2248652-Run The Hunt
2248652-Run The Hunt
2248652-Run The Hunt
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Introduction of Series
This particular series is all about mini-campaigns for Dungeons & Dragons 5th
Edition. Each mini-campaign is numbered, and that number is meant to be the level
of character it is designed for. “1st of 20” is meant for Level 1 Characters. It goes all
the way to 20, so your DM can continue the series as if it is one long campaign.
I will admit that each mini-campaign was not designed to give enough XP to
level the characters up after completion. The focus was to make complete missions.
So, if you do run through all 20, it will have to be based on the milestone system.
Also, each one has homebrewed NPCs and items, as well as references to official
NPCs from official D&D books.
There is a loose storyline for the series. They are based on the Forgotten
Realms universe, and they start at the Flooded Forest in the South and end in the
Northern end of the Border Forest. The descriptions of each location will be based on
a location in the Forgotten Realms, but feel free to rewrite them as necessary.
These mini-campaigns are meant to be a few things. One, you can use them to
help level up your Players’ Characters. Two, they provide a nice detour from a long-
lasting campaign. Three, they offer a chance to still play a game when one or more
Players are absent. Four, they can be a stand-alone series for an exciting and diverse
campaign.
When I playtested the series with my friends at Game Portal in Mountain
Home, Arkansas, I had a plethora of different Players. Sometimes I’d only have two,
and once I even had to accommodate eight. One week I’d all physically built
characters, and the next I’d have all magic wielders. I had one or two character deaths,
but I never TPK’d the party. This series is meant to be fun. Dangerous, but not
certainly lethal in the right circumstances.
Feel free to change them up to your preferences and the group’s needs. D&D
is meant to be played. As long as everyone has fun, that’s the right way to play. If
you have any questions for me, or spot a few errors, feel free to contact me. And of
course, please rate the mini-campaigns. I need all the publicity I can get.
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Mini-Campaign Ten
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Player’s Introduction
The Dalelands are full of proud people, wide forests, and fierce creatures. In
fact, one could say that these three things are its major resources, but its actually
their wheat fields and fur trades. The people are hardened by the wilderness around
them, and they have survived by holding tightly to their respect for the land. They
plant their crops, say their prayers to the gods, make treaties with the supernatural,
and raise their families as best they can. Sometimes, even these things are not enough
for survival.
The endless woods hold many mysteries, both old and young. It is said that
old and weak gods sleep within the soil. Their dreams birth new wonders, and their
nightmares walk as easily as a man. A fool walks these lands alone, and only the
brave do so with allies.
Ordulin, a major point of civilization in an uncivilized area, is adorned with
statues and tapestries to the many known and forgotten gods. Though the buildings
are of fine craftsmanship, it has stayed true to its rustic beginnings with an
abundance of parks, waterways, and massive trees. The city is as welcoming as it is
simultaneously unwelcoming, as its citizens look on with suspicion for tourists visiting
out of season.
The party had travelled through the mystic city of Ordulin in search of work,
but fate was not on their side. Ordulin was unusually calm, and the locals revealed its
reason to be the planting season. There was no need for the swinging of swords, from
at least strangers. The party was met with empty stares and cold shoulders, and it was
strongly suggested that they be moving along soon.
Only by chance, they met a group of polite scouts who suggest travelling
towards the Archwoods. While Ordulin didn’t need any adventurers, many villages
that live on the edge of the known world are in constant need of help. The forest
doesn’t always take too kindly to civilization, and sometimes it feels the compulsion
to wipe it out.
If the party wishes, they may go to stores in order to restock rare supplies and
purchase weapons. If they so wish, they can make an Investigation check at DC 15
if searching for a store that has magical items. If they succeed, they find a store called
“Dragonscale Vipers”. The store contains many oddities and rare antiques, ranging
from old tomes to family swords.
Shenlong will be very interested in the histories of the party members. She
asks many questions about their parentage, but not so much about their
accomplishments. She will offer to buy any magical items the party are wielding, but
only at a 50% markdown of their worth. If she is asked about the dangers of the
Archwoods, she will list them; fairies, lycans, ettercaps, owlbears, and treants.
