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A Wizard’s Best Friend

Mendar Everton is preparing for an extended stay in Waterdeep and has asked you to safely

escort his apprentice and his recently acquired faerie dragon from his tower near Amphail.

What complications will arise from his familiar’s mysterious origins?

A One-Hour Adventure for 1st-4th Level Characters

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards
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express written permission of Wizards of the Coast.

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UK.

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2686 1
Introduction
Welcome to A Wizard’s Best Friend, a short D&D yourself with the adventure’s appendices and
adventure that is a perfect way to introduce the handouts.
game to new players. • Gather any resources you’d like to use to aid
Characters outside this range cannot participate in you in running this adventure—such as
this encounter. notecards, a DM screen, miniatures and
battlemaps.
Adjusting the Adventure • Ask the players to provide you with relevant
character information, such as name, race,
Throughout the adventure, sidebars provide
class and level; passive Wisdom (Perception),
information to assist you in making adjustments for
and anything specified as notable by the
smaller or larger groups and characters of higher or
adventure (such as backgrounds, traits, flaws,
lower levels than the adventure is optimized for.
etc.).
This is typically used exclusively for combat
encounters. These adjustments are not required, nor
are you bound to the suggestions made by the
Playing the Dungeon Master
adventure—they are recommendations provided for You have the most important role—facilitating the
guidance and convenience. enjoyment of the game for the players. You provide
the narrative and bring the words on these pages to
This adventure is optimized for a party of five 3rd life. To facilitate this, consider the following:
level characters. To figure out whether you need to You’re Empowered. Make decisions about how
adjust the adventure, do the following: the group interacts with the adventure; adjusting or
improvising is encouraged, so long as you maintain
• Add up the total levels of all the characters. the adventure’s spirit. This doesn’t allow you to
• Divide the total by the number of implement house rules or change those of the
characters. Adventurer’s League, however; they should be
• Round fractions of .5 or greater up; round consistent in this regard.
fractions of less than .5 down. Challenge Your Players. Gauge the experience
level of your players (not the characters), try to feel
Party Composition Strength
3-4 characters, APL less than Very Weak
out (or ask) what they like in a game, and attempt to
3-4 characters, APL equivalent Weak deliver the experience they’re after. Everyone should
3-4 characters, APL greater than Average have the opportunity to shine.
5 characters, APL less than Weak Keep the Adventure Moving. When the game
5 characters, APL equivalent Average starts to get bogged down, feel free to provide hints
5 characters, APL greater than Strong and clues to your players so they can attempt to
6-7 characters, APL less than Average solve puzzles, engage in combat, and roleplay
6-7 characters, APL equivalent Strong interactions without getting too frustrated over a
6-7 characters, APL greater than Very Strong lack of information. This gives players “little
victories” for figuring out good choices from clues.
Average party strength indicates no recommended Watch for stalling—play loses momentum when this
adjustments to the adventure. Each sidebar may or happens. At this same time, make sure that the
may not offer suggestions for certain party players don’t finish too early; provide them with a
strengths. If a particular recommendation is not full play experience.
offered for your group, you don’t have to make

Adventure
adjustments.

