1862197-The Orc Hunt - Edited
1862197-The Orc Hunt - Edited
A great start point for your D&D journey. This adventure is suggested for
new and seasoned players.
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Table of contents
Introduction…………………………………………………3
Part One: A story worthy of your time………….4
Part Two: A stroll in the forest……………………..5
Part Three: Cabin in the woods…………………….6
Appendix One: Enemies……………………………….6
Appendix Two: Maps……………………………………8
3
Lives in the forest with his wife Anna and 2 daughters Lyra
Introduction
and Nalla
Afraid for his family because of the orcs
He saw the orcs while he was hunting and followed them.
That’s how he knows where their campsite is.
The Orc Hunt is a one-shot campaign for 3rd level characters. This is
the Authors first try in writing a campaign so cut him some slack for
any shortcomings. The challenges in this adventure have been made
for 4 characters so feel free to make necessary changes according to
the size of your party. The characters have the basic equipment plus Locations
a +1 magic weapon or armor.
Westbridge Village:
A village along the Long Road, the inland trade route connecting
Summary Waterdeep in the south and Mirabar in the north. A very common
stop for travelers, merchants, and caravans.
The party is having a good time at the Harvest Inn in Westbridge Harvest Inn:
village after the completion of a not so lucrative contract. They have
decided to spend the night there and tomorrow they should seek It is located in Westbridge. The Inn’s proprietor is the Halfling Ghaliver
another employer. Sometime in the night they overhear an intense Longstocking. There are some unusual and sometimes distasteful
conversation between a halfling and a human. At some point the works of art with questionable artistic value hung on the walls of the
human offers a large amount of gold pieces for a job in the Inn. The Inn is the favorite gathering spot for the travelers on the Long
Kryptgarden Forest. Should the characters take on the mission they Road which makes it a renowned story-swapping place.
would find themselves hunting orcs alongside Arnie, the human that
was arguing with the halfling the previous night. The hunt should be Kryptgarden Forest:
a success but Arnie would either convince or trick the characters to
It is located east of the Sword Mountains and west of the Long Road
come with him to his house so he can check on his family. There they
and Westbridge Village. It’s not a big forest but it is a very thick one.
will find out that Arnie is actually a Green Hag who plans to kill them
A portion of the forest is known as “Crooked Forest” because some of
and then eat them.
the trees there have been bent by ancient creatures that dwelled
there to indicate paths through the forest.
Adventure Hooks
The players have to understand that they are mercenaries and they
won’t be able to refuse the halflings offer to enter Kryptgarden forest.
Then you must appeal to their kindness to lure them in the hag's hut.
If that doesn’t work then you would have to convince them.
NPCs
Ghaliver Longstocking (Halfling):
A very able businessman
Owns half the village including Harvest Inn, plus some
houses in Waterdeep
Tries to protect himself and by extension Westbridge
Not very courageous himself but extremely confident and
cocky
The characters know that he is a regular at the Inn but they
don’t know him personally
good luck and retires to his house to sleep. Arnie then thanks them
Part One: A Story Worthy again and tells them that he will meet them first thing in the
morning.
of Your Time
One night like all the others the characters find themselves at
Harvest Inn. The night is still young and they plan to rest and find
some work in the morning, escorting a caravan or bodyguarding
For the DM
someone on their travel. Each character can be engaged in any
1. Whatever the characters choose to do at the start of
occupation they desire (darts, card games, drinking games, arm
the campaign in the Inn you can either have some set
wrestling, etc.)
skill DC’s or you can contest their rolls. I will suggest
As time progresses the level of alcohol rises and so does the some skill checks and I would recommend DC of 11
tension in the Inn. Suddenly your attention gets drawn to a heated for the aforementioned activities:
conversation between a well-dressed and noble-like halfling and a Darts (Dexterity)
seemingly poor, dressed with rags human. Card games (Straight Roll)
Drinking games (Constitution)
- “I am telling you I saw them with my own eyes if you don't Arm wrestling (Strength)
believe you are welcome to check it yourself”. Says the 2. If the characters speak with Arnie in private an Insight
human. check of 15 or more will tell them that besides his fear
- “Young man, you know perfectly well that this ain’t gonna there is also some eagerness to find someone to take
happen, but if you're telling the truth, which I doubt, then we on the mission.
