TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-01 Treasure of the Broken Hoard 
  1 
  TREASURE OF THE 
  BROKEN HOARD 
  A famous relic hunter seeks adventurers to help her find caches of treasure hidden by the now-
  defeated followers of the Cult of the Dragon. Her maps and notes may lead the way to great 
  wealth—or a terrible death. And do other parties have designs on the treasure as well?
  Five 1-Hour Mini-Adventures for 1st & 2nd Level Characters 
  SHAWN MERWIN 
  Adventure Designer 
  Adventure Code: DDAL05-01 
  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 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Ha�dbook, Mo�ster Ma�ual, Du�geo� Master’s Guide, D&D Adventurers League, all other Wizards
  of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the 
  Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
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  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
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  DDAL05-01 Treasure of the Broken Hoard 
  2 
  Introduction 
  Welcome to Treasure of the Broken Hoard, 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 three to seven 1st 
  level and �nd‐level characters, and it is optimized for
  five �st‐level characters. �nd‐level characters might
  have a much easier time playing the adventure. 
  Characters outside this level range cannot participate 
  in this adventure. Players with ineligible characters 
  can create new �st‐level characters or use 
  pregenerated characters. 
  This adventure is divided into five mini‐adventures,
  each of which should take approximately 6� ‐ ���
  minutes to complete. It is recommended that these 
  adventures are played in sequential order. If the 
  adventure is being run in a single session, a guiding 
  storyline allows all of the mini‐adventures to be run
  consecutively as a longer play experience. 
  The D&D Adventurers 
  League 
  This adventure is official for D&D Adventurers 
  League play. 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. 
  )f you’re running this adventure as a part of a store
  event or at certain conventions, you’ll need a DC)
  number. This number is your official Wizards of the 
  Coast organized play identifier. )f you don’t have a
  number, you can obtain one at a store event. Check 
  with your organizer for details. 
   D&D Adventurers League play is broken up into 
  storyline seasons. When players create characters, 
  they attach those characters to a storyline season, 
  which determines what rules they’re allowed to use
  to create and advance their characters. Players can 
  continue to play their characters after the storyline 
  season has finished, possibly participating in a second 
  or third storyline with those same characters. A 
  character’s level is the only limitation for adventure
  play. A player cannot use a character of a level higher 
  or lower than the level range of a D&D Adventurers 
  League adventure. 
   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.)
  Players that have characters outside the adventure’s
  level range cannot participate in the adventure 
  with those characters. Players with ineligible 
  characters can make a new �st‐level character or use
  a pregenerated character. Players can play an 
  adventure they previously played or ran as a 
  Dungeon Master, but not with the same character. 
   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. 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 
  
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  DDAL05-01 Treasure of the Broken Hoard 
  3 
  conclusion of the session. Each player is responsible 
  for maintaining an accurate logsheet. 
   If you have time, you can do a quick scan of a 
  player’s character sheet to ensure that nothing looks
  out of order. If you see magic items of very high 
  rarities or strange arrays of ability scores, you can ask 
  players to provide documentation for the 
  irregularities. If they cannot, feel free to restrict item 
  use or ask them to use a standard ability score array. 
  Point players to the D&D Adventurers League Player’s 
  Guide for reference. 
  )f 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. 
   You may adjust the adventure beyond the 
  guidelines given in the adventure, or for other 
  reasons. For example, if you’re playing with a group 
  of inexperienced players, you might want to make the 
  adventure a little easier; for very experienced players, 
  you might want to make it a little harder. Therefore, 
  five categories of party strength have been created 
  for you to use as a guide. Use these as a guide, and feel 
  free to use a different adjustment during the 
  adventure if the recommended party strength feels 
  off for the group. 
   This adventure is optimized for a party of five 
  1st‐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 to make adjustments to the
  adventure and make decisions about how the group
  interacts with the world of this adventure. Doing so
  is especially important and applicable outside of
  combat, but feel free to adjust the adventure for
  groups that are having too easy or too hard of a
  time.
   Don’t make the adventure too easy or too difficult
  for a group. Never being challenged makes for a
  boring game and being overwhelmed makes for a
  frustrating one. Gauge the experience 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. Give everyone a chance to shine.
   Be mindful of pacing, and keep the game session
  moving along appropriately. 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
  
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  DDAL05-01 Treasure of the Broken Hoard 
  4 
  experience. Try to be aware of running long or 
  short. Adjust the pacing accordingly. 
   Read‐aloud text is just a suggestion; feel free to
  modify the text as you see fit, especially when
  dialogue is present.
   Give the players appropriate hints so they can make
  informed choices about how to proceed. Players
  should be given clues and hints when appropriate
  so they can tackle puzzles, combat, and interactions
  without getting frustrated over lack of information.
  Doing so helps to encourage immersion in the
  adventure and gives players �little victories� for
  figuring out good choices from clues.
  In short, being the DM isn’t about following the 
  adventure’s text word‐for‐word; it’s about facilitating 
  a fun, challenging game environment for the players. 
  The Dungeon Master’s Guide™ has more information
  on the art of running a D&D game. 
  Downtime and Lifestyle 
  At the beginning of each play session, players must 
  declare whether or not they are spending any days of 
  downtime. The player records the downtime spent on 
  the adventure logsheet. The following options are 
  available to players during downtime (see the D&D 
  basic rules or the D&D Adventurers League Player’s 
  Guide for more information): 
   Catching up
   Crafting (exception: multiple characters cannot
  commit to crafting a single item)
   Practicing a profession
   Recuperating
   Spellcasting services
   Training
  Other downtime options might be available during 
  adventures or unlocked through play, including 
  faction-specific activities.  
   In addition, whenever a character spends 
  downtime days, that character also spends the 
  requisite expense for his or her lifestyle. Costs are per 
  day, so a character that spends ten days of downtime 
  also spends ten days of expenses maintaining his or 
  her lifestyle. Some downtime activities help with 
  lifestyle expenses or add lifestyle expenses. 
  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 to be cast 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 
  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 
  Disease, Death, and Recovery 
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or are killed. Since you might not 
  have the same characters return from session to 
  session, here are the rules when bad things happen to 
  characters.  
  Disease, Poison, and Other Debilitating 
  Effects  
  A character still affected by diseases, poisons, and 
  other similar effects at the conclusion of an adventure 
  can spend downtime days recuperating until such 
  time as he or she resolves the effect to its conclusion 
  (see the recuperating activity in the D&D Basic Rules). 
  If a character doesn’t resolve the effect between 
  sessions, that character begins the next session still 
  affected by the debilitating effect.  
  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 
  
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  DDAL05-01 Treasure of the Broken Hoard 
  5 
  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 
  As the Cult of the Dragon’s plan to summon Tiamat to 
  this world unraveled, members of the Cult hid its 
  amassed wealth in caches throughout the Sword 
  Coast, hoping to keep it safe until they needed it 
  again. The Greypeak Mountains, near the village of 
  Parnast, was a hotbed of Cult of the Dragon activity, 
  and a few caches were secured there. 
   A famed treasure hunter named Veradda Stoor 
  learned the location of five of these caches, and she 
  sought adventurers to join her in searching for the 
  treasure. Unfortunately for Veradda, others sought 
  the treasure as well - and those others are no 
  ordinary adventurers….
   With the collapse of the Ordning, the hierarchical 
  system governing giant-kind, all species of giants 
  have been thrown into a contest to earn their new 
  places in giant society. Giants now travel the world, 
  searching for treasure, magic, and power to put 
  themselves ahead in the great race to be the masters 
  of giants. 
  The giants and their followers learned that Veradda 
  Stoor possessed knowledge of secret treasure caches 
  in the Greypeaks. They killed her and stole her notes, 
  and now they and their minions search for the caches 
  that the adventurers will soon be seeking. 
  Adventure Overview 
  Treasure of the Broken Hoard is different than other 
  Adventurers League content. This adventure consists 
  of five mini‐adventures, each designed for one to two
  hours of play. Therefore, if you are attempting to run 
  all five missions in one session, you need a minimum 
  of five hours to do so (and possibly ten or more).  
   This adventure is designed primarily to be run at 
  events that must cycle players through quickly, with a 
  strict time limit on play. Each mini-adventure is 
  designed to be run in 1 hour if necessary. Even with 
  extensive roleplaying and moderately paced play, 
  each should be easily playable in 2 hours. 
  When running games at public events, time is the 
  most important factor. Get the players into the mini‐
  adventure as quickly as possible, keep an eye on the 
  clock, and take whatever shortcuts are necessary to 
  stay on schedule. Remind the players of the time 
  limits, and encourage them to take the mini-
  adventures at face value rather than looking for any 
  hidden plots or side quests. If time is not an issue, let 
  the characters spend more time interacting with the 
  non‐player characters and other elements within the 
  mini‐adventures.
   It is important to remember that the plots of 
  these missions are, by design, limited in scope 
  and easy to present. The emphasis is on a quick and 
  simple play experience, highlighting the aspects of 
  D&D for new players: interaction, exploration, and 
  combat. If you are DMing the mini-adventures for a 
  longer duration, you can add elements to the 
  experience that tie all the adventures together and 
  make the experience more fun for your table. 
  Adventure Hook 
  The adventure begins with the adventurers traveling 
  to the hamlet of Parnast to meet Veradda Stoor, a 
  famed treasure hunter. Veradda seeks adventurers to 
  accompany her on expeditions. She has learned the 
  location of five caches of treasure, hidden by 
  members of the Cult of the Dragon after their attempt 
  to bring Tiamat into the world failed. 
  
