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HUNT of MALAR Part One of The Nightmare Series Mulmaster has seen better days, though it is slowly rebuilding with the help of the Thayans, and anyone willing. Rumors have begun to spread of farmsteads being ransacked, their owners being murdered for rituals of an unknown source. Our heroes have been tasked with finding the source, but what they uncover shows something far more sinister, and far more deadly.

A Four-Hour Adventure for 5th–10th Level Characters

T HE R O LE

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INITIATIVE ERIC BOAEN and ADAM SCARAMELLA Adventure Designers

Adventure Code: CCC-TRI-05 NIGHT1-1 Optimized For: APL 8 Version: 1.1

Story Arc Coordinator: Garrett Colón Editor: Peter Harris Formatting and Layout: David Jedlinsky Organized Play: Chris Lindsay D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett D&D Adventurers League Administrators: Alan Patrick, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Lysa Chen 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 of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK

Introduction

Before Play at the Table

Welcome to Hunt of Malar, a D&D Adventurers League™ adventure, part of the official D&D Adventurers League™ organized play system and The Role Initiative’s Nightmare series. This adventure takes place in and near the city of Mulmaster, after the Devastation that nearly destroyed the city occurred. 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.

• Read through the adventure, taking notes of

Adjusting This Adventure This adventure provides suggestions in making adjustments for smaller or larger groups, characters of higher or lower levels, and characters that are otherwise a bit more powerful than the adventure is optimized for. You’re not bound to these adjustments; they’re here for your convenience. To figure out whether you should consider adjusting the adventure, add up the total levels of all the characters and divide the total by the number of characters (rounding .5 or greater up; .4 or less down). This is the group’s APL. To approximate the party strength for the adventure, consult the following table.

Determining Party Strength Party Composition Party 3–4 characters, APL less than 3–4 characters, APL equivalent 3–4 characters, APL greater than 5 characters, APL less than 5 characters, APL equivalent 5 characters, APL greater than 6–7 characters, APL less than 6–7 characters, APL equivalent 6–7 characters, APL greater than

Strength Very weak Weak Average Weak Average Strong Average Strong Very strong

Some encounters may include a sidebar that offers suggestions for certain party strengths. If a particular recommendation is not offered or appropriate for your group, you don’t have to make adjustments.

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Before you start play, consider the following:

anything you’d like to highlight or remind yourself of while running the adventure, such as a way you’d like to portray an NPC or a tactic you’d like to use in a combat. Familiarize yourself with the adventure’s appendices and handouts. • Gather any resources you’d like to use to aid you in running this adventure—such as note cards, a DM screen, miniatures, and battlemaps. • Ask the players to provide you with relevant character information, such as name, race, class, and level; passive Wisdom (Perception), and anything specified as notable by the adventure (such as backgrounds, traits, flaws, etc.)

Playing the Dungeon Master You have the most important role—facilitating the enjoyment of the game for the players. You provide the narrative and bring the words on these pages to life. To facilitate this, keep in mind the following: You’re Empowered. Make decisions about how the group interacts with the adventure; adjusting or improvising is encouraged, so long as you maintain the adventure’s spirit. This doesn’t allow you to implement house rules or change those of the Adventurers League, however; they should be consistent in this regard. Challenge Your Players. Gauge the experience level of your players (not the characters), try to feel out (or ask) what they like in a game, and attempt to deliver the experience they’re after. Everyone should have the opportunity to shine. Keep the Adventure Moving. When the game starts to get bogged down, feel free to provide hints and clues to your players so they can attempt to solve puzzles, engage in combat, and roleplay interactions without getting too frustrated over a lack of information. This gives players “little victories” for figuring out good choices from clues. Watch for stalling—play loses momentum when this happens. At the same time, make sure that the players don’t finish too early; provide them with a full play experience.

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Adventure Primer Adventure Background Mulmaster has always had strong ties to the various gods that decorate the pantheon of Faerûn. It’s unfortunate when these ties complicate the alreadystressed people of this city. Any simple action could be the tipping point for a city that has undergone so much recent calamity and destruction. The hag known as Mémé Nan is directed by her coven’s mistress, Auntie Olma, to invoke Malar, one of the gods of Fury, and attempt to harness his power. The hag uses the creatures around her as tools that quickly become threats to Mulmaster, and they must be stopped by any means necessary. These all serve as a cover for her to complete her mission. The first to be affected are Clan Sabre. Originally a small-time group of bandits and thieves, they have been overwhelmed by the bestial nature of Malar. The hag Mémé Nan has used lycanthropic curses as ruses, tricking the Clan into thinking they have been infused with the power of Malar. The curses give them invulnerability, strength, and stamina beyond their wildest dreams. Mémé Nan uses the actions of the Clan to overshadow her more devious plans. Mémé Nan doesn’t put all her eggs in one basket. As she teases the members of Clan Sabre with power and glory, she also whispers affectionately to a troll, who listens receptively and is willing to take any action she suggests. She enlists its aid in ransacking farms and slaughtering families, while she sneaks into nurseries and children’s playpens to steal the farmers’ younglings out from under their noses. The characters are not alone in their plight. They will meet a stranger blessed by Selûne, the shaman Orsa Aamina, who stands watch over this part of the forest. Her role is to maintain the wards which keep the Beast of Malar slumbering. She also guards the forest itself, warding it against creatures which would threaten its safety. She normally avoids the villagers, who know her as the “crazy ol’ hunter lady who lives in the woods”. Her aversion to the farmers is mostly because of her preference for the serenity of the wood (and a little bit because she doesn’t like the farmers), but she also inherited more than her sacred role from her mother. She also inherited her curse: Orsa is a were-bear.

Location and NPC Summary The following NPCs and locations feature prominently in this adventure. Mulmaster (MUL-mah-ster) A city on the Moonsea, recently devastated by Elemental Cults. A dark and sinister city ruled by rich nobles and influenced by the necromantic mages of Thay. Mémé Nan (MAY-may NAHN). A particularly powerful, vile and cruel Annis Hag Clan Sabre (CLAN SAY-ber). A bandit group that has fallen under the influence of Mémé Nan. Sven Hardloch (SVEN HARD-lock). A wererat, leader of Clan Sabre. Orsa Aamina (OR-sah ah-MEE-nah). A werebear and shaman, worships Selûne. Protector of the forests outside of Mulmaster.