If asked for weapons against such creatures, Shenlong will sell them a silvered
short sword. The price is at 200GP. She prices it so highly due to the popularity of
such items. If the party wishes to search the rest of the town, they can roll
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Investigation at DC 13. Success reveals that silver is a regulated resource, and only
Daleland citizens can purchase such items. Not even Silver Pieces are allowed to be
freely exchanged. Shenlong, if asked, will admit that she doesn’t follow all the laws
of the land.
NOTE: If the party is low on magical items, this is a good time to make additional
rolls for items found on the Magic Items Tables found in the Dungeon Master’s
Guide D&D book. Roll a 1d4 to determine how many Magical Items Shenlong has.
The East Way Road seems like any other normal road at first, but as the city is
left behind, the road transforms into a pleasant pathway through nature. The
songbirds frolic among the tree branches, the smell of damp moss blows in the cool
breeze, and the leaves flow back and forth and reveal glimmers of pure sunlight. To
those who abhor civilization, this is a pleasant return to a peaceful existence.
There are a few people on the road who pass by, but soon enough, there are no
others travelling the road. The party travels for seven days, and they do not see any
signs of a village. The Party member’s may make a Perception Roll at DC 16, they
notice that they are being distantly watched, but all that they will be able to find
around them are birds.
On the seventh day in the evening, the trees along the path open and reveal a
small village built upon a hill in a clearing. The party has reached the village of
Herek.
With the sun beaming down upon a green clearing, there feels as if there
should be a rustic village flourishing with families and commerce. Yet, the
atmosphere is uncomfortably quiet. There are plenty of houses and small gardens at
the base of a hill, but not one of them houses a single living being. In the center
where a hill rises, there is a ring of closely grown trees which serve as a protective
wall. Only with magic or centuries of cultivation could such a thing grow, and it is
both intimidating and beautiful.
The houses are indeed empty, but they are not in disarray. An Investigation
check at DC 10 reveals that the gardens are tended and houses are probably still lived
in, but they are probably only done so during daylight work hours. The houses will
not have anything of value within them. If anyone inspects the trees, they can roll
Survival at DC 10 to see that the trees that are damaged were done so by a large
beast with tusks.
At the tree wall, there is a massive wooden door carved into the trees. Upon
the door is a thin silver sheet nailed into it. If the party knocks or calls out, a small
wooden window is opened, and a guard named Murray answers. He is late in his
years, and he is very hardened. He orders every member of the party to place their
hand upon the silver before entering. If they choose not to, they must succeed on a
Persuasion check at DC 15 before being allowed to enter.
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The large doors take a moment to crack open, and the party is able to narrowly
walk through it. Within the walls is a large Longhouse with many small tents around
it, and there are plenty of wagons and horses near the wall’s exit. The entire village
has retreated behind these walls, and it is definitely cramped. The people are a
mixture of humans and gnomes, and it’s difficult not to fall or trip over someone or
their property. Murray leads the party to the Longhouse. He will not talk to them,
and if they ask questions, he just mumbles curses about lycans.
Inside of the longhouse is very similar to outside, which is crowded with
families. At the very back of the Longhouse are three large chairs positioned around a
small table. “Singing Brody” McGee and Ganadle Sapper are sitting in the chairs,
with the third remaining empty.
Brody stays sitting, and he demands that the party announce themselves in the
Honorable Longhouse of Herek. If they do so, he will speak to them on a friendlier
tone. Either way, he introduced himself and Ganadle. Brody is the leader of Herek
and it’s peoples, and Ganadle is a Forest Druid and also a leader for her people.
Whether they are asked or not, Brody explains the village’s situation.
As known to everyone in Archwood, these are the forest of the lycanthropes.
There are plenty of different clans that claim territories, and these clans are often at
war. Herek lies on the edge of Archwood, and it is constantly having to declare its
independence from a local clan called the Thunder Roars. It’s a very ruthless
collection of wereboars, and they are aggressively spreading their boarders.
Herek typically loses a few citizens to the Thunder Roars every month, but
something changed in the last few months. A new leader arose, called Torc Ruan,
and she has been taking entire families almost every night. The people of Herek
refuse to be consumed by the Thunder Roar’s grab for power, and so they have tried
to defend themselves against such attacks.
