Professional Documents
Culture Documents
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.
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
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.
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
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Appendix 1: Statblocks
Encounter 8: The Rival Party
Actions
Urdax
Actions
Actions
Reactions
Urdax Escort
Medium humanoid (orc), chaotic evil
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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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.