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  DDAL05-01 Treasure of the Broken Hoard 
  6 
   This is a great opportunity for fledgling 
  adventurers to gain some experience working with a 
  practiced treasure hunter--renowned for her skill, 
  knowledge, and cunning in treasure-collecting field.  
   The adventurers are instructed by their factions (or 
  learn of the opportunity by word of mouth for those 
  not belonging to a faction) to meet Veradda in a 
  clearing outside the small village of Parnast, at the 
  foot of the Greypeak Mountains. 
  One of the most famous treasure hunters in the Realms, 
  Veradda Stoor, has put out a call for assistance in tracking 
  down caches of treasure hidden by the now-defunct Cult of 
  the Dragon in the Greypeak Mountains. Through luck, skill, 
  and the intervention of your faction, you have been chosen to 
  assist her. You were told to meet her in a clearing along the 
  Black Road, east of the village of Parnast. 
   
  Your trip along the Black Road showed signs of goblin 
  presence, but has otherwise been uneventful. Other travelers 
  you met claimed to have seen evidence of giant activity: rune-
  covered boulders, huge footprints, and missing livestock. You 
  saw none of that evidence, however. Maybe it was just the 
  overactive imagination of scared farmers and merchants? 
   
  When you reach the rendezvous point, Veradda Stoor is 
  nowhere to be found. Countless footprints of various sizes, 
  and lots of bloodstains, mar the ground. A search of the area 
  ultimately turns up the body of your would-be employer, 
  several-hours dead from a variety of wounds. 
   
  What is left of her equipment is scattered around the 
  clearing. A large tome holding her notes is open on the ground 
  near her body. The last several pages have been torn out. 
  (er book’s missing pages held notes on, and 
  directions to, the caches that she learned about from 
  her secret sources. Fortunately for the adventurers, 
  Veradda was fastidious about her business, and she 
  kept an extra copy of these notes on her, in the form 
  of scrolls. 
   The adventurers can easily find these scrolls on her, 
  and from them they can learn the locations of the 
  caches--as well as other notes that Veradda collected. 
  Provide the players with Player Handout 1, which 
  acts as a springboard into each of the five mini-
  missions. 
  
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  DDAL05-01 Treasure of the Broken Hoard 
  7 
  Mission 1. Beneath the Hills 
  The first treasure cache is located in a cave beneath 
  the foothills of the Greypeak Mountains. The clues in 
  Veradda Stoor’s notes lead the adventurers directly to 
  the cave opening. 
   Outside the opening, the adventurers see a variety 
  of obvious tracks. A successful DC 15 Intelligence 
  (Nature) check shows the prints of countless goblins, 
  one or two giants, and possibly a bear. 
  Many Small Problems 
  The adventurers can traverse the tunnel past the cave 
  opening, until it opens into a large cavern. Read: 
  The large cavern is empty of living creatures, although several 
  lanterns around the room provide light. Rubble is piled up 
  three feet high in several places throughout the cavern, and 
  two tunnels lead out. The tunnel on the south wall is clear, but 
  the tunnel to the east is chocked with debris. Dust still rides 
  the zephyrs circulating through the cavern, leading you to 
  believe the cave-in to the east was recent. 
  Four goblins hide behind the piles of debris, which 
  provide half cover to the goblins. As the adventurers 
  enter the room, anyone with a passive Perception of 
  16 or higher is not surprised by the goblins as they 
  stand and attack. 
   The goblins are too frightened to flee deeper into 
  the caves, but if there is a clear path to the exit where 
  the adventurers entered and two of the goblins are 
  killed, the other two attempt to flee. 
   Captured goblins say they are part of a large 
  expedition, including two hill giants. They were left 
  back to guard the entrance while the rest of the group 
  explored. That was hours ago, and since that time 
  they have only heard a lot of panicked shouting and a 
  cave-in at the east tunnel. One of the giants was 
  crushed by the collapse of the eastern passage. 
  The goblins carry two vials of alchemist’s fire total, 
  but they dare not use it in the cavern for fear it will 
  cause the ceiling to collapse. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Weak party: Remove a goblin.
   Strong or very strong party: Add a goblin.
  Even More, Even Smaller Problems 
  After the adventurers have finished with the first 
  battle, and after they have questioned any prisoners 
  and searched the area, they can search the room. The 
  only thing of note are the pair of giant-sized feet 
  sticking out of the rubble in the hallway to the east. 
  Obviously a hill giant fell victim to a trap. A DC 10 
  Intelligence (Investigation) check reveals that while 
  the structural integrity of the tunnel was weak to 
  begin with, it was sabotaged to act as a trap—one that
  that the giant obviously triggered. 
   When the adventurers are done searching, more 
  trouble approaches from the south. Read: 
  A scurrying sound and some high-pitched squeaking echo from 
  the south tunnel. You look, expecting to see rats or some 
  other vermin swarming toward you. Instead, you see an angry-
  looking swarm of goblins. These goblins, however, are no 
  larger than mice. Their tiny scimitars and shields seem almost 
  comical at first, until you realize just how many of them there 
  are. And then the lanterns all go out simultaneously. 
  This swarm of cursed goblins was created by the 
  shrinking magic trap that the remaining hill giant and 
  their minions triggered in the next chamber. The 
  lights are extinguished when tiny goblins snuck in 
  and extinguished them, hoping that the distractions 
  might confuse the adventurers. 
   The swarm locks onto the nearest target and 
  assaults it, trying its best to take it down before 
  moving on to the next target. The swarm’s darkvision 
  might give it an advantage for a round against 
  adventurers with no special sight. 
  Developments 
  These goblins are angry and motivated. They do not 
  surrender, instead shrieking insults and profanities 
  that are barely audible but heartfelt nonetheless. 
   As the dozens of goblins in the swarm die and the 
  swarm thins, the corpses of the goblins grow back to 
  normal size, creating difficult terrain all over the 
  place. The swarms can traverse this without penalty. 
   After the goblin swarm is defeated, a successful DC 
  15 Intelligence (Arcana) check made by a character 
  examining the bodies reveals that the magic that 
  caused the shrinking was a strong, but temporary, 
  curse. Death, and likely the passage of as little as an 
  hour, causes the reduction in size to end. 
   This fact should clue the adventurers in that if any 
  further enemies were reduced, the adventurers might 
  do better in facing them as soon as possible, rather 
  than waiting. 
  
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  DDAL05-01 Treasure of the Broken Hoard 
  8 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Weak party: No change.
   Strong or very strong party: Add one swarm of cursed 
  goblins.
  The Littlest Giant 
  No check is needed to tell the adventurers that the 
  eastern passage is completely impassable, and it 
  would take hours to clear even a few feet of rubble. 
  The south passage, however, is clear. 
   Adventurers can round the corner of the southern 
  tunnel until they come to the next chamber. When 
  they peer in, read: 
  This cavern, like the last, is lit with lanterns throughout. To the 
  north, at the far end of the corridor, you can see a small 
  creature dressed in ratty furs, wielding a club. He stands in 
  front of a stone chest that is even with his eyes. His back is to 
  you, and you catch the sound of angry rumbling coming from 
  his direction, but it is too faint to hear clearly. 
   
  Then a yappy growl to your left alerts the creature, and it 
  turns. It has the countenance of a terrible hill giant, but the 
  stature of a go�li�. It shrieks i� fury: �“layer�ighty the Gia�t 
  �ill tear you apart a�d feed you to Blooddri�ker!� He �harges 
  toward you. 
  The hill giant’s pet black bear, now about half the size 
  of a bear cub, waits in the niche to the west of the 
  entryway, and it smells the adventurers once they 
  enter. She growls a warning to its master, but she is 
  too small to pose a threat to the adventurers in her 
  current condition, so she hides. She wears a small 
  collar that says �Blooddrinker� in Giant.
   The cursed hill giant, a brute calling himself 
  Slayermighty, charges the adventurers as soon as he 
  knows they are present. His war cries about tearing 
  the heads of the adventurers and drinking their blood 
  might seem slightly ironic in his current condition, 
  but his club still packs a wallop. 
   Slayermighty, livid at his current predicament, 
  fights to the death. His bear, Blooddrinker, is cursed 
  as well and is currently too small to pose a significant 
  threat to the adventurers. Slayermighty screams as he 
  attacks about ruling all of giant-kind as soon as he 
  slays the adventurers and regains his stature. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Weak party: No change. 
   Strong or very strong party: Give the cursed hill giant 54 hp.
  Conclusion 
  If the adventurers capture Slayermighty, he rants and 
  raves about how much of the adventurers’ blood he is 
  going to paint the walls of this cavern with as soon as 
  the grows back to his normal size. 
   If the adventurers wait too long before dealing with 
  them, describe the little giant soon convulsing on the 
  floor and beginning to get bigger and bigger. If the 
  adventurers still do nothing, Slayermighty grows to 
  his normal size and tries to kill them all. 
  Treasure. More about the hill giant’s bear 
  companion is described later. Slayermighty carries a 
  potion of healing. 
  Investigating the Chest 
  After dealing with Slayermighty, the adventurers can 
  investigate the chest. 
  The stone chest is carved directly into the floor of the 
  chamber. A heavy stone lid, which weighs several hundred 
  pounds, rests against the wall next to the chest. Runes are 
  carved into the chest, the lid, and the floor in front of the 
  chest. 
  The chest is empty, except for a crumbled note at the 
  bottom. It reads in Common: 
  �Stupid runt-giants of the hills,
  You are too slow and dim-witted to challenge us. The treasure 
  is ours. You are probably feeli�g s�all �ow, are�’t you? If you 
  think you are going to prevail, you are mistaken. By the way, 
  prevail means win, idiots. 
  Clan True-Nimbus of the Clouds�
  A successful DC 10 Intelligence (Arcana) check 
  reveals that these runes are part of a magical curse 
  that causes the victim to shrink in size and stature. 
  These creatures have obviously fallen victim to the 
  curse. The curse, however, is probably not 
  permanent. 
  Blooddrinker the Bear 
  Slayermighty’s pet black bear also fell victim to the 
  curse, and for her the effect is permanent. After 
  Slayermighty is defeated, the bear calms and remains 
  still. When the curse wears off, the bear starts to 
  
