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DR Rums Sin The Ema Arsh: Adventure Code: Ddex X1-7
DR Rums Sin The Ema Arsh: Adventure Code: Ddex X1-7
arsh
F
For the past sevveral nights, drrums have been n heard on the wind, coming ffrom the Twiligght Marsh. Eacch morning, mo
ore
tu
urn up missing g from the nearrby farms, leaviing only muddyy, clawed footprrints heading ttowards the ma
arsh. Can you h
help
th
he find the lostt and bring justtice to the abdu
uctors? An adve
enture for 1st-4
4th level characcters.
Adventure Code: DDEX
X1-7
C
Credits
A
Adventure Design
n: Sterling Hershhey
D
Development andd Editing: Bill Ben
nham, Claire Hofffman, Chris Tulaach, Travis Wooddall
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 Adventurerss League Administrators: Robert Adducci, Bill Ben
D nham, Travis Wooodall, Claire Hofffman, Greg Marrks, Alan Patrick
D
Debut: October 3,
3 2014
R
Release: Novembber 1, 2014
D
DUNGEONS & DR
RAGONS, D&D, Wizards
W of the Coast, Forgotten Reaalms, the dragon ampersand, Playeer’s Handbook, Moonster Manual, Du
ungeon
M
Master’s 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.
©
©2014 Wizards off the Coast LLC, PO
P Box 707, Rento
on, WA 98057-0707, USA. Manufacttured by Hasbro S
SA, Rue Emile-Boééchat 31, 2800
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Delémont, CH. Represented by Hassbro Europe, 4 Thee Square, Stockleyy Park, Uxbridge, M
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Other downtime options might be available during Disease, Poison, and Other Debilitating
adventures or unlocked through play, including faction- Effects
specific activities. A character still affected by diseases, poisons, and other
In addition, whenever a character spends downtime similar effects at the conclusion of an adventure can
days, that character also spends the requisite expense spend downtime days recuperating until such time as he
for his or her lifestyle. Costs are per day, so a character or she resolves the effect to its conclusion (see the
that spends ten days of downtime also spends ten days recuperating activity in the D&D basic rules). If a
of expenses maintaining his or her lifestyle. Some
Drum
ms in the M
Marsh
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only. 7
Drum
ms in the M
Marsh
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only. 14
R
Renown
A
All faction mem mbers earn one renown poin
nt for
p
participating in this adventure
e.
D
Downtime
EEach character receives ten downtime
d dayss at the
cconclusion of th
his adventure.
D
DM Rewa
ards
You receive 200
Y 0 XP and ten downtime
d dayss for running
th
his session.
Drum
ms in the Marsh
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only. 20
A
Armor Class 10 Charge. If the goat movees at least 20 feett straight toward a
H
Hit Points 4 (1d8) target annd then hits it wiith a ram attack o
on the same turn
n, the
S
Speed 30 ft. target taakes an extra 5 (22d4) bludgeoningg damage. If the target
is a creaature, it must succceed on a DC 133 Strength savingg throw
STR DEXX CON INT WIS CHA or be kn ocked prone.
10 (+0) 10 (+
+0) 10 (+0) 10 (+0) 10 (+0
0) 10 (+0)
Sure-Foooted. The goat haas advantage on Strength and Deexterity
SSenses passive Peerception 10 would knock it prone.
saving thhrows made agaainst effects that w
LLanguages any onne language (usu
ually Common)
CChallenge 0 (10 XP)
X Actio
ons
Ram. M elee Weapon Attaack: +5 to hit, reaach 5 ft., one targget.
A
Actions Hit: 8 (22d4 + 3) bludgeo ning damage.
C
Club. Melee Weap pon Attack: +2 to hit, reach 5 ft., one
o target.
H
Hit: 2 (1d4) bludg
geoning damage.
Giaant Toa
ad
Large beaast, unaligned
C
Crocod
dile
LLarge beast, unalign
ned Armor CClass 11
Hit Poin
nts 39 (6d10 + 6)
A
Armor Class 12 (nnatural armor) Speed 200 ft., swim 40 ft.
Hit Points 19 (3d10 + 3)
H
S
Speed 20 ft., swim
m 30 ft. STR DEX C
CON INT WIS C
CHA
15 (+2)) 13 (+1) 133 (+1) 2 (−4) 10 (+0) 3 (−4)
STR DEXX CON INT WIS CHA
15 (+2) 10 (+
+0) 13 (+1) 2 (−4) 0)
10 (+0 5 (−3) Senses ddarkvision 30 ft., passive Percepttion 10
Languagges —
SSkills Stealth +2 Challengge 1 (200 XP)
SSenses passive Peerception 10
LLanguages — Amphibiious. The toad caan breathe air and water.
CChallenge 1/2 (10 00 XP) Standingg Leap. The toad
d’s long jump is u up to 20 feet and
d its
high jum
mp is up to 10 feeet, with or withou
ut a running starrt.
H
Hold Breath. The crocodile can ho
old its breath for 15 minutes.
Actio
ons
A
Actions
Bite. Meelee Weapon Atta ck: +4 to hit, reacch 5 ft., one targeet. Hit:
BBite. Melee Weapoon Attack: +4 to hit,
h reach 5 ft., onne creature. 7 (1d10 + 2) piercing dam mage plus 5 (1d10) poison damaage,
HHit: 7 (1d10 + 2) piercing damagee, and the target is grappled and the target is grappleed (escape DC 133). Until this grap pple
(escape DC 12). Until
U this grapplee ends, the targett is restrained, ends, th e target is restraained, and the toaad can’t bite another
aand the crocodilee can’t bite another target. target.
Swallow w. The toad makees one bite attackk against a Mediu um or
G
Giant Goat
G pling. If the attackk hits, the target is
smaller ttarget it is grapp
LLarge beast, unalign
ned swalloweed, and the grapple ends. The sw wallowed target iss
blinded and restrained, iit has total cover against attacks aand
A
Armor Class 11 (nnatural armor) other eff
ffects outside thee toad, and it takees 10 (3d6) acid
Hit Points 19 (3d10 + 3)
H damage at the start of eaach of the toad’s turns. The toad can
S
Speed 40 ft. have on ly one target swaallowed at a timee.
If the ttoad dies, a swalllowed creature is no longer restrrained
STR DEXX CON INT WIS CHA by it andd can escape fromm the corpse using 5 feet of movement,
17 (+3) 11 (+
+0) 12 (+1) 3 (−4) 12 (+1
1) 6 (−2) exiting pprone.
Drum
ms in the M
Marsh
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ermission granted to print or photocopy this docume nt for personal usse only. 21
Lizardfolk Shaman
Medium humanoid (lizardfolk), neutral
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Skewer. Once per turn, when the lizardfolk makes a melee
attack with its trident and hits, the target takes an extra 10
(3d6) damage, and the lizardfolk gains temporary hit points
equal to the extra damage dealt.
Actions
Multiattack. The lizardfolk makes two attacks: one with its bite
and one with its claws or trident or two melee attacks with its
trident.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
6 (1d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) slashing damage.
Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or
7 (1d8 + 3) piercing damage if used with two hands to make a
melee attack.
Drum
ms in the M
Marsh
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only. 24