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DG4:And the Elf Prince Wept

by Dan Hass

Elves have never mingled with the other races of Dimgaard. They have secreted themselves in
hidden sylvan communities for millennia - proud and independent. So when the elven prince
sends an emissary seeking aid, something big must be afoot. A Dungeons and Dragons 5th
Edition Adventure for 1-8 2nd level characters. This is the first episode of the Red Blade War
series of adventures.

And the Elf King Wept


by Dan Hass

Contents
Adventure Summary .................................................................................................................. 2
Preparing for the Adventure ....................................................................................................... 2
Running the Adventure .............................................................................................................. 2
Encounter Summary: ................................................................................................................. 3
Adventure Background............................................................................................................... 3
Starting the Adventure ............................................................................................................... 4
Encounter 1: The Council ........................................................................................................... 4
Encounter 2: A Desperate Plea .................................................................................................. 6
Encounter 3: Elin Barad ............................................................................................................. 6
Encounter 4: Difficult Rest .......................................................................................................... 8
Encounter 5: Did You Drink the Water? ..................................................................................... 8
Encounter 6: The Natural Deadfall ............................................................................................. 9
Encounter 7: The Horned Skull Trap .......................................................................................... 9
Encounter 8: The Rival Party ....................................................................................................10
Encounter 9: The Moat Chamber ..............................................................................................11
Encounter 10: The Kobold Pit Trap ...........................................................................................12
Encounter 11: The Weakened Explosive Runes .......................................................................12
Encounter 12: Herftak ...............................................................................................................12
Encounter 13: The Inquisition....................................................................................................13
Concluding the Adventure .........................................................................................................14
Appendix 1: Statblocks..............................................................................................................15
Encounter 8: The Rival Party .................................................................................................15
Encounter 13: Herftak ...............................................................................................................14
Appendix 2: DM Maps ...............................................................................................................15
Encounter 8: The Rival Party .................................................................................................15
Herftak's Lair .........................................................................................................................16
Appendix 3: Diseases ...............................................................................................................17
Intestinal Tract Infection ........................................................................................................17

Copyright 2015 Dan Hass Endeavors

And the Elf King Wept


by Dan Hass

Adventure Summary
And the Elf Prince Wept is a Dungeons and Dragons 5th Edition adventure designed for
1-8 2nd level characters and the DM. The adventure requires the Players Handbook, and the
Dungeon Master's Basic Rules (available as a free download at www.dnd.wizards.com) or
Monster Manual. A Dungeon Master's Guide may be helpful but not required.
While the encounters include scaling for 1-8 characters, parties of 1 or 2 PCs and 7 or 8
PCs are fringe circumstances that may play oddly. Specifically, parties of 1-2 are highly
susceptible to a single bad die roll, and 7-8 can slow play dramatically. Ideally a party will be 36 PCs.
It is set in the Alshon region of the Dimgaard campaign. (The Dimgaard Campaign
Guide is a free download available at www.danhass.biz/dnd.) The Alshon Region Campaign
Guide is also extremely helpful. And the Elf Prince Wept is best run after DG1: Secrets in the
Dark, DG2: The Lost Tome and DG3: The Archaeologist. And the Elf Prince Wept is the first
episode of the eight episode Red Blade War series using the Alshon region as a backdrop.

Preparing for the Adventure


It is always a good idea for the DM to read through an adventure before running it. And
the Elf Prince Wept is no different.
The DM should print off the map of the Alshon region to present to the players at the
beginning of the session. If the DM is not using the Alshon region, she will need a frontier
region where humans and their tenuous allies can come into conflict with a tribe of orcs on the
ascendance.
A battlemat or dungeon tiles may be helpful, but not necessary.

Running the Adventure


In most cases the setting for an encounter is described in boxed text. The DM may use
this verbatim if the encounter unfolds as designed, however, if the PCs have done something
unexpected, the boxed text may not accurately describe the set up. The DM should not feel
constrained by the boxed text, and should feel free to describe the encounter as necessary for
the particular circumstances of the adventure.
Awarding XP for encounters as it is earned through the adventure progresses tends to
simplify concluding the adventure, but may complicate an adventure if PCs advance midadventure. Note that some encounters contain modified or new creatures developed using the
rules for modifying and creating monsters in the DMG. Careful observance has been made to
insure that these creatures have the correct calculated CR, however to keep the encounter's XP
award in line with the definition of the desired difficulty of the encounter, these tend to
implement some "exploits" in the DMG CR rules. For example, adding the Leadership trait to a
creature does not alter CR even though it is a potent trait in a group of monsters, other
examples would be use of gear not included in the monster's original statblock (like poison or an
off-hand weapon) but which is reasonable for the creature to have and use. One can examine
these creatures individually and legitimately disagree that the actual CR reflects a greater threat
from the creature than the calculated CR. A better question is whether or not the overall
encounter containing the creature meets the definition of the encounter's XP award. A DM is
always free to adjust (upward or downward) XP for an encounter based on her personal
observations and opinions as to the level of challenge an encounter presents. In the statblocks
some traits, attacks and damages are denoted with a 1 to indicate that it is an element that falls
into this category and the DM may choose to exclude it. Also, the DM should evaluate the

Copyright 2015 Dan Hass Endeavors

And the Elf King Wept


by Dan Hass
power level of the particular party she is DMing; the additions to the statblocks are designed to
increase the threat for PCs who are optimized. The goal of any adventure is to present fair
challenges and have an interesting and fun session; if the PCs are not sufficiently optimized, the
DM should carefully consider which of these additions she wants to use.
Regardless, this adventure as written is designed so that PCs will progress through 2nd
level by completing this adventure with near optimum XP collection and (probably) one or two
other similar adventures. If this doesn't align with the DM's campaign goals and expectations,
she should adjust XP awards accordingly (or possibly abandon XP measurement and use a
milestone approach to advancement).

