CREDITS
Designer T.M. van Dalen
Proofreaders Klary van Eersel and Julia Wagner
Editor T.M. van Dalen
Playtesters Arnoud Bleeker, Carl van Dueren den Hollander, Luc Veldhuis, Michael Heemskerk,
Philip van der Hoek, Robbert Jongeling and Stef van Schuylenburg.
Cover art Code Orange, artwork © 2015 Dean Spencer, used with permission.
Interior art Code Orange, Ivy Barn on Unsplash, Julia Wagner, Giovanna Pérez. Some artwork ©
2015 Dean Spencer, used with permission. All rights reserved.
Cartography T.M. van Dalen
Special Thanks Boas, for helping me find art for this adventure. Julia, for once again supporting
me while I indulge in an obsession.
Disclaimer: The authors of this module and Wizards of the Coast are not responsible for any sudden growth of houseplants
after you play this adventure. If you notice necklaces made of teeth lying around your house, a tribe of kobolds might have
moved in. Your best option is to leave, quickly and quietly.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
Ravnica and 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.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2021 by T.M. van Dalen and published under the Community Content
Agreement for Dungeon Masters Guild.
CONTENTS
INTRODUCTION ............................ 1 4. Neray and Daughters Fletchery . 13
5. Kilvars’s Smithy . . . . . . . . . . 13
Adventure Background ............................... 1 6. Herbalist’s Shop . . . . . . . . . 14
Rug and Zog . . . . . . . . . . . . . 1 7. Farms . . . . . . . . . . . . . . . 14
Veratrem’s Tribe . . . . . . . . . . . 1 8. Pine Mill . . . . . . . . . . . . . . 14
1 Kobold Siege ............................................... 14
Adventure Hook .......................................... 2 What’s Next? . . . . . . . . . . . . . 15
Running the Adventure............................... 2
2 CHAPTER 4: INTO THE DRAGON’S
Adventure Synopsis . . . . . . . . . 2 LAIR.......................................... 16
Using the Maps . . . . . . . . . . . . 3
Sidebar: Theatre of the Mind . . . . 4 Verdantskin Tribe Lair ................................ 16
Adventure Flowchart . . . . . . . . 4 Sidebar: Verdantskin Tribe Lair:
Experience Points and Rewards . . 4 General Features . . . . . . . 16
Pronunciation Guide . . . . . . . . 1. Guards . . . . . . . . . . . . . . . 17
Adjusting this Adventure . . . . . . 2. Sleeping Areas . . . . . . . . . . 17
3. Throne Room . . . . . . . . . . . 18
CHAPTER 1: GETTING THE GOODS ... 5 4. Mushroom Farm . . . . . . . . . 18
5. Hunting and Foraging supplies . 19
A Dangerous Escort .................................... 5 6. Root Cellars . . . . . . . . . . . . 19
What’s Next? . . . . . . . . . . . . . 5 7. Mine . . . . . . . . . . . . . . . . 19
8. Kiln and Crafting Area . . . . . . 19
CHAPTER 2: ON THE LONG ROAD .... 6 9. Sorcerer’s Cave . . . . . . . . . . 20
10. Shrine . . . . . . . . . . . . . . . 20
Random Encounters ................................... 6 11. Escape Tunnels . . . . . . . . . 20
Hill Giants’ Checkpoint ............................... 8 12. Trapped Tunnels . . . . . . . . 20
13. Veratrem’s Lair . . . . . . . . . 22
Sidebar: Hill Giants’ Checkpoint: What’s next? . . . . . . . . . . . . . 23
General Features . . . . . . . 8
CHAPTER 5: THE GIANT TASK
1. Sleeping Quarters . . . . . . . . 9 AHEAD....................................... 24
2. Feasting Room . . . . . . . . . . 9
3. Pen . . . . . . . . . . . . . . . . . 9 Adventure Conclusion................................. 24
4. Barn . . . . . . . . . . . . . . . . 9
What’s Next? . . . . . . . . . . . . . 10 APPENDIX A: MONSTERS ................ 25
CHAPTER 3: SIEGE ON WEALDHAM... 11 APPENDIX B: MAGIC ITEMS ............ 26
Wealdham................................................... 11 APPENDIX C: MAPS....................... 27
Important NPCs . . . . . . . . . . . 12
Town Description . . . . . . . . . . 12
1. Laughing Squirrel Inn . . . . . . 12
2. The Trade and Post . . . . . . . . 13
3. Town Hall . . . . . . . . . . . . . 13
CONTENTS
ii
INTRODUCTION
W ELCOME TO VERATREM’S TRIBAL SIEGE, make themselves quite comfortable and are
a DUNGEONS & DRAGONS delaying going back to the hill giant den.
5th edition adventure. This adventure
is intended for both new and Because of this checkpoint, trade between
experienced Dungeon Masters and players. the towns along the Long Road has really
suffered, and the proprietors of the Lion’s
The adventure is designed to be run as part Share in Triboar are desperate for a group of
of the published adventure Storm King’s adventurers to help them start trade up again.
Thunder, but it can also be used as a one-shot
adventure. Depending on how you play and VERATREM’S TRIBE
your time constraints, this adventure takes
around 5–8 hours to complete. If you want to In the chaos that resulted from the shattering,
break the adventure up into shorter sessions, Veratrem has decided to seize the opportunity
a good place to do that is right after the and try to claim a piece of the Westwood as his
players have reached the Kobold lair in domain, even though he is still quite young.
chapter 4. That way, the adventure will take
place over two sessions that are roughly the The Verdantskin tribe has lived in a cave
same length. system just over a mile away from Wealdham
for generations. A few months ago, Veratrem
Veratrem’s Tribal Siege is designed for stumbled on them while flying over the forest.
three-to-seven 5th-level to 8th-level characters He convinced the tribe to worship him by
and is optimized for five characters with an creating two dragonshields and allowing the
average party level (APL) of 6. Characters tribe full use of them for protection.
outside of this level range cannot participate in
this adventure. Veratrem’s long term plan is to use the
kobolds to conquer the surrounding area as its
ADVENTURE domain. As part of this plot, one of the first
BACKGROUND things he wants to deal with is the eyesore that
is Wealdham, a civilized settlement right in the
This adventure takes place against the bigger middle of his beautiful forest.
backdrop of the shattering of the ordning of
giant society, as described in Storm King’s For the last few tendays, Veratrem has been
Thunder. Be sure to read “Adventure preparing the tribe to go to war with
Background” in the introduction of that book Wealdham, with the goal of driving the people
to refamiliarize yourself with that backdrop. there out of town. As he and the tribe don’t
expect any resistance, they have chosen to
On a local level, in the area between attack during the daytime so Veratrem can
Waterdeep and Triboar, the shattering of the easily follow the siege from the sky.
ordning has caused two events that form the
background for this adventure. Two hill ADVENTURE HOOK
giants, Rug and Zog, have decided that the
best way to gather food for Chief Guh is to set This adventure seamlessly hooks into Storm
up a long term ambush along the Long Road to King’s Thunder and starts when the characters
steal food from passing merchants. In the are ready to leave Triboar for the first time.
Westwood, young green dragon Veratrem has When that is depends on your campaign. It
convinced the Verdantskin kobold tribe to could be right after the attack on Triboar in
worship and serve him in his attempt to claim chapter 2 of SKT, or it could be during
the forest as his domain. chapter 3 of SKT, when the characters are
exploring the North and have come to the town
RUG AND ZOG for some other reason.
The Long Road has always been a slightly The proprietors of The Lion’s Share, a
dangerous place, but recent events have recently opened store in the center of town,
kicked things up a notch. On their quest to approach the characters to ask for their help
gather food for their chief, hill giants Rug and in escorting a wagon of trade goods to the town
Zog have set up in an abandoned trade post of Wealdham.
halfway between Westbridge and Red Larch
three tendays ago. Starting in Waterdeep. Alternatively, the
adventure can start in Waterdeep, where the
When traveling merchants come by, they characters can be approached by any trader in
steal all their supplies, stockpiling the the city. If you do decide to start the adventure
non-perishables to bring back to Grudd Haug in the City of Splendors, move the location of
and eating the rest. They have managed to the hill giants’ settlement in chapter 2 to just
north of Amphail, before the mile marker that
indicates the path to Wealdham.
INTRODUCTION 1
RUNNING THE ADVENTURE SYNOPSIS
ADVENTURE
Figure 1 is a flowchart that shows the intended
To run this adventure, you need the fifth flow of the adventure, including how it fits
edition Player’s Handbook, Dungeon Master’s within the structure of Storm King’s Thunder.
