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Heroes of Drakonheim

Chapter 3: Defense of Drakonheim


A D&D Next playtest adventure for five characters level 3-5
by Matthew J. Hanson

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Welcome to Defense of Drakonheim, the third and beast. It is said that the hero used the dragons bones
final chapter in the Heroes of Drakonheim trilogy. to build the first walls around Drakonheim. The city
Heroes of Drakonheim may be played all together enjoyed over two hundred years of prosperity before
or as stand alone adventures. The adventure is set the Cevali empire collapsed under its own weight.
in the fantasy city of Drakonheim, which can be In the centuries that followed, Drakonheim has
incorporated into any larger fantasy world. shown allegiance to a dozen lesser kingdoms that
In Chapter 1: Rats in the Sewers, the PCs are have come and gone. The current king who claims
asked to solve a series of mysterious disappearances. Drakonheim pays it little mind other than to collect
They follow the trail into the sewers, find the goblins taxes from the city. Most of the nobles who rule
responsible, and learn that they are selling the bodies Drakonheim follow their monarchs example and
to a shadowy group of humans. provide little support to the common folk. Except for
In Chapter 2: Skeletal Society, the PCs discover the wealthiest parts of the city, most of it is in terrible
that the group purchasing the corpses is a cabal of disrepair. Many sections are plagued with crime, as
necromancers calling itself the Grey Society. In the citizen are left to fend for themselves.
process, the PCs may stumble upon a nest of wights, Though never completely abandoned, the citys
the Societys headquarters, and perhaps a Society population has dwindled to less than a tenth of what it
initiation ceremony. These encounters lead to a final was at the height of the Cevali Empire. Hundreds of
confrontation with the leader of the Grey Society, who abandoned stone buildings stand as testament to the
implores the PCs to end their grudge against them. The marvel that Drakonheim once was.
Grey Society is animating a host of undead to combat In addition to the humans descended from the
an even greater threat. A mighty force of hobgoblins Cevali empire, many elves, dwarves, and halflings fled
and their allies are marching towards Drakonheim and to the perceived safety of Drakonheim after their own
without additional defenses, the city will surely fall. homes were threatened by orcs, gnolls, and hobgoblin
In Chapter 3: Defense of Drakonheim, the heroes raiders. These attacks seem to grow bolder and
must protect the city from attack. They have several more powerful each year. Some in the city fear that
days to prepare its defenses and seek out allies before monstrous raiders will soon assault Drakonheim itself.
the enemies reach Drakonheim. When the foes arrive, Little do they know just how soon such an attack
the PCs must attack key enemy units, trying to bring might come.
down the hobgoblin war chief who leads the attack.
Adventure Background
This is a Playtest Adventure Just over a year ago the hobgoblin warchief Hazdrol
This adventure is designed to supplement the Wizards united the hobgoblin warclans living north of
of the Coasts D&D Next playtest. In order to fully Drakonheim. Hodgoblins are people who thrive on
make use of this adventure, you must sign up for the war, and now that they no longer battled against
playtest at www.wizards.com/dnd/DnDNext.aspx each other, Hazdrol knew he needed another target
and download all the official playtest materials. To to attack. There are other small settlements of tribal
maintain the integrity of the playtest materials, this humans in the north, and bands of lizardfolk to
adventure provides NO statics for the monsters or the south, but none of these are worthy targets for
magic items. All monsters are described in the D&D the united clans. Hazdrol seeks to take the city of
Next Bestiary, and all magic items are described in the Drakonheim, and if he has his way, that will just be
Magic Items document. the beginning.
This adventure was designed using the playtest Hazdrol is a cunning strategist, and would not
rules released on January 17th, 2013. rush his attack. For the past year he has scouted the
citys defenses, gathered allies, and forged weapons
The City of Drakonheim and armor to outfit his army. Finally his army is on the
The city of Drakonheim was first built over twelve march, and they are just days away from Drakonheim.
hundred years ago by the powerful Cevali Empire as The hobgoblin army has not gone unnoticed.
it expanded its reach across the continent. According Several influential citizens in Drakonheim noticed
to legend, Drakonheim was founded above the lair of the strange activity to the north, and deduced the
a powerful dragon after a mighty Cevali hero slew the hobgoblin armys intent, most notably a cabal of
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necromancers called the Grey Society. Lady Nalyka Recruiting Allies
Saldor, leader of the Grey Society and a member Tribal Humans
of the Mayors ruling council, decided to counter There are several tribes of humans that live in the
the hobgoblin threat with an army of skeletons and forests and hills north of Drakonheim. The largest of
zombies. Even with their undead, the Society fears the these are the Moonless Tribe and the Willow Tribe.
city will still fall, and seeks other allies to protect the
city, including the PCs. Moonless Tribe
46 Human Berserkers
Players Introduction 60 Human Commoners
If you played through Skeletal Society, the PCs likely 1 Human War Chief
encountered Lady Saldor and the Grey Society and
learned of the oncoming invasion either from her or The Moonless Tribe is the more fearsome of the two
her notes. This threat should hopefully be enough to tribes. They live primarily by hunting, but frequently
prompt the PCs into action. also raid other communities, particularly the Willow
If you did not play through Skeletal Society, Tribe, who they detest and view as weaklings. The
Lady Saldor or another member of the Grey Society value strength, martial prowess, and hunting skills.
approaches the heroes and asks them to help save the They tattoo themselves as part of their religious
city. rituals, and many tattoos have special significance that
As the adventure begins, the PCs should be invited other members of the tribe can read.
to a war council, likely led by Lady Saldor (if the PCs If the PCs could ally with them, they would find
killed her in Skeletal Society, replace her with another a valuable ally. Unfortunately, Hazdrol met with the
member of the ruling council). At the meeting she Moonless Tribe and has convinced them to join the
informs the PCs that they have just six days before Hobgoblin assault. The PCs may already know or
the hobgoblin army arrives. The council present the suspect this if they encountered the members of the
PCs with several options about how to help, including Moonless Tribe in Rats in the Sewers.
recruiting allies (Lady Saldor mentions the tribal They can find the tribe fairly easily with a DC 10
humans and lizardfolk), regaining powerful weapons, Wisdom check. When the PCs find the encampment,
destroying a key bridge, and shoring up Drakonheims allow PCs to make a DC 15 Intelligence check
defenses. (alternatively, characters with the Military Rank trait
automatically succeed). If they succeed, they can tell
Part 1: Preparing that the Moonless Tribe is getting march.
While finding the Moonless Tribe is easy, winning
Drakonheim them over is not. To begin negotiations with the
The first part of the the adventure gives the PCs Moonless Tribe, the PCs must first convince the
several choices about how they proceed, and, because guards at the edge of the encampment to allow them to
of time constraints, they are unlikely to be able to see their war chief with a DC 15 Charisma Check. If
complete all of them. If your players are creative, they the PCs fail, they are told sternly to leave, and if they
likely will come up with other ways to defend the the PCs refuse the guards (1d6 Human Berserkers)
city. If so, try to reward their creativity and give them attack, and the rest of the encampment quickly follows
benefits similar to the benefits listed below. suit.
If the PCs succeed their Charisma check to get past
Travel Time the guards, they meet with the Moonless Tribes war
To determine how long it takes PCs to reach their chief, a powerfully built man named Bone Cracker.
destination, consult the map of the area surrounding Bone Cracker listens to the PCs arguments, but
Drakonheim. On average it takes PCs 2 hours to it takes a DC 30 Charisma check to convince him to
traverse a hex containing plains, or any hex with a join the the defense of Drakonheim. Gifts of magic
road. It takes 3 hours to travels through forest or hills, weapons and armor grant the heroes a +1 bonus per
and 4 hours to travel through swamp. item to their check, but other gifts fail to impress Bone
Cracker. Bone Cracker is both volatile and suspicious.
He attacks the PCs if they ever roll a total of 10 or less
3
Atam Bridge
Moonless Tribe

