Adventure Primer One Shot
Adventure Primer One Shot
Adventure Primer One Shot
Background:
Current State: Recovering from the Orcfasting War, leaderless after warlord Nimoar's death
Main Threats:
o Second Troll War: Young mage Ahghairon aims to prevent its devastation
o Halaster Blackcloak: The Mad Mage’s experiments may influence the city's defense
Plot Focus: Party must ensure Waterdeep’s survival amidst these threats
Episodes:
Bonus Objectives:
- The party is summoned to Blackstaff Tower by a mysterious message from Vajra Safahr. Upon arrival,
they are ushered into a grand hall filled with arcane symbols and artifacts.
**Vajra's Briefing**
Vajra Safahr stands in a grand hall filled with arcane symbols and artifacts. The party is gathered
before her. The ethereal forms of Khelben Arunsun and Tsarra Chaadren appear, their voices
resonating through Vajra.
Vajra: "Heroes, Waterdeep faces a significant challenge that transcends our current
understanding. There are pivotal moments that need delicate intervention to ensure our
survival."
Khelben: "You are tasked with influencing certain individuals and occurrences, ensuring they
align with a favorable outcome for our city."
Tsarra: "Your journey will take you to places where your presence can alter the course of key
events, ensuring the stability and safety of Waterdeep."
Tsarra: "You must step into roles that are crucial and make decisions that resonate with the
very fabric of our city's destiny."
This organization should help you quickly identify and select the appropriate items, spells, and potions
based on their power level and strength. Let me know if you need more details or assistance!
- Vajra leads the party to a hidden chamber within Blackstaff Tower. In the center of the room is an
ancient, intricately carved portal. Vajra performs a complex ritual, chanting incantations and invoking
powerful magic.
- As the portal begins to glow and hum with energy, Vajra tells the party that they must step through
and "embark on a journey that will shape our city's destiny." She emphasizes the urgency and gravity
of their task without mentioning specifics.
- The party steps through the portal and finds themselves in a pivotal location in Waterdeep, just as
the troll invasion begins. Their appearances have been altered by the magical items, and they blend
seamlessly into the setting.
**Starting Point**:
- **New Characters**:
- Contacted by Vajra Safahr, the Blackstaff of Waterdeep, and sent to investigate a disturbance in the
Weave
**Area Information**:
- Gost Farm surrounded by 400 acres of barley, future site of Waterdeep’s Sea Ward
- View of the Trollwall, an 800-foot-wide wooden palisade, and a wall of flame moving southward
**Creatures/NPCs**:
- **Warlord Gharl**: Using his javelin of lightning to hold trolls at bay, ordered fields to be set ablaze
**Objectives/Goals**:
- **Warlord Gharl**: Attempting to halt the troll advance with fire
- **Ahghairon**: Needs the party to recover Halaster’s wards to complete his ritual
- **Malcar**: Knows about Artor Morlin, the vampire’s abandoned castle, and recognizes the party if
they played DDAL08-04
**Call to Action**:
- **Nimoar’s Hold**: Human settlement, roughly the size of modern Dock Ward and southern half of
Castle Ward
- **Trollwall**: Two miles north of the hold, massive palisade built to prevent invasions
- **Historical Context**: After Nimoar’s death, his general Gharl took over as leader of the Hold,
setting fields on fire to protect against trolls
**Area Information**:
- **Dimensions & Terrain**: 30-by-30-foot enclosed stone structure.
- **Coffins**: Four glass coffins containing magically preserved bodies of eladrin representing spring,
summer, autumn, and winter.
- **Bowls**: Each coffin has two bowls (Beloved/Sorrow) with crystals of specific colors (green, white,
red, orange).
**Investigating Bodies**:
- **Summer**: Blue hair, spellbook with love poem, sword wound on chest.
**Puzzle Solution**:
- Place the token of the season each eladrin loved into the 'beloved' bowl and the token of the eladrin
they murdered into the 'sorrow' bowl.
- Delicate leaf carved of crystal engraved with Halaster’s rune (Halaster’s ward).
**Area Information**:
**Archway Effects**:
- Walk through archways in order: Archway 1 > Archway 2 > Archway 7 > Door.
- Tiny humanoid needed to open the door by placing hand on the handprint.
- **Calibrating Wards**: Successful DC 18 Intelligence (Arcana) check needed. Failure causes force
damage within 50 feet.
- **Waterdeep Harbor**: Found on the rocky beach, protected by powerful illusion magic.
