TEXT:  
  CCC-SAF01-01 
   
   
   
   
   
  Between Garrock and a Hard Place 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Miners and farming communities around the Earthspur Mountains are being found deserted of 
  townsfolk. If the hobgoblins settling into the area are responsible, what are their motivations? 
   A Two to Four-Hour Adventure for Tier 2 Characters. Optimized for APL 8.  
   
   
   
  
  CREDITS 
   
  Lead Designer: Chris Dzura 
   
  Editing: Amy Lynn Dzura 
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  Cartography: Luke Absolum Reid, Amy Lynn Dzura 
   
  D&D Adventurers League Wizards Team: Adam Lee, 
  Chris Lindsay, Mike Mearls, Matt Sernett 
   
  D&D Adventurers League Administrators: Lysa 
  Penrose, Amy Lynn Dzura, Claire Hoffman 
  Greg Marks, Alan Patrick, Travis Woodall 
   
  Playtesters: Joseph Biondi, Paul Leone, Rob Nosek, 
  Chris Opperman, John Trevaskis  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
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  CCC-SAF01-01 Between Garrock and a Hard Place (v.1.0) 
   
   
  3 
  Adventure Primer 
  “There’s a saying among prospectors: ‘go out looking 
  for one thing, and that’s all you ever find.’” 
  Dwarven aphorism. 
  Background 
  The Earthspur Mountains have always been known 
  for their mineral riches, ripe for the taking by those 
  brave enough to navigate the perilous surroundings. 
  Small mining towns dot the lower foothills; 
  RHYOLITE is one of these normally unremarkable 
  towns, its inhabitants held together by the hope of 
  striking it rich with the discovery of a vein of gold or 
  gem deposit. 
  Rumors from recent trading caravans note that some 
  of these mining towns have been completely deserted 
  by their inhabitants. Wolves, hobgoblins and much 
  worse inhabit the Earthspur Mountains, so Zora 
  Jeslee has put out a call for adventurers to discover 
  the fate of the members of one of the mining towns. 
  In fact, SAVRUNG “THE LIBERATOR”, a clever 
  HOBGOBLIN warlord has been nonviolently (but not 
  non-threateningly) recruiting miners and other 
  townsfolk to relocate to VANGLAS, a new mining 
  town located higher in the mountains. This new town 
  is led by GARROCK, a DAO disguising itself as an 
  earth genasi. His ability to easily travel through earth 
  and stone makes finding minerals easy--which 
  pleases the miners--while Garrock secretly searches 
  for rarer things buried deeper in the mountains 
  which will require a team of excavators to retrieve. 
  The dao has positioned itself as the benefactor and 
  protector of the townsfolk, creating a dependency 
  which will over time indenture them to him, fulfilling 
  the evil genie’s insatiable appetite for enslaving 
  “lesser” creatures. He kills the villagers without 
  compunction when he finds them no longer useful. 
  Episodes 
  The adventure’s story is spread over three episodes 
  that take approximately two hours to play. These 
  episodes are introduced by a Call to Action Episode. 
  The adventure also includes two one-hour bonus 
  episodes that can be played if time permits. They are 
  introduced at different points in the story: the first 
  during Episode 2 and the other during Episode 3. 
   If you’re planning to play the entire adventure at 
  once, you only need to introduce the Call to Action 
  once. However, if you plan to play them over several 
  sessions, you’ll want to revisit the Call to Action each 
  time you play. 
  • Episode 1: The Call to Action. The characters are 
  recruited to adventure; Zora Jeslee wishes to know 
  if the rumors of missing townsfolk have affected 
  the village she is financing. She directs them to 
  Rhyolite and asks them to investigate. This is the 
  Call to Action. 
  • Episode 2: Lower Earthspur. Investigating the 
  disappearance of Rhyolite’s townsfolk is Story 
  Objective A. 
  • Episode 3: Higher Earthspur. Putting a stop to 
  Garrock and his oppressive mining operation is 
  Story Objective B. 
  Bonus Objectives 
  However, this adventure also includes two, 1-hour 
  bonus objectives that the characters can pursue if 
  they have additional time to do so—earning 
  additional advancement and treasure checkpoints 
  in the process. These bonus objectives are found in 
  this adventure’s appendices, as follows: 
  • Bonus Objective A: Bandits, Begone. This bonus 
  objective is found in Appendix 6. 
  • Bonus Objective B: Dumathoin Deciphered. This 
  bonus objective is found in Appendix 7. 
  Episode Sequence 
  Depending on your time constraints, play style and 
  environment, this adventure takes approximately 
  two-to-four hours to play. 
  How Will You Play? 
  The duration of your session depends on how much 
  of this adventure you utilize. At the very least, your 
  session will last approximately two hours. However, 
  if you wish, you can provide a longer experience for 
  your players by utilizing the bonus objectives.  
   Story Objectives Only. To complete the both of the 
  adventure’s story objectives, the characters play in 
  Episodes 1 through 3 in order. 
   Bonus Objectives.  You can extend this adventure 
  by one- or two- hours by utilizing the bonus 
  objectives provided in the appendices. One objective 
  takes place during Episode 2 while the other takes 
  place during Episode 3. Each fleshes out the behavior 
  and goals of the villain Garrock but aren’t necessary 
  for players to experience a complete adventure. 
   
   
   
  
   
   
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  CCC-SAF01-01 Between Garrock and a Hard Place (v.1.0) 
   
   
  4 
  Episode Flowchart 
  This section provides a basic understanding of not only the flow of the adventure, but also the outline of the 
  different paths that your players may take in reaching their stated objective.  
   
   
   
   
  
   
   
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  CCC-SAF01-01 Between Garrock and a Hard Place (v.1.0) 
   
   
  5 
  Episode 1: The Call to Action (Call to Action) 
  Estimated Duration: 10 minutes
  Scene A. Zora Jeslee’s Villa 
  This scene takes place at Zora Jeslee’s luxurious villa 
  in Mulmaster. She is concerned with the rumors that 
  a village she supports financially has been 
  mysteriously abandoned. 
  • I’m Here for the Glory. Traveling merchant 
  caravans from across the Moonsea region use 
  Mulmaster as a hub. Rumors are swirling among 
  the merchants that villages they’ve visited near 
  the Earthspur Mountains are abandoned, 
  completely deserted by the townsfolk. 
  • I’m Here for the Goods. Himmond is a well-
  known jeweler in Mulmaster. A new source of 
  gems has been discovered, based on the frequency 
  of yellow diamonds reaching the local markets. 
  The most obvious location to extract gems is the 
  Earthspur mines. 
   
  Both motives eventually lead the characters to Zora 
  Jeslee who is willing to meet with them at her manor 
  house on the eastern side of the city to discuss what 
  she knows. 
  Area Information 
  This area features: 
   Dimensions & Terrain. The dining hall is a square 
  room 40 feet on each side. A large table dominates 
  the center of the room and is stocked with many fine 
  foods and drinks. 
   Lighting. The manor house is illuminated by 
  candelabras enchanted with continual flame. 
   Food and Drink. Jeslee provides an indulgent 
  meal for the party to eat while they discuss her 
  mission. An entire roasted boar is the centerpiece of 
  the buffet, and its aroma fills the house. 
  Creatures/NPCs 
   Objectives/Goals. Zora Jeslee wants the 
  adventurers to discover what would cause townsfolk 
  to suddenly abandon their villages. She has a 
  monetary interest in one of the villages known as 
  Rhyolite, one of those rumored to be deserted. 
  Although Mulmaster is the city nearest the villages, 
  this phenomenon is outside the jurisdiction of the 
  city watch and the elite Hawks so she is recruiting a 
  team of adventurers to investigate, and if something 
  untoward has occurred, fix it. 
  Assuming the villagers are missing but alive, Jeslee is 
  interested in knowing where they are and how they 
  got there. If they have been killed, she wishes for the 
  perpetrator to be punished harshly. 
  She is willing to loan the adventurers cheap but 
  reliable mounts (horses or ponies) to expedite their 
  travel but expects these be returned or paid for after 
  the adventure concludes. 
   What Do They Know? Zora Jeslee has the hearsay 
  of traders but no real leads on what may or may not 
  have happened. Rhyolite was mentioned as one of 
  the abandoned towns, so her concern is real, split 
  between her potential lost investment as much as 
  the lives of the laborers. 
   Bandits have always preyed on individuals 
  travelling to or from Mulmaster, but any type of 
  disappearance on this scale is beyond the 
  capabilities of simple thugs. She has also heard about 
  the influx of gems entering the city and can’t be sure 
  the two events are related, but it seems too well 
  timed to be purely coincidental. 
   The caravanners don’t have much concrete 
  information to offer if asked; they noticed no 
  obvious signs of battle and the buildings were still in 
  good condition, but they didn’t spend time 
  investigating the disappearances.  
  Call to Action 
   Zora Jeslee has asked the characters to venture to 
  Rhyloite, a mining town 80 miles outside Mulmaster 
  and discover what has happened to the townsfolk 
  who live there. 
  Proceed to Episode 2. 
   