Willow Tribe

Drakonheim

Tomb

Lizard Folk

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on their Charisma checks, if they indicate that they aged woman named Winter Breeze.
know the Moonless Tribe is joining the Hobgoblins, Winter Breeze is a witch-doctor and revered as
or if the PCs mention that they are allies of the Willow the wisest woman in the tribe. When the PCs explain
Tribe. their plight, she is sympathetic, but her responsibility
If a fight breaks out while the PCs are at the is to her people, and she knows that if she were to aid
Moonless Tribe encampment, they are in trouble, Drakonheim it would only bring woe to her tribe.
but because the tribesfolk are spread out over a large In order for the PCs to convince her to help, they
area, they do not have to fight 107 enemies all at must succeed a DC 25 Charisma check. If the PCs
once. Instead each round an additional 1d6-1 human explain that the Moonless tribe is among Hazdrols
commoners and 1d4-2 human warriors (minimum army, or if the heroes offer to help defend the Willow
0) joins the battle. Sensible PCs will flee against Tribe against the Moonless tribe, they gain a +2 bonus
overwhelming odds. To do so each PCs must succeed to this check.
a DC 15 Strength or Dexterity check. If a PCs for some reason should attack the Willow
tribe, most try to flee, but a band of one Shaman (Dark
Benefit: If the PCs convince the Moonless tribe to ally Acolyte) and 1d6 + 2 Human warriors engage to the
with them instead of Hazdrol, they reap a huge benefit. PCs to cover the others flight.
Remove all of the human berserkers from Part 2,
Stage 2: Breach in the Defenses, and in addition Benefit: The moonless tribe has few warriors, but
remove 12 hobgoblins from Stage 1: Defending the their shaman can make a big difference. If befriended,
Wall, and 4 hobgoblins from Stage 3: Cut off the the party can gain the benefit of an extra cure light
Head. wounds spell twice during the battle of Drakonheim.
Alternatively, if the PCs defeat enough of the In addition, remove 3 human berserkers from Part 2,
Moonless tribe beforehand, it will weaken them for Section 2: Breach in the Defenses.
the oncoming battle. For every five berserkers that the
PCs slay early on, remove one human berserker from Lizardfolk
Part 2, Stage 2: Breach in the Defenses. A band of lizardfolk live in the swampy river delta
south of Drakonheim. For the most part they have
Willow Tribe little to do with the humans to the north. They subside
72 Human Commoners primarily by fishing and gathering river plants.
22 Human Warriors Lizardfolk are territorial, and regularly patrol the
7 Dark Acolytes (Shaman) edges of the delta. If the PCs venture into the swamp,
1 Human Witchdoctor one of these patrols will find them soon enough. The
lizardfolk speak only Draconic, so at least one of the
The willow tribe are the more secretive to the two PCs must speak and understand this language in order
tribes. They rely primarily on gathering plants to eat, to negotiate with them. If they do not, the lizard folk
along with some fishing and trapping. Though most bang their shields with their clubs, clearly trying to
know something about combat, few are true warriors. warn the PCs to leave. If the PCs do not leave quickly
They do, however, possess a rich shamanistic tradition the lizard folk attack. A typical patrol is made of 1d4 +
and have a number of spell casters among their ranks. 3 lizard folk armed with clubs and shields.
If the PCs seek aid, they must first find the Willow If any among the PCs speak Draconic they can
Tribe. The tribe moves their settlements frequently, make a DC 15 Charisma check to convince the
both to prevent overharvesting one area, and to stay lizardfolk that they are not a threat. This allows the
out of the way of the Moonless Tribe. To locate the PCs to venture further into the swamp and meet with
tribe, PCs must succeed a DC 15 Wisdom check. lizardfolk king.
Once the PCs have found signs of the Willow The lizardfolk king is named Sazroz, and he too
Tribe, they must make a DC 15 Charisma check to speaks only draconic and is of neutral alignment.
convince the tribesfolk they are not a threat. Failure Sazroz is little concerned with the wars between
means the tribesfolk flee. Success means that the PCs men and hobgoblins, but if the PCs can convince
are led to see the Willow Tribes leader, an middle- Sazroz that he will benefit from the arrangement he
may be convinced to help with a DC 20 Charisma
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check.. He wants nothing to do with the humans need to bring bribes, such as gold and weapons. The
shiny coins, but is happy to have metal weapons and city council can provide with the PCs with a modest
armor, and other tools that can help them in their amount of treasure (already factored into the DCs). If
daily life. Drakonheims ruling council will provide the PCs contribute more treasure to bribe the goblins,