Adventure Overview The characters first have a very awkward meeting with a member of Clan Sabre while walking the streets of Mulmaster proper, near the Southroad Keep. This encounter sets the stage to involve the characters with the machinations of Mémé Nan, a powerful Annis Hag. During this meeting, the City Watch will address the characters and request that they investigate tales of slaughter and mayhem at a small farming community on the outskirts of Mulmaster. Part 1. On the way to the community and away from the eyes of the City Watch, Sven Hardloch of Clan Sabre will attempt to bargain with the characters to rescue a member of the Clan from some terrified farmers. Part 2. The characters will investigate a series of farms, each with a different story to tell. They will encounter:

• A terrifying scene brought on by Clan Sabre that

leads to a horrible ritual site of death and slaughter created by Mémé Nan. • Another farm ransacked, with a troll and manticores enjoying a feast; the largess of Mémé Nan. The characters will be teased by Mémé Nan as she vanishes into the swamp, along with the children of the farmers. • A group of farmers holed up in a farm’s cellar. Here, they will tell tales of wild creatures who hunt at night. Their children are all missing. They have taken one of the Clan members prisoner and believe that he is responsible for all the wanton murder in the farms. • The Shaman Orsa Aamina has been trapped and stuck in were-bear form at one of the farms. The characters will discover that this creature is a friend, and she will bring a dire warning of the hag’s intention to free the Beast of Malar. Unrestricted, the Beast will inflict chaos on the city of Mulmaster and surroundings, leaving in its wake a tribute to Malar of blood and death, all of

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which Mémé Nan will use to empower her own magic. Part 3. After the characters have explored the farms and learn that Mémé Nan intends to awaken the Beast of Malar, she will use a horn of valhalla to awaken Clan Sabre’s bestial forms. She will force the tricked clansmen to attack the characters. The Horn’s power will be amplified by her blood magic and will summon creatures from the Feywild to hinder and slow the characters down, giving Mémé Nan the head start she needs. Part 4. The hag is able to release the Beast of Malar from its hibernation. The characters must intervene before the Beast feasts on the children brought to it in sacrifice. Mémé Nan teleports away as the characters are engaged in battle, confident in her arrogance that the Beast will be triumphant. Should the characters prevail, they will return to Mulmaster and report on these events. Their story will spark the City Watch to request that the characters stay nearby, in case they are needed again. The Watch fears that this is only the beginning of what could be a disastrous series of events in the area.

Adventure Hooks Heroes and Adventurers!. Mulmaster is always an interesting place to visit and seems to be a central place for finding the kind of work that adventurers and heroes look for. Characters may also be drawn here by stories of the ever-present fires that burn with elemental fury, a remnant of the calamity that previously affected the city. Lords Alliance (Faction Assignment). Members of the Lords Alliance will know that the Zors of Mulmaster are not to be trifled with. One of the Zors will ask the member(s) to meet with a City Watch Sergeant, as they have a special request. Emerald Enclave (Faction Assignment). Mulmaster teeters on an imbalance, as raw elemental forces compound the poor ravaged city’s problems. A strong guiding hand is needed to help restore the city; one that isn’t necessarily as obviously corrupt as the Thayan influence.

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Part 1. Introduction Estimated Duration: 10 minutes

General Features Mulmaster has the following general features. Terrain. City streets that are cluttered with vendors and buildings, most of which aren’t in the best repair. Weather. A calm clear day. Light. Daylight. Smells and Sounds. Faint body odor from the masses, plus the scents of various cooking meats. A hint of the smell of ozone (from the Elemental Fire that constantly burns in the Zhentil Ghetto).

1. Mulmaster Walking the streets of Mulmaster is always an interesting experience; you never know exactly what you will watch unfold. Today is no exception. City folk walk briskly along the well-worn stone alleys and roads. Your visit to the city has brought you to the Southroad Keep. From here, you can see the elemental fires that burn unceasingly to the east, almost completely engulfing the Zhentil Ghetto. On a normal day, you wouldn’t see a naked, short, and wiry man laughing and grinning as he barrels down the street, knocking people over as he sprints through the crowds. But then, this is Mulmaster. Chasing after him are a small contingent of the City Watch, each breathing heavily from the exertion of running in armor. The naked man shouts as he passes by; letting out a whoop of excitement, he bounds towards the Ghetto. The man is Sven Hardloch, a thief and con-artist (and a wererat). If the characters chase after him quickly, they might be able to catch him. Each character may attempt to succeed at a DC 13 Strength (Athletics) check. If the characters catch Sven, read the following: “Ach, you got me caught finally! What a chase though! Did you see me jump that cart? Amazing! Oh, where are my manners! The name is Sven Hardloch! I’m sure you have heard of me before? No? Really. Well, glad to meet you all!” He heartily shakes each of your hands, ignoring any reaction. “I swear I’ve never seen anyone move as fast you all did. Clan Sabre could use a few more like you all! Are you interested in some good times and making a little gold as well? Now before the City Watch gets here, how about you let me go on my way, and I’ll put in a good word with the Clan for you all?” He gives a sly wink and grins. Characters who have high passive insight or attempt a roll immediately get an uneasy feeling from Sven. If they want to make an opposed

Persuasion (Charisma) check, they understand that he isn’t lying outright, but is definitely motivated by self-interest. If the characters are not able to stop him or if they let him go, he will turn a corner into a small alleyway. Characters that follow will only see a rat diving into a sewer (which is actually Sven after shapechanging). Read the following: Rounding the corner of the alley, you come to a dead end. Looking left, right, up, and down, the only thing you see is a thin rat that scurries quickly into a small sewer entrance. You scratch your head in slight confusion. The City Watchmen follow behind you, and also look around with an odd look of confusion on their faces. If the characters don’t catch Sven, or if they let him go before the Watch gets there, read the following: The City Watch sergeant appraises each of you quickly. He then steps forward and greets you. “The damned rat bastard got away from us again. This is the third time he’s managed to do that. I know you aren’t involved, but it sure looks like you can handle yourselves. Any chance you could help the Watch?” If the characters have captured Sven and held him for the City Watch, he will escape at his first opportunity—as soon he is taken away after the characters hand him over. The City Watch Sergeant will speak with the characters and tell them of the following:

• Sven had been caught already. They had him

chained up but he was able to break free, and they aren’t sure how he pulled it off. • Sven and others from Clan Sabre are wanted for questioning in relation to some gruesome attacks and deaths at an outlying farming community outside of the city. • Children also have been disappearing from these farms. • Some people have been found some distance away from their farms, hunted down as if by animals. • Some of the deaths were elements of strange rituals. • Some of the other farms have had whole families just vanish, with no traces of how or why. • The Watch are looking for someone to investigate and find out what is happening outside the city. • They can offer a reward for anyone who is willing to help find out who is responsible and stop these attacks. • The Emerald Enclave has asked the Watch to find members of the Enclave who would be willing to look into the nature of the rituals and sanctify the

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areas on which they have been held. (Emerald Enclave Faction Mission). • The Watch also has a bounty available from the Lord’s Alliance. One of the Zors of Mulmaster is looking for a rare monster hide to decorate his home with. (Lords Alliance Faction Mission) Read the following for the Emerald Enclave members and give them Player Handout 1: The City Watch Sergeant pulls a rolled-up parchment from a belt pouch, which he will then pass to all Enclave members. Read the following for Lord’s Alliance members and give them Player Handout 2: The City Watch Sergeant opens a richly detailed scroll case and remove a parchment that has been sealed. He breaks the seal and passes the document to you.