Before Play at the Table


Before you start play, consider the following:
Background
• Read through the adventure, taking notes of Three months ago, a wizard and scholar, Mendar
anything you’d like to highlight or remind Everton, discovered a faerie dragon drinking from a
yourself of while running the adventure, such pool in a grotto not far from his tower in Amphail.
as a way you’d like to portray an NPC or a The creature was quite friendly with him and
tactic you’d like to use in combat. Familiarize followed Mendar back to his home. Mendar grew
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2686 2
Adventure Hook
fond of the creature and shared the pride he felt for
his newly claimed pet with all of his wealthy friends
at his frequent attendance at lavish soirees in
Waterdeep. What a Delightful Party… The characters are
Mendar does not realize that his pet already has approached by Mendar Everton while attending a
an owner. The winged creature had wandered away party hosted by Lord Zelraun Roaringhorn in
from its true master, a faerie noble of the Gloaming Waterdeep. Mendar is planning to stay in Waterdeep
Court named Zuzana. The grotto where Mendar for the foreseeable future to conduct research and
found the faerie dragon is a fey crossing and Zuzana wishes for his pet and apprentice to join him. He will
has just discovered its existence. She has dispatched pay the characters 50gp each to travel to Amphail
her servant to watch the crossing, believing that her and safely escort them both to Waterdeep.
pet will soon yearn to return to the Feywild. Calling in a Favor. Your faction has received a
The adventure begins with the party having request from a wizard and dragon researcher named
accepted a job from Mendar while attending one of Mendar to escort his apprentice and familiar from
Lord Zelraun Roaringhorn’s parties in Waterdeep. his tower in Amphail to Waterdeep. You are offered
He propositions the characters to retrieve his pet 50gp for their safe passage to Waterdeep.
and his apprentice, Zayn Ponder, to relocate to
Waterdeep where he has made plans to stay for the
foreseeable future. Upon their arrival they learn that
Zayn has lost custody of the trickster faerie dragon.
Once the characters are clued in on the likely
hiding place of the dragon, they head to the grotto in
the woods behind Mendar’s tower. Hobgoblin
mercenaries working for a rival of Mendar’s show up
to attempt to take the faerie dragon for their master,
while the Gloaming Court’s servant takes advantage
of the chaos and tries to capture the faerie dragon
back to the Feywild.

Adventure
Overview
This adventure is divided into two parts:
Part 1. The characters arrive at Mendar’s tower
near Amphail to retrieve the faerie dragon and Zayn.
The party soon discovers he has lost Mendar’s
cherished pet and are asked to assist recover it.
Part 2. While searching the forest behind the
tower, the characters find the faerie dragon within a
grotto drinking from a pool. Just as they are hatching
a plan to capture it, a group of hobgoblins arrive to
take custody of the creature on behalf of one of
Mendar’s rivals. During the conflict, a quickling in
the service of Zuzana also tries to abduct the faerie
dragon. The party must act quickly to keep their
employer’s pet out of either side’s hands.

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2686 3
Part 1. Ready or
instructed him to engage in a game of “hide-and-
seek” with it, and he will continue until he finds her.
As the characters engage with Zayn, he seems

Not…
completely aware of what is happening to him and is
desperate for help to achieve his objective so he can
cease searching.
Expected Duration: 15 minutes
The adventure begins with the characters having Roleplaying Zayn
just arrived at Mendar’s tower. Zayn is a highly sensitive and unconfident student of
Mendar’s. His sense of inadequacy has only heightened as a
Don’t Mind the Mess result of being tricked by the faerie dragon, and he is
desperate to resolve the situation without Mendar ever
Once the party has arrived at Mendar’s tower, read
hearing of it. He will give his every last material possession to
the following text to them: ensure that Mendar never hears of this incident.
Quote: “Please, if Mendar catches wind of this I’ll never hear
It is quite cool under the shade of the alder trees that mark the end of it.”
the path to Mendar’s tower. The quaint stone structure is
flanked by a sea of trees that flood the neighboring
Zayn can provide the following information to the
landscape. The wizard’s home shows signs of disrepair in the characters:
form of its cracked foundation and misaligned shutters • Mendar found the creature three months
hanging loose from their hinges. ago near a grotto about a mile north of the
tower.
No audible reply or welcome comes from your attempts to • The creature followed Mendar back to the
bring Mendar’s apprentice to the door. tower on its own and seemed willing to be
taken in as his pet.
Mendar’s tower is a three story stone structure • Mendar became quite enamored with the
with a conical roof. There is only one main entrance creature and named it Sofie. He told Zayn
through its mahogany door which has a bronze door that faerie dragons rarely present
knocker, crafted to resemble a dragon’s face, themselves so candidly, and seemed very
mounted upon it. Each floor of the tower has a proud that Sofie had chosen him.
window facing each of the cardinal directions.
A character with a Wisdom (Perception) check of Zayn isn’t sure where the faerie dragon is, but he
13 or higher hear the sounds of rummaging from knows of its ability to turn invisible and is intent on
inside, as if furniture and other objects are being scrutinizing every square inch of the tower. He has
shifted around. The front door is unlocked. only been searching for about an hour and hasn’t
If the characters enter the front door or peak searched the other floors of the tower yet. He begs
through any of the open windows, read the the characters to help him with his search. His
following: embarrassment over his predicament, and his worry
that Mendar will learn of this incident, lead him to
offer the characters his Gem of Brightness if they help
You look upon a scene of disarray within the foyer of
him locate the missing creature. A successful DC 10
Mendar’s tower. Bookshelves and armoires have been
Charisma (Intimidation) check or the threat of
shifted from their position along the walls and the clutter of telling Mendar of his lost pet will bring Zayn to
clothing, tomes and personal effects lie in the middle of the additionally offer all of his monetary wealth (mixed
room. An empty cage roughly 2’ by 2’ in size hangs from the coinage worth 5gp).
ceiling near a wooden staircase that spirals up along the
northern wall. Underneath a bed along the east wall you take Searching the Tower
notice of a figure seemingly searching for something. Level 1: The first floor of the tower serves as Zayn’s
quarters. It has already been thoroughly searched
The figure is Zayn Ponder, Mendar’s apprentice by Zayn.
wizard. He is currently under the influence of a
suggestion spell placed on him by Mendar’s pet
faerie dragon, Sofie. The playful creature has