some gifts for the lizardfolk, but anything else that they gain a +1 bonus to their Charisma check for
the PCs can provide will give them a +1 bonus to every 20 gp worth of their bribe. If the PCs promise
their Charisma check for every 20 gp worth of useful to help the Gelatinous Cube Kingdom defeat the other
treasure. Promises of additional trade can grant the goblin kingdoms, they gain an additional +3 to their
PCs a further +2 to the check, and pointing out that Charisma check.
Hazdrols army is likely to continue south to the delta
should Drakonheim fall also gives a +2 bonus. Benefit: Though the goblins are lack conventional
If the PCs succeed, Sazroz agrees to send several military training, they can be effective if used
dozen lizardfolk to help defend Drakonheim. If they properly. For every five goblins the PCs manage to
fail, he politely refuses, but keeps any gifts the PCs recruit, remove one hobgoblin from Part 2: Stage 2:
gave him. It is considered poor form to take back a gift Breach in the Defenses.
after all. Should the PCs try to take their gifts back by
force, they must face the lizard king, along with house Grey Society
guard of 12 lizardfolk. Though it is not a part of this adventure, the PCs
actions in Skeletal Society have an impact on the final
Benefit: The lizardfolk are not used to open war, but battle. If the PCs allied with the Grey Society they use
they can still be effective, especially armed with metal their undead army to help defend the city.
weapons. Remove 6 hobgoblins from Part 2, Section
1: Defending the Wall. Benefit: While the undead lack tactics and
independent thought, they attack without fear or
Sewer Goblins mercy. Remove 6 hobgoblins from Part 2, Stage 1:
It does not occur to Lady Saldor or any of the other Defending the Walls,
NPCs, but if the PCs played through Rats in the Additionally, if the PCs refrained from destroying
Sewers, they might think of another potential ally: the the stockpiles of undead in the cemetery remove 4
goblins who live below their feet. hobgoblins from Part 2, Stage 3: Cut off the Head.
This is easiest if the PCs already made friends
with some of the goblins from the Gelatinous Cube Finding Weapon
Kingdom, such as Gozzy the Quiet or Big Flurx. The There have been many great heroes in Draconheims
primary difficulty is that the goblins lack discipline, history. Some of the most famous are the Band of
and frequently fight amongst themselves. Since the Four, powerful heroes who were each infused with a
events in Rats in the Sewers, the alliances have shifted different element. When the last of the heroes passed
again and Rat Kingdom has broken its alliance with on, a seer prophesied that their spirits would return
the Gelatinous Cube Kingdom, and is now working again when Dranoheim was in its greatest hour of
with the Centipede Kingdom. need.
While each goblin kingdom has a King, these Recently, scouts working for the Grey Society
are really just the leaders for the most powerful found an ancient tomb they believe houses the remains
warrens, and to gain support the PCs need to negotiate of the Band of Four and some of their magic weapons.
with each warren leader individually. At the moment If the PCs obtain the items, they benefit the PCs
there are seven warrens surviving in the Gelatinous directly in the fight, as well as inspiring many of the
Cube Kingdom. If PCs travel with a goblin guide people in Drakonheim.
they already know, they need to make a single DC 15
Charisma check to convince the warren boss to lend The Tomb Door
Drakonheim 1d6 goblins. For every five beyond the The Tomb of Four is mostly buried below ground. All
DC of 15, the boss grants the PCs another 1d6 goblins. that is visible is a stone circular stone door in the side
To gain any help from the goblins, the PCs likely of a hill. It has no sign of a knob or lock. The door is
quartered. Each quarter is decorated with a different
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elemental motif (air, earth, fire, and water) and has a
hand print indented in the stone.
If four different characters place their hands on the
hand prints at the same time, a magical voice comes
3.
from nowhere. State your purpose, it bellows. 4.
If the PCs respond to the voice and say something
about helping Drakonheim, the same mysterious voice
replies to them. Your cause is just, but you must also
prove your worth. You will be tested. If you succeed
take only what is offered and do not disturb the dead.
Then the four quarters separate and allow the PCs to
enter.
If the PCs give another answer the voice does not 2. 5.
reply. Instead, the door rebukes them. Each character
touching the door takes 1d6 points of damage. The
type depends on the panel touched. The air quarter
deals lightning damage, fire deals fire, earth deals acid,
and water deals cold.
If the PCs would rather pry open or bash through 1.
the door, they may do so with a DC 25 Strength check.

