  she was not aware of the priestess’s relation to 
  Luistarra or that she would become the object of 
  Narcellia and thus Fruul’s wrath. 
   SEER bestows three charges upon the characters 
  on her behalf and that of the Lords’ Alliance: 
   Chandra Stoll is to be protected at all costs 
   Determine when Bad Fruul is going to attack and 
  rally the defenses of the town and protect the 
  villagers of Parnast 
   Bring Bad Fruul’s headband of intellect to her. 
  For satisfying each of these charges, SEER offers the 
  characters 600 gp. Additionally, she offers the 
  characters an additional 200 gp if they complete all 
  of these tasks without a single villager being harmed 
  in the process and 100gp if they can keep Chandra 
  Stol out of Fruul’s hands. 
   Characters wishing to negotiate that succeed on a 
  DC 13 Charisma (Persuasion) check convince SEER 
  to offer an additional 100 gp. 
  Assignment from the Lords  Alliance 
  If there are any Lords’ Alliance faction members in 
  the party SEER speaks to them about the tenets of 
  the Lords’ Alliance, of the importance to maintain 
  steady growth of civilization, even in small towns 
  such as Parnast. She asks the characters to do 
  everything in their power to maintain the integrity 
  of Parnast as it’s important to the growth of the 
  Lords’ Alliance. 
   Specifically, she would like to see the characters 
  convince the leader of Parnast (Raggnar Redtooth or 
  Gundalin) to join the Lords’ Alliance by the time this 
  threat is removed. 
   Raggnar. The obstinate man has previously 
  rebuffed invitations to join the Lords’ Alliance 
  from Azam, but with the Lords’ Alliance’s aid in 
  protecting the town, he could come around if he’s 
  in charge.   
   Gundalin. He’s a fledgling leader and may be 
  easily swayed. 
  Development 
  Upon leaving SEERs study, the ornate door the 
  characters leave via disappears from the stable’s 
  wall. The characters must now choose what to start 
  with and may work on or complete any number of 
  tasks before the horde arrives at Parnast: 
   Protecting Chandra. Inform Chandra of the 
  danger she’s in. Protect her at all costs. 
   In Defense of Parnast. Alert the townsfolk to the 
  danger the town is in and prepare its defenses. 
   Forewarned is Forearmed. Send out scouts to 
  learn more about Bad Fruul’s swelling horde. 
   Characters may also think of something not 
  mentioned above, in that case you as the DM should 
  improvise based on what you understand of the 
  story and Bad Fruul’s motivations.  
  Interactive Play 
  If this adventure is being played as a multi-table event, 
  consider the following when instructing the tables which task 
  to complete: 
   The table that has the most collective renown chooses 
  which of the above they want to take on. 
   A table with a lot of players that have played DDAL05-03 
  Uninvited Guests or DDAL05-10 Giant Diplomacy should be 
  encouraged to play Forewarned is Forearmed. 
   A table with a lot of Lords’ Alliance members should be 
  encouraged to play through In Defense of Parnast. 
  Timing 
  The meeting with SEER starts the clock; Bad Fruul’s 
  horde approaches and arrives in Parnast in four 
  days’s time. 
   
   
  
  Part 2. Making Something Out of 
  Nothing 
  Estimated Duration: 2 hours 
  When playing this adventure as a single table the 
  groups choices are limited by time. They will not be 
  able to do everything, make sure they know their 
  options. 
  Interactive Play 
  If this adventure is being played as a multi-table event, each 
  section should take up the majority of the 90 minutes. If 
  there is time (and days) remaining the tables can continue to 
  try for successes on Fortifications, Training, or Scouting. 
  Option A. In Defense of Parnast 
  During the events of DDAL05-12 Bad Business in 
  Parnast it was learned that an attack from Bad Fruul 
  and his horde was imminent. Folks began 
  stockpiling food and some farmers and their families 
  have come in from the outskirts of town and the 
  stables are overflowing with refugees, despite the 
  stink of wyvern. 
   With the new information from SEER a new sense 
  of urgency has arisen. If Raggnar is the leader, he 
  has already started some fortifications around the 
  buildings and training of townsfolk. He agrees to 
  confer with the characters regarding possible 
  improvements. If Gundalin is the new leader, he has 
  not set up any fortifications and acquiesces to any of 
  the character’s suggestions for the defense of the 
  town and martial training.  
  Talking with Leadership 
  Either Raggnar or Gundalin are out of their depths in 
  preparing for a siege. They do the best they can with 
  what they know but the characters have more 
  experience in this type of situation.  
   If Lords’ Alliance members ask them what they 
  can do to help aside from fortifications and training 
  either men jokingly say, “Well if we survive this, 
  clearing the barn of the stink of wyvern would be 
  nice!”.  This situation can be resolved in one of three 
  ways. 
   The owner of the herbalist shop, Sylas, is down on 
  his luck and is happy to allow the characters to 
  search through the leftover herbs and notes left by 
  his wife, the herbalist. It was his wife that was the 
  herbalist so he has no knowledge to help. The 
  shop has an herbalist kit and various notes can be 
  found in a book on how to make a potion to 
  remove strong smells. A successful DC10 
  Intelligence (Nature) check is needed to create the 
  potion. This check takes up one check in the 
  Fortification, Training, or Scouting sections below. 
   If the characters ask Thornacious or Oblivillish 
  (see Fear of Sprites) they’re able to guide the 
  characters to herbs that can remove the stink. A 
  successful DC10 Intelligence (Nature) check is 
  needed to create the potion in 4 hours, this check 
  takes up one check in the Fortification, Training, 
  or Scouting sections below. 
   Any encounter with the Orcs of the Spine Ripper 
  clan can include the following tome: 
   Severin’s Guide to Draconic Beasts. This tome 
  written by the former leader of the Cult of the 
  Dragon includes detailed instructions on raising 
  and caring for draconic beasts including drakes 
  and wyverns. Included are steps to create a potion 
  to remove the wyvern stink. With this in hand any 
  townsfolk can point them to the old alchemist 
  shop for ingredients. A successful DC10 
  Intelligence (Nature) check is needed to create the 
  potion in 4 hours, this check takes up one check in 
  the Fortification, Training, or Scouting sections 
  below. 
  During the conclusion of the adventure if the party 
  has the Wyvern stink potion it  is enough to push the 
  Lords’ Alliance’s cause over the tipping point and 
  the current leader thanks them profusely and agree 
  to join the Lords’ Alliance. 
  Roleplaying Raggnar Redtooth 
  During the cult’s occupation of Parnast, Raggnar accepted 
  bribes from the cult’s leadership to conceal their activity and 
  keep them abreast of any unusual activity within Parnast. 
  Though he was outed for his conduct, he has managed to 
  convince most of the townsfolk that he did what he did to 
  ensure Parnast’s well-being. Raggnar is a tall, heavyset man 
  with enormous mutton chop sideburns who seems friendly 
  enough.  
   
  Quote: "I was in the town militia—never a commander.” 
   
  Roleplaying Gundalin Cartwright  
  Gundalin is an unremarkable, balding human man in his mid-
  fifties who wears what remains of his hair in a long gray 
  ponytail. The scent of sawdust lingers in the air about him. 
  Gundalin is hardworking and fair, but harsh when wronged 
  and slow to forgive. He didn’t like how things were shaping 
  up under Raggnar, however now that he’s the de-facto 
  leader of Parnast he’s not liking his situation any better.  
   
  Quote: “Uh….I’m just not sure about this.” 
  Where to Make a Stand 
  There are two main choices of where to make a 
  stand, the town as it stands now or the ruins of Old 
  Parnast.  
  
   Parnast. The current town has the crater on one 
  side as a defensive point and sturdy buildings, but 
  no walls or other major fortifications. Raggnar has 
  setup some fortifications. Add 5 Fortification Siege 
  Points (see below) if they chose this option; the 
  townsfolk are more comfortable and easily trained 
  in their usual environment. Any training check is 
  made with advantage. 
   Old Parnast. There are three standing buildings 
  and some portions of the palisade wall still standing. 
  The palisade and buildings are sturdier than the 
  current town. Add 10 Fortification Siege Points 
  (see below) if they chose this option. Any 
  Fortifications check is made with advantage. 
  Siege Points 
  The points that the characters achieve in the days prior to 
  the siege by building Fortifications, Training the townsfolk, or 
  Scouting the region can be spent during a later encounter 
  and represent their preparations and training. Each 
  encounter in the Siege of Parnast section details how these 
  Siege Points can be spent. Siege Points given by Gralm can be 
  spent as any type. Use different colored tokens to represent 
  each type and accumulate them in a group pool, dice can 
  also be used. 
  Fortifications and Training 
  Characters can spend time Fortifying and Training 
  the townsfolk. A character can make two checks 
  each day. 
   Some suggested usage of skills are listed below, 
  and if a character succeeds on a DC 13 check, record 
  the type of check (fortification or training) used as 
  they’ll come into play as Siege Points during the 
  siege. A check with a result greater than 20 awards 2 
  Siege Points instead of 1. 
   Fortifications. Regardless of which location they 
  decide on ask the characters to come up with ideas 
  on how they can use their unique skills to fortify the 
  location. These could include: 
   Strength (Athletics). Digging trenches, building 
  pickets, fortifying existing buildings. Rebuilding 
  the current palisade. Characters with the Soldier 
  background make this check with advantage. 
   Intelligence (Tools). Creating fortifications. 
  Characters with a related Guild Artisan’s 
  background make this check with advantage. 
   Intelligence (History). Building sound structures 
  to aid in the defense. Characters with the Sage 
  background make this check with advantage. 
   Wisdom (Perception). Identifying the locations 
  that would be most defensible and building 
  around them to ensure good lines of sight.  
   Wisdom (Survival). Creating traps, pits, etc. 
  around the town/palisade or in nearby farms or 
  fields. Characters with the Outlander background 
  make this check with advantage. 
   Training the Townsfolk. Characters can spend 
  time training the townsfolk on a number of skills 
  that are useful during a siege. Ask the players what 
  their characters do to train the townsfolk. Some 
  suggestions are: 
   Strength (Athletics). Wielding weapons and 
  wearing armor. Characters with the Soldier 
  background make this check with advantage. 
   Intelligence (Tools). Creating weapons and 
  armor. Characters with a related Guild Artisan 
  background make this check with advantage. 
   Intelligence/Wisdom (History). Using military 
  history to teach the townsfolk how similar battles 
  have been fought. Characters with the Sage or 
  Soldier background make this check with 
  advantage. 
   Wisdom (Medicine). Teaching basic first aid and 
  battlefield medicine. Characters with the Hermit 
  or Outlander background make this check with 
  advantage. 
   Wisdom (Religion). Maintaining the morale of the 
  townsfolk. Characters with the Acolyte 
  background make this check with advantage. 
   Wisdom (Survival). Stocking up on food and 
  supplies for a siege. Characters with the Outlander 
  background make this check with advantage. 
   Charisma (Performance/Persuasion). This 
  increases the townsfolk’s morale. Characters with 
  the Charlatan, Entertainer, Folk Hero, or Noble 
  background make this check with advantage. 
   Development. Record the number of Fortification 
  and Training Siege Points gained by the party. Use 
  different colored tokens to represent each type and 
  accumulate them in a group pool, dice can also be 
  used. 
  Spies 
  Bad Fruul is an intelligent leader. He’s sent spies to 
  monitor the town’s preparing. While training the 
  townsfolk, characters with a passive Insight of 15 or 
  higher notice one of the “villagers” acting a 
  bit…strangely; they are asking a lot of questions and 
  can be found wandering about town at all hours—
  both day and night. 
   If questioned, the suspicious villager, Mazzy, caves 
  easily; a successful DC 5 Charisma (Deception, 
  Intimidation, or Persuasion) is all that is needed. 
  Mazzy confesses that her family was taken captive 
  by Bad Fruul and are being held in the Spine 
  
