DDEP1 Corruption in Kryptgarden
DDEP1 Corruption in Kryptgarden
DDEP1 Corruption in Kryptgarden
orru
uptio
on in
n Krrypttgarrden
n
K
Kryptgarden Fo
orest has long been
b
a place fe
eared by travele
ers. Now, the C
Cult of the Draggon has used th
hat fear to its
a
advantage, secu
uring a strongh
hold deep in the
e forest. The Harpers, Order oof the Gauntlett, Emerald Encclave, Lords
A
Alliance, and th
he Zhentarim are recruiting grroups of adventurers to infiltrrate the forest tto find out the ccults purpose. Join
h
hundreds of oth
hers in this inte
eractive play ex
xperience. A special adventuree for 1st-4th levvel characters.
AdventureCode:DDEP
P11
C
Credits
A
Adventure Design
n: Teos Abadia
D
Development and
d Editing: Claire Hoffman,
H
Chris Tulach,
T
Travis Wo
oodall
D
D&D Organized Play:
P
Chris Tulach
D
D&D R&D Playerr Experience: Greeg Bilsland
D
D&D Adventurerss League Wizardss Team: Greg Bilsland, Chris Lind
dsay, Shelly Mazzzanoble, Chris Tulach
D
D&D Adventurerss League Administrators: Robert Adducci, Bill Ben
nham, Travis Wooodall, Claire Hofffman, Greg Marrks, Alan Patrick
D
Debut: August 16
6, 2014
LLimited Release
D
DUNGEONS & DR
RAGONS, D&D, Wizards
W
of the Coast, Forgotten Reaalms, the dragon ampersand, Playeers Handbook, Moonster Manual, Du
ungeon
M
Masters Guide, D&
&D Adventurers Leeague, D&D Enco
ounters, D&D Expeditions, D&D Eppics, all other Wizaards of the Coast product names, aand
th
heir respective log
gos are trademarkks of Wizards of th
he Coast in the US
SA and other counntries. All characteers and their distinctive likenesses are
p
property of Wizard
ds of the Coast. Th
his material is pro
otected under the copyright
c
laws of the United Statess of America. Any reproduction or
u
unauthorized use of the material or artwork contained
d herein is prohib
bited without the eexpress written peermission of Wizards of the Coast.
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Introduction
TM
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Party Strength
Very weak
Weak
Average
Weak
Average
Strong
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Catching up
Crafting (exception: multiple characters cannot
commit to crafting a single item)
Practicing a profession
Recuperating
Spellcasting services (end of the adventure only)
Training
Spellcasting Services
Spellcasting Services
Spell
Cure wounds (1st level)
Identify
Lesser restoration
Prayer of healing (2nd level)
Remove curse
Speak with dead
Divination
Greater restoration
Raise dead
Cost
10 gp
20 gp
40 gp
40 gp
90 gp
90 gp
210 gp
450 gp
1,250 gp
Acolyte Background
A character possessing the acolyte background requesting
spellcasting services at a temple of his or her faith may request
one spell per day from the Spellcasting Services table for free.
The only cost paid for the spell is the base price for the
consumed material component, if any.
Character Disease,
Death, and Recovery
Sometimes bad things happen, and characters get
poisoned, diseased, or die. Since you might not have the
same characters return from session to session, here are
the rules when bad things happen to characters.
Death
A character who dies during the course of the adventure
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Adventure Background
Overview
Instructions for running the interactive component of this
adventure are attached in a separate Administrative
Guidance document.
Adventure Tracks
The adventure is set in Kryptgarden Forest, a hilly wood
located within the Sword Coast region of the Forgotten
Realms and north of the city of Waterdeep. The wood is
bounded by the Sword Mountains to the north and the
village of Westbridge to the east.
For more than a century the Cult of the Dragon has
ventured into Kryptgarden Forest to tempt the ancient
green dragon Claugiyliamatar (pronounced CLOG-ee-leeuh-MAT-ar) with the promise of immortality as a
dracolich. The terrible and cruel beast, known as Old
Gnawbones for her habit of flying with a corpse in her
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Imminent Failure
Epics are challenging adventures. If an adventuring party
is about to fail at its task, the table may visit surrounding
tables and request help from another table that is both on
the same track and has at least one faction present at
both tables. A character with a matching faction may
momentarily join the table in need, appearing and acting
at the end of the next rounds initiative count. When they
wish to rejoin their original table they may spend an
action, appearing at the end of their original tables
current initiative round. Report any such events to your
sections Captain.
Unless otherwise specified, a table may not have more
than one such borrowed character.
Scrying
Claugiyliamatar is fond of scrying magic and uses crystal
balls that allow her to remotely view other locations. This
has proven to be especially interesting in her dealings
with the different factions within the Cult of the Dragon.
Typically, characters with proficiency in certain skills
actively use them to gain their benefit. However, because
scrying is typically accomplished without the targets
knowledge, the characters should not notice or even have
the suspicion that they are actively being scryed upon
unless they successfully notice the magical scrying
sensor.
However, unless they are actively looking for the
sensor, they will likely not see it. As such, record each
characters passive perception and use this to adjudicate
whether or not the scrying sensor is noticed. Any
character with a passive Wisdom (Perception) score of
equal to or higher than the DC needed to see the sensor
detects it normally. The DC is listed in relevant sections
of the adventure.
Any character that detects the scrying sensor that
succeeds at a subsequent DC 15 Intelligence (Arcana)
check identifies the sensor as such.
Character Death
If a character dies or cannot be revived during part one or
two of the adventure, the player has a way to continue
play. A member of the characters faction fighting in close
proximity of the squad sees the character fall.
In the event of a characters death during the adventure,
a NPC of that characters faction enters the scene at the
beginning of the next round. Use one of the pre-generated
characters as the recruit.
A recruit will not appear if a player character dies
during part three of the adventure, or if the player is
already playing a recruit.
Interactive Elements
Each track has different interactive elements, allowing
adventurers actions to impact other tracks. These
opportunities begin with the header Interactive
Element. The header may direct you to report a result to
a member of the administrative staff or to look for a visual
cue from the administrator headquarters (HQ) indicating
the element is active.
If during play you feel your party has taken an
unscripted action that could impact other tables, contact
your Captain so that they may petitioner a Commander
for a ruling.
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Playeer Intrroduc
ction:
A Meetin
M
ng in the
t
Woods
Expected Dura
ation: 20 minuttes
The adventure
e begins with th
he characters, faction
f
representatives, and nobles gathering
g
on th
he edge of
F
Once the players are seated and
Kryptgarden Forest.
have characterr sheets, but be
efore in-charactter
introductions, read the follow
wing:
The trees of Kryp
ptgarden Forest rise up before yo
ou, but look
unwell. The shad
dows seem too deep,
d
the colors too pale, and
the sounds too muffled.
Several hundreed adventurers haave answered thee call of their
factions; their leeaders here along
g with nobles and their retinue.
One of them, tall with tanned olive skin, shouts to be heard.
d well met! I am Valero, of House Brokengulf,
Greetings, and
and this is Dala,, our ally from House Silmerhelve.
Long has my family
f
kept watch
h over this forestt; the lair of our
enemy, the ancieent and despicab
ble green dragon
n,
Gaatherin
ng Info
ormatio
on
Use tthe information
n below to guid
de your interacttion. At
your discretion, chaaracters from a different factio
on may
provide
earn information reequiring membership if they p
ptional roleplayying, skill use, or class/background
excep
featu
ures.
Beccause time is aalways an issue
e, steer the partty into
speakking only to thee leaders of the
e factions repre
esented by
charaacters at the taable. Talking to everyone provvides
could
d provide redun
ndant informattion and impactt the
squad
ds ability to co
omplete their m
missions.
Eacch faction will provide two M
Member Mission
ns. While
not reequired, these are tasks that w
will hopefully h
help
ensurre a modicum of balance betw
ween the three tracks.
Factiion representattives will be politely encoura
aged to
help their specific fa
faction.
Vallero Bro
okengulf
alero
Tall w
with the tanned
d olive skin of a Tethyrian, Va
cann
not hide his hatrred for Claugiyyliamatar.
Quotee: For too long has my family su
uffered under Old
d
Gnaw
wbones!
H
House Brokenggulf has long h
had an enmity w
with
C
Claugiyliamataar. She tricked and killed man
ny of his
ffamily and drovve those left intto bankruptcy. They
h
have only recen
ntly recovered, with help from
m House
S
Silmerhelve.
C
Claugiyliamataar is also known
n as Old Gnaw
wbones, for
w
when she is sigghted she often
n has a corpse h
hanging
ffrom her jaws.
S
She is a signifiicant threat, ha
aving laid waste
e to the
kkingdom of Elffrin and devourred whole orc h
hordes!
T
The host gatheered here todayy may not be strrong
eenough to defeeat the dragon, but perhaps w
we can
h
hold her at bayy long enough tto dismantle the Cults
p
plans.
V
Valero hopes th
he three missio
ons will provide
e the
iinformation neeeded to launch
h an attack on tthe
sstronghold. It ccannot be left sstanding.
T
The Cult of thee Dragon worsh
hips undead drragons
aand seeks to co
onvince Claugiyyliamatar to be
ecome a
d
dracolich. So faar, she has refu
used their offerrs.
Da la Silmerrhelve
Daugghter to Lord O
Olranth Silmerh
helve, Dala is a
an incisive
and ccharming politiician. She playys an increasing
g role in
the m
management off the houses ho
oldings in Wate
erdeep
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and beyond.
Quote: Evil grows too quickly in this forest. The stronghold
must fall.
Harpers
A scattered network of spellcasters and spies who
advocate equality and covertly oppose the abuse of power,
magical or otherwise. Harper Windle is a sly rogue. She
decorates her green and brown leather armor with small
brass and copper circles.
Emerald Enclave
A widespread group of wilderness survivalists who
preserve the natural order while rooting out unnatural
threats. Hendle is an old half-elven druid from
Rashemen. His torn clothing is festooned with bones,
sticks, polished stones, and other fetishes.
Quote: I can sense no treants within this forest. What a loss!
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Lords Alliance
A shaky alliance of aggressive political powers concerned
with their mutual security and prosperity. Zalaren is a
dour human priest of Waukeen.
Quote: Coin feeds every city on the Sword Coast, but the Cult of
the Dragon would see us starve!
Selecting a Mission
Once the characters have gathered sufficient information,
they must choose one of three missions:
Zhentarim
Squad Leader
An unscrupulous shadow network that seeks to expand
its influence and power base throughout Faern. Lilith is
a quick-witted Halfling who uses humor to disarm others
mistrust.