1. Entrance Hall
4 Mud Grue

This long hall leads away from the entrance, deeper


into the tomb. There are four small holes in the walls
of the hall, which the PCs can spot with a DC 15 Lucky or strong character can jump the gap to the
Wisdom check. Though the PCs cannot immediately central pillar with a DC 30 Strength check. If PCs
tell, mud grue will emerge from these hole to attack fall the discover a floor 60 feet below and take 6d6
them. Once they have found the holes, they can bludgeoning damage.
attempt to plug them up by making an Intelligence The walls are quite smooth require a DC 20
check. A result of 15 will slow the mud grues attack Strength check to climb. A rope makes it easier (DC
for one round, a result of 20 will slow it by three 10), and it is simple to drop a rope going down, but
rounds, and a result of 25 will completely trap the much harder to get a rope up to the center island.
grue. The air elemental lies in wait a the top of the room
Once the PCs have moved half-way down the hall, (30 feet above the PCs). PCs can spot it hiding with
the mud grue emerge from their holes and attack. The a DC 23 Wisdom check. Otherwise, it wait to attack
grue at the far end of the hall emerge immediately, as until the PCs have separated or they reach the center
do those at the near end if the PCs failed to plug the island.
holes. If they did plug them the other grue take longer
to emerge as described above. Treasure: On the sarcophagus are a pair of winged
boots and a wand of magic missile. If the PCs open the
2. Chamber of Air sarcophagus, these items disappear (to the elemental
Air Elemental (hidden) plane of air). The sarcophagus holds only bones.

