Showing posts with label adventure. Show all posts
Showing posts with label adventure. Show all posts

Thursday, September 24, 2015

Thursday Quick Adventure - Wizard's Tower Floor 1

Welcome to the first real section of the Wizard's tower, the first ongoing adventure by the Master Of Dungeons blog. This adventure will have the players scaling a large tower, that they first encountered in the introduction (you should check it out if you haven't already).

The map was generated using the amazing generator at DonJon. I edited it in paint, took out some rooms and changed the numbers and such around. All of the encounters are original, not the generator however.

This adventure is designed for 3-6 Level 1 adventurers, using Dungeons and Dragons Fifth Edition rules, but it could easily be adapted to any system. At the end of this adventure your players will likely be level 2, and if you use milestone achievement you should level them up.

Feel free to increase or decrease the difficulty, based on number of players or player skill. You are the Master of Dungeons, these are just ideas and inspiration. Let me know if you have any questions or comments either on social media (Google PlusFacebook, and Twitter) or email me at MasterODungeons@gmail.com

MM stands for Monster Manual, I've included a purchase link here and at the bottom of the page.

Map generated using tools at http://donjon.bin.sh

Room 1 - Reception

Monsters: 2 Goblins (CR: 1/4 XP: 50 MM: p. 166) Total XP: 100

Treasure: n/a

This room has four hall ways leading off of it, serving as the main hub of the labyrinth of the first floor of the wizard's tower. Two goblins were alerted to guard the door by the goblin carrying the young girl, but if the players take too long then they quickly get bored, going back to their favourite idle-hobbies, nose-picking and attempting to juggle. If they see anyone attempt to enter the room they will attack on sight, saying no one is supposed to be here. Unfortunately for them, neither of them is smart enough to shout for help.

Room 2 - Meat locker

Monsters: 7 Ponies (CR: 1/8 XP: 25 MM: p. 335) Total XP: n/a

Treasure: n/a

This room is kept private with a flimsy lock, from both sides. To pick the lock is a DC 8 Lockpicking check, it is also made of fairly flimsy wood that could be broken down fairly easily. Within the room are 7 small ponies, used for food by the bugbear in Room 3. The ponies are docile, but visibly afraid. If the players free the ponies, two of them will stay in the woods near to the tower, willing to help by carrying supplies or small humanoids. In the corner of the room is a small stage that looks to be built for children's puppet shows.

Room 3 - Kitchen

Monsters: 1 Bugbear (CR: 1 XP: 200 MM: 33) Total XP: 200

Treasure: 22 sp, 3 gp, polished "Tony" puppet.

A large, angry bugbear thinks himself the chef of the first floor, and none of the others are brave enough to suggest otherwise, regardless of the bugbear's lack of culinary ability. He absolutely despises anyone entering his kitchen, anyone except for Tony, his prized possession and best friend. Tony is a small, polished wooden puppet, once a popular toy among noble children in a nearby city. The bugbear somehow found himself with the toy, talking to it as he cooks. He will defend his kitchen violently, but he will defend Tony to the death. The coins are sitting in a coin purse, next to the puppet.

Room 4 - The Dining Hall

Monsters: 6 Drunk Goblins (CR: 1/4 XP: 50/2 =25  MM: p. 166) Total XP: 150

Treasure: 10 bottles of assorted cheap wine (5 cp each)

Six drunk goblins are alternating drinking cheap wine and attempting to stomach the chef's mystery meat. The goblins are drunk, so all of their attacks are done with disadvantage, as well, they are so ill-prepared for combat that even if the players walk in and talk to them, they will still be surprised by combat (Missing their first turn). These goblins award half XP (reflected in the totals above), since they are so inept. If he hasn't been dealt with already, after four rounds of combat the bugbear from room 3 enters with a plate of food. If he sees fighting he shouts at the goblins, sobering them up (and removing their drunken disadvantage and returning their XP to normal), before joining the fight.