  Rippers’s Den. Mazzy has been instructed to spy for 
  Bad Fruul or else her loved ones will be slain. If 
  asked if there are other spies, she truthfully admits 
  that she doesn’t know. 
   There are, in fact, others. A character succeeding 
  on a DC 15 Wisdom (Insight) check detects two 
  other refugees, Jarlor and Larrish, with similar 
  stories. A successful DC 10 Charisma (Persuasion/ 
  Intimidation) reveals that they recently sent 
  information about the town to Bad Fruul. 
   Jarlor’s caravan was attacked by Bad Fruul’s 
  forces, while Larrish was fleeing giant incursions 
  near Lorhk when his family was captured. 
   Every third evening, each spy ventures into the 
  fields east of town and meets with a Spine Ripper 
  half-orc spy. If captured, the half-orc is a resilient 
  interrogation subject; only a successful DC 20 
  Charisma (Intimidation) check compels him to 
  reveal the location of the Spine Rippers Den and 
  confirm that the spies’s stories are true. This 
  information gives them 1 success during the 
  Forewarned is Forearmed: Determining the Time 
  Table if it hasn’t been completed yet. 
   If the characters do not defeat the half-orc spy it is 
  possible to feed the spy bad information. A 
  successful DC 15 Charisma (Deception) check 
  awards the characters 5 Scouting Siege Points. 
  Orc Scouts 
  If the party has not already come upon any Spine 
  Ripper Orcs (in Protecting Chandra or Forearmed is 
  Forewarned section) the character with the highest 
  passive Perception notices a couple of orc scouts in 
  the fields—scouting the town. If the characters 
  succeed on a DC 13 Dexterity (Stealth) group check, 
  they are able to surprise the orcs, otherwise the two 
  groups see each other at the same time in a small 
  field 100 feet apart. If they know they have been 
  detected, the orcs flee. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very Weak or Weak party: Remove an orc scout 
   Strong party or Very strong: Add an orc scout 
   
  Interactive Play 
  If this adventure is being played as an interactive event, use 
  the following encounter instead: 
   Very Weak or Weak party: Three orcs 
   Average party: An orc eye of Gruumsh riding an auroch, 
  and three orcs 
   Strong party: An orc eye of Gruumsh riding an auroch, 
  and four orcs  
   Very strong party: An orc eye of Gruumsh riding an 
  auroch, and four orcs—one of which also rides an auroch 
   Development. If captured and questioned the orcs 
  know the location of the gathering (north in the 
  Greypeak Mountain), but not where Fruul resides. A 
  successful DC 10 Charisma (Intimidation) check 
  reveals that these orcs are from the Spine Ripper 
  Clan, that their clan is favored among the orc gods 
  because their chief Kurglow Axebreaker has recently 
  been given whelps. A DC 15 Charisma (Intimidation) 
  check reveals the location of the Spine Rippers Den. 
  This information gives them 1 success during the 
  Forewarned is Forearmed: Determining the Time 
  Table section unless they’ve already encounter 
  Spine Ripper orcs. 
  Treasure 
  The orc scouts have 50gp in treasure. 
  The Sinkhole 
  The local stream once fed into a pool at the bottom 
  of the crater, but recently a sinkhole has opened up, 
  draining the pond. The stream now flows into a 
  muddy area, before draining into the sinkhole. 
  Recently a chuul has begun coming out and killing 
  farm animals in the dark of night. The townsfolk 
  have thus far been too scared to investigate. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very Weak party: Remove a chuul and add a thri-kreen 
   Weak party: Remove a chuul and add an ankheg 
   Strong party: Increase the chuul’s hit points by 20. 
   Very strong party: Increase the chuul’s hit points by 40. 
   This sinkhole could be completely irrelevant to 
  the adventure or the characters could utilize it. The 
  sinkhole is 60 feet deep and opens into a small 
  cavern where the creature lives. The cavern is 
  oblong, but irregular in shape. It’s 40 feet wide and 
  300 feet long and very damp. The cavern could hold 
  about 100 people for a short amount of time or 
  could be used as a hiding place for Chandra and the 
  statue of Angharradh to try and dissuade Bad Fruul 
  from attacking. 
  Option B. Forewarned is Forearmed 
  While the information from SEER is valuable, there’s 
  no substitution for local knowledge of the situation.  
  Characters can spend time outside of town finding 
  information and securing allies. Move these 
  
  encounters along quickly, they should not take up 
  too much time.  
  Determining the Time Table 
  The characters know Bad Fruul is forming his horde, 
  but the exact amount of time this takes is unknown. 
  In order to determine this characters must observe 
  the local area. The characters must make a group 
  Wisdom (Perception) check, DC 10. If the characters 
  succeed they learn the number of days remaining 
  until Bad Fruul raises his army and marches on 
  Parnast. Failure results in the party either over or 
  under estimating the timing. Roll a 1d4. A result of 
  1-2 is under, a 3-4 is over, then roll 1d3 for days 
  over or under estimated.   
   Bad Fruul marches on Parnast 4 after the 
  adventure begins. If this adventure is being played 
  with multiple tables Bad Fruul marches on Parnast 
  after 2 days. 
  Scouting Advantages 
  A character may spend a day scouting and makes 2 
  checks each day. Any of the skills below can be made 
  against a DC of 13. Record the number of successful 
  checks (Siege Points) and that they came from 
  “scouting” as they’ll come into play during the siege. 
  Siege Points 
  The successes that the characters achieved in the days prior 
  to the siege by building Fortifications, Training the townsfolk, 
  or Scouting the region can be spent during an encounter and 
  represent their preparations and training. Each encounter 
  details how these Siege Points can be spent. Siege Points 
  given by Gralm can be spent as any type. Use different 
  colored tokens to represent each type and accumulate them 
  in a group pool, dice can also be used. 
   Discovering who is joining Bad Fruul’s horde, 
  where they’re coming from and possibly dissuading 
  some potential enemies could be the difference 
  between the town surviving or being destroyed. Ask 
  the characters to determine what skill they’ll use to 
  ferret out the information and the details of that 
  information. Suggestions include: 
   Wisdom (Perception or Survival). Determining 
  the best locations to approach the town and how 
  best to use the terrain. Character with the Soldier 
  or Outlander background make this check with 
  advantage. 
   Intelligence (History). Recalling some tribes of 
  humanoids in the area when their banners 
  (Player Handout 1) are seen. Allowing for 
  calculation of number of enemies in the horde. 
  Characters with the Sage background gain 
  Advantage on this check. A successful roll may 
  indicate the general area where the Spine Rippers 
  Den is. The Spine Rippers are a prominent orc clan 
  in the region. 
   Intelligence (Nature). Knowing what types of 
  creatures dwell in the area could be useful in 
  determining what Bad Fruul’s horde consists of—
  orcs, goblins, ettins. Characters with the Outlander 
  background make this check with advantage. 
   Dexterity (Stealth). Scouting the area unseen 
  among the moving orc and goblin tribes. 
  Characters with the Soldier or Outlander 
  background make this check with advantage. 
   Charisma (Deception). The tribes in the area are 
  not yet fully under Bad Fruul’s control. Successful 
  disinformation fed to goblins and orcs could 
  hinder the formation of Fruul’s horde. Characters 
  with the Charlatan or Noble background make this 
  check with advantage. 
   Development. Record the number of Scouting 
  successes gained by the party. If you have different 
  colored tokens to differentiate Fortification, 
  Training, and Scouting success, use them. Dice could 
  also be used. 
  Promise 
  Characters that participated in DDAL05-10 Giant 
  Diplomacy have convinced the ettin Gralm to attack 
  Bad Fruul, however, ettins are often of two minds. 
  The characters can do nothing and hope Gralm 
  keeps his word or they could meet with Gralm to 
  remind him of his promise and solidify the plan. 
   Hope Gralm Keeps His Word. Gralm is not stupid, 
  he’s certain if he attacks Fruul alone he’ll die. He 
  figures he’s keeping to the spirit of the agreement if 
  he doesn’t join the horde and makes sure a few of 
  the orc warbands that are on the fence side with 
  Gralm, or meet his club. Add 5 Scouting Siege Points 
  to the characters’ pool. 
   Meet with Gralm Again. It takes a successful 
  Wisdom (Survival) check DC 15 to find and travel to 
  Gralm’s camp. A successful check results in the trip 
  taking 1 day to find the camp travel there and back, 
  while a failed check takes 1 day, but all party 
  members must make a DC 13 Constitution saving 
  throw. A successful check indicates only 1 level of 
  exhaustion is gained, while a failure indicates 2 
  levels of exhaustion are gained in the dash back to 
  Parnast. 
   Once in his presence, Gralm confirms his 
  agreement to attack Bad Fruul’s forces. Gralm hopes 
  to pull some of Fruul’s horde to his own camp. A 
  successful DC 15 Charisma (Persuasion) check 
  convinces Gralm to aid the characters during a 
  
  combat encounter of their choice, not including 
  direct combat with Fruul (adding 10 Siege Points), 
  but if the Charisma (Persuasion) check beat a DC20 
  he will be convinced to attack Fruul personally and 
  adds 10 Siege Points. Less than DC 15 means that 
  Gralm waits for an opportunity to cause the most 
  harm to the horde (add 5 Siege Points).  
  Roleplaying Gralm 
  Gralm, an ettin, has two heads. One side of him is formal to a 
  t; -he speaks and addresses everyone with the utmost 
  intelligence, but he is utterly cold and calculating. He is 
  above average intelligence and wants to make sure he is 
  getting the best deal and upper hand. The other side of him 
  is angry, impulsive, prone to violence (hence, one of the 
  ways he keeps all of his minions in check - fear of 
  retribution).  
   
  Quote:  ”Of course I plan to uphold our bargain I thought-
  Big Fruul a stupid giant, we SMASH his teeth!” 
   
  Interactive Play 
  If this adventure is being played with multiple tables each 
  table gains the benefits of Gralm’s aid (i.e., Gralm’s Siege 
  Points are added to all tables and he aids in the battle if 
  convinced). 
  A Fear of Sprites 
  Narcellia is terrified of the fey—a holdover from her 
  raids on elven villages near Evereska long ago. 
  Characters that participated in DDAL05-03 
  Uninvited Guests or DDAL05-10 Giant Diplomacy that 
  made the acquaintance of Thornacious or Oblivillish 
  may use this to their advantage against Narcellia. It 
  may occur to characters to visit the Weathercote 
  Wood to get solicit aid from the fey. Additionally, the 
  characters may suggest petitioning the fey of 
  Weathercote to watch over Chandra and the statue 
  of Angharradh. This would keep them both safe as 
  Narcellia won’t permit Bad Fruul to enter the woods. 
   Those that have been to the woods know that a 
  magical blue mist engulfs the woods and is poison to 
  outsiders. If no character is aware of this any of the 
  local townsfolk can make them aware. 
   Into the Weathercote Woods. When in the 
  Weathercote Wood each creature must succeed on a 
  DC 10 Constitution (Poison) saving throw or gain a 
  level of exhaustion. A successful DC 10 Intelligence 
  (Nature) check suggests that the blue mist is to 
  blame.  
   A successful DC 15 Intelligence (Nature) or 
  Wisdom (Survival) check allows the characters to 
  find Thornacious or Oblivillish in the woods and 
  return in 1 day. A failed check takes 1 day, but all 
  party members must make a DC 13 Constitution 
  saving throw. A successful check indicates only 1 
  level of exhaustion is gained, while a failure 
  indicates 2 levels of exhaustion are gained in the 
  dash back to Parnast. 
   Blue Mist Antidote. Characters asking about the 
  blue liquid from the herbalists shop (DDAL05-03 
  Uninvited Guests) find that though Sylas is down on 
  his luck, he happily allows the characters to search 
  through the leftover herbs to try and recreate the 
  blue mist poison antidote. Unfortunately, his wife 
  was the herbalist, so he isn’t much help. The shop 
  has an herbalist kit and notes can be found in a book 
  on how to make it. A successful DC 15 Intelligence 
  check made with the herbalism kit creates 2d4 
  doses of the antidote, but the process takes 1 day. 
  The Blue Mist of the Weathercote Wood 
  The beautiful mist produced by the forest attacks the 
  respiratory system, causing shortness of breath and intense 
  vertigo. While it’s possible to safely develop an immunity 
  through brief exposures over time, prolonged initial exposure 
  can be dangerous for those unaccustomed. 
   