Guide and Monster Manual. Within the text of
this adventure, references are made to these The adventure starts when the party is
and other books. The abbreviations used to approached by the proprietors of the Lion’s
indicate these books can be found below. Note Share in chapter 1, asking them to escort
that only the so-called three core rulebooks are trade goods to Wealdham.
required. All other references are optional but
can help to bring some more depth to your Next, they journey along the Long Road in
adventure, though Storm King’s Thunder is chapter 2, having random encounters along
very much recommended. the way until they find the hill giants’
checkpoint. When they do, they will have to rid
Referenced Books the area of giants so trade can continue once
more. After that, the characters can continue
Abbreviation Book on their way to Wealdham.
DMG Dungeon Master’s Guide
MM Monster Manual In chapter 3, the characters will get an
PHB Player’s Handbook opportunity to discover Wealdham and meet
SKT Storm Kings’ Thunder the locals, before they turn in their trade
VGM Volo’s Guide to Monsters goods. When they complete their initial quest,
the town is attacked by the Verdantskin tribe
Text that appears in a box like this is meant to be read and Veratrem.
aloud or paraphrased for the players when their
characters first arrive at a location or under specific After they’ve chased the kobolds away, they
circumstance, as described in the text. can take the fight to them in chapter 4, where
they will face off with Veratrem.
The Monster Manual contains stat blocks for
all monsters and NPCs found in this adventure. When the kobold infestation is dealt with
When a monster’s name appears in bold type, and the dragon has been either slain or driven
that’s a visual cue pointing you to the off, the party will have a chance to return to
creature’s stat block in the Monster Manual. Wealdham in chapter 5. There, they will get
Monsters that appear in Volo’s Guide to new leads that will take them all across the
Monsters are reprinted in appendix A. North as the adventure continues in chapter 3
of Storm King’s Thunder.
All magic items that appear in this adventure
can be found in appendix B. Magic item names USING THE MAPS
appear in italic type.
The maps included in the main text of this
adventure, those of the Hill Giants’ Checkpoint,
Wealdham and the Verdantskin Tribe Lair, are
for the DM’s eyes only, as they contain
markings. Appendix C contains maps that you
can show to your players.
Theatre of the Mind
Not all combat encounters in this adventure come with
a battle map on a grid. In particular, the kobold attack
on Wealdham in chapter 3 doesn’t come with any
tactical descriptions.
This encounter lends itself well for the so-called
“theatre of the mind” approach, where you as the DM
describe the environment without getting caught up in
tactical minutiae.
If you would prefer, you can of course make a tactical
map yourself, using the description of the town square as
a guide.
INTRODUCTION
2
ADVENTURE FLOW
SKT chapter 2 Bryn SKT chapter 3
Rumblings Shander The Savage Frontier
Triboar Goldenfields
Chapter 1
Getting the Goods
Characters go
on the Long Road
Chapter 2
On The Long Road
Characters arrive
in Wealdham
Chapter 3
Siege on Wealdham
Characters decide to
attack the kobolds
Chapter 4
Into the Dragon’s Lair
Characters head
back into town
Chapter 5
The Giant Task Ahead
Figure 1: Adventure Flowchart
INTRODUCTION 3
VIRTUAL TABLETOPS ADJUSTING THIS ADVENTURE
All maps embedded in this file are This adventure is optimized for five characters
high-resolution images that you can copy and of level 6. To determine if you need to think
use to run this adventure. However, with this about adjusting the adventure, calculate the
adventure, you should have also received average party level (APL) of the characters by
gridless map variations for use with virtual adding up the total levels of all characters and
tabletop software. Below, you can find the grid dividing that by the number of characters. The
sizes for these maps. table below gives an estimation of the party
strength of your players.
Map Grid Sizes
Size Determining Party Strength Party Strength
Map 20 × 35 Very weak
Hill Giants’ Checkpoint 40 × 30 Party Composition Weak
Wealdham 40 × 30 3–4 characters, APL less than 6 Average
Verdantskin Tribe Lair - Lower Level 40 × 30 3–4 characters, APL equals 6 Weak
Verdantskin Tribe Lair - Upper Level 3–4 characters, APL greater than 6 Average
5 characters, APL less than 6 Strong
When setting up your virtual tabletop for the 5 characters, APL equals 6 Average
Verdantskin Tribe Lair, consider using a grid 5 characters, APL greater than 6 Strong
where each square is 2.5 feet, that is, a 80 × 6–7 characters, APL less than 6 Very strong
60 grid. By doing that, it will become more 6–7 characters, APL equals 6
clear for the players why the small kobolds can 6–7 characters, APL greater than 6
easily use the tunnels they have dug, while
they have to squeeze through everything. When an encounter benefits from being
adjusted for a party that is of non-average
EXPERIENCE POINTS AND strength, you will find a sidebar called
REWARDS Adjusting the Encounter presented with it.
Below is an example.
This adventure takes place in the middle of the
larger adventure of Storm King’s Thunder. As Adjusting the Encounter
that adventure uses story-based advancement
(DMG p.261), this adventure does not reward Very weak. Remove 1 hill giant.
the characters with experience points. Weak. Replace 1 hill giant with 1 ettin.
Strong. Add 1 ettin.
In the absence of advancement through Very strong. Add 1 hill giant.
experience points, Veratrem’s Tribal Siege
rewards the characters with a magic item each
at the end of the adventure. If your players
have a wishlist of magic items they would like,
you can use that list when determining which
exact items the characters find.
PRONUNCIATION GUIDE
The Pronunciations table at the bottom of this
page shows how to pronounce many of the
names that appear in this adventure.
Pronunciations
Name Pronunciations Description
Aben Gardye A-ben GAR-die Runs a trading post in Wealdham
Alaestra Ulgar a-lai-STRA UL-gar Proprietor of the Lion’s Share, a store in Triboar
Faurius Besk FAU-ri-us BESK The necromancer that started the trouble
Gerey Gardye ge-REE GAR-die Works at the trading post in Wealdham
Kashak ka-SHAK Sorcerer of the Verdantskin kobold tribe
Kilvar Strongheart KIL-var STRONG-heart Blacksmith in Wealdham
Narth Tezrin NARTH TEZ-rin Proprietor of the Lion’s Share, a store in Triboar
Rug RUCH One of the two hill giants that have settled along the Long Road
Serilye Neray ser-il-JEH ner-AY Local fletcher
Veratrem ve-ra-TREM A young green dragon that has claimed a piece of the Westwood as his domain
Wealdham WHEEL-dam The town that is attacked by kobolds at the instruction of Veratrem
Zog ZOCH One of the two hill giants that have settled along the Long Road
INTRODUCTION
4
CHAPTER 1: GETTING THE GOODS
Estimated Duration: 15 minutes shipments delivered to The Trade and Post in Wealdham,
a village in the Westwood”. Narth adds: “We don’t know
T HE ADVENTURE BEGINS RIGHT BEFORE THE what’s going on, but we fear our merchants are getting
characters leave Triboar. This could robbed”. Aleastra continues, “Is there any way you could
be right after the attack on Triboar escort our next shipment to Wealdham?”.
in Chapter 2 of Storm King’s Thunder,
when the characters are getting ready to Aleastra and Narth offer the characters 50
explore the North for the first time, or gp each if they escort their next shipment, a
whenever they visit Triboar during Chapter 3. wagon filled with spices, rough metals to be
worked and silks, to Wealdham. The trip to the
Alternatively, the adventure could start in small town in the Westwood is about 200
Waterdeep with minimal changes. See miles, a trip of around 9 days. Along with the
“Adventure Hook” in the introduction for more wagon, they will be provided with a draft horse.
information about that option.
The characters will be paid by the
A DANGEROUS proprietors of The Trade and Post, Aben and
ESCORT Gerey Gardye. They can leave the horse and
wagon there, as they will be used for the next
Just before the heroes leave Triboar, Alaestra shipment back to Triboar.
Ulgar approaches them and asks them to come
with her to The Lion’s Share, a large merchant WHAT’S NEXT?
post and store in the center of town (see
SKT p.54 for more information). When the players are ready to leave Triboar,
they are provided with the horse and wagon of
There, Alaestra and her colleague Narth trading goods and sent on their way. The next
Tezrin (see SKT Appendix D for more chapter takes place on the dangerous road on
information) offer them a job. the way to their destination.