With the assistance of the Gnomes and the Wood Elves, a wall of trees were
magically grown around the Longhall. Torc Ruan did not like this at all. Torc Ruan
has been sending nightly assaults against the village, and she herself has even attacked
a few times. No one knows what Torc Ruan looks like, but they believe her to be a
massive beast. The wall is about to break in many places, and so the villagers are
planning to run back to Ordulin for safety. The mayor of Ordulin has promised them
sanctuary, and even though it will be a harder life, the village has agreed to move.
The third empty seat is Tanyith Keivayel’s seat, and he is leader of the
Querkis. The Querkis is the local tribe of Wood Elves, and they have been
instrumental in the protection of Herek so far. Brody and Ganadle are waiting for
Tanyith and his people to return in one day before evacuating. If pushed, Ganadle
doesn’t think the Querkis will show up, but Brody angrily defends Tanyith’s honor.
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To that end, Brody has hired a group of nomad hobgoblins to clear out any
nearby Werehogs. He makes the same offer to the party, which is 100GP for every
werehog head they bring back. If asked why Brody doesn’t go out and kill the
werehogs, he says that he must reserve what soldiers he has for defense purposes. An
Empathy check at DC 12 reveals that he is lying. If pressed on the matter, Ganadle
will reveal that the local werehogs were once villagers of Herek.
The party is told where the hobgoblins are waiting outside of the city, near the
forest line. They are a band of hobgoblin nomads, and they are preparing for a great
hunt.
As the party approaches, the hobgoblin leader instructs the party to go back to
the safety of the village walls. When they refuse, he reveals himself to be
Packmaster Eldabir.
When he learns that the party is to hunt with them, Eldabir laughs along with
his five packmates. He does not believe he will need any help, and that the party will
scare off most of the prey. He gets very aggressive about this, but he soon decides to
turn his anger into a challenge. He bets the party that he will kill more werehogs than
they will, and his wager is a silvered enchanted sword. The party will have to decide
what to wager in turn, or else Eldabir will drop the wager and laugh at the party’s
pathetic wares.
If the wager is accepted, Eldabir will flip a coin to see who hunts East or West.
Mechanically, this will not matter, but it will seem more fair to the players.
Whichever side taken, the party will have a total of 4 hours (midnight) before having
to return to Herek.
The party can travel at Slow, Normal, or Fast pace. Slow will yield 2 miles
per hour, Normal will yield 4 miles per hour, and Fast will yield 8 miles of travel.
Remember, Fast and Slow have different Effects to travel. Only in Slow pace can the
party use Stealth. Fast applies a -5 to passive Wisdom (Perception) scores.
The Archwood Hunt Map is a 10 squared miles map, thus giving a total of 100
squares that each represent one square mile. Thus, every mile the party can travel,
they can travel one square. At the end of the four hour hunt, the party needs to return
to their original starting position (not having to end the hunt at the starting position).
There are seven points on the map which represent the presence of wereboars.
When the party lands on such a square, roll a 1d4. This represents the amount of
wereboars in the area. They must roll Survival at DC 14 to discover the wereboars.
If they were at Slow pace, they can roll Stealth at DC 12 for a surprise attack. If
they are at a Fast pace and fail their Survival check, the wereboars may roll Stealth
to surprise attack the party.
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When the party returns, Eldabir shows off his total kill at 4. If the party is
less, then they forfeit their wager. If it’s a tie, then no one wins. If the party has more
kills, then they win the silvered enchanted sword. If the party fights and kills the
hobgoblin nomads, Brody will be unhappy and Ganadle will be pleasantly surprised,
but no action will be taken. Each hogboglin nomad has 1d4 GP and 2d6 CP.
The party and the hobgoblins are paid for their services. Ganadle offers for
the party to sleep off their wounds in the camps outside with his people.
Tanyith Keivayel, an elf mage, is a silent warrior who would much rather use
sign language than speak to strangers. To his friends, he gladly shares his beautiful
voice, and he gives them great hugs. He is two sides of a coin; a silent murderer, and
a pleasant friend. Woe be the individuals who receive the wrong side of such a coin.
Tanyith, Brody, and Ganadle move to their chairs in the Longhouse and plan.
The party is welcomed to join, and the hobgoblin nomads have already left. The
three leaders agree that they must leave early morning. Those wereboars that escaped
will notify Torc Ruan, and the Thunder Roars Clan will come for revenge. To escape,
Herek villagers have collected all their horses and wagons together, and they will be
leaving the next day. All belongings will be left behind, so as to keep the wagons
from being weighed down.