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  DDAL05-01 Treasure of the Broken Hoard 
  9 
  convulse and die. A successful DC 10 Wisdom 
  (Medicine) or DC 15 Intelligence (Arcana) check is 
  needed to save her, and she dies in 2 rounds unless 
  rescued. Magical healing alone is insufficient. 
   With a successful DC 10 Wisdom (Handle Animal) 
  check, an adventurer earns the loyalty of the bear. 
  Now about the size of a housecat, Blooddrinker 
  follows the character around learning tricks, and 
  generally being adorably ferocious. She cannot attack 
  or defend herself, being too small and traumatized 
  from the curse, but she is something that others 
  might see as interesting and novel. Only one check 
  per adventurer is allowed. 
   If more than one character would like to tame the 
  bear and succeeds on the Wisdom (Handle Animal) 
  check, Blooddrinker follows the character with the 
  highest result. Whomever she takes a liking to earns 
  the Blooddrinker the Bear story award. 
  Treasure 
  The adventurers can clean up the area and grab the 
  treasure from the creatures, including the two vials of 
  alchemist’s fire and the potion of healing, as well as a
  necklace of 20 copper charms (worth 200) gp that 
  Slayermighty wore around his neck. 
  
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  DDAL05-01 Treasure of the Broken Hoard 
  10 
  Rewards 
  Make sure the players note their rewards on their 
  adventure log sheets. Provide them your name and 
  DCI number (if applicable) so they can record who 
  ran the session. If you are playing all of the missions 
  as a single adventure, or playing multiple missions in 
  one session, you needn’t wait until the end of the 
  session to give the rewards the players earned during 
  the individual missions, but you may. 
  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 listed are per character. Give all characters 
  in the party non-combat experience awards unless 
  otherwise noted. 
  Combat Awards 
  Name of Foe 
  XP per Foe 
  Goblin  
  50 
  Cursed Goblin Swarm 
  100 
  Cursed Hill Giant  
  100 
  Non-Combat Awards 
  Task or Accomplishment  
  XP per Character 
  Save Blooddrinker the Bear 
  25 
   The minimum total award for each character 
  participating in this adventure is 75 experience 
  points.  
   The maximum total award for each character 
  participating in this adventure is 100 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.  
  Treasure Awards 
  Item Name  
  GP Value 
  Copper necklace 
  200 
  Vial of Alchemist’s Fire
  A description of this item can be found in the basic 
  rules or the Player’s Handbook.
  Potion of Healing 
  Potion, common 
  A description of this item can be found in the basic 
  rules or the Player’s Handbook.
  Story Awards 
  Characters have the opportunity to earn the following 
  story awards during this adventure.  
   Blooddrinker the Bear. Through care and patience, 
  you now have a bear pet. She is, however, the size of a 
  small housecat. She cannot attack, defend, distract, 
  aid, or otherwise play any role in combat. She can be 
  taught to do simple tricks if treated well and if you 
  spend 20 down time days training her. 
  Downtime 
  Each character receives five downtime days at the 
  conclusion of this mini-adventure.  
  DM Rewards  
  You receive 100 XP, 50 gp, and five downtime days 
  for each session you run of this mini-adventure. 
  
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  DDAL05-01 Treasure of the Broken Hoard 
  11 
  Appendix. Monster/NPC 
  Statistics 
  Goblin 
  Small humanoid (goblinoid), neutral evil 
  Armor Class 15 (leather armor, shield) 
  Hit Points 7 (2d6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (−1) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  8 (−1) 
  8 (−1) 
  Skills Stealth +6 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Goblin 
  Challenge 1/4 (50 XP) 
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns. 
  Actions 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Swarms of Cursed Goblins 
  Medium swarm of Tiny humanoids (goblinoid), lawful 
  evil 
  Armor Class 12 
  Hit Points 22 (5d8) 
  Speed 20 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  14 (+2) 
  10 (+0) 
  8 (-1) 
  10 (+0) 
  8 (-1) 
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities restrained 
  Senses darkvision 120 ft., passive Perception 10 
  Languages Goblin 
  Challenge 1/2 (100 XP) 
  Swarm. The s�ar� �a� o��upy a�other �reature’s spa�e 
  and vice versa, and the swarm can move through any 
  opening large enough for a Tiny creature. The swarm 
  ca�’t regai� hit poi�ts or gai� te�porary hit poi�ts.
  Actions 
  Tiny Scimitars. Melee Weapon Attack: +3 to hit, reach 0 
  ft., o�e target i� the s�ar�’s spa�e. Hit: 10 (4d4)
  slashing damage, or 5 (2d4) slashing damage if the 
  swarm has half of its hit points or fewer. 
  Cursed Hill Giant 
  Small giant, lawful evil 
  Armor Class 13 (natural armor) 
  Hit Points 27 (6d6 + 6) 
  Speed 20 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  10 (+0) 
  12 (+1) 
  8 (-1) 
  10 (+0) 
  8 (-1) 
  Skills Perception +2 
  Senses passive Perception 12 
  Languages Giant, Goblin 
  Challenge 1 (100 XP) 
  Multiattack. The cursed giant makes two greatclub 
  attacks. If the cursed hill giant hits the same target with 
  both greatclub attacks, the target must make a DC 10 
  Constitution saving throw or be incapacitated until the 
  end of the target's next turn.  
  Actions 
  Greatclub. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +4 to hit, range 20/60 ft., 
  one target. Hit: 6 (1d8+2) bludgeoning damage. 
  
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  DDAL05-01 Treasure of the Broken Hoard 
  12 
  Appendix. Beneath the Hills 
  Map 
  
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  DDAL05-01 Treasure of the Broken Hoard 
  13 
  Mission 2. Upon the Stones 
  The second treasure cache is hidden within a pyramid 
  of boulders on a field of pure stone in the central part 
  of the Greypeak range. The clues in Veradda Stoor’s 
  notes lead the adventurers to the flat stone field 
  where the pyramid was built. 
  The Rent Field 
  When the adventurers approach the area found in 
  Veradda Stoor’s notes, read:
  In the distance, at the base of two of the massive Greypeak 
  Mountains in the central range, you see a large pyramid 
  comprised totally of boulders. The structure is at least 60 feet 
  high, and from this distance it looks as though there might be 
  an opening at the top. 
   
  Between you and the base of the boulder pyramid is a solid 
  stone field. The field is flat and smooth with a slight upward 
  incline, but in places the stone is rent with deep gouges – so
  deep that it is impossible to tell how deep the gouges go. Even 
  the widest gouge is less than 3 feet wide and easy to cross if 
  care is used. 
  Five giant badgers lay in wait, totally concealed in 
  the hidden safety of the gouges. Their (now-
  deceased) stone giant master ordered them to remain 
  here to guard the area, and they do; attacking any 
  creatures that cross it. 
   The badgers remain out of sight until the 
  adventurers hop over the first set of gouges and move 
  toward the stone pyramid. At that point, unless the 
  adventurers have taken steps to mask their smell, the 
  badgers are more likely to detect trespassers. 
   Adventures with a passive Perception of 13 or 
  better sees the badgers as they emerge from the 
  gouges to attack. Other adventurers are surprised. 
   The badgers wear leather collars providing a clue 
  that the beasts are domesticated. A successful DC 20 
  Wisdom (Handle Animal) check as an action causes 
  two badgers to stop attacking for 1d4 rounds or until 
  they are attacked, whichever happens first. If the 
  other badgers are defeated before that time ends, any 
  calmed badger(s) flee. 
  The Gouges 
  Under normal circumstances, crossing a gouge is 
  effortless, requiring no check as the character 
  carefully steps over the cracks. However, during 
  combat the proposition is a bit riskier. An adventurer 
  who tries to cross over or move along a gouge must 
  make a DC 5 Dexterity (Acrobatics) check for the first 
  gouge crossed. On a failed check, the character’s leg
  slips into one of the narrow gouges, trapping it. The 
  character is restrained until using an action to make a 
  DC 10 Strength (Athletics) or Dexterity (Acrobatics) 
  check to free themselves. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Weak party: Remove a giant badger.
   Strong or very strong party: Add a giant badger.
  An Awkward Climb 
  After the adventurers have dealt with the giant 
  badgers, they still have the boulder pyramid to 
  contend with. Read: 
  The pyramid, upon closer inspection, is indeed comprised of 
  gigantic boulders that must have rolled down the 
  mountainside over the centuries. Whatever stacked them like 
  this must have been very strong or used powerful magic. 
   
  The boulders at the bottom appear to have been fused 
  together in some way, while the ones further up are simply 
  stacked carefully or held together with mortar. Many of the 
  boulders are etched with runes. 
  A successful DC 15 Intelligence (Arcana) check 
  reveals two things: that the lower boulders were 
  indeed fused together with elemental earth magic, 
  and that the runes on the stones played some part of 
  that elemental magic. 
   The pyramid can be climbed with a DC successful 
  10 Strength (Athletics) check for each 30-foot section 
  of the 60-foot tall pyramid. Falling on the first check 
  does 3 (1d6) bludgeoning damage, whereas damage 
  from falling on the second check increases to 7 (2d6). 
  If someone can secure a rope at the top, the DC is 
  reduced to 5. 
  The Family Business 
  After the first 30 feet of climbing, the adventurers 
  come across a surprise: 
  As you struggle for handholds and footholds upon the strange 
  pyramid, a deep rumbling voice right next to your ear says, 
  �Hey, �at�h it there. That’s a little perso�al, do�’t you thi�k?� 
  What looked like a crack in the rock widens into a great eye, 
  staring at you beneath a furrowed stony brow. 
  The shock of this sudden presence forces the first 
  adventurer up the pyramid to make a DC 10 Charisma 
  saving throw to keep their composure. On a failed 
  saving throw, the character slips and begins to fall. 
  