“Over the last couple of tendays, The Long Road to the
south of Triboar has gotten really dangerous,” Alaestra
says. “We’ve been having trouble getting all of our
CHAPTER 1: GETTING THE GOODS 5
CHAPTER 2: ON THE LONG ROAD
Estimated Duration: 2 hours could potentially encounter a lot of things, as
the arrival of the hill giants has stirred up
T HE HEROES SET OUT ON THEIR some trouble in the area. These encounters
southward journey along The Long can happen as often as you like, though you
Road, headed for the small hamlet should keep in mind that using too many of
of Wealdham. This trade route runs all them can slow the story down significantly.
the way from the fortress of Mirabar in the far
north to the City of Splendors, Waterdeep, on Consider checking for a random encounter
the coast. The characters start their trek in twice per adventuring day, once during the day
Triboar and will come through Westbridge and and once during a long rest. If you do, roll a
Red Larch before they leave the trade route d20. If the result is 18 or higher, a random
just before it reaches Amphail, turning into the encounter occurs.
Westwood. From there, they will follow the
smaller forest paths toward their destination. The encounters presented below build upon
Chapter 3 of Storm King’s Thunder has those presented in Chapter 3 of Storm King’s
descriptions of all the places they will come Thunder (SKT p.68). Feel free to mix and
upon. match between the encounters listed there and
those below.
Along the way on their journey, the
characters will run into a hill giant settlement Random Encounters on The Long Road
designed to relieve them of their quarry. If the
party manages to kill or drive the hill giants d8 Encounter
from their settlement, the area will be a bit 1 Bandits
safer, at least for a little while. 2 City patrols
3 Cloud castle
RANDOM ENCOUNTERS 4 Fire giant pits
5 Goblins
If they travel by foot along with their new 6 Manticores
loaner draft horse, the characters can expect 7 Scared trader
to be on the road for about 9 days before they 8 Woodland creatures
reach their destination. During this time, they
CHAPTER 2: ON THE LONG ROAD
6
Adjusting the Encounters If the characters have encountered Zephyros
(SKT p.33) in Chapter 1 of Storm King’s
Not all random encounters with monsters need to be Thunder, it is his castle and they can recognize
resolved through combat. The random encounters it without effort. If the characters have some
presented here do not need to be adjusted for parties way to signal to Zephyros, stairs made of
with a different APL than the recommended APL for the clouds begin to form underneath the castle
adventure. and descend toward them. Zephyros is friendly
and can offer advice, but is not traveling in the
Of course, you are still free to do so by adjusting the direction that the characters wish to go and
type or number of monsters that the characters does not offer to take them. He sticks to the
encounter. warning he received from the planar entities he
spoke with using the contact other plane spell.
BANDITS
In case the characters haven’t met Zephyros,
The characters encounter a gang of bandits. the castle poses no threat and ignores them as
The gang consists of a bandit captain it slowly drifts away from them.
(MM p.344) and 1d6 + 3 bandits (MM p.343),
all at half of their maximum hit points. FIRE GIANT PITS
Originally, the gang had more members, but The characters come across a site near some
they were attacked by Rug and Zog (see “Hill low hills where fire giants have recovered a
Giants’ Checkpoint” for more information) and fragment of the Vonindod. There is no trace of
suffered heavy losses. the giants, but near the two 30-foot-wide,
20-foot-deep craters are two toppled statues of
The gang confronts the party with the dwarves.
captain promising not to attack the party in
exchange for a toll (no less than 100 gp worth The first is depicted with a large shield, while
of treasure). A DC 10 Wisdom (Insight) check the second is holding a warhammer.
reveals that the captain is bluffing and does
not feel confident in their chances. A DC 12 Intelligence (Investigation) check
Alternatively, a DC 10 Wisdom (Perception) reveals religious symbols, indicating that this
check reveals that the bandits don’t look to be might have been a site of special spiritual
in fighting shape. If the characters pay up, the importance.
captain bids them a safe journey before
departing peacefully. If they don’t and a fight GOBLINS
breaks out, the captain and bandits attempt to
flee after 1 round. A group of 1 goblin boss (MM p.166) with 2d4
goblins (MM p.166) attempt to surprise the
If the characters capture any of the bandits characters.
or the captain, they will attempt to trade
information about the hill giant settlement for It has been hard for them to find food in the
their freedom. area since the arrival of the hill giants and
they are starving. They fight till the death.
CITY PATROLS
MANTICORES
A city patrol is walking towards the characters
from the direction of their destination. The City A group of 1d3 manticores come down from
Patrol table shows the makeup of the patrol, the sky to attack the party.
depending on the closest town.
SCARED TRADER
City Patrol
The party encounters a scared trader running
Closest Town Patrol makeup their way. The trader, Kogren Visk (LG male
Amphail 1d4 nobles (MM p.348) on horseback Tethyrian human), is in shock and the
Red Larch characters will have to find a way to calm him
Triboar 2d4 - 1 scouts (MM p.349), young archers down before they can get some answers out of
1 knight (MM p.347), one of the him.
Wealdham Twelve (SKT p.53), with 2d6 - 1 guards
Westbridge (MM p.347) When they do, the Kogren tells them he was
1d4 commoners (MM p.345) attacked by hill giants, who took all of his
1 guard (MM p.347) and 1d4 commoners wares and his horse. Kogren is too shaken to
(MM p.345) remember much about the encounter in detail,
but can describe the general location of the hill
The patrol members are friendly towards the giant settlement.
party and report that while they are aware that
the road is getting more dangerous by the day, WOODLAND CREATURES
they have not seen anything of note on their
patrol. Rounding a corner in the road, the characters
come upon a place when a pristine forest
CLOUD CASTLE stream runs closely to the path.
Above in the skies, the characters spot a giant Around the stream are 2d6 elk, 1d10
castle. badgers, 3d12 frogs, 1d4 tressym and other
small woodland creatures. The beasts aren’t
hostile and flee if attacked. 7
CHAPTER 2: ON THE LONG ROAD
HILL GIANTS’ Hill Giants’ Checkpoint: General Features
CHECKPOINT
This area used to be an old trading post, situated in the
Rug and Zog, two hill giants (MM p.155), have right spot between Westbridge and Red Larch to provide
recently decided that the easiest way to get access to both. The area’s general features are
food for Chief Guh is to set up in the ruins of summarized here.
an old trading post along The Long Road and Ruins. The buildings here are old and decayed. Some of
sit back and wait until merchants show up. the damage is very old, but it’s plain there’s also more
When they do, Rug attacks the merchants recent damage done by the arrival of the hill giants.
while Zog starts clearing all the food of their Mess. As the characters explore the settlement, it’s clear
carts. to them that it’s inhabited by hill giants. The giants have
left a mess everywhere, with half-eaten food and refuse
The old trading post is located halfway littered about the place.
between Westbridge and Red Larch, with some Struggle. The are signs of struggles everywhere near the
last trees from Kryptgarden Forest to the west road, with broken carts and wagons lying in multiple
of the road and the first of the foothills of the places.
Sumber Hills to the east. Giant-sized holes. Some of the stone and wood walls
have holes in them where the giants have made
Map 2.1 shows the layout of their temporary entrances for themselves. These holes are 10-foot-wide,
settlement. allowing the giants to squeeze inside.
Roofs. Only the barn still has a roof, and even that is full
If the party doesn’t make an effort to conceal of holes. The two stone buildings are open to the sky.
their arrival, Rug and Zog will be standing on
the road, blocking their access. They attack as TACTICS
soon as the characters come within 120 feet.
The hill giants fight like the brutes they are:
If the characters have learned about the aggressively and to the death. When
existence of the checkpoint and try to roleplaying Rug and Zog, keep in mind that hill
approach it quietly, Rug will be sleeping in giants are not very bright and are easily fooled.
area 1 and Zog will be noisily eating from a pig If the players come up with a good plan, it
carcass in area 2. should be easy to separate the giants and deal
with them separately.
Adjusting the Encounter
When given the chance, the giants approach
Very weak. Replace 2 hill giants with 2 ettins. the wagon and try to steal the trade goods and
Weak. Replace 1 hill giant with 1 ettin. eat the horse. If the characters decide to leave
Strong. Replace 1 hill giant with 2 ettin. the horse and wagon at a safe distance away
Very strong. Add 1 hill giant. from the checkpoint and they aren’t visibly
carrying anything that might be food to a hill
giant, Zog and Rug still attack them, but do so
CHAPTER 2: ON THE LONG ROAD
8
Map 2.1: Hill Giants’ Checkpoint 2. FEASTING ROOM
less enthusiastically. In that case, they will In what looks like the front-room of a trading post, the
focus on taking out characters that look the hill giants have set up their mess hall. A large wooden
most threatening to them first. table with partially eaten pork, moldy loaves of bread and
a live chicken stands to one side of this room.
