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Starting Quests: An Essentials Phandalin Adventure

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0% found this document useful (0 votes)
617 views12 pages

Starting Quests: An Essentials Phandalin Adventure

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Starting Quests

An Essentials Phandalin Adventure

Introduction: This module helps to detail the starting quests found in the box set; Dragon of Icespire
Peak. Part one of this adventure provides additional detail and modifications to run the Dwarven
Excavation section of the box set, while part two expands upon Umbrage Hill.
This adventure requires the Essential Box Set to play and includes modification and expansion to
make each quest a night or two of gameplay. This adventure includes items, NPCs, and statblocks
presented in an easy to use and print format.

A multi-night adventure for 1st – 3rd level characters

by Keith Stonefield

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
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express written permission of Wizards of the Coast. Parchment texture used with permission from myfreetextures.com

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

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Starting Quests PCs are asked to deal with disturbances
coming from an underground crypt. Part
of this is an expansion of the adventure to
lengthen the quest to a full night of play
and provide an opportunity to acquire a
magical weapon.
Both these adventures are designed for
2nd level PCs, but are easily adaptable for
3rd level groups that have gone through
the other quest. I have not provided the
Gnomengarde quest here and it can be run
directly from the box set. The playtest
group played the introductory adventure
and these quests, getting them to 3rd level
and then they were ready for the
additional quests.

Background Part 1: Dwarven Excavation


The town of Phandalin was originally destroyed For Characters of Level 2-3
hundreds of years ago and slowly resettled over the
This adventure follows the section of the Box Set, but
years as a frontier town serving farmers, miners, and
expands upon several elements. Sections that are
frontiersmen. Recent news of the discovery and
modified are noted, however it is designed to use the
reopening of Wave Echo Mines have brought a recent
adventure layout and descriptions.
boom to the small settlement. While most of the new
settlers are good, hard-working folk, several have come Location Overview
to fleece the others of their hard-won gains.
Dazlin Greyshard and Norbus Ironrune are dwarf
The Essentials box set introduces a white dragon prospectors that came upon the ruins of the old dwarf
looming over the region and orcs that have been driven temple. They have spent considerable time and effort
out of their mountain home by the dragon as one of the clearing the rubble and searching the outside ruins and
main threats to the region. These threats and quests finding a temple entrance.
found in the boxed adventure will parallel the modules
released in this line. They are designed to pick and Carved into the back walls of the canyon is a temple to
choose with each other and both will lead to a the dwarf god Abbathor, the evil god of greed. Dwarves
showdown with the dragon. There will most likely be in the party will recognize the evil gods mark and know
additional modules that continue past the box set for that he is a greedy god that corrupts dwarves and
higher level play. collects gold and gems. Others can make a check
Intelligence (Religion DC15) to know this.
Adventure Setup
Quest Goals
This module takes two of the first three quests from
the message boards found in the Box Set. Part 1 is the The quest was only to warn the dwarves about the
Dwarven Excavation adventure with PCs traveling to dragon and have them make their mark on the quest
meet 2 dwarfs trying to uncover secrets in a temple page acknowledging that. From there, the dwarves will
dedicated to Abbathor, the dwarf god of trickery and tempt the PCs into helping them with clearing out the
greed. Some of the monsters have been changed from inside of the temple.
the box set and some of the encounters have been
E4: Dusty Foyer ___
expanded upon.
The open secret door on the left is filled with rubble,
The other quest is Umbrage Hill, which the PCs travel
but PCs searching the room will see that it continues
to a woman who makes potions a short distance from
further, but that area cannot be excavated easily. This
Phandalin. After the encounter with the manticore, the