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Speaking Stone
Regardless of the mission track, one character from each
faction present in the party receives a small polished
stone. The speaking stone allows communication with
the NPC faction representative, who can in turn respond
or share information with other faction members. This
stone allows a party to request aid (from other tables with
a matching faction) and report to or ask questions from
the factions (communicate with your Captain).
Review the Imminent Failure rule (see Overview,
above) at this time.
Interactive Element
The Squad Leader should now report to their Captain, indicating
the desired mission track.
1) Leaders
2) Fey
3) Necromancers
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Track 1: Interc
I
cept
Stolen Suppli
S
ies
(Leaderr Trac
ck)
Part 1: Scoutting
Expected Dura
ation: 60 minuttes
The Lords Alliance provides the route the characters
c
can
ew or old Cult of
o the Dragon
take to intercept either the ne
before they delliver supplies to the stronghold. The
stronghold is large, with man
ny different entrrances, but
ach sect tends to
t use specific ones.
despite this, ea
Interactive Element
E
Before beginning
g play, the squad
d should decide what
w
sect of the
Cult they plan on
n setting out agaainst.
Old Cult. Thee Old Cult repressents the conservvative faction of
the Cult that focuses on creating
g dracoliches to dominate
d
the
world.
New Cult. Th
he New Cult is a relatively young faction
f
that
seeks to free Tiamat from her im
mprisonment in th
he Nine Hells
and usher in an age of dominatio
on by living drago
ons.
Once the squ
uad have decided
d, record their choice in the
Interactive Element block of the Track
T
1 Report.
Strange Tracks
As the party travels through Kryptgarden
K
Fo
orest, they
may encounterr strange tracks, giving them options.
The gloom deep
pens as you traveel farther into Kryyptgarden
Forest. The treess thicken and twist closer together the further
Adju
usting the En
ncounter
Here are recommendaations for adjusting this combat encounter.
Thesee are not cumula tive.
W
Weak or very weaak party: the worrgs are sickly, posssessing
Devvelopments
The ccharacters mayy decide to set an ambush forr the two
worggs. This tactic ggives them adva
antage on theirr
Dexteerity (Stealth) cchecks to estab
blish surprise. The party
could
d also try otherr schemes, such
h as leading the
e worgs
towaards the caravan
n (though this w
would likely re
esult in the
h the party and cultists).
beastts fighting both
If th
he characters d
do not develop a plan, the wo
orgs soon
returrn to the clearin
ng, catch the pa
artys scent, an
nd attempt
to atttack the characcters by surprisse (with the norrmal
chan
nce of doing so)).
mmediate dange
er.
There is no im
Surpprise
The D
DM determines w
who might be surrprised. If neither side tries
to be stealthy, they au
utomatically noticce each other. Ottherwise
the D M compares thee passive Dexteritty (Stealth) checkks of the
hidingg party with the p
passive Wisdom (Perception) cheecks of the
other group. Any charracter or monsterr that doesnt no
otice a
threatt is surprised at tthe start of the adventure.
A surprised creatu
ure loses their turrn during the firsst round of
combbat.
Carravan Atttack!
General Feeatures
Weathered Column. It is ancient,
a
fine carvings long
weathered awa
ay beyond reco
ognition. Any ch
haracter may
attempt a DC 15
1 Intelligence
e (History) checck to identify
the column as belonging to th
he elven kingdo
oms of Illefarn
or Rilithar, mo
ore than 1200 years
y
old.
Dense Thick
kets. These surrround the 40-ffoot-wide
The p
party reaches tthe route as the
e wagons are
approoaching.
Gen
neral Featu
ures
Ligght. The forest is dimly lit.
Fogg. Several patcches of fog driftt about lightly o
obscuring
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spy
Development
Through patches of fog you see a wide path where tree limbs
approaching.
Two large wagons, loaded with cargo, emerge from the fog. The
horses that pull the cargo are unnaturally gaunt, their hide
stretched over their skeletal frames. Soldiers ride the wagons,
weapons in hand, while a large beastly man follows behind.
Scrying
Claugiyliamatar is noting any failure by this Cult faction,
as well as studying the characters during this encounter.
Once combat and any subsequent interrogations have
been resolved, the characters have a chance to notice a
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Treasure
There is a chest on one of the wagons containing 500
silver pieces. Additionally, the characters may take the
cultists tabards. Wearing the tabards will grant them
advantage on any Charisma (Deception) checks made to
disguise themselves as cultists.
If the characters search the wagon, they find an amulet
of health in one of the barrels and a +1 longsword mixed
in with the tools.
Short rest
Characters may wish to take a short rest after they deal
with the caravan.
Selecting a Character
The Squad Leaders faction contacts them at this time
with the speaking stone. They ask for a report, then share
that combining their information with other field reports
has allowed them to determine the location of the
overarching hobgoblin and Cult leaders, who possess a
magic item known as a Green Dragon Mask.
They ask the group to decide on one person who could
be part of a special squad during the attack on the
Interactive Elements
The DM will update their Interactive report, indicating:
Once done, the Squad Leader will take the corresponding half of
the tables interactive report to their sections Captain who in
turn relays it to the Commander at HQ who is responsible for the
track the table is playing.
Element Flag
Before beginning this part, the DM should check to see if a black
flag is posted at HQ. If the black flag is posted, the alarm has
already been sounded, and all foes are granted a +1 bonus to
Initiative, Insight, and Perception checks. The encounters are
otherwise unchanged.
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General Features
Palisade. The logs require a DC 10 Strength (Athletics)
check to climb. A creature scaling the logs must either
ensure no one is watching with a DC 10 Wisdom (Insight)
check, or cause a diversion. Even then, a DC 10 Dexterity
(Stealth) check is necessary to avoid being seen.
Tower. The tower connects to the palisade via
catwalks, providing cover from anyone outside the
stronghold. The tower has windows above the palisade
and a stout door at ground level.
Gate. Without a battering ram, the gate can only be
opened from within the stronghold. It is currently open.
Guards. Two hobgoblin archers watch from above,
while a hobgoblin and hobgoblin captain meet the
caravan. One more hobgoblin is within the tower and can
arrive in one round.
The hobgoblins are expecting the wagon. A successful
DC 15 Charisma (Deception) check is sufficient for the
guards to admit them through the gate. If the characters
are wearing the Cults tabards they gain advantage on the
check. However
Development
As the wagon begins to move, the hobgoblin from within
the tower calls for the wagon to halt. This hobgoblin has
orders to arrest a man with a V-shaped scar (Yalek).
This is meant to be a fun moment of pressure. Allow the
party to lie, bully, so sweet talk a way out of the
predicament.
If the party successfully gets through the gate or
without arousing suspicion, they are told where to park
the wagons and allowed to continue.
If the party is unsuccessful, the hobgoblins fight and the
alarm is raised. The party likely will have to run, and
should be allowed to lose their pursuers after a few
successful skill checks and arrow volleys.
Scrying
Claugiyliamatar is using a crystal ball to watch the
characters during this encounter.
Once the encounter has been resolved, the characters
have another chance to notice a scrying sensor. Any
character with a passive Wisdom (Perception) of 15 or
higher notices it. Similarly, any character actively
searching for the sensor notices it with a successful DC
15 Wisdom (Perception) check.
If this is the first time that a character is successful in
noticing the scrying sensor, read the following:
The shimmering in the air is a translucent, fist-sized orb floating
approximately 25 feet above the ground and just as far away. A
scant heartbeat after you notice it, it winks out of existence.
Barracks
After the wagons have been parked and as the characters
move towards the location of the Cult leader, they see the
following.
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foundations.
Not far from you and near a small pile of building supplies is a
recently completed, large, and windowless building. From the
sounds within, it is a barracks, filled with reinforcements.
The party can ignore the hobgoblin barracks, but they can
also seize this opportunity. The tools and supplies include
rope, chain, oil, and other devices that could be used to
close off the building, or even to light it on fire. The
wagons could also be used to block the doors.
If the party attempts to seal in the troops, require up to
two skill checks to establish success, rewarding the party
for good ideas with advantage, bonuses, or fewer checks.
Precisely what abilities and skills may be used are
largely at the DMs discretion. For example, Strength
(Athletics) may be used to carry something large and
heavy over, or even something like proficiency with
Vehicles (land) could be used to gauge the best way to
block the doors with a wagon or cart to make it difficult to
open. The DC for these checks is set at 15, though the
DM may set it higher or lower depending on what the
player wishes to do, the resources available, and the
players creativity in describing their plan of action.
Setting the barracks on fire is far easier, but raises the
alarm.
Once done, the Squad Leader will take the corresponding half of
the tables interactive report to their sections Captain who in
turn relays it to the Commander at HQ who is responsible for the
track the table is playing.
Time Constraints
Time will be called 45 minutes into Part 2. If the party
has not completed this part of the adventure, the
encounter stops immediately upon time being called.
Alternatively, if a squad has finished with Part 2 and
has sufficient time to spare, the DM and Captains should
encourage that they split up and ask other squads if they
need help to finish their encounter in time.
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Element Flags
At the start of each round the DM should check for flags.
Describe these effects visually, such as from a battle occurring in
the distance.
General Features
Characters start at the area labeled X on the map.
Buildings are 20 feet tall, ringing a 50-foot-wide, treefilled square. Outer doors are locked on a roll of a 1 on a
d6 and require a successful DC 10 Dexterity check to
unlock. The door to the tower is unlocked. Buildings have
shuttered windows, which can be forced open from the
outside with a DC 10 Strength (Athletics) check. Once
inside, it takes one round to reach the second floor.
Climbing the outside of a building requires DC 10
Strength (Athletics) check.
Rope Bridges are 15 feet above the ground and
connect four buildings to the tower. Throwing and
securing a rope from below to one of the many handholds
on a rope bridge requires a DC 10 Dexterity (Acrobatics)
or Strength (Athletics). A rope bridge frays and collapses
if it takes 10 points of damage or 5 points of fire damage.
Any character on it must succeed at a DC 10 Dexterity
saving throw or fall to the ground below. If successful,
however, the character is able to grab the bridge as it falls
and use it like a ladder to climb up. To determine which
side of the bridge the character grabs, roll a d20 or ask
the character to do so. If the result is 11 or higher, the
character is able to grab the far side of the bridge. If the
result is 10 or lower, the character grabs the closer end of
the bridge. Climbing up either side requires no check.
hobgoblin reinforcement
Reinforcements
Start of Round 2: Two cultists emerge from the tower.
Start of Round 3: One hobgoblin emerges from the
towers second story. It can join the combat sooner if the
party needs a challenge.