   
   
  
   
   
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  CCC-SAF01-01 Between Garrock and a Hard Place (v.1.0) 
   
   
  6 
  Episode 2: Lower Earthspur (Story Objective A) 
  Estimated Duration: 60 minutes
  The Earthspur Mountains 
  In this episode, the characters investigate the 
  disappearance of Rhyolite’s townsfolk. It leads them 
  to a hobgoblin fortification overseen by Savrung the 
  Liberator, a hobgoblin warlord. 
  Prerequisites 
  The characters must have spoken with Zora Jeslee 
  before beginning this episode. 
  Story Objective A 
  Discovering where the townsfolk from Rhyolite are 
  now and how they got there is Story Objective A. 
  Bonus Objective A 
  Finding the nearby bandits’ hideout and removing 
  them as a threat to the local populace is Bonus 
  Objective A. 
  Area Information 
  This area features: 
   Dimensions & Terrain. The hilly terrain that 
  forms the base of the Earthspur Mountains is 
  expansive, covering hundreds of square miles. 
  Streams and forests break up rolling hills that lead 
  up into the craggy white-capped mountains. 
   Lighting. The adventurers can interact with the 
  scenes in this chapter at a time of their choosing. 
  This adventure assumes during the day with plenty 
  of light but descriptions may have to be adjusted if it 
  is dark. 
  If it Weren’t for you Meddling Adventurers! 
  By the time the characters are involved in the plot, Garrock 
  has set up and executed the bulk of his plan. Unearthing 
  “secrets” buried within the Earthspur Mountains requires 
  manual labor, which Garrock believes is below his station as a 
  genie. His plan was executed in two steps: First, he bribed the 
  local banditry to harass the townsfolk, making them feel 
  unsafe in their current situation. Second, a force of 
  hobgoblins would be dispatched to convince these townsfolk 
  that Garrock’s settlement--higher in the mountains, away 
  from the bandit threat--was better for their continued 
  existence. 
  Fear is a powerful motivator, and most accepted the 
  hobgoblins’ offer to be escorted to Garrock, providing him a 
  steady supply of laborers to dig deeper into the mountain. 
   
   
  
   
   
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  CCC-SAF01-01 Between Garrock and a Hard Place (v.1.0) 
   
   
  7 
  Scene A. Outside Rhyolite  
  Rhyolite, a mining town capable of sustaining thirty 
  adults, appears to be empty. No activity can be seen 
  inside the town. 
  Area Information 
  This area features: 
   Dimensions & Terrain. Less than fifty buildings 
  make up the town. The town square is an elevated 
  speaking platform in the center of town. 
   Lighting. The adventurers can interact with the 
  town at a time of their choosing. This adventure 
  assumes during the day with plenty of light but 
  descriptions may have to be adjusted if it is dark. 
  Outside Town 
  Adventurers who take the time to inspect the area 
  outside town can find clues to help their 
  investigation. Rain has muddied the ground in this 
  region, making gathering exact counts of who has 
  traveled where difficult. Anyone who takes the time 
  to look notices a large number of people moved 
  away to the northwest. Gaining more knowledge 
  than that should require successful checks or 
  expending resources. The DCs for success are noted 
  in parenthesis: 
  • (12) The tracks of hand-pulled carts can be 
  followed leaving the town. 
  • (15) There are no signs of struggle/combat from 
  any of the walkers. 
  • (20) Around two dozen creatures [DM NOTE: 
  these were Savrung and his hobgoblins] 
  entered town and left with the mass of townsfolk 
  to the northwest. 
   
  But the Tracks Lead This Way! 
  It is possible that the party could gather all the clues under 
  “Outside Town” and decide to follow the townsfolk’s trail to 
  the northeast without going inside Rhyolite. That is fine—
  they will gain none of the knowledge from Scene B (Inside 
  Rhyolite) but should still encounter the bandits in Scene C 
  (Bandits!) before making their way to Scene D (Fort 
  Ironshield). 
  This may lead the party to believe that the hobgoblins have 
  taken the townsfolk as prisoners, which is in fact not the 
  case. 
   
   
   
   
  Playing the Pillars 
  COMBAT 
  There is no real opportunity for 
  the combat pillar in this scene. 
  EXPLORATION 
  The rain makes gaining specific 
  details players expect to get 
  from “a good roll” much harder 
  than they might expect. The 
  traffic of thirty people heading in 
  the same direction is obvious 
  though and noticing this requires 
  only that they spend some time 
  looking. 
  SOCIAL 
  There is no real opportunity for 
  the social pillar in this scene.
   
   
   
  
   
   
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  CCC-SAF01-01 Between Garrock and a Hard Place (v.1.0) 
   
   
  8 
  Scene B. Inside Rhyolite  
  Residential structures encircle the “town center” 
  featuring services such as a blacksmith and 
  herbalist. Every building appears empty; doors are 
  locked and the town is eerily silent. 
  Area Information 
  This area features: 
   Dimensions & Terrain. Less than twenty 
  buildings make up the town. The town square is an 
  elevated speaking platform in the center of town. 
   Lighting. The adventurers can interact with the 
  town at a time of their choosing. This adventure 
  assumes during the day with plenty of light but 
  descriptions may have to be adjusted if it is dark. 
  Creatures/NPCs 
  The only remaining inhabitant in town is Brok a 
  middle-aged human male with wide shoulders and 
  unruly brown hair. He can be found in the town 
  square during the day and will converse with a 
  friendly party. 
   Objectives/Goals. Brok wishes to be addressed as 
  “Mayor Brok “. Not using the honorific makes him 
  less inclined to share the information the party 
  seeks. He will offer the party the hospitalities of a 
  one-man town as best he can, hustling between 
  responsibilities such as barkeep, shopkeep and 
  barber to keep up with the adventurers. 
   What Does He Know? Brok knows what happened 
  to the rest of the residents and will share it with the 
  adventurers if they show the proper respect he 
  believes is due to the mayor of a frontier town such 
  as Rhyolite. He mentions that the entire town up and 
  left “headin’ that way” when they heard about richer 
  prospects higher in the mountains. The increase in 
  bandit attacks recently made choosing to move even 
  easier. Everyone else loaded up their belongings and 
  headed off to the northwest two tenday ago. 
   Why Didn’t He Go? Brok is acutely aware that one 
  person cannot run a town, but he had hoped more 
  townsfolk would stay. He also “doesn’t like bullies” 
  and didn’t feel safe leaving; plus the towns stores of 
  food and supplies should last him quite a while 
  alone. 
  Extra Information 
  Given they take the time to speak with Brok he may 
  be inclined to share more than what is mentioned 
  above. Each requires an act of kindness towards him, 
  a purchase at any of the establishments he runs, or a 
  successful DC 14 Charisma (Persuasion) check. 
  A party leaning towards exploration can find the 
  same information in notes or journals, gated behind 
  success of the types of checks the party wishes to 
  make (Investigation, Thieves’ Tools, etc.). 
  • A band of hobgoblins bullied the town into leaving. 
  Although they never drew their weapons, their 
  words were threatening enough to cow the town. 
  (“He was suggesting everybody leave, but wasn’t 
  really suggesting, if you know what I mean.”) 
  • The hobgoblin leader, Savrung, promised safer 
  and more lucrative mining in a different village 
  but didn’t say its name or where it was. 
  • The reason the towns supplies will sustain Brok so 
  long are because the villagers left in a hurry with 
  only the supplies they could throw into baskets 
  and small carts. 
   
   
  Playing the Pillars 
  COMBAT 
  There is no real opportunity for 
  combat in this scene. Brok is 
  incapable of defending himself 
  from a well-armed party such as 
  the adventurers. 
  EXPLORATION 
  Given they make the successful 
  checks in the “Outside Town” 
  section, it is possible for the 
  party to gather enough clues to 
  follow the villagers’ to Fort 
  Ironshield without entering 
  Rhyolite. They will have gained 
  nothing from the “Extra 
  Information” section. 
  SOCIAL 
  Brok will share the information 
  in the “Extra Information” 
  section if the party succeed on a 
  DC 14 Charisma (Persuasion) 
  group check.
   
   
  
   
   
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  CCC-SAF01-01 Between Garrock and a Hard Place (v.1.0) 
   
   
  9 
  Scene C. Bandits!  
  Bandits, expecting no resistance from the remaining 
  townsfolk have come to pillage whatever has been 
  left behind. This encounter can happen during the 
  investigation of Rhyolite or anywhere in the 
  surrounding area. 
  Bonus Objective A 
  Bandits are threatening the safety of the villages in 
  this region. Finding and dismantling their operation 
  is Bonus Objective A. 
   
  Area Information 
  This area features: 
   Dimensions & Terrain. This encounter can 
  happen inside Rhyolite or the area nearby. A 
  description of Rhyolite is given above, otherwise the 
  hills of the terrain allow the bandits to approach the 
  party without being noticed. 
   Lighting. The adventurers can interact with the 
  town at a time of their choosing. This adventure 
  assumes during the day with plenty of light but 
  descriptions may have to be adjusted if it is dark. 
   