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  DDAL05-01 Treasure of the Broken Hoard 
  14 
  Thankfully, the galeb duhr grabs before they’ve got a 
  chance to fall. 
   At this point, the adventurers can have a 
  conversation with this stone creature called Ggrrkk 
  and its two siblings, Hhffft and Prrrt. They reveal the 
  following information: 
   They are a family of galeb duhr who were placed
  here about a year ago. Some humans, with the help
  of a dragon, built this pyramid and placed several
  wooden chests inside.
   More recently, several giants have been in the area,
  fighting with each other and seeking treasure. The
  galeb duhr have been rolling around this area for
  decades, and they have never seen the giants
  behaving in this way, or out in such large numbers.
   They were happy to be selected to build such a
  great structure. Their parents and aunts and uncles
  spent decades as part of a wall down in
  Dragonspear Castle. ��The things they have seen!��
   Prrrt has been having trouble with some stone-
  boring beetles infesting its lower extremities. It
  cannot move because of its position in the pyramid,
  and the beetles tickle terribly. With a successful DC
  10 Intelligence (Nature) check, an adventure
  creates a natural salve to eliminate the beetles and
  relieve Prrrt’s discomfort. This puts the stone
  creatures in an excellent mood, and they provide
  the following clue to the puzzle the adventurers
  face later: �A giant climbed up here not too long
  ago. (e shouted �SLEET GIANT KING� and then
  bellowed in pain. Only silence followed.� The
  character who makes the Nature check also
  receives the Friend of Prrrt story award.
  A Phrase Unspoken 
  At the top of the pyramid, the adventurers can 
  evaluate the situation. Read: 
  The top of the pyramid is not capped; instead, four boulders 
  frame a large opening between them. That opening, at the 
  moment, is plugged with the body of a giant. Its thick hide and 
  hairless body makes you think it is a stone giant, but it is 
  difficult to tell: you can only see its enormous legs and 
  backside. The rest is facing down into the top of the pyramid. 
   
  Each of the four boulders at the top contains a series of 
  runes. The runes glow with an obvious magical light.  
  The opening in the top of the pyramid was trapped 
  by the dragon cultists, and the stone giant fell prey to 
  that trap. A successful DC 10 Intelligence (Arcana or 
  Investigation) check reveals that the trap is present, 
  and it is somehow connected to the runes etched into 
  the stones. The trap was powerful enough to kill a 
  stone giant, but it is currently weakened and 
  recharging. Now is the perfect chance to disarm the 
  trap without risk of total oblivion for the person who 
  accidentally trips it. 
  )nvestigating the stone giant’s body reveals no 
  obvious wounds that would have killed. A successful 
  DC 15 Intelligence (Arcana) check reveals that the 
  giant took a large amount of necrotic damage when 
  trying to climb through the opening at the top of the 
  pyramid. 
  The giant’s body cannot be pushed through the 
  opening. Something unseen seems to be blocking it. 
  The body can, however, be pulled out, revealing the 
  opening that the characters can peer into. The giant 
  wears a large nose ring made of silver, and in a pouch 
  at its side it holds a scroll of comprehend languages. 
   Any creature that tries to enter the opening in the 
  top of the pyramid without saying the correct phrase 
  takes 5 (2d4) necrotic damage and is pushed back.  
  Disabling the Runes 
  The runes are a puzzle that provides a passphrase to 
  allow entrance through the opening, down into the 
  pyramid. When an adventurer examines the runes, 
  read: 
  The runes arrange themselves into a form you can read. 
  Looking at all four boulders together, this is the message: 
  �TO PASS YOU MUST SPEAK THE PHRASE OF PRAISE
  THE FIRST IS THE WEATHER OF THE ICY VIOLENCE 
  THE SECOND IS THE GRANDEST OF CREATURES 
  THE THIRD IS A MATRIARCH OF HER LAND AND PEOPLE�
  The phrase is �HAIL DRAGON QUEEN�. If the
  adventurers got the clue from Prrrt, they can 
  understand where the stone giant went wrong. 
   If the players are having trouble, give them a clue 
  that this phrase would have been one chosen by a 
  follower of Tiamat. This reduces their experience. If 
  you have to give further clues, tell them Tiamat is 
  called the Dragon Queen, and she demands her 
  followers hail her with that title. 
  The Almost Empty Cache 
  When the adventurers can see inside, and if they have 
  the light to see throughout the pyramid, read: 
  
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  DDAL05-01 Treasure of the Broken Hoard 
  15 
  At the bottom of the pyramid, 60 feet down, lies several open 
  chests. A few broken, burned, and bloated kobold bodies lie 
  amid the chests. After scanning the area for a minute, you 
  notice a large hole in the ground at the corner of the pyramid. 
  A few small digging implements, picks and shovels sized for 
  kobolds, lie broken near the hole. 
  The adventurers can use a rope to enter the interior 
  of the pyramid: no check is needed. A thorough 
  investigation of the area reveals the following: 
   All that is left of the treasure is a necklace made of
  human ears, a magnifying glass with the glass
  missing, and a deck of playing cards marked so
  inexpertly that anyone could tell. All are worthless
  except for the novelty.
   Kobold tracks indicate that a large number of those
  creatures were here, and they tunneled into the 
  pyramid through the floor. If the adventurers
  follow the tunnel (small creatures only), it emerges
  a great distance from the pyramid, and the tracks
  are lost there.
   A crumbled piece of paper rests next to one of the
  kobold bodies, and it contains the following
  instructions, written in Common:
  �Your tribe is wise to have accepted our offer to serve
  us and Lord Thrym. We have provided you the 
  instructions and the tools you need. When you have 
  retrieved the treasure from within the pyramid, meet 
  us at the agreed-upon location. You will be paid for 
  your work, and we will let your tribe live. Remember, if 
  our stone-skinned brothers find you, do not tell them of 
  your agreement with us, or they will kill you.�
  A successful DC 10 Intelligence (Religion) check 
  reveals Thrym is the deity of the frost giants. 
  The Secret Cache 
  If the characters wish to do a thorough search of the 
  area, have each character make a DC 10 Wisdom 
  (Perception) or Intelligence (Investigation) check. If 
  at least one character succeeds, read: 
  One of the chests, upon close scrutiny, is oddly crafted: there 
  appears to be a false bottom in the chest. Several of the dead 
  kobolds suffering burns are in closer proximity to the chest 
  than to any other. 
  There is indeed a false bottom to this chest, and it can 
  be lifted up without much effort. Unfortunately, the 
  false bottom is magically trapped. The trap can be 
  found with a successful DC 15 Intelligence 
  (Investigation) check and disarmed with a successful 
  DC 13 Dexterity (Arcana) check. Any attempts to open 
  the false bottom, or damage or move the chest, deals 
  7 (2d6) acid damage to anyone within 10 feet of the 
  chest. The acid also damages the treasure within. 
   Treasure. The treasure is a ledger containing the 
  names and locations of many secret members of the 
  Cult of the Dragon. The book has already been 
  partially ruined by failed attempts of the kobolds to 
  access the treasure. It is worth 100 gp to the 
  authorities, but each failed attempt to access the 
  compartment reduces its value by 25 gp, as more of 
  the book is rendered illegible by acid. 
  Conclusion 
  The adventurers find no other treasure or 
  information in the pyramid. They can climb out of the 
  pyramid without needs for skill checks, or they can 
  leave via the kobold tunnel. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-01 Treasure of the Broken Hoard 
  16 
  Rewards 
  Make sure the players note their rewards on their 
  adventure log sheets. Provide them your name and 
  DCI number (if applicable) so they can record who 
  ran the session. If you are playing all of the missions 
  as a single adventure, or playing multiple missions in 
  one session, you needn’t wait until the end of the 
  session to give the rewards the players earned during 
  the individual missions, but you may. 
  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 listed are per character. Give all characters 
  in the party non-combat experience awards unless 
  otherwise noted. 
  Combat Awards 
  Name of Foe 
  XP per Foe 
  Giant Badger 
  50 
  Non-Combat Awards 
  Task or Accomplishment 
  XP per Character 
  Help the galeb duhr 
  25 
  Solve the puzzle without DM help 25 
  Solve the puzzle with DM asst. 
  10 
   The minimum total award for each character 
  participating in this adventure is 75 experience 
  points.  
   The maximum total award for each character 
  participating in this adventure is 100 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.  
  Treasure Awards 
  Item Name  
  GP Value 
  Stone giant nose ring 
  100 
  Cult of the Dragon ledger 
  100 
  Scroll of Comprehend Languages 
  Scroll, common 
  A description of this item can be found in the basic 
  rules or the Dungeon Master’s Guide.
  Story Awards 
  Characters have the opportunity to earn the following 
  story awards during this adventure.  
   Friend of Prrrt. You helped alleviate the suffering 
  of a galeb duhr named Prrrt. It tells others of its kind 
  of your kindness, garnering you a positive reputation 
  among elemental earth creatures. As an action, you 
  can attempt a DC 10 Charisma (Persuasion) check to 
  convince earth creatures of the elemental type not to 
  attack you. As long as you do not attack the creature 
  or other elemental earth creatures, it targets others. 
  This, however, does not protect your allies. You lose 
  this story aware if you attack or otherwise harm an 
  elemental earth creature.  
  Downtime 
  Each character receives five downtime days at the 
  conclusion of this mini-adventure.  
  DM Rewards  
  You receive 100 XP, 50 gp, and five downtime days 
  for each session you run of this mini-adventure. 
  