As the chamber opens, the floor ends abruptly. 3. Chamber of Earth


Perhaps thirty feet away stands another pillar Earth Elemental (hidden)
of stone whose top is at your level. Sitting upon
the stone is a sarcophagus, and sitting on the The worked stone hall abruptly turns into a natural
sarcophagus are a pair of boots and a slender wand. cavern, filled with stalactites and stalagmites. At the
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center is a sarcophagus on which sits a large mace begin inert. They burst into flame as soon as any PC
with a stone head and a small dusty rose prism. steps onto the inner ring. An PC standing on a fire ring
when it erupts must make a DC 20 Dexterity saving
The earth elemental begins merged into the floor, throw or suffer 2d6 points of fire damage. At this point
using its earth glide ability. As soon as one of the the elemental also attacks.
PCs proceeds at least ten feet into the room, the earth Fire: The rings of fire and the central fire all burn
elemental emerges and the ground begins to shake. extremely hot. Any PCs who enters the fire suffers
Earthquake: The magic of the room fights 2d6 points of fire damage. All fires (including the
against the PCs by manifesting an earthquake. At central one) are extinguished when the fire elemental
the beginning of each round, roll 1d6 and consult is destroyed.
the table below. Only PCs in the room are affected Treasure: On the sarcophagus are a flame tongue
by the earthquake. The earthquake effect ends if the longsword and gauntlets of ogre power. Like all these
elemental is destroyed or if all the PCs leave the room. other sarcophagus, opening it causes the items on top
to disappear (to the elemental plane of fire).
1 Pillar of Stone: A new pillar of stone bursts from
the floor in an unoccupied area you determine. It is ten 5. Chamber of Water
feet wide and stretches to the ceiling. Water Elemental (hidden)
2 Powerful Tremor: Each PC must make a DC 15
Dexterity check or fall prone. A large pool of water covers most of the floor to this
3 Falling Debris: Rocks fall from the ceiling, room. There is only a narrow ledge of stone running
battering each PC for 1d6 points of bludgeoning around the room, and narrower still, four one-inch-
damage. A DC 15 Dexterity saving throw reduces the wide beams of stone running to a small central
damage by half. island. On the island is a sarcophagus upon which
4 Stalactite: A stalactite falls on one PC (determined are a dagger and a pair of boots.
randomly) and deals 3d6 piercing damage. A DC 20
Dexterity saving throw negates this damage. The elemental begins hidden in the pool and waits
5 Crevice: A crevice opens directly beneath one until somebody is crossing one of the beams or
PC (determined randomly). The PC must make a DC swimming across the water before it attacks. Normally
20 Dexterity saving throw or fall 20 feet, taking 2d6 it would require a DC 10 Strength check to swim
points of bludgeoning damage. It is a DC 10 Strength across the pool, or a DC 15 Dexterity check to walk
check to climb out of the crevice. across the beams, but as the elemental attacks, the
6. Roll again Twice water magical animates.
Animated Water: When the elemental attacks,
Treasure: A mace of disruption an a dusty rose the water animates. This increases the DC for both
prism ioun stone sit upon the sarcophagus. If the PCs swimming and walking across a beam to 20.
open the sarcophagus, these items disappear (to the Treasure: Upon the sarcophagus are a dagger of
elemental plane of earth). The sarcophagus holds only venom and boots of water walking.
bones.
Benefit: The primary benefit of obtaining the treasure
4. Chamber of Fire from the Band of Four is that the PCs can use it in
Fire Elemental (hidden) their upcoming battle. If the PCs make it known that
they have the treasures, it also inspires the people of
A flame the size of a bonfire burns in the center of Drakonheim. If they have at least one treasure remove,
this room, but there seems to be no fuel to feed it. 3 hobgoblins from Part 2, Stage 1: Defending
Through the flames you think you can make out the the Wall. If they have all the treasures, remove 6
vague shape of a sarcophagus. hobgoblins instead.