There are about 300 Herek villagers and 50 Querkis (both all commoners).
There will be three different times the group will be leaving, and each time will have
a total of 10 wagons and a few horses for individual protectors. The first caravan will
be full of the eldest and youngest, the second a mixture, and the third the most capable.
This way, if the wereboars do attack, they’ll most likely stop at the third caravan and
thus allow the others to escape.
Brody asks for the assistance of the party for the third caravan. He does not
have any more funds to offer, as most of his people’s gold was given to the party and
the hobgoblins. The rest needs to be saved to start a new life. Also, there are no
silver weapons to offer. Silver has not made it’s way to the Archwoods in some time,
and it is a very scarce commodity. In fact, the only silver available is the piece on the
tree ring door. It has to stay, because it will help with the facade of the villagers still
hiding at the longhouse.
If the party accepts the request, they can stay the whole day preparing for the
escape tomorrow. At night, the villagers will spend their time in the longhouse,
where “Singing Brody” will play his lute and sing songs. He only knows sad songs,
but he sings them well. Ganadle spends her time repairing the individual trees on the
gate. Tanyith will be watching the forest for any attacks.
The next day, the gate opens, and the first caravan leaves. They wait until
they are down the hill before moving at a fast pace. Tanyith and his best warriors
leave with this group, as they probably have the best chance of defeating wereboars
should the first caravan come under attack. After a few hours, the second leaves with
Granadle. After a few more hours, the third is ready to depart. Brody takes a long
look at his village before bringing in the rear.
At a fast pace, the third caravan continues without any trouble for half an hour.
Then, the bellows of the werehogs can be heard. Brody commands his people to
drive the wagons at full speed, and the chase is on.
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Brody McGee and nine guards are on horseback. If the party wished it, they
were given average riding horses.
*Please refer to the Caravan Chase map. The upper left square represents a smaller
area of the entire 10 wagon caravan scene, for simplicity. The entire top square is the
last 5 wagons, with the bottom represent the front 5 wagons.
Battle Schematics:
Brody will be near the rear of the caravan at all times. The others will stay their
place until told to do otherwise. Seven wereboars on horseback will appear from
the road behind them, and they will be moving at the horse’s full dash.
Each wagon has four horses, and it moves at a single riding horse’s dash speed.
If two horses are killed or otherwise released, that wagon’s speed will be halved.
If three are killed or removed, it will move at a quarter speed. If all the horses are
killed or removed, it stops completely.
Each wagon will have a total of 20HP and an AC of 10 for each wheel. If two
wheels are destroyed, the wagon crashes.
If a wagon crashes, and it is in front of others, each wagon following will have to
make a Dexterity roll. The first behind the crash will roll at DC 10 or otherwise
crash as well. The stats will be at +0 skill bonus, but each wagon past the first
will be at a +5 bonus.
If a wagon crashes, each commoner on the wagon receives 1d6 damage (rolled
for each one).
The wereboars will have their multiattacks available, but their free actions will be
spent balancing upon their ride. If they fall off their mounts, or their mounts fall
prone, they will run at a dash to try to keep up.
The wereboars will not stop attacking the moving caravan, even if wagons are
stopped.
One there are three or fewer wereboars, the party will hear a terrifying roar.
Torc Ruan, a gaboarra, will burst through the treeline. Her temporary loss of speed
places her 60ft from behind the last wagon, as she is quickly able to regain her
composure.
Unless the gaboarra is destroyed, she will not stop until seven of the wagons
are destroyed. Once it reaches that amount, she will retreat to collect the lost villagers.
This way, if the battle is too great for the party, they have a chance to survive. If the
party continues to stay behind to attack the gaboarra, the battle continues until Torc
Ruan is dead.
No matter the outcome, the survivors catch up with the rest of the caravans
within two days. Within five more days, the group reaches Ordulin. If Brody
manages to survive, he is met by a pleasantly surprised Shenlong. The two will
passionately embrace immediately. When Brody tells of what happened, Shenlong
will give the party a free magical item (DM’s choice) as payment. If Brody does not
survive and Shenlong hears of it, she will become silent and request to be left alone.
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In any outcome, the majority of Hereks and Querkis survive. They may now
live in relative peace under the protection of Ordulin.
