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Fiftheditionfantasy Issue26 Ambushatdragonscove

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0% found this document useful (0 votes)
769 views15 pages

Fiftheditionfantasy Issue26 Ambushatdragonscove

Uploaded by

lawlwut234
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Cover Artist: David Griffith • Editor: Mike Wert
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Ambush at Developer: Chris Doyle • Art Direction & Layout: Matt Hildebrand

Dragon’s Cove Publisher and Dragon Whelp Protector: Joseph Goodman


Playtesters: Role 4 Initiative (Somerset County NJ 4H D&D Club), Olivia Tang,
By H.H. Carlan The Tsar, Evan Rader, Chris Doyle, Philip Nielsen, Christofer Kaufhold
Copyright © 2023 Goodman Games LLC. All rights reserved. “Fifth Edition Fantasy” and “Original
Adventures Reincarnated” are registered trademarks of Goodman Games LLC. All rights reserved.

FIFTH EDITION FANTASY ambush at dragon's cove 1


Ambush atBy H.H.
Dragon’s
Carlan
Cove
Welcome to Fifth Edition Fantasy, a line of stand-alone, setting-neutral adventure modules for the fifth edition ruleset.
These “one-shot” adventures are set in a variety of environments and are playable in one or two typical sessions.
Most of them include a few new monsters, magic items, and spells ready-made to drop into an ongoing campaign.

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

2 FIFTH EDITION FANTASY ambush at dragon's cove


not looking good for the brazen druid, until Lyrdella burst
from the surf, swallowing several of the puny goblins before ADVENTURE HOOKS
the rest scattered. It would have been Sycamore’s last day if The GM has a few options to get the characters embroiled
not for the arrival of the dragon turtle. Sycamore never for- in the plot of this tale. Here are a few suggestions:
got that act of kindness, and neither did Lyrdella! Thus, on • This is a simple job for hire, as explained in the Begin-
this fateful night, the dragon turtle tasked the druid with ning the Adventure section. The characters need coin,
overseeing the hatching of her clutch as payment in-kind. and Sycamore is willing to part with it so she doesn’t
Although not happy about it, the druidess feels guilted into need to continue her vigil over the egg clutch.
a sense of duty to assist the dragon turtle. For the previous • The characters owe Sycamore a favor, and she comes
three weeks, she spent every day and night on the mound asking for repayment. Perhaps they destroyed a patch
concealing the eggs, waiting for the hatch. But she is being of rare vegetation on their last adventure, or maybe she,
called away, either to tend to another pressing matter, or in turn, bailed them out of a sticky situation at a local
just for some personal time at her favorite tavern (depend- inn (possibly involving a former “acquaintance”).
ing on the hook the GM uses). That is where the heroes
come into our story…. • The characters somehow become adrift at sea and are
saved by Lyrdella. Lyrdella commands the characters
to find Sycamore and assist her in watching over the
the region clutch.
This sleepy coastal town can be easily used in any set-
ting or existing campaign. If there’s a possibility to sail BEGINNING THE ADVENTURE
or walk into a hamlet on the bay, then Littoral Knell can A rush of green silk blurs around Father’s Drink. It’s a cozy
exist anywhere you need. A few key details include: night in the tavern, and the open windows allow a fresh breeze
Port Knell. A small shipyard with slips accommodat- to comfort the patrons and cool any tension in the room. A
ing approximately thirty ships. Manned only by sailors, mess of curly black hair, tendrils floating in the air, stops at
the locals of Littoral Knell are all experienced at assist- your table. As she turns to your table with a flourish, her green
ing with maritime issues. Any woman can tie nauti- eyes flash in the dim light. “You look just like the help I need
cal knots, and any man holding a baby can navigate a tonight.”
scow. Pulling up a chair, she quickly downs a mug of ale, and then
Dragon’s Cove. Just to the south of Port Knell is a sandy sets to task. “I need you to hold a vigil in the dunes tonight.
cove nestled between impressive rocky sea cliffs. Up- There are these valuable creatures nesting in the sand, and
land of the white sand beach are rolling sand dunes while they might start hatching tonight, I really don’t think
covered with dune grasses. it will happen. Just hang around and make sure nothing eats
them.” Your host drops a bag of gold on the table. “I pay well.”
Father’s Drink. A tavern enjoyed by locals and new-
Sycamore can interact with the characters in any capac-
comers alike. The bartender, a purple tiefling com-
ity that fits the existing narrative of their campaign. She is
moner named Gwinn, entertains with a party trick
open about the true nature of the clutch and why she has
of correctly guessing the drink of your last lover. She
been tasked with watching over it for Lyrdella. But as the
doesn’t know your preferred drink, of course, unless
light wanes, she clearly is in a rush to find some caretakers
your former flame happens to be in the tavern that
and be on with her business. If the characters inquire why
night, as well. This watering hole specializes in local
she can’t perform the duty, she mentions a forest fire to the
ales, including a variety of craft brews with regional
east that needs her attention, lest a rare population of be-
influences.
loved herbs be destroyed. This could be true, or it could be
Littoral Inn. The local inn with three small rooms and a simple ruse as Sycamore prefers to carouse the night away
a crusty retired sailor who runs the front desk. Captain with some new company.
Skully Sterling only likes the “water people,” code for If the characters insist on bargaining with Sycamore, have
anyone with an affinity for the sea – be it pirate, sail- a character attempt a DC 15 Charisma (Persuasion) check.
or, or siren. The fare is simple, the drinks are watered Success indicates Sycamore offers her two potions of healing
down, but the prices are fair. to sweeten the pot, as she has no additional coin to spare.