The fire elemental begins hidden in the central fire, The Atam Bridge
though a DC 22 Wisdom check can detect it. There The river Atam north of Drakonheim cuts a steep
are two circles of flame marked on the map. but these valley through the surrounding lands. The only easy
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crossing in a hundred miles is an ancient stone bridge A band of hobgoblins are camped out at the southern
built by the Cevali Empire. As most civilized races end of the bridge. There are always two actively
have fled the north, the bridge is of little benefit to guarding the bridge and camp at anytime. The others
the citizens of Drakonheim, but Hazdrol and his army may be sleeping, gambling, or sparring, but are always
need the bridge to cross the river. If the heroes can close at hand.
destroy the bridge it will slow down the oncoming If the PCs approach peacefully, the Hobgoblins
army and buy the city more time to prepare. demand a toll for crossing the bridge of 10 gp per head
Hazdrol also realizes the bridges importance and (including animals). If the PCs pay, the hobgoblins
has already dispatched guards to protect it once the signal the northern camp by blowing three short blasts
adventure begins. on one of their horns. They keep a close eye on the
The bridge itself is 25 feet wide, and 650 feet long. PCs, but allow them to pass otherwise unmolested.
At its highest point it is 200 feet above the river below. If the PCs refuse to pay, the hobgoblins tell the PCs
to get on their way, and attack if any attempt to cross
1. Southern Camp the bridge. If a fight breaks out, one of the hobgoblins
10 Hobgoblins blows a single long blast on his horn to call for help.
It takes the troll camped beneath the bridge 9 rounds
to arrive, and the hobgoblins at the other end of the
bridge 13 rounds to arrive.
Treasure: In addition to the items listed in the
3. bestiary, each hobgoblin has a flask of alchemist fire,
three torches, 1d10 silver pieces, and a signal horn.

2. Trolls Haunt
1 Troll

Hazdrol managed to recruit a handful of trolls to his


army with the promise of wealth and carnage. One
troll has gone along to protect the bridge. It finds the
work far less enjoyable than it expected and does not
care much for the hobgoblins (they are far too fond
of fire), so it spends most of it time below the bridge
climb it or catching fish from the river.
It does not climb up unless the hobgoblins signal
2. for aid, so stealthy PCs might completely bypass the
troll.
Treasure: The troll brought his treasure in a
large sack that it buried at the base of the bridge. This
includes 22 gp, 3 bloodstones (50 gp each), skulls of
various animals and humanoids, and an +1 danger of
elvish make that glows whenever goblins are near.

3. Northern Camp
10 hobgoblins
1.
More hobgoblins are camped on the northern side of
the bridge. If PCs arrive from the north, they behave
just like the hobgoblins on the southern side. If the
PCs cross the bridge after the correct signal (three
= 25 feet
short blasts on the horn), these goblins let them pass
without incident. Otherwise, they attack anyone
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crossing the bridge as soon as they come within up plans to rebuild the walls. This requires a DC 20
maximum range of the short bows. Intelligence check.
Treasure: In addition to the items listed in the After the PCs have a plan, they need to find a
bestiary, each hobgoblin has a flask of alchemist fire, source of labor to fortify the walls. It is too large of a
three torches, 1d10 silver pieces, and a signal horn. task for the PCs to accomplish by themselves. If the
PCs did not destroy the Gray Society during a Skeletal
Destroying the Bridge Society, this is an easy task. The PCs can use skeleton
The Atam bridge consists of arched spans over the and zombies to do the grunt work with dark acolytes
river. Each is able to stand without the others, but to oversee them.
destroying a single span will be enough to slow down If PCs would rather uses human labor to build
the oncoming army. Even a single span requires a fair the walls, they can either attempt to recruit a band of
amount of work in an age before explosives. Every volunteers with a DC 15 Charisma check, or simply
hour allow each PC to make a Strength of Constitution hire workers, spending a total of 100 gp for enough
check (those with Knowledge of Science or Warfare workers to complete the entire wall.
may also use Intelligence). Add these together and
keep a running total. Once the total reaches 500, the Benefit: If the PCs found only the most obvious
heroes have disabled enough of the bridge to send it locations they gain the opportunity for a short
tumbling down. rest after Part 2, Stage 1: Defending the Wall. If
If the PCs come up with other clever ways to bring they found all of the weak points and successfully
down the bridge, feel free to speed up this timetable. reinforced them, also remove 3 hobgoblins from Part
2, Stage 2: Breach in the Defenses.
Development: Hazdrols army reaches the bridge on
the fourth day of the adventure. If the PCs have not Militia
destroyed it before this, they cannot gain any benefit The city of Drakonheim has a small city watch,
by destroying the bridge. but they are not enough to defend the city from the
oncoming army. Several members of the watch are
Benefit: If the PCs destroy a span of the bridge trying to train a town militia made of every able-
before the army arrives, it takes the hobgoblins three bodied man they can find, but things are going slowly
additional days to reach Drakonheim (a total of nine and trainers would appreciate help.
days since the adventure began). PCs who attempt to train new recruits can make a
DC 15 Charisma or Intelligence check each day that
Drakonheims Defenses they train. Each time they succeed, the heroes have
PCs may also spend time shoring up Drakonheims made some breakthrough training or inspiring the
defenses. The two primary ways to do this are to help militia band. If the PCs help train over multiple days,
train a militia and to rebuild some of the city walls. keep track of how many successes they achieve.

