By Wizards RPG Team, Logan Bonner, Richard Baker
A D&D experience for 11th-level characters.Designed to take characters from eleventh to 14th point, this event pits the heroes opposed to various terrible monsters and fiendish foes as they search to thwart the evil machinations of the denizens of the Trollhaunt Warrens.This experience may be run as a stand-alone event or as half one among a three-part sequence of adventures that spans 10 degrees of gameplay.
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Additional resources for D&D: King of the Trollhaunt Warrens: Adventure P1 (Adventure) (Dungeons & Dragons)
E N CO U N T E R W 2 : M A R R OW M AW WA R R E N S Kasszt (K) until at least two maulers are bloodied. Because she distrusts the nothic spies, they are not treated as allies for the purpose of the power’s healing effect. The nothic stalkers fight to the bitter end. If the nothic stalkers and two or more troglodytes are killed, the surviving troglodytes flee to Location 7, alerting the residents there and joining their ranks for the inevitable battle when the adventurers arrive. Development After this lair is attacked, the Marrowmaws living here regroup with their kin in Location 7.
Hook: Recover Sunwrath For generations, the sword Sunwrath has been an heirloom of the ruling house of Therund. By returning the blade to Baron Perenon, the adventurers can restore this symbol of courage and inspire hope among the people of the barony. Quest XP: 3,000 XP (major quest). Development When the adventurers have finished talking with Kelana, allow them to explore the town and rest up. If they delay too long, have a vanguard group of Skalmad’s forces attack or infiltrate the town to get the party moving.
C Chant of Renewal (standard; encounter) ✦ Healing Close burst 5; bloodied allies in the burst regain 15 hit points. Alignment Chaotic evil Languages Common, Draconic Skills Dungeoneering +13, Endurance +14, Religion +9 Str 15 (+6) Dex 12 (+5) Wis 18 (+8) Con 21 (+9) Int 10 (+4) Cha 14 (+6) Equipment robes, quarterstaff, skull mask Fire Pits: These are difficult terrain (requiring 1 extra square of movement to enter). Any creature that enters or starts its turn in a fire pit takes 1d8 + 5 fire damage.