Room 5 - Sleeping Quarters

Monsters: 3 Goblins (CR: 1/4 XP: 50 MM: p.166)
                 2 Kobolds (CR: 1/8 XP: 25 MM: p.195) Total XP: 200

Treasure: Lessiroth's Amulet of Beauty Sleep

Two goblins and two kobolds lie sleeping in bunk beds, in a row filled with a large number of beds, stacked three high. One goblin is sitting awake at a table, sharpening his sword. If the awake goblin notices anything out of the ordinary he shouts the others awake, or if he is killed too loudly.  One of the goblins will not wake under any condition. He has a beautiful amulet around his neck. Upon inspection it is noticed that the goblin has none of the normal warts and scrapes that are normal for goblins, and looks incredibly youthful. The amulet falls off the goblin if he is killed, but otherwise will not come off. The amulet is Lessiroth's Amulet of Beauty Sleep, and if it is removed the goblin's body will age into an incredibly old and gray version of his former self.

Room 6 - Rec Room

Monsters: 2 Hobgoblins (CR: 1/2 XP: 100 MM: p. 186) Total XP: 200

Treasure: n/a

Two hobgoblins are sitting on a moldy looking sofa, arguing about whether little girls can be eaten. They know nothing about any girls brought into the building, other than a goblin named Gripp was seen bringing one into the building, and they weren't allowed to eat her. They don't know why she was brought to the tower, just that she was brought upstairs. The sofa is facing away from the doors, but they eventually notice anyone in the room and, upset at the earlier missed opportunity for a meal, try to kill and eat them.

Room 7 - Abandoned Crypt

Monsters : 3 Skeletons (CR: 1/4 XP: 50 MM: p. 272)
                  1 Goblin (CR: 1/4 XP: 50 MM: p. 166) Total XP: 200

Treasure: 2 Health Potions

Three skeletons lie around the room. A frightened goblin is tiptoeing around the skeletons, late for dinner in Room 4, when he eventually notices the party (unless they are sneaking). When the goblin notices that players he lets out a blood-curdling scream. The drunk goblins in Room 4 are too preoccupied to notice, however the three skeletons in the room take notice, rising from their  rest to attack anyone within reach. The skeletons will attack whoever is closest without discrimination, the goblin included. One of the skeletons has two health potions stuck in his rib cage.

Room 8 - Mirror Room

Monsters: n/a

Treasure: n/a

This room is coated on every surface: walls, floor, ceiling, and doors with mirrors. Despite the decrepit, old appearance of the rest of the tower, the mirrors in this room are in perfect condition. It is quite disturbing, but doesn't appear to be dangerous.

Room 9 - Stairs to Second Floor

Monsters: n/a

Treasure: n/a

This room is empty. A door in the south side of the room leads to a staircase to the second floor. The door is locked, but the door knob is sentient. The door knob is happy to see some friendly faces, being quite unhappy with the rough sort of creatures who have made this place their home of late. He isn't very knowledgeable about the tower, saying that "Nobody ever explains what's going on to the door knob", although he did notice a crying girl carried by a goblin go up the stairs. He would definitely like to help the adventurers to save the girl, but he can't open unless they have the key. He says there are a few keys carried by different dangerous looking people, but he knows that a map exists to a backup key in the map room on the west side of the building.

Room 10 - Map Room

Monsters: 1 Bugbear (CR: 1 XP: 200 MM: 33) Total XP: 200

Treasure: Map to the Backup Key to the second floor.

A bugbear is looking through the many piles of maps in this room, giggling to himself. The bugbear likes to come in here while others are busy to pretend to be an adventurer in a faraway land. He gets embarrassed if watched, and tries to kill any witnesses. In the center of the room is a large map with the title IN CASE 2ND FLOOR KEY IS LOST.

Room 11 - Library

Monsters: n/a

Treasure: 2 Spell Scrolls (Level 1) Sleep and Thunderwave

The library somehow seems unappealing to the residents of this floor. The room is filled with a thick layer of dust. Some of the books appear to have bite marks in them. If the books are flipped through for any amount of time, it is likely the players will notice two spell scrolls (listed above), stuck in one of the books.

Hallway A

This long winding staircase is locked off by the door to Room 11. The door is locked shut with powerful magic, not opening for anyone without the proper magic key (To make an appearance in a future adventure).

Where to go from here?

The next section of this adventure is up to you. The players need to follow the map to get the key to the second floor. It should be guarded by some monster or enemy, but whoever has it doesn't know what they have. The players should be level 3 before returning to the tower. The Dungeon Master's Guide can help you with creating encounters and daily XP schedules. Make sure to pick up the Monster Manual if you haven't already, and each of your players should have their own Player's Handbook. (Plus if you follow these links you'll help support Master Of Dungeons. 