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Part 2: Investigating the Farms General Features Outside of Mulmaster has the following general features. Terrain. A road that meanders through forest and clearings. Weather. A calm clear day Light. Daylight Smells and Sounds. The sounds of birds and animals of the forest are active and alive, perhaps overly so.

The Offer . . . It isn’t too far from Mulmaster to the farming community on the edge of the wilderness, which dots the area that the City Watch directed the party to (see appendix, “Map of the Farms”). Just before the characters reach one of the farms, Sven will emerge from a hiding spot. He will raise one arm and wave to the characters: “I see you’ve found your way!” He will introduce himself if the characters haven’t already spoken with him. If the characters have previously let Sven free from the Watch, he will thank the players and then continue with his proposition: “See . . . there’s a bit of a conundrum here for us.” He pauses to wave an arm out, encompassing the entire valley of farms, “See these farms here? We’d like to be able to continue on our way as we have business elsewhere, but one of my Clan mates has gotten himself captured by these farmers, and they won’t let him go. They seem to think he was eating their children alive! They are planning to hang him by tomorrow night if something isn’t done. You all seem the type who could talk some reason into those folks. They are all holed up in the farm for some reason, and they won’t talk to any of us.” Any character who succeeds with an opposed Insight (Charisma) check to Sven’s Persuasion (Charisma) can tell he’s telling the truth as he sees it.

Roleplaying Sven Hardloch Sven is a con-artist at heart, and has fully embraced his decision to accept the powers of Malar from Mémé Nan. He doesn’t realize he’s been completely fooled by the hag, and has been cursed with lycanthropy. Sven carries the iron token of Mémé Nan in the form of a tiny mirror, which he uses a lot to check the state of his long hair.

Mémé Nan will communicate through the iron token mirror to instruct Sven that he is to let the characters go this time. If any of the characters pick

up, steal or somehow acquire the iron token, Mémé Nan will speak to that character via the magic of the token, and taunt them mercilessly. She will offer the character the chance of becoming “more powerful than they could imagine” and attempt to beguile them with stories of Malar’s powers and influence over the wilds and beasts. She will then invite them to meet her at farm B (see appendix, “Map of the Farms”) nearby for a “surprise”.

Farm A: It’s too late. A two-story white farmhouse sits amidst a grain field, a large barn off to the right. You’re approaching from the front of the house, and even from a distance, you can tell that something is wrong. The front door of the farmhouse hangs askew, only connected to the frame by the bottom hinge. The doors of the barn are also wide open. While you can see harnesses for horse or oxen, you see no such beasts anywhere. For that matter, you don’t see any other farm animals. Next to the barn is a small chicken coop, but the roof has been ripped open, and there is no movement nearby. If the party investigates the house, read the following: The house is silent, but it appears as if something has happened here. The kitchen looks as if a tornado has hit; the large table has been flipped on its side, and the dishes—which look like they may have been set—are scattered across the floor. Food and other kitchen debris is strewn all over the floor and counters. A small sitting room also looks like there was a struggle. A wooden chair looks like it was set so that someone could watch over children playing here. The chair lies on its side, a dark stain splattered across the wood. The toys have been knocked about as if something had scrambled through the midst of them. A fire still burns in the hearth, although it is dying out now. Unfortunately, the party is too late. Mémé Nan has already visited this farm and has captured the children here. The characters will be able to explore this farm and nearby area, but the members of Clan Sabre have completed their rite and left the scene. Should the party explore the area, they may find the following.

DM Note: The members of Clan Sabre did not finish the rite. Mémé Nan is the one who slaughtered the family here and is responsible for the atrocities that the characters find. Clan Sabre’s members are skirting the line but haven’t crossed over to pure evil (yet).

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Within the house

The following information can be discovered after a character succeeds on the related skill check: DC 14 Intelligence (Investigation). From the number of plates which are scattered around the table, you can surmise that it was being set for at five people, at least one of which was a very small child. DC 12 Wisdom (Survival). There are scratch marks across the floor, suggesting that large (i.e. as large as men) animals or similar creatures were involved. DC 14 Wisdom (Survival). From the remnants of ashes and half-burnt wood in the fire, you can guess that it has been burning for about 4 hours since the last time the fire was tended. DC 12 Wisdom (Perception). A large cabinet sits in this room, its doors open. It looks like it was used to store linens, but it appears as if something heavy has been recently resting on those linens. DC 12 Wisdom (Medicine). The stain on the chair is definitely blood. It is dry, which means that it has been sitting for several hours.

In and around the barn

The wire cage of the chicken coop’s roof was pried open by hand. A single chicken lies on the ground, half eaten. No other chickens are in sight—the other animals fled for their lives. Characters who investigate the dead chicken and succeed on a DC 14 Intelligence (Nature) check learn that the bite patterns suggest that a wolf or similar animal tore into this creature. Characters who wish to look for tracks must make a single Wisdom (Survival) check. Based on the level of their success, they will find one or more trails: 12 or higher. The characters find the trail of the two oxen which fled into the grain fields. One of the beasts made it about 100 yards into the grain field before being run down. Its body lies in the grain, and a hole in its side looks like it was torn in order to pull the heart from its body. The other ox kept going, fleeing into the hills. 14 or higher. The characters find a set of trails. One appears to be a man who was fleeing from several four legged creatures. Those tracks seem to weave back and forth. A character who makes a DC 14 Intelligence (Investigation) check can determine that the four legged creatures were corralling the runner. They seemed to be keeping him running in a certain direction. At certain points, they would dash ahead to scare him back into the original direction. A second trail follows the same path, but more directly. These tracks seem to be of a number of people dragging 2 or 3 people behind them. The victims seem to have been conscious, as there is 8

evidence that they were thrashing. This trail leads to “The Ritual Site.” 20 or higher. The characters find an additional trail leading off from the farmhouse in a different direction. The trail leads to a nearby swamp, where it abruptly vanishes. This trail is odd in that it’s extremely hard to find, but once found, the footprints are obviously huge and sink deeply into the ground.