Walls Benefit: For each success that the PCs achieve,


The walls of Drakonheim were made over a thousand remove one hobgoblin from Part 2, Stage 1:
years ago. Though strong and well-crafted, there are Defending the Wall.
several gaps, especially the walls in the abandoned
sections of the city.
To rebuild the walls, the PCs need to scout the
walls, make up plans, and find labor. Scouting the
Part 2: The Battle of
walls takes about a day if the party stays together. If
they split up to cover more ground, divide the day by
Drakonheim
Six days after the adventure begins (or nine if the PCs
how many groups scout the walls. A DC 10 Wisdom destroyed the bridge) Hazdrol and his army arrive at
check notices most of the major weak points in the Drakonheim. It is late when they arrive, so they make
wall, while a DC 15 check finds all, including a few camp for the night, but plan to attack before dawn the
more subtle weak spots that others might have missed. next day. While a prolonged siege might serve them
Once they have done this, the PCs must draw better, hobgoblins are not known for their patience,
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and would rather fight a decisive if bloody battle. allied with the Moonless Tribe, 6 hobgoblins if the
The Lady Slador and the rest of the councils allied with the lizardfolk, and 6 hobgoblins if allied
plan is to hold the wall and do their best to outlast the with the Gray Society. Remove 3 hobgoblins if the
attack. They rightly fear that they would lose to the PCs retrieved any elemental treasures or 6 if the PCs
hobgoblins on an open field. If the PCs have other retrieved them all. For every successful Intelligence
ideas, the Mayor and his council listen, but they are or Charisma check the PCs made to train the militia,
unlikely to change their mind. The PCs do get some remove 1 hobgoblin.
say as to where they will be stationed. The council
recommends putting the heroes near the main gate, but The PCs first task is to defend the wall against an
if the PCs want, they can go elsewhere (the encounter oncoming hobgoblin assault. The PCs begin on the
will be similar regardless of their location). rampart on the wall of Drakonheim. If any PCs do not
The battle consists of three stages, each of which is possess ranged weapons, the city provides the heroes
detailed below. The PCs success in their preparations with a non-magical bow or crossbow of their choice.
alter the difficulty of these encounters, but it does not The actual fighting begins at the maximum range
end until the PCs slay Hazdrol. the PCs can attack (600 feet if they have a long bow).
The hobgoblins charge at the PCs in waves of
Narrating the Battle six goblins, with one wave entering the battle every
Though the spotlight is on the PCs, there is a much round until all are defeated. (If the PCs face all 60
wider battle raging around the heroes. Make it clear hobgoblins, it takes ten rounds for them to all enter the
that other allies are battling other foes, but the ones battle.)
listed in the encounter are the ones the PCs need to
worry about. Tactics: The hobgoblins hustle (moving 50 feet per
As you narrate other skirmishes around the PCs, turn) until they get to within 320 feet of the wall.
play up the achievements the PCs made during Part 1. At this point half of the hobgoblins take out their
Describe how the militia they trained hold formation short bows and start firing at the PCs. The other half
against a charge, the goblins drop rocks on foes continue hustling towards the wall. When they get to
climbing the wall, or skeletons burst out from the the wall, they throw up grappling hooks and attempt to
ground just behind the advancing enemy. scale it, which takes another full round. A PC can toss
down a grappling hook as an action.
Stage One: Defending the Wall If the hobgoblins reach the top of the wall, they
60 Hobgoblins - The hobgoblins are armed with long draw their swords and attack any heroes on the wall.
swords instead of spears (same attack and damage, 5 ft These hobgoblins fight until either they or the PCs are
reach, slashing damage) and have shields (15 AC) dead.
Preparations: Remove 12 hobgoblins if the PCs
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Development: If the PCs successfully reinforced the When the PCs arrive, only the ogre has made it
walls during Part One, they have an opportunity to through the breach. The others arrive in subsequent
take a short rest. Otherwise, they have only a minute rounds. Three hobgoblins and three human berserkers
before the messenger arrives to initiate Stage 2. cross through the breach each turn until they have all
arrived.
Stage 2: Breach in the Defenses
1 Ogre Tactics: The ogre relies on pure brute force and
12 Hobgoblins tries to smash whatever target is closest. The human