  Creatures/NPCs 
  The raiding party is led by Treklaz, a female Orc 
  Blade of Ilneval. The rest are 3 veterans and 3 
  bandit captains, all humans and half-orcs. Each 
  decorates their armor with crimson red paint. 
   Objectives/Goals. The bandits expect to loot 
  another abandoned town. Treklaz oversees this gang 
  through fear so she will not back down from a 
  challenge or insult. 
   What Does She Know? This is not the first town 
  Treklaz has raided recently, but it is the first with 
  armed defenders. She mentions they are part of the 
  Red Scale Gang led by Mavedosk (a Half-Red 
  Dragon Veteran found in Bonus Objective A) and 
  that crossing them is a deadly proposition. 
  All raiders know the location of their hideout in a 
  cave ten miles away; the mangy horses they ride are 
  tied up to some trees nearby. 
   
  Adjusting the Scene  
  This adventure does not put the party in an urgent time 
  crunch, so this is likely the only combat they will have before 
  taking a long rest. The difficulty of this combat is tuned to 
  this assumption. 
   
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Replace all veterans and bandit captains with 
  thugs given maximum hit points (50). 
  • Weak: Replace the 3 veterans with 2 Orc Claws of Luthic. 
  • Strong: Add 1 veteran and 1 Orc Claw of Luthic. 
  • Very Strong: Add 3 veterans and 1 Blade of Ilneval. 
   
  Combat Adjustment: Gruumsh Loves Slaughter! 
  In this encounter the Orc Blade of Ilneval Ilneval’s Command 
  Action is meant to be usable on any of their allies and not 
  limited to orcs. Any additional Orc Claws of Luthic or Orc 
  Blades of Ilneval added to this encounter can be humans, 
  half-orcs or orcs (no change to the stat block necessary). 
   
  The last one or two bandits turn cowardly, offering 
  the party the location of their hideout and a pledge 
  to make honest wages if allowed to leave with their 
  lives. One carries a crudely made map with 
  directions back to their cave as well. This give the 
  adventurers the opportunity the pursue Bonus 
  Objective A (Bandits, Begone) found in Appendix 
  6. 
   
   
   
   
  Playing the Pillars 
  COMBAT 
  The bandits aren’t easily 
  frightened and won’t back down 
  from a challenge. They came to 
  fight and steal from the village. 
  EXPLORATION 
  If the adventurers are exploring 
  town when the bandits arrive 
  they can attempt to hide from 
  the bandits with a successful 
  group Dexterity (Stealth) check 
  against DC 13. 
  SOCIAL 
  A successful DC 15 Charisma 
  (Intimidation) can get any 
  survivors to mention the deadfall 
  traps set up in the bandits’ cave.
   
   
  
   
   
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  CCC-SAF01-01 Between Garrock and a Hard Place (v.1.0) 
   
   
  10 
  Scene D. Fort Ironshield  
  Hours of travel later, the townsfolks’ trail eventually 
  leads into a fortification built into the mountainside. 
  Surrounded by strategic trenches and palisade walls, 
  it is imposing. Guards keep watch from secure 
  towers at the perimeter of the fort. A handful of 
  farms surround the fort and are being worked by 
  hobgoblins. 
  Area Information 
  This area features: 
   Dimensions & Terrain. The Goblinoid War Camp 
  on page 51 of Volo’s Guide to Monsters is a good 
  representation of the layout of this camp. It features 
  sturdily built palisade walls, a large training yard, an 
  armory and command center. 
   Lighting. The adventurers can interact with the 
  camp at a time of their choosing. This adventure 
  assumes during the day with plenty of light but 
  descriptions may have to be adjusted if it is dark. 
   Lookouts. Trees have been felled within 200 feet 
  of the camp making a stealthy approach impossible. 
  Hobgoblins on watch duty make it clear that anyone 
  approaching has been spotted and request they head 
  towards the main gates to speak with the guards 
  there. Any who do not comply are given one warning 
  before the entire might of the camp is rallied. 
  We Don’t Parley With Evil 
  The adventure is written assuming the characters are willing 
  to socially engage with the hobgoblins. A party that refuses 
  will have a much harder time discovering Vanglas and 
  Garrock. If this appears to be the case, try focusing on the 
  “softer” side of the hobgoblins—there are women and 
  children in camp and no slaves. The hobgoblins want to live 
  here, not necessarily enslave and conquer the local 
  population as the party may suspect. 
  A party which insists on ignoring the hobgoblins can discover 
  Vanglas after 3d6+3 days but more commoners have been 
  worked to death in Vanglas’ mines. 
  Creatures/NPCs 
  Dozens of hobgoblins serve as lookouts while others 
  manufacture weapons and armor. There is a clear 
  chain of command, with Savrung the Liberator (a 
  champion) at the top; the adventurers are directed 
  to him. 
   Objectives/Goals. The hobgoblins have been 
  ordered not to escalate hostilities with outsiders. 
  Savrung is being compensated well by Garrock for 
  “encouraging” the local populace to relocate to 
  Vanglas. They are setting up their fortified camp to 
  serve as a waypoint between the towns high in the 
  mountains and the cities near the Moonsea. This is 
  not altruistic; they will be enacting a tax on all goods 
  and persons who pass through their camp. He 
  believes this is a small burden for the populace to 
  bear in exchange for the hobgoblins to bring security 
  to such a lawless frontier. 
   What Does He Know? Savrung knows where the 
  townsfolk went: to a mining village higher in the 
  Earthspur Mountains called Vanglas. Its leader is an 
  earth genasi known as Garrock [DM NOTE: this is 
  Garrock’s disguised form—Savrung does not 
  know he is a dao.] His forthright attitude with this 
  information may seem suspicious, but a successful 
  DC 12 Wisdom (Insight) check notes he is not 
  sharing all he knows. A DC 14 Charisma (Persuasion) 
  prompts him to share his suspicions with the group: 
  Garrock seems motivated to extract more than just 
  gems out of the ground. Garrock seemed to be 
  looking for something specific but never mentioned 
  what that was. 
   Bringing the Camp to Life. If there is time to 
  spare in this episode, the party can spend some time 
  in camp. Suggested moments are described in 
  “Playing the Pillars” below. 
  At the conclusion of this scene, the party should 
  know that the townsfolk of Rhyolite have relocated 
  to Vanglas, another mining town. This is Story 
  Objective A. Proceed to Episode 3. 
   
  Playing the Pillars 
  COMBAT 
  Four hobgoblins are practicing 
  archery and invite the characters 
  to a friendly competition. Four 
  ranges are set up with ACs of 
  10/14/18/24 worth 1/3/5/8 
  “points”. Each participant takes 
  three shots. These hobgoblins 
  have +5 to hit with their 
  longbows. 
  EXPLORATION 
  A falconer is training a new 
  clutch of falcons to hunt small 
  prey. The party can assist in the 
  training with Dexterity (Stealth), 
  Intelligence (Nature) or Wisdom 
  (Animal Handling, Survival) 
  checks of 12 or higher. 
  SOCIAL 
  Hobgoblins love two things: 
  combat and telling stories of 
  their exploits in combat. A few 
  veterans are drinking devilfire 
  whiskey and exchanging war 
  stories. Any who impress them 
  with a DC 14 Charisma 
  (Intimidate, Persuasion or 
  Performance) check earn their 
  respect. 
  
   
   
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  11 
  Episode 3: Higher Earthspur (Story Objective B) 
  Estimated Duration: 50 minutes
  Vanglas 
  In this episode, the adventurers have reached 
  Vanglas, the new safe haven opened by the earth 
  genasi Garrock. The townsfolk (including many from 
  Rhyolite) say they are happy but something doesn’t 
  seem quite right. In truth they are now isolated high 
  in the mountains, trapped by Garrock’s oversight of 
  trade and logistics and his ability to discover new 
  veins of gems and minerals. 
  Prerequisites 
  The characters must have discovered Vanglas (this is 
  the conclusion of Episode 2) before beginning this 
  episode. 
  Story Objective B 
  Putting a stop to Garrock and his oppressive mining 
  operation is Story Objective B. 
  Bonus Objective B 
  Uncovering the secrets within an ancient dwarven 
  temple is Bonus Objective B. 
   
  Area Information 
  This area features: 
   Lighting. The adventurers can interact with the 
  town at a time of their choosing. This adventure 
  assumes during the day with plenty of light but 
  descriptions may have to be adjusted if it is dark. 
  The mine is naturally dark but there is plenty of 
  artificial light from lanterns illuminating the area. 
   
  An earth genasi diviner? 
  The party will meet Garrock in this episode. He uses the 
  disguise self ability noted under “Disguises” header of 
  Variant: Genie Powers on page 144 of the Monster Manual 
  to appear as a male earth genasi. His uncanny ability to direct 
  the miners towards new riches is because he spends so much 
  of his time earth gliding through the mountain seeking an 
  entrance to the temple of Dumathoin described in Bonus 
  Objective B. 
   