Encounter Summary:
1. The Council: The PCs are invited to participate in a council addressing the goblin problem.
2. A Desperate Plea: An elven emissary petitions the PCs.
3. Elin Barad: The PCs are exposed to Elin Barad, given information about their mission and
allowed to prepare for their mission.
4. Difficult Rest: The PCs face the difficulties of camping in a hostile territory.
5. Did You Drink the Water?: The PCs are exposed to a disease.
6. The Natural Deadfall: The PCs encounter a natural trap.
7. The Horned Skull Trap: The PCs encounter a trap placed by the Horned Skull goblins.
8. The Rival Party: The PCs encounter a group of orcs on the same mission as they are.
9. The Moat Chamber: The entrance to Herftak's lair.
10. The Kobold Pit Trap.
11. Weakened Explosive Runes: A kobold magical trap.
12. Herftak: Facing Herftak.
13. The Inquisition: The Inquisition may want to question the PCs about their Farwood activities.
Concluding the Adventure summarizes many possible consequences

Adventure Background
The Red Blades have dislodged the Horned Skull goblin tribe. Where previously, the
Horned Skulls hunted and foraged successfully several miles into the Farwood, the Red Blades
have destroyed or overtaken the Horned Skull communities. The Horned Skulls have been
having a hard time subsisting in the terrain of the Farwood without familiarity to their new
surroundings or established bases to operate from. The Horned Skull tribe is now on the fringe
of the Farwood scrounging to survive in clannish bands while scouts search for a suitable
environment for them to reestablish their tribe. They are stealing and poaching from the human
settlements in order to procure the resources they need to survive.
This serves as the backdrop for the adventure which involves the reemergence of an
ancient and powerful weapon.
After the age when dragons reigned supreme over Dimgaard and before the rise of
humans, elves and orcs vied for supremacy. Gruumsh dispersed a small number of powerful
greataxes, gifts of Gruumsh, to help the orcs in their cause. These were greataxes that allowed
any wielder to cast light, guidance, or resistance at will. In the hands of an orc, however, its full
abilities would manifest. When an orc attunes to the weapon it additionally becomes a +1
greataxe, and when it damages an elf, the elf must succeed on a Constitution save (DC equal to
8+damage dealt on the attack) or fall unconscious for 1 minute.
When, despite his specific aid, the orcs of Dimgaard failed to win supremacy of the
region, Gruumsh grew disenchanted with Dimgaard orcs, considered them unworthy of his
blessings and turned his attentions to aiding orcs elsewhere. Over the millennia the elves found

Copyright 2015 Dan Hass Endeavors

And the Elf King Wept


by Dan Hass
ways to destroy some of the gifts of Gruumsh; others they captured and have secured in heavily
guarded locations. A handful were simply lost.
A kobold band led by the a superior specimen named Herftak was exploring the trail left
by a burrowing ankheg - as kobolds are wont to do. And they came upon one of the lost
magical greataxes. Herftak, not being an orc, cannot fully utilize the weapon, and really is
ignorant of exactly what it is. It is obvious that it is not a normal greataxe, but Herftak doesn't
know the full story of the gifts of Gruumsh, nor does he have the resources to find out. He
disguised himself as a halfling and tried to sell the greataxe in both Schmitford and Leischport
with no success. He returned to his kobold band's lair and set aside the greataxe for a time
when he can figure what to do with it.
Word of the greataxe's appearance in the markets of Leischport and Schmitford reached
the elves and orcs rather quickly. While the orcs have legends of the gifts of Gruumsh, they do
not realize the one in circulation is anything more than an extraordinary greataxe at this point.
Still, orc leaders are known for the importance they put on their weapons, and have sent a party
to procure the greataxe lead by an orc noble named Urdax.
The elves have longer memories and better histories, and Prince Kaliel of Elin Barad is
quite sure the greataxe is a gift of Gruumsh. The Elin Barad elves are attempting to assemble
a party now. Kaliel, has only elves at his disposal. He cannot send a force because it could be
susceptible to the weapon's effect. He sent to elvish communities to the north requesting aid
from half-elves (maybe a PC is a half-elf who has answered this summons), so that he can
assemble a non-elven party to retrieve the sword from the kobolds.

Starting the Adventure


Some PCs may have acquired downtime days while waiting for other PCs to deal with
the consequences of examination from the Inquisition from the previous adventure. PCs with
such available downtime may be engaging in downtime activities like trying to learn a new
language or trying to learn proficiency with a tool. The DMG and PH offer a variety of downtime
options. The Alshon Region Campaign Guide has additional options for downtime days, as
does the Dimgaard Campaign Guide.
If the PCs have recently concluded their previous adventure (which ideally will have
been DG3: The Archaeologist), they may be in possession of one or more red dragon eggs that
they may need to tend to.
After every PC has resolved her downtime, Encounter 1 begins. The location of the PCs
may be determined by their downtime activities. If not the PCs and DM need to determine
where the PCs start in a reasonable manner, which may be a random determination in some
cases.
Note that the Inquisition has no influence in the Farwood.