1. SLEEPING QUARTERS
On the floor, you see wheels of cheese with one giant
The first thing you notice is the foul stench that hangs sized bite out of all of them, starting to develop mold.
around this area. None of you thought that it would be
possible for anything that is out in the open air to smell There is nothing else of interest in this room.
quite this bad.
3. PEN
On the floor, you see pallets that look like they serve
as temporary beds, with scraps of food in between the In one corner of this old fenced-off area are three pig
planks where the gaps are too small for giant hands to carcasses, which look relatively fresh. The fences are
reach. Strewn around the room are fouled furs. In the broken in a couple of places, with some of the damage
corner, you see two giant bags. looking old, and some of it looking like a giant was
recently too lazy to just step over the gate.
This area used to be the office of an old
trading post, but it currently serves as the This is where the hill giants have stored the
sleeping area of the two hill giants that live meat they plundered from traveling merchants.
here.
4. BARN
On the floor, the giants have constructed
sleeping pallets from broken planks they took Behind the stone buildings, you see a small wooden
from the barn in area 4. building that’s still standing, if only barely. There is a
10-foot-wide gap in the front where you would expect a
TREASURE door to be.
Zog’s bag contains 30-foot-long hempen rope Inside, you see the sunlight come in through the many
tied to a wooden bucket and a smaller coin holes in the roof. Around you, the floor is scattered with
pouch with 600 gp in it. In Rug’s bag, the various items.
adventurers find 3 dead trout, a wooden oar, a
live beehive and the blade of a handaxe. This old barn was used for storage back
when this was a trading post. The hill giants
have used it for its original purpose, storing 9
CHAPTER 2: ON THE LONG ROAD
anything of any value that they couldn’t
immediately eat.
TREASURE
Any character that spends at least 10 minutes
searching the room can find the following
items: 200 lb. of flour, 20 lb. of salt, a wagon
wheel, 2 lb. of cloves, a dented steel shield, 20
lb. of copper, a giant-sized drum, 100 gp, 1200
sp and 5000 cp.
WHAT’S NEXT?
With the hill giant threat taken care of, the
characters can continue their journey towards
Wealdham, hopefully with their wagon and its
contents intact.
When the characters are a little under a
day’s march away from Amphail, read the
following text:
You come upon a split in the road, with a marker
indicating that Amphail is another 18 miles along The
Long Road. The marker also shows the way to Wealdham,
a trail into the Westwood. According to the marker, it’s
about a 12 mile journey from here. You can see that the
trail quickly vanishes in the dense forest.
When the players are ready to continue
towards Wealdham and you have resolved any
last random encounters that you would like to
run while they are in the wilderness of the
Westwood, continue with the next chapter.
CHAPTER 2: ON THE LONG ROAD
10
CHAPTER 3: SIEGE ON WEALDHAM
Estimated Duration: 30 minutes the head of the council. The council meets at
the town hall, located in the town square.
I N THIS CHAPTER, THE CHARACTERS
arrive in Wealdham after their long When the characters first arrive in
journey from Triboar. At that moment, Wealdham, read:
the Verdantskin tribe of kobolds is
preparing an attack, spurred on by Veratrem. The track emerges from the forest to a large clearing, and
you see Wealdham lying in front of you. The town
When the characters have made their consists of some forty-odd buildings, in various styles and
delivery, Veratrem flies over the town and the of various age.
attack of Wealdham starts. Veratrem hopes to
recover the hamlet for the forest and make it The first buildings you pass are a large farm and a mill.
part of his domain, but he and the kobolds As you walk past, some people look up or out of their
have not prepared for a band of adventurers. windows, eying you briefly before going back to what it is
They quickly realize that the force they sent is they were doing.
much too small and retreat.
As you walk further, you pass a couple more houses
WEALDHAM and a blacksmith, before arriving in the square in the
middle of town.
Wealdham is a small hamlet of approximately
150 people, located inside the Westwood near If the party asks about the town square, add:
the Sword Coast. Most people in town are
human, though there are a few elves and A statue of a man stands in the middle of the dirt square,
dwarves around. holding a sword and wearing a helmet.
Things are normally very peaceful and quiet Around the square, you see a small town hall, a few
in town, which is just how people here like it. houses, a blacksmith and the Laughing Squirrel Inn, your
The founders of Wealdham moved here to get current destination.
away from city life, looking for a spot where
they could build a community on those values. The statue is of Geoffry Holte, who is said to
have saved the town from a pack of
The town is led by a council of elders, with bloodthirsty wolves a long time ago.
Narder Helman, a human male, currently at
CHAPTER 3: SIEGE ON WEALDHAM
11
IMPORTANT NPCS 1. LAUGHING SQUIRREL INN
Here is a quick summary of the most The inn at the large town square is a stone building. It
important people that live in Wealdham. looks old, but well maintained. Right above the door
hangs a wooden sign depicting a very fat, very happy
Walhest Netherpike Innkeeper squirrel. As you enter, you see that there are locals in the
common room, enjoying mugs of ale. The locals look up
Narder Helman Leader of the council of elders when you enter, not used to seeing strangers come in
here.
Aben Gardye Runs a trading post where
characters can buy gear The owner of the inn, Walhest Netherpike, is
a friendly half-elven male.
Gerey Gardye In charge of weapon and armor
sales at the trading post The Laughing Squirrel Inn provides modest
accommodation for 5 sp per day and meals for
Elean Horne Herbalist 3 sp per day. The following extra menu items
are available.
Gilbert Heartfire Head of the Heartfire family
farm Food and Drink Cost
Jilian Elderberry Head of the Elderberry farm Item 2 sp
Ale 4 cp
Kilvar Strongheart Blacksmith 2 cp
Gallon 1 sp
Serilye Neray Fletcher Mug 3 sp
Bread, loaf 2 sp
Winona Norther Miller Cheese, hunk
Meat, chunk
TOWN DESCRIPTION Wine (common, pitcher)
Map 3.1 shows the layout of Wealdham. The
following sections describe locations of interest
around town.
Map 3.1: Wealdham
CHAPTER 3: SIEGE ON WEALDHAM
12
2. THE TRADE AND POST are hopeful that more shipments will be
coming in again, and plan to send a shipment
This small trading post is run by Aben and back to Triboar with a message of the
Gerey Gardye, a human couple. They function characters’ success soon.
as a general store for the town, and they buy
everything the locals make. As promised, they pay the characters 50 gp
each for the successful delivery.
Once every two tendays, a trader from
Waterdeep arrives to buy goods to sell in the When the characters are done at The Trade
city. and Post, move on to “Kobold Siege”.
Aben, a woman in her late thirties, handles 3. TOWN HALL
the financials and most trading goods.
Characters can buy everything from the On the town square, just next to the inn, stands the large
Adventuring Gear table from chapter 5 of the stone building that is the town hall. Next to the wooden
PHB (p. 150) here, with the exception of items door, there is a large announcement board.
that cost over 25 gp.
Narder Helman, the leader of the town, can
Gerey, a man in his early forties, is in charge be found here.
of armor and weaponry. The party can buy
simple weapons (PHB p. 149) and armor (PHB 4. NERAY AND DAUGHTERS
p. 145) here, with the exception of items that FLETCHERY
cost over 30 gp.
Serilye Neray, an elf woman, runs this
DEVELOPMENTS fletchery on the east side of town with her two
daughters, Tiuri and Eldartas. They make
When the characters arrive with the trade bows and arrows from the wood they get from
goods, Aben and Gerey are very happy to see the lumber mill and feathers they get from
them. Elderberry farm.
“Ah, what have you got for us?”, Gerey asks. “We haven’t They don’t sell their wares at their workshop,
received a shipment from Triboar in tendays!”, Aben but they are for sale at the Trade and Post.
adds.
5. KILVARS’S SMITHY
If the characters tell them what they
encountered on the way, they are shocked, but Kilvar Strongheart, an old and very skilled
happy that the problem seems dealt with. They dwarf, moved to Wealdham to get away from
the pressures of city life. Since he arrived here
CHAPTER 3: SIEGE ON WEALDHAM 13
ten years ago, he’s been providing the town local bakery, where the townsfolk can enjoy
with whatever blacksmithing they required. He fresh bread.
also still makes weapons and armor, which are
for sale at the Trade and Post. Growing up in Amphail, Winona always
loved the Westwood and often visited
6. HERBALIST’S SHOP Wealdham. When she was old enough, she
moved here and has enjoyed living in the forest
The herbalist’s shop is the most westward building in ever since.