FIFTH EDITION FANTASY ambush at dragon's cove 3


Quest: Guard the Dragon Turtle Nest. Stand vigil over carries a quarterstaff, a pouch with 50 gp per character, and
a dragon turtle nest until they hatch or Sycamore returns has two potions of healing.
to relieve them in the morning. If they hatch, they must Wild Shape: As an action, Sycamore can assume the shape
protect the young until they reach the safety of the open of a beast with a CR ½ or less without a flying speed. She
water. Sycamore rewards each character with 50 gp, all in can stay in the beast form for up to 2 hours per day. Her
advance. preferred forms include a giant crab, a giant sea horse,
and a giant weasel.
SYCAMORE ZELKOVA Spellcasting: Sycamore is a 4th-level spellcaster. Her spell-
Medium human, neutral casting ability is Wisdom (spell save DC 12, +4 to hit with
Armor Class: 11 (16 with barkskin)   spell attacks). She has the following druid spells prepared:
Hit Points: 22 (4d8 +4) • Cantrips (at will): druidcraft, guidance, resistance, shil-
Speed: 30 ft. lelagh
• 1st level (4 slots): cure wounds, faerie fire, fog cloud, en-
STR DEX CON INT WIS CHR tangle
10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 15 (+2) • 2nd level (3 slots): barkskin, gust of wind, mirror imageC,
Skills: Animal Handling +4, Medicine +4, Survival +4 misty stepC
Senses: passive Perception 12 C: indicates a Circle of the Land (Coastal) bonus spell.
Languages: Common, Elvish, Draconic, Druidic
ACTIONS  
Challenge: 1 (200 XP)
Quarterstaff: Melee Weapon Attack: +2 to hit, reach 5 ft.,
Special Equipment: Sycamore typically doesn’t wear ar- one target. Hit: 3 (1d6) bludgeoning damage or 4 (1d8)
mor, preferring green tight-fitting, high slit dresses. She bludgeoning damage if used with two hands.