Not for resale. Permission granted to print or photocopy this document for personal use only. Essentials: (002) 2
may alert the players to secret doors in E5 that may E7: Secret Tunnel __
connect to the room beyond the rubble. The secret tunnel behind the throne area connects
E5: Temple __ other secret rooms. Again, you can have one of the
dwarves say something about secret doors if the players
The main temple room contains several secret doors
fail to ask why a tunnel would just circle around the
that have not been located by the dwarves since they
temple room and not lead to anything. You can have the
encountered the ochre jellies. If the players do not think
secret door to E9 and E10 be easier to find (DC12)
of searching the room after the encounter, have one of
because the ooze wore away the walls here over so
the dwarvers suggest that the temples of Abbathor are
many years.
thought to hide many secret areas. You can also have
one of the doors be easier to find than the others, to get Ooze, Ochre Jelly Lg. ooze, Un
the PCs to explore more areas. I might make one door to
Armor Class- natural 8
E7 a (DC12) instead of the normal (DC15).
Hit Points (6d10+12) 45
The first ooze should be hiding on the ceiling of the Speed 10 ft. climb 10ft.
room with the other one on the far side behind the altar. STR DEX CON INT WIS CHA
The PCs may see the second ooze, but the not spot the 15 6 14 2 6 2
one of the ceiling and be surprised as it drops down to (+2) (-2) (+2) (−4) (-2) (−5)
attack. PCs searching the area before entering can make
a Wisdom check (Perception DC12) to notice the ooze Damage Resistances acid
hiding. Searching with lanterns from the entrance Damage Immunities lightning, slashing
automatically reveals both oozes. Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone
Treasure: The secret door in the column contains Senses BS 60’, (blind beyond) Perception -2
gemstones and may not be located by the PCs searching Languages nil
around. In room E8 there is a note found on one of the Challenge 2 (450 XP)
skeletons there talking about gems hiding in the Abilities_________________ _________
column’s hidden chamber. Amorphous. It can move through spaces as little as 1”
Ooze, Ochre Jelly (2) Lg. ooze, Un
wide w/o squeezing.
Spider Climb. Can climb difficult surfaces, including
Armor Class- natural 8
upside down w/o making ability checks.
Hit Points (6d10+12) 45
Actions________________ ___________
Speed 10 ft. climb 10ft.
Pseudopod: +4 to hit, (2d6+2), plus (1d6) acid.
STR DEX CON INT WIS CHA
15 6 14 2 6 2 Reactions______________ _____________
(+2) (-2) (+2) (−4) (-2) (−5) Split. When medium or larger and hit with lightning or
slashing damage, it splits into 2 jellies if it has at least 10
Damage Resistances acid hit points. Each has half the hit points and is one size
Damage Immunities lightning, slashing smaller than the original.
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone E8: Priest Bedchamber __
Senses BS 60’, (blind beyond) Perception -2
The Box Set suggests that the three priests were turned
Languages nil
into the three oozes, but this has been modified to use
Challenge 2 (450 XP)
apprentices and the priests are now skeletons to add
Abilities_________________ _________
another encounter with a trap. The trap foreshadows
Amorphous. It can move through spaces as little as 1”
the trap in E11 if the PCs reach there. Place the trap as a
wide w/o squeezing.
5x5ft area in front of one of the beds.
Spider Climb. Can climb difficult surfaces, including
upside down w/o making ability checks. The 3 dwarf skeletons are lying in bed dressed in robes
Actions________________ ___________ until the PCs disturb them by opening the door. They
Pseudopod: +4 to hit, (2d6+2), plus (1d6) acid. rise to meet the PCs, initiating the encounter. There is
Reactions______________ _____________ also a hidden pit trap in the middle of the room. The
Split. When medium or larger and hit with lightning or skeletons have a chance to fall into it if moving around
slashing damage, it splits into 2 jellies if it has at least 10 the room since they will likely fail their check to notice it.
hit points. Each has half the hit points and is one size Treasure: One of the skeletons holds a potion of healing
smaller than the original. that is hidden inside his robes.

Not for resale. Permission granted to print or photocopy this document for personal use only. Essentials: (002) 3
Skeleton_(3) __ ______Med undead, LE Skeleton, Giant Badger (4) __Med undead, LE
Armor Class- scraps 13 Armor Class- natural 12
Hit Points (2d8+4) 13 Hit Points (2d8+2) 12
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 14 15 6 8 5 11 13 12 6 8 5
(+0) (+2) (+2) (-2) (-1) (-3) (+0) (+1) (+1) (-2) (-1) (-3)