Wealdham, situated just where the forest creeps closest
to town. When you arrive, Elean Horne is picking KOBOLD SIEGE
mushrooms out back. “Welcome, what can I do for you?”,
she says. Veratrem and the Verdantskin tribe are
attacking Wealdham in an effort to drive the
Elean is a human who serves as the town’s people away, so they can reclaim it for the
herbalist, taking care of small ailments and forest.
boosting the farms. She can sell the characters
the following items: As you walk outside into the town square, you notice a
large shadow moving over the ground. Above you, you
Medicine Cost suddenly see the silhouette of a dragon blocking the
20 gp sunlight. From the east, you hear garbled battle cries as
Item 10 gp someone shouts “We’re under attack!”.
Chicory paste 50 gp
Goodberry If any of the characters speaks Draconic,
Potion of Healing add:
For items with a limited potency, assume Above the battle cries, you hear more shouting in
that Elean creates them on-demand. Draconic. “For Veratrem! The ruler of the Westwood wills
it!”
7. FARMS
Four groups consisting of 10 kobolds
There are two large farms in Wealdham. (MM p.195) and 2 winged kobolds (MM p.195)
per group are attacking Wealdham. One of the
7A. HEAR TFIRE FAMILY FARM groups is attacking the Heartfire family farm,
another is at the Elderberry farm and the third
The Heartfire’s, a human family with Gilbert at is at the herbalist’s shop. The final group
the head, lives and works on this farm. They starts their assault at the town square, right in
mostly grow vegetables, but they also have a front of the characters.
few cows and goats.
MOB RULES
Gilbert is a kind man who grew up in
Wealdham and married a local girl, Rosalind. To effectively handle combat with these large
They have two children, Henry and Ella. groups of kobolds, the rules on handling mobs
from DMG p.250 are recommended here.
The family employs a few farmhands to help
run everything smoothly. Until the players engage them, keep the
other groups of kobolds out of the fight to
7B. ELDERBERRY FARM speed things up. Describe how they are
threatening villagers and destroying houses,
Rounding the corner past the mill, you see Elderberry but don’t roll for them.
Farm stretching about before you. The farm consist of
largely fields of wheat, though the Elderberry’s grow other TACTICS
crops as well. Before you reach the fields, you pass a
chicken coop. The objective of the tribe is to drive the people
of Wealdham from their homes, and they didn’t
Jilian Elderberry, a halfling, lives here with expect any resistance. Once they see the
her family. To make everything run smoothly, characters and notice that they mean business,
they have hired farmhands from town to help
with tasks that require a certain length. What the Kobolds Know
8. PINE MILL If the characters capture or charm any of the kobolds
here, the kobolds can be persuaded to divulge some
Pine Mill stands at the fork of the main road useful facts. However, a kobold will not hesitate to
into town and the Elderberry Farm, sacrifice itself for its tribe. It will take some serious
conveniently near the fields of wheat. persuasion to get it reveal the following information:
• The tribe consists of fewer than a hundred kobolds.
Winona Norther, a human female, runs this • Veratrem is a great dragon.
mill but lives in town with her family. She gets • The lair is about a mile west of Wealdham.
wheat from Jilian, mills it and delivers it to the
CHAPTER 3: SIEGE ON WEALDHAM
14
the kobolds will focus all of their attention on
them.
However, the kobolds know they are no
match for adventurers out in the open, during
the daytime. After 5 rounds of combat, or
when half of their number is dead, the
remaining kobolds in the group attempt to flee.
The other groups take their lead and also turn
around, back to their caves.
Veratrem circles the air during the attack,
but doesn’t join in. If he is hit, he immediately
flies away, back to his lair.
Adjusting the Encounter
Very weak. Remove 2 kobolds and 1 winged kobold
from each group.
Weak. Remove 2 kobolds from each group.
Strong. Add 2 kobolds to each group.
Very strong. Add 2 kobolds and 1 winged kobold to
each group.
WHAT’S NEXT?
If the characters want to figure out where the
kobolds (and the dragon) came from, they have
a few options.
If they managed to capture one of the
kobolds, it can be persuaded to share what it
knows (see the “What the Kobolds Know”
sidebar on page 14) and the location of their
caves. Alternatively, the party could attempt to
track the kobolds through the woods with a
successful DC 13 Wisdom (Survival) check.
Let the players decide if they want to go after
the kobolds right away or if they want to stay
in Wealdham while they plan a more thorough
attack.
When the players are ready to discover the
kobold caves, continue with the next chapter.
CHAPTER 3: SIEGE ON WEALDHAM 15
CHAPTER 4: INTO THE DRAGON’S LAIR
Estimated Duration: 3–4 hours Verdantskin Tribe Lair: General Features
A FTER THEIR TREK THROUGH THE The lair was dug out of the hillside over multiple
Westwood to the west of Wealdham, generations of kobolds. The tunnels and caves are dark,
the party comes to the caves of the cramped and uncomfortable for creatures larger than
Verdantskin tribe. In this chapter, they kobolds. All passages are winding and unplanned. The
will investigate their lair and discover the kobolds know the way around, but creatures that are not
reason behind the attack - the young green familiar with the layout of the caves could easily get lost.
dragon that has taken charge of the kobolds. Darkness. Except where explicitly stated, the whole lair
They will have the opportunity to drive the is dark, with no natural light occurring anywhere except
dragon off (or even slay it) and be rewarded area 13.
with magic items. Tunnels. All tunnels are small, only a foot wide in the
most narrow sections and about 3-foot-wide in the
When the characters find the entrance to the widest sections. Medium and larger creatures will have to
lair, read: squeeze (PHB p.192) to fit in the tunnels. Small and larger
creatures will have to move single file.
For the last hundred feet or so, the forest around you has Ceilings. The ceilings in the tunnels are about
started to feel more alive, more verdant somehow. 5-foot-high. Creatures that are larger than that will have
Following the tracks through the forest, you come upon a to squeeze to move through the tunnels. The ceilings in
small hill. As you look closely, you see a small crack in the the caves are domed and about 10-foot-high in the
side of the hill, large enough for one of the small center of the room.
creatures that attacked Wealdham to enter. Leading up
to it, you see small three-toed footprints in the dirt. After the unsuccessful attack on Wealdham,
the whole tribe is on high alert. If none of the
VERDANTSKIN TRIBE kobolds made it back alive, Veratrem has
LAIR warned the tribe of the possibility that danger
is coming.
This lair was dug by kobolds over multiple
generations. The kobolds know that they are no match for
larger creatures individually, especially
adventurers. However, their threat comes from
their number and their resourcefulness. The
lair is well defended by numerous traps,
making entering it a dangerous affair even for
CHAPTER 4: INTO THE DRAGON’S LAIR
16
very powerful creatures. Tunnel Trinkets and Encounters
If it comes to it, an individual kobold will not
d20 Trinket or Encounter
think twice about laying down their life so the 1 2 rats (MM p.335)
rest of the tribe can escape. 2 A necklace made of kobold teeth
3 1 dead swarm of centipedes (MM p.338)
Map 4.1 shows the lower level of the lair, 4 A stash of 20 kobold teeth
where the entrance that the party came upon 5 A gold nugget worth 1 gp
is located. Map 4.2 shows the upper level, 6 A pile of ten uncut gems, worth 2 gp each
where the kobolds have prepared a lair for 7 Some discarded caltrops
Veratrem. 8 An empty crate
9 A lost pickaxe
VERDANTSKIN KOBOLDS 10 A message crudely carved into the wall of the
tunnel in Draconic, that loosely translates to
The kobolds of the Verdantskin tribe are called “Veratrem rulez!”
after the bright green reticulated 11 1 kobold (MM p.195), mining the tunnel
diamond-shaped pattern on their scales. In the 12 A set of tools used for making traps
background of the pattern, the scales of the 13 A clay pot next to two broken clay pots
kobolds are a red-brown color. 14 1 sleeping swarm of bats (MM p.337)
15 A small spring that runs into some unseen sink in
The tribe consists of around 90 kobolds, the floor
having different jobs to serve the tribe as a 16 A jar of pickled vegetables
whole. Some of the kobolds are miners, 17 A small wooden carving of Kurtulmak
creating new passageways and rooms. Others 18 A small armband
produce food in the mushroom farm or 19 Four stone rings, worth 2 sp each
through hunting or gathering in the Westwood. 20 An intricately crafted dagger, worth 5 gp
Other kobold occupations include crafting,
preserving food, taking care of hatchlings and, 1A. COLLAPSING CEILING
of course, defense of the lair.