   
  
   
   
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  12 
  Scene A. Vanglas  
  The air up here is noticeably thinner than at lower 
  elevations. Nearby mountain tops are snow-covered 
  regardless of the season and the view can easily be 
  described as picturesque. Vanglas itself looks like 
  any other mining town in the region with sturdy 
  buildings and workers on their way to and from the 
  nearby mines. 
  Area Information 
  This area features: 
   Dimensions & Terrain. Less than thirty buildings 
  make up the town. The entrance to the mine is past 
  all the buildings, carved into the mountain. 
   Lighting. The adventurers can interact with the 
  town at a time of their choosing. This adventure 
  assumes during the day with plenty of light but 
  descriptions may have to be adjusted if it is dark. 
   Sounds. The rhythmic tap-tapping of picks in the 
  mine can be heard at any time of day. 
  Creatures/NPCs 
  The villagers of Vanglas are well-intentioned folk, 
  brought up here to this isolated mining town 
  through the machinations of Garrock. They believe 
  he is an earth genasi diviner due to his uncanny 
  knack for directing the miners towards riches in the 
  mine. 
   Objectives/Goals. Some villagers feel like 
  something is off about life up here in Vanglass but 
  haven’t pieced together what that is yet. They are 
  mostly just happy to feel safer up here than the 
  lower elevations. 
    
   Villagers. The villagers here are mostly humans 
  who labor as miners (use the commoner stat block). 
  Below is a list of sample NPCs the party can come 
  across with a short description to help bring the 
  character to life. Feel free to create your own as well. 
  Each villager can provide one rumor, noted in the 
  next section. 
   
  • “Brawny” Brady. Male human, mid 20’s. His chest 
  hair is a tangled mess peeking out from the collar 
  of his shirt. 
  • Shem Wicker. Male human, 50’s. His left eye is 
  clearly a false eye from “an old war injury” he 
  suffered earlier in life. 
  • Mintella “Mint” Tinderfoot. Female halfling, 50’s. 
  She doesn’t work the mine but is an apt 
  apothecary. Greets everyone three times (e.g. “Hi, 
  good morning—how are you?”). 
  • Alamma. Female human, 30’s. She always has her 
  pet ferret named Rascal with her. 
   
   Rumors. As the party explores Vanglas they can 
  interact with NPCs as noted above in the Villagers 
  section. Each has heard a rumor about the town, 
  chosen from the list below. 
   
  • My family headed up from the town of Rhyolite 
  which was being threatened by bandits. (TRUE) 
  • There’s some kind of Dwarven temple down in the 
  deepest mine. Everyone’s too scared to enter 
  though. (TRUE) 
  • The rock up here must be less stable than other 
  rock I’ve worked. Way too many cave-ins… 
  (FALSE: Garrock kills the miners who excavate the 
  temple to keep its presence a secret.) 
  • Garrock is so in tune with the earth that he can 
  smell gemstones. We’ll all be rich! (PARTLY TRUE) 
  • I heard the dark dwarves are upset we’re digging 
  into earth they claim as their own. (FALSE) 
  • Maybe the air is too thin, but a lot of the miners 
  quit after just a tenday or two. (FALSE: They are 
  killed or worked to death) 
  • The yellow diamonds only come from one specific 
  tunnel. The guards check to make sure no one is 
  pocketing them for themselves. (TRUE) 
   
  After learning more about the rumors the party 
  should be more suspicious about Garrock and his 
  motives. Proceed to Scene B when they enter the 
  mine to investigate. 
   
  Playing the Pillars 
  COMBAT 
  The townsfolk flee at the first 
  sign of violence. 
  EXPLORATION 
  The villagers notify Garrock of 
  characters who act suspiciously, 
  such as failing Stealth checks or 
  casting flashy spells. 
  SOCIAL 
  A successful DC 10 Charisma 
  (Persuasion or Intimidation) 
  check can prompt a villager to 
  provide another rumor from the 
  list. 
   
   
  
   
   
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  13 
  Scene B. Guards?  
  After entering the mines and walking down the main 
  corridor, a few guards stand lazily overseeing the 
  flow of miners in and out of the mine where work is 
  being focused. Smaller passages that terminate in 
  worked veins of ore and gems shoot off from this 
  corridor. 
  Area Information 
  This area features: 
   Dimensions & Terrain. Mine tunnels are typically 
  ten feet wide with ten foot ceilings. 
   Lighting. The mine is naturally dark but there is 
  plenty of artificial light from lanterns illuminating 
  the area 
   
  Creatures/NPCs 
  General description of the creatures/NPCs involved 
  in the scene. Mention anything about them that is 
  out of the ordinary. 
   Objectives/Goals. Their instructions from Garrock 
  are to keep “intruders out of the mine”. In this 
  remote mining town this seems completely 
  unnecessary but four thugs do their best to inspect 
  the people and good coming into the mine. Typical 
  miners are almost exclusively human so any 
  “unusual” races will catch the guards’ attention such 
  as tieflings, kenku or goblinoids. 
   What Do They Know? The guards on duty aren’t 
  sure why Garrock wants a security presence. Today 
  is just one is a long series of uneventful days as far as 
  they’re concerned; if the adventurers put any effort 
  into getting past they shouldn’t have too much 
  trouble succeeding. 
  Adjusting the Scene  
  No adjustment is necessary since the guards here are not 
  meant to challenge any party. 
   
   
   
   
  Playing the Pillars 
  COMBAT 
  The guards are no match for a 
  party so instead attempt to raise 
  an alarm if forced into combat. 
  They scatter and flee, hoping to 
  alert Garrock deeper in the 
  mines. 
  EXPLORATION 
  Causing a disruption such as a 
  minor cave-in can be 
  accomplished with appropriate 
  skill or tool checks against a DC 
  of 14. This distraction affords the 
  characters time to slip past the 
  guards into the next scene. 
  SOCIAL 
  There are plenty of extra mining 
  supplies (working clothes and 
  tools) to provide the characters 
  with disguises, offering 
  advantage on any Deception 
  checks made to pass the guards. 
   
   
  
   
   
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  14 
  Scene C. Excavation  
  The sounds of labor echo loudest from this chamber. 
  An earth genasi dressed in fine brown robes 
  oversees the miners as they extract riches from the 
  mine’s walls. 
  Area Information 
  This area features: 
   Dimensions & Terrain. The walls have been 
  worked out to form a conical chamber roughly 60 
  feet in diameter at the top. There are three levels 
  progressively stepped downwards with sloped 
  walkways. 
   Lighting. The mine is naturally dark but there is 
  plenty of artificial light from lanterns illuminating 
  the area. 
  Creatures/NPCs 
  Garrock the dao is here is his disguise as an earth 
  genasi. One loyal gargoyle and one earth elemental 
  are here as well, the elemental is hiding within the 
  mine’s rock walls until combat starts. 
   Objectives/Goals. Garrock won’t humor any 
  mortals (such as the adventurers) impeding his 
  plans. He uses his plane shift only if severely 
  weakened, and if he escapes he will spend all of his 
  time plotting revenge against the characters. 
   What Does He Know? Garrock is currently being 
  frustrated by the hallow warding elemental 
  creatures from entering the abandoned dwarven 
  temple to Dumathoin he has excavated in the bottom 
  of this chamber. He doesn’t trust any of the miners 
  to have the intellect to solve the puzzles or the 
  strength to fight the guardians waiting within, nor 
  does he wish to share its riches. He is willing to 
  deceitfully bargain with the characters for a portion 
  of the goods waiting inside the temple, hoping they 
  are weakened enough to be overcome if they return. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Reduce Garrock’s hit points to 150. Garrock 
  can only use fist attacks with the multiattack action. 
  Remove all earth elementals. 
  • Weak: remove the earth elemental. 
  • Strong: Replace the gargoyle with an earth elemental. 
  • Very Strong: Replace the gargoyle and earth elemental 
  with 2 earth elemental myrmidons. 
  Treasure & Rewards 
  A newly discovered vein of yellow diamonds catch 
  the eye of miners and characters alike. Garrock was 
  channeling the essence of the plane of Earth into 
  them but didn’t complete the process. Each mined 
  shard is powerful enough to serve as an elemental 
  gem. 
  • Elemental Gem (Yellow diamond). This roughly 
  cut yellow diamond is very dense and heavier than 
  you would expect from its size. See Appendix 9 
  for more details. 
   
   
   
   
   
   
   
   
  Playing the Pillars 
  COMBAT 
  Garrock and earth elementals 
  can easily move through the 
  earth to appear in advantageous 
  spots after combat starts. 
  EXPLORATION 
  With no brakes applied, a mine 
  cart (currently two at the top) 
  descends at a rate of one level 
  per round, reaching the bottom 
  after three rounds. It provides 
  half cover to its occupants and 
  this movement does not provoke 
  attacks of opportunity. 
  SOCIAL 
  The miners could be killed as 
  collateral damage in area of 
  effect spells. A DC 12 Charisma 
  (Intimidation) check can arrest 
  their panic long enough to cause 
  them to flee out of the chamber 
  and away from the danger. 
   