Victory Conditions
The party achieves victory when both the hobgoblin
captain and cult fanatic have been defeated.
Treasure
The hobgoblin captain carries a pouch with 100 gp, and
the cult fanatic wears a gold amulet with a five-headed
gem-studded dragon on it, worth 300 gp.
The cult leader carries a scroll tube with two pieces of
parchment. One is a crude map of the Moonsea region.
The city of Phlan is circled in red, with a note: Pool of
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Radiance!
The second parchment is a letter directing the leader to
do all they can to create an alliance with Claugiyliamatar
and gain from her the Green Dragon Mask. The letter is
signed Neronvain, The Green Dragon Whisperer.
Interactive Elements
The Squad Leader will turn the tables Scoring Report to their
Captain. The Captain in turn will tally the total faction scores for
all of the tables in his section and turn their own report in to the
Commanders. The Commanders will then add the scores for
each section to reach an overall score for each faction.
Conclusion
Expected Duration: 10 minutes
At the end of the adventure, the HQ area will tally up the
results and give out the report on the success of the
factions mission. Additional information will be revealed
after the event, as stated in Adventure Results.
After the results have been given for the event, feel free
to finish up by rewarding the characters at the table.
In addition to other rewards, the factions pay the
characters a total of
Combat Awards
Name of Foe
Cultist
Cult fanatic
Fighting Claugiyliamatar
Half-ogre
Hobgoblin
Hobgoblin captain
Scout
Spy
Worg
XP per Foe
25
450
200
100
100
700
100
200
100
Non-Combat Awards
Task or Accomplishment
Protecting Yalek and setting him free
Barricading the hobgoblins
Rescuing all the prisoners
XP per Character
100
150
50
Treasure
Faction Champion
If you had a character that went onto the faction
champion mission, make sure that player is contacted to
receive rewards for his or her character from when he or
she played at your table.
Interactive Element
At the end of the adventure, each Captain will tally the points of
their tables Score Reports and come up with a total score for the
tables that they represent. These scores will then be reported to
the Commanders who will then determine which faction has the
most points. The winning faction captures the Green Dragon
Mask at the end of the battle.
Rewards
Treasure Awards
Item Name
Silver from caravan chest
Hobgoblin captains pouch
Gold five-headed dragon amulet
GP Value
50
100
1,000
Experience
Amulet of Health
Total up all combat experience earned for defeated foes,
and divide by the number of characters present in the
combat. For non-combat experience, the rewards listed
are per character. Give all characters in the party noncombat experience awards unless otherwise noted.
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+1 Longsword
This elegant blade gleams as though newly forged, never
accumulating dirt or grime. You gain a +1 bonus to attack
and damage rolls when wielding it. A full description of
this item can be found in the basic rules or the Dungeon
Masters Guide.
Renown
All faction members earn two renown points for
participating in this critical event.
If a faction member completed a member mission, award
that character one additional renown point.
Downtime
Each character receives ten downtime days at the
conclusion of this adventure.
DM Rewards
You receive 300 XP and ten downtime days for running
this session.
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Apppendix
x Trac
ck 1: Monst
M
er/NP
PC Sta
atistic
cs
Haalf-Og
gre
Cultisst
EX
DE
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
S
11 (+
+0)
CHA
10 (+0)
STTR
17 (+
+3)
DEX
10 (+0)
CON
14 (+2)
INT
7 (
2)
Act ions
T cultist has ad
dvantage on saviing throws
Dark Devotion. The
against being ch
harmed or frighteened.
Actions
Scimitar. Melee Weapon Attack: +3
+ to hit, reach 5 ft., one
creature. Hit: 4 (1d6
(
+ 1) slashing damage.
Ho
obgobllin
Cult Fanatic
F
c
CON
12 (+1)
INT
10 (+0)
WIS
S
13 (+
+1)
CHA
10 (+0)
STR
11 (+0)
WIS
9 (1)
CHA
14 (+2)
+ Religion +2
Skills Deception +4, Persuasion +4,
P
10
Senses passive Perception
Languages any one
o language (ussually Common)
Challenge 2 (450
0 XP)
T fanatic has advantage
a
on savving throws
Dark Devotion. The
against being ch
harmed or frighteened.
Spellcasting. Thee fanatic is a 4th--level spellcaster. Its spellcasting
ability is Wisdom
m (spell save DC 11, +3 to hit with
h spell attacks).
The fanatic has the
t following clerric spells prepareed:
Cantrips (at will)): light, sacred flam
me, thaumaturgyy
1st level (4 slots): command, infliict wounds, shieldd of faith
piritual weapon
2nd level (3 slotss): hold person, sp
STTR
13 (+
+1)
DEX
12 (+1)
CON
12 (+1)
INT
+0)
10 (+
WIS
10 (+0)
CHA
9 (1)
Act ions
Longssword. Melee Weaapon Attack: +3 tto hit, reach 5 ft.,, one
targett. Hit: 5 (1d8 + 1)) slashing damagge, or 6 (1d10 + 1) slashing
damaage if used with tw
wo hands.
Longbbow. Ranged Weaapon Attack: +3 to hit, range 150//600 ft.,
one taarget. Hit: 5 (1d88 + 1) piercing daamage.
Actions
Multiattack. Thee fanatic makes two
t melee attacks.
Dagger. Melee orr Ranged Weapon
n Attack: +4 to hitt, reach 5 ft. or
range 20/60 ft., one
o creature. Hitt: 4 (1d4 + 2) piercing damage.
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Hobgoblin Captain
Medium humanoid (goblinoid), lawful evil
Spy
Armor Class 17 (half plate)
Hit Points 39 (6d8 + 12)
Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
12 (+1)
WIS
10 (+0)
CHA
13 (+1)
Armor Class 12
Hit Points 27 (6d8)
Speed 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
10 (+0)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Actions
Cunning Action. On each of its turns, the spy can use a bonus
action to take the Dash, Disengage, or Hide action.
Scout
Actions
Multiattack. The spy makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Worg
DEX
14 (+2)
CON
12 (+1)
WIS
13 (+1)
CHA
11 (+0)
Actions
Multiattack. The scout makes two melee attacks or two ranged
attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
STR
16 (+3)
DEX
13 (+1)
CON
13 (+1)
INT
7 (2)
WIS
11 (+0)
CHA
8 (1)
Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Goblin, Worg
Challenge 1/2 (100 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
10 (2d6 + 3) piercing damage. If the target is a creature, it must
succeed on a DC 13 Strength saving throw or be knocked prone.
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Appeendix Track
T
k 1: Ma
aps
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Expected Dura
ation: 60 minuttes
The player cha
aracters follow the route provvided by their
factions leadership to reach the shadowy glade of King
Witchthorn. Th
hey must preve
ent an alliance between the
dark fey and th
he Zartruss hob
bgoblins.
Corruptted Fey
Devvelopments
Trac
ck 2: Preven
P
nt an
Alliiance with the
Dark
k Fey (F
Fey Trrack)
Part 1: Scoutting
General Feeatures
Light. The fo
orest is dimly liit.
Fog. Severall patches of fog
g lightly obscurre any creature
within.
h
skin
n and clothing are
a dyed
Body. The hobgoblins
green. He bearrs bludgeoning
g and piercing wounds,
w
as
well as two arrrows in his bacck. A successfull DC 10
Wisdom (Mediicine) check revveals the non-a
arrow wounds
to have been in
nflicted by blun
nt trauma and blades.
b
The
hobgoblin has a purse containing 12 gp.
evered fingers
The hobgobllin also wears a necklace of se
around its neck. A character succeeding on a DC 10
History) check, a character reccalls that the
Intelligence (H
hobgoblins of the
t Zartruss clan wear a neck
klace of
Charracters pursuin
ng the sounds o
over the ridge w
will find
hobgoblins enggaged in a runn
two h
ning battle with
h three
satyrrs.
Neeither side will aattack the charracters unless a
attacked
hem. The hobgo
oblins may even
n call for help a
as their
by th
nces dwindle. Iff not aided, the hobgoblins are
e soon
chan
hen approach th
he characters.
defeaated. The fey th
Th e satyrs look exxceedingly gau
unt, their faces showing
n growths and boils that make them look ass if they
green
have been poisoned
d or burned witth acid. Green m
moss
ws amidst the sh
hort hairs on th
heir bodies. A ssuccessful
grow
DC 1
15 Intelligence (Arcana or Natture) check can
n reveal
they h
presence of grea
at evil
have been corrrupted by the p
perhaaps due to the dragon growin
ng in power.
Un
nless the characcters are especcially convincin
ng, the fey
will ttoy with them b
brieflyinsultin
ng and belittling
g them
beforre attacking thee characters in a murderous rrage. If
asked
d to be taken to
o King Witchth
horn they state they are
no lo
onger subject to
o him and serve
e Claugiyliama
atar.
o taking the ch
haracters
Howeever, they could be talked into
if preesented with a b
benefit such ass treasure or a promise
that tthe king could remove the sicckness that hass befallen
them
m.
If th
e hobgoblins, tthey share
he party decidees to rescue the
that tthey have no lo
ove for Claugiylliamatar, only ffear. She
has ccommanded them to create th
his alliance with
h King
Witch
hthorn, with w
whom she has w
worked in the past. They
leavee the forest if alllowed to live.
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satyr
Strong party: add one satyr
power.
The path winds into a small, tree-lined clearing, but it looks like
something from a nightmare. A sickly-green, foul-smelling brook
borders one side of the clearing, and trickles through a broken
dam to flow over several trees, all of them dead, save one. The
once-mighty oak tree still lives, though its branches are bent and
Treasure
Each hobgoblin carries 12 gp. The fey each have a small
polished bit of jade worth 40 gp.
Fey Crossing
The characters chance upon a fey sign, though they may
not recognize its power initially.
You travel through a series of valleys, each one taking you
further downward, impossibly so.
As you travel around a ridge the path ends suddenly at a
wooden post with two signs. One of the signs has been carved
to read Princess Ishaldra, and points to the new path. The
other sign is featureless.
Corrupted Princess
Princess Ishaldra was once a kind and beautiful fey. She
was King Witchthorns consort when he was a prince,
and both Ishaldra and the treant she is bound to provided
counsel to the King; balancing and tempering his evil
aspects. She grew distant as the forest changed and has
recently become corrupted by the dragons growing
against the thorny vines that bind her and gag her as thick, black
liquid streams from her eyes.
The water from the brook flows close to its roots, but
not as close as to that of the dead trees around it.
The vines that have wound themselves around the
tree are green and brown with sharp, purple leaves.
Thorns dig into and scrape against the treants bark,
and appear to be quite painful.