  After four hours of exposure to the blue mist, a creature 
  not native to the Wood must succeed on a DC 10 
  Constitution saving throw or gain a level of exhaustion. Each 
  hour thereafter, the characters repeat the saving throw (to a 
  maximum three levels of exhaustion) until seven hours of 
  exposure is reached--a total of four saving throws. 
   
  Because the symptoms manifest as a general weakness 
  and difficulty breathing, as well as nausea from the vertigo, it 
  is impossible to rest in the mist without the antidote. This is a 
  poison effect. Creatures that do not need to breathe are 
  unaffected. Creatures native to the Wood are immune. 
   The Call for Aid. Once the players find the sprites 
  as well as other fey of the woods they can begin 
  negotiations. 
   If the character previously met Thornacious or 
  Oblivillish they are remembered fondly. Convincing 
  either of the two fey to aid the party is fairly easy; it 
  requires only a successful DC 10 Charisma 
  (Persuasion) check. 
   Convincing the fey to join the party in protecting 
  Chandra Stol and Parnast requires a Charisma 
  (Persuasion) check with the following possible 
  persuasion modifiers. 
  Persuasion Modifiers 
  Content 
  Modifier 
  Character has the Adoness story award 
  Advantage 
  Mention Chandra is a cleric of Mielikki or 
  that Luistarra is a cleric of Angharradh 
  Advantage 
  Mentions Gralm is siding with the town 
  Disadvantage 
  Mentions previously killing a stag 
  Disadvantage 
  Evil character speaks 
  Disadvantage 
  
  The results of the Charisma (Persuasion) check 
  determines the makeup of fey that agree to join the 
  defense of Parnast. 
  Persuasion Result 
  Result 
  Who Joins 
  <5 
  None 
  5-9 
  Blassios the satyr 
  10-14 
  Blassios and two sprites 
  15-19 
  Blassios and five sprites (Add 5 Siege Points) 
  20-24 
  Blassios, Oblivillish and ten sprites (Add 10 
  Siege Points) 
  25+ 
  Blassios, Prince Thornacious, Oblivillish, and 
  twenty sprites (Add 15 Siege Points) 
   
   
  Convincing the fey to allow Chandra or the statue of 
  Angharradh to stay in the woods during the siege 
  requires a successful DC 15 Charisma (Persuasion) 
  check. Under no circumstances will the fey allow all 
  of the townsfolk of Parnast to stay in the woods. 
  Roleplaying Prince Thornacious 
  The sprite, Thornacious, is royalty in his fey society and is 
  charged with protecting the western portion of the 
  Weathercote Wood. He is smartly adorned for combat in 
  greens and browns and wears a headband which glows a 
  golden light when he is visible, making him easily 
  distinguishable from other sprites. He is accustomed to 
  others recognizing his status and has little tolerance for 
  those who do not extend to him the proper courtesies. He 
  values manners, protocol, and respect, and reciprocates in 
  kind when it is given. Thornacious is not evil, but can be cold 
  and ruthless if he deems it is necessary. He sees no place for 
  humor in matters of diplomacy.  
   
  Quote: ”It’s good to see you, but I wish you hadn’t come 
  back into the woods.” 
   
  Roleplaying Oblivillish 
  The sprite, Oblivillish, is a servant to Thornacious (a fey 
  royalty charged with protecting a part of Weathercote Wood 
  outside Parnast). He was cursed by Thornacious (his 
  invisibility malfunctions) for killing a stag (he was hungry!)  
   
  Quote: ”If you think that might work we could try it but I 
  don’t really know it’s your life...”  
   
  Roleplaying Blassios 
  A satyr in the company of Thornacious. He is more concerned 
  with friends and spirits than his duties. Blassios is loyal to the 
  Prince. If the characters wish to engage Blassios in 
  conversation, he talks, but is not immediately forthcoming. 
  He is easily swayed by drink and is not shy about asking if any 
  wine is available. If given any drink, he relaxes and asks 
  questions about the upcoming battle. Blassios is not a fighter 
  and stays out of combat unless forced to defend himself. 
   
  Quote: ”You looked so sad, with no one stepping up. I had 
  to help, unfortunately no one else did.” 
  Orc Scouts 
  If the party has not already come upon any Spine 
  Ripper Orcs (in Protecting Chandra or Forearmed is 
  Forewarned section) the character with the highest 
  passive Perception notices a couple of orc scouts in 
  the fields—scouting the town. If the characters 
  succeed on a DC 13 Dexterity (Stealth) group check, 
  they are able to surprise the orcs, otherwise the two 
  groups see each other at the same time in a small 
  field 100 feet apart. If they know they have been 
  detected, the orcs flee. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very Weak or Weak party: Remove an orc scout 
   Strong party or Very strong: Add an orc scout 
   
  Interactive Play 
  If this adventure is being played as an interactive event, use 
  the following encounter instead: 
   Very Weak or Weak party: Three orcs 
   Average party: An orc eye of Gruumsh riding an auroch, 
  and three orcs 
   Strong party: An orc eye of Gruumsh riding an auroch, 
  and four orcs  
   Very strong party: An orc eye of Gruumsh riding an 
  auroch, and four orcs—one of which also rides an auroch 
   Development. If captured and questioned the orcs 
  know the location of the gathering (north in the 
  Greypeak Mountain), but not where Fruul resides. A 
  successful DC 10 Charisma (Intimidation) check 
  reveals that these orcs are from the Spine Ripper 
  Clan, that their clan is favored among the orc gods 
  because their chief Kurglow Axebreaker has recently 
  been given whelps. A DC 15 Charisma (Intimidation) 
  check reveals the location of the Spine Rippers Den. 
  This information gives them 1 success during the 
  Forewarned is Forearmed: Determining the Time 
  Table section unless they’ve already encountered 
  Spine Ripper orcs. 
  Treasure 
  The orc scouts have 50 gp in treasure. 
  Option C. Protecting Chandra  
  Estimated Duration. 60 minutes 
  This wooden building combines small shrines of 
  several gods under one roof. Until recently, it has 
  been unmanned, but a priestess of Mielikki, Chandra 
  Stol, has taken up residence within the shrine. She 
  bakes fresh bread daily, which she gives away free 
  
  to the refugees who’ve come into town since orcs 
  have been raiding the outlying farms, some of which 
  (ten adults and seven children) are staying in the 
  shrine. Four gods are represented within, each 
  representing one of four seasons: Auril (winter), 
  Angharradh (spring), Chauntea (summer), and 
  Mielikki (autumn).  
  The Statue of Angharradh 
  The events of DDEX05-02 The Black Road details the 
  adventurers journey to bring a statue of Angharradh to the 
  Shine. The statue depicts the Triune Queen, the three-fold 
  deity Angharradh. 
   
  Inscribed into the base of the statue is “Unity and diversity 
  bring strength. Be ever vigilant against She Who Was 
  Banished and work together in defending the lands of the 
  Fair Folk from those who would work evil. Celebrate the One 
  and the Three for their collective purpose and individual 
  expressions of life. Through the melding of widely different 
  skills and interests, creativity, life, and artistry are nurtured 
  and new ideas are discovered.” Those knowledgeable in 
  religion may recognize this as the wisdom of Angharradh 
  Elves, half-elves, and the faithful of any of the three feel a 
  calming presence when near the statue. 
   
  The shrine is tended by Chandra Stol, a half-elf 
  follower of Mielikki. Chandra’s lived in the area of 
  Parnast for decades and has just recently come to 
  stay in the town to tend the shrine. Chandra is a 
  wanderer and priestess of Mielikki (acolyte) and is 
  knowledgeable about the local area. 
  Roleplaying Chandra Stol 
  Chandra is a reserved, quiet woman. She speaks rarely, more 
  often answering questions with hand gestures and body 
  language if she’s able to convey her thoughts that way. If she 
  can’t, she will speak, although briefly. 
   
  Chandra wears a cloak pin consisting of three intertwining 
  circles (Luistarra’s pendant, representing Angharradh). 
   
  Quote: ::shrug:: 
  Chandra is reserved, and provide little information 
  unless asked directly. However, if the characters 
  make Chandra aware of the danger she’s in from 
  Narcellia she reacts with fear. The story of her 
  ancestor Luistarra’s battle with the drow Narcellia is 
  well known to her. It takes a successful DC 20 
  Charisma (Persuasion) check to get Chandra to open 
  up, or DC 10 if the party mentioned Narcellia.  
  Followers of Mielikki and Emerald Enclave faction 
  members have Advantage on the roll. Chandra 
  knows the following.  
   Chandra verifies SEER’s story of Luistarra and 
  Narcellia. Her relative, Luistarra went mad after 
  Narcellia destroyed her village and bound 
  Narcellia into the headband using hag magic. 
   She recalls a story told by her mother Narcellia’s 
  being deathly afraid of the fey—sprites in 
  particular. Chandra mentions that there are fey in 
  the Weathercote Woods nearby. 
   Narcellia has plagued her family with her lust for 
  vengeance for centuries and is responsible for 
  Chandra’s mother’s death 30 years ago. 
   After her mother’s death, Chandra went into 
  hiding and hasn’t heard about Narcellia for nearly 
  30 years and thought her gone for good.  
  Despite the character’s assurances Chandra believes 
  that the characters cannot protect her and flees if 
  left to her own devices. If she’s put under watch she 
  attempts to return to hiding in her old cabin in the 
  Greypeak Mountains about a day away from Parnast. 
  Fleeing into the Night 
  Chandra fears if she stays she will be killed by 
  Narcellia or her minions. About an hour before the 
  Night Raid (see below) Chandra attempts to flee 
  from the character’s protective custody. An alert 
  character may notice her unease with a successful 
  DC 13 Wisdom (Insight) check.  
   When she flees, if the result of her Dexterity 
  (Stealth) check is greater than the passive 
  Perception score of the character(s) watching her (if 
  any), she succeeds, and leaves the shrine, although if 
  a character pays close attention to her a contested 
  roll is appropriate.  
   If confronted she flees towards the mountains. A 
  successful DC 13 Charisma (Intimidation or 
  Persuasion) check convinces her to stay. If she 
  escapes, she can be can be tracked with a successful 
  Wisdom (Survival) DC 10 out of town. 
  Night Raid 
  On the evening of the first day, Bad Fruul sends two 
  orc red fangs of Shargaas riding two giant bats to 
  kidnap Chandra at the Shrine of Axes. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very Weak party: Remove an orc red fang of Shargaas 
  and a giant bat; replace an orc red fang of Shargaas with 
  an orc and an orog 
   Weak party: Remove an orc red fang of Shargaas and a 
  giant bat 
   Strong party: Add an orc red fang of Shargaas and a giant 
  bat 
   Very strong party: Add an orc red fang of Shargaas, a 
  giant bat, and a manticore 
  