   
  
   
   
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  15 
  Wrap-Up: Concluding the Adventure 
  After taking care of Garrock there are some loose 
  ends to tie up. Vanglas is an isolated town but seems 
  to be rich in mineable resources. The characters may 
  have a say in what happens to the town. As the quest 
  giver, Zora Jeslee will be interested to know what 
  happened to the citizens of Rhyolite and whether 
  they stay or return. The hobgoblins are another plot 
  thread to resolve; can they be trusted to keep peace 
  in the region without becoming a greater threat to 
  the people around the Moonsea? 
   
   
  
   
   
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  16 
  Adventure Rewards 
   
  At the end of the session, the characters each receive 
  rewards based upon their accomplishments. These 
  rewards include advancement and treasure, and 
  may include player rewards—magic item unlocks, 
  story awards, or new downtime activities, as follows: 
  Advancement and Treasure Checkpoints 
  The characters receive 1 advancement checkpoint(s) 
  and 1 treasure checkpoint(s) for each story 
  objective that they complete, as follows:  
  • Story Objective A: Discover where the townsfolk 
  are being relocated to. 
  • Story Objective B: Put a stop to Garrock and his 
  oppressive mining operation. 
  The characters receive 1 advancement checkpoint(s) 
  and 1 treasure checkpoint(s) for each bonus 
  objective that they complete, as follows: 
  • Bonus Objective A: Remove a bandit threat from 
  the surrounding area. 
  • Bonus Objective B: Uncover the secrets within an 
  ancient dwarven temple. 
  Player Rewards 
  The characters earn the following player rewards for 
  completing the adventure: 
  Magic Item Unlock 
  Characters completing the adventure unlock: 
   Elemental Gem (Yellow diamond). This gem 
  contains a mote of elemental energy. When you use 
  an action to break the gem, an elemental is 
  summoned as if you had cast the conjure elemental 
  spell, and the gem’s magic is lost. The type of gem 
  determines the elemental summoned by the spell.  
  This item is found on Magic Item Table B in the 
  Dungeon Master’s Guide. 
   
  Dungeon Master Rewards 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the adventure’s player rewards. 
   However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for 
  more information about DM Quests. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  17 
  Appendix 1: Locations & NPCs 
   
  The following NPCs and locations feature 
  prominently in this adventure.  
   
  • Mayor Brok (MAY or brock). The only villager 
  who didn’t abaondon Rhyolite after the 
  hobgoblins suggested they leave, he now 
  considers himself the (unanimously elected) 
  mayor. Keeping an entire town running is difficult 
  but he is doing his best. 
   Personality: The small-town life is perfect for 
  me—difficult but satisfying. 
   Ideal: I don’t like bullies or anyone who tells others 
  what to do. 
   Bond: Rhyolite is more than the people who live (or 
  used to live) here. 
   Flaw: I don’t know when to give up. 
   
  • Savrung “The Liberator” (SAV rung). Savrung is 
  a clever hobgoblin warlord. He knows that with a 
  strong military you don’t need to conquer a land 
  to rule it. He has agreed to help Garrock because 
  more people that live higher in the Earthspur 
  Mountains means more demand for a safe passage 
  through their mountainous home. 
   Personality: Show me respect and you’ll receive it 
  in turn. 
   Ideal: Oppressive society is better than no society. 
   Bond: My hobgoblin brethren and I are 
  unstoppable together. 
   Flaw: I can focus on the long game to the detriment 
  of immediate needs. 
   
  • Garrock (GAR ock). Garrock, a dao genie disguises 
  himself as an earth genasi. His grand scheme is to 
  make people across the frontier think they are 
  freely choosing to relocate to the village he 
  founded, Vanglas. In fact, he has been 
  manipulating forces such as the local bandits and 
  hobgoblins for his own benefit. After they are high 
  in the mountains and isolated from anyone else, 
  Garrock uses the townsfolk as indentured servants 
  to mine deeper and deeper into the earth. 
   Personality: My schemes will make me rich! 
   Ideal: It’s easier to rule when the people think it 
  was their decision. 
   Bond: Genie-kind deserve to rule mortals. 
   Flaw: I am obsessed with discovering long-lost 
  knowledge. 
   
   
   
   
   
  • Mavedosk (May vuh dosk). Ruthless leader of the 
  Red Scale Gang. He keeps his power in the gang 
  through toughness and intimidation; he believes 
  any sign of weakness will leave him in a shallow 
  grave. 
   Personality: I take whatever I want. Who’s going 
  to stop me? 
   Ideal: Power is taken by the ones who want it the 
  most. 
   Bond: The Red Scales will become the most 
  ferocious gang of raiders across the Moonsea region. 
   Flaw: No surrender! No quarter! 
   
   
  • Rhyolite (RI oh lite). Like other towns in the 
  region, no one is exactly sure why the townsfolk 
  all left Rhyolite. An investigation by the characters 
  is what kicks off the adventure. Rhyolite is 
  abandoned by all the townsfolk except Brok, who 
  has elected himself mayor. Previously holding 
  thirty or so people, he is the only one remaining 
  when the characters arrive. 
   
   
  • Vanglas (VANE glass). Much higher in the 
  Earthspur Mountains than Rhyolite, Vanglas is a 
  mining town experiencing a surge in population 
  and good fortune in its mines. These are both due 
  to the actions of Garrock the disguised dao. 
   
   
  
   
   
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  18 
  Appendix 2: Creature Statistics 
   
  Archer 
  Medium humanoid (any race), any alignment 
  Armor Class 16 (Studded Leather) 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  18 (+4) 
  16 (+3) 
  11 (+0) 
  13 (+1) 
  10 (+0) 
    
  Skills Acrobatics +6, Perception +5 
  Senses Passive Perception 15 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
  Archer’s Eye (3/Day). As a bonus action, the archer can 
  add 1d10 to its next attack or damage roll with a 
  longbow or shortbow. 
  Actions 
  Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 2 (1d4) piercing 
  damage. 
  Bandit Captain 
  Medium humanoid (any race), any non-lawful 
  alignment 
  Armor Class 15 (studded leather) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  16 (+3) 
  14 (+2) 
  14 (+2) 
  11 (+0) 
  14 (+2) 
   
  Saving Throws Str +4, Dex +5, Wis +2 
  Skills Athletics +4, Deception +4 
  Senses passive Perception 10 
  Languages any two languages 
  Challenge 2 (450 XP) 
  Actions 
  Multiattack. The captain makes three melee attacks: 
  two with its scimitar and one with its dagger. Or the 
  captain makes two ranged attacks with its daggers. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage. 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 
  3) piercing damage. 
  Reactions 
  Parry. The captain adds 2 to its AC against one melee 
  attack that would hit it. To do so, the captain must see 
  the attacker and be wielding a melee weapon. 
  
   
   
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  19 
  Bard 
  Medium humanoid (any race), any alignment 
  Armor Class 15 (Chain Shirt) 
  Hit Points 44 (8d8 + 8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  14 (+2) 
    
  Saving Throws DEX +4, WIS +3 
  Skills Acrobatics +4, Perception +5, Performance +6 
  Senses Passive Perception 15 
  Languages any two languages 
  Challenge 2 (450 XP) 
  Spellcasting. The bard is a 4th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, +4 to 
  hit with spell attacks). It has the following bard spells 
  prepared: 
  Cantrips (at will): friends, mage hand, vicious mockery 
  1st level (4 slots): charm person, healing word, 
  heroism, sleep, thunderwave 
  2nd level (3 slots): invisibility, shatter 
  Song of Rest. The bard can perform a song while taking 
  a short rest. Any ally who hears the song regains an 
  extra 1d6 hit points if it spends any Hit Dice to regain 
  hit points at the end of that rest. The bard can confer 
  this benefit on itself as well. 
  Taunt (2/Day). The bard can use a bonus action on its 
  turn to target one creature within 30 feet of it. If the 
  target can hear the bard, the target must succeed on a 
  DC 12 Charisma saving throw or have disadvantage on 
  ability checks, attack rolls, and saving throws until the 
  start of the bard’s next turn. 
  Actions 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  Champion 
  Medium humanoid (any race), any alignment 
  Armor Class 18 (Plate) 
  Hit Points 143 (22d8 + 44) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  15 (+2) 
  14 (+2) 
  10 (+0) 
  14 (+2) 
  12 (+1) 
    
  Saving Throws STR +9, CON +6 
  Skills Athletics +9, Intimidation +5, Perception +6 
  Senses Passive Perception 16 
  Languages any one language (usually Common) 
  Challenge 9 (5,000 XP) 
  Indomitable (2/Day). The champion rerolls a failed 
  saving throw. 
  Second Wind (Recharges after a Short or Long Rest). 
  As a bonus action, the champion can regain 20 hit 
  points. 
   