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  DDAL05-01 Treasure of the Broken Hoard 
  17 
  Appendix. Monster/NPC 
  Statistics 
  Giant Badger 
  Medium beast, unaligned 
  Armor Class 10 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft., burrow 10 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  10 (+0) 
  15 (+2) 
  2 (−4) 
  12 (+1) 
  5 (−3) 
  Senses darkvision 30 ft., passive Perception 11 
  Languages — 
  Challenge 1/4 (50 XP) 
  Keen Smell. The badger has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Actions 
  Multiattack. The badger 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. 
  
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  DDAL05-01 Treasure of the Broken Hoard 
  18 
  Appendix. Upon the Stones 
  Map 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-01 Treasure of the Broken Hoard 
  19 
  Mission 3. Against the 
  Frost 
  The third treasure cache is hidden in a secret 
  chamber halfway up a slope in the northern 
  Greypeaks. The mineral composition here has made 
  the stone green. The clues in Veradda Stoor’s notes 
  lead the adventurers to the area, but the door to the 
  chamber is not evident. 
  The Hidden Entrance 
  When the adventurers approach the area mentioned 
  in Veradda Stoor’s notes, read:
  Veradda “toor’s �otes lead you to a �arro� path half�ay up 
  a mountain in the northern Greypeaks. You stand on the 
  path, looking down over a cliff to your right, the sheer wall of 
  the mountain to your left. There is no obvious opening in the 
  wall. 
  Finding the Secret Doors 
  There are two secret doors in the face of the 
  mountains: a false one and the real one. The dragon 
  cultists built the false one to deter (or kill) anyone 
  hoping to loot their treasure. 
   Adventurers are likely to search the wall for 
  evidence of an entrance. A character succeeding on a 
  DC 10 Wisdom (Perception) or Intelligence 
  (Investigation) check detects the false door. A 
  successful DC 15 Wisdom (Perception) or 
  Intelligence (Investigation) check reveals both 
  doors, and the adventurers easily notice that one of 
  them (the second door) is much more carefully 
  hidden. 
   The false door is trapped with a glyph. When the 
  door is opened, the glyph is exposed and detonates. 
  Anyone within 30 feet of the door takes 7 (2d6) 
  thunder damage, or half of that damage on a 
  successful DC 11 Constitution saving throw. The 
  glyph trap can be found with a successful DC 15 
  Intelligence (Investigation) check and removed with 
  a DC 12 Dexterity (Arcana) check. 
   The blast also starts a rockslide that imperils the 
  adventurers – see Rockslide below.
   If the adventurers find the false door but not the 
  real door on their first attempt, the real door 
  becomes easier to find based on new circumstances: 
  the opening of the false door loosens some stone, 
  making the real door apparent. So does the 
  explosion of the thunder glyph. 
  Rockslide 
  If the adventurers set off the thunder glyph, or if the 
  adventurers find neither secret door on their first 
  attempt, their clumsy fumbling triggers a minor 
  rockslide above them. Each character must make a 
  DC 10 Dexterity saving throw. On a success, they 
  avoid being hit by stones. On a failure, they take 3 
  (1d6) bludgeoning damage as they are pelted with 
  large stones. This rockslide also reveals the presence 
  of the false door. 
   The real secret door, once found, can be easily 
  opened as an action and is neither trapped nor 
  locked. However, the rockslide continues, forcing 
  saving throws from anyone on the ledge, until all the 
  characters are inside. 
  The Corridors 
  After the adventurers enter the true secret door, 
  read: 
  The door opens into an unlit corridor of unworked stone. This 
  natural tunnel soon splits. 
  The adventurers should choose which tunnel to 
  follow, or foolishly split the party. Either way, the 
  intersections of the tunnels are trapped with pits 
  (the locations noted on the map with an �X��. 
   Adventurers actively searching as the party 
  progresses can find the pits with a successful DC 10 
  Intelligence (Investigation) check. Otherwise a 
  passive Perception of 15 or higher is needed to spot 
  the pit traps. Failure to find the trap triggers the pit 
  when at least three adventurers stand on it. 
   When the pit trap triggers, all creatures on the 
  trapped squares must make a DC 13 Dexterity saving 
  throw. A successful save leaves the adventurer 
  prone on the edge of the pit. Anyone falling into the 
  10-foot-deep pit takes 1d6 bludgeoning damage and
  is attacked by the 4 giant rats in the pit. If all of the
  adventurers make their saving throws, the rats climb 
  out of the pit to attack. Climbing the rough walls of
  the pit requires a successful DC 5 Strength
  (Athletics) check. The pits below each of the traps
  are all connected, making the area a large cavern.
   Once the adventurers trigger any of the many pit 
  traps, they automatically find the remaining ones 
  before triggering them. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-01 Treasure of the Broken Hoard 
  20 
   Weak party: Remove a giant rat.
   Strong or very strong party: Add a giant rat.
  Greed Kills 
  As the adventurers reach the final chamber, read: 
  The floor of this large chamber is covered with ice. Two large 
  humanoid figures, frost giants by their appearance, lie dead 
  in the center of the room. Each clutches a bloody greataxe in 
  its hands, and each seems to have died from slashing wounds 
  created by large bladed weapons. 
   
  On the far side of the room is a three-foot-tall pedestal, 
  and atop the pedestal rests a giant diamond. The diamond 
  gleams with an inner light that is definitely supernatural. 
  The two frost giants killed one another when they 
  fell victim to the greed curse. The other giant that 
  was with them took the rest of the treasure and fled 
  quickly while they chopped each other to death. 
   When the adventurers enter the room and reach 
  the giant bodies in front of the pedestal, read: 
  When you approach the bodies in front of the pedestal, the 
  diamond rises from the pedestal under some magical 
  compulsion. Beams of dazzling green light erupt from it, 
  bathing everything in the chamber in a sickly green glow. 
  Anyone in the chamber or the hallways leading there 
  is targeted by the cursed diamond. The first part of 
  the curse is an overwhelming wave of greed, and the 
  second is an attack by creatures made of pure greed.  
   Everyone in the chamber or hallway must make a 
  DC 12 Wisdom saving throw. Those who fail are 
  incapacitated until the end of their next turn. At the 
  same time, three greed motes appear and attack. 
  Those who fail the saving throw also earn the Stung 
  by Greed story award. 
  Appearing around the room are three masses of translucent 
  green energy. These masses pulse in rhythm with the light of 
  the diamond, as if they are all connected by energy. The 
  masses move toward you, lashing out with barb-tipped 
  tentacles. With each lash, the synchronized pulsing of the 
  creatures and the diamond grow brighter. 
  The Diamond 
  Each time one of the greed motes attacks or is hit by 
  an attack, the floating diamond flares. Make it clear 
  to the players that the diamond and the greed motes 
  are linked. 
   The greed motes cannot be killed until the 
  diamond is smashed. Greed motes reduced to zero 
  hit points have one hit point instead. 
   The diamond hovers just two feet off the pillar, 
  easily reachable by characters. It has an AC of 13,15 
  hit points and is immune to psychic and poison 
  damage. When it is reduced to 0 hit points, it 
  crumbles to diamond dust. In addition, any greed 
  mote with 1 hit point dies and the rest lose their 
  poison ability. 
  Icy Floor 
  The greed motes can fly, but the adventurers must 
  traverse the ground, which is covered in a thick layer 
  of ice. The ice is difficult terrain, and any creature 
  trying to use the dash action must make a DC 15 
  Dexterity (Acrobatics) check or fall prone at the end 
  of the move. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Weak party: Remove a greed mote. 
   Strong or very strong party: Add a greed mote. 
  Conclusion 
  After the diamond is shattered and the last of the 
  greed motes are defeated, read: 
  The diamond dust from the shattered gem swirls, creating 
  the form of a green-tinted spirit. It speaks in a provocative 
  �hisper. �Your �o�pa�io�s �a�t to kill you a�d take your 
  possessio�s. Kill the� �efore they kill you.�
  Any adventurer who failed the initial Wisdom saving 
  throw and earned the Stung by Greed story award 
  hallucinate, envisioning their companions pulling 
  weapons and readying spells against them. 
   Enter initiative. Those suffering the hallucinations 
  are incapacitated, and they can only attempt a DC 12 
  Wisdom saving throw to shake off the mind control. 
  On a success, the hallucinations end. On a failure, the 
  character takes 3 (1d6) psychic damage. Any 
  character that falls to 0 hit points because of this 
  psychic damage is considered to have failed 2 death 
  saves. 
   Other characters can use skills or spells to assist 
  the characters in shaking off the effects. Possible aid 
  includes DC 10 Wisdom (Medicine) or Charisma 
  (Persuasion) checks, spells that calm, etc. This 
  assistance gives advantage on the next saving throw 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-01 Treasure of the Broken Hoard 
  21 
  of an affected creature. Creatures that fall 
  unconscious from the psychic damage must continue 
  to make saving throws. 
  Treasure 
  The giant corpses each carry a potion of healing. 
  They also carry between them a total of 100 gp in 
  coins. The diamond dust can also be collected, and is 
  worth a total of 100 gp. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-01 Treasure of the Broken Hoard 
  22 
  Rewards 
  Make sure the players note their rewards on their 
  adventure log sheets. Provide them your name and 
  DCI number (if applicable) so they can record who 
  ran the session. If you are playing all of the missions 
  as a single adventure, or playing multiple missions in 
  one session, you needn’t wait until the end of the 
  session to give the rewards the players earned 
  during the individual missions, but you may. 
  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 listed are per character. Give all characters 
  in the party non-combat experience awards unless 
  otherwise noted. 
  Combat Awards 
  Name of Foe 
  XP per Foe 
  Giant Rat 
  25 
  Greed Mote 
  100 
  Non-Combat Awards 
  Task or Accomplishment  
  XP per Character 
  Find the correct secret door 
  10 
  Avoid the pit traps 
  25 
   The minimum total award for each character 
  participating in this adventure is 75 experience 
  points.  
   The maximum total award for each character 
  participating in this adventure is 100 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 up according 
  to a system. See the sidebar if the adventure awards 
  permanent magic items. 
  Treasure Awards 
  Item Name 
  GP Value 
  Diamond dust 
  100 
  Giant coins 
  100 
  Potions of Healing 
  Potion, common 
  A description of this item can be found in the basic 
  rules or the Player’s Handbook.
  Story Awards 
  Characters have the opportunity to earn the 
  following story awards during this adventure. 
   Victim of Greed. You were stung by greed, and 
  your soul has been infected by the deadly sin. When 
  you’re in the presence of great wealth �in the form of 
  coins or gems/jewelry worth over 1,000 gp), you are 
  stunned until the end of your first turn, as your mind 
  reels at such great wealth. This can be removed with 
  a remove curse.  
  Downtime 
  Each character receives five downtime days at the 
  conclusion of this mini-adventure.  
  DM Rewards 
  You receive 100 XP, 50 gp, and five downtime days 
  for each session you run of this mini-adventure. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-01 Treasure of the Broken Hoard 
  23 
  Appendix. Monster/NPC 
  Statistics 
  Giant Rat 
  Small beast, unaligned 
  Armor Class 12 
  Hit Points 7 (2d6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7 (-2) 
  15 (+2) 
  11 (+0) 
  2 (−4) 
  10 (+0) 
  4 (−3) 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 1/8 (25 XP) 
  Keen Smell. The rat has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Pack Tactics. The rat has advantage on an attack roll 
  against a creature if at least one of the rat’s allies is
  �ithi� 5 feet of the �reature a�d the ally is�’t 
  incapacitated. 
  Actions 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage. 
  Greed Mote 
  Medium monstrosity, unaligned 
  Armor Class 12 
  Hit Points 13 (3d8) 
  Speed 10 ft., fly 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 10 (+0) 
  10 (+0) 
  Senses passive Perception 10 
  Languages —
  Challenge 1/2 (100 XP) 
  Actions 
  Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage, and the target 
  must make a DC 11 Constitution saving throw, taking 
  10 (3d6) poison damage on a failed save, or half as 
  much damage on a successful one. If the poison 
  damage reduces the target to 0 hit points, the target is 
  stable but poisoned for 1 hour, even after regaining hit 
  points, and is paralyzed while poisoned in this way. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-01 Treasure of the Broken Hoard 
  24 
  Appendix. Against the 
  Frost Map 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-01 Treasure of the Broken Hoard 
  25 
  Mission 4. Through the 
  Fires 
  The fourth treasure cache was hidden in the ruins of 
  an ancient dwarven outpost. The place was deserted 
  by the dwarves when creatures from the Plane of 
  Fire invaded centuries ago. The creatures left the 
  place, but with the intrusion by the dragon cultists to 
  hide their treasure, the fire creatures have returned. 
  The Sentry Room 
  When the players enter the hallway leading to the 
  first room, read: 
  Veradda “toor’s �otes ha�e �rought you to this hall�ay, 
  which leads into an abandoned dwarven outpost. The dust 
  and cobwebs have been disturbed by many footprints—too
  many to discern the number or type of creatures. 
   