The Ritual Site

If the party follows the trail to the ritual site, they discover a gruesome sight. You’ve not travelled far from the house, but you can no longer see past the deep forest. Ahead of you is a sight which makes most of you stop in your tracks. Three bodies hang from the branches of a large tree. Two are strung up by their feet, their arms hanging limply down, the other is strapped up by their hands. All three have had their torsos cut open, and they seem to be missing most of their internal organs. Around the area, there is blood, but not nearly enough for three bodies in this state. Furthermore, the blood is not pooled under the bodies, but scattered around the area in odd lines and circles. Characters who investigate the area may be able to deduce the following, after succeeding on the related skill check: DC 13 Wisdom (Medicine). The bodies were drained of blood before their organs were removed. These organs were removed with some level of care, as opposed to the bodies simply being eviscerated. DC 12 Wisdom (Perception). There is no sign of these organs. The lines of blood are clearly drawn in some sort of pattern DC 15 Intelligence (Arcana) or DC 12 Intelligence (Religion). The patterns are signs of Malar, the Beast Lord. Anyone attuned to nature (rangers, druids, and members of the Emerald Enclave) will recognize that this whole scene is viscerally wrong. From the fact that the ox was simply slaughtered to the method by which these people were dragged out here and killed, this should rub them the wrong way. It would be unfortunate if these people were left here to rot in this state.

Faction Assignment (Emerald Enclave) Members of the Emerald Enclave who take the time to bury the bodies will receive an additional renown point upon the successful completion of the adventure.

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Farm B: Finding the Farmers You approach a yellow one-story farmhouse. A white picket fence surrounds the area, except where it has been trampled down in several places. It appears that several large creatures crashed through the fence as if it were paper. Likewise, the front door of the house has been smashed inwards. The house boasts a small greenhouse on one side, and a set of metal storm doors on the other. The house is empty, and it looks like a stampede has gone through. Tables have been smashed to pieces, cabinets crushed between the wall and some large body, with the wall often taking much of the damage. Very little stands upright. A single body can be found in the house, which looks like it has been savaged ruthlessly. A short cudgel is clutched in its hand. The greenhouse is largely untouched, but it is empty aside from the rows of plants growing various herbs. The metal doors of the storm cellar are barred from the inside. They are also covered with claw marks, from the troll. It would take a Strength (Athletics) check of 22 from a number of characters with a combined Strength score of 30 to pull the doors open by force. Attempts to opens the doors will be greeted by panicked screams and yells from within. The farmers who have barricaded themselves in the basement are still too scared and distraught to allow anyone in. It will take a calm voice and a successful DC 13 Charisma (Persuasion) check to assure them that it is safe enough to open the door. Any attempt to intimidate the farmers into opening the doors will automatically fail, and will impose disadvantage on any further attempts to persuade the farmers to open the doors. If the party convinces the farmers to talk to them, they will learn the following:

• As they were attending to normal daily activities,

they heard the crashing of something bursting through the fences. Most of them ran to the windows to see what was happening. They saw strange greenish creatures with long limbs, and black claws and eyes. (Most characters will recognize these as trolls). One of their number, a man named Tollan, tried to bring the children out the back, but they didn’t see what happened to him. They went out the window and down to the storm cellar. They held the doors open as long as they could, waiting for Tollan and the children, but had to close the doors before the trolls could get in. • If the party brings up Clan Sabre, the farmers grow visibly agitated. They think Clan Sabre is up

to no good, and believe that they are responsible for the recent deaths of the other farmers because of their worship of Malar. • The farmers had set man-traps to protect themselves once they realized they were in danger, and ended up capturing two people in them: • One of the members of Clan Sabre ( Jonahen Darkenor, Male Werewolf, CE) was caught in one of these hunter-traps when he was out hunting for dinner, the same night the farmers found the family slaughtered. They placed the blame for the killings on Jonahen as he was close by. Since Jonahen is under no threat from the farmers (they literally cannot kill him), he is just biding his time, waiting for an opportunity to escape. • An angry bear was found unconscious at another farm and was captured in a trap, but the farmers had to flee because of the trolls’ arrival. (This is Orsa Aamina.) If the characters choose to parley to release Jonahen, it will be difficult. The farmers are very convinced he is responsible for the slaughter that has occurred and want him killed. Assign a hard DC to whatever skill they choose to use to convince the farmers to release Jonahen, and reward good roleplaying with advantage as needed.

Farm C: Trolling the Woods Trolls and manticores feast on a family caught at another farm. They will attack the characters on sight. Read the following to the players: As you approach yet another farmhouse, the dank smell of rot and heavy body odor assails your senses. Ahead of you, several creatures stoop over the corpses of two farmers, greedily feeding themselves. You see two massive green skinned creatures with long, stringy, greasy hair using their long, thin claws to stuff their mouths. Nearby are two large cat-like creatures with massive wings tucking into their meals with fervor, their serpentine tails swishing back and forth, causing their tawny hides to ripple in the sunlight. If the characters make no attempts to hide, the troll(s) and manticore(s) will attack them as soon as they are detected, or to defend their meal.

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Setting up the Encounter

After the characters have a chance to recover from the combat, they will catch a glimpse of Mémé Nan some distance away:

Very Weak

• Troll: AC 15, 84 hp, Init +1 • Manticore: AC 14, 68 hp, Init +3

Weak • Troll: AC 15, 84 hp, Init +1 • Manticore (2): AC 14, 68 hp, Init +3 Average

• Troll (2): AC 15, 84 hp, Init +1 • Manticore (2): AC 14, 68 hp, Init +3 Strong

• Troll (3): AC 15, 84 hp, Init +1 • Manticore (3): AC 14, 68 hp, Init +3 Very Strong

• Troll (3): AC 15, 84 hp, Init +1 • Manticore (4): AC 14, 68 hp, Init +3

Developments

One of the trolls has another iron token from Mémé Nan, this one in the shape of a coin. If a character holds it for longer than a few seconds, Mémé Nan will speak to them (telepathically). You hear a voice in your head. It’s a woman’s voice, harsh and haggard. “Ah, mon petit, have you come for the children? I’m afraid you won’t be able to save them, not from me. Have you ever heard a little girl scream as her skin is peeled from the bottoms of her feet? Have you ever seen the eyes of a small boy who can just see the surface of the water he is being held under, that he just can’t get to . . . that sweet air he knows he desperately needs? Mémé Nan will continue to tell the character about the children and how she intends to inflict horrors upon them. She will do this until the character drops the token, or until they say something she finds useful.

Faction Assignment (Lords’ Alliance) If the characters recover a manticore’s hide, they will have satisfied the requirements for their faction’s assignment, and will receive an additional renown point upon the successful completion of the adventure.