  Actions 
  Multiattack. The champion makes three attacks with 
  its greatsword or its shortbow. 
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 
  (2d6) slashing damage if the champion has more than 
  half of its total hit points remaining. 
  Shortbow. Ranged Weapon Attack: +6 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, 
  plus 7 (2d6) piercing damage if the champion has more 
  than half of its total hit points remaining. 
  
   
   
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  20 
  Commoner 
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 0 (10 XP) 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
  Dao  
  Large elemental, neutral evil 
  Armor Class 18 (Natural Armor) 
  Hit Points 187 (15d10 + 105) 
  Speed 30 ft., burrow 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  12 (+1) 
  24 (+7) 
  12 (+1) 
  13 (+1) 
  14 (+2) 
   
  Saving Throws INT +5, WIS +5, CHA +6 
  Condition Immunities Petrified 
  Senses Darkvision 120 ft., Passive Perception 11 
  Languages Terran 
  Challenge 11 (7,200 XP) 
  Earth Glide. The dao can burrow through nonmagical, 
  unworked earth and stone. While doing so, the dao 
  doesn’t disturb the material it moves through. 
  Elemental Demise. If the dao dies, its body 
  disintegrates into crystalline powder, leaving behind 
  only equipment the dao was wearing or carrying. 
  Innate Spellcasting. The dao’s innate spellcasting 
  ability is Charisma (spell save DC 14, +6 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components: 
  At will: detect evil and good, detect magic, stone shape 
  3/day each: passwall, move earth, tongues 
  1/day each: conjure elemental (earth elemental only), 
  gaseous form, invisibility, phantasmal killer, plane shift, 
  wall of stone 
  Sure-Footed. The dao has advantage on Strength and 
  Dexterity saving throws made against effects that 
  would knock it prone. 
  Actions 
  Multiattack. The dao makes two fist attacks or two 
  maul attacks. 
  Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 15 (2d8 + 6) bludgeoning damage. 
  Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 20 (4d6 + 6) bludgeoning damage. If 
  the target is a Huge or smaller creature, it must 
  succeed on a DC 18 Strength check or be knocked 
  prone. 
   
  
   
   
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  21 
  Earth Elemental  
  Large elemental, neutral 
  Armor Class 17 (Natural Armor) 
  Hit Points 126 (12d10 + 60) 
  Speed 30 ft., burrow 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  8 (-1) 
  20 (+5) 
  5 (-3) 
  10 (+0) 
  5 (-3) 
   
  Damage Vulnerabilities Thunder 
  Damage Resistances Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks 
  Damage Immunities Poison 
  Condition Immunities Exhaustion, Paralyzed, Petrified, 
  Poisoned, Unconscious 
  Senses Darkvision 60 ft., Tremorsense 60 ft., Passive 
  Perception 10 
  Languages Terran 
  Challenge 5 (1,800 XP) 
  Earth Glide. The elemental can burrow through 
  nonmagical, unworked earth and stone. While doing 
  so, the dao doesn’t disturb the material it moves 
  through. 
  Siege Monster. The elemental deals double damage to 
  objects and structures. 
  Actions 
  Multiattack. The elemental makes two slam attacks. 
  Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 14 (2d8 + 5) bludgeoning damage. 
  Earth Elemental Myrmidon  
  Large elemental, neutral 
  Armor Class 18 (Plate) 
  Hit Points 127 (17d8 + 51) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  10 (+0) 
  17 (+3) 
  8 (-1) 
  10 (+0) 
  10 (+0) 
   
  Damage Vulnerabilities Thunder 
  Damage Resistances Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks 
  Damage Immunities Poison 
  Condition Immunities Exhaustion, Paralyzed, Petrified, 
  Poisoned, Unconscious 
  Senses Darkvision 60 ft., Tremorsense 60 ft., Passive 
  Perception 10 
  Languages Terran 
  Challenge 5 (1,800 XP) 
  Earth Glide. The elemental can burrow through 
  nonmagical, unworked earth and stone. While doing 
  so, the dao doesn’t disturb the material it moves 
  through. 
  Siege Monster. The elemental deals double damage to 
  objects and structures. 
  Actions 
  Multiattack. The myrmidon makes two maul attacks. 
  Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage. 
  Thunderous Strike (Recharge 6). The myrmidon makes 
  one maul attack. If the attack hits, it deals an extra 16 
  (3d10) thunder damage, and the target must succeed 
  on a DC 14 Strength saving throw or be knocked prone. 
  
   
   
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  22 
  Half-Red Dragon Veteran 
  Medium humanoid (human), any alignment 
  Armor Class 18 (Plate) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Athletics +5, Perception +2 
  Damage Resistances Fire 
  Senses Blindsight 10 ft., Darkvision 60 ft., Passive 
  Perception 12 
  Languages Common, Draconic 
  Challenge 5 (1,800 XP) 
  Actions 
  Multiattack. The veteran makes two longsword 
  attacks. If it has a shortsword drawn, it can also make a 
  shortsword attack. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 
  (1d10 + 3) slashing damage if used with two hands. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing 
  damage. 
  Fire Breath (Recharge 5–6). The veteran exhales fire in 
  a 15-foot cone. Each creature in that area must make a 
  DC 15 Dexterity saving throw, taking 24 (7d6) fire 
  damage on a failed save, or half as much damage on a 
  successful one. 
   
   
  Guard 
  Medium humanoid (any race), any alignment 
  Armor Class 16 (chain shirt, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Actions 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 
  1) piercing damage. 
  
   
   
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  Orc Blade of Ilneval 
  Medium humanoid (orc), chaotic evil 
  Armor Class 18 (Chain Mail, Shield) 
  Hit Points 60 (8d8 + 24) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  11 (+0) 
  17 (+3) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
   
  Saving Throws WIS +3 
  Skills Insight +3, Intimidation +4, Perception +3 
  Senses Darkvision 60 ft., Passive Perception 13 
  Languages Common, Orc 
  Challenge 4 (1,100 XP) 
  Aggressive. As a bonus action, the orc can move up to 
  its speed toward a hostile creature that it can see. 
  Foe Smiter of Ilneval. The orc deals an extra die of 
  damage when it hits with a longsword attack (included 
  in the attack). 
   
  Actions 
  Multiattack. The orc makes two melee attacks with its 
  longsword or two ranged attacks with its javelins. If 
  Ilneval’s Command is available to use, the orc can use it 
  after these attacks. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 
  (2d10 + 3) slashing damage when used with two hands. 
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 
  3) piercing damage. 
  Ilneval’s Command (Recharge 4–6). Up to three 
  allied orcs within 120 feet of this orc that can hear it 
  can use their reactions to each make one weapon 
  attack. 
  Orc Claw of Luthis  
  Medium humanoid (orc), chaotic evil 
  Armor Class 14 (Hide Armor) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  15 (+2) 
  16 (+3) 
  10 (+0) 
  15 (+2) 
  11 (+0) 
   
  Skills Intimidation +2, Medicine +4, Survival +4 
  Senses Darkvision 60 ft., Passive Perception 12 
  Languages Common, Orc 
  Challenge 2 (450 XP) 
  Aggressive. As a bonus action, the orc can move up to 
  its speed toward a hostile creature that it can see. 
  Spellcasting. The orc is a 5th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 to 
  hit with spell attacks). The orc has the following cleric 
  spells prepared: 
  Cantrips (at will): guidance, mending, resistance, 
  thaumaturgy 
  1st level (4 slots): bane, cure wounds, guiding bolt 
  2nd level (3 slots): augury, warding bond 
  3rd level (2 slots): bestow curse, create food and water 
   
  Actions 
  Multiattack. The orc makes two claw attacks, or four 
  claw attacks if it has fewer than half of its hit points 
  remaining. 
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage. 
  