  The stonework you see in the hallway is centuries old and 
  definitely dwarven crafted. As the hallway turns the corner, 
  you see the room contains four small creatures. They are 
  resting, crouching behind barricades blocking a passage 
  leading south. The barricades are made of broken wooden 
  furniture, and the creatures are on your side of the barricade. 
   
  A small stone building occupies the center of the room. 
  There are no obvious entrances into the central building, but 
  obvious holes dot the structure. 
  Ten kobolds attempted to enter the southern 
  chamber but were driven back by the magmin there. 
  Now the kobolds are fortifying the area and resting 
  before figuring out their next move. 
   Eight of the kobolds are in the main room: four 
  near the barricade to the south, and four in the 
  southeast corner (where they cannot be seen from 
  the northwest entrance). The other two are hiding 
  inside the central building. 
  The Central Building 
  The 15-foot square central building acts as a sentry 
  post. The kobolds found the secret door into the 
  post, and two cowardly kobolds ran in when their 
  encounter with the magmin went poorly in the 
  southern room. 
   To find the secret door, the adventurers must 
  succeed at a DC 12 Intelligence (Investigation) 
  check. The walls are equipped with small holes—
  allowing creatures inside to attack creatures outside 
  with special slings, but granting three-quarters 
  cover to the kobolds inside the building. The two 
  kobolds within the sentry post target the 
  adventurers with slings until the adventurers find 
  the secret door and enter. The kobolds quickly 
  surrender once the door is breached, even if the 
  other kobolds are still alive. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Weak party: Remove four kobolds outside the central 
  structure.
   Strong or very strong party: Add two kobolds outside the 
  central structure.
  Questioning the Kobolds 
  The kobolds that didn’t hide within the sentry post
  fight to the death, but the two inside surrender 
  quickly and give up information without much 
  prompting. This is what the adventurers can learn: 
   With the defeat and retreat of so many dragons in
  the area, the kobold tribes in the region have been
  recruited to serve giant masters instead of
  draconic ones. Some sort of trouble has been
  brewing between the different types of giants, and
  these kobolds serve the fire giants.
   Their fire giant masters sent the kobolds into this
  old dwarven outpost to find the treasure
  supposedly hidden here by dragon cultists. The
  giants claimed that they refused to enter the
  outpost because the area was too small for the
  giants to navigate, but one of the kobolds heard
  the giants talking about the place being cursed.
   When the kobolds tried to enter the room of
  forges to the south, fire creatures emerged and
  attacked. The creatures exploded when attacked,
  burning many kobolds. The rest of the kobolds
  retreated and sealed off the passageway.
   There is a large lump of silver in the corner of the
  southern room, as well as a flowing fire symbol on
  the southern wall that was definitely magical.
  There is also a river of lava running through the
  room.
   One of the kobolds in the small room carries a spell
  scroll of disguise self, and the other carries a topaz
  worth 50 gp. They offer this in return for being
  allowed to live.
  Continuing 
  If the adventurers attempt to take a short or long 
  rest, every 30 minutes a magmin from the southern 
  room breaks down the barricade and attacks. 
  
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  DDAL05-01 Treasure of the Broken Hoard 
  26 
   If the adventurers attempt to secure themselves in 
  the central building, they can get a short rest. 
  Attempting to rest longer brings three magmin to 
  attack. The secret door cannot be locked, and the 
  magmin can turn to fire and enter through the holes 
  in the walls. 
  The Forge Room 
  After when the adventures remove the barricade 
  and look into the smoky air of the forge room, read: 
  The smoke in this room makes scanning the area difficult. 
  You can definitely hear the crackling of large fires, and 
  glowing from deeper in the room provides clear evidence of 
  large fires there. An even brighter glow splits the center of 
  the room, giving you the impression of a river of fire. Every so 
  often fire also burst forth from a large symbol etched into the 
  wall in the southeast corner of the room. You can make out 
  the forms of charred kobold bodies throughout the room. 
  The smoke makes seeing anything beyond 10 feet 
  impossible. Two magmin wait near the lava river, 
  moving to attack as soon as a character gets within 
  10 feet of them. 
   Any creature entering or starting their turn in the 
  lava river or one of the forges takes 7 (2d6) fire 
  damage. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Weak party: No change.
   Strong or very strong party: Add a magmin.
  The Mark of Immix 
  When the characters defeat the initial pair of 
  magmin, the smoke of the room immediately clears, 
  revealing the rest of the room: 
  The smoke clears immediately to reveal the details of this 
  room. Several large pits erupt with flame, and a 10-foot-wide 
  river of lava flows through the center of the room. The pits 
  appear to have been created to allow miners and blacksmiths 
  to work with ore, perhaps using the fire in some way. 
   