The kobolds have weakened the structure of
DEAD ENDS this tunnel, allowing it to collapse easily when
the scaffolding here is removed. Attached to
To any creature that isn’t a kobold, the the scaffolding is a 20-foot-rope that leads to
tunneling of kobolds seems erratic. The area 1.
tunnels are often dug while looking for ore or
preparing the way for expansion later on. A creature can use an action to activate the
While exploring the lair, the adventurers will trap by pulling the rope. When the roof
probably hit upon a number of dead end collapses, a creature standing in the area
tunnels. beneath the unstable section must succeed on
a DC 15 Dexterity saving throw, taking 22
To keep exploration interesting, you can fill (4d10) bludgeoning damage on a failed save, or
these dead ends with kobold trinkets. half as much damage on a successful one.
Whenever the party hits a dead end, consider Once the trap is triggered, the floor of the area
rolling a d10. If the result is 6 or higher, the is filled with rubble and becomes difficult
dead end has something of interest. terrain.
Then, roll a d20. To determine what is in the 2. SLEEPING AREAS
tunnel, look up the result in the Tunnel
Trinkets and Encounters table. The lair has two caves that serve as sleeping
areas for the kobolds.
1. GUARDS
2A. WESTERN SLEEPING AREA
This area is guarded by six kobolds
(MM p.195) and two kobold dragonshields This area serves as one of the two big sleeping
(VGM p.165, appendix A), who form the first areas for the tribe. Due to the presence of
line of defense for the tribe. multiple campfires, the cave is dimly lit and
comfortable.
Unless the characters attempt to quietly
approach through the tunnels and make a DC Around the room are sleeping places,
15 group Dexterity (Stealth) check, the guards shallow pits and alcoves, for around thirty
spot them as they enter the lair. One guard kobolds. Next to the fires, there are shallow
will immediately call out a warning to the rest pits with eggs resting in them.
of the lair, while another triggers the trap in
area 1a. A small tunnel leads to a deep pit used for
the kobold’s sanitary needs.
This area also has a small campfire in a
corner, next to sleeping pits for the guards. There are six kobolds (MM p.195) here. They
attack any intruders and try to lure them into
Adjusting the Encounter
CHAPTER 4: INTO THE DRAGON’S LAIR
Very weak. Remove 1 kobold dragonshield.
Weak. Remove 2 kobolds.
Strong. Add 2 kobolds.
Very strong. Add 2 kobolds and 1 kobold dragonshield.
17
the trapped spots. There are four kobolds (MM p.195) and two
winged kobolds (MM p.195) here.
Adjusting the Encounter
Adjusting the Encounter
This encounter doesn’t require adjustment. This encounter doesn’t require adjustment.
TRAPS 3. THRONE ROOM
The ceiling in this area is open to area 8 in two At the end of this room, you see a raised platform with a
spots, marked on the map with barrels. A DC throne on it. Near the entrance, you see small pits dug
15 Wisdom (Perception) check reveals the two into the sides of the tunnel that hold small offerings, such
holes, but not their purpose. as nuggets of mined metal, uncut gems and some teeth.
When the kobolds above see any creature Behind the throne is a small idol of
that isn’t a kobold pass in one of these spots, Kurtulmak, the kobold god.
they dump a barrel of boiling oil down through
the hole. The creature must make a DC 15 TREASURE
Dexterity saving throw, taking 22 (4d10) fire
damage on a failed save, or half as much In the small offering pits, there are five raw
damage on a successful one. nuggets of gold (worth 1 gp each) and six raw
gems (worth 2 gp each), as well as some kobold
Once the kobolds above have dumped oil in teeth.
one of the spots the oil leaves behind a stain
on the ground below, until the kobolds can 4. MUSHROOM FARM
clean it up.
As you step into the dark cave, you notice that the air
2B. EASTERN SLEEPING AREA here feels damp and warmer than elsewhere in the lair.
This cave is a more recent addition to the
warren and serves as a sleeping area.
The room is dimly lit by a single campfire. In
different spots around the room, you see
sleeping spaces for about forty adult kobolds.
Map 4.1: Verdantskin Tribe Lair - Lower Level
CHAPTER 4: INTO THE DRAGON’S LAIR
18
Map 4.2: Verdantskin Tribe Lair - Upper Level 6. ROOT CELLARS
If the characters have a way of seeing in the The kobolds use these areas for long term
dark (such as a torch or a creature with storage. In a deep pit in the center of each of
darkvision), add: these caves, they have stored pickled and
preserved foodstuffs.
You see two very large mushrooms surrounded by other,
smaller, mushrooms on all sides. 7. MINE
The kobolds grow mushrooms here, to feed This cave is currently being mined for valuable
the tribe. There are two clusters in this cave, materials, to be smelted and processed in the
with an exceptionally large mushroom in the kiln.
middle of each.
Right now, there are four kobolds
5. HUNTING AND FORAGING (MM p.195) here. If they hear intruders
coming, they attempt to hide between the
SUPPLIES rocks. They then attempt to surprise the
invaders and attack them with their slings.
In addition to the mushrooms that the tribe
grows, they also hunt for game and forage for Due to the mining operation, this whole area
food. This area is used to store the supplies is considered difficult terrain for everyone but
they use for those expeditions into the forest. the kobolds, who know this area well.
Four kobolds (MM p.195) are in this area, Adjusting the Encounter
and attempt to hide behind some crates and This encounter doesn’t require adjustment.
barrels when they hear intruders coming.
When the intruders come close, they attack. 8. KILN AND CRAFTING AREA
Adjusting the Encounter Almost all crafting (and especially loud
This encounter doesn’t require adjustment. crafting) happens in this area, including
baking of mud bricks and pottery, smelting of
ores and crafting of weapons. The top of this 19
CHAPTER 4: INTO THE DRAGON’S LAIR
cave has vents that lead up to the surface, so As you take another step in the narrow tunnel, you
the warm air and smoke can escape. suddenly hear a small “click” from under your feet. From
the cave ahead, you can hear the sound of a bell going
The floor has holes leading to area 2a in two off. Before you can react, you see a shadow darting
places. Four kobolds man these holes right across your vision.
now, keeping boiling oil from one of the ovens
at the ready for whenever a creature passes Adjusting the Encounter
below. Very weak. Reduce the DC to spot the pressure plate to
13.
If the kobolds in this area are discovered,
they attempt to escape to the surface via 10. SHRINE
escape tunnel 11c.
This dim cave seems to be a dead end. In the middle of
There are ten sleeping pits in this area, dug the room, you see a large statue depicting an unusually
near the backs of two of the furnaces. stately kobold.
TREASURE This area contains a shrine to Kurtulmak,
the god of kobolds.
There are raw materials near and on the
workspaces in this area. Anyone that spends A DC 15 Intelligence (Religion) check reveals
at least 10 minutes searching can find seven the name of this god, and the fact that he is a
clay pots, ten nuggets of gold (worth 1 gp each) vassal of Tiamat. Any character that is familiar
and five necklaces (worth 20 gp each) that with draconic religions has advantage on this
don’t make any noise when they move. check.
9. SORCERER’S CAVE 11. ESCAPE TUNNELS
This cave room looks like it’s part lab, part bedroom. In The warren has a number of escape tunnels
one end of the room, you see a single shallow sleeping pit. that the kobolds can use when it is clear they
In the northeast corner of the room, there is a collection cannot stand against a threat.
of stones with arcane symbols on them.
11A. THRONE ROOM LOWER ESCAPE
Kashak, the tribe’s kobold scale sorcerer TUNNEL
(VGM p.167, appendix A) lives here. She acts
as the go-between for the tribe and Veratrem, This tunnel leads up to area 11b.
making sure the tribe serves his needs and
relaying messages. 11B. THRONE ROOM UPPER ESCAPE
TUNNEL
In the months since the dragons arrival,
Kashak’s status in the tribe has grown This tunnel continues to the surface and leads
significantly, and she is fiercely loyal to down to area 11a in the other direction.
Veratrem for that. When she isn’t tending to
the needs of the dragon or the tribe, she 11C. KILN ESCAPE TUNNEL
spends her time here, practicing her magic, or
in area 10, taking care of the shrine. This tunnel leads to the surface near the
opening of Veratrem’s lair in area 13.
A character can make a DC 12 Intelligence
(Arcana) check on the stones to reveal that this 12. TRAPPED TUNNELS
area is most likely the home of a spellcaster.
The kobolds are ready and waiting for the
9A. ALARM party, and have prepared traps in multiple
tunnels.