   Development. The orcs land on the roof of the 
  Shrine of Axes and are only noticed by characters 
  with a passive Perception of 15 or higher. The orcs 
  rush into the shrine and cast darkness into the 
  shrine (which they can see through). If Chandra’s in 
  the shrine, the orcs attempt to kidnap her. If she’s 
  not, they grab a refugee that happens to look like her 
  (a female half-elf) or one of the characters if they fit 
  the bill. 
   If the orcs get Chandra or a resident of Parnast, 
  they flee on their giant bats and fly to their cave in 
  the Greypeak Mountains (see Spine Rippers Den, 
  below). The characters can learn the location of the 
  Spine Rippers Den by somehow following the orcs 
  or questioning a captive. A successful DC 10 
  Charisma (Intimidation) check reveals that these 
  orcs are from the Spine Ripper Clan, that their clan is 
  favored among the orc gods because their chief 
  Kurglow Axebreaker has recently been given 
  whelps. A DC15 Charisma (Intimidation) check 
  reveals the location of the Spine Rippers Den. This 
  information gives them 1 success during the 
  Forewarned is Forearmed: Determining the Time 
  Table section unless they’ve already encounter 
  Spine Ripper orcs.  
   If time is running short and the orcs won’t be able 
  to return to Spine Rippers Den in time, the red fangs 
  of Shargaas may attempt to simply kill Chandra. 
   Treasure. The orcs and giant have 50gp in total 
  treasure. One has a piece of leather painted black 
  with the image of a human spinal column and skull. 
  The spinal column is broken in two. This is a symbol 
  of the Spine Ripper’s clan. 
  Into the Woods  
  If Chandra escapes, she makes her way to her old 
  cabin in the woods. It takes all night to walk to the 
  cabin and back to Parnast. It’s night and she covers 
  her tracks making it more difficult to follow her, a 
  successful DC 15 Wisdom (Survival) check is needed 
  to track Chandra into the wilds, west toward the 
  Greypeak Mountains. A successful DC 20 Wisdom 
  (Survival) check means the characters are more 
  easily able to follow the tracks and gain on Chandra. 
  If the check fails, her tracks are lost. The characters 
  can make another check after an hour of searching 
  nearby to find the trail again. If the second check 
  fails, the trail is hopelessly lost and the characters 
  should return to Parnast unless they have some 
  other way to find Chandra. 
   Characters must make another Wisdom (Survival) 
  DC 15 check when they cross a stream and another 
  when they enter the mountains. Failure requires 
  another hour spent and another check to find the 
  trail again.  
   A roll of a 5 or less on any of the Wisdom 
  (Survival) checks results in the party running into 
  couple of orc scouts mustering. If the characters 
  succeed on a DC 13 Dexterity (Stealth) group check, 
  they are able to surprise the orcs, otherwise the two 
  groups see each other at the same time in a small 
  field 100 feet apart. If they know they have been 
  detected, the orcs flee. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very Weak or Weak party: Remove an orc scout 
   Strong party or Very strong: Add an orc scout 
   Development. If captured and questioned the orcs 
  know the location of the gathering (north in the 
  Greypeak Mountain), but not where Fruul resides. A 
  successful DC 10 Charisma (Intimidation) check 
  reveals that these orcs are from the Spine Ripper 
  Clan, that their clan is favored among the orc gods 
  because their chief Kurglow Axebreaker has recently 
  been given whelps. A DC15 Charisma (Intimidation) 
  check reveals the location of the Spine Rippers Den. 
  This information gives them 1 success during the 
  Forewarned is Forearmed: Determining the Time 
  Table section unless they’ve already encounter 
  Spine Ripper orcs. 
   Treasure. The orcs have 50 gp combined. One has 
  a piece of leather painted black with the image of a 
  human spinal column and skull. The spinal column is 
  broken in two. 
   
   In a small valley protected by a grove of trees is 
  Chandra’s cabin. When she sees the characters 
  approach Chandra accepts her defeat and their 
  protection.  
    It is likely be between 5am and 8am when they 
  find the cabin. The characters must decide if they 
  want to head back immediately or take a long rest 
  since once they have travelled for a total of 9 hours 
  they must succeed on a DC 11 Con Saving throw or 
  suffer a level of exhaustion and must make a save 
  every additional hour traveled equal to 10+1 for 
  each hour past 8 hours travelled, with each failure 
  resulting in one level of exhaustion. 
  Interactive Play 
  If this adventure is being played at an interactive event, 
  Chandra is not at her cabin, she has been captured by Spine 
  Ripper orcs and taken to the Spine Rippers Den. 
  
  Some orcs have been left behind to search the cabin 
  while others take her back to the Spine Rippers Den. 
  Use the orc encounter in Into the Woods, above. 
  Treasure 
  Chandra offers them (or the orcs have) 2 poultices 
  that remove 1 level of exhaustion each, but their 
  effect fades within a week’s time (in other words 
  they’re not usable after this adventure). 
  Option D. Spine Rippers Den 
  The Spine Rippers Den can be used in one or two 
  ways for the adventure. It can be the location where 
  Chandra is kidnapped and taken to during the 
  Protecting Chandra section and/or it can be used by 
  devious players to dissuade some of the orcs of the 
  surrounding area to fight for Bad Fruul during the 
  siege. The vast bulk of the Spine Rippers clan is 
  already at the horde meeting location. 
   Time is of the essence, be sure that the party 
  knows they should not doddle in the den. They must 
  retrieve Chandra and return to Parnast to finish 
  preparations. If the party is not out of the den by the 
  2 hour and 30 minute mark Hsing appears and 
  informs them that Fruul’s horde is marching and 
  they must leave to join the fight. All party members 
  must make a DC 13 Constitution saving throw. A 
  successful check indicates only 1 level of exhaustion 
  is gained, while a failure indicates 2 levels of 
  exhaustion are gained in the dash back to Parnast. 
  Getting There 
  The Spine Rippers Den is deep in the Greypeak 
  Mountains. It takes one day to travel to the den and 
  back with a successful DC 12 Wisdom (Survival) 
  check. A failed check still takes 1 day, but the party 
  arrives back in Parnast with 1 level of exhaustion. 
  Approach 
  Approaching the den leads through a small valley. A 
  crude hut with a young orc (8 hit points, AC 11) that 
  watches over the herd of Aurochs is off to one side 
  of the lightly forested valley.  
  1.  Entry Way 
  If the followers of Shargaas recently arrived with 
  Chandra or another character an orog is here, 
  carefully watching the valley.  
   Development. Characters must succeed on a DC 
  15 Dexterity (Stealth) group check to go unnoticed 
  by the sentry.  
   If the characters are noticed, the sentry warns the 
  orcs in Area 3 and 4, then return to stage an ambush 
  at the entry with the  orc eye of Gruumsh and the 
  cave bear while the orog and the acolyte sneak up 
  behind via the secret door. Detecting the door 
  requires a successful DC 13 Wisdom (Perception) 
  check. 
  2. War Hearth  
  No orcs are currently in the War Hearth. Shrines to 
  orc gods, decorated with bones and blood line the 
  walls. A fire burns slowly in the center of the room. 
  Pelts and bedding take up the majority of this room. 
  3. 
   Cave  
  An orc eye of Gruumsh and her orc acolyte guard 
  the Chieftain’s cave. A fire burns in the center of the 
  room, pelts make up a crude tent to one side.  The 
  war chief’s best treasure has been secreted away, 
  but some trophies and treasure can be found here 
  with a successful DC 15 Intelligence (Investigation) 
  check.  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very Weak or Weak party: Remove the orc eye of 
  Gruumsh 
   Strong party or Very strong: Add an orog 
   Development. The eye of Gruumsh can be 
  reasoned with he will put up his hands and attempt 
  to talk before a fight breaks out. A DC 15 Charisma 
  (Deception, Intimidation, or Persuasion) check 
  convinces the orc to divulge the general numbers 
  and layout of the den and indicate that the chief’s 
  whelp is in Area 4. 
   Before he gives any information, however, he 
  intimates that the orc acolyte should be killed (so his 
  betrayal is kept secret). A further DC 15 Charisma 
  (Intimidation) will get him to talk even if the acolyte 
  was not killed. 
   Treasure. The orc eye of Gruumsh has 50 gp in 
  spell components.  The war chief’s treasure consists 
  of a miniature silver dragon skull made of silver and 
  worth 50 gp. There is also a small sack containing 50 
  gp and another sack of gems worth 50 gp. 
  4. Luthic's Den  
  This cave is full of activity. Ten young orcs mill about 
  playing around a hearth. A dugout pit holds about 
  ten human hostages in poor condition. And orc claw 
  of Luthic and a cave bear are on opposite sides of 
  the cavern and immediately attack any intruders. 
  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very Weak or Weak party: Remove the cave bear 
   Strong party or Very strong: Add an orog 
   Development. A successful DC 10 Wisdom 
  (Insight) indicated that one of the orc whelps is 
  more important to the orc claw of Luthic. A threat to 
  any of the orc whelps needs only a successful DC 10 
  Charisma (Intimidation) check to get the orcs to 
  stand down, and the DC is reduced to 5 if the threat 
  is directly to the more important whelp. The orcs 
  reveal that the whelps are children of chief Kurglow 
  Axebreaker. The characters may be able to use this 
  information against Kurglow during the siege if the 
  orc whelps are taken hostage. 
   The human hostages are the family of the spies 
  that were sent to Parnast. Mazzy’s, Jarlor’s, and 
  Larrish’s missing family members are all here. They 
  tell the characters the details of their imprisonment 
  as noted in the In Defense of Parnast: Spies section. 
   The Northeast passage leads to a secret door to 
  Area 1.  
  5. Yurtrus's Camp  
  This camp is grotesque. A lone orc hand of Yurtrus 
  wears pale gloves of elven skin. He brews a foul-
  smelling concoction over a fire. Bones and ash litter 
  this cave and are piled up as an altar to the orc god 
  Yurtrus. A wooden frame holds a pale white section 
  of elven skin. The corpse of a flayed elf rots on the 
  edge of the room. The orc cannot speak as it has no 
  tongue. A secret door leads outside the orc den. 
   Treasure. Spell components worth 50 gp can be 
  found here. 
  6. Shargaas's Lair 
  A bloodstained rock sits on the edge of this cave. 
  Laying in a heap next to the rock is Chandra. Two 
  orc fangs of Shargaas punish Chandra with kicks, 
  punches, and claws.  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very Weak or Weak party: Remove an orc red fang of 
  Shargaas 
   Strong party or Very strong: Add an orc red fang of 
  Shargaas and an orog 
   Treasure. Items stolen during their raids are 
  littered about the cave. Several gems and gold trade 
  bars can be found worth a total of 100 gp. 
   
   
   
  
  Part 3. The Siege of Parnast 
  Estimated Duration: 1 hour, 45 minutes  
  The moment arrives and Bad Fruul’s horde marches 
  on Parnast, threatening to consume the small town.  
   After 4 days (or 2 if playing multi-table) have 
  passed Bad Fruul marches on the town. The giant’s 
  horde is composed primarily of orcs and goblins, but 
  a few humans and several ogres and half-ogres can 
  be seen in the ranks. In addition, aurochs, 
  manticores, owlbears, and a huge mammoth make 
  up the more monstrous creatures in the horde. 
  General Features  
   Terrain. Depending on the location, the town or 
  the battlements of Old Parnast. 
   Light. The horde attacks at night to better use 
  their monstrous vision. A half-moon provides dim 
  light. Some areas can be lit brightly by bonfires and 
  torches. 
   Visibility. North and West of Old Parnast is forest, 
  limiting clear sight to 15 feet, and lightly obscured to 
  60 feet, and heavily obscured beyond. If defending 
  the town only occasional trees block line of sight. 
  Open fields lay to the east and north. To the south 
  are scattered groves of trees lightly obscuring 
  creatures beyond 50 feet. 
   Sounds. Most animals hide when the horde moves 
  in. The hooting roar of an owlbear. Chants of orcs, 
  cries of goblins, bugling of a mammoth. The sound of 
  townsfolk retching in fear. 
   Smells. The nervous sweat of humanoids and the 
  townsfolk. 
  Bad Fruul 
  As the horde coalesces around the fortifications the town 
  built Bad Fruul moves out in front of the horde atop his 
  mammoth. The hill giant lord looks like no hill giant you’ve 
  ever seen, he looks like a massive dark knight. He stands tall 
  in his bone-festooned plate armor, wearing a helm made 
  from the skull of some unidentifiable beast. He takes off his 
  helm and holds it under one arm, his eyes gleam with 
  intelligence. Fastened to his mammoth is a massive iron 
  maul, its head as big as a cask of ale.  
   