Encounter 1: The Council


This encounter gives the PCs insight into the problems posed by the Horned Skull
goblins, and reinforces the political divisions within the region. It also provides further insight
into some of the notable NPCs in the region.
Encounter background. The Horned Skull goblins have thrived for generations in their
territory within the Farwood. They had three villages from which they foraged, hunted, and
occasionally raided. Three weeks ago, in a series of lightning raids, the Red Blade orcs overran
all three villages. Fleeing for their very lives, the Horned Skulls retreated to the edge of the
Farwood.
The tribal leader, Boss Gazuxb, sent out scouting parties to find a new territory for his
tribe, which was decimated and demoralized by the Red Blades orcs. His tribe huddles in

Copyright 2015 Dan Hass Endeavors

And the Elf King Wept


by Dan Hass
camps just inside the Farwood. Squeezed between the human communities and the Red
Blades, providing even the basic necessities for the tribe is a difficult challenge, and the tribe
has been forced to raid the human settlements, especially Mardleton and Neilsfort which are
under tremendous pressure.
Earl Damos has called a council of the lords of the area to be held in Leischport. Abbot
Tam (of Karl's Abbey), Reid (representing Sir Stigle), Lesus Cadelli (chief theologian for the
Inquisition) and Telas (Seneschal to Count Laundis of Schmitford) have come with advisors to
address the matter. If the PCs have established a reputation with any of these entities they are
asked to come as advisors to that particular entity. If not, then the PC with the highest
Charisma is identified by parties on their way to the council as someone who might contribute,
and asked to attend with the other PCs as her advisors.
The council room at the keep of Earl Damos has a large table at the center of the
comfortably lit room. There are five easy chairs around the table, and behind each of
these chairs (apparently where the primary councilor is to sit) are a half dozen other
chairs. The table is crowded with a variety of breads, fresh fruits, and beverages for the
comfort of the councilors.
Lord Neils and Lord Tinde (of Mardleton) are in attendance as advisors to Earl Damos.
Earl Damos will open matters by offering a prayer from Monsignor Lesus Cadelli. The
discussion will quickly move to the need for the council: the goblins.
It is clear to Earl Damos that an entire goblin tribe is on the move. He is seeking aid from
the other entities in the region to deal with the situation.
Cadelli will provide moral support, but his staff of marshals are not skilled in open warfare;
they are a police force, not a militia.
Abbot Tam has only sufficient forces to protect his community, and the same is true of
Stiglehold. Leaving only Schmitford as a possible source of martial aid, and they are
unwilling to provide aid to their generational rival.
Earl Damos will plead the case that a goblin invasion is a threat to every community in the
region, not just his territory. Telas will communicate that Schmitford doesn't really feel
threatened by the gobilns, and sees it as a problem for Leischport.
Cadelli will offer to seek help from outside the region. Perhaps he can convince his
superiors to declare a crusade. However, such a call is not likely to garner large numbers of
crusaders as the goblins appear to have nothing in the way of loot for crusaders. Further, if
crusaders respond and they aren't able to extract sufficient rewards from the Horned Skulls,
they might turn their eyes toward other communities in the region. It is not unheard of for
crusades to turn on their host communities if they haven't garnered sufficient loot from the
target of the crusade.
Lords Neils and Tinde are desperate for a remedy. They do not have the resources to
continue fighting off the encroaching goblins. Their crops are in ruin, and their livestock in
constant danger of rustling.
Concluding the encounter: Left to their own accord, the parties of the region will not
arrive at definitive strategy. If a PC contributes a particularly productive piece of advice, the DM
should award her Inspiration. As the PCs leave Leischport, they are approached by emissaries
from the elven community of Elin Barad. Move on Encounter 2: A Desperate Plea.

Copyright 2015 Dan Hass Endeavors

And the Elf King Wept


by Dan Hass

Encounter 2: A Desperate Plea


The PCs are free to pursue whatever agenda they prefer, but the first time they move away from
Leischport, they encounter an emissary from Elin Barad. Carrac is disguised as a human to
avoid unwanted interactions with the Inquisition.
The ground is mostly open with occasional shrubs and saplings. A small rockpile is
about 50ft away. From behind a rock, a figure steps and hails you.
The figure is the wood elf Commoner, Carrac, except with a +4 Deception, and a +4
Insight. He speaks Larian and Teulon (as well as Elven).
Carrac will try to convince the PCs to come with him to Elin Barad to meet Prince Kaliel.
He will appeal to elf nationalism if there are any elves or half-elves in the party. He knows only
that the Prince has a mission that the elves cannot complete on their own, but he will offer the
PCs any reward necessary to get them to accompany him to Elin Barad, even though he knows
that if the reward it too great, Prince Kaliel will not honor it.
Concluding the encounter. Presuming the PCs agree to accompany Carrac, he heads
into the Farwood for Encounter 3: Elin Barad.
While the Horned Skulls is intended to be foreshadowing of the next adventure (DG5:
And the Goblin Boss Wailed) it is possible that the PCs may insist on dealing with the goblins
rather than meet with Kaliel. In that case, the DM can run that adventure prior to this one.
If the PCs attack Carrac they can easily defeat him. The loss of Carrac is a known risk
that Kaliel was willing to take to retain help. Never posing a threat to the PCs, there is no XP
awarded. Unless the PCs figure another way to make contact with Elin Barad (like returning
Carrac's body), the PCs will not have the opportunity to reach Encounters 3-13 and the
"adventure" ends here.

Encounter 3: Elin Barad


The Emissary leads you two miles or so into the Farwood. It is a completely untamed
wilderness. Though fighting the dense undergrowth, Carrac seems sure in his path.
Insects are a constant nuisance. Their buzzing and various bird calls blend to form a
constant low wall of noise. Finally, he approaches what appears to be a wall of vines and
thorn bushes, and waits. The wall of vines separate, and two elves carrying spears and
wearing armor step out and bid your party to enter.
You have clearly reached the village of Elin Barad. There are various structures built off
the ground at varying heights upon the limbs of the large trees, and spaces excavated
from the trunks of the trees themselves. Catwalks form an intricate network between the
structures and excavations.
Central to the village is a tree that is significantly larger than the rest. Its chambers are
excavated from this tree's trunk and is clearly the hub of the community. The Emissary
leads you in the direction of the central tree.
The PCs are lead into the central building which is Kaliel's chambers. He greets the PCs
and offers them refreshments. He will explain that he has agents and contacts throughout the
Alshon region - not a vast network, but a sufficient one. Several days ago he received reports
of a halfling trying to sell a magic greataxe that fit the description of a gift of Gruumsh. He is
sure that the halfling was, in fact, someone else in disguise. After days of investigation, he has
the following information. The DM can convey this information via role-playing to the extent she
desires.