   
   
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  24 
  Thug  
  Medium humanoid (any race), any non-good alignment 
  Armor Class 11 (leather armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
  Pack Tactics. The thug has advantage on an attack roll 
  against a creature if at least one of the thug’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Multiattack. The thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
  Veteran 
  Medium humanoid (any race), any alignment 
  Armor Class 17 (splint) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Athletics +5, Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
  Actions 
  Multiattack. The veteran makes two longsword 
  attacks. If it has a shortsword drawn, it can also make a 
  shortsword attack. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 
  (1d10 + 3) slashing damage if used with two hands. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
   
   
   
   
   
   
  
   
   
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  Appendix 3: Map of the Mines 
   
   
    
   
  
   
   
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  26 
  Appendix 4: Map of the Bandit Camp 
    
  
   
   
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  Appendix 5: Map of Dumathoin’s Temple 
    
   
  
   
   
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  28 
  Appendix 6: Bandits, Begone (Bonus Objective A.) 
  Estimated Duration: 50 minutes
  Scene A. Sing Us a Song  
  The bandits that intended to pillage Rhyolite in 
  Episode 2, Scene C reveal the location of their 
  hideout. This scene takes place outside their hideout 
  as the adventurers survey the surroundings. Stacks 
  of looted goods litter the ground around their camp. 
  At the center is a shallow cave which members of the 
  gang enter and exit infrequently. A map of the 
  surroundings is provided in Appendix 4: Map of 
  the Bandit Camp. 
  Creatures/NPCs 
  All the members of the Red Scale Gang decorate their 
  clothing and armor with crimson paint. Currently 2 
  bandit captains, 2 archers and 2 orc Claws of 
  Luthic are here in good spirits. Plundering from 
  abandoned towns is much easier and safer than 
  ambushing traveling merchants. 
   Objectives/Goals. Their goal is to enjoy the 
  pilfered food and drink from their most recent theft. 
  A female elf bard was kidnapped along the road as 
  well. They boisterously encourage her to sing songs 
  for them.  
   What Do They Know? The gang members here 
  mention that Mavedosk also loves good music, 
  offering the characters an opportunity to get close to 
  him without alerting the suspicions of everyone in 
  camp. 
   The Bard. Mistriel is a high elf bard (use the bard 
  stat block) taken by these Red Scale bandits. She is 
  grateful for rescue but has little to offer in return 
  other than her eternal gratitude. She will ask the 
  characters for their names so she may compose a 
  song as thanks. 
  Adjusting the Scene  
  This adventure does not put the party in an urgent time 
  crunch, so the difficulty of this bonus objective is tuned to 
  the assumption the party is at full strength and will long rest 
  after this objective. 
  • Very Weak: Replace both bandit captains with 2 thugs 
  given maximum hit points (50) and remove both archers. 
  • Weak: Remove both archers. 
  • Strong: Add 1 Orc Blade of Ilneval. 
  • Very Strong: Replace both bandit captains with veterans 
  and add 2 Orc Blades of Ilneval. 
   
  Combat Adjustment: Gruumsh Loves Slaughter! 
  In this encounter the Orc Blades of Ilneval Ilneval’s 
  Command Action is meant to be usable on any of their allies 
  and not limited to orcs. Any Orc Claws of Luthic or Orc 
  Blades of Ilneval in this encounter can be humans, half-orcs 
  or orcs (no change to the stat block necessary). 
   
   
  Playing the Pillars 
  COMBAT 
  If combat breaks out, one of the 
  bandits will grapple their hostage 
  and use her to improve their AC 
  by 2 as they retreat towards the 
  cave and reinforcements. 
  EXPLORATION 
  Looted goods are stacked into 
  various piles around the camp, 
  providing spots to stealthily 
  approach. A DC 10 Dexterity 
  (Stealth) gives a character the 
  opportunity to stealthily 
  approach the bandits. A second 
  check evades them long enough 
  to reach the cave in Scene B. 
  SOCIAL 
  There are few enough members 
  of the Red Scale Gang that it 
  takes more than just putting on a 
  uniform to fool the bandits. A 
  group DC 10 Charisma 
  (Deception) check can keep this 
  group of drunk guards from 
  sounding an alarm. 
   
   
  
   
   
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  29 
  Scene B. Mavedosk 
  The assembled bandits offer praise to their leader. 
  Nearly seven feet tall and covered in red scales, 
  Mavedosk stands near the back of the cave, 
  surrounded by their ill-gotten gains, giving a rousing 
  speech of how the presence of Red Scale Gang 
  members is causing dozens—nay hundreds—of 
  people, to flee as fast as they can from the 
  countryside. 
  Creatures/NPCs 
  Mavedosk, a Half-Red Dragon Veteran promises 
  more of the same success the Red Scales have had 
  recently to the assembled gang of 1 enchanter and 4 
  bandit captains. 
   Objectives/Goals. Encouraged by his rousing 
  speech, all bandits present fight to the death. 
   What Does He Know? Mavedosk is in a mutually 
  beneficial arrangement with Garrock. The bandits 
  are supposed to harass local villages enough that the 
  townsfolk are convinced to leave. After the town is 
  empty, Mavedosk and his gang are free to loot what 
  they want. Where the villagers are going, he doesn’t 
  know or care, but admits it probably has something 
  to do with his arrangement with Garrock. 
   
   Deadfall Traps. There are two deadfall traps set 
  up inside the cave. They are controlled by a crude 
  pulley system to drop rocks when the ropes are 
  untied or cut. The rocks fall in a ten-foot square area, 
  requiring anyone underneath to make a DC 12 
  Dexterity saving throw, taking 16 (3d10) 
  bludgeoning damage on a failed save, or half as much 
  damage on a success. All the bandits know where the 
  controls and triggered areas are and will use them 
  against their enemies. 
  Adjusting the Scene  
  This adventure does not put the party in an urgent time 
  crunch, so the difficulty of this bonus objective is tuned to 
  the assumption the party is at full strength and will long rest 
  after this objective. 
  • Very Weak: Remove the enchanter and replace all 4 bandit 
  captains with 4 thugs given maximum hit points (50). 
  • Weak: Remove the enchanter. 
  • Strong: Replace the enchanter with a Warlock of the Great 
  Old One and replace 2 bandit captains with 2 veterans. 
  • Very Strong: Replace the enchanter with a Warlock of the 
  Great Old One and replace all 4 bandit captains with 4 
  veterans and add 2 Orc Blades of Ilneval. 
   
  Combat Adjustment: Gruumsh Loves Slaughter! 
  In this encounter the Orc Blade of Ilneval Ilneval’s Command 
  Action is meant to be usable on any of their allies and not 
  limited to orcs. Any Orc Claws of Luthic or Orc Blades of 
  Ilneval in this encounter can be humans, half-orcs or orcs (no 
  change to the stat block necessary). 
   
   
   
   
  Playing the Pillars 
  COMBAT 
  Two more enemies (thugs or 
  bandit captains) arrive during 
  the third round of combat from a 
  side passage. 
  EXPLORATION 
  A clever or stealthy party could 
  turn the deadfall traps against 
  the bandits, sowing chaos within 
  their cave. 
  SOCIAL 
  A party impersonating Red Scale 
  members or musicians could 
  gain the benefits of a surprise 
  round or divide this large group 
  of enemies up into smaller ones. 
   
   
  
   
   
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  Appendix 7: Dumathoin Deciphered (Bonus Objective B.) 
  Estimated Duration: 50 minutes
  Scene A. Entrance Chamber  
  At the bottom of the mined chamber where Garrock 
  was located is an opening of worked stone, different 
  from the natural rock of the rest of the chamber. The 
  stones are old and well-made; the work of dwarves 
  long ago. A map of the temple is provided in 
  Appendix 5: Map of Dumathoin’s Temple. 
  The entire temple is under the effects of a 
  permanent hallow spell, preventing elementals, 
  fiends and undead from entering. 
   It’s a Puzzle! The first room of worked stone is an 
  entrance chamber into the temple of Dumathoin, 
  Dwarven god of buried secrets. It is a circular room 
  40 feet in diameter. Four twelve foot tall statues of 
  dwarves each hold a set of scales in their left hand. 
  Each statue has a numeral prominently carved into 
  the chest piece of its armor; the numbers are “0”, “1”, 
  “2” and “3”. 
   One stone tablet rests on each side of every scale 
  for a total of eight tablets. Each tablet also clearly has 
  a number etched into it. The numbers on these 
  tablets and which scale they can be found on (see the 
  “Starting Position”) is provided in Appendix 8: 
  Player Handout 1. 
   
   The Rules. A tablet with a larger number must be 
  placed on the left side of the scale than the number 
  on the right [16,3 is a valid combination to try while 
  10,15 is not].  The magic of the tablets and scales 
  causes a repulsion between tablets and scale if a 
  larger number is placed to the right of a smaller 
  number. 
   While the correct numbers are resting on the 
  balance, the scales glow with a warm light. This 
  puzzle has only a single solution, noted below. 
   Modulo. Solving the puzzle revolves around the 
  modulo (also known as the remainder) of the two 
  numbers placed on the balance. For example, the 
  modulo of: 
  10/5 is 0 (2 with a remainder of 0),  
  10/4 is 2 (2 with a remainder of 2) and  
  10/3 is 1 (3 with a remainder of 1).  
   The Solution. The numbered tablets must be 
  placed in such a way as to create the correct modulo 
  on each set of scales at the same time.  
  The answer is: 
   
  Left 
  Right 
  Scale 0 
  10 
  2 
  Scale 1 
  16 
  5 
  Scale 2 
  8 
  3 
  Scale 3 
  15 
  4 
   
  When solved, a hidden door with a hallway to the 
  Hall of Heroes appears to the north. 
   
   Hints. If the players become stuck, a series of hints 
  may be able to help them understand how to solve 
  the puzzle. 
  • Both the numbers on the scales and tablets 
  are significant to solving the puzzle. 
  • The division of the numbers on the scale is key 
  to finding the answer. 
  • All tablets can be moved, including the 10 and 
  5 on the “0 scale”. 
   