**Area Information**:
- **Ward Appearance**: Two wards seem visible, but only one exists. The ward always appears 5 feet
in front of the closest character, making it impossible to look directly at both wards simultaneously.
**Creatures/NPCs**:
- **Objective**: Persuades the party to ask his goddess, Umberlee, for aid.
**Objectives/Goals**:
- **Solution**: Two characters must stand facing opposite directions to align the illusory wards.
- **Bonus Objective B**: Merman petitions the characters to entreat Umberlee for aid, regardless of
success or failure.
- **Reward**: Shard of a giant clam shell engraved with Halaster’s rune (Halaster’s ward).
**Setting Description**:
- **Environment**: Cool air with a foreboding sense from the black waters.
- **Prerequisite**: Party must have encountered the Merman while calibrating the Ward in the
harbor.
- Retrieve a piece of art from the Wererat Warren and offer it to Umberlee to secure her aid in
quenching the fires.
**Area Information**:
- **Dimensions & Terrain**: Mostly vacant harbor with a few fishing craft.
- **Lighting**: Clear evening sky to the south; heat distortions and smoke to the north, creating dim
lighting conditions.
**Scene A**:
- **Merman**: Sits on a dock, munching on a seagull, and suggests making an offering to Umberlee.
- **Knowledge**: Merman knows a wererat artist hid art pieces in the warren, which might be offered
to Umberlee.
**Scene B**:
- **Hazard**: DC 12 Constitution save or take 1d6 poison damage from brackish water.
- **Art Pieces**:
**Scene C**:
These bullet points should help you guide the players through the scenes effectively.
**Ward Location**:
**Area Information**:
- **Terrain**: 30 by 60 feet wooden building with cots and couches housing injured people.
**Creatures/NPCs**:
- **Joy (Sister of Chauntea)**: Cares for injured, along with 20 commoners (10 conscious with blood-
stained tools, 10 unconscious).
**Objectives/Goals**:
- **Ward Calibration**: The sisters have calibrated the wards to amplify healing spells. Redirecting the
power of the wards will result in the deaths of those in their care.
- **Bonus Objective A**: Sister is anxious about the Abbey of Chauntea and seeks help for her
colleagues.
- **Reward**: Two masonry bricks engraved with Halaster’s rune (Halaster’s wards).
### Setting Description for the DM: Abbey of Chauntea
**Normal Conditions**:
**Current State**:
- Female figures in robes moving through the fields, heedless of the fire.
**Prerequisite**:
- The party must have heard from a Sister of Chauntea about the Abbey's danger or stumbled upon it
while fleeing fire.
- Persuading a Sister of Chauntea to abandon their fields before the fire kills them.
**Area Information**:
- **Dimensions & Terrain**: Complex of stone buildings surrounded by glass greenhouses; fields
ablaze.
#### Scene A:
- **Objectives**: Save a sample of each plant; no chance of gathering all before dying.
- **Knowledge**: Unique plants in fields; extinction risk if destroyed. Chauntea bids dryads to guard
sacred plants.
#### Scene B:
- **Fields Ablaze**: One small field with Chauntea’s Token, a red, gem-like flower.
- **Fire Damage**: 1d4 fire damage to a random party member per round.
- **Creatures/NPCs**:
- **Combat**:
- **Exploration**:
- **Social**:
- Checks to persuade her are at disadvantage unless the character has relevant background or
feature.
Here's a concise set of bullet points for DMing Episode 3: "Like a Moth":
- **Prerequisites**: Available once Episode 2 is completed. Bonus objectives no longer available once
this episode begins.
- **Dimensions & Terrain**: Peak above the city. Ahghairon, heroes, and 35 survivors on a 250-foot
long, 10-foot wide rock formation.
- **Lighting**: Sun overhead, thick cloud of black smoke dimly lighting the area.
#### Creatures/NPCs
- **Troll**: Fire-scarred, missing an arm, maximum hit points 63, makes one bite and one claw attack
using Multiattack.
#### Objectives/Goals
#### Treasure
- If characters inspect troll’s body: Javelin of lightning impaled through the troll.
- **Three or More Wards Calibrated**: Ahghairon completes the spell, sun rises, vortex extinguishes
flames, vast fields of devastation revealed.
- **Fewer Than Three Wards**: Ahghairon's spell fails, he vows to prevent future wars, survivors see
ruined Hold.