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You suddenly realize you are being watched. You glance in the direction of the swamp some distance away and see what you might describe as a frail old woman . . . except for her massive body, easily 9 feet tall, with a hunched over frame and massive misshapen bones and muscle. Her skin is covered with lesions, and her huge hands end in sickle shaped claws. She moves quickly to mount a monstrous froglike creature, one whose eyes extend from its scalp in a stalk, and which has four tentacles where most creatures would have arms. You would guess that its skin was a green when it was alive, but it moves like something which has clearly been dead for some time. She pauses and winks at you, and then her grotesque steed dives into the murky water. Mémé Nan sinks into the swampy depths. If needed to be explained, she has used the coven’s magic, powered by the Malarite rites she has been invoking, to cast water breathing, pass without trace, and greater invisibility to get away.

Treasure:

The troll(s) carry three gems of various colors, worth 100 gp each.

Farm D: Orsa Orsa had been tracking the troll(s) as it (they) crossed the lands under her protection. When the trail seemed to lead through the village, she found the hag Mémé Nan standing in her path. With a word, and a twist of magic, Mémé Nan froze Orsa in place. She then clasped a necklace of bone around the shaman’s neck. The necklace triggered Orsa’s curse, and drove her human mind into a cage, where the Selûnite could only watch the actions of the primal bear she became. With a sly grin, Mémé Nan then screamed for help and vanished. When the farmers came running, they found the bear in the street, unconscious. They drove Orsa into a trapper’s cage using pitchforks and spears. The savagery of the bear severely injured two of the villagers. They have yet to decide what they should do with the bear. They are too fearful to approach the bear at this point; even when they try to bring it food, or approach the door, it lashes out. While Orsa wears the necklace, she is not only unable to shift back into her human form, she is left in an uncontrollable rage. As a result, the bear has been starved, and is beyond reason. Orsa watches from within her mental prison, aware of what is occurring, but unable to do anything about it.

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When the party arrives at the fourth farm, read the following: You approach a small yellow farmhouse, with two floors and a large red barn to its left. There is a roar from the farmhouse, and you hear the rending of what might be wood. Before you can investigate, a huge black bear with a white ring of fur around its neck blasts through the wall of the barn. The creature continues its raging charge for another 30 feet before it stops, frayed ropes falling off of it. It raises its head to sniff at the air, and then turns in your direction. The creature lets out another loud roar that lets you see its gaping maw with sharp teeth, and then glares at you, huffing angrily. It is likely that the party will need to fight Orsa; she is a werebear, but she cannot shift forms due to the necklace she is wearing. However, when Orsa is reduced to 50% hit points or takes a critical hit, the following will occur:

• It is strange that none of the villagers seemed to

notice the hag. At first, Orsa thought they were in cahoots, but they did not seem to react to the hag’s movements at all. • She has become aware that someone is using Malarite blood rituals, and will do anything to stop her. • If the characters mention Clan Sabre, she will note that it is very likely they are under compulsion from the hag, and will need help in confronting the Clan. Orsa will provide two scrolls of magic weapon if there are spellcasters who can use them. “You will need these more than I.” • If the characters tell Orsa of the missing children, she knows why they are being taken: to feed to the Beast of Malar. Orsa can guide the characters to the where the Beast of Malar is hibernating.

With your last blow, there is a loud crack, and the white band of fur around the bear’s neck shatters, becoming bone shards as it falls away. The bear immediately shifts in to the form of a naked woman. She straightens her stance and looks at you, angry and unabashed. She demands of you “Where is the Hag? Was she not here?” Her face is a feral mask of rage, but she does not seem as if she will continue the attack.

Stat changes for Orsa (Werebear Shaman)

• Change WIS to 17 • Add the following: Orsa is a 9th-level spellcaster. Her

spellcasting ability is Wisdom (Spell save DC 14, +6 to hit with spell attacks). Orsa has the following cleric spells prepared: At will: guidance, spare the dying, thaumaturgy, mending 1st level (4 slots): cure wounds, sanctuary, shield of faith, create or destroy water 2nd level (3 slots): spiritual weapon, enhance ability 3rd level (3 slots): dispel magic, spirit guardians, remove curse 4th level (3 slots): guardian of faith, divination 5th level (1 slot): greater restoration

Developments

Once Orsa regains some semblance of calm, the party can speak with her and learn the following:

• Orsa had been tracking a group of trolls for some time, but her trail led her to a hag, as if the witch has pulled the tracks to her position. • The witch did something which locked her in place. She then affixed that cursed necklace to her, which forced her into her bear form, and bound her mind in a prison where she could only watch. • The villagers forced her into a cage, and the hag has been taunting her for days.

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11

Part 3: Invoking the Hunt

Setting up the Encounter

Mémé Nan needs time to be able to break the protections of Selûne and release the Beast of Malar. She will call out the characters when they are in between farms from a nearby hilltop using thaumaturgy magic, or communicate through one of the iron tokens to them. Read the following to the players:

• Wererat: AC 12, 33 hp, Init +2 • Werewolf (2): AC 12, 58 hp, Init +1 • Death Dog (3): AC 12, 39 hp, Init +2

“Mes amis! The time has come for me to depart! Your beautiful presence has been appreciated, but now the game must end. However, as time is of the essence, I shall gift thee yet one more challenge to enjoy!” You see the huge, grotesque form of Mémé Nan standing atop a hill in the distance. She turns away and walks down the hilltop, vanishing from view. At the same time, you see Sven step out of a nearby cornfield and into view. He raises to his lips a horn decorated in sigils painted with blood. He blows an enormous blast that echoes across the farms, followed by an equally loud screech, and then a bestial roar that descends upon you. You feel a slow, building rumbling, that quickly begins to shake the very ground you stand on. A huge stampede of translucent animals of all forms crash straight for you! These spirits climb and fly all around and through you, invoking waves of rage and fury inside of you. At the same time, the members of Clan Sabre emerge from a nearby cornfield, about 30 feet away. They metamorphose, their bones breaking and skin tearing. They each assume the form of a beast of the hunt, and stalk forward menacingly. Orsa will take one look at the hag, and then will start to charge after her, leaving the characters to face with Clan Sabre on their own. Members of Clan Sabre will attack the characters in their were-form, under compulsion from the hag. Additionally, creatures summoned by the horn will coalesce into creatures of nightmares and join the attack.