Small creatures can be seen in the treants upper
limbs pulling out leaves and gnawing on branches. A
successful DC 15 Intelligence (Nature) check reveals
these creatures to be twig blights.
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The same vines that dig and twist into the treant have
also lashed the dryad to its trunk, rendering her
immobile though she continues to thrash and pull
against them.
Boils and weeping sores have erupted from the flesh
that the thorns dig into.
Thick, black tears fill the dryads eyes and stream
down her face. A character succeeding at a DC 10
Intelligence (Nature) check identifies this substance
to be some sort of sap.
The tears and the vines prevent the dryad from being
able to speak in anything other than gurgling gasps
and groans. However, any character with a passive
Wisdom (Perception) of 15 is able to glean the word
water from her tortured vocalizations.
Scrying Attempt
Claugiyliamatar is using a crystal ball to watch the
characters during this encounter.
During the encounter, the characters have a chance to
notice a scrying sensor. Any character with a passive
Wisdom (Perception) of 15 or higher notices it. Similarly,
any character actively searching for the sensor notices it
with a successful DC 15 Wisdom (Perception) check.
If this is the first time that a character is successful in
noticing the scrying sensor, read the following:
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Development
The course of the encounters development depends
largely on the actions of the characters.
Treant Slain. If the dryad has been freed from the
corruption, she lets out a mournful cry and attacks the
characters. If she is still under the influence the
corruption, she makes her attacks with advantage. She
fights to the death and will not flee. If she is still lashed to
the treant when this happens she wails and growls
pitifully and uses her fey charm ability against a character
and asks them to free her from her bonds. Once free, she
attacks as above.
Dryad Slain. If the treant has been freed from the
corruption, it mourns the dryad, but will not attack the
characters. The treant suggests that the party take the
Princess Ishaldra to King Witchthorn, saying King
Witchthorn will wish to know of his consorts death. Write
his name upon the sign, and show him first-hand what is
poisoning his realm. If the corruption still has a hold on
the treant, it will continue fighting; still limited to its
actions as detailed in Foes and Tactics, above.
Treant and Dryad Both Slain. The dryad remains alive
for a few moments after combat ends. Though she is
saddened by the loss of her treant and her looming death,
she thanks the characters for freeing them from the
corruption and begs them to warn King Witchthorn. With
her dying breath she says Write my kings name on the
sign, and the forest will guide you to him. She dies
shortly thereafter.
Treant and Dryad both Alive, Freed From
Corruption. If the corruption is lifted from both the treant
and the dryad, they are both grateful and apologetic. She
casts goodberry for the party and offers to accompany
them to King Witchthorn. She also gives the characters
her treasure, detailed below.
If characters mention the coming battle, they will
excitedly agree to offer their services, exclaiming that
nothing breaks down a keeps gates like a treant!
Treasure
The dryad wears a magical amulet of health around her
neck. This is gifted to the characters if they free the dryad
and the treant from their corruption or may be looted
from her body if the dryad is slain.
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passion?
He takes interest in the satyrs and any discussion of
corruption. I know of the blight upon my lands and I
despise it!
He cannot contain his emotion at any talk of the
dryad. If she has been killed, he weeps for her. My
princess, would that we could have been. If she
lives, he is conciliatory. My love, I have missed you
as moss needs the gentle rain.
Questions about negotiations with the Zartruss hobgoblins or dragon gain his attention. I may have aided her once, yes, but she has now crossed me too
many times! She corrupts my glade, my forest!
You have done well to come to me, for I can give you the gift of
imagine. Her poisonous breath will melt your flesh, her claws
rend your bones. If you had an army in the thousands she would
still feast upon you all.
I can shield you and your allies from her attacks. I can tell you
why the Cult of the Dragon is here. And, I can give you a way
into the stronghold. All I require is a gift in return. I will need a
pledge from one of you. You will be oath bound, that I may call
upon you at a later time of my choosing.
Short rest
Characters may wish to take a short rest after they deal
with King Witchthorn.
Selecting a Character
The Squad Leaders faction contacts them at this time
with the speaking stone. They ask for a report, then share
that combining their information with other field reports
has allowed them to determine the location of the
overarching hobgoblin and Cult leaders, who possess an
artifact known as a dragon mask.
They ask the group to decide on one person who could
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Element Flag
Before beginning this part, the DM should check to see if a black
flag is posted at HQ. If the black flag is posted, the alarm has
already been sounded, and all foes are granted a +1 bonus to
Initiative, Insight, and Perception checks. The encounters are
otherwise unchanged.
Treasure Room
As the characters begin ascending the stairs, they reach
several landings. The stairs continue past the third
landing, but there is also a locked door. The door may be
unlocked with a successful DC 10 Dexterity check or
bashed open with a successful DC 10 Strength (Athletics)
opens the door.
A small sitting room is revealed, the furniture within thick with
dust. Resting upon a small table in the center of the room is a
sword. At the far end of the circular chamber, thirty feet away,
Interactive Report
rug.
Whether the dryad and/or the treant were saved and the
corruption lifted.
If the players convinced the dryad and treant to attack the
stronghold.
The success or failure of the negotiation with King
Witchthorn.
The character name, player name, and faction of any who
accepted King Witchthorns offer.
The name, class and faction of the character considered for
the faction champion table.
Once done, the Squad Leader will take the corresponding half of
the tables interactive report to their sections Captain who in
turn relays it to the Commander at HQ who is responsible for the
track the table is playing.
Strong party: add two flying swords hanging from the wall
Scrying Attempt
Claugiyliamatar is using a crystal ball to watch the
characters during this encounter.
During the encounter, the characters have a chance to
notice a scrying sensor. Any character with a passive
Wisdom (Perception) of 15 or higher notices it. Similarly,
any character actively searching for the sensor notices it
with a successful DC 15 Wisdom (Perception) check.
If this is the first time that a character is successful in
noticing the scrying sensor, read the following:
The shimmering in the air is a translucent, fist-sized orb floating
approximately 25 feet above the ground and just as far away. A
scant heartbeat after you notice it, it winks out of existence.
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Treasure
The wooden chest contains 800 electrum pieces (ep), a
lustrous black pearl (worth 500 gp), and an elegant +1
longsword.
Lone Guardsman
Faction Mission Accomplishment
After the next landing the characters reach a place where
part of the tower collapsed. However, there is a small
opening visible through the rubble. Climbing requires one
character to succeed at a DC 10 Strength (Athletics)
check. Failure results in a 10 fall. Once a character
succeeds they may lower a rope for others.
Upon emerging from the rubble they see the following:
Time Constraints
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Element Flags
At the start of each round the DM should check for flags.
Describe these effects visually, such as from a battle occurring in
the distance.
General Features
Characters start at the area labeled X on the map.
Rope Bridges are 30 feet above the ground and
connect the towers platform, where the party begins, to
the battlements. See trap, below. The rope bridges are
considered difficult terrain unless a character succeeds at
a DC 10 Dexterity (Acrobatics) check. Enemies do not
need to make this check. The bridge has an AC of 10 and
10 hit points. It is resistant to piercing and bludgeoning
damage but is vulnerable to slashing and fire damage.
Upon collapsing a creature may make a DC 10 Dexterity
(Acrobatics) check to hang onto the bridge, taking falling
damage as detailed, below.
If any of the rope bridges are destroyed, any character
on it must succeed at a DC 10 Dexterity saving throw or
fall to the ground below. If successful, however, the
character is able to grab the bridge as it falls and use it
like a ladder to climb up. The character may grab
whichever side of the bridge they choose. Climbing up
either side requires a successful DC 5 Strength
(Athletics) check.
Trap. The rope bridge in the center is trapped with a
fire glyph trap (G). If stepped upon, the glyph activates
and does 5 (1d10) fire damage to each creature or object
(including the bridge) within a 10 foot radius. Any
creature in the blast radius succeeding at a DC 13
Dexterity saving throw take only half damage. This
damage will cause the bridge to collapse. An approaching
character can spot the trap with a successful DC 10
Wisdom (Perception) check.
The Battlements and the Platform have a wood and
rope railing. Crates and barrels on each of the towers
provide cover to any creature hiding behind it.
Falling. Any effect that would push a creature over the
platform, battlement, or bridges either has disadvantage
on the attack or provides advantage on the target
creatures skill check or saving throw to avoid falling. A
creature falling from the bridges or battlements takes 9
(3d6) bludgeoning damage. Returning to the battlements
requires 2 actions climbing the palisade, each requiring a
successful DC 10 Strength (Athletics) check. Any
character failing the check falls to the ground, suffering 3
(1d6) bludgeoning damage per successful check they
made prior to falling.
Trees are 45 feet tall and require a successful DC 10
Strength (Athletics) check to climb. A few trees have
branches reaching out over rope bridges. Any creature in
the trees can shimmy along a branch with a successful
DC 10 Dexterity (Acrobatics) check and drop down to the
bridge below. Failure on this check means that the
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Reinforcements
An additional hobgoblin arrives on the battlements from
the right side at the start of the third round.
Victory Conditions
The party achieves victory when the characters destroy or
assume control of the siege weapon (i.e., the hobgoblin
captain is dead). They may continue fighting if they desire,
so as to claim the treasure.
Treasure
The hobgoblin captain carries a pouch with 100 gp and a
scroll tube with a crude map of the Moonsea region. The
city of Phlan is circled in red.
Interactive Elements
The Squad Leader, will turn the tables Scoring Report to their
Captain. The Captain in turn will tally the total faction scores for
all of the tables in his section and turn in their own report in to
the Commanders. The Commanders will then add the scores for
each section to reach an overall score for each faction.
Conclusion
Expected Duration: 10 minutes
At the end of the adventure, the HQ area will tally up the
results and give out the report on the success of the
factions mission. Additional information will be revealed
after the event, as stated in Adventure Results.
After the results have been given for the event, feel free
to finish up by rewarding the characters at the table.
In addition to other rewards, the factions pay the
characters a total of
Faction Champion
If you had a character that went onto the faction
champion mission, make sure that player is contacted to
receive rewards for his or her character from when he or
she played at your table.
Interactive Element
At the end of the adventure, each Captain will tally the points of
their tables Score Reports and come up with a total score for the
tables that they represent. These scores will then be reported to
the Commanders who will then determine which faction has the
most points. The winning faction captures the Green Dragon
Mask at the end of the battle.
Rewards
Make sure the players note their rewards on their
adventure logsheets. Give your name and DCI number (if
applicable) so players can record who ran the session.