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2686 4
Level 2: The second floor is Mendar’s bedroom and
study. Bookcases containing literature about
dragons, a bed, a cabinet containing Mendar’s
clothing and a writing desk. Anyone inspecting the
writing desk will find a letter addressed to Mendar
(Player Handout 1). A length of chain hanging
from the ceiling can be pulled to reveal a drop
staircase to the attic.

Inside a drawer in the desk is a tiny collar made of


reed which has a polished jade stone inset within
the band. It has writing carved into it in Fey. Any
character that speaks or understands Elvish can
make a DC 13 Intelligence check to decipher that it
spells out a name: Zuzana.

Level 3: The attic serves as a storage space where a


number of crates and boxes are stacked. Many of
the boxes are full of copies of Mendar’s
unsuccessful same book: “Draconian Pleasures: A
Field Guide.” Anyone searching the cluttered space
with a DC 12 Intelligence (Investigation) check
notices that one of the crates has recently been
shifted does not have any dust upon its lid.
Opening it reveals a heap of miscellaneous books,
the very first of which is entitled “Cross Roads:
Planar Portals and Fey Crossings.” A crudely
drawn map has been tucked inside which shows a
sketch of Mendar’s tower in relation to the grotto
where Sofie was discovered.
Once the party has deduced that the faerie dragon
has likely returned to the grotto to hide, they can
continue to Part 2. If they ask Zayn to join them, he
will do so but will be incapable of doing anything
other than searching for Sofie.
If the party seems stumped or this section is
taking too long, Sofie appears just outside the
window and makes a whistling sound to entice the
party to come find it. It promptly turns invisible and
flies off, continuing to make enough noise as to be
followed.

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2686 5
Part 2. Here We
Adjusting the Encounter
Here are recommendations for adjusting this encounter.