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Very Weak

Weak

• Wererat: AC 12, 33 hp, Init +2 • Werewolf (2): AC 12, 58 hp, Init +1 • Wereboar: AC 11, 78 hp, Init +0 • Death Dog (2): AC 12, 39 hp, Init +2 Average

• Wererat: AC 12, 33 hp, Init +2 • Werewolf (2): AC 12, 58 hp, Init +1 • Wereboar: AC 11, 78 hp, Init +0 • Death Dog (3): AC 12, 39 hp, Init +2 Strong

• Wererat: AC 12, 33 hp, Init +2 • Werewolf (2): AC 12, 58 hp, Init +1 • Wereboar: AC 11, 78 hp, Init +0 • Weretiger: AC 12, 120 hp, Init +2 • Yeth Hound (2): AC 14, 51 hp, Init +3 Very Strong

• Wererat: AC 12, 33 hp, Init +2 • Werewolf (3): AC 12, 58 hp, Init +1 • Wereboar: AC 11, 78 hp, Init +0 • Weretiger: AC 12, 120 hp, Init +2 • Yeth Hound (3): AC 14, 51 hp, Init +3

Tricks of the Trade

The were-creatures of Clan Sabre are about 30 feet away from the characters and charge forward, howling madly under the influence of Malar. Weapon Immunity. Be mindful of the fact that were-creatures are completely immune to normal weapons! We know this encounter may be a challenge for some players due to that fact, but we believe the challenge is appropriate for a tier 2 convention campaign. The death dogs/yeth hounds coalesce from the translucent spirits summoned by the horn, and spawn right next to the characters.

Treasure

Sven is carrying a silver horn of valhalla.

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Part 4: The Beast of the Hunt You follow Orsa as she crashes through the forest in her bear form. Your journey is not long, and you soon find yourselves in the darkness of the deep forest. You soon come to a rock formation, where two massive rocks press together and form what looks like the mouth of a roaring bear. Orsa vanishes inside the cave. The cavern follows a twisting course as the characters move in. Various cave animals make their home here—bats, insects, and other small creatures. The cave descends into freezing temperatures, with the walls covered in slowly moving water that gradually becomes frost as the cave becomes pitch black. Eventually, the characters come to the large chamber where the Beast of Malar sleeps (use adult white dragon statistics, including lair actions): This large chamber is a grove that is open to the moon’s light, which reflects off a small frozen pool. The air here is unmoving and frigid, ice on the walls and ceiling glistening. You see the missing children huddled together for warmth in four cages made of bones around the room, whimpering. On the far side of the frozen pool, Mémé Nan’s overly large fist breaks through the ice, a white fist emerging and enlarging the hole to make room for its full size. Pure white fur covers its body, red eyes and blue horns protruding in stark contrast. Its mouth splits open into a slavering grin as bloody, leathery wings and a tail break through its fur, neck cracking as it grows and scales over. Orsa and Mémé Nan do not enter initiative, both turning into smoke at the start of combat. The hag’s weird magic allows her to teleport the werebear with her; counterspell and other effects that might impede her travel are ineffective.

Setting up the Encounter Very Weak

• Beast of Malar: AC 18, 160 hp, Init +0

Reduce breath weapon damage to 36 (8d6). Lair Actions only. Weak

• Beast of Malar: AC 18, 160 hp, Init +0 Lair and Legendary Actions Only Average

• Beast of Malar: AC 18, 200 hp, Init +0

Strong • Beast of Malar: AC 18, 200 hp, Init +0 Add Breath of the Wild Legendary Action

Additional Legendary Action (Strong or Very Strong APL) Breath of the Wild (3 actions). The Beast of Malar breathes deep, recharging its breath weapon. It can choose to use its breath weapon immediately as a part of this legendary action.

While the hag and Orsa are gone, the four groups of children need to be protected. As each group dies, their souls empower the Beast as listed below, in order. Take note, the Beast must use its action to kill a group in their cage, or its breath weapon must hit their cage to kill a group. Player attacks can also kill a group, with things such as a wayward fireball. Groups Killed

Effect

1

The Beast’s attacks are magical for the purposes of overcoming resistances.

2

The Beast recovers hp equal to half of its maximum. If this fully heals it, any excess is added as temporary hp.

3

The Beast regains its spent Legendary Resistances.

4

Each attack that the Beast of Malar makes deals an extra 10 (3d6) cold damage

Developments

As the Beast of Malar dies, its wings and tail dry up while its body deflates rapidly. Shortly after, Orsa’s body reappears on the ground, lifeless. A symbol has been etched onto her forehead: A lidless eye with three pupils.

• The characters can surmise that the symbol is the hag’s, tying Orsa’s body to the creature.

• If the characters try to use spells such as speak

with dead, they will find that Orsa is unresponsive. Likewise, any sort of resurrection magic fails. Her soul has been taken by the hag.

Lastly, any surviving children (if they have not already been rescued from their cage) do not show much in the way of emotion. They only ask to be taken home.

• A cursory glance shows the same symbol that was etched on Orsa has burned onto a section of their skin, the skin still not fully healed. • These will naturally heal over three days’ time, though magical healing will remove one day per spell slot used if the characters wish to help.

XP Award

For each group of children that is saved, award each character 200 XP.

Very Strong

• Beast of Malar: AC 18, 240 hp, Init +0

Add Breath of the Wild Legendary Action

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13

Conclusion The characters return to Mulmaster with children in tow (if they were saved), tired and a bit worse for wear. When they report back to the City Watch, they will be rewarded with the bounty on Clan Sabre (1,000 gp). Read the following to the players: Tracking Sergeant Igor down doesn’t take long; he is just coming off shift and is about to leave the Watch barracks. He listens to your dire report of the events at the farms intently and with growing concern. He also drops a small bag of gold into your hands. “This is for the trouble. It sounds like you all earned a little bit of respite and a good drink at the tavern. Come along, the drinks are on me. I may need to ask you to stick around for a bit after though. I don’t think this is over yet.” He opens the door out of the barracks to escort you back out into the streets.

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Rewards Make sure players note their rewards on their adventure log sheets. Give your name and DCI number (if applicable) so players can record who ran the session.

Experience Total up all combat experience earned for defeated foes, and divide by the number of characters present in the combat. For non-combat experience, the rewards are listed per character.

Combat Awards Name of Foe XP Per Foe Troll 1,800 Manticore 700 Werebear 1,800 Wereboar 1,100 Werewolf 700 Wererat 450 Weretiger 1,100 Death Dog 200 Yeth Hound 1,100 Adult White Dragon 10,000

Non-Combat Awards Task or Accomplishment Each Group of Children Saved

XP Per Character 200

The minimum total award for each character participating in this adventure is 4,500 experience points. The maximum total award for each character participating in this adventure is 6,000 experience points.

Treasure

Consumable magic items should be divided up however the group sees fit. If more than one character is interested in a specific consumable magic item, the DM can determine who gets it randomly should the group be unable to decide. Permanent magic items are divided according to a system detailed in the D&D Adventurers League Dungeon Master’s Guide.

Horn of Valhalla (Silver) Wondrous Item, rare

A silvered, hollow tusk carved with bestial images and stained in the blood of countless battles, the horn impels its user to kill foes with their bare hands while the taste of congealed blood fills their mouth. The berserkers called forth are bloodthirsty warriors tainted by Malar. This item can be found in Player Handout 3.

Scroll of Magic Weapon Scroll, uncommon

This item can be found in the Dungeon Master’s Guide.