Next you should follow Master Of Dungeons on social media (Google PlusFacebook, and Twitter) to make sure you don't miss the next installment of the Wizard's Tower.


Thursday, September 17, 2015

Thursday Quick Adventure - Wizard's Tower Introduction

The Mysterious Wizard's Tower: Introduction

An Adventure for 5e D&D

Overview 

The tower is designed as a framing device for all sorts of adventures and fun. Hopefully, many floors will be published for many different levels here on Master Of Dungeons, but, as with all adventures posted here, if you feel inspired to go off in your own direction then go for it!

This post is just an introduction to the tower. Next week the first floor of the dungeon will be posted. As with everything posted at Master of Dungeons, feel free to take this in your own direction, let us know on Google PlusFacebook, and Twitter (and follow us while you're there) how you've run this yourself without waiting for future updates.

I aim to release more updates about this tower, but that doesn't mean that every encounter the players will have will occur inside of the tower. Some keys and relics will need to be sought after in distant lands, experts will need to be found and consulted, you don't want the party to feel confined to the tower. 

These adventure updates will be different than those in the past, as they will include full encounters and maps for the tower, as well as loot, gold, and NPCs. 

Background

The Wizard's tower can be seen from a great distance in every direction. It isn't surprising then that dozens of myths and legends exist about the tower. Some believe that an evil lich resides at the top, others that it is a pathway to the heavens. No one knows the history of the tower, even the best historians of the area are only certain that it is unbelievably ancient.

The tower, while being a popular talking point in the area, hasn't been considered worthy of much attention for centuries. It's location is so far off the beaten trail that no one bothers to approach it, at least no one has returned to talk about it. There are many monsters, villains, dungeons and dragons in the area for adventurers to test their might against, none are willing to risk getting lost in the dense woods

Involving the Party

Your party of adventurers are likely all from within a close enough area to the tower to have grown up seeing it, as it can be seen from so far away. It has been a minor curiosity to many in the area, but one or more party members may have been particularly interested in it. Most people however had to interest in discovering its secrets, as it is so far away in a dense forest, and most believe that it is probably empty anyway.

While minding their own business in a small village, shouting is heard from the distance. A goblin is seen scrambling out of a small crowd, carrying a small human girl of about five years old. The crowd is screaming for someone to save the girl.

If the adventurers are too selfish to take this bait, have the mother offer money, anything to get her daughter back, (although this would reflect very poorly on the party to the villagers). 

The goblin is too agile for any pursuers, having a good head start on the adventurers he ducks and dodges into the dense thicket, easily escaping. Tracking the goblin is easily done, the girl was carrying a big bag of candied peanuts, and either through the clumsy flailing of the goblin, or clever placement by the girl, a clear trail of peanuts goes deep into the forest.

The trail ends abruptly in the center of a fairy ring, a circular arrangement of sparkling mushrooms and pixie dust.

Anyone who steps within the fairy ring, instantly disappears. They reappear in an identical fairy ring, right at the base of the Wizard's Tower. The trail of peanuts continues up the steps and in the front door.

This has been a sort of Teaser Trailer for the Wizard's Tower, a (hopefully) ongoing adventure posted on Thursdays at Master Of Dungeons. To make sure you are kept up to date on the latest posts, make sure to follow us on your Social Media network of choice (Google PlusFacebook, and Twitter). If you'd like to support Master of Dungeons, please click the banner below and buy something awesome, a small amount of the proceeds will go to support this blog!

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Thursday, September 10, 2015

Thursday Quick Adventure Inspiration - Mellicent's Mermaid Manor

Off the coast there exists a small, beautifully landscaped island. Attached to the island is what appears to be a small castle, connected by a bridge. This castle is not all it appears to be.

Hundreds of years ago, a mermaid by the name of Mellicent grew skeptical of the longstanding discrimination that went back and forth between her people, the merfolk, and the surface dwellers. She was amazed by all of the ingenuity the land-people showed through their numerous inventions.