- **Bonus Objective B Completed**: Grey tentacles in harbor, water floods city, extinguishes flames,
Umberlee's intervention saves Hold if at least two wards calibrated.
- **Bonus Objective A Completed**: Sisters of Chauntea aid party, Chauntea's voice commands to
release seeds, winds carry seeds.
APPENDIX
I understand! Let's focus on the D&D adventure characters from "The Hero of the Troll Wars."
1. **Commoners**
- **Appearance**: Ordinary townsfolk in simple clothing, showing signs of fear and distress.
2. **Sisters of Chauntea**
- **Appearance**: Women dressed in simple, earth-toned robes with symbols of the goddess
Chauntea.
- **Personality/Goals**: To protect the survivors and aid the heroes in their quest.
3. **Warm Hearth**
4. **Ahghairon**
- **Appearance**: An elderly man with a long, flowing beard and robes adorned with arcane
symbols.
- **Lore**: The first Open Lord of Waterdeep, known for his powerful magic and leadership.
**Location: Trollwall**
5. **Troll**
- **Appearance**: A large, brutish creature with green skin, tusks, and scars from battles.
- **Voice**: Aggressive and menacing.
6. **Earthtender**
- **Appearance**: A rugged druid with earthy tones in his attire and a staff topped with a crystal.
- **Lore**: A druid deeply connected to the natural world and the protection of Waterdeep.
- **Personality/Goals**: To preserve the balance of nature and defend Waterdeep from threats.
7. **Gharl**
- **Lore**: A dwarf warrior with a strong sense of duty and combat prowess.
8. **Joy**
- **Lore**: A bard with a mysterious past and a talent for lifting the spirits of those around her.
9. **Malcar Gost**
- **Appearance**: A skilled warrior with armor and weapons that show signs of many battles.
old Waterdeep coinage, such as dragons (gold), shards (silver), and nibs (copper).
Goliaths
1. Gorash Ironfist: A male goliath known for his incredible strength and imposing presence.
Gorash is a blacksmith who crafts the finest weapons and armor in Waterdeep. He is stoic and
honorable, always willing to help those in need.
2. Thara Stonebreaker: A female goliath and a renowned warrior. Thara leads a group of
adventurers and is known for her bravery and tactical genius. She is fiercely loyal to her friends
and has a deep connection to the land.
Humans
1. Amphail the Just: A male human who served as War Lord of Waterdeep for a brief period in
940 DR. Amphail was known for his fairness and dedication to justice. He fought valiantly in
the Second Trollwar but ultimately fell in battle.
2. Laeral Silverhand: A female human and one of the most powerful mages in Waterdeep. Laeral
is the Open Lord of Waterdeep and a member of the Lords' Alliance. She is wise,
compassionate, and fiercely protective of her city.
High Elves
1. Eldrin Leafwalker: A male high elf and the High Ranger of the Shrines of Nature. Eldrin is a kind
and wise leader who has a deep connection to the natural world. He is dedicated to preserving
the balance between civilization and nature.
2. Aelar Starwhisper: A female high elf and a renowned scholar. Aelar is the head of the Arcane
Academy in Waterdeep and is known for her vast knowledge and innovative research. She is
curious, intelligent, and always eager to learn more.
THINGS TO AVOID:
Here are the stat blocks for the trolls and related creatures listed earlier:
Forest Troll
Speed: 30 ft.
STR: 18 (+4)
DEX: 13 (+1)
CON: 20 (+5)
INT: 7 (-2)
WIS: 9 (-1)
CHA: 7 (-2)
Skills: Perception +2
Languages: Giant
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).
Hill Troll
STR: 19 (+4)
DEX: 10 (+0)
CON: 20 (+5)
INT: 6 (-2)
WIS: 8 (-1)
CHA: 6 (-2)
Skills: Perception +2
Languages: Giant
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: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage),
Claw (Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing
damage).
Frost Troll
Speed: 30 ft.
STR: 19 (+4)
DEX: 10 (+0)
CON: 20 (+5)
INT: 6 (-2)
WIS: 8 (-1)
CHA: 6 (-2)
Skills: Perception +2
Languages: Giant
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: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage),
Claw (Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing
damage).
Troll Berserker
Speed: 30 ft.
STR: 20 (+5)
DEX: 10 (+0)
CON: 20 (+5)
INT: 6 (-2)
WIS: 8 (-1)
CHA: 6 (-2)
Languages: Giant
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: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage),
Claw (Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 5) slashing
damage).