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Experience
Treasure Awards
Item Name
Hobgoblin pouches
Satyr jade pieces
Electrum pieces from wooden chest
Black pearl from wooden chest
Hobgoblin captains pouch
Combat Awards
Amulet of Health
Name of Foe
Corrupted treant
Dryad
Fighting Claugiyliamatar
Flying sword
Gray ooze
Half-ogre
Hobgoblin
Hobgoblin captain
Mimic
Rug of smothering
Satyr
Twig blight
XP per Foe
700
200
200
50
100
100
100
700
450
450
100
25
Non-Combat Awards
Task or Accomplishment
XP per Character
Freeing the dryad and treant from corruption
50
Swearing the oath to King Witchthorn
100
(one character only)
Killing the hobgoblin before the horn is sounded 100
Destroying the siege weapon
150
Treasure
The characters receive the following treasure, divided up
amongst the party. Characters should attempt to divide
treasure evenly whenever possible. Gold piece values
listed for sellable gear are calculated at their selling price,
not their purchase price.
Consumable magic items should be divided up
however the group sees fit. If more than one character is
interested in a specific consumable magic item, the DM
can determine who gets it randomly should the group be
unable to decide.
Permanent magic items are divided up according to a
system. See the sidebar if the adventure awards
permanent magic items.
GP Value
12 per hobgoblin
40 per satyr
400
500
100
+1 Longsword
This elegant blade gleams as though newly forged, never
accumulating dirt or grime. You gain a +1 bonus to attack
and damage rolls when wielding it. A full description of
this item can be found in the basic rules or the Dungeon
Masters Guide.
Renown
All faction members earn two renown points for
participating in this critical event.
If a faction member completed a member mission, award
that character one additional renown point.
Downtime
Each character receives ten downtime days at the
conclusion of this adventure.
DM Rewards
You receive 300 XP and ten downtime days for running
this session.
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Appendix
x Trac
ck 2: Monst
M
ter/NP
PC Sta
atistic
cs
*Notee the significant modifications to
o this dryad as presented in
the addventure text.
Dryad**
Medium fey, neutrral
Fllying Sw
word
EX
DE
12 (+1)
CON
11 (+0)
INT
14 (+2)
WIS
S
15 (+
+2)
CHA
18 (+4)
n +4, Stealth +5
Skills Perception
Senses darkvisio
on 60 ft., passive Perception 14
Languages Elvish, Sylvan
0 XP)
Challenge 1 (200
Innate Spellcastiing. The dryads innate spellcasting ability is
Charisma (spell save DC 14). The dryad can innately cast the
following spells, requiring no maaterial componen
nts:
At will: druidcraft
ft
3/day each: enta
angle, goodberry
1/day each: barkkskin, pass without trace, shillelagh
Magic Resistance. The dryad has advantage on saaving throws
nd other magical effects.
against spells an
Speak with Beassts and Plants. Th
he dryad can com
mmunicate with
beasts and plantts as if they shareed a language.
Tree Stride. Oncce on her turn, the dryad can use 10 feet of her
movement to steep magically into
o one living tree within
w
her reach
and emerge from
m a second living
g tree within 60 feeet of the first
tree, appearing in an unoccupied
d space within 5 feet
f of the
second tree. Botth trees must be Large or bigger.
Actions
DEX
15 (+2)
CON
11 (+0)
INT
1 (
5)
WIS
5 (3)
CHA
1 (5)
Act ions
Longssword. Melee Weaapon Attack: +3 tto hit, reach 5 ft.,, one
targett. Hit: 5 (1d8 + 1)) slashing damagge.
Grray Ooze
Armoor Class 8
Hit Pooints 22 (3d8 + 99)
Speedd 10 ft., climb 10 ft.
STTR
12 (+
+1)
DEX
6 (2)
CON
16 (+3)
INT
5)
1 (
WIS
6 (2)
CHA
2 (4)
Skills Stealth +2
Damaage Resistances aacid, cold, fire
Condiition Immunitiess blinded, charmeed, deafened, exh
haustion,
frig htened, prone
Sensees blindsight 60 fft. (blind beyond this radius),
passsive Perception 8
uages
Langu
Challeenge 1/2 (100 XP
P)
Amorp
rphous. The oozee can move throu
ugh a space as naarrow as 1
inch w
wide without squ
ueezing.
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Actions
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid
damage, and if the target is wearing nonmagical metal armor, its
armor is partly corroded and takes a permanent and cumulative
1 penalty to the AC it offers. The armor is destroyed if the
penalty reduces its AC to 10.
Hobgoblin
Medium humanoid (goblinoid), lawful evil
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
9 (1)
Actions
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing
damage if used with two hands.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft.,
one target. Hit: 5 (1d8 + 1) piercing damage.
Hobgoblin Captain
Armor Class 12
Hit Points 33 (6d10)
Speed 10 ft.
DEX
14 (+2)
CON
10 (+0)
INT
1 (5)
WIS
3 (4)
CHA
1 (5)
STR
17 (+3)
DEX
14 (+2)
STR
15 (+2)
Actions
Rug of Smothering
Actions
INT
12 (+1)
WIS
10 (+0)
CHA
13 (+1)
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Satyr
Medium fey, chaotic neutral
DEX
16 (+3)
CON
11 (+0)
INT
12 (+1)
WIS
10 (+0)
CHA
14 (+2)
Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
6 (2d4 + 1) bludgeoning damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Treant*
Huge plant, chaotic good
DEX
8 (1)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Actions
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 16 (3d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one
target. Hit: 28 (4d10 + 6) bludgeoning damage.
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Appendix Track
T
k 2: Ma
aps
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Track
k 3: In
nvestigate
the Red-Ro
R
obed
W
Wizarrds
(Necrroman
ncer
Track
k)
Part 1: Scoutting
Expected Dura
ation: 60 minuttes
The Zhentarim
m have identifie
ed two meeting
g points where
the new and olld Cult of the Dragon
D
will separately gather
with the robed
d wizards, and share
s
this inforrmation with
the leadership of the assembled factions. Th
he partys
etermine wheth
her the wizardss are Thayan,
goals are to de
their goals, and
d how to elimin
nate their prese
ence within
the stronghold
d. The party mu
ust choose whe
ether to
interrupt the new
n
or old Cults meeting. The
ey cannot do
both. They like
ely have inform
mation that can be useful.
Once the squad has decided, reccord their choice in Block 1 of the
Track 1 Report.
Corruptted Hillss
As the party travels through Kryptgarden
K
Fo
orest, they
d her wolf
enter the huntiing grounds of a dire wolf and
pack.
You follow the directions
d
provided by the Zhentaarim. Every hour
that passes takees you deeper intto the gloom of Kryptgarden
K
Forest. The terraain slowly rises as
a you progress toward
t
the hill
where the meeting will take place. The further yo
ou go, the thickerr
Hun
nted
As th
he characters p
proceed toward
ds the meeting p
point,
they m
may realize theey are being folllowed. Characcters with
a passsive Wisdom ((Perception) sccore of 15 or higher
noticce the wolves m
moving through
h the underbrussh around
them
m. The check is made with advvantage (+5 to sscore) if
the p
party investigateed the carcass and found traccks.
If th
he party detectts the wolves, tthey may makee any
planss they wish. Th
his could includ
de changing the
eir party
orderr, finding advan
ntageous groun
nd, trying to sett an
ambu
ush by setting o
one character a
as bait, etc. A g
good plan
will ggenerally provid
de a one-action
n or one-round benefit,
such as advantage o
on an attack orr a bonus to deffenses
durin
ng the first roun
nd.
Gen
neral Featu
ures
Ligght. The forest is dimly lit.
portions of the fforest heavily o
obscure
Forrest. Several p
creattures within an
nd are treated a
as difficult terra
ain. Trees
can b
be climbed with
h a successful D
DC 10 Strength
(Athlletics) check, bu
ut due to the he
eavy foliage do
o not offer
a bettter vantage poiint.
ea
Fogg. Several patcches of fog can lightly obscure
mediium creature w
within.
Adju
usting the En
ncounter
Here are recommendaations for adjusting this combat encounter.
Thesee are not cumula tive.
V
Very weak or weaak party: change the dire wolf to a worg
of poison.
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Scrying Attempt
Claugiyliamatar is using a crystal ball to watch the
characters during this encounter.
During the encounter, the characters have a chance to
notice a scrying sensor. Any character with a passive
Wisdom (Perception) of 15 or higher notices it. Similarly,
any character actively searching for the sensor notices it
with a successful DC 15 Wisdom (Perception) check.
If this is the first time that a character is successful in
noticing the scrying sensor, read the following:
The shimmering in the air is a translucent, fist-sized orb floating
approximately 25 feet above the ground and just as far away. A
scant heartbeat after you notice it, it winks out of existence.
General Features
Light. Normal illumination is present due to the
clearing. There is no fog atop the hill.
Steep climb. This side requires two successful DC 10
Strength (Athletics) checks to climb. A single character
could climb first, then secure a rope for the rest of the
party. Failure on any check requires a Stealth check to
avoid notice and inflicts 3 (1d6) bludgeoning damage
Strong party: the Red Wizard and cult fanatic are 5th-level
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Scrying Attempt
Claugiyliamatar is using a crystal ball to watch the cultists
during this encounter.
During the encounter, the characters have a chance to
notice a scrying sensor. Any character with a passive
Wisdom (Perception) of 15 or higher notices it. Similarly,
any character actively searching for the sensor notices it
with a successful DC 15 Wisdom (Perception) check.
If this is the first time that a character is successful in
noticing the scrying sensor, read the following:
The shimmering in the air is a translucent, fist-sized orb floating
approximately 25 feet above the ground and just as far away. A
scant heartbeat after you notice it, it winks out of existence.
Mounts
Treasure
Gathering Information
Characters learn the following through interrogation,
negotiation, or simply by searching the belongings of the
Thayans and cultists.
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Selecting a Character
The Squad Leaders faction contacts them at this time
with the speaking stone. They ask for a report, then share
that combining their information with other field reports
has allowed them to determine the location of the
overarching hobgoblin and Cult leaders, who possess an
artifact known as a dragon mask.
They ask the group to decide on one person who could
be part of a special squad during the attack on the
stronghold. Ask the players who would be interested in
being part of such a table during the final battle. The fight
will be difficult, with characters expected to swap out at
times. From those interested, the table may choose one
character for a chance to join the faction champion table.
If players cant choose, you may choose or have each
interested player roll a d20 to determine the choice.
Players can abstain. After all, the party will would be
down one party member for most or part of the final fight
if that person is selected.
Additionally, ensure that any player volunteering for
consideration understands that the faction champion
tables mission is vastly important and potentially
significantly more lethal.