Looking from the water she should see tall, beautiful castles built upon the land. Passing sailors would talk about their wondrous parties, and social gatherings. How enemies could lay down their differences to attend a wedding in one of these castles, and the once warring families could become one. Mellicent, paying in pearls she scavenged from the ocean, hired a great human architect to help her design a castle sitting inside of the ocean, but connected to the land.

The castle itself descends far beneath what is visible above the water. The lower levels are submerged in water, with an entrance near to the sea floor for merfolk to enter. Living quarters for all shapes and sizes of surface and water species exist throughout the castle.

The goal of this castle was to serve as a meeting point between the alien cultures, hopefully fostering a new age of peace between the land and the water. Many were opposed to Mellicent's ideas. The merfolk were frightened by the large ships, and the men with harpoons aboard them. The humans were frightened by myths and legends of mermaids beckoning sailors peacefully, tricking the ships into crashing upon hidden rocks or shallow waters. Throughout this there were still a precious few on both sides who saw through the discrimination and fought for peace.

The noble goals of Mellicent, sadly, were not enough. The night of the first big ball, designed to start peaceful negotiations, was a disaster. A human named Bered Thaull hired a group of mercenary wizards to attend the party as his entourage. Bered's father had died years before when his boat came upon dangerous rocks. Since his father was a skilled sailor, merfolk trickery was suspected. Bered waited until late in the night, and then had his mages evaporate the water in the castle. They sealed the water, and captured the merfolk for scientific research, who were helpless out of the water.

Now the castle is filled with the descendants of Bered Thaull. They have become the leaders of this bay, and the island off of the coast. The Thaulls have had a hard time living in this castle. Although they have long forgotten the history of the castle, the merfolk have not. Whenever fishing boats are sent out, few of them return, having been attacked by the denizens of the sea. This has caused even more hatred between the two races. Lack of food and money have caused the Thaulls to believe merfolk are an evil race. All of them except for one, a teenage girl named Mellicent. Perhaps by fate, random chance, or divine intervention, the daughter of the Thaulls has the same name as the castle's old owner.

The human Mellicent has been paying attention to the old runes on the walls of the lower levels. She has found sealed doors and strangely shaped rooms, and started asking questions that no one can answer. When a group of adventurers visits the castle looking for work, she secretly asks them to investigate, not trusting her family's discrimination of the merfolk. If she learns the truth, she will need help to join the two peoples, and anyone who helps her would likely find an alliance between the two to be very profitable, being able to put themselves in the trade deals, as well as the lives they will have saved.

Much later, it is discovered that some of the merfolk captured on the tragic night hundreds of years ago have been experimented on and kept alive in the furthest reaches of the lower levels of the castle. A level far below the sea level, that few knew existed. The mage college that mages belonged to have had a secret arrangement with some of the Thaulls, experimenting on the merfolk, posing as servants as they make their way down there. Mellicent is still alive, and although many of the merfolk have become deranged and angry, she still wants to make peace.

Let me know what you think. Remember to follow us on our Google PlusFacebook, and Twitter accounts


Thursday, September 3, 2015

Thursday Quick Adventure - Skeptic's Guide to the Realms

Dr. No'velha is a studious, human genius, fed up with the world of magic and wonder surrounding him. The adventurers find him out in the wilderness excitedly watching birds through some sort of glass eyepiece of gnomish design. He is so entranced by the birds and the notes he is writing that he fails to notice anyone watching him for long enough for someone to sneak a peek at his open notebook. It reads:

Too much time has been wasted on magic. Too many great minds spend their time fiddling wands and communing with devils. Hard to believe that, although generations have been spent studying griffons, hippogriffs, dragons and even birdmen, I cannot find a single tome on the lifestyle and migratory patterns of the common NON-MAGICAL birds. So little attention has been given to them that many species I've found to have no proper name. This blue one I am witnessing now I will call a Jay.

The notebook then goes on for several more increasingly boring paragraphs about the daily habits of common birds. The reader, quickly becoming too bored to continue reading, likely begins to wonder why someone would study birds when there are so many more interesting monsters in the area.

The strange man notices anyone reading over his shoulder and lets out an excited shriek. Dr. No'velha always tries to address the character with the highest intelligence, except (as is usually the case) if they are a wizard, warlock, or any magic-focused class. 

"Well look at you all sneaking up on me like that. I see that you appreciate the work I'm doing, well of course you do, it is very important work. Those ignoramuses at the college want to spend all their time on the study of magical fire and alchemy. BAH! Saiggin warned me about false intellectuals like them.