Damage Vulnerability bludgeoning Damage Vulnerability bludgeoning


Damage Immunities poison Damage Immunities poison
Condition Immunities exhaustion, poison Condition Immunities exhaustion, poison
Senses DV 60’. Perception -1 Senses DV 60’. Perception +2
Languages understands- usually Common Languages nil
Challenge 1/4 (50 XP) Challenge 1/2 (100 XP)
Actions_______________________ ______ Abilities_______ _____________________
Short Sword: +4 to hit, (1d6+2). Pack Tactics. Advantage on an attack roll against a
creature if at least one ally is within 5 feet of the
Trap: Pit (Simple)_______________________ creature and the ally isn’t incapacitated.
A simple pit consists of a 10ft deep pit covered by tiles Actions____________________ _________
or mats similar to the surrounding area. The floor area is Multiattack: Make two melee attacks.
generally 5x5 or 10x10ft. Claw: +4 to hit, (1d4+1)
Countermeasures: A Wisdom check (Perception DC12)
determines that the floor ahead looks unsafe. A When Orcs Attack __
Dexterity check (Thieves’ Tools DC15) can disable the When leaving the area and having finished with the
trap and make the floor safe to walk upon. Failing this dwarves, orcs and their goblin allies attack. Add another
check by 5 or more sets the trap off. orc if the PCs have rested overnight and are at full
Activates: Moving over the trapped area sets it off. health. The two NPC dwarves will fight here as well,
Set Off Trap: Everyone in the trap’s area must make a fearing that orcs well kill them after the PCs are dead.
DC12 Dexterity Save. Those that fail take 1d6 falling They should try to hang behind the PCs and use the help
damage and are now in a 10’ deep pit. Climbing out of action or gain up on wounded orcs.
the pit requires a Strength check (Athletics DC13) and
Treasure: Each orc and goblin carry 1d10cp and 1d10sp.
takes your action.
One of the orcs also carries 1d6gp.

E11: Hall of Greed __


Digging through 40 man-hours of rubble to enter the Orc (2) _ _ Med. Humanoid (orc), CE
hidden hall has the PCs rewarded with an exploding Armor Class- hide 13
statue and the treasure falling to pieces. In this Hit Points (2d8+6) 15
adventure, the statue will still blow up if the jewel is Speed 30 ft.
disturbed, but it will deal only (2d10) damage and have a STR DEX CON INT WIS CHA
Dexterity save (DC13). There is also a chance to disarm 16 12 16 7 11 10
the trap before it explodes. This requires an Intelligence (+3) (+1) (+3) (-2) (+0) (+0)
check (Investigation DC14) to find the trap and a
Dexterity check (Thieves’ Tools DC15) to disable. Skills Intimidation +2
Senses DV 60’, Perception 0
The round following the statue exploding there are Languages Common, Orc
niches that open on the rear wall allowing giant badger Challenge 1/2 (100 XP)
skeletons to enter and attack the PCs. They have no Abilities___________________ _________
tactics and are favored animals of the evil god.
Aggressive. As a bonus action, orcs can move their speed
Treasure: Burried in the rubble found on the south side towards a hostile creature it can see.
of the room is the skeletal remains of another dwarf Actions_______________________ ______
similar to room E10. This one holds a wand of the war Greataxe: +5 to hit, (1d12+3).
mage +1. Javelin: +5 to hit, (1d6+3). 30’/120’