Copyright 2015 Dan Hass Endeavors

And the Elf King Wept


by Dan Hass
Kaliel is convinced that it was actually the leader of a band of kobolds which number fewer
than 2 dozen in total. The leader is name Herftak, and the elves have been aware his band
for several months. They occupy a small tunnel complex about 20 miles into the Farwood.
(The DM should make note of travel times for the PCs through difficult terrain, as they may
face a forced march (PH181) situation).
The exact effects of a gift of Gruumsh is unknown. The legends (which are presumed to be
factual) are of orc commanders armed with one of the greataxes cutting swaths through
prime elven warriors.
No one knows what effect it will have in the hands of a kobold, but Kaliel cannot risk elven
lives when there are adventurers available to go after it.
If the PCs are resistant, Kaliel will try to entice them with the probability that there will be a
hoard of some kind in Herftak's lair, even adding 50gp each from the elven coffers. If the
PCs still resist, Kaliel will offer that he knows of a spellcaster who can enchant a weapon
they possess to +1 if a PC has a weapon of sufficient quality to enchant it. He would bring
that caster to Elin Barad where it could safely perform the enchantments for the PCs.
Kaliel is loath to negotiate with a creature such as Herftak. He is a kobold, and almost
certainly an agent of evil - either recklessly or deliberately. Kaliel has put up with their
presence in the Farwood to date, because they have avoided coming into competition with
Elin Barad for resources (game, fruit, nuts, potable water, etc). It would be a violation of the
way he views the world to offer a significant treasure to Herftak for the great axe, but if
Herftak is too powerful for the PCs to overcome and take the greataxe by force, then he
authorizes the PCs to negotiate on his behalf.
Herftak was asking 200 gp for the greataxe when he was peddling it in Leischport and
Schmitford. Kaliel will entrust that amount to the PCs in case they need to purchase the
weapon outright; but (again) he would prefer not to encourage or subsidize vermin such as
kobolds.
If the PCs accept the mission, the elves will offer any items from the Players Handbook
adventuring gear within reason to aid in the effort . They will have 1d6 instances of any item
within reason (not 6 spyglasses) in inventory in the village. Any item that isn't consumed
with a value greater than 25 gp is expected to be returned.
Kaliel can provide the PCs with an effective and quite detailed map that will lead the PCs to
the vicinity of Herftak's lair with no risk of getting lost. And Kaliel cautions them that other
parties with malevolent intentions may have the same information that he does and that the
weapon likely will not stay in Herftak's hands for long.
Kaliel is aware of the Red Blades' victory over the Horned Skull goblins, and the current
situation with the displaced goblin tribe. He will commit to elven intervention to protect the
human settlements while the PCs undertake retrieving the greataxe.
While the Horned Skulls are a serious nuisance that must be dealt with, should the greataxe
fall into orcish hands, it would be an existential threat to the elves. So the greataxe must
take priority.
Normally, Kaliel wouldn't be as worried about other parties acquiring the greataxe, but the
Red Blades are clearly an exceptional tribe. They have better equipment, organization,
leadership, and discipline than normal. Indeed, it has been centuries since Kaliel has seen
orcs of their caliber. So he fears that they may have intelligence on the greataxe and may
try to acquire it, too.
Concluding the encounter. If the PCs accept the mission, they can rest comfortably in
Elin Barad and begin early the next morning (Encounter 4: Difficult Rest).

Copyright 2015 Dan Hass Endeavors

And the Elf King Wept


by Dan Hass

Encounter 4: Difficult Rest


The Farwood is a dense jungle (forest, difficult terrain). Unless the party has a ranger
who's favored terrain is forest, a day's worth of travel will not be enough to reach Herftak's lair
(they will be about 3 hours travel short). They can take a single long rest without endangering
their mission. If they take more than a single long rest, then the orcs beat them to Herftak and
buy the gift of Gruumsh from him.
However, there is another issue besides time, that the PCs must deal with in order to
take a long rest. The Farwood is an extremely hostile environment. Simply stretching out and
trying to sleep will not work. Even experienced campers have a hard time resting in the
Farwood. It is rife with nuisances that continually interrupt a long rest - insects, snakes, spiders,
etc. None pose a big enough threat to award XP but the constant assault on the senses
prevents a long rest.
It is extremely hard (at least) to set up a camp sufficient to have a long rest in the
Farwood. The DC is 25+party size (so it is nearly impossible to set up a camp for a party of five
unless there is sufficient equipment). This is usually a Wisdom(Survival) check, but the PCs
may have other strategies that would yield a different check. Note that if PCs are helping each
other and could technically successfully make the check, the PC with the best check modifier
will have Advantage on the check. The DM should allow the PCs to describe adventuring gear
they have that might aid in setting up the camp (tents, nets, bedrolls, etc.) and award modifiers
(generally a +1, but maybe a +2) accordingly.
Concluding the encounter. If the PCs successfully find a way to take a long rest that
involves using their resources well, each PC who participates in the resolution receives 30 XP.
The PCs will either be able to set up a sufficient camp or not.
If they cannot then they will have to decide what to do. They can abandon their mission
and return (and possibly be subjected to a forced march situation), or forge ahead with the
resources at their disposal.
Whether they camp or move on they have now been in the Farwood long enough to be
exposed to intestinal tract infection (see Appendix 3: Diseases). Move on to Encounter 5: Did
You Drink the Water?