Come!
These are not cumulative.
• Very weak party Replace hobgoblins with three goblins;
replace the quickling with a darkling
Expected Duration: 45 minutes • Weak party Replace the hobgoblins with five goblins
Having made their way to the grotto in the woods • Strong party Replace one hobgoblin with a hobgoblin
behind Mendar’s tower, the characters prepare to captain
enter Sofie’s hiding place. • Very strong party Add one hobgoblin and one hobgoblin
captain
General Features
The grotto has the following general features:
Terrain. The dirt within the grotto is very wet and muddy. The Gloaming Court’s Servant
Any character moving at full speed must succeed a DC 10
Dexterity (Acrobatics) check to prevent themselves from Sofie’s true owner is Zuzana, a fey noble of the
falling prone. Gloaming Court. A quickling retainer of the court
Light. The main cavern chamber is dimly lit with light filtering has been dispatched to find the faerie dragon and
in from the entrance. bring it home.
Sounds. The sound of dripping water echoes from the tunnel The quickling has camped out in the back cavern
in the northwest corner of the main chamber. near a cluster of mushrooms. It is enjoying a nap
Ceiling. The height of the main cavern is 10 ft. tall. when the commotion brewing between the
The dark entrance to the grotto presents itself from characters and the hobgoblins. After awaking, it
a barren hill amongst the sparse woods. As the senses the presence of the faerie dragon and moves
characters enter the grotto, read: to action on the third round of combat.
The quickling is not interested in combat unless its
hand is forced. Its primary goal is to drag the faerie
You traverse a slick and muddy path through a narrow tunnel
dragon to the mushroom cluster which serves as a
which expands into a large cavern. Sunlight filters through
fey crossing.
the entrance giving you a view of an 80’ by 70’ grotto. A
Due to the muddy terrain, the quickling moves
trickling stream of water winds from a northwestern cautiously at first, at half speed, to avoid slipping.
passageway to form an underground pool along the western When it reaches Sofie, it uses its action to grapple
wall. the creature and drag it back to the circle of
mushrooms in order to return to the Feywild. Due to
The green faerie dragon, Sofie, is currently invisible the equal size of the two creatures, the quickling’s
and drinking from the underground pool. Any speed will be halved further reducing it to 30ft. as it
character scanning the room for traces of the struggles to drag Sophie back home.
creature may attempt a DC 13 Wisdom (Perception) If it succeeds to bring Sofie to the smaller cavern,
check to notice small ripples forming in the water the quickling uses its action to interact with the
closest to the cavern floor. The characters merely mushrooms in a specific sequence that opens up a
need to vocalize that they have spotted Sofie and she portal to the Feywild. The portal remains open for
will reveal herself, proud that they have found her. one round. If the quickling is defeated before it
Shortly after discovering Sofie’s hiding place, a closes, Sofie quickly flies back, not eager to return to
party of five hobgoblins led be an apprentice its original owner.
wizard of Mendar’s rival, Wexkin Marr. They had
been watching Mendar’s tower in anticipation of Sofie’s Behavior
Zayn and Sofie to relocate themselves to Waterdeep. Sofie does not attack during the course of the
Upon seeing the arrival of the party, they followed encounter. It has already used its suggestion spell on
them to the grotto. Zayn for the day. Sofie will try to escape from the
The apprentice will offer to allow the party to quickling once it becomes aware that it is trying to
leave with their lives if they simply hand Sofie over take it back home. If the quickling is having too easy
to them. Should they refuse, the hobgoblins attack. of a time escaping from the party, the faerie dragon

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2686 6
may use its euphoria breath to try and give the party
more time to rescue it.

Treasure
Upon the bodies of the hobgoblins is 200gp that they
were paid as an advance for their service.

Conclusion
If the party recovers Sofie and brings it back to Zayn,
he thanks them profusely for helping him avoid the
wrath of Mendar. He immediately begins to pack his
bag to prepare for the journey to Waterdeep with
Sofie securely back in her cage.

If the party fails to recover Sofie, Mendar blames


Zayn and relieves him of his position as his
apprentice. He then refuses to pay the heroes,
explaining that he asked them to bring both his
faerie dragon and his apprentice and that, upon
firing Zayn, he has neither.

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2686 7
Rewards Treasure Awards
Item Name/Location GP Value
Make sure the players note their rewards on their Mendar’s Reward 50 per character
adventure log sheets. Provide them your name and Zayn’s Savings (Part 1) 5
DCI number (if applicable) so they can record who Hobgoblin Pay (Part 2) 200
ran the session.