Not for resale. Permission granted to print or photocopy this document for personal use only. Essentials: (002) 4
Goblin (2) _____ _Sm. Huoid (goblinoid), LE NPCs __
Armor Class- leather, shield 15 The two dwarf miners turned excavators and explorers,
Hit Points (2d6) 7 are thankful to the PCs for any aid more than simply
Speed 30 ft. telling them about the dragon. They will eventually
STR DEX CON INT WIS CHA return to Phandalin for supplies and can meet the PCs,
8 14 10 10 8 8 buying drinks and spreading tales about their bravery.
(-1) (+2) (+0) (+0) (−1) (−1) You can even have them hire the PCs in the future for
further aid.
Skills Stealth +6 You can give the dwarves standard supplies for roughly
Senses DV 60’, Perception 0 2 weeks. They have extra mining gear such as shovels
Languages Common, Goblin and torches. They will offer some meals and ale to the
Challenge 1/4 (50 XP) PCs if they are helping the dwarves.
Abilities_______________ _____________
Nimble Escape. Can take Disengage or Hide as a bonus
action each turn. NPC Dazlin Greyshard Med. humanoid (dwarf), LG
Actions________________ _____________ Armor Class- chain shirt 13
Scimitar: +4 to hit, (1d6+2). Hit Points (2d8+2) 13
Short Bow: +4 to hit, (1d6+2). 80’/320’ Speed 30 ft.
STR DEX CON INT WIS CHA
Goblin, Hexer _Sm. Huoid (goblinoid), LE 14 10 12 10 12 10
Armor Class- leather 14 (+2) (+0) (+1) (+0) (+1) (+0)
Hit Points (4d6+4) 18 Skills Athletics +3, Perception +3
Speed 30 ft. Languages Common, Dwarf
STR DEX CON INT WIS CHA Challenge 1/8 (25 XP)
10 14 12 10 8 14 Abilities________________ ____________
(+0) (+2) (+1) (+0) (−1) (+2) Resilience. Adv. on ST vs. poison and resistance vs.
Skills Stealth +6 poison damage.
Senses DV 60’, Perception +1 Actions_____ ____ ___________________
Languages Common, Goblin Pick: +4 to hit, (1d6+2)
Challenge 1/2 (100 XP)
Abilities_________ _______ ____________ NPC Norbus Ironrune Med. humanoid (dwarf), LG
Nimble Escape. Can take Disengage or Hide as a bonus Armor Class- chain shirt 13
action each turn. Hit Points (2d8+4) 15
Spellcasting. Casts spells as 4th level warlock. DC 13 spell Speed 30 ft.
save or +4 to hit with spell attack. STR DEX CON INT WIS CHA
Cantrip: mage hand, eldritch blast (1d10) 14 10 14 10 10 10
Spells as 2nd ver. (3 slots): arms Hadar (3d6 necrotic 10’), (+2) (+0) (+2) (+0) (+0) (+0)
ray enfeeble (½ dam SE concentrate)
Actions__________ ___________________ Skills Athletics +3, Perception +1
Multiattack: Make one Hex and one other attack Languages Common, Dwarf
Hex Rod: +4 to hit, (1d6+2). Challenge 1/8 (25 XP)
Hex: 40ft. ST (Wis DC 13) Fail- disadvantage on next Abilities________________ ____________
attack Resilience. Adv. on ST vs. poison and resistance vs.
Reactions________ _____________________ poison damage.
Redirect Attack: When a creature the hexer can see Actions_____ ____ ___________________
targets him with an attack, the hexer can swap places Pick: +4 to hit, (1d6+2)
with an ally w/in 5’ of him and that ally is target of
attack.

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Part 2: Umbrage Hill Manticore Lg. monstrisity, LE
For Characters of Level 2-3 Armor Class- natural 14
Hit Points (8d10+24) 68
This adventure follows the section of the Box Set, but Speed 30 ft., fly 50ft.
expands upon several elements. Sections that are STR DEX CON INT WIS CHA
modified are noted, however it is designed to use the 17 16 17 7 12 8
adventure layout and descriptions. (+3) (+3) (+3) (-2) (+1) (-1)
Location Overview Senses DV 60’, Perception 11
Adabra Gwynn is a local midwife and apothecary who Languages Common
moved into the old windmill several months ago. The Challenge 3 (900 XP)
windmill was built on the location of a battle between Abilities__________________ __________
two dwarf clans. It holds many graves to the fallen Tail Spike Regrowth. It has 24 tail spikes that regrow
dwarves of old Belsimer. over the course of a long rest.
Actions___________________ __________
Today, the hill is under attack by a manticore that was Multiattack: Make 3 attacks, usually claw, claw, bite or 3
driven from the mountains by the dragon. It is partially tail spikes. It may make one tail spike attack in melee
wounded and seeks healing from Adabra. It will take w/o AO.
gold and meat from adventurers, but is dangerous since Bite: +5 to hit, (1d8+3).
it is now searching for a new lair. Claw: +5 to hit, (1d6+3).
Tail Spike: +5 to hit, (1d8+3), 100/200ft.
Quest Goals
The midwife will not return to town, but she will write NPC, Adabra _ Med human), NG
a note to on the quest page acknowledging that she has
Armor Class- none 10
been warned. After dealing with the manticore, she will
Hit Points (2d8) 9
ask the PCs to investigate the crypt in the basement that
Speed 30 ft.
is making strange sounds.
STR DEX CON INT WIS CHA
Manticore Encounter ___ 8 10 10 12 14 11
(-1) (+0) (+0) (+1) (+2) (+0)
There is not much to the encounter location. Have the
manticore by the outside of the gates, near the ruined Skills Medicine +4
farmhouse. It has been here for a few hours and is Senses Perception +2
patient in getting what it wants from Adabra. It does not Languages Common, Elf
view her as a threat, but is cautious since it is wounded. Challenge 1/8 (25 XP)
Actions_____ _______________________
Since this is an outside encounter with the written text
Club: +2 to hit, (1d4)
having Adabra calling out to the PCs for help, the
manticore will know that at least some of them are
coming. It will try to parlay for gold first and then for 1: Basement Tomb Entrance ___
meat- especially if a PC has a horse. It will fly into the air The windmill was constructed over 100 years ago on
if the PCs are threatening. Since it is wounded, it can the side of the hill that marked a graveyard of dwarf
only stay in the air a few rounds before needing to land warfare. The builders of the windmill dug into one of the
due to its wounds. The other modification is that the dwarf tombs buried under the hill when creating the
manticore has only 5 tail spikes left for the day, making it foundation of the windmill. They sealed the tomb with a
harder to just circle around shooting spikes at the PCs. stone door, not disturbing the contents.
After the encounter, the PCs will be thanked and Today, Skeletons of fallen dwarves stir and scratch at
invited in for tea. She collects herbs for potions and the the door, trying to break through when they sense the
inside of the windmill is filled with tied-up bunches of living on the other side.
flowers and herbs that are drying around the place.
Read the following when the PC’s open the stone door
After talking about the region and town, she will ask the
and see into the dark room. The door is cemented into
PCs to investigate the, “Thing in the basement”. She
the wall and requires a Strength check (Athletics DC15)
thinks the windmill was built upon the location of one of
to open. Failing the check, the PCs can spend 5 min.
the old dwarf tombs and fears that something there is
using tools to dig it free.
active. She fears undead, but it could be an animal for all
she knows.