Encounter 5: Did You Drink the Water?


The PCs have been exposed to intestinal tract infection. Appendix 3: Diseases has
guidelines for dealing with this exposure.
Concluding the encounter. There is no XP award for this encounter, but given the
nature of the encounter, it is very possible that a PC may use his skills and/or abilities in an
innovative way to resolve the disease. In such case, the PC should be awarded Inspiration.
When the PCs resume their trek (or continue their trek if they didn't successfully make
camp), move to Encounter 6: The Natural Deadfall

Copyright 2015 Dan Hass Endeavors

And the Elf King Wept


by Dan Hass

Encounter 6: The Natural Deadfall


When about two hours from the Kobold lair, the PCs encounter a natural hazard ("trap")
of the Farwood.
The Farwood doesn't have a continuous canopy. The sun feeds a thick jungle of squat
trees, punctuated by occasional large trees which act as landmarks. The terrain is a
weave of thickets and shrubbery on rare occasions broken by a clearing a few feet wide.
As for weather, there is a heavy moisture in the air, but no actual rain. Birds and insects
form a background of constant low noise punctuated by an occasional animal wail or
bird screech in the distance. Smells vary wildly; often it is a fresh clean scent, at other
times you are assailed by the smell of rotting vegetation or (worse) animal matter.
The PCs have encountered a natural deadfall. A DC15 passive Perception check by the
first PC in the marching order will notice that something is amiss, and then any PC can attempt
a DC15 Intelligence(Nature) or DC15 Wisdom(Survival) check to recognized that a dangerous
amount of debris has gathered in the limbs of a large tree just ahead in the PCs' path. If
recognized, the PCs can circumvent the hazard. If not, the lead PC and any PCs within 15 feet
of her suffer 2d10 damage (DC 14 Dexterity save for half) from falling debris.
Concluding the encounter. There is no XP award for this encounter; either the PCs
easily notice and avoid the trap, or they trigger the trap. There may be some unforeseen set of
circumstances evolve that are impressive enough for the DM to award Inspiration to a PC,
though.
The PCs are able to take a short rest without consequence. If they try to take a long rest
refer to Encounter 4: Difficult Rest, otherwise move on to Encounter 7: The Horned Skull Trap.

Encounter 7: The Horned Skull Trap


The Horned Skull goblins have seeded many of the rare clearings with pit traps to
capture game (which on lucky occasions is a humanoid victim). A couple miles from Herftak's
lair, the PCs encounter such a trap..
The Farwood is a dense jungle of indeterminate depth filled with an infinity of stinging
and biting insects, and a stifling humidity. One would expect that after hours of clawing
through the vines, thickets, and shrubs one would get accustomed to it. But this is not
the case. Every new mile is as much a task to move through as the previous.
The lead PC in the marching order will notice the unevenness of the forest floor if her
passive Perception is 15+. Otherwise, she falls into the pit. She suffers 1d6 bludgeoning
damage from the fall, and 2d6 piercing damage (DC14 Dexterity save for half) from spikes
embedded in the pit.
Concluding the encounter. There is no XP award for this encounter; either the PCs
easily notice and avoid the trap, or they trigger the trap. There may be some unforeseen set of
circumstances evolve that are impressive enough for the DM to award Inspiration to a PC,
though. If the PCs attempt a long rest refer to Encounter 4: A Difficult Rest.
The PCs are very close to Herftak's lair now. They encounter a rival party of orcs after
the same prize. Move to Encounter 8: The Rival Party.

Copyright 2015 Dan Hass Endeavors

10

And the Elf King Wept


by Dan Hass

Encounter 8: The Rival Party


The Red Blade orcs are pursuing their campaign against the Horned Skull goblins, but
word got to their regional leader, Imsh, of a greataxe in Herftak's hands. Imsh's doesn't realize
that it is a gift of Gruumsh (nor does any orc). But great axes are the trademark weapon of
orcs, and Imsh has a natural orcish affinity for nice ones. He assembled a party to get the
greataxe led by a lesser orc noble, Urdax. The party would prefer to just take the greataxe from
Herftak and keep the treasure Imsh has entrusted to them for payment, but it would be a tough
challenge to clear the lair.
Each hour in the Farwood is another hour of clawing through dense undergrowth while
being assaulted by stinging and biting insects. While the caterwauling of distant jungle
cats, and howls of unseen canines haven't yielded attacks yet, they do serve as a
reminder of the hostility of the environment.
At the edge of one of the occasional clearings which pockmark the difficult terrain of the
undergrowth, there is the distinct sound of something also moving into the area from the
left.
A map of this encounter is in Appendix 2: DM Maps.
Note that Urdax speaks Orc, Larian and Teulon. The orc party is lead by the orc "noble"
Urdax (Urdax's statblock is listed in Appendix 1). He is the son of a respected member of the
Red Blades on his way up in the tribe. He covets the treasure that has been entrusted to him to
be used for acquiring the greataxe. If at any point he thinks that he can overcome the PCs in
combat and take their stuff, he won't hesitate to attack, unless there is a very good reason not
to.
Scaling the encounter. The composition of the orc party is based on the number of
PCs in the party. (Refer to appendix 1 for statblock of the orc party)
# PCs
Orcs
XP
1
Urdax, Urdax Escort
50
2
Urdax, Red Blades Scout
125
3
Urdax, (2) Urdax Escort, Red Blades Scout
175
4
Urdax, (2) Urdax Escort, (2) Red Blades Scout
275
5
Urdax, Urdax Escort, Red Blades Orc, (2) Red Blades Scout
350
6
Urdax, (3) Red Blades Orc, (2) Red Blades Scout
525
7
Urdax, (2) Urdax Escort, (2) Red Blades Orc, (4) Red Blades Scout 675
8
Urdax, (2) Urdax Escort, (3) Red Blades Orc, (4) Red Blades Scout 775
Tactics: Urdax is not a frontline leader, and he is not overly brave. He will use his
leadership from behind the Escorts and Orcs while providing support with his crossbow. If he
is exposed, without protection from his entourage, he will assess the situation to determine his
odds of winning. If they are reasonably good he will stay and fight, but won't hesitate to flee to
save his own life if things look dire for him.
Concluding the encounter. If the PCs overcome the orcs, and Urdax isn't able to flee,
they have access to his "hoard" of 200gp plus any unused potions of healing. As a noble,
Urdax could be ransomed back to the Red Blades (for as much as 200 gp) but negotiating such
an exchange is complicated and time consuming. Still as a prisoner, Urdax has a value
because of this and could be part of a payment to Herftak or turned over to Prince Kaliel to
arrange the ransom. The PCs are free to continue to Herftak's lair less than a mile away.
Continue to Encounter 9: The Moat Chamber.
If Urdax's party prevails, he strips any living PCs of gear and turns them over to Herftak
as slaves to the kobolds - part of payment for the gift of Gruumsh. PCs in this situation may
have some means of escape, otherwise, they must wait 1d10 + 10 days for Kaliel to negotiate
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their release. Kaliel will recover any bodies of the dead, too. The surviving PCs must negotiate
with the OTF for raise dead.
At that point, the PCs may decide to return to Herftak's lair to avenge their slavery. In
which case, proceed to Encounter 9: The Moat Chamber