Renown Each character receives one renown at the conclusion of this adventure. Members of the Emerald Enclave that take the time to take the time to bury the bodies at the ritual site earn one additional renown point. Members of the Lords’ Alliance that recover the manticore’s hide on behalf of the City Watch earn one additional renown point.

DM Reward In exchange for running this adventure, you earn DM Rewards as described in the D&D Adventurers League Dungeon Master’s Guide (ALDMG).

The characters receive the following treasure, divided up amongst the party. Treasure is divided as evenly as possible. Gold piece values listed for sellable gear are calculated at their selling price, not their purchase price.

Treasure Awards Item Name GP Value Troll Gems 300 Clan Sabre Bounty 1,000

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15

Appendix. Dramatis Personae The following NPCs are featured prominently in this adventure: Sven Hardloch (SVEN HARD-lock). Wererat, conman, thief. He’s never met a jail he can’t escape from. Orsa Aamina (OR-sah ah-MEEN-ah). Werebear, Shaman of Selûne. A little rough around the edges, she does believe in decency and is a champion of the wilds. She was born a lycanthrope, and was granted gifts by Selûne to assist her in keeping the Beast of Malar in hibernation. Mémé Nan (MAY-may NAHN). An Annis Hag, a member of the Coven of TBD. She is stealing children to feed the Beast of Malar after it is freed. Sergeant Igor (SAR-jent EYE-gor). A sergeant patrolman of the Mulmaster City Watch. Clan Sabre (CLAN SAY-ber). A group of werecreatures, originally bandits, who have been cursed by Mémé Nan and now perform Malarite rituals to power her blood magic. The Beast of Malar (BEEST of mah-LAR). A creature held in hibernation by ritual binding magic of Selûne.

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Appendix. Monster/NPC Statistics Troll Large giant, chaotic evil Armor Class 15 (natural armor) Hit Points 84 (8d10 + 40) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 20 (+5) 7 (−2) 9 (−1) 7 (−2)

Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Giant Challenge 5 (1,800 XP) Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions Multiattack. The troll makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Manticore Large monstrosity, lawful evil Armor Class 14 (natural armor) Hit Points 68 (8d10 + 24) Speed 30 ft., fly 50 ft. STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 17 (+3) 7 (−2) 12 (+1) 8 (−1)

Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 3 (700 XP) Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.

Actions Multiattack. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

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17

Werebear

Wererat

Medium humanoid (human, shapechanger), neutral good

Medium humanoid (human, shapechanger), lawful evil

Armor Class 10 in humanoid form, 11 (natural armor) in bear and hybrid form Hit Points 135 (18d8 + 54) Speed 30 ft. (40 ft., climb 30 ft. in bear or hybrid form)

Armor Class 12 Hit Points 33 (6d8 + 6) Speed 30 ft.

STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 17 (+3) 11 (+0) 12 (+1) 12 (+1)

Skills Perception +7 Damage Immunities bludgeoning, piercing, and slashing damage from non-magical weapons that aren’t silvered Senses passive Perception 17 Languages Common (can’t speak in bear form) Challenge 5 (1,800 XP) Shapechanger. The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell.

Actions Multiattack. In bear form, the werebear makes two claw attacks. In humanoid form, it makes two Greataxe attacks. In hybrid form, it can attack like a bear or a humanoid. Bite. (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with were bear lycanthropy. Claw. (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Greataxe. (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

18

STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (−1)

Skills Perception +2, Stealth +4 Damage Immunities bludgeoning, piercing, and slashing damage from non-magical weapons that aren’t silvered Senses darkvision 60 ft. (rat form only), passive Perception 12 Languages Common (can’t speak in rat form) Challenge 2 (450 XP) Shapechanger. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell.

Actions Multiattack (Humanoid or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite. Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy. Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

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Werewolf

Death Dog

Medium humanoid (shapechanger), chaotic evil

Medium monstrosity, neutral evil

Armor Class 11 human (12 wolf/hybrid) Hit Points 58 (9d8 + 18) Speed 30 ft. (40 wolf)

Armor Class 12 Hit Points 39 (6d8 + 12) Speed 40 ft.

STR 15 (+2)

DEX 13 (+1)

CON 14 (+2)

INT WIS 10 (+0) 11 (+0)

CHA 10 (+0)

Skills Stealth +3, Perception +4 Damage Immunities bludgeoning, piercing and slashing damage from nonmagical weapons that aren’t silvered Senses passive Perception 14 Languages Common Challenge 3 (700 XP) Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Keen Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two attacks: one with its bite and one with its claws or spear. Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d4+2) slashing damage. Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage.

STR DEX CON 15 (+2) 14 (+2) 14 (+2)

WIS 13 (+1)

CHA 6 (−2)

Skills Perception +5, Stealth +4 Senses darkvision 120 ft., passive Perception 15 Languages — Challenge 1 (200 XP) Two-Headed. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Actions Multiattack. The dog makes two bite attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

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INT 3 (−4)

19

Wereboar

Weretiger

Medium humanoid (human, shapechanger), neutral evil

Medium humanoid (human, shapechanger), neutral

Armor Class 10 in humanoid form, 11 (natural armor) in boar or hybrid form Hit Points 78 (12d8 + 24) Speed 30 ft. (40 ft. in boar form)

Armor Class 12 Hit Points 120 (16d8 + 48) Speed 30 ft. (40 ft. in tiger form)



STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 15 (+2) 10 (+0) 11 (+0) 8 (−1)

STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 11 (+0)

Skills Perception +2 Damage Immunities bludgeoning, piercing, and slashing damage from non-magical weapons that aren’t silvered Senses passive Perception 12 Languages Common (can’t speak in boar form) Challenge 4 (1,100 XP) Shapechanger. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Charge (Boar or Hybrid Form Only). If the were boar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Relentless (Recharges after a Short or Long Rest). If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Skills Perception +5, Stealth +4 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered Senses darkvision 60 ft., passive Perception 15 Languages Common (can’t speak in tiger form) Challenge 4 (1 ,100 XP) Shapechanger. The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Keen Hearing and Smell. The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pounce (Tiger or Hybrid Form Only). If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.

Actions

Actions

Multiattack (Humanoid or Hybrid Form Only). The wereboar makes two attacks, only one of which can be with its tusks. Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks. Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy. Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

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Yeth Hound Large fey, neutral evil Armor Class 14 (natural armor) Hit Points 51 (6d10 + 18) Speed 40 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 18 (+4) 17 (+3) 16 (+3) 5 (−3) 12(+1) 7 (−2)

Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Condition Immunities charmed, exhaustion, frightened Senses darkvision 60 ft., passive Perception 11 Languages understands Common, Elvish, and Sylvan but can’t speak Challenge 4 (1,100 XP) Keen Hearing and Smell. The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Sunlight Banishment. If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can’t affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth hound in the Border Ethereal can return to the Material Plane as an action. Telepathic Bond. While the yeth hound is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other.