  On the wall in the southeast corner of the room is a large 
  symbol carved into the wall. Occasionally large gouts of flame 
  erupt from the symbol, washing a large silver lump in flames. 
  A character succeeding on a DC 10 Intelligence 
  (Religion) check reveals that the symbol is dedicated 
  to Immix, the Prince of Elemental Evil Fire. It flares 
  every five rounds, at the start of the round, and 
  when it does a new magmin emerges from the lava 
  river and attacks immediately. 
   Any creature standing in front of the Immix 
  symbol when it flares takes 3 (1d6) fire damage. 
   In order to deactivate the Immix symbol, the 
  adventurers must do the following steps, in order: 
   Study the symbol to make a DC 10 Intelligence
  (Arcana) check as an action to figure out these
  steps. This can be done from anywhere in the
  room.
   Do a total of 15 points of damage to the symbol
  (AC 8, immune to poison and psychic damage).
  Alternatively, a character with a set of thieves’
  tools that succeeds on a DC 15 Dexterity check is
  able to mar the symbols in the precise manner
  needed to deactivate them.
   Channel a first-level spell or two cantrips into the
  symbol to disrupt the magic. If none of the
  adventurers are able to cast spells, someone can
  spend their action to touch the symbol and take 5
  (1d10) fire damage to sacrifice life force instead.
  This must be done by someone within 5 feet of the
  symbol.
   Succeed on a DC 10 Intelligence (Religion) check
  as an action finally sever the connection between
  the symbol and Immix. This must be done by
  someone standing within 5 feet of the symbol.
  After all of these steps are taken, the adventurers are 
  safe to finish searching the room. The forges stop 
  flaring, making the room less dangerous.  
  Treasure 
  The large lump of silver can be removed from the 
  corner, and it is worth 150 gp. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-01 Treasure of the Broken Hoard 
  27 
  Rewards 
  Make sure the players note their rewards on their 
  adventure log sheets. Provide them your name and 
  DCI number (if applicable) so they can record who 
  ran the session. If you are playing all of the missions 
  as a single adventure, or playing multiple missions in 
  one session, you needn’t wait until the end of the 
  session to give the rewards the players earned 
  during the individual missions, but you may. 
  Experience 
  Total up all combat experience earned for defeated 
  foes and divide by the number of characters that 
  were present during combat. For non-combat 
  experience, the rewards listed are per character. 
  Give all characters in the party non-combat 
  experience awards unless otherwise noted. 
  Combat Awards 
  Name of Foe 
  XP per Foe 
  Kobold 
  25 
  Magmin 
  100 
  Non-Combat Awards 
  Task or Accomplishment 
  XP per Character 
  Deactivate the Immix symbol  
  25 
   The minimum total award for each character 
  participating in this adventure is 75 experience 
  points.  
   The maximum total award for each character 
  participating in this adventure is 100 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 up according 
  to a system. See the sidebar if the adventure awards 
  permanent magic items. 
  Treasure Awards 
  Item Name 
  GP Value 
  Topaz 
  50 
  Melted Silver 
  150 
  Scroll of Disguise Self 
  Scroll, common 
  A description of this item can be found in the basic 
  rules or the Dungeon Master’s Guide.
  Downtime 
  Each character receives five downtime days at the 
  conclusion of this mini-adventure.  
  DM Rewards 
  You receive 100 XP, 50 gp, and five downtime days 
  for each session you run of this mini-adventure. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-01 Treasure of the Broken Hoard 
  28 
  Appendix. Monster/NPC 
  Statistics 
  Kobold 
  Small humanoid (kobold), lawful evil 
  Armor Class 12 
  Hit Points 5 (2d6 - 2) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7 (-2) 
  15 (+2) 
  9 (-1) 
  8 (−1) 
  7 (-2) 
  8 (−1) 
  Senses darkvision 60 ft., passive Perception 8 
  Languages Common, Draconic 
  Challenge 1/8 (25 XP) 
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Pack Tactics. The kobold has advantage on an attack 
  roll agai�st a �reature if at least o�e of the ko�old’s 
  allies is �ithi� 5 feet of the �reature a�d the ally is�’t 
  incapacitated. 
  Actions 
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage. 
  Sling. Ranged Weapon Attack: +4 to hit, range30/ 120 
  ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. 
  Magmin 
  Small elemental, chaotic neutral 
  Armor Class 14 
  Hit Points 9 (2d6 + 2) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7 (-2) 
  15 (+2) 
  12 (+1) 
  8 (-1) 
  11 (+0) 
  10 (+0) 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Damage Immunities fire 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Ignan 
  Challenge 1/2 (100 XP) 
  Death Burst. When the magmin dies, it explodes in a 
  burst of fire and magma. Each creature within 10 feet 
  of it must make a DC 11 Dexterity saving throw, taking 
  7 (2d6) fire damage on a failed save, or half as much 
  damage on a successful one. Flammable objects that 
  are�’t �ei�g �or� or �arried i� that area are ignited.
  Ignited Illumination. As a bonus action, the magmin 
  can set itself ablaze or extinguish its flames. While 
  ablaze, the magmin sheds bright light in a 10-foot 
  radius and dim light for an additional 10 feet. 
  Actions 
  Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d6) fire damage. If the target is a 
  creature or a flammable object, it ignites. Until a 
  creature takes an action to douse the fire, the creature 
  takes 3 (1d6) fire damage at the end of each of its 
  turns. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-01 Treasure of the Broken Hoard 
  29 
  Appendix. Through the 
  Fires 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-01 Treasure of the Broken Hoard 
  30 
  Mission 5. Above the Clouds 
  The fifth treasure cache was hidden at the top of the 
  highest mountain of the Greypeak Mountains, in an 
  ancient temple to Annam, the leader of the giant god 
  pantheon. Although the dragon cultists did not know 
  this location was an ancient shrine when they 
  attempted to hide the treasure there, its placement 
  attracted the attention of a storm giant. 
  The Trail of Knowledge 
  When the adventures start their climb, read: 
  Your travels have now led you to this path, heading to the top 
  of the highest summit in the Greypeak Mountains. Along the 
  path, you notice strings of words written in Giant.  
  [Those who can read giant note that they form mantras 
  extolling the virtues of knowledge, magic, intelligence, 
  meditation, and understanding.] 
   
  The air has gotten thin and cold, and you are passing through 
  a layer of clouds. As you emerge from the clouds into the 
  sunlight, the scene before you is magnificent. You are literally 
  above the clouds, looking out onto an endless expanse of white. 
   
  Ahead of you, at the end of the sloping path, is a large brass 
  bell. Resting next to the bell is a mallet. A large opening in the 
  side of the mountain leads into a passage. 
  Before the adventurers can investigate the bell or the 
  cave opening, a menace from the skies presents itself. 
   Four giant owls swoop out of the clouds and attack 
  the adventurers. These giant owls serve the storm 
  giant master of the mountain, and they attack until 
  defeated. They stay separated to avoid area attacks. 
  Any adventurer with a passive Perception less than 15 
  is surprised by the giant owls 
   Anyone falling off the side of the mountain takes 70 
  (20d6) bludgeoning damage. Unless the adventurers 
  attempt something foolish, this should not happen. 
  The Bell and the Force Door 
  A sheet of magical force covers the door into the 
  abandoned shrine to Annam, the leader of the giant 
  pantheon, and a deity of knowledge, magic, fertility, 
  and philosophy. It is invisible, and anyone trying to 
  enter the cave before the force wall is removed takes 3 
  (1d6) bludgeoning damage. 
   The force wall can only be brought down by ringing 
  the bell with the mallet and answering the question on 
  the bell as an action. Hitting the bell without 
  answering the question deals 7 (2d6) thunder damage 
  to everyone on the mountainside unless they succeed 
  on a DC 10 Constitution saving throw. Damage is 
  halved on a successful save. The eagles are immune. 
  Etched into the bell is a question in Common: 
  What doubles when you share it, is unseen but gives power, 
  and is useless unless practiced? 
  The answer is �knowledge”, although other answers
  might be acceptable—magic, philosophy, information,
  etc.  
   When an adventurer speaks a correct answer and 
  rings the bell, the wall of force blocking the cave comes 
  down, allowing the adventurers to enter. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Weak party: Remove a giant owl.
   Strong or very strong party: Add a giant owl.
  The Shrine 
  When the adventurers enter the cave and see the 
  shrine, read: 
  The cavern entrance is huge, large enough for even the largest 
  giant to enter without trouble. The cavern is equally massive, 
  with 50-foot tall ceilings. Although the ceiling has collapsed in a 
  few places, littering the floor with debris and large rocks, the 
  place seems safe and relatively intact. 
   
  Four huge braziers made of copper decorate the room, the 
  bowls dented and tarnished but still usable. At the northern end 
  of the chamber is a long stone slab, 15-feet high. Tattered cloth 
  still decorates the top of the slab. The walls look like there were 
  once covered in painted decorations, but they are now too 
  faded and worn to reveal what they once depicted. 
  If the adventurers investigate the braziers, they find 
  each is empty save for the residue of burned charcoal 
  and incense. Carvings etched into each depict large 
  figures bowing before a pair of folded hands. A 
  successful DC 10 Intelligence (Religion) check reveals 
  this as a symbol of Annam, the giant god of knowledge, 
  magic, fertility, and philosophy. He is revered mainly 
  by storm giants, although all giants bow before him. 
   When the first adventurer moves adjacent to the 
  stone slab, read: 
  
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  DDAL05-01 Treasure of the Broken Hoard 
  31 
  All four braziers erupt to life at the same time. Out of the two at 
  the south end of the room burst what look like living icicles. 
  They shriek and gibber in pain and frustration, their sharp claw 
  clacking. 
  Two ice mephits attack immediately. They were 
  placed here are guardians of the shrine centuries ago 
  while it was still in use. They avoid moving next to a 
  brazier if at all possible, since any creature adjacent to 
  one takes fire damage. 
   After all of the mephits are killed, their icy remains 
  are drawn into the closest brazier, where they turn 
  into a steam mephit. After the steam mephits are 
  defeated, the braziers go out. 
   Anyone who moves adjacent to a brazier or begins 
  their turn there takes 3 (1d6) fire damage. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Weak party: Replace an ice mephit with a steam mephit. 
   Strong or very strong party: Add an ice mephit. 
  The Shrine Slab 
  The adventurers can climb the shrine slab to see what 
  is atop it. It contains four large gold plates, into which 
  are carved symbols of Annam, representing his tenets 
  of knowledge, magic, fertility, and philosophy.  
   On the other side of the shrine slab are the bodies of 
  5 humans, each wearing the robes of the Cult of the 
  Dragon. They have been torn apart by ice mephits. 
  Treasure 
  The cultists carry loot—coins, gems, jewelry, etc.—
  worth a total of 200 gp. 
  Conclusion 
  When the adventurers are preparing to leave, a storm 
  giant enters the room. He stands silently for a few 
  seconds, contemplating the group with a quizzical 
  look, then he speaks. 
  In a booming voice that is at the same time contemplative and 
  �o��a�di�g, the e�or�ous figure speaks. �I assu�e you are 
  not here simply to loot this ancient, holy site. You can trust me 
  on what I am about to say, because I have never spoken a truer 
  statement in my life: Annam the All-Father is in no mood to be 
  trifled �ith.� The stor� gia�t �hu�kles �efore he �o�ti�ues, �ut 
  there is a sadness behind his humor. 
  �I a� Kraddokk. I �as told that this shri�e �as dese�rated 
  several days ago, and I have come to see what state the place 
  �as left i�. What �ri�gs you here?�
   