You can then proceed with Part 2 in this same track.
Interactive Report
The DM will update their Interactive report, indicating:
Once done, the Squad Leader will take the top half of the tables
interactive report to the Commander at HQ who is responsible
for the track the table is playing.
Element Flag
Before beginning this part, the DM should check to see if a black
flag is posted at HQ. If the black flag is posted, the alarm has
already been sounded, and all foes are granted a +1 bonus to
Initiative, Insight, and Perception checks. The encounters are
otherwise unchanged.
Aerial Battle
Claugiyliamatar has dispatched monsters to intercept the
party.
The gaunt griffons soar through the air, high above the massive
forest. Only when they begin to descend do you realize that the
stronghold is up ahead. No clearing betrays its presence, for the
trees grow all around and within the walls.
A wave of alarm washes over you as your griffons empathically
alert you to five winged forms rising from the forest. As they
draw closer you see they are emaciated forms such as the
griffons, with large, feathered wings.
General Features
Trees. Combat begins above the treeline, but a character
could urge their mount below the treeline. Such a
cinematic tactic may require Wisdom (Animal Handling)
checks by both the character and any pursuing eagles or
owls to avoid striking tree limbs, but let the results guide
rather supplant the excitement of the encounter.
Elven Ruins
Once the combat has finished, the griffons fly through the
trees and into the stronghold.
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overhead.
haphazardly abandoned.
You soar over the main gate, seeing it open for two wagons
laden with supplies. Your flight takes you over an old tower,
The party may say their farewells, then explore and travel
toward the necromancers location.
Ruins. The ruined walls and stone-lined square are
ancient and weathered. Any character may attempt a DC
15 Intelligence (History) check to identify the ruins as
belonging to the elven kingdoms of Illefarn or Rilithar,
more than 1,200 years old.
Haunting
The cultist, Lerek, has just seen a ghost. He will try (and
probably fail) to convince the party to let him go in
exchange for not disclosing their location. He will also
share that one of the spirits bound by Zaralda escaped
and is acting on its own. The ghostly elf has killed several
cultists and Thayans. Lerek will flee if attacked.
The party may use this information to travel around the
area inhabited by the ghost.
Otherwise, the party can find the ghost in an empty
rubble-filled square. The party may kill or free the cultist
he simply intends to find a place to hide for the remainder
of the day.
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Solving the riddle and freeing the spirit from its torment
fulfills the requirements of the Order of the Gauntlet
Member Mission 2. If a member of the faction is present
at the table, the DM should check off this Member
Mission as being complete on the tables Scoring Report.
If not member of the faction is present, this box is
unchecked.
freely given,
Once the characters have all three pieces, they may join
them together to complete the tablet. When joined it
reads:
Time Constraints
Time will be called 45 minutes into Part 2. If the party
has not completed this part of the adventure, the
encounter stops immediately upon time being called.
Alternatively, if a squad has finished with Part 2 and
has sufficient time to spare, the DM and Captains should
encourage that they split up and ask other squads if they
need help to finish their encounter in time.
Once Part 2 has concluded, there will be a brief (10-15
minute) interlude while the interactive reports are turned
in and counted for Part 3.
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Element Flags
At the start of each round the DM should check for flags.
Describe these effects visually, such as from a battle occurring in
the distance.
Strong party: Zaralda already has mage armor cast and only
Victory Conditions
The party achieves victory when the necromancer has
been defeated. They may continue fighting if they desire.
Treasure
The necromancer has 20 platinum pieces (pp) and an
emerald worth 100 gp.
Additionally, the characters may collect Zaraldas drow
elf skinned spellbook (see the Faction Mission
Accomplishment, below).
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Conclusion
Expected Duration: 10 minutes
At the end of the adventure, the HQ area will tally up the
results and give out the report on the success of the
factions mission. Additional information will be revealed
after the event, as stated in Adventure Results.
After the results have been given for the event, feel free
to finish up by rewarding the characters at the table.
In addition to other rewards, the factions pay the
characters a total of
Faction Champion
If you had a character that went onto the faction
champion mission, make sure that player is contacted to
receive rewards for his or her character from when he or
she played at your table.
Interactive Elements
The Squad Leader, will turn the tables Scoring Report to their
Captain. The Captain in turn will tally the total faction scores for
all of the tables in his section and turn in their own report in to
the Commanders. The Commanders will then add the scores for
each section to reach an overall score for each faction.
Rewards
Make sure the players note their rewards on their
adventure logsheets. Give your name and DCI number (if
applicable) so players can record who ran the session.
Giant owl
Ghost (insane)
Red Wizard
Scout
Wight
Wolf
Worg
Zaralda the Necromancer
50
700
450
100
700
50
100
450
Non-Combat Awards
Task or Accomplishment
XP per Character
Finding the location of the Green Dragon Mask
150
Freeing the ghost
50
Turning over both spellbooks
100
Treasure
The characters receive the following treasure, divided up
amongst the party. Characters should attempt to divide
treasure evenly whenever possible. Gold piece values
listed for sellable gear are calculated at their selling price,
not their purchase price.
Consumable magic items should be divided up
however the group sees fit. If more than one character is
interested in a specific consumable magic item, the DM
can determine who gets it randomly should the group be
unable to decide.
Permanent magic items are divided up according to a
system. See the sidebar if the adventure awards
permanent magic items.
Treasure Awards
Experience
Total up all combat experience earned for defeated foes,
and divide by the number of characters present in the
combat. For non-combat experience, the rewards listed
are per character. Give all characters in the party noncombat experience awards unless otherwise noted.
Combat Awards
Name of Foe
Bandit
Cultist
Cult fanatic
Dire wolf
Fighting Claugiyliamatar
Giant eagle
Item Name
Gold from chest within black tent
Honey-colored garnets (2)
Red vellum spellbook
Drow-skinned spellbook
Zaraldas coinpurse
Zaraldas emerald
GP Value
600
30 each
35
50
200
100
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Drow-Skinned Spellbook
The drow-skinned spellbook contains the following spells:
charm person, mage armor, magic missile, hold person,
misty step, and animate dead.
Amulet of Health
This amulet is made of gold, with a large ruby inset in it.
While wearing it, your Constitution score is 19. A full
description of this item can be found in the basic rules or
the Dungeon Masters Guide.
+1 Longsword
This elegant blade gleams as though newly forged, never
accumulating dirt or grime. You gain a +1 bonus to attack
and damage rolls when wielding it. A full description of
this item can be found in the basic rules or the Dungeon
Masters Guide.
Renown
All faction members earn two renown points for
participating in this critical event.
If a faction member completed a member mission, award
that character one additional renown point.
Downtime
Each character receives ten downtime days at the
conclusion of this adventure.
DM Rewards
You receive 300 XP and ten downtime days for running
this session.
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Appendix
x Track 3: Monst
M
ter/NP
PC Sta
atistic
cs
Langu
uages any one la nguage (usually Common)
Challeenge 2 (450 XP)
Banditt
Medium humanoiid (any race), any non-lawful
n
alignmeent
hrows
Dark Devotion. The faanatic has advanttage on saving th
again st being charmed or frightened.
EX
DE
12 (+1)
CON
12 (+1)
WIS
S
10 (+
+0)
CHA
10 (+0)
P
10
Senses passive Perception
Languages any one
o language (ussually Common)
Challenge 1/8 (2
25 XP)
Act ions
Actions
Diire Wollf
Large beast, unaligned
Cultisst
EX
DE
12 (+1)
CON
10 (+0)
STTR
17 (+
+3)
INT
10 (+0)
WIS
S
11 (+
+0)
CHA
10 (+0)
DEX
15 (+2)
CON
15 (+2)
INT
3 (
4)
WIS
12 (+1)
CHA
7 (2)
Stealth +4
Skills Perception +3, S
Sensees passive Percep
ption 13
Langu
uages
Challeenge 1 (200 XP)
mell. The wolf hass advantage on W
Wisdom
Keen Hearing and Sm
hat rely on hearin
ng or smell.
(Perceeption) checks th
T cultist has ad
dvantage on saviing throws
Dark Devotion. The
against being ch
harmed or frighteened.
Actions
Scimitar. Melee Weapon Attack: +3
+ to hit, reach 5 ft., one
creature. Hit: 4 (1d6
(
+ 1) slashing damage.
Cult Fanatic
F
c
Act ions
Bite. M
Melee Weapon Atttack: +5 to hit, reach 5 ft., one targget. Hit: 10
(2d6 + 3) piercing dam
mage. If the targett is a creature, it m
must
succeeed on a DC 13 Sttrength saving throw or be knockeed prone.
EX
DE
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
S
13 (+
+1)
CHA
14 (+2)
+ Religion +2
Skills Deception +4, Persuasion +4,
P
10
Senses passive Perception
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Ghost*
Medium undead, any alignment
Armor Class 11
Hit Points 45 (10d8)
Speed 0 ft., fly 40 ft.
STR
7 (2)
DEX
13 (+1)
Giant Eagle
CON
10 (+0)
INT
10 (+0)
WIS
12 (+1)
CHA
17 (+3)
Armor Class 13
Hit Points 26 (4d10 + 4)
Speed 10 ft., fly 80 ft.
STR
16 (+3)
DEX
17 (+3)
CON
13 (+1)
INT
8 (1)
WIS
14 (+2)
CHA
10 (+0)
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane
when it is on the Material Plane, and vice versa.
Skills Perception +4
Senses passive Perception 14
Languages Giant Eagle, understands Common and Auran but
cant speak them
Challenge 1 (200 XP)
Actions
Actions
Multiattack. The eagle makes two attacks: one with its beak and
one with its talons.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
6 (1d6 + 3) piercing damage.
Giant Owl
Large beast, neutral
Armor Class 12
Hit Points 19 (3d10 + 3)
Speed 5 ft., fly 60 ft.
STR
13 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
8 (1)
WIS
13 (+1)
CHA
10 (+0)
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 8 (2d6 + 1) slashing damage.
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Red Wizard
Wight
STR
9 (1)
DEX
14 (+2)
CON
11 (+0)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
Actions
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 3 (1d8 1) bludgeoning damage.
Scout
Medium humanoid (any race), any alignment
DEX
14 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
13 (+1)
CHA
11 (+0)
STR
15 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)
Actions
Multiattack. The wight makes two longsword attacks or two
longbow attacks. It can use its Life Drain in place of one
longsword attack.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 5 (1d6 + 2) necrotic damage. The target must
succeed on a DC 13 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the target finishes a long rest. The
target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a
zombie under the wights control, unless the humanoid is
restored to life or its body is destroyed. The wight can have no
more than twelve zombies under its control at one time.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing
damage if used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.