4 FIFTH EDITION FANTASY ambush at dragon's cove


Shillelagh: Melee Weapon Attack: +4 to hit, reach 5 ft., one The Dragons Hatch! As fate would have it, just after
target. Hit: 4 (1d8) bludgeoning damage, which is consid- dawn, the dragons hatch and the characters will have their
ered magical. hands full. To reach the open ocean, the dragon hatchlings
must traverse the sand dunes, elude a waiting ambush, and
AREA 1 – THE DRAGON TURTLE NEST cross the open beach while avoiding a hungry flock of gi-
Sycamore hastily leads the characters to the nest. She pro- ant seagulls, before finally arriving at the surf (which is also
vides a few words of caution and wishes them luck. She dangerous).
quickly adds that if the eggs do hatch, the hatchlings will There are 12 eggs, but only 1+ the number of characters
try to reach open water. It would be a good idea if the char- hatches. The dragon turtle hatchlings (see below) are rav-
acters could help with this. The nest and the route to the enously hungry before they begin their plight. Sycamore
ocean are depicted on Map 1. has left a collection of fish on the mound, some of/many
The sand mound, perhaps 20 feet high, is nestled among the of which are in varying stages of decay. A successful DC
windswept dunes covered with patches of hardy dune grasses. 14 Intelligence (Nature) check prevents rotten fish from
All is quiet and peaceful as the full moon shines brightly on being given to the hatchlings. The first character to throw
this clear evening. the fresh fish to the turtles gains advantage on any Animal
Handling checks with the hatchlings.
There are two possible access points to the mound – one
from the village side and one from the seaside walking Once the turtles are all fed, they begin to climb out of the
through the dune grass. The dunes serve as a protective mound and instinctively journey to the sea. The mean-
barrier, shielding the nest from the elements and predators. dering path of the hatchlings is depicted on Map 1. Each
hatchling uses a Move action and a Dash action to scram-
A Complication. Once the characters have settled in for
ble to the open water (40 feet of total movement per turn).
the night, a small boy from the village climbs up the other
It’s approximately 750 feet from the mound to the water’s
side of the mound and greets them. Continue with the fol-
edge. For simplicity, assume it takes 20 turns for the hatch-
lowing read-aloud:
lings to make the indirect journey. During the journey,
A small voice calls out in the darkness. “What are you doing?” there is no time to take a short rest.
A small human boy, about age seven, stands on the mound.
Each dragon turtle hatchling weighs 50 pounds. If a char-
He blinks cautiously at all of you, with his hands resting on
acter attempts to pick up a hatchling, it requires a success-
his hip. The boy looks down at the mound. “Oh,” he mumbles.
ful grapple attack. Each turn a hatchling is restrained or
The boy, Cliff, is a human commoner (noncombatant) carried, it either bites the character (50% chance), or at-
from the village. He is a good-hearted and helpful young tempts an escape action.
boy who aspires to be a warrior and go on adventures. He
Treasure. The dragon turtle eggshells are valuable and can
followed the characters here and has just summoned the
be used to brew a potion of vitality. The characters can col-
courage to greet them. The wide-eyed boy asks for one of
lect 4d6 shell fragments, each worth 10 gp.
the character’s weapons (or shield) and begs for instruction
on its use. If the characters comply, make a note of this, in
case the weapon is soon needed. animal handling
Cliff is overly helpful and tries to assist the characters in
any way possible. Unfortunately, this usually results in him Animal handling typically only works against domes-
getting in the way or needing to be saved during the plight ticated animals or beasts, not with dragon hatchlings.
of hatchlings. It’s the GMs discretion on how this impacts However, being so recently hatched, the GM should
the following encounters. It can be played for comedic ef- consider allowing DC 13 Wisdom (Animal Handling)
fect, it can raise the stakes as Cliff needs to be saved from checks to influence or intuit a hatchling’s intentions.
danger, or if the characters are few or only 1st level and in All of these skill checks are typically at disadvantage
need of assistance, make Cliff older and give him the statis- though, because they are dragons, after all! Characters
tics of a guard (but no weapons or armor). If the characters with dragon-related ancestry or affinity, (i.e., dragon-
wisely ask Cliff to get help, he is happy to do so, scamper- born, a sorcerer with a draconic bloodline, a kobold
ing back to town (see Development). or lizardfolk) have advantage on all Wisdom (Animal
Handling) checks with the dragon hatchlings.

FIFTH EDITION FANTASY ambush at dragon's cove 5


6 FIFTH EDITION FANTASY ambush at dragon's cove
DRAGON TURTLE HATCHLINGS tomorrow night and have high hopes that dragon turtle
Small dragon, neutral   soup will be the featured dish!
Armor Class: 14 (natural armor) These are standard goblins with the following changes:
Hit Points: 22 (4d8 + 4) • They wear shell armor and hollowed conch-shell helms,
Speed: 20 ft., swim 30 ft. and lack shields (AC 13).

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.

