DDAL05-02 The Black Road
DDAL05-02 The Black Road
DDAL05-02 The Black Road
Organized attacks by
orcs and other monstrous humanoids working in concert with one another have folks baffled. Little do
they know that an unusually intelligent hill giant, going by the name of Bad Fruul is to blame. SEER has
sent her emissary Hsing, to task your group to accompany a caravan with a very special cargo destined for
the Shrine of Axes in Parnast, and to figure out who is responsible.
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Combat Awards
Name of Foe XP per Foe
D&D Adventurers League has a system in place to determine
Goblin Raider 50 who is awarded permanent magic items at the end of a
Goblin Boss 200 session.
Worg 100 Each character’s logsheet contains a column to record
Veteran 700 permanent magic items for ease of reference.
Priest 450 If all the players at the table agree on one character taking
Guard 25 possession of a permanent magic item, that character gets
Hobgoblin Captain 700 the item.
Hobgoblin 100 In the event that one or more characters indicate an
Bugbear Chief 700 interest in possessing a permanent magic item, the
Bugbear 200 character that possesses the fewest permanent magic
items gets the item.
If there is a tie in the total number of permanent magic
Non-Combat Awards items owned by contesting characters, the item’s owner is
Task or Accomplishment XP per Character determined randomly by the DM.
Escorting the statue 150
The minimum total award for each character Wondrous item, uncommon (requires attunement)
participating in this adventure is 450 experience
points. These bracers are bulky with hexagon designs along
The maximum total award for each character them that do not match any common racial or family
participating in this adventure is 600 experience styling.
points. In addition, the hexagons turn blue in the cold or a
warm orange in heat. The bearer suffers no harm in
temperatures as cold as -20 degrees Fahrenheit or as
warm as 120 degrees Fahrenheit. A description of
The characters receive the following treasure, this item can be found in Player Handout 5.
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 Each character receives five downtime days at the
price. conclusion of this adventure.
Consumable magic items should be divided up
however the group sees fit. If more than one
character is interested in a specific consumable All faction members earn one renown point for
magic item, the DM can determine who gets it participating in this adventure.
randomly should the group be unable to decide.
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STR DEX CON INT WIS CHA Skills Stealth +6, Survival +2
6 (−2) 14 (+2) 10 (+0) 3 (−4) 14 (+2) 5 (−3) Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Skills Perception +4 Challenge 1 (200 XP)
Senses passive Perception 14 Brute. A melee weapon deals one extra die of its
Languages — damage when the bugbear hits with it (included in the
Challenge 1/8 (25 XP) attack).
Keen Sight. The hawk has advantage on Wisdom Surprise Attack. If the bugbear surprises a creature and
(Perception) checks that rely on sight. hits it with an attack during the first round of combat,
Pack Tactics. The hawk has advantage on an attack roll the target takes an extra 7 (2d6) damage from the
against a creature if at least one of the hawk’s allies is attack.
within 5 feet of the creature and the ally isn’t
incapacitated.
Morningstar. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one Shortbow. Ranged Weapon Attack: +4 to hit, range
target. Hit: 4 (1d4 + 2) piercing damage. 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage
at range. Note the bugbear is wearing the bracers of
archery.
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 11 (+0) 16 (+3) 8 (-1) 14 (+2) 2 (-4) 8 (-1) 5 (-3)
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1) 10 (0) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 10 (0)
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., Multiattack. The goblin makes two attacks with its
one target. Hit: 5 (1d6 + 2) slashing damage. scimitar. The second attack has disadvantage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. one target. Hit: 5 (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Skills Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/8 (25 XP)
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (−1) 15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1)
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin Languages Common, Goblin
Challenge 1/2 (100 XP) Challenge 3 (700 XP)
Martial Advantage. Once per turn, the hobgoblin can Martial Advantage. Once per turn, the hobgoblin can
deal an extra 7 (2d6) damage to a creature it hits with a deal an extra 10 (3d6) damage to a creature it hits with
weapon attack if that creature is within 5 feet of an ally a weapon attack if that creature is within 5 feet of an
of the hobgoblin that isn’t incapacitated. ally of the hobgoblin that isn’t incapacitated.
Longsword. Melee Weapon Attack: +3 to hit, reach 5 Multiattack. The hobgoblin makes two greatsword
ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 attacks.
(1d10 + 1) slashing damage if used with two hands. Greatsword. Melee Weapon Attack: +4 to hit, reach 5
Longbow. Ranged Weapon Attack: +3 to hit, range ft., one target. Hit: 9 (2d6 + 2) piercing damage.
150/600 ft., one target. Hit: 5 (1d8 + 1) piercing Shortbow. Ranged Weapon Attack: +4 to hit, range
damage. 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
If the party is weak or very weak, then there are no Note the hobgoblin captain is wearing the bracers of
hobgoblin captains, and the hobgoblin will be using the archery.
bracers of archery, so add +2 damage to their attacks. Leadership (Recharges after a Short or Long Rest). For
1 minute, the hobgoblin can utter a special command
or warning whenever a nonhostile creature that it can
see within 30 feet of it makes an attack roll or a saving
throw. The creature can add a d4 to its roll provided it
can hear and understand the hobgoblin. A creature can
benefit from only one Leadership die at a time. This
effect ends if the hobgoblin is incapacitated.
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1) 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Skills Medicine +7, Persuasion +3, Religion +4 Skills Athletics +5, Perception +2
Senses passive Perception 13 Senses passive Perception 12
Languages any two languages Languages any one language (usually Common)
Challenge 2 (450 XP) Challenge 3 (700 XP)
Divine Eminence. As a bonus action, the priest can
expend a spell slot to cause its melee weapon attacks
to magically deal an extra 10 (3d6) radiant damage to a Multiattack. The veteran makes two longsword
target on a hit. This benefit lasts until the end of the attacks. If it has a shortsword drawn, it can also make a
turn. If the priest expends a spell slot of 2nd level or shortsword attack.
higher, the extra damage increases by 1d6 for each Longsword. Melee Weapon Attack: +5 to hit, reach 5
level above 1st. ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8
Spellcasting. The priest is a 5th-level spellcaster. Its (1d10 + 3) slashing damage if used with two hands.
spellcasting ability is Wisdom (spell save DC 13, +5 to Shortsword. Melee Weapon Attack: +5 to hit, reach 5
hit with spell attacks). The priest has the following ft., one target. Hit: 6 (1d6 + 3) piercing damage.
cleric spells prepared: Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
range 100/400 ft., one target. Hit: 5 (1d10) piercing
Cantrips (at will): light, sacred flame, thaumaturgy damage.
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians
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Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Goblin, Worg
Challenge 1/2 (100 XP)
Keen Hearing and Smell. The worg has advantage on
Wisdom (Perception) checks that rely on hearing or
smell.
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If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter
their results.
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