Fiftheditionfantasy Issue26 Ambushatdragonscove
Fiftheditionfantasy Issue26 Ambushatdragonscove
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A
mbush at Dragon’s Cove is an adventure designed for use
with the fifth edition of the world’s first fantasy role Inspiration
playing game. This short adventure is suitable for four
to six 1st level characters, although with a few alterations The inspiration for this short adventure is grounded in
by the GM could adjust the challenge level for 2nd level a real-world plight. The migration of sea turtle hatch-
characters. The adventure is set on a windswept temper- lings from their sandy dunes to the ocean is a protect-
ate rocky coast with numerous sandy beaches, and can be ed and revered event along the coastal United States.
easily dropped into a GMs own campaign setting. To fa- Every year, locals and environmentalists flock to the
cilitate the journey of the dragon turtle hatchlings, it’s rec- shores to oversee and protect the hatchlings as they
ommended the GM employ a battle map and miniatures. make their way to the ocean. Natural predators and
curious spectators can threaten this important jour-
ADVENTURE SUMMARY ney of such a delicate species. Anyone who impedes
the turtles’ passage can be fined or even face jail time.
A local druidess has been tasked with watching over the
nesting site of a dragon turtle ally. But circumstances call
the druid away, necessitating a group of neophyte adven- The final week of the season is upon the sleepy village, and
turers to watch over the nest throughout the night. Of the hatchlings will soon be cracking through their shells.
course, the dragon turtles hatch under the watchful eye of However, there is a flotilla leaving Port Knell on the last
the characters and begin their plight to the sea. Although night of hatchling season. She hoped that the hatchlings
the nest is only a few hundred feet away from the relative would have emerged before then, but alas fate had other
safety of the open water, difficult terrain, a band of goblins, plans. Lyrdella must escort the ships out to sea, protecting
a flock of giant seagulls, and monstrous crabs in the surf all the brave sailors as they head off for battle. Leaving her
seek to get an easy meal. hatchlings to fend for themselves is sheer folly as the odds
are stacked against them to make the trek to the safety of
BACKGROUND the open water. So, the dragon sought the assistance of a
local druid who owed her a favor, and requested she oversee
Port Knell is home to one of the oldest known nesting
beaches for dragon turtles, Dragon’s Cove. Primeval crea- the hatching.
tures with brilliant minds and fearsome temperaments, Enter Sycamore Zelkova, a carefree spirit that genuinely
dragon turtles are the undisputed rulers of the sea. Lyrdella believes druids have more fun. Forgoing the verdant forest
the Brave, a majestic dragon turtle, emerged from the sea at environment, Sycamore draws energy from the harsh salt-
the creation of the seaside village when the founders pulled laden coastal winds, and deeply respects the hardy plants
the first driftwood logs from the sea. Much younger then, that thrive in such an unforgiving ecological niche. Not to
she had already spent a lifetime exploring the sea, coast, mention, the fresh boats full of sailors ranging from men,
and coves. She traverses the Littoral Knell coast by land women, and a variety of diverse humanoids intrigue her,
and sea, protecting the shores from invaders and oversee- giving her a near endless supply of targets for her flirta-
ing the departures of local sailors. She uses her massive size tious activities. Sycamore can as often be found caring for
and power to protect the port and its ships. The residents of seaweeds or dune grasses as enjoying a jolly tune at the local
Port Knell are well aware of their draconic benefactor and tavern while sampling the wide variety of local ales.
show the dragon the utmost respect and reverence.
A few years ago, while tending to a plot of rare plants on
Lyrdella is an ancient specimen, and this is her last year the coast, Sycamore got into a scrum with a marauding
laying nests among the coastal sand dunes near Port Knell. band of goblins, members of the Tidewater tribe. It was
STR DEX CON INT WIS CHR • They have attached tufts of dune grass to their armor.
This grants them advantage to Stealth checks to hide
11 (+0) 12 (+1) 13 (+1) 6 (-2) 8 (-1) 10 (+0) when in dune grass environments.