"Now I'm going on a tangent, you look like you could use some work. I have money! As long as you promise not to spend it on any stupid wizard spells or something preposterous like that," Dr. No'velha eyes up any magic users in the adventuring party suspiciously. "Well, I suppose its to be your money anyway and you can do with it what you will."

The eccentric professor goes on to explain that his life's work is to understand the natural rules and history of the world. He is fed up with all of his colleagues explaining everything away with magic. How did the birds get to this island? Magic. What created this volcano? Magic. Why are there so many different types of birds? The gods liked it that way, why don't you spend more time reading up on the history of dragons?

Thursday, July 30, 2015

Thursday Adventure Idea #4 - Ms. Ugly's Trolly Hills

INTRODUCTION

On the Sword Coast, in the Forgotten Realms there is a small hill range called the Troll Hills. This adventure was inspired by those hills, but any area in your campaign would work. Besides the characters referring to the locale as "The Trolly Hills" there is no reason it even needs to take place in a hilly region. The only important landmarks are caves and trees. As with all of the Master of Dungeons adventures, please change this as much as you need. This is more of a jumping off point than a set of rules, use it to improvise and (hopefully) inspire. 

All of the encounters were built for a party of 5 level 5 adventurers in 5th edition D&D. The party is quite strong for their level, and many of these encounters are technically above deadly, however there are not many encounters per day and it is very easy for your players to rest in between. However if things get a little too hairy make sure to dial it back. Particularly when fighting the dinosaurs in the cave.


Ms. Ugly's Trolly Hills


BACKGROUND


This is knowledge for the DM, and should only be presented to players as they find this out, major spoilers for the adventure.

Trolls don't often band together in large groups, but rumour has it that a nearby group of hills is crawling with a large number of them. A group of trolls calling themselves "Da Fightin' Trolls" have dug out a large pit inside of a large cave. They spend their days fighting in vicious tourneys, (usually against other trolls, but they're always excited to find any strong adventurer or monster to test their might against). Their troll regeneration abilities make them particularly well-suited for a fight club, as their wounds heal very quickly, and severed arms, legs, and even heads can be easily be reattached, or grow back if needed.

Normally trolls would not have the spare time to spend leisurely severing arms and legs from their fellow trolls, as their substantial appetite and preference for humanoid meat means that most trolls have to spend the majority of their time hunting and ambushing humanoid prey. These trolls have recently been taught more civilized "farming" practices by their caretaker, Ms. Ugly.

None of the trolls know how long they've been under the protection and guidance of Ms. Ugly, but they know it has been a very long time. She is a green hag that often disguises herself as an incredibly beautiful elven woman. When she arrived, she saw in the trolls the potential for a personal army. Until meeting her the trolls had spent most of their time raiding small villages and laying ambushes on the nearby highway. Thinking this a waste of time, she taught the trolls how to ensure they always have a steady supply of meat by "farming" it. When a large travelling group of halflings passed by the hills, she saw the opportunity and sent the trolls out to capture them. For generations the halflings have been captives of the trolls, slaughtered for food like animals.

These trolls are not particularly evil creatures. They are, however, particularly stupid creatures. Ms. Ugly has convinced them that these brutal "farming" practices have made them civilized, and they think that they are doing a good thing by ceasing their raids on villages and eating of travelers. Their nature means they hunger especially for humanoid meat, and they see this as a very kind way of them to get it. They see the halflings as animals, and treat them as such.

One month ago, a group of young halflings, who were all born within the cave, escaped the trolls. They were led by Bart Halthorn, a young halfling with a gift for building machines and contraptions out of anything he can get his hands on. He was able to build some tools to open the cage holding the young halflings, and escaped to a deeper part of the cave. To keep the trolls from coming looking for them and recapturing them, Bart left large footprints to trick the trolls into believing that something big and strong had kidnapped them.

The trolls grew to believe that some sort of Scary Super Trolls stole the halflings. Bart built on this belief by creating cut out puppets of trolls that the young halflings used to cast large shadows on the walls of the cave. Tools to make loud noises and flaming javelins convinced the real trolls that the Scary Super Trolls were far too powerful to be messed with. The Trolls slaughtered the remainder of their "animals" believing that the meat would be easier to protect. The halflings are unaware of this, and are preparing a plan to rescue their elders, and seek vengeance on the trolls.