  [If the adventurers are carrying the huge golden plates from 
  the shrine, he looks at them with pursed lips.] 
  Kraddokk is not interested in killing the adventurers, 
  which he could do easily. He simply wanted to see the 
  state of this shrine, which had been lost to dragons 
  decades ago, but is now clear of draconic influence 
  with the fall of Tiamat. 
  Kraddokk can also supply the following information: 
   The giants are essentially at war with each other. All
  of the creatures of the earth, air, and sea are
  probably going to be caught in the fracas in some
  way or another.
   The age of dragons is over, and the age of giants has
  started. The adventurers may want to warn their
  friends and loved ones to steer clear of locations
  where giants live, or even where giants were
  rumored to live in the past.
   Kraddokk does not stop the adventurers from
  leaving with the loot from the dragon cultists. Any
  adventurer leaving the mountain with a golden plate
  of Annam, however, is cursed, earning the Hated by
  Giants story award.
   If the adventurers do not take any of the plates, they
  all earn the Friend of Kraddokk story award. If 
  they are not hostile and treat Kraddokk with the
  deference he deserves, he also supplies the
  adventurers with 6 potions of healing.
  
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  DDAL05-01 Treasure of the Broken Hoard 
  32 
  Rewards 
  Make sure the players note their rewards on their 
  adventure log sheets. Provide them your name and DCI 
  number (if applicable) so they can record who ran the 
  session. If you are playing all of the missions as a single 
  adventure, or playing multiple missions in one session, 
  you needn’t wait until the end of the session to give the 
  rewards the players earned during the individual 
  missions, but you may. 
  Experience 
  Total up all combat experience earned for defeated 
  foes and divide by the number of characters that were 
  present in the combat. For non-combat experience, 
  the rewards listed are per character. Give all 
  characters in the party non-combat experience awards 
  unless otherwise noted. 
  Combat Awards 
  Name of Foe 
  XP per Foe 
  Giant Owl 
  50 
  Ice Mephit 
  100 
  Steam Mephit 
  50 
  Non-Combat Awards 
  Task or Accomplishment 
  XP per Character 
  Solve the bell riddle without clues 25 
   The minimum total award for each character 
  participating in this adventure is 75 experience 
  points.  
   The maximum total award for each character 
  participating in this adventure is 100 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 up according 
  to a system. See the sidebar if the adventure awards 
  permanent magic items. 
  Treasure Awards 
  Item Name  
  GP Value 
  Dragon cultist loot 
  200 
  Potions of Healing 
  Potion, common 
  A description of this item can be found in the Player’s 
  Handbook. 
  Story Awards 
  Characters have the opportunity to earn the following 
  story awards during this adventure.  
   Hated by Giants. You unwisely removed one of the 
  sacred plates of Annam from his shrine. You are now 
  cursed. Giants who see you know that you have 
  offended the greatest of their gods, and they target you 
  before your allies in a fight. They also have advantage 
  on attacks against you. This can be removed with a 
  remove curse. You also have possession of one or more 
  plates, but no one seems to want to buy them from 
  you. 
   Friend of Kraddokk. You talked with the storm 
  giant Kraddokk and did not desecrate the shrine of 
  Annam. He tells his friends about your interaction with 
  him. This friendship might bear fruit at a later date. 
  Downtime 
  Each character receives five downtime days at the 
  conclusion of this mini-adventure.  
  DM Rewards 
  You receive 100 XP, 50 gp, and five downtime days 
  for each session you run of this mini-adventure. 
  
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  DDAL05-01 Treasure of the Broken Hoard 
  33 
  Appendix. Monster/NPC 
  Statistics 
  Giant Owl 
  Large beast, neutral 
  Armor Class 12 
  Hit Points 19 (3d10+3) 
  Speed 5 ft., fly 60 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  15 (+2) 
  12 (+1) 
  8 (−1) 
  13 (+1) 
  10 (+0) 
  Skills Perception +5, Stealth +4 
  Senses darkvision 120 ft., passive Perception 15 
  Languages Giant Owl, understands Common, Elvish, and 
  “yl�a�, �ut �a�’t speak the�
  Challenge 1/4 (50 XP) 
  Flyby. The o�l does�’t pro�oke opportu�ity atta�ks �he� 
  it flies out of a� e�e�y’s rea�h.
  Keen Hearing and Sight. The owl has advantage on 
  Wisdom (Perception) checks that rely on hearing or sight. 
  Actions 
  Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 8 (2d6 + 1) slashing damage. 
  Steam Mephit 
  Small elemental, neutral evil 
  Armor Class 10 
  Hit Points 21 (6d6) 
  Speed 30 ft., fly 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  5 (-3) 
  11 (+1) 
  10 (+0) 
  11 (+0) 10 (+0) 
  12 (+1) 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Aquan, Ignan 
  Challenge 1/4 (50 XP) 
  Death Burst. When the mephit dies, it explodes in a cloud 
  of steam. Each creature within 5 feet of it must make a 
  DC 10 Dexterity saving throw or take 4 (1d8) fire damage. 
  Innate Spellcasting (1/Day). The mephit can innately cast 
  blur, requiring no material components. Its innate 
  spellcasting ability is Charisma. 
  Actions 
  Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire 
  damage. 
  Steam Breath (Recharge 6). The mephit exhales a 15-
  foot cone of scalding steam. Each creature in that area 
  must succeed on a DC 10 Dexterity saving throw, taking 4 
  (1d8) fire damage on a failed save, or half as much 
  damage on a successful one. 
  Ice Mephit 
  Small elemental, neutral evil 
  Armor Class 11 
  Hit Points 21 (6d6) 
  Speed 30 ft., fly 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7 (-2) 
  13 (+1) 
  10 (+0) 
  9 (-1) 
  11 (+0) 
  12 (+1) 
  Skills Perception +4, Stealth +3 
  Damage Vulnerabilities bludgeoning, fire 
  Damage Immunities cold, poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Aquan, Auran 
  Challenge 1/2 (100 XP) 
  Death Burst. When the mephit dies, it explodes in a burst 
  of jagged ice. Each creature within 5 feet of it must make 
  a DC 10 Dexterity saving throw, taking 4 (1d8) slashing 
  damage on a failed save, or half as much damage on a 
  successful one. 
  False Appearance. While the mephit remains motionless, 
  it is indistinguishable from an ordinary shard of ice. 
  Innate Spellcasting (1/Day). The mephit can innately cast 
  fog cloud, requiring no material components. Its innate 
  spellcasting ability is Charisma. 
  Actions 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) 
  cold damage. 
  Ice Breath (Recharge 6). The mephit exhales a 15-foot 
  cone of cold air. Each creature in that area must succeed 
  on a DC 10 Dexterity saving throw, taking 5 (2d4) cold 
  damage on a failed save, or half as much damage on a 
  successful one. 
  
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  DDAL05-01 Treasure of the Broken Hoard 
  34 
  Appendix. Above the Clouds 
  Map 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-01 Treasure of the Broken Hoard 
  35 
  Player Handout 1. Veradda 
  Stoor’s Notes
  These are the notes that you are able to put together based on your scouring of the notes you found on the body of 
  Veradda Stoor. 
   The First Cache. The first treasure cache was hidden by the Cult of the Dragon in an abandoned cave at the base at 
  of the southernmost mountain in the Greypeak range. While it was thought to be the smallest of the caches, it is also 
  not thought to be protected by any traps or magic. The caves and tunnels of the complex, according to my sources, 
  are not very structurally sound. Goblins are known to inhabit the area. 
   The Second Cache. My sources confirmed that one cache was buried beneath a unique structure: a pyramid of 
  stone resting on a flat field of stone in the middle section of the Greypeaks, directly between the two highest 
  mountains of that section of the range. The area was once rent with volcanic activity, making the flat stone field 
  difficult to navigate. My sources could not tell me who or what built the boulder pyramid. 
   The Third Cache. The source I questioned about this cache said that it was carefully hidden behind a secret 
  entrance in the wall of a green-sided mountain. There is only one of those in the Greypeak range, according to my 
  research. The source also said that the cultist who hid the treasure was an expert in magical curses. 
   The Fourth Cache. This cache was secured in an abandoned dwarven outpost used for treating ore that was being 
  prepared for use in weapon-smithing. My sources implied that the place had been overrun by something terrible and 
  immortal, causing the dwarves to leave it centuries ago. Subterranean volcanic activity has been reported in the area 
  regularly over the years. 
   The Fifth Cache. At the top of the tallest summit of the Greypeaks, one contact told me that there is an abandoned 
  shrine once revered by giants. Dragons used the area as a perch since then, and a cache is going to be hidden there. 
  Someone also told me that occasionally, when the wind is blowing in just the right direction, a pealing of loud bell 
  can be heard from there.
  
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  DDAL05-01 Treasure of the Broken Hoard 
  36 
  Results Code: June - October 2016 
  If you are DMing this adventure during the months of September - October 2016, 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/DDAL5-01 - Treasure of the Broken Hoard.pdf