12 Human Berserkers berserkers focus on attacking melee fighters, while the
Preparation: If the PCs allied with the Moonless hobgoblins work together and prefer to target healers
tribe, remove all of the human berserkers, if they allied first and other spell casters next. The hobgoblins are
with the Willow Tribe, remove 3 human berserkers, happy to let the ogre and berserkers bare the brunt of
if they allied with the goblins remove 1 hobgoblin for melee attacks. They begin by using their short bows,
every 5 goblins the PCs recruited. If the PCs found and switch to spears to only when other meat shields
and reinforced all of the weak points in the wall, have been defeated.
remove 3 hobgoblins.
Development: After the PCs defeat the enemies
While the PCs successfully defended their section of breaching the wall, a band of zombies (or militia)
the wall, things have not gone so well in other parts of arrive with carts and barrels that they use to barricade
the fight. After Stage 1, a messenger arrives to tell the the gap. If the PCs successfully recruited at least two
PCs that they are needed elsewhere. With the help of allied groups, they gain the opportunity to take a short
an ogre, a band of hobgoblins and tribal humans have rest. Otherwise, another messenger arrives and the
broken down a patch in the wall. PCs move on to Stage 3.
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Stage 3: Cut off the Head Tactics: The ogre and closest hobgoblins enter
Hazdrol, Hobgoblin Leader through the smashed gate and engage the PCs in
Horse melee. The two groups of hobgoblins at 100 and 200
2 Ogres feet hustle, moving 50 feet closer each round. Hazdrol
24 Hobgoblins and his party fire their bows while advancing, moving
Preparation: If the PCs allied with the Moonless 25 feet per round and making a longbow attack (or
Tribe, remove 4 hobgoblins. If they allied with the javelin when the ogre gets within 120 feet of the PCs).
Gray Society and left their storehouses intact, remove Even when he draws close, Hazdrol prefers to
four hobgoblins. attack with his bow from horseback, while his body
guards engage the PCs in melee. The bodyguards stay
After the PCs successfully defend the breach, they within 30 ft of Hazdrol both to protect him and to gain
receive more dire news. To emphasis the stakes, the the bonus of his Commander ability.
news may come from an important PC, such as Lady When Hazdrol falls, Lady Saldors hopes prove
Saldor. true. His body guard remains to attack the killers (or
This is but one breach in Drakonheims defenses. die trying) but the rest of the foes in the encounter flee.
More are forming, and the hobgoblins are slowly
starting to pour into the city proper. Lady Saldor Development: Defeating Hazdrol is the killing blow
believes their only hope is to cut off the head of the that leads to success in battle. As word spread of the
invasion. If they can slay Hazdrol it may demoralize defeat, the hobgoblin army melts away.
the army and cause them to flee. Hazdrol, now
confident of his victory, has been seen advancing Conclusion
towards the main gate. With the defeat of the hobgoblin army, Drakonheim
Once the PCs return to the main gate, they is once again safe... at least for now. Things have
discover it under assault. An ogre has just smash changed however. Many citizens died in the attack,
it down, and four hobgoblins swarm around him. while others learned how to kill. Alliances forged
Hazdrol himself starts 300 feet away from the gate in battle will soon be tested in times of peace.
with another ogre and six more hobgoblins (his Depending on the PCs actions, goblins, lizardfolk,
bodyguards). The other twelve separated into two and zombies may become part of daily life in the city
bands of six. One begins 100 feet from the gate, while of Drakonheim. If the Grey Society helped in the
the other begins 200 feet from the gate. defense, they are allowed to operate openly in the city,
As the encounter begins the PCs may choose to but not everybody tolerates the necromancers easily.
advance through the gate, climb the wall to use ranged Most of all, the people realize that in their hour of
attacks, or some combination of the two. need, the player characters saved the city from certain
destruction. They never have to play for a drink
again, and all recognize them as the newest Heroes of
Drakonheim.

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Post-apocalyptic RPG Adventure for Pathfinder and Savage Worlds
RPGs. On Kickstarter through March 4th

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An advice and resource book to
help create more dynamic en-
counters. Available in D&D 4e
and Pathfinder RPG
compatible versions.

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