Not for resale. Permission granted to print or photocopy this document for personal use only. Essentials: (002) 6
Your light shines into a room roughly 20x30 that 2: The Crossroads __
contains a hall with painted walls on the right and a The crossroads of the tomb holds the thanes suit of mail
stone door on the left end. Where you enter seems to he died in. It has been enchanted to fight on if his body
is disturbed.
be in the middle of one of the walls and something that
was not planned, having rubble scattered in this area Read the following when the PC’s enter the room.
among the broken wall frescos. Large areas of rubble Climbing down the rope does not require a check since
hide several broken coffins, while several more on the the rope has knots in it and there is no danger until the
PCs reach the bottom and begin exploring.
opposite wall lay open.

Standing around the room are several skeletons of The hall from the entryway leads to a 20x20ft
fallen dwarves. They are armed with rusty axes and intersection where double doors stand on the left and
crossbows. A couple start to head your way. right, each of the stone doors has dwarven writings
carved upon them. A raised platform recessed into the
The difficult terrain slows both the PCs and the forward wall holds a battered suit of dwarven plate mail
skeletons down and favoring shooters with bows and that is propped up on a stone rig.
crossbows. The skeletons have no tactics and each tried
to attack the closest PC, with any shooting crossbows The PCs will assume to eventually solve the puzzle once
targeting random PCs they can see. there are no more threats and you can simply roll for a
The PCs may allow the skeletons to enter the larger, random encounter if they are taking too long. The PCs
basement room of the windmill. It is roughly 40x40ft should be able to take a short rest here before going to
and contains a blocking area in the middle 10ft where a the last room.
post for the fan blades on the roof is mounted. Treasure: There is no treasure here, it was taken by the
Exploring the room shows that there are a dozen dwarf previous workers and returned to Phandalin.
warriors buried here. PCs can spend 1d6 hours searching 3: Rat Pack __
through the rubble to find the coins listed in the treasure
Giant rats have tunneled into this room and made a
section for the remaining skeletons. The hall on the right
warren among the old coffins and dwarf bones.
leads to an old stairwell that once led to the surface and
is buried in. PCs should be able to determine that the Read the following when the PC’s enter the room. The
stairs would have led to the old farm foundation and door is not locked.
likely not worth digging out.
Treasure: The dwarf skeletons have rusted weapons and Your light streaming into the room shows a large room
scraps of armor that are all worthless. They each carry measuring roughly 40x40ft. Several dusty coffins run
1d10sp and 1d4 gp of old dwarven coins. down both side of the room with most being destroyed
Skeleton_(4) __ ______Med undead, LE and skeleton bones laying strewn about the room. Large
Armor Class- scraps 13 amount of rubble can be seen in the far corner and the
Hit Points (2d8+4) 13 smell of mold and animal waste assail your senses.
Speed 30 ft.
STR DEX CON INT WIS CHA In the shadowed areas of the crypts and rubble you see
12 10 15 6 8 5 several giant rats skitter about. As you begin to focus on
(+1) (+0) (+2) (-2) (-1) (-3) them, they turn to meet you with hungry eyes.
Damage Vulnerability bludgeoning
Damage Immunities poison The rats attack character in the front, hoping to kill one
Condition Immunities exhaustion, poison and scare the rest of the PCs away. They are too small to
Senses DV 60’. Perception -1 carry a PC away so will attack the other PCs if they do not
Languages understands- usually Common withdraw. They will attempt to flee once half their
Challenge 1/4 (50 XP) numbers are dead. There are several small tunnels
Actions_______________________ ______ around the rubble area that allow the rats to run through
Battleaxe: +4 to hit, (1d6+1) and access the outside.
Crossbow: +4 to hit, (1d6). 80’/320’ Treasure: There is little for the PCs to find here. The
skeleton bones hide some treasure if the PCs wish to