THE END
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Appendix A: NPCs
Hobgoblin Nomad
Medium Humanoid (Goblinoid), Lawful Evil
Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to
a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the
hobgoblin that isn't incapacitated.
Keen Hearing and Sight. The hobgoblin has advantage on Wisdom (Perception)
checks that rely on hearing or sight.
Colossus Slayer. When the hobgoblin hits a creature with a weapon Attack, the
creature takes an extra 4 (1d8) damage if it’s below its hit point maximum. The
hobgoblin can deal this extra damage only once per turn.
ACTIONS
Multiattack. The scout makes two melee attacks or two ranged attacks.
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: +5 to hit, range 150/600 ft., one target. Hit: 5 (1d8
+ 1) piercing damage.
DESCRIPTION
Hobgoblins are known for their unyielding desire for conquest and glory, and
they have risen vast empires to honor their path of victory. Yet, they have not always
been so desirous of stone castles and iron armor. In the beginning, they roamed the
forests as hunters, and they were in balance with the world around them.
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Humble Beginnings. Hobgoblin nomads live the way of their ancestors did eons ago.
They move to new lands, vanquish its great beasts, and then move to find greater
trophies. Their closed-minded temperament is still the same, but their superiority
complex is focused on survival and becoming an apex predator. They live only to kill
their next prey, and the more dangerous, the better.
Welcomed Hunters. The nomads are welcomed by those who live in nature, or at
least they were in the old days. Nomads were seen as a necessary evil that
exterminated greater evils. They were not loved by other cultures, but everyone knew
who to go to when a magical beast threatened their livelihood. The nomads took
payment from the needy, and they took their honor from the beasts. They needed
nothing else.
Good Old Days Past. Nomads eventually evolved their culture, turning into the
conquerors the hogboglins are now known to be. Some refused the life of civilization
and stayed true to their purpose. Many were killed for their refusal, but a few tribes
managed to survive. They live as they always have, and they patiently wait for the
day when their brothers fall dead on their own swords.
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Gaboarra
Huge Monstrosity, Neutral Evil
Skills: Perception +4
Damage Immunities: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
that aren’t Silvered
Senses: Passive Perception 14
Languages: Common (Cannot speak it), Telepathy (only to other wereboars)
Challenge: 10 (5,900 XP)
Proficiency Bonus: +4
Charge. If the gaboarra moves at least 15 feet straight toward a target and then hits it
with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage.
If the target is a creature, it must succeed on a DC 17 Strength saving throw or be
knocked prone.
Relentless (Recharges after a Short or Long Rest). If the boar takes 30 damage or
less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Siege Monster. The gaboarra deals double damage to objects and structures.
ACTIONS
Tusk. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 7)
slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution
saving throw or be cursed with wereboar lycanthropy.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7)
piercing damage. The target is grappled (escape DC 17). Until this grapple ends, the
target is blinded and restrained, it has total cover against attacks and other effects
outside the gaboarra, and it takes 20 (6d6) acid damage at the start of each of the
gaboarra's turns. The gaboarra can have only one large target or two medium (or
smaller sized) targets swallowed at a time.
If the gaboarra dies, a swallowed creature is no longer restrained by it and can
escape from the corpse using 5 feet of movement, exiting prone.
DESCRIPTION
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Though many think the lycanthropes as mindless killing machines, and some
definitely fit that description, they are not all that way. True, their tempers boil red
and their moralities point towards evil, but some use their intellect to become leaders
of clans. They play strategic games, and when the time is right, they claim leadership
among their kind. If they are not eaten, they usually keep the title.
Those who do this earn the attention of the evil god of lycanthropes, Malar.
He watches them closely, and if he approves of their power, he gifts them with more.
When a wereboar receives this gift, they become a monstrous creature of great size
and power called a Gaboarra. Their maws mean death, either by rending their foes or
by swallowing them whole. This sign of power is immediately respected by the clan,
and the wereboars blindly follow their Gaboarra into any battle.
The Gaboarra can no longer revert to a human or boar, so they must act
through their loyal minions. Their appetites for power grow with their form, and
Gaboarra tend to start wars amongst their own kind. Gaboarras either find their place
of power or are shredded by their enemies. Either way, Malar is pleased.
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Appendix B: Maps
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Caravan Chase Map
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