   
   
  Playing the Pillars 
  COMBAT 
  There is no real opportunity for 
  the combat pillar in this scene. 
  EXPLORATION 
  There is no real opportunity for 
  the exploration pillar in this 
  scene. This is meant to challenge 
  the players more than the 
  characters. A successful DC 10 
  Intelligence check could be used 
  to provide clues if necessary. 
  SOCIAL 
  There is no real opportunity for 
  the social pillar in this scene. 
   
   
  
   
   
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  Scene B. Drums in the Deep  
  The next room is a massive gathering hall. It is 150 
  feet long and 40 feet wide. 
  Twelve foot tall statues of dwarves with various 
  tools and armaments are spaced equally the length 
  of the room. Eight carry hammers and axes while 
  others various musical instruments and mining 
  tools. At each end of the room a statue stands 
  adjacent to a large stone drum. 
   Rock Music. When the characters enter the room, 
  the arms of the drummers raise and strike the stone 
  drum beside them, filling the room with thunderous 
  reverberations. The beat (and volume) quickly 
  increases, filling the room with painfully deafening 
  pounding. At the same time the heavy stone doors to 
  and from the room slam shut. 
   Rock and Roll. As the drummers drum, the statues 
  with weapons begin to whirl them in deadly arcs, 
  threatening to injure any who get too close. They 
  also begin to roll around the room on wheels in 
  unpredictable configurations. Two statues are active 
  and attack during the first round; two more activate 
  each round until a total of eight have been activated 
  in the fourth round. 
   It’s a Trap! The different statues here act as a 
  complex trap described in Xanathar’s Guide to 
  Everything. The trap’s elements and initiative they 
  act on are described below. 
   Initiative 20: The drums pound loudly, forcing all 
  who can hear them to make a DC 14 Constitution 
  save or take 22 (4d10) thunder damage and are 
  deafened until the end of their next turn. Those with 
  successful saves take half damage and are not 
  deafened. Dwarves are immune to this thunder 
  damage but not the deafness side effect. 
   Initiative 10: The drummers strike their drums in 
  unison, creating a powerful shockwave. This forces 
  all characters in the room to make a DC 14 Strength 
  saving throw or be knocked prone. This is strong 
  enough to cause characters secured to the walls (e.g. 
  those with climb speeds or under the effects of the 
  spider climb spell) to fall back to the ground if they 
  fail their saving throws. 
   Initiative 0: The statues with weapons swing their 
  weapons, striking at characters on the ground in this 
  room. Each statue attacks with a +6 bonus and deals 
  14 (4d6) slashing or bludgeoning damage on a hit. 
  The number of attacks that can be made depends 
  upon the number of active statues. Regardless of 
  where they are in relation to the statues, any 
  character can only be targeted once per round. Who 
  is attacked can be determined randomly or at the 
  discretion of the DM. 
   Countermeasures: There are two major elements 
  the characters have to deal with in this room, the 
  drummers and the statues with weapons. All statues 
  have an AC of 14 and 50 hit points and can be 
  destroyed like any object. Both types of statues have 
  moving parts that can be disabled with thieves’ tools. 
  It takes two successful checks versus a DC of 12 to 
  render one statue inert and statues work at full 
  strength until disabled. Each type of statue has 
  unique ways its effects can be disabled as well: 
   Drummers: If a drum is targeted with a silence 
  spell it cannot deal thunder damage. When one drum 
  is silenced, the number of dice rolled for thunder 
  damage is reduced by half. While both are silenced 
  no Constitution saving throw for damage or deafness 
  is necessary. 
   Weapons: A character who uses their action to 
  attempt a DC 12 Dexterity (Acrobatics) check can 
  cause one statue to strike another, dealing 14 (4d6) 
  damage. At least two statues must be active for this 
  to work. 
   The Doors. If the party rushes through the room 
  to the far side, the exit door can be lifted with two 
  DC 15 Strength (Athletics) checks. The elements of 
  the trap which were not disabled reset when there 
  are no living creatures in the room. They would have 
  to be dealt with on the way back out. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very Weak: There is only one drumming statue and it deals 
  11 (2d10) thunder damage. Weapon statues deal 10 (3d6) 
  damage. The DC for all aspects of the trap is 12. 
  • Very Strong: Weapon statues attack with +8 and deal 18 
  (4d8) damage. Each character can be targeted twice if 
  enough statues have been activated. 
   
  Playing the Pillars 
  COMBAT 
  There is no real opportunity for 
  the combat pillar in this scene. 
  EXPLORATION 
  The statues magically detect the 
  presence of living creatures, so it 
  is impossible to sneak past them. 
  SOCIAL 
  There is no real opportunity for 
  the social pillar in this scene. 
   
   
  
   
   
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  32 
  Scene C. Riddle Me This  
  The final room in Dumathoin’s temple is a cluttered 
  mess. Hundreds of different type of weapons, armor 
  and tools are just some of the items that can be seen 
  overflowing from the crates and barrels stacked 
  above eye level in this room. Four twelve foot tall 
  statues of dwarves are here, this time each displays a 
  large stone tablet. 
   
   It’s a Riddle! Written on each statue’s tablet is a 
  riddle the players must solve. To answer a riddle, the 
  answer (e.g. “an axe”) must be displayed before the 
  statue. The correct answer will cause the tablet to 
  illuminate, indicating success. The characters can 
  provide their own item as the answer or find one in 
  the clutter of the room. Any items found in the room 
  fall apart if taken from the temple. 
   
  First Riddle. 
  I can have one head or two. It always has a beard. 
  Answer: an axe. 
   
  Second Riddle. 
  There are many different kinds. Once it’s been 
  picked it is useless. 
  Answer: a lock. 
   
  Third Riddle. 
  A little gives you courage. 
  A lot gives you strength. 
  Too much gives you a headache. 
  Answer: alcohol. 
   
  Fourth Riddle. 
  An iron roof with glass windows, but not a house. 
  When fed it can guide your way. 
  Answer: a lantern. 
   
   Success! After the four riddles have been 
  answered correctly, the mouths of the statues are 
  animated by a magic mouth spell to recite the 
  following “Dumathoin is proud. Your reward is well 
  earned.” The stone altar in the center of the room is 
  magically covered in gold and gems that the 
  characters are free to take as their reward for 
  completing Dumathoin’s challenges. 
   
   
   
   
   
   
  Playing the Pillars 
  COMBAT 
  There is no real opportunity for 
  the combat pillar in this scene. 
  EXPLORATION 
  There is no real opportunity for 
  the exploration pillar in this 
  scene. This is meant to challenge 
  the players more than the 
  characters. A successful DC 10 
  Intelligence check could be used 
  to provide clues if necessary. 
  SOCIAL 
  There is no real opportunity for 
  the social pillar in this scene. 
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  33 
  Appendix 8: Player Handout 1 
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SAF01-01 Between Garrock and a Hard Place (v.1.0) 
   
   
  34 
  Appendix 9: Magic Item 
   
  Characters completing the adventure unlock this 
  magic item.  
  Elemental Gem (Yellow diamond) (Table B) 
  Wondrous item, uncommon 
  This gem contains a mote of elemental energy. When 
  you use an action to break the gem, an elemental is 
  summoned as if you had cast the conjure elemental 
  spell, and the gem’s magic is lost. The type of gem 
  determines the elemental summoned by the spell.  
  This item is found on Magic Item Table B in the 
  Dungeon Master’s Guide. 
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SAF01-01 Between Garrock and a Hard Place (v.1.0) 
   
   
  35 
  Appendix 10: Dungeon Master Tips 
   
  This adventure is designed for three to seven 5th-
  10th level characters and is optimized for five 
  characters with an average party level (APL) of 8. 
  Characters outside this level range cannot 
  participate in this adventure. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
   
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within 
  the adventure’s level range. Characters playing in a 
  hardcover adventure may continue to play to but if 
  they play a different hardcover adventure, they can’t 
  return to the first one if they’re outside its level 
  range. 
  Preparing the Adventure 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiar yourself with the 
  adventure’s appendices and handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master, but may only 
  play it once with a given character. Ensure each 
  player has their character’s adventure logsheet (if 
  not, get one from the organizer). The players fill out 
  the adventure name, session number, date, and your 
  name and DCI number. In addition, the player also 
  fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. 
  These values are updated at the 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 
  Players Guide for reference. If players wish to spend 
  downtime days and it’s the beginning of an 
  adventure or episode, they can declare their activity 
  and spend the days now, or 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 This Adventure 
  When combat is a possibility, the adventure will 
  provide a sidebar that helps you to determine the 
  best mix/number of opponents to provide them with 
  to create an appropriate challenge. While you’re not 
  bound to these adjustments; they’re here for your 
  convenience and consideration. 
   To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s average party level (APL). 
  To approximate the party strength for the 
  adventure, consult the table below. 
  Determining Party Strength 
  Party Composition 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 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/CCC-SAF01-01 - Between Garrock and a Hard Place.pdf