Actions
Multiattack. The scout makes two melee attacks or two ranged
attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.
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Zaralda, the
Necromancer
Wolf
Medium beast, unaligned
DEX
15 (+2)
CON
12 (+1)
INT
3 (4)
WIS
12 (+1)
CHA
6 (2)
DEX
14 (+2)
CON
11 (+0)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
(2d4 + 2) piercing damage. If the target is a creature, it must
succeed on a DC 11 Strength saving throw or be knocked prone.
Worg
Actions
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 3 (1d8 1) bludgeoning damage.
DEX
13 (+1)
CON
13 (+1)
INT
7 (2)
WIS
11 (+0)
CHA
8 (1)
Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Goblin, Worg
Challenge 1/2 (100 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
10 (2d6 + 3) piercing damage. If the target is a creature, it must
succeed on a DC 13 Strength saving throw or be knocked prone.
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Appendix Track
T
k 3: Ma
aps
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Facttion Champ
C
pion
Tabble
Expected Dura
ation: 40 minuttes
During Part 1 of the this even
nt, each table may
m choose to
select one partty member to possibly
p
join the
e faction
champion table. The Comma
anders will rand
domly select
m all the entran
nts.
six heroes from
At the conclu
usion of Part 2 the faction cha
ampion table iss
formed. The fa
action champio
on table plays th
hrough Part 3
together, facess a stronger cha
allenge and ma
ay even have a
special Dunge
eon Master.
A maze of recen
ntly built dwelling
gs occupies this part of the
stronghold. Whiile you search forr the Cults leadeer you hear the
sounds of battlee. Through the trees high up on a hill you see
heroes battling a Thayan necrom
mancer, who sum
mmons the dead
to do battle. Neaar the walls you can
c see adventurers advancing
Sw
wapping
g Chara
acters
The eencounter is exxtremely deadlyy. In addition, e
each
playeers original tab
ble is playing w
with one fewer ccharacter.
At an
ny time during tthis encounter a player may d
decide to
leavee this table and
d rejoin their orriginal table. Th
his
happ
pens automaticaally if they are killed or remaiin
uncoonscious for mo
ore than one ro
ound.
hen a characterr leaves the tab
ble or dies, theyy are
Wh
replaaced with anoth
her character th
hat had volunte
eered to
be att the faction chaampion table.
Elem
ment Flags
At thee start of each ro und the DM sho
ould check for flaggs.
Descrribe these effectss visually, such ass from a battle occurring in
the diistance.
rope bridges.
g the tabard of
Just outside thee tower stands a human wearing
the Cult of the Dragon,
D
shaking hands with an en
normous
hobgoblin. Thesse must be the leeaders you seek! Three cultists
Mission Goalls
The faction champion table iss asked to elim
minate Garbul
g Cult of the Drragon faction.
and the leaderr of the winning
The party is also to recover th
he Green Drag
gon Mask.
Determ
mining Cult
Factio
on
HQ has been determining
d
the
e number of tab
bles
succeeding aga
ainst either the
e new or old aspect of the
Cult of the Dra
agon. The Cult that has been least
l
impacted
is the faction meeting
m
with Garbul.
B
Black Flag. The aalarm was raised. Foes gain a +1 bonus to
IInitiative, Insightt, and Perception
n checks.
R
Red Flag. Thayan
n necromancers aare still alive. At the start of
eeach round one d
defeated foe rises as a zombie. Iff this flag is
n
not present, charracters gain a mo
orale boost: each
h character
m
may spend a Hit Die to regain hitt points (no actio
on) once at
aany point during the final encoun
nter.
Y
Yellow Flag. Hobbgoblin archers sstill man the walls. At the
sstart of each rou nd the DM makees one ranged weeapon
aattack against on
ne character: +3 tto hit, one targett. Hit: 3
((1d6) piercing daamage.
B
Blue Flag. Other key leaders of th
he Cult and hobggoblins
hhave been defeatted. All foes suffeer a -1 penalty to attack
rrolls.
W
White Flag. When the dragon app
pears at this table, an elven
gghost appears att this table, dresssed in ancient arm
mor. One
ttime, at the partyys request, the gghost intercepts a dragons
aattack (includingg its breath weapon) and is destro
oyed by the
aattack preventing all harm to th
he party.
G
Green Flag. The horn never sounded. The dragon
n may not
aattack a table during the first round of initiative.
P
Purple Flag. The fey bargain was accepted. See th
he Running
tthe Dragon end n
notes.
Gen
neral Feaatures
Build
dings are 20 feeet tall, ringing a 50-foot-wide, treefilled
d square. Outerr doors are lock
ked on a roll of a 1 on a
d6. T
The door to the tower is unloccked. Buildingss have
shutttered windows,, which can be forced open from the
outsiide with a DC 1
10 Strength (Atthletics) check.. Once
insid
de, it takes one round to reach
h the second flo
oor.
de of a building
g requires DC 1
10
Climb
bing the outsid
Stren
ngth (Athletics)) check.
Rop
ope Bridges aree 20 feet above
e the ground an
nd
conn
nect four buildin
ngs to the towe
er. The rope briidges are
ucceeds at
consiidered difficultt terrain unlesss a character su
a DC
C 10 Dexterity ((Acrobatics) ch
heck. Enemies d
do not
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Reinforcements
Start of every even round: Two more cultists emerge
from the tower or other buildings.
Start of Round 3: An ogre enters the square and joins
the fray. The ogre is the father of the half-ogre guarding
the wagon in the Leader Track. As it fights, the ogre asks
aloud whether anyone has seen his son.
Modification
Depending on the size of the convention that this
adventure is featured at, there may be a large number of
people eager to be seated at the faction champion table. If
you feel that the table is performing exceptionally well
and that they may complete the battle too soon, or if you
feel that more people should get a shot at it, consider
adding a hobgoblin to the reinforcement rotation or even
giving cultist fanatic and/or Garbul more hit points.
Treasure
Garbuls finely wrought half plate armor can be claimed
as a prize. It can be sold for 375 gp, or the party can agree
to give it to one of the characters.
Victory Conditions
The faction champion table achieves victory when both
Garbul and the cult fanatic have been defeated. The
Green Dragon Mask can then be recovered.
Rewards
Encounter Changes
Make the following modifications to the statistics
provided:
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Experience
Total up all combat experience earned for defeated foes,
and divide by the number of characters present in the
combat. For non-combat experience, the rewards listed
are per character. Give all characters in the party noncombat experience awards unless otherwise noted.
Combat Awards
Name of Foe
Cultist
Cult fanatic
Fighting Claugiyliamatar
Garbul, Hobgoblin Warlord
Hobgoblin
Ogre
XP per Foe
25
450
200
700
100
450
Non-Combat Awards
Task or Accomplishment
Recovering the Green Dragon Mask
XP per Character
200
Treasure
See the characters original track. In addition, characters
can claim Garbuls half plate armor (sellable for 375 gp),
as it is finely wrought.
Renown
See the characters original track. The character earns all
renown awards from his or her original party while
playing at the faction champion table.
Downtime
See the characters original track.
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52
Faction Ch
hampio
on: Monste
M
er/NPC Sta
atistic
cs
Gaarbul, Hobgo
oblin
Ch
hampio
on
Cultisst
Medium humanoiid (any race), any non-good
n
alignmen
nt
EX
DE
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
S
11 (+
+0)
CHA
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
+1)
12 (+
WIS
10 (+0)
CHA
13 (+1)
T cultist has ad
dvantage on saviing throws
Dark Devotion. The
against being ch
harmed or frighteened.
Actions
Act ions
Multiiattack. The hobggoblin makes two
o greatsword attaacks.
Cult Fanatic
F
c
EX
DE
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
S
13 (+
+1)
CHA
14 (+2)
+ Religion +2
Skills Deception +4, Persuasion +4,
P
10
Senses passive Perception
Languages any one
o language (ussually Common)
Challenge 2 (450
0 XP)
Actions
Multiattack. Thee fanatic makes two
t melee attacks.
Dagger. Melee orr Ranged Weapon
n Attack: +4 to hitt, reach 5 ft. or
range 20/60 ft., one
o creature. Hitt: 4 (1d4 + 2) piercing damage.
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Hobgoblin
Medium humanoid (goblinoid), lawful evil
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
9 (1)
Actions
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing
damage if used with two hands.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft.,
one target. Hit: 5 (1d8 + 1) piercing damage.
Ogre
Large giant, chaotic evil
DEX
8 (1)
CON
16 (+3)
INT
5 (3)
WIS
7 (2)
CHA
7 (2)
Actions
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
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Factiion Ch
hampions: M
Map
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55
Cla
augiylliamattar
This section prrovides details into running Claugiyliamatar
C
r
during the fina
al battle for the stronghold. Each
E
section's
Commander will
w be playing the role of this fearsome
f
adversary. Eacch section will face
f
their own unique version
n
of the dragon. The faction champion table iss the exception
n
er the dragon once.
o
to this and willl only encounte
Because of the amount of concentration
c
needed
n
by the
ptain, an assisttant will be help
pful in
controlling Cap
ensuring that Interactive
I
Elem
ments are relayyed to HQ in a
timely mannerr.
Claugiyliama
atar is an ancie
ent green drago
on, and a
formidable opp
ponent. Howevver, the actions of the heroes
have an impacct. The Captain playing the dra
agon and the
DMs of the tab
ble it is attackin
ng should check
k to see if the
following elem
ment flags are active.
Green Flag. Because the horn
h
never sum
mmons her,
Claugiyliamata
ar is late in flyin
ng to the strong
ghold and
cannot attack a table during their
t
first round
d of combat.
(While the dragon has scryed
d upon the hero
oes, she
d
so to deciide which factio
on of the Cult
primarily has done
of the Dragon to support. She
e never suspeccted the heroes
o actual successs.)
had a chance of
White Flag. The ghosts once bound by th
he
m sacrifice th
hemselves, oncce per table, to
necromancer may
cause any attack action by the dragon to havve no effect.
Purple Flag
g. The fey barga
ain was accepte
ed. King
Witchthorn shields the heroe
es in several ke
ey ways:
ence.
Immunity to poison and frightful presen
ons attacks can
n do no more th
han 10 points
The drago
of damage
e at one time.
acters attacks against
a
her recceive a bonus,
The chara
effectivelyy giving her AC 16. Her saving
g throws are
unaffected
d.
Th
he Drag
gons A
Actionss
By th
he time she hass approached th
he first table, she has
expen
nded all of her daily uses of le
legendary resist
stance.
use her legend
dary actions du
She aalso does not u
uring the
battlee.