  “Little folk, give Fruul what he wants. The girl Chandra 
  who hails from the folk of Evereska, the offspring of the 
  horrid Luistarra and give us the vile statue of Angharradh.  
   
  Comply with his demands and you will live. Failure to do so 
  will mean the destruction of this town after you have all 
  been made slaves”, he finishes. At that the horde of goblins, 
  orcs, ogres, and ettins begin howling and chanting. 
  If any character fires on Fruul with an arrow or 
  magic missile Fruul deflects it with a shield spell.  
  Roleplaying Bad Fruul 
  He is calculating, cruel, and plays his host of marauding 
  goblins, orcs, ogres, and ettins like a fiddle in the hands of a 
  master. He is a masterful tactician, and always seems to be 
  one step ahead of his enemies and those underlings that 
  would seek to supplant him. In battle, he wears a fearsome 
  suit of bone-festooned plate armor with a helm fashioned 
  from the skull of an immense beast, and wields a huge iron 
  maul. In addition to his raw, natural-born strength, he is able 
  to cast spells as a low-level wizard—a terrifying combination. 
   
  Quote: “You underestimate me.” 
  A. The Siege 
  Interactive Play 
  If this adventure is being played with multiple tables all Siege 
  Points are combined, then divided out equally with leftovers 
  going to whichever table had the most points. Each table 
  must deal with each assault; however, tables can spend Siege 
  Points on other tables at their discretion.  
   Chandra. If Chandra is still in Parnast she adds 5 Training 
  Siege Points to each table. 
   Gralm and the Sprites. In addition, if the characters have 
  Gralm’s or the Sprites aide, their Siege Points are added to 
  all tables. 
   Gralm. If convinced, Gralm aids each table in the fight 
  against Bad Fruul 
   Kurglow Axebreaker. If one table uses Kurglow’s whelp as 
  a hostage and is successful at the Charisma (Intimidation) 
  check to drive of Kurglow all tables benefit. 
   Sprites. If one table achieved the aid of at least two sprites 
  it affects all tables. 
   
  Siege Points 
  The points that the characters gained in the days prior to the 
  siege by building Fortifications, Training the townsfolk, or 
  Scouting the region can be spent during an encounter and 
  represent their preparations and training. Each encounter 
  details how these specific Siege Points can be spent. Siege 
  Points given by Gralm can be spent as any type. 
   Chandra. If Chandra is still in Parnast she adds 5 Training 
  Siege Points to the group’s total. 
  Encounter Locations 
  The locations of each battle depend on where the 
  characters decided to fortify. If in Old Parnast there 
  are many places where the walls could not be well 
  fortified. After the Frontal Assault the lines could be 
  pushed back and characters may be forced to fight in 
  a building. Use your imagination and have fun with 
  the walls of Old Parnast, collapsing walls, etc. 
  
   If the fight is in the town use the buildings, trees, 
  the stables, watchtowers, brush, etc. to keep the 
  encounter locations interesting. 
  Reinforcements 
  If at any time the characters made short work of a 
  fight, feel free to add reinforcements consisting of an  
  owlbear, an ogre, or orcs riding aurochs. 
  1. Testing the Defenses 
  Bad Fruul sends in a small force to test the defenses 
  of the town. The probing assault consists of eight 
  goblins, two wolfs, and two goblin bosses that 
  rush the chosen area. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this EASY combat 
  encounter. These are not cumulative. 
   Very Weak party: Remove seven goblins and a goblin boss 
   Weak party: Remove four goblins, a goblin boss, and a 
  wolf 
   Strong and Very Strong party: Add a goblin and a wolf  
  The characters’s preparations earlier in the 
  adventure may change this, however. As a response 
  to the coming creatures, the characters may spend 
  successes as follows: 
   Fortification. Spending a Fortification Siege point 
  removes two goblins (maximum eight removed 
  goblins). These points could represent pits outside 
  the walls or spiked hindering movement. 
   Training. Spending two Training Siege points 
  removes a goblin boss (maximum two goblin boss 
  removed). These points could represent townsfolk 
  shooting the goblin boss with arrows. 
   Scouting. Spending a Scouting Siege point 
  removes a wolf (maximum two removed wolves). 
  These points could represent traps being laid that 
  prevented the wolves from making it to the attack. 
  Make adjustments base on Siege points spent to the 
  number of opponents listed above first. Then 
  compare that number versus any adjustments to the 
  encounter that you would normally make based on 
  party strength. If there are enemies (the first 
  number) over the adjusted encounter strength for 
  the party that indicates that some villagers die 
  fighting those opponents. Note that the party only 
  faces at most the number of foes based on the 
  sidebar below.  
   Resting. Two Fortification Siege points may be 
  spent to take a short rest. 
  2. A Frontal Assault 
  A larger force is sent to test the defense and make 
  way for the larger force to assault the old town’s 
  gates or the blockades. This frontal assault consists 
  of three ogres, two half-ogres, and two cave bear. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this MEDIUM 
  combat encounter. These are not cumulative. 
   Very Weak party: Remove two ogres 
   Weak party: Replace two ogres with a half-ogre 
   Strong party: Add an ogre and a half-ogre 
   Very strong party: Add an ogre, a half-ogre, and a cave 
  bear 
  The characters’s preparations earlier in the 
  adventure may change this, however. As a response 
  to the coming creatures, the characters may spend 
  successes as follows: 
   Fortification. Spending two Fortification Siege 
  points removes one ogre (maximum three ogres 
  removed). These points could represent pits 
  outside the walls or spiked hindering movement. 
   Training. Spending two Training Siege points 
  removes a half-ogre (maximum two half-ogres 
  removed). These points could represent townsfolk 
  shooting the half-ogres with arrows. 
   Scouting. Spending two Scouting Siege points 
  removes a cave bear (maximum two cave bears 
  removed). These points could represent traps 
  being laid that prevented the cave bear from 
  making it to the attack. 
   Make adjustments base on Siege points spent to 
  the number of opponents listed above first. Then 
  compare that number versus any adjustments to 
  the encounter that you would normally make 
  based on party strength. If there are enemies (the 
  first number) over the adjusted encounter 
  strength for the party that indicates that some 
  villagers die fighting those opponents. Note that 
  the party only faces at most the number of foes 
  based on the sidebar below.  
  Training Siege Points can be spent to use a Hit Die 
  as a Bonus Action, max 1 per character during the 
  combat. 
   Resting. Four scouting siege points may be 
  spent to take a short rest. 
  3. Two-Pronged Attack! 
  A two-pronged attack is attempted from both air 
  and land! Kurglow Axebreaker (an orc war chief ) 
  and an orc champion (orc war chief) each riding a 
  manticore assault from the air, while ten orcs 
  assault from the ground. 
  
  Adjusting the Encounter 
  Here are recommendations for adjusting this HARD combat 
  encounter. These are not cumulative. 
   Very Weak party: Add an orc; replace the orc warchiefs 
  and manticores with an orog 
   Weak party: Add two orcs; replace the orc warchiefs and 
  manticore with two orogs 
   Strong party: Add two orcs 
   Very strong party: Add two orcs and an orc war chief 
  If the party captured Kurglow’s whelp from the 
  Spine Rippers Den and they succeed on a DC 15 
  Charisma (Intimidation) check Kurglow and his orcs 
  will pull away from the fight leaving Bad Fruul’s 
  horde. 
   The characters’s preparations earlier in the 
  adventure may change this, however. As a response 
  to the coming creatures, the characters may spend 
  successes as follows: 
   Fortification. Spending a Fortification Siege point 
  removes one orc (maximum ten orcs removed). 
  These points could represent pits outside the 
  walls or spiked hindering movement. 
   Training. Spending three Training Siege points 
  removes an orc war chief (maximum two orc war 
  chiefs removed). These points could represent 
  townsfolk shooting the war chief with arrows. 
   Scouting. Spending three Scouting Siege points 
  removes a manticore (maximum two removed 
  manticores). These points could represent traps 
  being laid that prevented the cave bear from 
  making it to the attack. 
  Make adjustments base on Siege points spent to the 
  number of opponents listed above first. Then 
  compare that number versus any adjustments to the 
  encounter that you would normally make based on 
  party strength. If there are enemies (the first 
  number) over the adjusted encounter strength for 
  the party that indicates that some villagers die 
  fighting those opponents. Note that the party only 
  faces at most the number of foes based on the 
  sidebar below.  
   Resting. Four scouting or four Training Siege 
  points may be spent to take a short rest. 
  B. The Final Assault 
  Bad Fruul eventually grows tired of his horde 
  smashing against the fortifications of Parnast and 
  the swords and magic of the adventurers. He lusts 
  for the destruction of the statue of Angharradh and 
  Chandra’s head (if she hasn’t been captured 
  already). 
   The hill giant, astride his mammoth, charges 
  through the towns fortifications. Bad Fruul and his 
  young mammoth lead a force of 2 ettins and 12 
  orcs. One of the ettins may be Gralm depending on 
  the outcome of the Gralm’s Promise section (alter 
  this encounter accordingly). 
  Adjusting the Encounter 
  Here are recommendations for adjusting this DEADLY combat 
  encounter. These are not cumulative. 
   Very Weak party: Adjust Bad Fruul, reduce AC to 15; his 
  maul attack deals 14 (2d8 + 5); his rock attack deals 12 
  (2d6 + 5) 
   Weak party: Remove the young mammoth 
   Strong party: Replace two orcs with an ettin, replace 
  young mammoth with mammoth 
   Very strong party: Replace two orcs with two ettins, 
  replace young mammoth with mammoth 
  If in town Bad Fruul charges toward the Shrine of 
  Axes. If in Old Parnast he lumbers about the fort, 
  smashing any building in his way looking for 
  Chandra and the statue. Characters should be 
  encouraged to jump from buildings, walls, or trees 
  on to the mammoth and onto Bad Fruul. Fruul 
  attacks Chandra Stol if he’s able to. 
  Development 
  If the party has the help of sprites Bad Fruul is 
  terribly afraid of them. Bad Fruul’s available spells 
  are determined by the number of sprites present in 
  this encounter: 
   Two or More. Bad Fruul can’t cast cantrips. 
   Five or More. Bad Fruul can’t cast 1st level spells. 
   Ten or More. Bad Fruul can’t cast 2nd level spells. 
  In addition, as long as Bad Fruul can see a sprite, he 
  must succeed on a DC 10 Wisdom saving throw or 
  be forced to use at least one of his attacks against a 
  nearby sprite. 
   As a response to the coming creatures, the 
  characters may spend any remaining Siege points as 
  follows: 
   Orcs. Spending a point removes one orc 
  (maximum twelve orcs removed). 
   Ettin. Spending four points removes an ettin 
  (maximum two ettins removed).  
   Make adjustments base on Siege points spent to 
  the number of opponents listed above first. Then 
  compare that number versus any adjustments to 
  the encounter that you would normally make 
  based on party strength. If there are enemies (the 
  first number) over the adjusted encounter 
  strength for the party that indicates that some 
  
  villagers die fighting those opponents. Note that 
  the party only faces at most the number of foes 
  based on the sidebar below.  
   Bad Fruul and his mammoth can’t be removed 
  from this encounter. 
  Treasure 
  SEER mentioned that she could make potions of 
  giant strength from hill giant toenails. Enough can be 
  harvested from the corpse of Bad Fruul to make two 
  such potions. 
  Conclusion 
  If Fruul is defeated, the town rejoices as they repel 
  the evil horde! If, however, the characters are 
  defeated, Parnast is laid to waste. Chandra Stol is 
  slain, and the Lords’ Alliance lose a crucial foothold 
  in the region. 
   If the headband of intellect is returned to SEER she 
  performs a ritual on it to cleanse it of Narcellia’s 
  soul. 
   If the characters have the wyvern stink potion it is 
  enough to push the Lords’ Alliance’s cause over the 
  tipping point and Parnast’s de-facto leader thanks 
  the characters profusely and agrees to join the 
  Lords’ Alliance. 
   