Not for resale. Permission granted to print or photocopy this document for personal use only. Essentials: (002) 7
search for 1 hour. They can find 2d10sp and 1d10gp. Treasure: The shield upon the wall is magical and
The weapons and armor are not worth keeping. detailed below. The skeleton wears a silver circlet that is
worth 50gp.

Rat, Giant (8)_____ Small beast, UN


Armor Class natural 12 Animated Axe (2) _ Sm. Construct, UN
Hit Points (2d6) 7 Armor Class- Natural 17
Speed 30 ft. Hit Points (5d6) 17
STR DEX CON INT WIS CHA Speed 0 ft., fly 50 ft.
7 15 11 2 10 4 STR DEX CON INT WIS CHA
(-2) (+2) (+0) (−4) (+0) (−3) 12 15 11 1 5 1
(+1) (+2) (+0) (-5) (-3) (-5)
Senses DV 60 ft., Perception 0
Languages — Saving Throws Dex +4
Challenge 1/8 (25 XP) Damage Immunities poison, psychic
Abilities________ ____________________ Condition Immunities blind, charm, deafened,
Keen Smell. Adv. on Wisdom (Perception) checks that exhaustion, fright, paralyze, petrified, poisoned
rely on smell. Senses blindsight 60” (blind beyond), Perception -3
Pack Tactics. Advantage on an attack roll against a Languages nil
creature if at least one ally is within 5 feet of the Challenge 1/4 (50 XP)
creature and the ally isn’t incapacitated. Abilities______ ______________________
Actions___________ __________________ Antimagic Susceptibility. Incapacitated while in the area
Bite: +4 to hit, (1d4+2) piercing damage. of an antimagic field. If targeted by dispel magic, it must
succeed on a Con ST vs. caster DC or fall inert for 1 min.
4: Thane’s Rest __ False Appearance. Indistinguishable from a normal
weapon while remaining still.
The last room is the final resting place of the dwarf lord Actions___________ _________________
that died in the forgotten battle. The PCs may think the Battleaxe: +3 to hit, (1d8+1).
skeleton will rise to meet them, but the danger comes
from the flying axes upon the walls.
Animated Armor_ Med. Construct, UN
Read the following when the PC’s enter the room. Armor Class- Natural 18
Hit Points (6d8+6) 33
The doors open to a 10ft wide hall leading to 20x20ft Speed 25 ft.
room. Some sort of pale, magical light radiates from the STR DEX CON INT WIS CHA
ceiling in this area. You can see that the walls of the hall 14 11 13 1 3 1
and room have been carved with decorative patterns +2) (+0) (+1) (-5) (-4) (-5)
that the other rooms have not had. On the far side of Damage Immunities poison, psychic
the room is a raised dais holding a stone coffin with a Condition Immunities blind, charm, deafened,
silver chair resting in front of the coffin. On the wall exhaustion, fright, paralyze, petrified, poisoned
behind the coffin is a shining shield flanked by a pair of Senses blindsight 60” (blind beyond), Perception -4
rusty battleaxes. Sitting on the chair is the skeleton of a Languages nil
Challenge 1 (200 XP)
dwarf lords of some sort. He wears fine robes and a
Abilities________________ ____________
circlet upon his head.
Antimagic Susceptibility. Incapacitated while in the area
of an antimagic field. If targeted by dispel magic, it must
The two battleaxes on the wall and the suit of armor in succeed on a Con ST vs. caster DC or fall unconscious for
the hall will animate and attack the PCs if the skeleton, 1 min.
coffin, or shield is moved. The armor attacks from the False Appearance. Indistinguishable from a normal suit
rear, while the axes fly around the room attacking at of armor while remaining still.
random. Actions________ _____________________
The silver chair that the skeleton is sitting upon is just Multiattack: Make two melee attacks.
coated with silver paint and is generally worthless. Slam: +4 to hit, (1d6+2).
There is nothing special about the wall patterns or the
robes he is wearing.