FIFTH EDITION FANTASY ambush at dragon's cove 7


8 FIFTH EDITION FANTASY ambush at dragon's cove
AREA 3 – THE OPEN BEACH GIANT SEAGULL
GMs Note. Map 1 depicts the hatchlings’ route to the open Large beast, unaligned
water. On the open beach, whenever the trail splits, half of Armor Class: 12
the hatchlings (round down) take the alternate route, un-
Hit Points: 22 (4d10)
less a character makes a successful DC 12 Wisdom (Animal
Handling) check to keep them together as a group. Speed: 20 ft., fly 50 ft., swim 10 ft.
The grassy dunes abruptly end at the open beach, only dis- STR DEX CON INT WIS CHR
rupted by the occasional rock jutting above the sandy expanse. 11 (+0) 15 (+2) 11 (+0) 8 (-1) 10 (+0) 10 (+0)
Quickly skittering through the dunes, the hatchlings awk-
wardly barrel through the openings, onto the open beach. Skills: Perception +4
Senses: passive Perception 14
At that moment, wings begin to flap in the distance, as some-
thing takes flight. “HUOH. HUOH,” cracks through the early Languages: -
dawn as white and gray flashes swoop toward the hatchlings. Challenge: 1/4 (50 XP)
A flock of giant seagulls (see below) nest along the rocky Flyby: The giant seagull doesn’t provoke an opportunity
cliffs to the south of the cove. Opportunistic predators, 12 attack when it flies out of an enemy’s reach.
giant seagulls take flight and attack the hatchlings. The gi-
Keen Hearing and Sight: The giant seagull has advantage
ant seagulls have a wingspan of nearly 20 feet and weigh
on Wisdom (Perception) checks that rely on hearing or sight.
about 150 pounds. The giant seagulls swoop down utiliz-
ing their Flyby trait to stay out of reach. The giant sea- ACTIONS  
gulls focus attacks on the hatchlings, seeking to grapple
(using their beaks, grabbing at the legs, or the under edge Beak: Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
of the shell). If one establishes a successful grapple, a sec- get. Hit: 4 (1d3 + 2) piercing damage.
ond giant seagull tries to do the same. Since the hatchling
is restrained, this second attack is at advantage. Two gi- AREA 4 – THE SURF
ant seagulls can muster the strength to pick up a hatchling The characters might assume that once the hatchlings ar-
(although they are considered heavily encumbered, which rive at the surf line, they are safe. That would be incorrect.
reduces their fly speed by 20 feet). Since the terrain here is a combination of sand and water
The giant seagulls attempt to maneuver a hatchling over with crashing waves, it’s considered difficult terrain.
one of the numerous rocky outcroppings, requiring two The surf opens into a vast expanse of the open water. Off in
turns to accomplish. On the third turn, they release the the distance, the faintest outlines of ships glimmer against the
hatchling, which falls 1d6 x 10 feet, hitting the rock with water. As the hatchlings reach the water’s edge, five sets of eyes
a sickening thud, unless the hatchling makes a successful pop out from the water, and claws extend from the sand, snap-
DC 14 Dexterity saving throw, or a character intervenes. A ping in anticipation.
hatchling takes 1d6 bludgeoning damage for each 10 feet
Five giant crabs attack from the surf, waiting for the hatch-
of the drop if it hits a rock, or half that amount if the rock
lings to wander into the water, unsuspecting of their final
is missed (the save is successful). Creative characters can
predator. However, the crabs happily dine on whatever liv-
try to break the fall of a hatchling at the GMs discretion.
ing creature they can get their greedy claws on, including
Reward creative ideas by giving them a reasonable chance
the characters! The crabs are partially submerged in the wa-
of success. Options include using one of the goblins nets,
ter (which counts as half cover) and can easily maneuver in
or a blanket, to serve as a trampoline, or perhaps trying to
the surf without difficulty. They avoid the characters and
catch a hatchling (reducing the damage the hatchling takes
seek the succulent hatchlings. The giant crabs mindlessly
but inflicting it on the character).
attack until defeated.
The giant seagulls only switch attacks to the characters if
Once all giant crabs are vanquished, the remaining hatch-
attacked by them first. If a character inflicts 10 or more
lings disappear into the water and swim out to sea.
hit points of damage, the giant seagull flees back to its nest
to nurse its wounds. If the giant seagulls manage to kill a Treasure. Giant crab legs are considered a delicacy in Port
hatchling, 1d4+1 giant seagulls converge on the carcass and Knell. If harvested and kept cold to prevent spoiling, each
carry it off to the cliff to consume. leg (10 can be harvested) is worth 5 gp.

