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11-16th Level A Dungon and A Dragon
11-16th Level A Dungon and A Dragon
A DUNGEON AND A
DRAGON
A Dungeons and Dragons (Fifth Edition) Adventure
The Green Dragon Valturnax has attacked the nearby village of Hartsvale,
threatening to destroy them completely if they do not submit to his rule by
nightfall. To save the town, adventurers must ascend the mountain by climbing
through the caves housing the dragon’s minions and face him in his lair– and
they need to do so before the sun sets.
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A Dungeon and A Dragon By Chris Bergman
Overview
Adventure Background
This adventure is a straightforward dungeon
crawl culminating in a fight against an adult Three months ago, Valturnax, an adult green
green dragon in his lair. The players will explore dragon, was forced to leave his prior lair
caves filled with classic Dungeons & Dragons hundreds of miles from Hartsvale when another
minions – but these minions are prepared for green dragon, his half-sister Verslexia, attacked
the adventurers. This adventure was him and drove him out. Wounded and plotting
designed to be challenging and his revenge, he settled in a ruined temple to
potentially lethal. Be sure you are Bahamut about 10 miles into the forest outside
comfortable running a more lethal adventure of Hartsvale, along with the cave complex below
and consider warning your players that their the temple. He has convinced and coerced the
characters may die if your campaign is not local goblinoids and kobolds into working for
normally very lethal. him. Prior to his arrival, the hobgoblin warlord
Stregurd was the most powerful and influential
Using This Adventure creature in the Hartsvale forest.
This adventure is designed for use with Hartsvale has been a small farming and fishing
Dungeons & Dragons, Fifth Edition rules. town for hundreds of years. It was originally
Creature names are printed in bold font, and founded on the most fertile land near the local
their stats appear in the back of this adventure, Temple of Bahamut, providing lodging and
in the appendix. supplies for pilgrims and priests. When the
temple was abandoned, the town remained,
though many have forgotten its history. Some of
This adventure is designed for 4 characters the older villagers blame any misfortune,
with an Average Party Level (APL) of especially misfortune related to dragons, on the
level 14. Your party may be more or less town’s failure to protect the temple of Bahamut.
powerful. Please adjust the adventure using the
following guidelines, though you should also Yesterday, Valturnax attacked Hartsvale, killing
consider magic items, player experience and several guards and the town wizard, before
team composition when doing so: announcing that he would be back for their
tribute this evening. Valturnax knows that
3 characters, APL of 11-13: Very Weak
Hartsvale is likely to ask for help rather than
3 characters, APL of 14: Weak
bow before him, and he believes that when he
3 characters, APL of 15-16: No change
comes back with the bones of the mercenaries,
4 characters, APL of 11-13: Weak
guards, or adventurers sent to kill him, the town
4 characters, APL of 14: No change will be forced to become his vassals. Ultimately,
4 characters, APL of 15-16: Strong he hopes to combine a human militia with his
5 characters, APL of 11-13: No change monstrous minions to serve as a strike force
5 characters, APL of 14: Strong when he travels back to kill his half-sister.
5 characters, APL of 15-16: Very Strong
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A Dungeon and A Dragon By Chris Bergman
Adventure Overview
Adventure Hook
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A Dungeon and A Dragon By Chris Bergman
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A Dungeon and A Dragon By Chris Bergman
If questioned further, Fulsan also knows that Light – Rays of sunshine trickle through the
Valturnax has only recently come to the area trees. The deeper they travel into the forest, the
around Hartsvale in the past few months, but less and less light filters through.
already most of the local goblinoids seem to
have stopped their random raids and have Fulsan’s map leads you deeper into the
become organized. The forest itself has also Hartsvale forest, and as you head deeper
changed. Fulsan suspects that the dragon has in, the few signs of civilization fade away.
taken control of the forest and its denizens.
Soon, small animals begin to act strangely.
Hartsvale Birds watch your progress, flying from
branch to branch to keep you in view.
It takes 4 hours to get to Hartsvale, and another Small rabbits and mice keep pace with you
hour to get to Valturnax’s lair. Encourage the about 30 feet away, staring unblinking at
players to mind the in-game time, and let them you as you walk, though they don’t let you
know there might be consequences if they approach close enough to touch them.
haven’t reached Valturnax himself by 8pm.