Saving Throws: Dex + 3, Con +3, Wis +1 • They are armed with clubs (+1 to hit, 1d4 - 1 bludgeon-
Senses: darkvision 30 ft., passive Perception 9 ing damage) and one net for every two goblins. They
Languages: Aquan, Draconic have the following action:
Challenge: 1/4 (50 XP) Net: Ranged Weapon Attack: +4 to hit, range 5/15 ft., all
targets in a 10-foot square area. Hit: the target is restrained
Amphibious: The dragon turtle hatchling can breathe air
(escape DC 10). Another creature can use an action with a
and water.
successful DC 10 Strength check to free a restrained crea-
ACTIONS ture. The net has an AC 10, and 5 slashing damage destroys
it, freeing a restrained target.
Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
When the goblins burst from hiding to attack, continue
Hit: 3 (1d6) piercing damage.
with the following:
Development. If the characters ask Cliff to go get help,
he eagerly complies. Not only does this get the noisome The air flutters in the grass, and in a single moment, there is a
preteen out of their hair, at the GMs discretion, he can soft hum of heartbeats, in unison, against the earth. The grass
waves, urging the turtles to move further down their paths.
return at an opportune moment with Sycamore (if she was
From the grass, a voice begins to sing in broken Common. “The
carousing) or three human guards from the village to pro-
sand is soft, the stars so bright, turtle dragon meat, awaits us
vide suitable aid with one of the challenges.
tonight!”
AREA 2 – THE SAND DUNES Ten goblins wearing tufts of dune grass, burst out of grass-
Past the sand mound is a thick patch of tall, wispy dune covered foxholes in the midst of the hatchlings. Each pair
grass. The sand slides quickly as one treads through this of goblins deploy a net and targets the hatchlings. If they
environment, so it’s considered difficult terrain. Once on manage to ensnare a hatchling, they feebly try to drag it to
the other side of the mound, the hatchlings instinctively a waiting raft up the beach to the north. If the nets are ren-
begin to search for the open water. dered ineffective, they switch to clubs and try to bludgeon
the hatchlings or the characters to death.
Protecting the hatchling mound are a series of rolling sand
dunes covered with stands of dune grass. Some of these grasses If seven or more goblins are defeated, the rest flee back to
exceed the height of a typical human. On the other side of the their raft and suffer the anger of the shaman (and empty
dunes is the open beach. bellies tomorrow night).
Crouching deep in the dune grass is a group of 10 hungry Treasure. Each goblin carries 2d4 sp. One goblin (deter-
goblins, members of the Tidewater tribe that reside north mined randomly) wears a necklace of fancy shells (worth
up the coast. These goblins are using Stealth to hide from 25 gp).
the hatchlings and the characters. They can be discovered Development. At the conclusion of the encounter, the
with a successful Wisdom (Perception) check against the hatchlings are frantic, especially if they sustained injuries.
goblin’s Dexterity (Stealth) check (see note below). Other- A successful DC 14 Wisdom (Animal Handling) is re-
wise, they attack with surprise. quired to calm them down. Otherwise, the hatchlings scat-
Led by a cunning shaman and bitter enemy of Sycamore, ter at full speed, some of them not even heading toward the
the goblins started the forest fire that drew the druid away open water. The characters need to split up to stay with the
(if the GM used that plot point). They are planning a feast hatchlings if this occurs.
O
with a lute plays gently as she sits on the dock outside the
nce the danger has passed, Lyrdella, a dragon turtle, tavern.
pulls her bulk up through the surf and thanks the char-
acters for their efforts. The evening’s long as always
But take care of the stars
The great dragon opens her beak, revealing a series of razor-
sharp teeth, but the noise that comes from her is not threaten- For the watcher of our port
ing. “Thank you,” she whispers, her eyes cutting over to Syca- Never rests, is never far…
more as she blushes. “Thank you for protecting my children.”
With a guttural wretch, she produces a bile-covered pearl the
size of your fist.
And thus ends Ambush at Dragon’s Cove! If you enjoyed this adventure and your characters are ready to level up,
consider continuing their exploits in other Fifth Edition Fantasy adventures. We suggest FEF #3, the Pillars of Pelagia,
which is also set along a coastal region, or perhaps FEF #21, The Cursed Crones of the Enchanted Grove.
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