ACTIONS Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, plus 14 (4d6) psychic damage if the target is frightened. Baleful Baying. The yeth hound bays magically. Every enemy within 300 feet of the hound that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the hound’s next turn or until the hound is incapacitated. A frightened target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours. Source: Volo’s Guide to Monsters Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-TRI-05 Hunt of Malar

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Adult White Dragon Huge dragon, chaotic evil Armor Class 18 (natural armor) Hit Points 200 (16d12 + 96) Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA 22 (+6) 10 (+0) 22 (+6) 8 (−1) 12 (+1) 12 (+1)

Saving Throws Dex +3, Con +11, Wis +6, Cha +6 Skills Perception +11, Stealth +5 Damage Immunities cold Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 Languages Common, Draconic Challenge 13 (10,000 XP) Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain comprised of ice or snow doesn’t cost it extra movement. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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Appendix. Encounter Setup Trolling the Woods Very Weak Party Strength (2,500 XP)

• Troll: AC 15, 84 hp, Init +1 • Manticore: AC 14, 68 hp, Init +3 Weak Party Strength (3,200 XP)

• Troll: AC 15, 84 hp, Init +1 • Manticore (2): AC 14, 68 hp, Init +3 Average Party Strength (5,000 XP)

• Troll (2): AC 15, 84 hp, Init +1 • Manticore (2): AC 14, 68 hp, Init +3 Strong Party Strength (7,500 XP)

• Troll (3): AC 15, 84 hp, Init +1 • Manticore (3): AC 14, 68 hp, Init +3

Orsa All Party Strengths (1,800 XP)

• Orsa Aamina: AC 10/11, 135 hp, Init +0

Combat ends when Orsa is reduced to 50% hp or suffers a critical hit.

Orsa Aamina (Werebear Shaman) • Change WIS to 17 • Add the following:

Spellcasting. Orsa is a 9th-level spellcaster. Her spellcasting ability is Wisdom (Spell save DC 14, +6 to hit with spell attacks). Orsa has the following cleric spells prepared: At will: guidance, spare the dying, thaumaturgy, mending 1st level (4 slots): cure wounds, sanctuary, shield of faith, create or destroy water 2nd level (3 slots): spiritual weapon, enhance ability 3rd level (3 slots): dispel magic, spirit guardians, remove curse 4th level (3 slots): guardian of faith, divination 5th level (1 slot): greater restoration

Very Strong Party Strength (8,200 XP)

• Troll (3): AC 15, 84 hp, Init +1 • Manticore (4): AC 14, 68 hp, Init +3

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Invoking the Hunt Very Weak Party Strength (2,450 XP)

• Wererat: AC 12, 33 hp, Init +2 • Werewolf (2): AC 12, 58 hp, Init +1 • Death Dog (3): AC 12, 39 hp, Init +2 Weak Party Strength (3,350 XP)

• Wererat: AC 12, 33 hp, Init +2 • Werewolf (2): AC 12, 58 hp, Init +1 • Wereboar: AC 11, 78 hp, Init +0 • Death Dog (2): AC 12, 39 hp, Init +2 Average Party Strength (3,550 XP)

• Wererat: AC 12, 33 hp, Init +2 • Werewolf (2): AC 12, 58 hp, Init +1 • Wereboar: AC 11, 78 hp, Init +0 • Death Dog (3): AC 12, 39 hp, Init +2 Strong Party Strength (6,250 XP)

• Wererat: AC 12, 33 hp, Init +2 • Werewolf (2): AC 12, 58 hp, Init +1 • Wereboar: AC 11, 78 hp, Init +0 • Weretiger: AC 12, 120 hp, Init +2 • Yeth Hound (2): AC 14, 51 hp, Init +3 Very Strong Party Strength (8,050 XP)

• Wererat: AC 12, 33 hp, Init +2 • Werewolf (3): AC 12, 58 hp, Init +1 • Wereboar: AC 11, 78 hp, Init +0 • Weretiger: AC 12, 120 hp, Init +2 • Yeth Hound (3): AC 14, 51 hp, Init +3

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The Beast of the Hunt

Lair Actions

Very Weak Party Strength (10,000 XP)

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

• Beast of Malar: AC 18, 160 hp, Init +0

Reduce breath weapon damage to 36 (8d6) Lair Actions Only

Weak Party Strength (10,000 XP)

• Beast of Malar: AC 18, 160 hp, Init +0 Lair and Legendary Actions Only

Average Party Strength (10,000 XP)

• Beast of Malar: AC 18, 200 hp, Init +0 Strong Party Strength (10,000 XP)

• Beast of Malar: AC 18, 200 hp, Init +0

Add Breath of the Wild Legendary Action

Very Strong Party Strength (10,000 XP)

• Beast of Malar: AC 18, 240 hp, Init +0

Add Breath of the Wild Legendary Action

Beast of Malar (Adult White Dragon)

• Use the white dragon Lair Actions. • Additional Legendary Action (Strong or Very Strong APL):

Breath of the Wild (3 actions). The Beast of Malar breathes deep, recharging its breath weapon. It can choose to use its breath weapon immediately as a part of this legendary action.

• Freezing fog fills a 20-foot-radius sphere centered on a

point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies. • Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage. • The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.

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Appendix. Map of the Farms

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Player Handout 1. Emerald Enclave Faction Assignment

For those who still hold sacred the Circle of Life, we ask a boon. The Emerald Enclave has heard of strange rituals being held in the fields and farms of Mulmaster. Please endeavor to find members of the Enclave in the area who may be able to investigate and identify the locations of these rituals, and sanctify the areas they have been held in. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-TRI-05 Hunt of Malar

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Player Handout 2. Lords’ Alliance Faction Assignment

A Zor of Mulmaster has requested a decoration for his new townhouse to be found, and due to a recent extremely generous donation to the Lords’ Alliance, we have asked the City Watch to assist us with the task. Something not too ostentatious, but rare and of exceedingly high quality. We believe the hide of a creature of the wilds will suffice. It must, of course, be done discreetly, as the Zor wishes to boast of slaying the beast himself!

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Player Handout 3. Magic Item During the course of this adventure, the characters may find the following permanent magic item:

Horn of Valhalla (Silver) Wondrous Item, rare You can use an action to blow this horn. In response, 2d4 + 2 warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. A silvered, hollow tusk carved with bestial images and stained in the blood of countless battles, the horn impels its user to kill foes with their bare hands while the taste of congealed blood fills their mouth. The berserkers called forth are bloodthirsty warriors tainted by Malar. This item can be found in the Dungeon Master’s Guide.

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