Encounter 9: The Moat Chamber


Herftak's lair is included in Appendix 2: DM Maps. The entrance is not obvious. It is a
DC15 Investigation (or similar) check to find the entrance after an hour of searching. If there is
no time pressure working against the PCs, they will eventually discover it. The first chamber the
PCs encounter is the Moat Chamber (#1 on the Map).
The sounds of the jungle quickly fade in the unlit tunnels. The 5' wide tunnel opens to an
unlit cavern about 25 ft by 45 ft. Dividing the chamber, and a barrier to you progress is a
15 ft wide trench going from wall to wall. On the opposite side of the trench rests several
wooden planks that are clearly long enough to span the trench.
The kobolds have enhanced an existing trench to provide a barrier to entry to their lair.
The trench is 30 ft deep, with numerous handholds, so it is a DC10 Strength(Athletics) or
Dexterity(Acrobatics) check to climb down and then up the opposite side of the trench.
A group of kobolds watches the trench from the total cover of their guard chamber (#2
on the map). One kobold will always be watching from hiding. They will challenge anyone
entering the chamber in Draconic. They will not allow threatening parties to cross the moat.
They may be convinced to allow a PC or two to cross in order to negotiate with Herftak.
Scaling the encounter. The composition of the guards will depend on the number of
PCs in the party. There is one kobold Tribal Warrior and one Kobold present for each PC in the
party (yielding 50XP per PC if victorious).
Kobold hp 6, MM195
Tribal Warrior hp 16, MM350, add small size, darkvision 60', sunlight sensitivity, and
Athletics +5.
Tactics. The kobold tribal warrior(s) will rush forward and attempt to Shove (PH195)
any PC adjacent to the trench into it (3d6 falling damage). When they have advantage, the
kobolds will use their slings against any target they have advantage over (see Pack Tactics).
If the combat is clearly going against the kobolds, one will flee to warn Herftak.
Concluding the encounter. If the PCs are willing to negotiate with Herftak, the
negotiations will take place in the guard chamber. He will have all the kobolds assembled in
case things go wrong (including those from Encounter 12: Herftak). Herftak's starting price will
be 300gp, and Herftak will accept nothing less than 200gp for the greataxe. Regardless of the
price negotiated, he will try to present a regular greataxe with light cast on it as the magic
greataxe. If he perceives that he can take the PCs money without turning over the real
greataxe, he will do so and may be willing to use force.
If the PCs overcome the kobolds through combat, they can proceed deeper into the
tunnels. Proceed to Encounter 10: The Kobold Pit Trap.

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Encounter 10: The Kobold Pit Trap


At point 3 in Herftak's lair, the kobolds have dug 5ft X 5ft X 10ft deep shaft and covered
it with a tarp and spread dirt over it. It is a DC12 check against the lead PC's passive
Perception to notice the trap (note that a fast moving PC suffers a -5 penalty to passive
Perception per PH182). The trap can be jumped by any PC with a 5+ strength (per PH182),
and this is what the kobolds do. Anyone falling into the pit takes 1d6 bludgeoning damage from
the fall, and 2d6 piercing damage from spikes in the pit (DC12 Dexterity save for half damage
from the spikes).
Concluding the encounter. There is no XP award for this encounter.

Encounter 11: The Weakened Explosive Runes


Herftak had a caster cast a weakened version of explosive runes at the spot on the map
marked as point 4. It is a DC12 passive Investigation check to notice the glyph. To pass safely
a creature must say "please" in Draconic (and every kobold knows this). If the password isn't
spoken the creature passing this point suffers 2d10 thunder damage (DC12 Dexterity save for
half), as does any creature within 20ft of the explosive runes when it discharges.
Concluding the encounter. There is no XP award for this encounter; if the trap is set
off, and Herftak isn't already alert, the sound of the thunder will alert him of encroachment.