FIFTH EDITION FANTASY ambush at dragon's cove 9


Development. Since the hatchlings’ plight began, the The pearl, although covered with stomach juices, is worth
characters haven’t had an opportunity to take a short rest. 500 gp. For each hatchling the characters escorted to safety,
It’s possible that the characters need a bit of assistance to they receive a 50 XP award.
save the hatchlings this close to the open water. Although If any of the hatchlings died, she asks the characters to re-
it’s ideal that the characters emerge as the true heroes, feel cover the carcass (if possible) and return it to the sea. Syca-
free to offer a bit of help to ensure a happy ending for the more leads a mourning ritual on the docks in the port. A
hatchlings. This could include the arrival of Sycamore or a deep, guttural noise emits from Lyrdella’s belly, and the sur-
few town guards summoned by Cliff (see area 1). Or, for a viving hatchlings mimic her cries. She pushes the corpses
dramatic appearance, Lyrdella can burst from the surf and underwater, continuing the circle of life.
gobble up the last few giant crabs.
Later that evening at the Father’s Drink, while Sycamore
CONCLUDING THE ADVENTURE leads toast after toast in honor of the heroes, an old woman

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.

10 FIFTH EDITION FANTASY ambush at dragon's cove


FLOG'S EYE
SEES ALL!
News & Updates For Goodman Games 5E Fans

W ell met, adventurers! It is I, Flog’istaulc, your personal


guide on our journey through this essay. With my en-
chanted monocle, I observe the natural wonders and
numinous curiosities of the multiverse. I perceive ancient his-
tories, recent proceedings, or even things that have not yet come
to be. I now focus my lens on Dungeon Day, a celebration of
tossing polyhedral pieces of plastic, sharing tales of adventure,
and spending time with cherished accomplices.
Welcome to Dungeon Day, a celebration of all things re-
lated to tabletop roleplaying games! What, you’ve never
heard of Dungeon Day? Well, if Sci Fi can have a day
(January 2nd), and we can have a day dedicated to reading
Tolkien (March 25th), or a day dedicated to Comic Books
(September 25th), we can certainly have a day of gathering
with friends and family around a game table, rolling dice,
telling stories, and (most of all) having fun!
But how can I celebrate such a festive occasion? Well, un- Gary Gygax (1938-2008) as rendered by artist Stefan Poag.
like other holidays that have decades or even centuries
of traditions, we get to make our own. Gather a group tabletop role playing games when Gary Gygax, co-creator
around a game table and go on an adventure! Or maybe of Dungeons & Dragons, passed away. March is a good
buy a small gift of appreciation for that special Game Mas- time to honor one of the first Game Masters and reflect on
ter in your group. And remember, the best gifts are those his legacy of creativity and importance. He helped pioneer
that can be shared at the table for everyone’s enjoyment. a new genre of tabletop gaming that spawned several edi-
Maybe it’s been years since the old gaming gang has delved tions of D&D and a host of other role-playing games with
into ancient dwarven ruins or the wilds of an enchanted such far-reaching settings as horror, science fiction, espio-
forest. Jump online and use one of the many VTT plat- nage, and even crazy toons. These early tabletop games laid
forms to virtually gather the old band and make some new the groundwork for countless game mechanisms used in
memories. Or maybe get the group together and share an many popular video games today.
activity away from the game table. See what it’s like to be a So, on March 4th, get back to the Dungeon! Gather with
barbarian by actually doing Axe Throwing or be a roguish friends, share good times, and remember one of the first
band solving a real-time puzzle in an Escape Room. Or Masters of the Game. And don’t forget a 10-foot pole or
just go see your favorite fantasy movie on the big screen. the Day of Might (October 23rd).
There is no right or wrong way to honor this day.
An informative introduction to another festive occasion, don’t
By why March? What makes March so special for the you think? Delicious! Flog sees much, but always craves more.
Dungeon? On March 4, 2008, we lost the grandfather of What secrets shall be exhumed in a future Fifth Edition Fantasy?

FIFTH EDITION FANTASY ambush at dragon's cove 11


Stand-alone, world-neutral adventure modules compatible with 5E. All print editions also include a
code for free PDF edition. Look for them at your local game store or www.goodman-games.com!

Original Adventures Reincarnated are an homage to the origins of our


hobby! Each volume contains high-quality scans from multiple printings
of the original first edition adventure modules, plus commentary by
gaming legends. Full fifth edition conversions are included, as well as
brand new adventure material that adds new encounters and expands the
original encounters.
ISBN 9781958809440
90000 >

9 781958 809440

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