SETUP

The adventure begins as the party reaches side road with a nice stone bridge perpendicular to the highway they are traveling on, going over a steep gorge, entering a hill region known as the Troll Hills. They have been traveling for many uneventful days and are starting to get bored. They hear a voice shouting from the direction of the bridge.

"Oy, softskins, ova here why don' ya? Ya's lookin' like ya's in need of a contest, a tourneyment, a fights, ones with a sort of, whatdya call it, Grand Prize? Come ova to me bridge and I'll give ya what ya need ta know"

If the party ignore the voice it shouts louder and louder, calling them cowards, and reiterating that there is a huge reward on the line. The voice continues to call the party forward until they are on the bridge. As soon as anything is placed on the bridge, the stone pressure plate sinks in, similar to a trap. After a few tense seconds a troll head peeks out from under the bridge, the players can only see the head but he must be very large to reach the bridge.

Unbeknownst to the players, the troll is only a head, mounted on a spear that swings up whenever someone steps on the bridge, (built by a very clever halfling slave named Bart Halthorn). He attempts to hide this fact. Trolls can often survive after having their head cut off for a short time, but Ms. Ugly's magic was able to keep him alive as only a head indefinitely. The other trolls were annoyed by his constant talking, so they sent him to "guard" the bridge.

The troll introduces himself as Heddy, guardian of the bridge to the Trolly Hills. He assures them that he isn't going to ask them some sort of corny riddle, but that he was simply bored, and looking for entrants in the next tourney of Da Fightin' Trolls. Players suspect that he is hiding something from them, and a very easy investigation check will show that Heddy is only a head on a spear. Once they know his secret Heddy is very truthful with them about everything, happy to have someone to talk to again. The only thing he will not tell them about is the "animals" of the trolls being halflings. If anyone inquires as to what sort of animal they are he says he doesn't know, just that they are animals for eating according to Ms. Ugly, which is true.

Heddy will mention at some point that Da Fightin' Trolls aren't ordinary trolls, but they're civilized due to Ms. Ugly and learning how to farm. He points them in the direction of the fighting caves, about a four hour walk from the bridge. If asked where Ms. Ugly lives, or any questions about her, he just says she is a person who takes care of the trolls, and she lives in a smaller cave near the fighting cave. He doesn't mention what she looks like, besides saying that she is very ugly, at least to trolls, he doesn't mention that she is a Green Hag, mostly because he doesn't know what that means.

In the highly likely event that the party learn that Heddy is nothing but a troll head on a spear, he asks that they take him along, since he has been alone on this bridge for a very long time. If they choose to take him along it is very easy to lift his head up the side of the bridge, bringing the spear with it. Heddy will consider everyone in the party a very good friend of his, and is always nice and as helpful as he can be with his limited knowledge. He is very annoying and doesn't understand when to shut up, even when told to. 

TRAVEL TO THE CAVES

The party is likely traveling to the cave holding Da Fightin' Trolls, however this section will be the same if they are traveling to meet Ms. Ugly. As they are traveling, it starts to pour rain. They get very cold walking, and tired with the mud sticking to their boots. As they get closer to the caves, trees and other plants begin to look more blighted and dead. The landscape switches from bright green to grey and dark.

This fight is optional, feel free to skip it, but it can be useful if your players really enjoy combat or are getting bored from the roleplay on the bridge

An angry troll comes running out of the trees, he is shouting gibberish at the top of his lungs so he doesn't surprise them. If Heddy is traveling with the party he mentions that this is a particularly mean troll named Jango. Heddy tries to talk some sense into the troll, saying they are supposed to be civilized trolls now, but it doesn't work. Jango keeps muttering to himself about being tired of farm animals, and he wants to hunt his own meat.

Jango tries to kill the party. He is a Troll. Use the variant rule for Jango, and any subsequent troll fights that allows for limbs to be severed by slashing damage. This fight should be fairly easy for your party, if a little long because of his regenerative properties (if they don't realize to use fire or acid damage). Use how well they do during this fight to balance the future encounters.