Encounter 12: Herftak


If the PCs penetrate past point 4, Herftak will confront them with his minions. Herftak's
statblock is presented in Appendix 1.
Scaling the encounter. The makeup of Herftak's minions in the deeper caverns varies
depending on the number of PCs.
Herftak hp 27; Appendix 1
Kobold hp 6, MM195
Tribal Warrior hp 16, MM350, add small size, darkvision 60', sunlight sensitivity, and
Athletics +5.
Thug hp 32, MM350, add small size, darkvision 60', sunlight sensitivity
#PCs
Kobolds
XP
1
Herftak, Tribal Warrior, Kobold
75
2
Herftak, (3) Tribal Warrior, (2) Kobold
150
3
Herftak, (2) Thug, Tribal Warrior, Kobold
275
4
Herftak, (3)Thug, Tribal Warrior, Kobold
375
5
Herftak, (4) Thug, Kobold
450
6
Herftak, (4) Thug, (3)Tribal Warrior, (2) Kobold
550
7
Herftak, (6) Thug, Tribal Warrior, Kobold
675
8
Herftak, (7) Thug, Tribal Warrior, Kobold
775
Tactics. Herftak and his minions are experienced warriors. They will establish a front
line, maximize their Pack Tactics, and Hertak's Leadership, and if they can see it coming,
Herftak will cast bless before engaging.
Concluding the encounter. If Herftak beats the PCs in combat, he makes slaves of
any who are alive. Kaliel will arrange for their ransom in 1d4 + 4 days, as well as recover the
bodies of dead PCs. His emissaries, however, are too late to acquire the gift of Gruumsh. It
falls into the hands of the Red Blade orcs. Kaliel will not feel any debt towards the PCs. But out
of generosity, he will reequip them with items from the PH within reason. The PCs will have to
negotiate with the OTF to raise any dead party members.

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If the PCs defeat Herftak, he has a hoard worth 180 gp in addition to the gift of Gruumsh.
The PCs can avoid the challenges they faced getting to the lair on the way back. Kaliel will
reward them according to their negotiations, and immediately send for a caster from a distant
elven community who can enchant the PCs weapons (if that was part of the negotiated reward).
It will take a week for him to arrive.
The PCs are free to stay in Elin Barad as long as they prefer. When they leave the
Farwood, they are confronted by the Inquisition (Encounter 13: The Inquisition).

Encounter 13: The Inquisition


This encounter will only take place when the PCs return to human communities.
The Dimgaard Campaign Guide has rules for determining whether an Inquisition
encounter occurs. If the DM is not setting the adventure in the Dimgaard setting, she can use
this as an optional encounter. If she opts to include it, the Inquisition is an organization
dedicated to protecting humanity from threats.
Scaling the encounter. The Inquisition party composition will vary based on the number
of PCs available.
#PCs
Inquisitors
XP
1
(2) Guard
50
2
(4) Guard
100
3
Thug, (2) Guard
150
4
Thug, (4) Guard
200
5
(2) Thug, (2) Guard
250
6
(2) Thug, (4) Guard
300
7
(2) Thug, (6) Guard
350
8
(3) Thug, (6) Guard
450
Tactics. The Inquisitors are not murders, they are law enforcement types. They prefer
to bring the PCs before the Inquisition without resorting to combat. And they can point out how
important it is for the adventurers to remain in the good graces of the OTF.
Concluding the encounter. If the PCs go peacefully, they are examined by the
Inquisition. The Dimgaard Campaign Guide has the rules for dealing with the inquisition. If the
DM is not using the Dimgaard setting, the Inquisition immediately releases any human who is
not a spellcaster. They retain any non-human for 1d6 days, and any spellcaster for 1d6 days;
these are cumulative, so a non-human spellcaster will be detained 2d6 days.
If the PCs opt to flee from the Inquisition, they are labeled Pariahs. The OTF will not aid
them in any way until they have made amends with the Inquisition.
If the PCs engage in combat with the Inquisition and kill a member of the Inquisition, the
PCs will be labeled as murderers, and in addition to not providing aid to the PCs, any further
Inquisition encounters will be meant to kill the PCs. No political entity will associate with a
murderer. In order to reconcile with the Inquisition, the PCs will have to incur the debt
associated with raising the NPCs they killed, and submit to Inquisition examination.
XP is awarded only if the PCs defeat the Inquisition in combat without submitting to
Inquisition examination.

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Concluding the Adventure


The DM should note which favors and enmities are accumulated and removed as the
adventure progresses and not those on the PCs character sheets.
They may have acquired the Favor of Elin Barad which will allow them to enchant a
weapon of high enough quality to +1. It may have further effects; this favor will be important
when things come to a head with the Red Blade orcs.
If they killed Urdax, they incur the Enmity of the Red Blade orcs.

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Appendix 1: Statblocks
Encounter 8: The Rival Party
Actions

Urdax

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach


5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1)
piercing damage.
Shield (improvised weapon)1. Melee Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4)
piercing damage.

Medium humanoid (orc), chaotic evil


Armor Class 15 (breastplate)
Hit Points 22 (4d8+4)
Speed 30 ft.
S:11; D:12; C:12; I:12; W:14; Ch:16
Saving Throws Dexterity +3, Wisdom +4
Skills Deception +5, Insight +4, Persuasion +5
Senses darkvision 60', passive Perception 10
Languages Larian, Orc, Teulon
Challenge 1/8 (25 XP)
Leadership (Recharges after a Short or Long Rest)1.
For 1 minute, Urdax can utter a special command or
warning whenever a nonhostile creature that he can see
within 30 feet of it makes an attack roll or a saving throw.
The creature can add d4 to its roll provided it can hear
and understand Urdax. A creature can benefit from only
one Leadership die at a time. This effect ends if Urdax is
incapacitated.
Gear. Rapier, scimitar, potion of healing1

Actions

Red Blade Orc


Medium humanoid (orc), CE

Armor Class 13 (hide armor)


Hit Points 22 (3d8 + 9)
Speed 30 ft.
S:16; D:12; C:16; I:7; W:11; Ch:10
Skills Deception +4, Intimidation +2, Stealth +5
Senses darkvision 60 ft., passive Perception 10
Languages Orc
Challenge 1/2 (100 XP)
Aggressive. As a bonus action, the orc can move up to
its speed toward a hostile creature that it can see.
Gear. Greataxe, 3 javelin, potion of healing1

Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one


creature. Hit: 1d8+1 piercing.
Off-hand scimitar1. Melee Weapon Attack: +3 to hit,
reach 5 ft., one creature. Hit: 1d6 slashing.
Hand crossbow. Ranged Weapon Attack: +3 to hit,
range, 30/120 ft., one target. Hit: 1d6+1 piercing
damage.