The tunnel to Kashak’s cave is trapped with a
pressure plate hidden in some loose sand Adjusting the Traps
that’s connected to a bell alarm in her cave. It is not necessary to adjust the kobold traps for weaker
When a creature that weighs more than 40 or stronger parties as they are intended as a nuisance
pounds walks through the tunnel, the and a way to drain the party’s resources rather than a
pressure plate activates and Kashak is warned. deadly thread. If the players have very bad luck, you can
The pressure plate can be spotted with a DC consider skipping one or more of these traps to make
20 Wisdom (Perception) check. When spotted, finding their way through the caves a bit easier.
a DC 15 Dexterity (Acrobatics) check must be
made to attempt to cross the tunnel without
setting off the plate.
If Kashak is alarmed to the presence of
intruders, she quickly retreats to area 13.
Read the following text:
CHAPTER 4: INTO THE DRAGON’S LAIR
20
12A. SMALL POKE HOLES creature in that area is trapped under the net
and restrained, and if it fails a DC 10 Strength
This tunnel runs parallel to another, larger saving throw it is also knocked prone. A
tunnel to the east of it. Every few feet, there is creature can use its action to make a DC 10
a tiny hole through which a kobold can poke a Strength check, freeing itself or another
needle-like dagger. creature within its reach on a success. The net
has AC 10 and 5 hit points. Destroying the net
The tiny holes can be spotted with a DC 20 frees any creature trapped in it.
Wisdom (Perception) check.
12C. INSECTS FROM ABOVE
There are six kobolds (MM p.195) in the
hallway, each with such a dagger. When the This 10-foot-long section of tunnel has a
adventurers are all in the hallway, the kobolds 30-foot-high ceiling. High up, hidden in the
attack. If the party did not spot the holes in walls, are two ledges with 2 winged kobolds
the wall, they are surprised. (MM p.195) on them.
Remember that Medium or larger creatures When intruders walk past, the winged
must squeeze through the tunnels. The kobolds attempt to surprise them and drop two
kobolds can reach the entire tunnel and can crates, each filled with a swarm of centipedes
thus take an opportunity attack whenever a (MM p.338), on them. A creature walking
creature attempts to move past the holes. below must make a DC 15 Dexterity saving
throw or take 1d6 bludgeoning damage from
12B. NET TRAP the falling crate. After the crates fall, the
centipedes fall out and attack the characters.
This tunnel, that leads to the throne room, is
trapped with a falling net, suspended from the When a character first walks into the area,
ceiling. read the following text:
The trip wire is 3 inches off the ground and You walk into an area of the tunnel with a higher ceiling.
stretches between two wooden beams. The net Cautiously looking upwards, you see only darkness.
is hidden by cobwebs. The DC to spot the trip
wire and net is 10. A successful DC 15 Suddenly, two crates come crashing down on you,
Dexterity check using thieves’ tools breaks the seemingly from out of nowhere.
trip wire harmlessly. A character without
thieves’ tools can attempt this check with After the first round of combat, on initiative
disadvantage using any edged weapon or edged count 20 (losing ties), two kobolds (MM p.195)
tool. On a failed check, the trap triggers. herding two swarms of rats (MM p.339) join
the fight from around a corner.
When the trap is triggered, the net is
released, covering a 5-foot-square area. A
CHAPTER 4: INTO THE DRAGON’S LAIR 21
12D. CALTROPS • He gains the Lair Actions feature described
below.
The ground in this 5-foot-long section of
tunnel is made of soft clay that covers a Lair Actions. The kobold tribe prepared this
number of caltrops. special sunken grove for Veratrem when he
first arrived. Because of this place, he is able
Any creature weighing more than 40 pounds to take lair actions even though he is not yet
that enters the section must succeed on a DC fully grown. Veratrem’s presence here caused
15 Dexterity saving throw or stop moving and trees to quickly grow in the past months that
take 1 piercing damage. Until the creature he has been here. On initiative count 20
regains at least 1 hit point, its walking speed is (losing initiative ties), the dragon takes a lair
reduced by 10 feet. A creature moving through action to cause on of the following effects; the
the section at half speed doesn’t need to make dragon can’t use the same effect two rounds in
the saving throw. a row. Veratrem can only take lair actions
when he is inside this area.
12E. SPIKED PIT
• Grasping roots and vines erupt in a 10-foot
A pit has been constructed in this tunnel. The radius centered on a point on the ground
pit cover has been well hidden, but a that the dragon can see within 120 feet of it.
successful DC 15 Wisdom (Perception) check That area becomes difficult terrain, and each
reveals a slight difference in color (if made by a creature there must succeed on a DC 15
creature that can discern color) in the material Strength saving throw or be restrained by
of the tunnel floor in this section. A successful the roots and vines. A creature can be freed
DC 15 Intelligence (Investigation) check is if it or another creature takes an action to
necessary to confirm that the trapped section make a DC 15 Strength check and succeeds.
of tunnel is actually the cover of a pit. The roots and vines wilt away when the
dragon uses this lair action again or when
When a creature that weighs more than 40 the dragon dies.
pounds steps on the cover, it swings open like
a trapdoor, causing the intruder to spill into • Magical fog billows around one creature the
the pit below. The pit is 20 feet deep and has dragon can see within 60 feet of it. The
sharpened iron spikes at the bottom. A creature must succeed on a DC 15 Wisdom
creature falling into the pit takes 11 (2d10) saving throw or be charmed by the dragon
piercing damage from the spikes, in addition to until initiative count 20 on the next round.
7 (2d6) falling damage.
DEVELOPMENT
13. VERATREM’S LAIR
If Kashak heard the party coming, the kobold
As you exit the tunnel, your eyes adjust and you see scale sorcerer (VGM p.167, appendix A)
natural light filtering in from the sky through verdant quickly moved to this area. Before a fight
leaves. When you look around some more, you see that breaks out, she attempts to hide between some
you are in a grove set inside the hill, a little sanctuary of trees to surprise the party. Because of the
nature. Then, from between two thick tree trunks, you many trees and the presence of a dragon in
see two bright green eyes looking at you. “So, you are the this area, Kashak has advantage on his
puny adventurers that think they can stand in the way of Dexterity (Stealth) check to hide. Due to the
the great Veratrem?”, the dragon speaks in common. tree canopy density, Kashak is not considered
to be in sunlight for this Sunlight Sensitivity
This area is open to the sky, though the feature while in this area.
sunlight is dim here due to the heavy foliage.
The pit is dug to about 30 feet below the As soon as the characters enter this area,
surface of the hill. From above, it is hard to Veratrem attacks them. When the fight first
spot the area due to the tree cover. If the party begins, he tries to stay hidden between the
spends at least 10 minutes walking over the trees while he uses his breath weapon. Even
top of the hill, a DC 20 Wisdom (Perception) though the dragon is large, there are enough
check reveals that the trees covering this area trees in its lair to give it half cover (PHB p.196)
are much larger than those surrounding it. If when it is able to maneuver itself away from
the characters inspect the area, they can find the party.
the edge of the pit. Alternatively, a successful
DC 20 Intelligence (Investigation) check When he notices the adventurers pose a real
uncovers tracks left over from the digging of threat, he comes out into the open and starts
the pit that lead the party to it. attacking with his bite and claw actions as
well.
Veratrem is a young green dragon
(MM p.94), with the following changes: If the characters reduce the dragon to half
his hit points, Veratrem starts being more
• Veratrem has a challenge rating of 9 (5,000 careful and flies up to the rim of the pit, where
XP). he again tries to hide between trees in between
his turns. On his turns, he then uses the long
reach of his bite action to fly down, bite and fly
CHAPTER 4: INTO THE DRAGON’S LAIR
22
back up again without provoking opportunity
attacks (PHB p.195).
If Veratrem is reduced to a quarter of his hit
points, the dragon reluctantly abandons his
lair and flies away to fight another day.
Adjusting the Encounter
Very weak. Kashak is likely not here because she didn’t
hear the adventurers coming. Decrease Veratrem’s hit
points to 116.
Weak. Decrease Veratrem’s hit points to 116.
Strong. Add 2 kobold dragonshields, who protect
Veratrem.
Very strong. Add 2 kobold dragonshields, who protect
Veratrem. Increase the dragon’s hit points to 176.
TREASURE
Veratrem has hoarded some especially valuable
items. In a corner of the lair, there are 650 gp,
2200 sp, 500 cp, a tiny silver bell with a jade
clapper (worth 50 gp), four gold rings (worth 25
gp each), a scroll of Melf’s acid arrow and a
scroll of blink.