   
   
  
  Rewards 
  Make sure 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. Give all characters 
  in the party non-combat experience awards unless 
  otherwise noted. 
  Combat Awards 
  Name of Foe 
   
   
  XP per Foe 
  Ankheg  
   
   
  450 
  Bad Fruul 
   
   
  2,300 
  Aurochs  
   
   
  450 
  Bat, giant 
   
   
  50 
  Cave Bear 
   
   
  450 
  Chuul 
   
   
   
  1,100 
  Ettin 
   
   
   
  1,100 
  Giant, hill 
   
   
  1,800 
  Mammoth 
   
   
  2,300 
  Mammoth, young 
   
  1,100 
  Manticore 
   
   
  700 
  Ogre 
   
   
   
  450 
  Half-ogre 
   
   
  200 
  Orc 
   
   
   
  100 
  Orc acolyte (Acolyte) 
   
  100 
  Orc claw of Luthic 
   
  450 
  Orc eye of Gruumsh 
   
  450 
  Orc fang of Shargaas 
   
  700 
  Orc hand of Yurtrus 
   
  450 
  Owlbear  
   
   
  700 
  Sprite 
   
   
   
  50 
  Half-orc Spy 
   
   
  200 
  Thri-kreen 
   
   
  200 
  Non-Combat Awards 
  Task or Accomplishment  
  XP per Character 
  Keep Chandra safe 
   
  100 
  Convince the Fey to help Parnast 
  50 
  Convince Gralm to battle Fruul 
  50 
  Villagers survived unharmed 
  200 
   The minimum total award for each character 
  participating in this adventure is 1,275 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 1,700 experience 
  points. 
  Treasure 
  The characters receive the following treasure, 
  divided up amongst the party. Characters should 
  attempt to divide treasure evenly whenever 
  possible. Gold piece values listed for sellable gear 
  are calculated at their selling price, not their 
  purchase price. 
   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. See the sidebar if the adventure awards 
  permanent magic items. 
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  SEERs Reward 
   
   
  600 
  Ensure no villagers are harmed 
  200 
  Keep Chandra out of Fruul's hands 100 
  Negotiation Bonus  
   
  100 
  Night Raid Orcs  
   
  50 
  Orcs from Into the Woods  
  50 
  Eye of Gruumsh in the Chiefs cave 50 
  Chieftain’s Treasure 
   
  150 
  Yurtrus Spell Components  
  50 
  Shargaas' Treasure 
   
  100 
  Permanent Magic Item Distribution 
  D&D Adventurers League has a system in place to determine 
  who is awarded permanent magic items at the end of a 
  session. Each character’s logsheet contains a column to 
  record permanent magic items for ease of reference.  
   If all the players at the table agree on one character taking 
  possession of a permanent magic item, that character gets 
  the item.  
   In the event that one or more characters indicate an 
  interest in possessing a permanent magic item, the 
  character that possesses the fewest permanent magic 
  items gets the item. If there is a tie in the total number of 
  permanent magic items owned by contesting characters, 
  the item’s owner is determined randomly by the DM.  
  Headband of Intellect 
  Wondrous Item, uncommon 
  Shining with a polished brilliance this golden 
  headband never dulls. The sound of heavenly chimes 
  can be heard when the wearer has a new idea. A 
  
  description of this item can be found in the Dungeon 
  Master's Guide  
  Potion of Hill Giant Strength 
  Potion, uncommon 
  A description of this item can be found in the 
  Dungeon Master's Guide. 
  Downtime Activities 
  The characters gain access to the following 
  downtime activities: 
   Giant Toenails. If the characters scavenged toe 
  nails from Bad Fruul, SEER brews a potion of hill 
  giant strength. A few ingredients are needed and 
  require the adventures to spend 10 downtime days 
  (and associated living expense costs). 
   Rue's Harvest. If characters interacted with Sylas 
  during the adventure he offers them the opportunity 
  to purchase the last harvest of herb garden. 
   Each character can gain supplies to create a 
  maximum of five of any of the following items listed 
  below in any combination—even if they don’t have 
  the necessary tools and proficiencies. The crafting 
  rules found in the Player's Handbook (downtime and 
  lifestyle cost still apply). 
   Antitoxin 
   Perfume 
   Alchemist’s fire 
   Potion of healing 
   Ink 
   Poison (basic)  
   Dye (lavender) 
   Bath oil 
  Story Awards 
  The characters have the opportunity to earn the 
  following story reward during the course of play. 
   Savior of Parnast. You are always welcome in 
  Parnast, while in town you will not spend any gold 
  on food or lodging (lifestyle must still be paid for 
  any downtime days spent). 
   Giant Horde Breaker! The tale of your defense of 
  Parnast has spread far and wide. Charisma checks 
  made when dealing with goodly folk who have had 
  trouble with giants in the past are made with 
  advantage.  Similarly, any Charisma (Deception, 
  Intimidation, or Persuasion) check you make against 
  a non-good-aligned giant is made with disadvantage. 
  Renown 
  All faction members earn one renown point for 
  participating in this adventure. 
   Members of the Lords’ Alliance that convinced 
  the de-facto leader of Parnast to join the Lords 
  Alliance earn one additional renown point. 
  Downtime 
  Each character receives ten downtime days at the 
  conclusion of this adventure. 
  DM Rewards 
  You receive 425 XP, 212 gp and ten downtime 
  days for running this session. 
  
  DM Appendix. Parnast and Environs 
  The total normal population is about seventy 
  humans, a dwarven family, and two halfling families 
  that inhabit the small village. 
   The current population is around one hundred 
  due to families of farmers coming escaping orc raids. 
  Village Folk 
  Any of the villagers encountered know the 
  following:  
   Evendur is known to fall asleep while on watch, 
  usually in the east tower 
   Many families have come into the village due to 
  orc raids. 
   Some farms have been raided and the people 
  taken. 
   A giant bat was seen overhead two nights ago. 
   Someone or something was seen skulking on the 
  rooftops near the Shrine of Axes. 
   Some villages have seen strange things escaping 
  from the sink hole in the crater. 
   The only place to stay is to camp in Old Parnast, or 
  the stables, which doesn’t house any animals since 
  they were pillaged, and because animals won’t go 
  in the barn since the cult kept wyverns inside.  
   The cult removed any Zhentarim power that 
  remained. The Zhents may not have been fair to 
  deal with, but at least under them, the village 
  prospered.  
   Raggnar cooperated with the cult. Some say it was 
  for his personal gain, which made him very 
  unpopular with most people in town.  
   Raggnar has redeemed himself in the eyes of 
  many but Gundalin is still not sure about him. 
   Because of the encounter with the cult, the village 
  formed a small militia consisting of twenty-five 
  able bodied—but poorly trained fighters (ten 
  guards and fifteen commoners).  
   Raggnar trains the militia as he is the only one 
  with any formal military training.  
   The crater to the west is where the flying fortress 
  of the Cult of the Dragon once rested. There’s now 
  a sinkhole in the bottom where the stream now 
  flows. 
   The Cult took everything the town had except 
  their sad milking cow, Gertrude.  
  The Golden Tankard 
  With a sign above the door boasting a yellow 
  tankard, this tavern is the hub of the town. The fare 
  is cheap and substandard, but it's the only tavern in 
  town, so beggars can’t be choosers. Business is down 
  since the owner’s conduct during the cult’s 
  occupation was revealed, so he’s desperate for 
  customers. The Golden Tankard is a tavern, not an 
  inn. While it is a large establishment, it does not 
  have any rooms to let. 
  The Stables 
  The stables used to house whatever livestock the 
  villagers owned. However, animals now refuse to 
  enter the structure due to the lingering scent of the 
  wyverns housed here by the cultists. As such, it’s 
  used as temporary lodging for any visitors that 
  might be in Parnast. The town’s cartwright, Gundalin 
  and his son Wallace who have a small shop next 
  door, maintain it. They have modified the stables 
  slightly to accommodate travelers, but the amenities 
  are very humble. 
  Herbalist/Alchemist 
  An elderly human man named Sylas lives in this 
  shop. The sign is still outside, but he has no wares. 
  He’s recently sold all of the prepared potions his 
  wife made. He has an assortment of herbs and an 
  herbalist kit as well as a few books left by his wife, 
  but he can’t read. 
  The Shrine of Axes 
  This wooden building combines small shrines of 
  several gods under one roof. Until recently, it has 
  been unmanned, but a priestess of Mielikki, Chandra 
  Stol, has taken up residence within the shrine. She 
  bakes fresh bread daily, which she gives away free.  
  Four gods are represented within the shrine, each 
  representing one of four seasons: Auril (winter), 
  Angharradh (spring), Chauntea (summer), and 
  Mielikki (autumn).  
  The Smithy 
  The smithy is just across from the stables. The 
  owner, Rodric, is skilled mainly in shoeing horses 
  and tool making, but can craft weapons or armor if 
  needed.  
  Trading Post and Provisions 
  Calder is a halfling and an enterprising merchant. He 
  and his family run the trading post and offers most 
  items from the Player’s Handbook. His prices are 
  fair, but he doesn’t carry anything over 45 gp value. 
  He has a small assortment of weapons and armor 
  but precisely what is available is up to you. 
  However, items listed in the Alchemists shop, above, 
  are not available here; Calder is currently seeking a 
  supplier for these goods, as he had no previous 
  reason to carry them.  
  
  Village Well 
  At the center of the town square stands the 
  community well. It is oft used and a hub for gossip.  
  Village Homes 
  The remaining areas of town are resident homes, 
  most of which are farmers or artisans of some type.  
  Old Parnast 
  To the northwest of town are several old buildings: 
  the former Lord’s residence, a guildhall, a way 
  station, as well as the remnants of palisades that 
  once encircled the village. Little more than a few 
  crumbling walls now, it serves as a safe camping 
  area for visiting caravans.  
  Farms 
  To the east and north of Parnast several small farms 
  sit near tended fields and pastures.  
  Crater 
  In the crater where the sky castle docked during the 
  Tyranny of Dragons a sinkhole has opened up that 
  the local stream now drains into. Some townsfolk 
  swear they’ve seen a four-legged monstrosity with 
  giant claws climbing in and out of the sinkhole.  
   
   
  
  DM Appendix. NPC Summary 
  The following NPCs are featured prominently in this 
  adventure. 
   Bad Fruul (Bad FROOL). Bad Fruul is possessive 
  of significant strength and astonishing brilliance—
  even by human standards. The former is due simply 
  to his being a hill giant, but the latter is because he 
  happens to possess a headband of intellect. Such is 
  Bad Fruul’s brilliance, that he has even taught 
  himself the fundamentals of arcane spellcasting—a 
  skill that he wishes very much to improve upon. 
   Blassios (BLAH-zee-ohs). A satyr in the company 
  of Thornacious. He enjoys his drink. 
   Chandra Stol (CHAN-druh Stole). A quiet female 
  half elf follower of Mielikki, Chandra offers 
  sanctuary at the Shrine of Axes. She is very quiet; 
  she rarely speaks and is more likely to shrug in 
  response to a question than give an answer other 
  than “yes” or “no”. 
   Gundalin Cartwright (GUHN-duh-lyn). A human 
  male who makes wheels and wagons for merchants, 
  woodfolk and others who come through Parnast 
   Hsing (SING). A pseudodragon that serves as the 
  ally of a Lords’ Alliance spymaster. Hsing, a small 
  pseudodragon with red scales and milky white eyes 
   Oblivillish (Oh-BLI-vil-lish). A sprite and servant 
  of Thornacious. 
   Raggnar Redtooth (Rag-NAR Red-Tooth). 
  Raggnar is a tall, heavyset man with enormous 
  mutton chop sideburns who seems friendly enough. 
  Raggnar is native to Parnast. 
   Thornacious (thor-NAY-shus). Charged with 
  protecting a section of the Weathercote Wood, this 
  young sprite is very proud of his status in the fey 
  hierarchy and takes his position very seriously. If 
  shown respect, however, he can be a powerful ally.  
   SEER. The head of intelligence within the Lord’s 
  Alliance is a mysterious figure known simply as 
  “SEER”. SEER has agents in cells throughout Toril 
  who are gathering information and sending it back 
  through birds. Her study is filled with birds, each of 
  which communicates vital information to her from 
  her agents across Faerûn. Her pseudodragon 
  companion, Hsing, runs messages for her as well. 
   