Actions

Reactions

Red Blades Scout

Parry. Urdax adds 2 to his AC against one attack that


would hit him. To do so, Urdax must see the attacker
and be wielding a melee weapon.

Urdax Escort
Medium humanoid (orc), chaotic evil

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft.,


one target. Hit: 9 (1d12 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3)
piercing damage.

Medium humanoid (orc), CE

Armor Class 13 (leather armor)


Hit Points 16 (3d8 + 3)
Speed 30 ft.
S:11; D:14; C:12; I:11; W:13; Ch:11
Skills Nature +4, Perception +5, Stealth +6, Survival +5
Senses passive Perception 15
Languages Dwarven, Tuelon
Challenge 1/2 (100 XP)

Armor Class 16 (chain shirt, shield)


Hit Points 11 (2d8 + 2)
Speed 30 ft.
S:13; D:12; C:12; I:10; W:11; Ch:10
Skills Perception +2
Senses darkvision 60', passive Perception 12
Languages Orc
Challenge 1/8 (25 XP)
Second Wind1. An Urdax Escort has a limited well of
stamina that it can draw on to protect itself from harm.
On its turn, it can use a bonus action to regain hit points
equal to 1d8+2. Once it uses this feature, the Urdax
Escort must finish a short or long rest before it can use it
again.
Gear. 3 spears, potion of healing1

Keen Hearing and Sight. The scout has advantage on


Wisdom (Perception) checks that rely on hearing or sight.
Gear. (3) shortwords, longbow, 40 arrows, potion of
healing1

Actions
Multiattack. The scout makes two melee attacks or two
ranged attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, ranged
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

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Encounter 13: Herftak


Herftak
Small humanoid (kobold), chaotic evil
Armor Class 13 (studded leather)
Hit Points 27 (5d8+5)
Speed 30 ft.
S:11; D:12; C:12; I:12; W:14; Ch:16
Saving Throws Dexterity +3, Wisdom +4
Skills Deception +5, Insight +4, Persuasion +5
Senses darkvision 60', passive Perception 13
Languages Draconic, Larian, Tuelon
Challenge 1/8 (25 XP)
Leadership (Recharges after a Short or Long Rest). For 1 minute, Herftak can utter a special command or warning
whenever a nonhostile creature that he can see within 30 feet of it makes an attack roll or a saving throw. The creature can
add 1d4 to its roll provided it can hear and understand Herftak. A creature can benefit from only one Leadership die at a
time. This effect ends if Herftak is incapacitated.
Spellcasting. Herftak is a 1st level caster.
Cantrips (at will): guidance, light, sacred flame
1st level (3 slots): bless, command, cure wounds

Actions
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 1d6+1 piercing.
Shortbow. Ranged Weapon Attack: +3 to hit, range, 120/600 ft., one target. Hit: 1d6+1 piercing damage.
Sacred Flame. Ranged Spell Attack: DC13 Dex save, 60 ft, one target. Failed Save: 1d8 radiant damage

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Appendix 2: DM Maps
Encounter 8: The Rival Party

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Herftak's Lair

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Appendix 3: Diseases
Intestinal Tract Infection
Humanoids are subject to intestinal tract infection when they imbibe food or drink from an
unfamiliar region.
Each time a humanoid ingests infected food or drink, she must make a DC12 Constitution save
or become infected. In general, the disease can be avoided if a character doesnt consume
food or drink from outside regions she is accustomed to. If a character is journeying into a
region she is not accustomed to, it is presumed that she will be consuming food and drink in that
region, and will be exposed (at least) daily unless she takes precautions. If she deliberately
only consumes food and drink she knows is safe (for example, by bringing rations and using
create water for safe drinking water) she still risks daily exposure from incidental, accidental
exposure; in this case, a DC15 Wisdom(Survival) check each day will avoid exposure. If the PC
has resources to help her in avoiding unsafe food, for example, a Druid with the ability to purify
food and water, or a PC with the Explorer background, or deliberately stocking enough rations
to avoid needing to eat food during the excursion, then the PC gets Advantage on the
Wisdom(Survival) check.
If infected, symptom manifest 13-24 (1d12 + 12) hours after consuming the infected food or
drink. Symptoms are chronic, severe vomiting and diarrhea. A victim does not benefit from a
long rest. After 16 hrs of symptoms each hour when a character does anything other than rest,
eat, drink, or read, she is subject to the forced march rules per PH 181 as if she spent an hour
of travelling. Additionally, at the end of each every 6 hr period with the disease, the infected
victim must make a 12 Constitution save; on a failed save the victim suffers one level increase
in her exhaustion level. If the beats the save by 5+, she has recovered from the disease, and
suffers no more effects.
If a victim of intestinal tract infection receives attention, a DC20 Wisdom(Medicine) check from
an attendant will give the victim Advantage on any Constitution save. An attendant can provide
medical care to up to eight victims simultaneously.
Once a victim recovers from intestinal tract infection from a particular region, she can safely
consume food and drink from that region without risk of infection again.

Copyright 2015 Dan Hass Endeavors

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