Furthermore, Veratrem has managed to
include a few magic items in his hoard. There
is one for each of the characters. To determine
each item, roll on Magic Item Table B in
chapter 7 of the Dungeon Master’s Guide
(p.144), or allow each player to choose one
item from that table.
WHAT’S NEXT?
With Veratrem slain or driven from the area,
the characters can return to Wealdham to get
some rest. There, they can hear rumors that
will send them all across the North in their
quest to learn what is going on with the giants.
CHAPTER 4: INTO THE DRAGON’S LAIR 23
CHAPTER 5: THE GIANT TASK AHEAD
Estimated Duration: 15 minutes If they have no idea how to continue, you
could give them all of the clues.
W ITH THEIR BRAVERY PROVEN, THE
people of Wealdham happily welcome For more information about the people of
the adventurers back into town. Wealdham, see chapter 3.
In this chapter, the party will get a Elean Horne. The town herbalist is also
chance to gather more clues about what is secretly a member of the Harpers. If the
going on with the giants. characters express a need for faster travel, she
advises them to travel to Everlund to visit
Those clues will send them all over the North Krowen Valharrow at Moongleam Tower (see
when chapter 3 of Storm Kings Thunder the “Inner Circles” section in chapter 3 of
continues. Storm Kings Thunder). She does not reveal
why.
ADVENTURE Kilvar Strongheart. The town blacksmith lived
CONCLUSION in Waterdeep for many years. He tells the
characters that, if they are looking for answers,
If the adventurers return to Wealdham after a good place to start is in the City of
they have dealt with the kobold tribe, the Splendors.
townspeople receive them with open arms. Odo. The young lumberjack saw a cloud giant
They are invited to spend a few days relaxing castle flying over when he was in the forest a
in the Laughing Squirrel Inn (see chapter 3, few tendays ago.
area 1), free of charge. Welhest Netherpike. The innkeeper heard
rumors in the common room about a good
While in the common room of the inn or place to gamble in Yartar. Apparently, there is
walking about town, the characters can come a riverboat casino there.
into contact with a number of people who have Narder Helman. The town elder has received an
something of interest to share with them, now invitation to the birthday celebration of
that the party has proven that they mean Tylander Roaringhorn, a noble from Amphail.
business. It is up to you, the DM, to decide He invites the characters to come along.
how many of these clues the party receives. If
they already have a good idea of where to go
next, they might only need one or two of them.
CHAPTER 5: THE GIANT TASK AHEAD
24
APPENDIX A: MONSTERS
The following monsters are reprinted from KOBOLD SCALE SORCERER
Volo’s Guide to Monsters. For more background
information on these monsters, please refer to Small humanoid (kobold), neutral evil
their sections in that book.
Armor Class 15 (leather, shield)
All other monsters that appear in this Hit Points 27 (5d6 + 10)
adventure can be found in the Monster Speed 30 ft.
Manual.
STR DEX CON INT WIS CHA
14 (+2)
KOBOLD DRAGONSHIELD 7 (–2) 15 (+2) 14 (+2) 10 (+0) 9 (–1)
Small humanoid (kobold), neutral evil Skills Arcana +2, Medicine +1
Senses darkvision 60 ft., passive Perception 9
Armor Class 15 (leather, shield) Languages Common, Draconic
Hit Points 44 (8d6 + 16) Challenge 1 (200 XP)
Speed 20 ft.
STR DEX CON INT WIS CHA Spellcasting. The kobold is a 3rd-level spellcaster. Its
12 (+1) 15 (+2) 14 (+2) 8 (–1) 9 (–1) 10 (+0) spellcasting ability is Charisma (spell save DC 12, +4 to hit with
spell attacks). It has the following sorcerer spells prepared:
Skills Perception +1
Damage Resistances see Dragon’s Resistance below Cantrips (at will): fire bolt, mage hand, mending, poison spray
Senses darkvision 60 ft., passive Perception 11 1st level (4 slots): charm person, chromatic orb, expeditious
Languages Common, Draconic
Challenge 1 (200 XP) retreat
2nd level (2 slots): scorching ray
Dragon’s Resistance. The kobold has resistance to a type of
damage based on the color of dragon that invested it with Sorcery Points. The kobold has 3 sorcery points. It can spend
power (choose or roll a d10): 1–2, acid (black); 3–4, cold (white); 1 or more sorcery points as a bonus action to gain one of the
5–6 , fire (red); 7–8, lightning (blue); 9–10, poison (green). following benefits:
Heart of the Dragon. If the kobold is frightened or paralyzed Heightened Spell: When it casts a spell that forces a
by an effect that allows a saving throw, it can repeat the save creature to make a saving throw to resist the spell’s effects,
at the start of its turn to end the effect on itself and all the kobold can spend 3 sorcery points to give one target of
kobolds within 30 feet of it. Any kobold that benefits from this the spell disadvanctage on its first saving throw against the
trait (including the dragonshield) has advantage on its next spell.
attack roll.
Subtle Spell: When the kobold casts a spell, it can spend 1
Pack Tactics. The kobold has advantage on an attack roll sorcery point to cast to spell without any somatic or verbal
against a creature if at least one of the kobold’s allies is within components.
5 feet of the creature and the ally isn’t incapacitated.
Pack Tactics. The kobold has advantage on an attack roll
Sunlight Sensitivity. While in sunlight, the kobold has against a creature if at least one of the kobold’s allies is within
disadvantage on attack rolls, as well as on Wisdom 5 feet of the creature and the ally isn’t incapacitated.
(Perception) checks that rely on sight.
Sunlight Sensitivity. While in sunlight, the kobold has
Actions disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Multiattack. The kobold makes two melee attacks.
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, Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
or 5 (1d8 + 1) piercing damage if used with two hands to make or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
a melee attack.
APPENDIX A: MONSTERS 25
APPENDIX B: MAGIC ITEMS
CHICORY PASTE Spell Scroll
Wondrous item, common Spell Level Rarity Save DC Attack Bonus
Cantrip Common 13 +5
This paste is made from a variety of herbs, 1st Common 13 +5
with chicory being the main component. When 2nd Uncommon 13 +5
applied to a wound with an action, the 3rd Uncommon 15 +7
recipient regains 1d4 hit points. 4th Rare 15 +7
5th Rare 17 +9
The paste loses its potency if it has not been 6th Very rare 17 +9
used within 24 hours of its creation. 7th Very rare 18 +10
8th Very rare 18 +10
GOODBERRY 9th Legendary 19 +11
Wondrous item, common A wizard spell on a spell scroll can be copied
just as spells in spellbooks can be copied.
This berry was created by the goodberry spell. When a spell is copied from a spell scroll, the
A creature can use its action to eat it. Eating a copier must succeed on an Intelligence
berry restores 1 hit point, and the berry (Arcana) check with a DC equal to 10 + the
provides enough nourishment to sustain a spell’s level. If the check succeeds, the spell is
creature for one day. successfully copied. Whether the check
succeeds or fails, the spell scroll is destroyed.
The berry loses its potency if it has not been
consumed within 24 hours of its creation.
POTION OF HEALING
Potion, common
You regain 2d4 + 2 hit points when you drink
this potion. The potion’s red liquid glimmers
when agitated.
SPELL SCROLL
Scroll, varies
A spell scroll bears the words of a single spell,
written in a mystical cipher. If the spell is on
your class’s spell list, you can read the scroll
and cast its spell without providing any
material components. Otherwise, the scroll is
unintelligible. Casting the spell by reading the
scroll requires the spell’s normal casting time.
Once the spell is cast, the words on the scroll
fade, and it crumbles to dust. If the casting is
interrupted, the scroll is not lost.
If the spell is on your class’s spell list but of
a higher level than you can normally cast, you
must make an ability check using your
spellcasting ability to determine whether you
cast it successfully. The DC equals 10 + the
spell’s level. On a failed check, the spell
disappears from the scroll with no other effect.
The level of the spell on the scroll determines
the spell’s saving throw DC and attack bonus,
as well as the scroll’s rarity, as shown in the
Spell Scroll table.
APPENDIX B: MAGIC ITEMS
26
APPENDIX C: MAPS
Map C.1: Hill Giants’ Checkpoint player’s map
APPENDIX C: MAPS 27
Map C.2: Wealdham player’s map
APPENDIX C: MAPS
28
Map C.3: Verdantskin Tribe Lair - Lower Level player’s map
APPENDIX C: MAPS 29
Map C.4: Verdantskin Tribe Lair - Upper Level player’s map
APPENDIX C: MAPS
30