Hartsvale Forest
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A Dungeon and A Dragon By Chris Bergman
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A Dungeon and A Dragon By Chris Bergman
One way forward without passing through the 1. Into the Caves
kobold tunnels is to climb or bypass the cliffs.
The cliffs ahead are about 60 feet tall. There are Light – None of the races in the caves need
strong winds coming off the mountain at all light to see – there are no torches or sources of
times, making it difficult to climb or fly over. If light and the adventurers may need to provide
the party tries to climb, they need to make a DC their own.
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A Dungeon and A Dragon By Chris Bergman
Smell – Stale air mixed with unwashed lizard ambush the party when they leave. If the party
body odor passes through the kobold tunnels to the gorge,
move them to part 3, Goblins on the Stairs, and
Sounds – Periodically, squeaky kobold voices the kobold war party will attempt to ambush
echo through the tunnels, though they’re not them the next time they take a short rest.
loud enough to make out individual words or
distinguish the direction. 2. The Trap Hallway
The Adventurers enter into a small room There are 16 traps in the trap hallway, 4 in each
through the front doors, labeled 1 on map 1. wing of the plus sign. These traps are not meant
to surprise players unless they start moving
Entering into the cave, you find yourselves quickly through them or put someone who is
in a small stone and dirt room. To your not proficient in perception.
right and left are small holes, maybe a foot
For mechanical purposes, all the traps in the
and a half in diameter, that even a kobold hallway can be seen with a Passive Perception of
would need to squeeze to get through. 15. Inform your players that if they travel at half
Ahead of you, a door lies unbarred and their movement speed each round or announce
open, revealing a long hallway. Halfway that they are moving slowly they can get a +5
down the hallway, it intersects with a bonus to their Passive Perception. If they dash,
perpendicular corridor, forming a “plus they get a -5 penalty to their Passive Perception.
Whoever is in the front row can all use their PP,
sign” shape. but all of the ones in the front row may get hit
by traps if they miss something.
Above the door, a sign has some words in
Draconic. Below the sign, someone has Every trap, if spotted, has a way to pass around
scratched out a word in Goblin. it without disturbing it – trip wires can be
stepped over, pressure plates can be stepped
around, pit traps can be walked around, sticky
The kobolds have put up a sign calling this “The threads can be ducked under. Don’t call for a
Trap Room” in Draconic. They use these check to pass by a trap undisturbed.
hallways to practice trapmaking and as a way to
kill or deter intruders. If the party would like to disable a trap, that will
require a DC 12 Thieves Tools (Dexterity) check
In Goblin, the hobgoblins have scratched in the or a DC 15 Dexterity check if no one has Thieves
word “Danger” to remind their minions that Tools. On a failure of 5 or more, the trap is
they need kobolds to escort them through these triggered. For saving throws, assume a DC of 14.
hallways. For attack rolls, assume a “to hit” modifier of
+7.
The small kobold tunnels have openings sized
for Tiny creatures, though Small creatures can Feel free to choose traps that are thematically
squeeze through. The tunnels then open up into appropriate for kobolds. The following are
enough room for Small creatures to stand and recommended:
move freely. The party should not be able to
enter these tunnels unless they are all size Small 2A (from entrance heading to the middle)
or can be made size Small. If the party does Trip Wire - fires crossbow bolt (attack
travel through the kobold tunnels, the kobolds roll, 9 piercing damage [1d10+3])
will not engage them in the tunnels themselves Covered Pit Trap - 10 foot drop, sharp
and will wait until the party leaves for the main wooden spikes (Dex save to take no
rooms to fight; the kobold war party in area 3 damage, 4 bludgeoning damage and 10
and the 2 alchemists in area 5 will attempt to piercing damage [1d6 and 3d6])
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A Dungeon and A Dragon By Chris Bergman
Pressure Plate - spear juts out from party from moving to the right. No
holes in the wall on the right side (attack damage to the party.
roll, 8 piercing damage [1d8+3])
Strings hang from the ceiling with sticky 2. B. Tucker’s Kobolds
stuff on the ends, when pulled, viscous
oil pours from the ceiling (Dex save to When the party reaches 2B, the center area
avoid, gives disadvantage on saving between the hallways, kobolds spying on the
throws versus fire damage and adds an party through small holes to the kobold tunnels
additional 3d6 fire damage if lit on fire; see the party enter the middle (DC 15
can be cleaned off during the next short perception (wisdom) check to notice the
or long rest) spying). When either the entire party is in the
center area, or when a party member attempts
2C (from middle heading towards the top) to leave the center area, the spying kobolds
Pressure Plate – swinging axe from begin to bang hammers against metal pans and
ceiling (attack roll, 12 slashing damage pots.