Th e following is a general guide
eline for the dra
agons
nture. As this ad
dventure
actio ns during Partt 3 of the adven
is dessigned for large conventions, it provides exttensive
detaiil on the encoun
nter. However,, if you feel thatt it does
not ru
un smoothly in
n smaller venue
es, please feel ffree to
modiify it as you seee fit. Typically, C
Claugiyliamata
ar will act
as folllows during th
he battle.
Firrst Round. Thee dragon appro
oaches a random
m table in
the s ection and usees her breath w
weapon on the p
party
mbled there. Take advantage of this opportu
unity and
assem
ask th
make Dexterityy saves
he characters aat the table to m
ple element fla
ag is up, they w
althoough if the purp
will not be
necesssary. Once eveeryone has rollled, describe th
he breath
weap
pon as having n
no effect. She b
bellows in ange
er when
she d
discovers this aand curses King
g Witchthorn; k
knowing
this tto be his work.
Claaugiyliamatar cchanges her pla
ans during the following
round
ds, and picks h
her targets care
efullyshe has no
inten
ntion of dying to
oday.
Su
ubsequent Rou
unds. She planss to fight only tthe
weakkest groups. To
o represent thiss, each time she
e
approoaches a new ttable, each character at that ta
able may
makee one action aggainst her witho
out spending an
n action.
It can
n be any type o
of attack (includ
ding melee as sshe flies
6. A siege weap
near)) against AC 16
pon can be used against
her iff under the con
ntrol of the partty and a characcter is
adjaccent to it. Thesee bonus actions occur outside
e the
orderr of initiative sh
hould be made immediately u
upon the
dragoon arriving at tthe table.
Th e combined daamage of the pa
arty for these bonus
attacck(s) determinee her actions for the round:
A deafening roar and the beat off massive, leatheery wings shakes
you to the core as
a the wind reaches staggering speeds;
scattering debriss and bodies likee trash on the wind.
Behold, wretched ones! Claug
giyliamatar roarss in fury, The
price of your hubris is at hand!
M
More Than 5 D
Damage per C
Conscious Charracter.
S
She does not aattack that roun
nd; she instead flies
aaway to attack another table. For example, iif a squad
oof 5 conscious characters dea
als 25 or more combined
p
points of damaage to the drago
on, she does no
ot attack;
iinstead fleeing to seek weake
er prey.
L
Less Than 5 D
Damage per Co
onscious Charracter.
S
She does not laand or enter initiative, but ratther uses
m
multiattack imm
mediately; atta
acking with herr bite and
cclaw attacks an
nd disengages once the attack
ks are
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Moving On
Development
If the party is very hurt, the dragon can instead attack
the terrain. She could collapse a wall, knock down a tree,
destroy a siege weapon, etc. This should have a tactical
impact on play, such as to pin a character to the ground or
cause a character to have to use skills to reach a foe.
Victory Conditions
Claugiyliamatar has no intention of dying during the
battle. It takes a total of 40 points of damage per squad to
defeat (read, not slay) the dragon and convince her to
leave the battle. Similarly, she flees if all of the squads in
the section have achieved victory (see Victory Conditions).
Curse you, vermin! Curse your causes! Soon you will all reap
the dire rewards for your aspirations!
With two great beats of her wings, the dragons massive body
hurtles over the treeline, and vanishes into the distance.
The great dragon, Claugiyliamatar has fled!
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57
Cla
augiyyliama
atars Statistics
C
Claugiiyliama
atar, Old
O
G
Gnawbones
G
Gargantuan dragon
n, lawful evil
A
Armor Class 21 (n
natural armor)*
H
Hit Points 385 (22d20 + 154)**
S
Speed 40 ft., fly 80
0 ft., swim 40 ft.
STR
27 (+8)
DEX
X
12 (+
+1)
CON
25 (+7)
INT
20 (+5)
WIS
17 (+3
3)
CHA
19 (+4)
S
Saving Throws Dex +8, Con +14, Wis
W +10, Cha +11
S
Skills Deception +11,
+ Insight +10,, Perception +17,,
Persuasion +11, Stealth +8
D
Damage Immunitties poison
C
Condition Immun
nities poisoned
S
Senses blindsightt 60 ft., darkvision
n 120 ft., passive Perception 27
LLanguages Comm
mon, Draconic
C
Challenge 22 (30,,000 XP)
Legen
ndary Actio
ons****
The draggon can take 3 leegendary actions,, choosing from the
options below. Only onee legendary action
n option can be u
used at
a time a nd only at the en
nd of another creeatures turn. Thee
dragon rregains spent leggendary actions aat the start of its turn.
Detect. TThe dragon makees a Wisdom (Peerception) check..
Tail Attaack. The dragon m
makes a tail attacck.
Wing Att
ttack (Costs 2 Acttions). The drago
on beats its winggs. Each
creatuure within 15 feett of the dragon m
must succeed on a DC
ning
23 Dexxterity saving thrrow or take 15 (2d6 + 8) bludgeon
damagge and be knockeed prone. The drragon can then flyy up to
half itss flying speed.
*Reduceed to AC 16 if thee Purple Flag hass been raised
**After 440 hit points of d
damage, the draggon moves on to
o
anotheer group
***No m
more than 10 dam
mage per attack if the Purple Flagg has
been rraised
****No legendary action
ns during the advventure
A
Amphibious. The dragon can breaathe air and water.
LLegendary Resista
ance (3/Day). If the dragon fails a saving
throw, it can choo
ose to succeed in
nstead.
A
Actions***
*
M
Multiattack. The dragon can use its Frightful Presence. It then
m
makes three attaccks: one with its bite and two with
h its claws.
B
Bite. Melee Weapoon Attack: +15 to
o hit, reach 15 ft.,, one target.
H
Hit: 19 (2d10 + 8)) piercing damag
ge plus 10 (3d6) poison
d
damage.
C
Claw. Melee Weap
pon Attack: +15 to
t hit, reach 10 ftt., one target.
H
Hit: 22 (4d6 + 8) slashing damagee.
T
Tail. Melee Weapoon Attack: +15 to
o hit, reach 20 ft., one target.
H
Hit: 17 (2d8 + 8) bludgeoning dam
mage.
F
Frightful Presencee. Each creature of
o the dragons choice
c
that is
w
within 120 feet off the dragon and aware of it mustt succeed on a
D
DC 19 Wisdom saaving throw or beecome frightened
d for 1
m
minute. A creaturre can repeat the saving throw at the end of
eeach of its turns, ending the effectt on itself on a su
uccess. If a
ccreatures saving throw is successsful or the effect ends for it,
the creature is im
mmune to the draagons Frightful Presence
P
for
the next 24 hourss.
P
Poison Breath (Reecharge 56). Thee dragon exhaless poisonous
ggas in a 90-foot cone. Each creatu
ure in that area must
m
make a
D
DC 22 Constitutio
on saving throw, taking 77 (22d6)) poison
d
damage on a faileed save, or half as much damage on a
ssuccessful one.
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58
Adveenturee Resu
ults
E
Expected Dura
ation: 10 minu
utes
H
HQ will determ
mine success at the end of the event, prior
to the players re
eceiving rewards from their in
ndividual
D
DMs.
The remainin
ng results will be
b tallied and announced
a
after the event is
i complete.
Interactive Element
E
A
At the end of the adventure, each Captain will tallyy the points of
their tables Scoree Reports and co
ome up with a tottal score for
the tables that theey represent. Theese scores will th
hen be
reported to the Commanders who
o will then determ
mine which
fa
faction has the most
m
points. The winning
w
faction captures
c
the
G
Green Dragon Ma
ask at the end of the
t battle.
D
Determ
mining Successs
E
Each of the thrree missions; majority
m
of tab
bles
ssuccessful. The
e attack on the stronghold is successful!
s
T
The forces of evvil are routed and
a flee. The factions
w
within the Cult of the Dragon turn to fighting
g each other
b
briefly before re
etreating. The Thayans
T
also depart,
d
sswearing venge
eance. Claugiyliiamatar retreatts to her lair
to lick her woun
nds and schem
me anew.
Two of the th
hree missions;; majority of ta
ables
ssuccessful. A majority
m
of table
es succeeded, the
t attack is
a partial successs. The factionss arrive and tog
gether with
th
he heroes the stronghold
s
fina
ally falls.
One of the th
hree missions;; majority of ta
ables
ssuccessful. The
e stronghold ha
as taken signifiicant
d
damage but doe
es not fall. The factions and noble
n
fa
families attack the stronghold
d, suffering heavvy
ccasualties. The stronghold eve
entually falls, but
b at a great
ccost to the factions.
ccessful. The stronghold
s
Majority of alll tables unsuc
sstill stands and the factions an
nd heroes are repelled.
r
Oth
her ressults
HQ willl tally up the otther results obttained from the
e
mission
ns and reveal th
he following de
etails in the posstevent ceeremony.
The C
Cult of thee Dragon
HQ dettermines which
h splinter group
p of the Cult off the
Dragon
n, old or new, w
was targeted the most by the
charactters. That orgaanization loses Claugiyliamata
ars
supportt.
Factiion Developpments
HQ totaals the points eeach faction earrned during the
e
interacttive. The winniing faction is ch
hosen to guard
d the
Green D
Dragon Mask, if it was reclaim
med by the facttion
champiion table.
At thiis point, the Co
ommanders sho
ould have an
indicatiion of where eaach faction stan
nds in so far ass
points aare concerned.. The winning ffaction is annou
unced
and thee winner of the Green Dragon
n Mask is annou
unced
and broought up to claiim his or her prize.
The w
winner of the G
Green Dragon M
Mask is the firsst
applicaable player in deescending prio
ority:
he member of th
he winning faction at the tablle.
Th
an opposed,
omever wins a
In case of tie, who
nmodified d20 ccheck.
un
he first memberr of the winning
g faction in
Th
arshalling.
con
nsulting the ma
T
There is a cry of victory
v
as the last of the cultists and
a
h
hobgoblins are sllain, surrender, or
o flee into the fo
orest.
This victory cam
me at a cost, how
wever. The ground
d is littered
w
with the dead and
d it isnt until you see them that you realize
ju
ust how profoun
nd this effort trulyy was.
Both the dead and the living are clad in a hundreeds of
d
different colors with
w hundreds off different devicess sewn into
taabards and flagss, and painted on
nto shields and breastplates.
b
A booming voice rings out in adulation and lookking up, you
ssee Valero standiing atop a nearbyy towerthe herraldry of
H
House Brokengulf raised high above his head.
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