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axes and we a bit surprised when the warlock and rogue had
+1 Shield (Thane’s Arm) problems in the back of the room. The magical shield was
Armor (Shield), uncommon (requires attunement to use special obvious and they took it as reward. They escorted Adabra to
abilities) town and rented a wagon to spend two days ferrying her
The shield grants +1 to AC supplies to town with no difficulty.
1x day; You can cast shield as the spell. The Dwarven Excavation quest was ok. There was some
confusion after the initial encounter and searching around the
Thane’s Arm was created for the dead dwarf leader over 700 room. The NPC dwarves ended up finding the secret door in
years ago. It was originally the father of the thane in the the column and the PCs found the easy one leading the already
tomb that had the shield made for himself and it was passed found tunnel from the hallway leading in. It took a minute to
to his son, who in turn was buried with it here. start to see the symmetry and started finding all the doors
around the room.
The party went through the rooms and stayed the night with
What’s Next? _ __
the dwarves. The encounter with the orcs the next day was
The PCs will most likely go back to Phandalin between tough. The orcs almost killed the NPC and one of the PCs. The
adventures. After the first one of these quests, I plan to rogue ended up using one of the secret halls to circle behind
remove the Gnomengarde quest and have the Keggers the goblin caster to sneak attack him. They returned to town
with no problems. They did get a kick out of having a roll that
take that adventure to show the players that the world
the dragon was at the site a few days later. They players joked
moves around them.
that they at least warned them and got paid.
The next adventure is the second batch of quests for
the PCs to choose from.
Awarding Experience Points ___
DMs are free to award XP based upon encounters
overcome and have PCs gain levels that way. They may
advance slower than the Box Set suggests. This is fine
and should not affect much.
In the playtest, the PCs will gain 2nd level after the
introduction adventure and not gain 3rd level until after
both these quests are completed.

Playtest Notes
The players were fine with the message board hooks for the
box set. Some things I have read online suggest other NPCs to
offer some and provide a connection to the town. I provided
the message board postings to the players and they ended up
taking the Umbrage Hill one, planning to visit there on the way
to the first adventure in the ruins of Twin Falls. I have this
version of Umbrage Hill designed for 2nd level PCs and moved
the location of Twin Falls to make it appear easier for the group
to go to Umbrage Hall after the first mission when they are on
their way back to Phandalin.
Umbrage Hill went fine and the PCs were at full strength
entering the encounter. The manticore was tough, but needed
to flee after a few rounds. The players did not question why it
could fight and not fly for long, but then fly away when it fled.
DM oversight. Adabra gave them soup and tea while they
rested and she also gave them a potion of healing for their help
with the manticore. She told the group the history of the dwarf
battle on this sight and the mysterious sounds coming from the
basement.
The PCs went through the other rooms with little difficulty.
The junction room with the suit of armor was looked ad, but
suspected it was a trap. They dealt with the rats and rushed to
the last room with the skeleton, again thinking a trap and the
skeleton to come to life. They enjoyed having the animated

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Umbrage Hill Tomb Map

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Dwarven Excavation
Quest
Dwarf Prospectors found
ancient dwarven ruins in the
mountains southwest of here
and have begun an archeological
dig for treasure and relics.
They need to be warned that a
white dragon has moved into the
area. Take the warning to them,
then return to Townmaster
Harbin Wester to collect a
reward of 50gp.

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Umbrage Hill
Quest
The local midwife- an acolyte of
Chauntea named Adabra
Gwynn- lives by herself in a
stone windmill on the side of a
hill a few miles south of
Phandalin. With dragon
sightings becoming common, it’s
not safe for her to be alone. Urge
Adabra to return to Phandalin.
Once she’s safe, visit Townmaster
Harbin Wester to claim a reward
of 25gp.

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