Experience Permanent Magic Item Distribution


Total up all combat experience earned for defeated D&D Adventurers League has a system in place to determine
foes and divide by the number of characters present who is awarded permanent magic items at the end of a
session. Each character’s logsheet contains a column to
in the combat. For non-combat experience, the
record permanent magic items for ease of reference.
rewards listed are per character. Give all characters
• If all the players at the table agree on one character taking
in the party non-combat experience awards unless
possession of a permanent magic item, that character gets
otherwise noted. the item.
Combat Awards • In the event that one or more characters indicate an
interest in possessing a permanent magic item, the
Name of Foe XP per Foe
character that possesses the fewest permanent magic
Darkling 100 items gets the item. If there is a tie in the total number of
Goblin 50 permanent magic items owned by contesting characters,
Hobgoblin 100 the item’s owner is determined randomly by the DM.
Hobgoblin Captain 700
Quickling 200 Gem of Brightness
Wondrous item, uncommon
Non-Combat Awards This prism has 50 charges. While you are holding it,
Name of Foe XP per Character you can use an action to speak one of three
Recovering Sofie 100 command words to cause one of the following
Find Mendar’s Map 50 effects:
• The first command word causes the gem to shed
The minimum total award for each character bright light in a 30-foot radius and dim light for an
participating in this adventure is 225 experience additional 30 feet. This effect doesn’t expend a
points. charge. It lasts until you use a bonus action to
The maximum total award for each character repeat the command word or until you use another
participating in this adventure is 300 experience function of the gem.
points. • The second command word expends 1 charge and
causes the gem to fire a brilliant beam of light at
Treasure one creature you can see within 60 feet of you. The
creature must succeed on a DC 15 Constitution
The characters receive the following treasure,
saving throw or become blinded for 1 minute. The
divided up amongst the party. Characters should
creature can repeat the saving throw at the end of
attempt to divide treasure evenly whenever
each of its turns, ending the effect on itself on a
possible. Gold piece values listed for sellable gear are
success.
calculated at their selling price, not their purchase
• The third command word expends 5 charges and
price.
causes the gem to flare with blinding light in a 30-
Consumable magic items should be divided up
foot cone originating from it. Each creature in the
however the group sees fit. If more than one
cone must make a saving throw as if struck by the
character is interested in a specific consumable
beam created with the second command word.
magic item, the DM can determine who gets it
randomly should the group be unable to decide.
When all of the gem’s charges are expended, the gem
Permanent magic items are divided according to
becomes a nonmagical jewel worth 50gp.
a system. See the sidebar if the adventure awards
permanent magic items.

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2686 8
Appendix. NPC/Monster Darkling
Small fey, chaotic neutral
Statistics Armor Class 14 (leather armor)
Hit Points 13 (3d6 + 3)
Apprentice Wizard Speed 30 ft.
Medium humanoid (Human), Lawful Neutral
STR DEX CON INT WIS CHA
Armor Class 10
9 (-1) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
Hit Points 9 (2d8)
Speed 30 ft.
Skills Acrobatics +5, Deception +2, Perception +3,
STR DEX CON INT WIS CHA Stealth +7
10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 11 (+0) Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 15
Languages Elvish, Sylvan
Skills Arcana +4, History +4 Challenge 1/2 (100 XP)
Senses passive Perception 10
Languages Common Death Flash. When the darkling dies, nonmagical light
Challenge 1/4 (50 XP) flashes out from it in a 10-foot radius as its body and
possessions, other than metal or magic objects, burn to
Spellcasting. The apprentice is a 1st-level spellcaster. Its ash. Any creature in that area and able to see the
spellcasting ability is Intelligence (spell save DC 12, +4 bright light must succeed on a DC 10 Constitution
to hit with spell attacks). It has the following wizard saving throw or be blinded until the end of the
spells prepared: creature’s next turn.

Cantrips (at will): fire bolt, mending, prestidigitation Light Sensitivity. While in bright light, the darkling has
1st level (2 slots): burning hands, disguise self, shield disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Actions
Dagger. Melee or Ranged Weapon Attack: +2 to hit, Actions
reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) Dagger. Melee or Ranged Weapon Attack: +5 to hit,
piercing damage. reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +
3) piercing damage. If the darkling has advantage on
the attack roll, the attack deals an extra 7 (2d6)
piercing damage.

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2686 9
Faerie Dragon Euphoria Breath (Recharge 5—6). The dragon exhales
Tiny dragon, chaotic good a puff of euphoria gas at one creature within 5 feet of
it. The target must succeed on a DC 11 Wisdom saving
Armor Class 15 throw, or for 1 minute, the target can’t take reactions
Hit Points 14 (4d4 + 4) and must roll a d6 at the start of each of its turns to
Speed 10 ft., fly 60 ft. determine its behavior during the turn:
1-4. The target takes no action or bonus action and
STR DEX CON INT WIS CHA uses all of its movement to move in a random
3 (-4) 20 (+5) 13 (+1) 14 (+2) 12 (+1) 16 (+3) direction.
5-6. The target doesn’t move, and the only thing it
can do on its turn is make a DC 11 Wisdom saving
Skills Arcana +4, Perception +3, Stealth +7 throw, ending the effect on itself on a success.
Senses darkvision 60 ft., passive Perception 13
Languages Draconic, Sylvan
Challenge 1 (200 XP) for a red, orange, or yellow faerie
dragon; 2 (450 XP) for a green, blue, indigo, or violet
faerie dragon

Superior Invisibility. As a bonus action, the dragon can


magically turn invisible until its concentration ends (as
if concentrating on a spell). Any equipment the dragon
wears or carries is invisible with it.