   
  
  Appendix. Monster/NPC Statistics 
   
  Ankheg 
  Large monstrosity, unaligned 
  Armor Class 14 (natural armor), 11 while prone 
  Hit Points 39 (6d10 + 6) 
  Speed 30 ft., burrow 10 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  11 (+0) 
  13 (+1) 
  1 (−5) 
  13 (+1) 
  6 (−2) 
    
  Senses darkvision 60 ft., tremorsense 60 ft., 
  passive Perception 11 
  Languages — 
  Challenge 2 (450 XP) 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 9 (2d6 + 3) slashing damage plus 3 (1d6) 
  acid damage. If the target is a Large or smaller 
  creature, it is grappled (escape DC 13). Until this 
  grapple ends, the ankheg can bite only the grappled 
  creature and has advantage on attack rolls to do so. 
  Acid Spray (Recharge 6). The ankheg spits acid in a line 
  that is 30 feet long and 5 feet wide, provided that it 
  has no creature grappled. Each creature in that line 
  must make a DC 13 Dexterity saving throw, taking 10 
  (3d6) acid damage on a failed save, or half as much 
  damage on a successful one. 
   
  Aurochs 
  Large beast, unaligned 
  Armor Class 11 (natural armor) 
  Hit Points 38 (4d10 + 16) 
  Speed 50 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  10 (+0) 
  19 (+4) 
  2 (-4) 
  12 (+1) 
  5 (-3) 
   
  Senses. Passive Perception 11 
  Languages. -- 
  Challenge. 2 (450 XP) 
  Charge. If the aurochs moves at least 20 feet straight 
  toward a target and then hits it with a gore attack on 
  the same turn, the target takes an extra 9 (2d8) 
  piercing damage. If the target is a creature, it must 
  succeed on a DC 15 Strength saving throw or be 
  knocked prone. 
  Actions 
  Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) piercing damage.  
   
  
  Bad Fruul (Hill Giant) 
  Huge giant, chaotic evil 
  Armor Class 16 (half-plate armor) 
  Hit Points 105 (10d12 + 40) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   21 (+5) 
  8 (-1) 
  19 (+4) 
  19 (+4) 
  9 (-1) 
  6 (-2) 
    
  Skills Perception +2 
  Senses passive Perception 12 
  Languages Giant 
  Challenge 6 (2,300 XP) 
  Spellcasting. Bad Fruul is a 4th-level spellcaster. Fruul’s 
  spellcasting ability is Intelligence (spell save DC 14, +4 
  to hit with spell attacks). He has the following wizard 
  spells prepared: 
   
  Cantrips (at will): fire bolt, shocking grasp, true strike 
  1st level (4 slots): burning hands, shield, magic missile 
  2nd level (3 slots): hold person, misty step 
  Actions 
  Multiattack. The giant makes two maul attacks or 
  makes a maul attack and casts a cantrip. 
  Maul. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 21 (3d10 + 5) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +8 to hit, range 60/240 
  ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. 
   
  Giant Bat 
  Large beast, unaligned 
  Armor Class 13 
  Hit Points 22 (4d10) 
  Speed 10 ft., fly 60 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  16 (+3) 
  11 (+0) 
  2 (−4) 
  12 (+1) 
  6 (−2) 
    
  Senses darkvision 60 ft., passive Perception 11 
  Languages — 
  Challenge 1/4 (50 XP) 
  Echolocation. The bat can’t use its blindsight while 
  deafened. 
  Keen Hearing. The bat has advantage on Wisdom 
  (Perception) checks that rely on hearing. 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
   
  
  Cave Bear 
  Large beast, unaligned 
  Armor Class 12 (natural armor) 
  Hit Points 42 (5d10 + 15) 
  Speed 40 ft., swim 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  10 (+0) 
  16 (+3) 
  2 (−4) 
  13 (+1) 
  7 (−2) 
    
  Skills Perception +3 
  Senses darkvision 60 ft, passive Perception 13 
  Languages — 
  Challenge 2 (450 XP) 
  Keen Smell. The bear has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Actions 
  Multiattack. The bear makes two attacks: one with its 
  bite and one with its claws. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) piercing damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage. 
   
  Chandra Stol (Acolyte) 
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  14 (+2) 
  11 (+0) 
   
  Skills Medicine +4, Religion +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/4 (50 XP) 
  Spellcasting. Cassyt is a 1st-level spellcaster. Her 
  spellcasting ability is Wisdom (spell save DC 12, +4 to 
  hit with spell attacks). Cassyt has the following cleric 
  spells prepared: 
   
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (3 slots): bless, cure wounds, sanctuary 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
  Chuul 
  Large aberration, chaotic evil 
  Armor Class 16 (natural armor) 
  Hit Points 93 (11d10 + 33) 
  Speed 30 ft., swim 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  10 (+0) 
  16 (+3) 
  5 (−3) 
  11 (+0) 
  5 (-3) 
    
  Skills Perception +4 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 14 
  Languages understands Deep Speech but can’t speak 
  Challenge 4 (1,100 XP)  
  Amphibious. The chuul can breathe air and water. 
  Sense Magic. The chuul sense magic within 120 feet of 
  it at will. This trait otherwise works like the detect 
  magic spell but isn’t itself magical. 
  Actions 
  Multiattack. The chuul makes two pincer attacks. If 
  the chuul is grappling a creature, the chuul can also 
  use its tentacles once. 
  Pincer. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) bludgeoning damage. The 
  target is grappled (escape DC 14) if it is a Large or 
  smaller creature and the chuul doesn’t have two other 
  creatures grappled. 
  Tentacles. One creature grappled by the chuul must 
  succeed on a DC 13 Constitution saving throw or be 
  poisoned for 1 minute. Until this poison ends, the 
  target is paralyzed. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success. 
   
  
  Ettin 
  Large giant, chaotic evil 
  Armor Class 12 (natural armor) 
  Hit Points 85 (10d10 + 30) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   21 (+5) 
  8 (−1) 
  17 (+3) 
  6 (−2) 
  10 (+0) 
  8 (−1) 
    
  Skills Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant, Orc 
  Challenge 4 (1,100 XP) 
  Two Heads. The ettin has advantage on Wisdom 
  (Perception) checks and on saving throws against being 
  blinded, charmed, deafened, frightened, stunned, and 
  knocked unconscious. 
  Wakeful. When one of the ettin’s heads is asleep, its 
  other head is awake. 
  Actions 
  Multiattack. The ettin makes two attacks: one with its 
  battleaxe and one with its morningstar. 
  Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 14 (2d8 + 5) slashing damage. 
  Morningstar. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 14 (2d8 + 5) piercing damage. 
   
  Mammoth 
  Huge beast, unaligned 
  Armor Class 13 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   24 (+7) 
  9 (-1) 
  21 (+5) 
  3 (−4) 
  11 (+0) 
  6 (−2) 
    
  Senses passive Perception 10 
  Languages — 
  Challenge 6 (2,300 XP) 
  Trampling Charge. If the mammoth moves at least 20 
  feet straight toward a creature and then hits it with a 
  gore attack on the same turn, that target must succeed 
  on a DC 18 Strength saving throw or be knocked prone. 
  If the target is prone, the mammoth can make one 
  stomp attack against it as a bonus action. 
  Actions 
  Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., 
  one target. Hit: 25 (4d8 + 7) piercing damage.  
  Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one prone creature. Hit: 29 (4d10 + 7) bludgeoning 
  damage.  
   
  
  Mammoth, Young 
  Large beast, unaligned 
  Armor Class 11 
  Hit Points 90 (9d12 + 36) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   21(+5) 
  9 (-1) 
  19 (+4) 
  3 (−4) 
  11 (+0) 
  6 (−2) 
    
  Senses passive Perception 10 
  Languages — 
  Challenge 4 (1,100 XP) 
  Trampling Charge. If the mammoth moves at least 20 
  feet straight toward a creature and then hits it with a 
  gore attack on the same turn, that target must succeed 
  on a DC 16 Strength saving throw or be knocked prone. 
  If the target is prone, the mammoth can make one 
  stomp attack against it as a bonus action. 
  Actions 
  Gore. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 14 (2d8 + 5) piercing damage.  
  Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one prone creature. Hit: 21 (3d10 + 5) bludgeoning 
  damage.  
   
  Manticore 
  Large monstrosity, lawful evil 
  Armor Class 14 (natural armor) 
  Hit Points 68 (8d10 + 24) 
  Speed 30 ft., fly 50 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  16 (+3) 
  17 (+3) 
  7 (−2) 
  12 (+1) 
  8 (−1) 
    
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common 
  Challenge 3 (700 XP) 
  Tail Spike Regrowth. The manticore has twenty-four 
  tail spikes. Used spikes regrow when the manticore 
  finishes a long rest. 
  Actions 
  Multiattack. The manticore makes three attacks: one 
  with its bite and two with its claws or three with its tail 
  spikes. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage. 
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage. 
  Tail Spike. Ranged Weapon Attack: +5 to hit, range 
  100/200 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage. 
   
  Ogre 
  Large giant, chaotic evil 
  Armor Class 11 (hide armor) 
  Hit Points 59 (7d10 + 21) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  8 (−1) 
  16 (+3) 
  5 (−3) 
  7 (−2) 
  7 (−2) 
    
  Senses darkvision 60 ft., passive Perception 8 
  Languages Common, Giant 
  Challenge 2 (450 XP)  
  Actions 
  Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage. 
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 
  + 4) piercing damage. 
  
  Half-Ogre (Ogrillon) 
  Large giant, any chaotic alignment 
  Armor Class 12 (hide armor) 
  Hit Points 30 (4d10 + 8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  10 (+0) 
  14 (+2) 
  7 (−2) 
  9 (−1) 
  10 (+0) 
    
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Giant 
  Challenge 1 (200 XP) 
  Actions 
  Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 12 (2d8 + 3) slashing damage, or 14 
  (2d10 + 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: 10 (2d6 
  + 3) piercing damage. 
   
  Orc 
  Medium humanoid (orc), chaotic evil 
  Armor Class 13 (hide armor) 
  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 darkvision 60 ft., passive Perception 10 
  Languages Common, Orc 
  Challenge 1/2 (100 XP) 
  Aggressive. As a bonus action, the orc can move up to 
  its speed toward a hostile creature that it can see. 
  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: 6 (1d6 + 
  3) piercing damage. 
   