Immediately after the fight with Jango (or instead if you chose to skip that fight) the party notices a quaint forest house. The trees and plants directly around the house are bright green and healthy, unlike the other blighted plants that have been getting worse as the party travels. The rain is picking up even more, and as the party passes it, the door opens and a beautiful elf woman shouts for the party to come in to get out of the rain or they will catch a terrible sickness.

The party doesn't know but this woman is the Green Hag Ms. Ugly disguised by illusion magic. In fact, the entire house is an illusion. She serves the adventurers delicious sandwiches, warm tea, and good ale. She is very charismatic and seems very kind-hearted. If asked about what she is doing in the troll hills, she says she has lived here for many years, and the trolls tend to leave her alone. She doesn't go into any more detail than that. Heddy has never seen her before, or heard anything about her, but admits he rarely left the cave before going to the bridge, so there is much he doesn't know about. If there is one or more male party members Ms. Ugly will attempt to sleep with them, taking preference for half-elves, humans, or elves, in that order.

If Ms. Ugly sleeps with a member of the party, or if they discover her true identity, she drops the illusion and  the party finds themselves sitting in the mud, covered in rain looking at an incredibly ugly Green Hag. Even the green trees around the house turn back to their dead, blighted look. She quickly turns invisible, and escapes to her home, her invisibility as a green hag works in such a way that she can only be tracked by magical means. If she slept with a party member, she becomes pregnant, knowing it immediately, and will give birth to a girl of the race of the father in 6 days, as is the case with hags. She will try to plant the girl with a family in a nearby village, where she will grow up normally until her 13th birthday, where she will try to kill her adoptive parents and join her mother in the troll hills. (Standard hag procreation and child rearing practices).

The party may choose to enter Ms. Ugly's cave first after this.

MS. UGLY'S CAVE

Ms. Ugly's cave is very small, consisting of one room, a cauldron with bubbling contents of unknown origin, and two large trolls. When the adventurers enter she taunts them, especially if she slept with one of them in the house. It is now that she reveals that she is pregnant, and that it will only take 6 days to give birth. (This will open many roleplay opportunities, some characters might not believe her, or might not want to slay a pregnant woman, no matter how evil. They may not have the knowledge necessary to know that a hag's child always seems normal until puberty, where it becomes as evil as it's mother, regardless of how it was raised, if Ms. Ugly escapes they may want to chase after her to save the baby. Be prepared to improvise as you see fit.)

After some taunting Ms. Ugly and her two trolls attack. If she thinks she is losing the battle she will turn invisible and try to escape again. She knows when she has been defeated and will leave the troll hills to join her sisters in a forest a few days travel away. She will likely try to take revenge at some point on the party for ruining her plans, likely with the aid of a hag coven, formed by her sisters.

DA FIGHTIN' TROLLS

Trolls are very afraid of fire. In this cave any damage, through sword, bow, magic or something else, is met with cheers and excitement. But, anything involving fire is met with screams and fear. 

The entrance to this cave has a large, tacky rug in the center of the opening. A DC 13 perception check will find that this is a trap, or it is obvious if the players lift up part of the rug. There is enough room to walk around it. If the trap is triggered a Dexterity saving throw of 15 is needed to jump out of the way. Players take 3d6 piercing damage as they fall onto the spikes underneath.

Around the corner from the entrance are two trolls guarding the door. They immediately attack anyone on sight. They surrender when near death, laugh, and welcome the worthy combatants to Da Fightin' Trolls' cave. Full xp is rewarded as if the trolls died. If any of the trolls die in combat, there are no hard feelings, and Heddy or the surviving troll just laughs it off and continues on their way.

After fighting the trolls at the entrance, they follow the cave and come to a big opening with a large pit dug out in the center. There is a tunnel going deeper into the cave from the other side of the room. Half of the pit is covered with a curtain. There are two large treasure chests against the wall outside of the pit. Around twenty to thirty trolls are watching two trolls spar in the pit, cheering and laughing.

Heddy points the party to the a big troll who seems to be the leader. His name is Dugdug and he is very excited to have strangers to join in the festivities. He mentions that most fights are usually one on one, troll against troll, but since they seem like a group that fights better as a team, he has a better idea. He wants them to try the ultimate challenge, and if they win they will receive an amazing prize. He won't explain what the challenge is except to say it's a fight in the pit.