Limited Telepathy. Using telepathy, the dragon can


magically communicate with any other faerie dragon
within 60 feet of it.

Magic Resistance. The dragon has advantage on saving


throws against spells and other magical effects.

Innate Spellcasting. The dragon’s innate spellcasting


ability is Charisma (spell save DC 13). It can innately
cast a number of spells, requiring no material
components. As the dragon ages and changes color, it
gains additional spells as shown below.

Red, 1/day each: dancing lights, mage hand, minor


illusion
Orange, 1/day: color spray
Yellow, 1/day: mirror image
Green, 1/day: suggestion
Blue, 1/day: major image
Indigo, 1/day: hallucinatory terrain
Violet, 1/day: polymorph

Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 1 piercing damage.

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2686 10
Goblin Hobgoblin
Small humanoid (goblinoid), neutral evil Medium humanoid (goblinoid), lawful evil
Armor Class 15 (leather armor, shield) Armor Class 18 (chain mail, shield)
Hit Points 7 (2d6) Hit Points 11 (2d8 + 2)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1) 13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (-1)

Skills Stealth +6 Senses darkvision 60 ft., passive Perception 10


Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin
Languages Common, Goblin Challenge 1/2 (100 XP)
Challenge 1/4 (50 XP)
Martial Advantage. Once per turn, the hobgoblin can
Nimble Escape. The goblin can take the Disengage or deal an extra 7 (2d6) damage to a creature it hits with a
Hide action as a bonus action on each of its turns. weapon attack if that creature is within 5 feet of an ally
of the hobgoblin that isn’t incapacitated.
Actions
Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage. Longsword. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6
Shortbow. Ranged Weapon Attack: +4 to hit, range (1d10 + 1) slashing damage if used with two hands.
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +3 to hit, range
150/600 ft., one target. Hit: 5 (1d8 + 1) piercing
damage.

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2686 11
Hobgoblin Captain Quickling
Medium humanoid (goblinoid), lawful evil Tiny fey, chaotic evil
Armor Class 17 (half plate) Armor Class 16
Hit Points 39 (6d8 + 12) Hit Points 10 (3d4 + 3)
Speed 30 ft. Speed 120 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 4 (-3) 23 (+6) 13 (+1) 10 (+0) 12 (+1) 7 (-2)

Senses darkvision 60 ft., passive Perception 10 Skills Acrobatics +8, Sleight of Hand +8, Stealth +8
Languages Common, Goblin Senses darkvision 60 ft., passive Perception 15
Challenge 3 (700 XP) Languages Common, Sylvan
Challenge 1 (200 XP)
Martial Advantage. Once per turn, the hobgoblin can
deal an extra 10 (3d6) damage to a creature it hits with Blurred Movement. Attack rolls against the quickling
a weapon attack if that creature is within 5 feet of an have disadvantage unless the quickling is incapacitated
ally of the hobgoblin that isn’t incapacitated. or restrained.

Actions Evasion. If the quickling is subjected to an effect that


Multiattack. The hobgoblin makes two greatsword allows it to make a Dexterity saving throw to take half
attacks. damage, it instead takes no damage if it succeeds on
the saving throw, and only half damage if it fails.
Greatsword. Melee Weapon Attack: +4 to hit, reach 5
Actions
ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Multiattack. The quickling makes three dagger attacks.
Javelin. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + Dagger. Melee or Ranged Weapon Attack: +8 to hit,
2) piercing damage. reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 +
6) piercing damage.
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.

Not for resale. Permission granted to print or photocopy this document for personal use only.
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Appendix. Forgotten Grotto Map

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Player Handout 1

Dear Mendar,

Congratulations on your recent discovery! Faerie dragons


are rare occurrences indeed, and my understanding is that
its green scales are an indication of its maturity. You must
be very proud.

I have learned that you will be attending Lord


Roaringhorn’s soiree, and I hope that you will bring the
faerie dragon with you. I am interested in acquiring such a
creature and am prepared to make a generous offer for it.

Take care and I look forward to your agreeable answer to my


proposal.

Wexkin Marr

Not for resale. Permission granted to print or photocopy this document for personal use only.
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