  Acolyte (Orc) 
  Medium humanoid (orc), chaotic evil 
  Armor Class 10 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  14 (+2) 
  11 (+0) 
   
  Skills Medicine +4, Religion +2 
  Senses passive Perception 10 
  Languages Common, Orc 
  Challenge 1/4 (50 XP) 
  Aggressive. As a bonus action, the orc can move up to 
  its speed toward a hostile creature that it can see. 
  Spellcasting. The orc is a 1st-level spellcaster. The orc’s 
  spellcasting ability is Wisdom (spell save DC 12, +4 to 
  hit with spell attacks). The orc has the following cleric 
  spells prepared: 
   
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (3 slots): bless, cure wounds, sanctuary 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
   
  
  Orc Eye of Gruumsh 
  Medium humanoid (orc), chaotic evil 
  Armor Class 16 (ring mail, shield) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  16 (+3) 
  9 (-1) 
  13 (+1) 
  12 (+1) 
    
  Skills Intimidation +3, Religion +1 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common, Orc 
  Challenge 2 (450 XP) 
  Aggressive. As a bonus action, the orc can move up to 
  its speed toward a hostile creature that it can see. 
  Gruumsh's Fury. The orc deals an extra 4 (1d8) damage 
  when it hits with a weapon attack (included in the 
  attack). 
  Spellcasting. The orc is a 3rd-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 11, +3 to 
  hit with spell attacks). The orc has the following cleric 
  spells prepared: 
   
  Cantrips (at will): guidance, resistance, thaumaturgy 
  1st Level (4 slots): bless, command 
  2nd Level (2 slots): augury, spiritual weapon (spear) 
  Actions 
  Spear. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6 + 
  3 plus 1d8) piercing damage, or 12 (2d8 + 3) piercing 
  damage if used with two hands to make a melee 
  attack. 
   
  Orc (Orc Claw of Luthic) 
  Medium humanoid (orc), chaotic evil 
  Armor Class 14 (hide armor) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  15 (+2) 
  16 (+3) 
  10 (+0) 
  15 (+2) 
  11 (+0) 
    
  Skills Intimidation +2, Medicine +4, Survival +4  
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common, Orc 
  Challenge 2 (450 XP) 
  Aggressive. As a bonus action, the orc can move up to 
  its speed toward a hostile creature that it can see. 
  Spellcasting. The orc is a 5th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 to 
  hit with spell attacks). The orc has the following cleric 
  spells prepared: 
   
  Cantrips (at will): guidance, mending, resistance, 
  thaumaturgy 
  1st level (4 slots): bane, cure wounds, guiding bolt 
  2nd level (3 slots): augury, warding bond 
  3rd level (2 slots): bestow curse, create food and water 
  Actions 
  Multiattack. The orc makes two claw attacks or four 
  claw attacks if it has fewer than half of its hit points 
  remaining. 
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage. 
   
  
  Orc (Orc Hand of Yurtrus) 
  Medium humanoid (orc), chaotic evil 
  Armor Class 12 (hide armor) 
  Hit Points 30 (4d8 + 12) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  11 (+0) 
  16 (+3) 
  11 (+0) 
  14 (+2) 
  9 (-1) 
    
  Skills Arcana +2, Intimidation +1, Medicine +4, Religion 
  +2 
  Senses darkvision 60 ft., passive Perception 12 
  Languages understands Common and Orc but can’t 
  speak 
  Challenge 2 (450 XP) 
  Aggressive. As a bonus action, the orc can move up to 
  its speed toward a hostile creature that it can see. 
  Spellcasting. The orc is a 4th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 to 
  hit with spell attacks). It requires no verbal 
  components to cast its spells. The orc has the following 
  cleric spells prepared: 
   
  Cantrips (at will): guidance, mending, resistance, 
  thaumaturgy 
  1st level (4 slots): bane, detect magic, inflict wounds, 
  protection from evil and good 
  2nd level (3 slots): blindness/deafness, silence 
  Actions 
  Touch of the White Hand. Melee Weapon Attack: +3 to 
  hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic 
  damage. 
   
  Orc (Orc Red Fang of Shargaas) 
  Medium humanoid (orc), chaotic evil 
  Armor Class 15 (studded leather) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+1) 
  16 (+3) 
  15 (+2) 
  9 (-1) 
  11 (+0) 
  9 (-1) 
    
  Skills Intimidation +1, Perception +2, Stealth +5 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common, Orc 
  Challenge 3 (700 XP) 
  Cunning Action. On each of its turns, the orc can use a 
  bonus action to take the Dash, Disengage, or Hide 
  action. 
  Hand of Shargaas. The orc deals an extra 2 dice of 
  damage when it hits a target with a weapon attack 
  (included in its attacks). 
  Shargaas’s Sight. Magical darkness doesn’t impede the 
  orc’s darkvision. 
  Slayer. In the first round of a combat the orc has 
  advantage on attack rolls against any creature that 
  hasn’t taken a turn yet. If the orc hits a creature that 
  round who was surprised, the hit is automatically a 
  critical hit. 
  Actions 
  Multiattack. The orc makes two scimitar or dart 
  attacks. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 13 (3d6 + 3) slashing damage. 
  Dart. Ranged Weapon Attack: +5 to hit, range 20/60 
  ft., one target. Hit: 10 (3d4 + 3) piercing damage. 
  Veil of Shargaas (Recharges after a Short or Long 
  Rest). The orc casts darkness without any components. 
  Wisdom is its spellcasting ability. 
   
  
  Owlbear 
  Large monstrosity, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 59 (7d10 + 21) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  12 (+1) 
  17 (+3) 
  3 (−4) 
  12 (+1) 
  7 (−2) 
    
  Skills Perception +3 
  Senses darkvision 60 ft., passive Perception 13 
  Languages — 
  Challenge 3 (700 XP) 
  Keen Sight and Smell. The owlbear has advantage on 
  Wisdom (Perception) checks that rely on sight or smell. 
  Actions 
  Multiattack. The owlbear makes two attacks: one with 
  its beak and one with its claws. 
  Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 10 (1d10 + 5) piercing damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) slashing damage. 
   
  Sprite 
  Tiny fey, neutral good 
  Armor Class 15 (leather armor) 
  Hit Points 2 (1d4) 
  Speed 10 ft., fly 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   3 (−4) 
  18 (+4) 
  10 (+0) 
  14 (+2) 
  13 (+1) 
  11 (+1) 
   
  Skills Perception +3, Stealth +8 
  Senses passive Perception 13 
  Languages Common, Elvish, Sylvan 
  Challenge 1/4 (50 XP) 
  Actions 
  Longsword. Melee Weapon Attack: +2 to hit, reach 5 
  ft., one target. Hit: 1 slashing damage. 
  Shortbow. Ranged Weapon Attack: +6 to hit, range 
  40/160 ft., one target. Hit: 1 piercing damage, and the 
  target must succeed on a DC 10 Constitution saving 
  throw or become poisoned for 1 minute. If its saving 
  throw result if 5 or lower, the poisoned target falls 
  unconscious for the same duration, or until it takes 
  damage or another creature takes an action to shake it 
  awake. 
  Heart Sight. The sprite touches a creature and 
  magically knows the creature’s current emotional 
  state. If the target fails a DC 10 Charisma saving throw, 
  the sprite also knows the creature’s alignment. 
  Celestials, fiends, and undead automatically fail the 
  saving throw. 
  Invisibility. The sprite magically turns invisible until it 
  attacks or casts a spell, or until its concentration ends 
  (as if concentrating on a spell). Any equipment the 
  sprite wears or carries is invisible with it. 
   
  
  Spy (Half Orc) 
  Medium humanoid (half orc), chaotic evil 
  Armor Class 12 
  Hit Points 27 (6d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
   
  Skills Deception +5, Insight +4, Investigation +5, 
  Intimidation +5,Perception +6, Persuasion +5, Sleight 
  of Hand +4, Stealth +4 
  Senses darkvision 60 ft., passive Perception 16 
  Languages common, Orc 
  Challenge 1 (200 XP) 
  Cunning Action. On each of its turns, the spy can use a 
  bonus action to take the Dash, Disengage, or Hide 
  action. 
  Savage Attacks. When you score a critical hit with a 
  melee weapon attack, you can roll one of the weapons 
  damage dice one additional time and add the extra 
  damage of the critical hit. 
  Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) 
  damage when it hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is 
  within 5 feet of an ally of the spy that isn’t 
  incapacitated and the spy doesn’t have disadvantage 
  on the attack roll. 
  Actions 
  Multiattack. The spy makes two melee attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage. 
   
  Thri-kreen 
  Medium humanoid (thri-kreen), chaotic neutral 
  Armor Class 15 (natural armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  15 (+2) 
  13 (+1) 
  8 (-1) 
  12 (+1) 
  7 (-2) 
   
  Skills perception +3, Stealth +4, Survival +3 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Thri-kreen 
  Challenge 1 (200 XP) 
  Chameleon Carapace. The thri-kreen can change the 
  color of its carapace to match the color and texture of 
  its surroundings. As a result, it has advantage on 
  Dexterity (Stealth) checks made to hide. 
  Standing Leap. The thri-kreen’s long jump is up to 30 
  feet and its high jump is up to 15 feet, with or without 
  a running start. 
  Innate Spellcasting (Psionics). The thri-kreen’s innate 
  spellcasting ability is Wisdom. The thri-kreen can 
  innately cast the following spells, requiring no 
  components: 
   
  At will: mage hand (the hand is invisible) 
  2/day each: blur, magic weapon 
  1 day: invisibility 
  Actions 
  Multiattack. The thri-kreen makes two attacks: one 
  with its bite and one with its claws. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) piercing damage. 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 6 (2d4 + 1) slashing damage. 
   
   
   
   
  
  Appendix. Parnast Map 
   
   
   
   
  
  Appendix. Parnast and Her Environs 
  Map 
   
   
   
   
  
  Appendix. Night Raid Map 
   
   
  
  Appendix. Spine Rippers Den Map 
   
   
   
   
  
  Banner
   
   
   
  
  Player Handout 2. Downtime 
  Activities and Story Awards 
  Downtime Activities 
  The characters gain access to the following 
  downtime activities: 
   Giant Toenails. If the characters scavenged toe 
  nails from Bad Fruul, SEER brews a potion of hill 
  giant strength. A few ingredients are needed and 
  require the adventures to spend 10 downtime days 
  (and associated living expense costs). 
   Rue's Harvest. If characters interacted with Sylas 
  during the adventure he offers them the opportunity 
  to purchase the last harvest of herb garden. 
   Each character can gain supplies to create a 
  maximum of five of any of the following items listed 
  below in any combination—even if they don’t have 
  the necessary tools and proficiencies. The crafting 
  rules found in the Player's Handbook (downtime and 
  lifestyle cost still apply). 
   Antitoxin 
   Perfume 
   Alchemist’s fire 
   Potion of healing 
   Ink 
   Poison (basic)  
   Dye (lavender) 
   Bath oil 
   
   
   
  Story Awards 
  The characters have the opportunity to earn the 
  following story reward during the course of play. 
   Savior of Parnast. You are always welcome in 
  Parnast, while in town you will not spend any gold 
  on food or lodging (lifestyle must still be paid for any 
  downtime days spent). 
   Giant Horde Breaker! The tale of your defense of 
  Parnast has spread far and wide. You have 
  advantage on Charisma checks when dealing with 
  goodly folk who have had trouble with giants in the 
  past. Similarly, any Charisma (Deception, 
  Intimidation, or Persuasion) check you make against 
  a non-good-aligned giant is made with disadvantage. 
   
   
  
  Player Handout 3. Headband of 
  Intellect 
  Headband of Intellect  
  (Wondrous Item, uncommon)  
  Your Intelligence score is 19 while you wear this 
  headband. It has no effect on you if your Intelligence 
  is already 19 or higher. This item can be found in the 
  Dungeon Master’s Guide.   
   Shining with a polished brilliance this golden 
  headband never dulls. The sound of heavenly chimes 
  can be heard when the wearer has a new idea.
   
  
  Results Code: February  March 2017 
   
  If you are DMing this adventure during the months of February or March 2017, please show your players this page. 
  The QR code below can be scanned, and will allow them to give feedback and results on the adventure to influence 
  the storyline in the future! 
   
  If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter 
  their results. 
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S05 - Storm Kings Thunder/DDAL05-16 Parnast Under Siege v10.pdf