This folder contains short adventures for the Dungeons & Dragons 5e tabletop role-playing game.
Issue link: https://scolumbus.uberflip.com/i/1500776
4 the sorcerers at a later time (or gain a new enemy, if the PCs are particularly destructive to the statues). Fat Farlsbag's Hideout A second successful DC 10 Wisdom (Nature) check enables the PCs to find a well-worn path. As they walk the path, a vision roll will discover fresh, hours-old tracks in the snow. A DC 10 Wisdom (Nature) check will identify the markings as crag man or hobgoblin-prints, and also allow the PCs to follow them. (Note that if the PCs miss this encounter, they'll miss their chance at finding Fat Farlsberg. is may be perfectly accept- able to the DM, as Fat Farlsberg doesn't play a big part in the finale of the adventure, especially now that the PCs have discovered Davihn-Karr. If the DM prefers to have the PCs confront the outlaw, he can either make the tracks more ob- vious, or plant one of his hobgoblin henchmen on the path, who immediately runs back to Farlsberg's camp to alert him to the presence of the adventurers.) As the PCs follow the tracks, they will hear several distant screams of anguish and pain. e path winds and tightens, and then opens into a cliffside encampment, one of Fat Farls- berg's mountain shelters. Six hobgoblins who have survived the battle have taken shel- ter in a makeshift hide tent, along with their human boss, Fat Farlsbag. Delighted at having escaped the manhunt, Farlsbag is now looting corpses and searching for victims to sell back to their loved ones. e band has captured two survivors from the human hunters and are gleefully torturing them for infor- mation, until they get bored and will ransom them off. If an hobgoblin guard sees the PCs coming, he'll shout to his comrades. Two of the hobgoblins have crossbows, and will train them on the most dangerous-looking PCs. If he sees he's outnumbered or outmatched, Farlsbag and his toughest hobgoblin captain will drag out an elven scout and threaten to toss her off the sheer, 100-foot cliff, unless the PCs give them all their rations and back off. If Farlsbag thinks he has the advantage in any way, he'll order his hench- men to capture the PCs. e hostage, ALDARA ELLARIS, was a volunteer scout who helped lead the human posses into the mountains. A sec- ond hostage, a human, Megalossian noble named COUNT CONRAD MANNHEIM, lies in pain in the back of the shelter. He was critically wounded during the battle, and probably will not survive the night... especially since the orcs amputated one of his arms to eat for dinner. He's at 0 hp and is mortally wounded; he will die within 30 minutes unless someone succeeds a DC 25 Wisdom (Medicine) check. If rescued, and on a good reaction or better, Aldara will ac- company the PCs. She has grown weary of the mountains, and wants nothing to do with the orcs anymore. She's heard of the old mines, however, and will agree to visiting the mines before guiding the PCs back to civilization. Aldara is a 1st level character. e DM should feel free to develop her role as an NPC, especially if the PCs need additional survival or area knowledge skills. She is a capable half-elven tracker and survivalist, and relies mostly on her self-taught archery skills to hunt for food and defend herself. More importantly, she knows the way out of the mountains, and can show the PCs the three-day journey that will take them to a nearby town. If the PCs save Count Conrad with magical healing, he will be grateful, and offer them a reward of 1,000 gp if they es- Fat Farlsbag Medium humanoid (human), chaotic evil Armor Class 15 Speed 25 ft. Hit Points 55 (10d8+10) STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 14 (+2) 14 (+2) 11 (+0) 14 (+2) Saving rows Str +4, Dex +4, Con +4 Senses passive Perception 10 Languages Common, Goblin Challenge 2 (450 XP) Multiattack. Farlsbag makes two melee attacks. Axe "Lovebiter". Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) slashing damage. Hobgoblin Henchmen Medium humanoid (goblinoid), neutral evil Armor Class 18 Speed 30 ft. Hit Points 11 (2d8+2) STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (-1) Senses Darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 1/2 (200 XP) Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated. Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