Assuming the party agrees to the challenge, ( if they don't they are teased relentlessly, called plant eaters, and spat on) they are instructed to climb down into the pit, and defeat whatever monsters come at them. A rope is pulled from under the curtained part of the pit, and the party can hear two cages being opened, and some growling.

Two Allosaurus and two Anklyosaurus dinosaurs run out of the curtain. All of the trolls hoot and holler. If no one remembered to leave Heddy outside of the pit before the fight he complains relentlessly that he has no business being here. This is a good opportunity to practice roleplaying during combat.

If the adventurers seem to be faring well against the four dinosaurs, when they are dead or getting close to death the lead troll pulls a second rope and another cage swings open. An incredibly loud roar is heard through the cave. After one round, a Tyrannosaurus Rex throw off the curtain, and joins the fight against the players. The trolls are working themselves into a frenzy by this point. Cheering any amazing moves the party pulls, clearly hoping the dinosaurs will lose, even if that means they lose their most prized pets. The pets were received by sending raiding parties into the underdark, when they were bored between fights, and looking for new monsters to fight against. They'd found them as eggs and Ms. Ugly had helped them to raise them.

If the adventurers survive, they are slapped on the back and cheered for by everyone in the cave. They are awarded the titles: Honorary Troll, and Troll-friend, and told they are welcome in the cave any time.

Dugdug asks them if they'd like the amazing, valuable prize first, or the boring no-fun prize first. Regardless of what they pick, they get both. Trolls have a slightly warped view of what is valuable.


  • Valuable Prize: 50 pounds of "animal" meat. This is all they have left, they absolutely insist the party take it, and refuse to let them give it back. At least they don't force anyone to eat it. It is obvious to anyone who looks at it that something is off about this meat, if asked Dugdug explains that their animals were halflings.
  • No-Fun Prize: 1000 gold coins and a Signal Tome

SCARY SUPER TROLLS

After the fighting, Dugdug discusses the Scary Super Trolls, explaining how they stole their "animals", and they are so scary no one has ever seen one face to face and survived. He explains how they use fire as their main weapon, which is strange for a troll. The players at this point have no reason to believe that they are the escaped halflings, but they might suspect that they aren't trolls. Dugdug asks them to go drive them off, since the party is so powerful, and they are friends of trolls.

If the party decides to leave, perhaps because they've learned the trolls were farming halflings, have this encounter occur outside of the cave.

The party is pointed deeper into the cave, loud noises are heard. Shouting is heard, and large shadows of trolls appear on the walls as they get closer. If the party keeps walking Bart Halthorn steps out from the darkness and asks the party what they are doing in this cave.

Bart explains how he led the young halflings to escape, how they were all raised in captivity by the trolls, his skill with building things that kept them safe from a counter attack. How the young halflings have been planning their next attack, to save the older halflings. He doesn't know yet that all of the halflings left with the trolls have been slaughtered, and their remains are likely carved up in a bag held by the party.

If the party has Heddy with them, Bart demands they hand him over to pay for his crimes, and the crimes of his people. Heddy is very confused by all of this talk, and what the "animals" are doing but he begs for his friends to not hand him over. If Heddy is handed over, Bart stabs a small knife into his eye, then hands him to one of the others, telling him to "make sure this one dies slowly, he will be our first act of revenge, make it memorable".

Bart wants the party to help them get their revenge on the trolls. He is especially vocal if he finds out that the elders are all dead. He explains that they've got a way to get revenge against the trolls all at once, that he needs the party to convince the trolls that the "Scary Super Trolls" are coming, and to all hide in the fighting pit. He says the halflings will take care of the rest. The halflings have no valuables and are able to offer no reward.

Both the trolls and the halflings likely seem reprehensible to the players. If the trolls are convinced to enter the pit, the halflings sneak in and place a cover on the pit that traps them inside like a cage. They poke at the trolls with flaming spears and try to slowly burn them to death. Bart reminds them to not kill them all because they need some to torture.


This is probably a pretty strange adventure. It doesn't end with a lot of resolution, and is designed to leave the adventurers wondering if they did the right thing, and whether they could have stopped this. Your party will likely think of things I haven't covered, do whatever feels right and what you think the NPCs would do. Let me know how it goes, or if this inspires you to do anything similar.