have a serious problem and we must face it head-on”. 3. If the characters bargain with Ghaliver he will tell
Answers the halfling. them that the pay is more than enough. If the players
roll really well, he will tell the characters that he will
The halfling then climbs on his chair and shouts.
be willing to purchase any extra equipment you find
- Your attention, please. For those who don't know me my that you don’t want. He reminds you that the
name is Ghaliver Longstocking. I just got some very deadline is tomorrow because he doesn't want you
distressing information. This guy right here, (and points his searching in the mountains for Orcs when you fail to
finger to the human), claims to have seen orc presence in find them in Kryptgarden Forest.
Kryptgarden Forest. Of course, that is something unheard of 4. It is very important to convince the characters that it
and I seriously believe that he is lying or that he is is in their best interest to take Arnie with them so he
hallucinating. Nevertheless, I feel obligated to take this can show them the exact location of the alleged orcs.
information seriously. So, I offer 1000gp to anyone that
brings me an orc head by tomorrow night. If you are
interested come to arrange the details.
With that, the halfling sits back in his chair. Even though the
offer is unusually large the characters don’t see very much
eagerness from the crowd to take on the mission. Should the
characters choose to accept the mission they would have to go and
talk to Ghaliver. If they are indecisive the young human (Arnie
Ballard) approaches their table, as he did with several other tables,
and tries to convince them telling them that they would be of great
help to his family and to the village, that they will make a name of
themselves which everyone would know and seek for business and
that the mission will be easy because he knows exactly where to find
these orcs and you will be able to surprise them and kill them fast.
He also says that he is not making this up and you will not waste
your time if you choose to trust him. If that isn't enough to convince
the characters, Arnie asks for their forgiveness and lie to the people
in the Inn that they agreed to help him. With that, if they tell the
truth it will seem that they are backing off and that will destroy their
reputation. The final result should be the party taking on the mission
and arranging the final details with Ghaliver. When the details are
clear for both parties Ghaliver bids the party farewell, wishes them
5
For the DM
1. When Arnie warns the characters that they are approaching
the orc camp, they should stealth if they want to stay
undetected. A stealth check with DC of 12 is recommended
or you can contest their rolls. I will also recommend making
that a group check (all the players roll and you use the
average number of all the rolls) so if only one rolls low the
others can make up for his failure.
2. If the characters fail to surprise the monsters then it's time
for the players to roll perception rolls to determine if they
detect the movement of their enemies around them. Again,
if you don't want to contest the players' rolls a perception
check with DC of 9 is recommended. Keep in mind that if
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For the DM
Gnoll
1. If the characters interact with the garden, they will perceive M edium humano id (gno ll), chao tic evil
the illusion because it is only made to look different and not
feel different. In that case, the change in the scenery will Arm or Class 15 (hide armor)
happen sooner. Hit Points 22 (5d8)
2. When the garden takes its real form the weeds and the Speed 30 ft.
vines try to grapple the characters that stand within 5 feet
STR DEX CON INT WIS CHA
of them. A strength save with DC of 13 would set them free, 14 (+2) 12 (+1) 11 (0) 6 (-2) 10 (0) 7 (-2)
otherwise, they would be considered grappled.
3. In the hut, there is magical darkness. So, the characters Senses darkvision 60ft., passive perception 10
would be completely blind in there and they will have Languages Gnoll
disadvantage to their attack rolls, ability checks and saving Challenge 1/2 (100XP)
throws that rely on sight, but the green hag is familiar with
it so she would be able to move with no problem. She would Ram page. When the gnoll reduces a creature to 0 hit
also have disadvantage but only to her attack rolls. points w ith a melee attack on its turn, the gnoll can take a
bonus action to move up to half its speed and make a bite
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 4 (1d4 + 2) piercing damage..
Green Hag
M edium fey, neutral evil
STR DEX CON INT WIS CHA Skills Arcana +3, Deception +4, Perception +4, Stealth +3
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2) Senseses darkvision 60 ft., passive Perception 14
Languages Common, Draconic, Sylvan
Skills Perception +3, Stealth +4 Challenge 3 (700 XP)
Senses passive Perception 13
Languages -
Challenge 1/4 (50 XP) Am phibious. The hag can breath air and w ater.