[2d8 +3])
Trip Wire – poison darts (Con save to As you pass through the center of this plus
take no damage, 11 poison damage
[3d6]) shaped hallway, an enormous clamor starts
Pressure Plate – floor spikes (Dex save up all around you, the sound of several
to take half damage, 11 piercing damage hammers pounding over and over against
[3d6]) pots and pans. At this sound, the doors at
Pools of acid hidden under a cover (Con each end of all four hallways swing open,
save to take half damage, 14 acid revealing 2 things: First, you see the stairs
damage [4d6]) up ahead, in the next room at the end of
the hallway through which you’ve been
2D (from middle heading left)
traveling. Second, and more concerningly,
Sticky Threads with oil (as with 2A trap
number 4) you see 4 large, crude, wood and metal
Pressure Plate – acid sprays from holes ballistae, one at each end of the 4 hallways.
in the bottom/south wall (Con save to Each ballista appears to be loaded with a
take half damage, 11 acid damage [3d6]) barbed bolt with a length of chain running
Trip Wire – makeshift frag grenade behind it. Two kobolds man each ballista,
made from black powder and nails (Dex hiding behind large wooden covers and
save to take half damage, 7 fire damage peeking through eye slits.
and 11 piercing damage [2d6 and 3d6])
Covered Pit Trap with wooden spikes (as
with 2A trap number 2)
The 4 ballistae, 8 kobolds, and 2 kobold
alchemists do not benefit from the element of
2E (from middle heading right)
surprise during the ambush. The kobold
Trip wire – 2 hand crossbow bolts from alchemists begin in area 5 (the room with the
left and right (2 attack rolls, 6 piercing stairs) behind total cover, peeking out on their
damage each [1d6+2]) turns to throw Molotov cocktails, before
Sticky Threads with oil (as with 2A trap running back behind total cover. The ballistae
number 4) target whoever is closest so that they can drag
Pressure Plate – stone block from ceiling them through the traps – if multiple characters
falls on player (Strength save to take half can be dragged through the traps, the ballistae
damage, 11 bludgeoning damage [3d6]) focus on the least-heavily-armored characters.
Pressure Plate – a stone block cuts off The kobolds simply operate the ballista, fleeing
the room to the right, preventing the if their ballista is destroyed while they still live.
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A Dungeon and A Dragon By Chris Bergman
If a ballista is grappling a target and has at least Adjusting the Encounter (these changes are
1 kobold operator, the ballista instead attempts
to drag the target closer to the ballista. The not cumulative)
target makes a Strength saving throw against a Very Weak: Remove 1 Ballista and 2 kobolds
DC of 20. On a failure, the target is dragged 10 from area 1.
feet towards the ballista; on a failure of 5 or Weak: No change
more, the target is dragged 25 feet towards the
Strong: The war group in area 3 moves to the
ballista.
tunnels between area 3 and area 5, and
If the ballista is not grappling a target, if it has 2 engages the party when the party enters
kobold operators, it can fire every round, either area 3 or area 5.
pulling back the bolt on a miss. If it has 1 kobold
Very Strong: The war group in area 3 moves to
operator, it takes one turn to reload and then a
second turn to fire again. If the bolt or chain is the tunnels between area 3 and area 5, and
destroyed, a ballista takes an extra turn to swap engages the party when the party enters
out the bolt and chain for a new one. The chain either area 3 or area 5. Replace 2 Kobold
has AC 12 and AC 10 and resistance to piercing Dragonshields with 2 more Kobold Chieftains.
and slashing damage; it has immunity to poison
or psychic damage.
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A Dungeon and A Dragon By Chris Bergman
the Stairs The two Goblin Bosses that just cut the rope
attempt to flee, running to the area in Map 2 to
In this section, the party must find a way to join 1 Booyahg Booyahg Booyahg, 2 more
cross a ravine when the rope bridge is cut. Goblin Bosses, and 2 Mouths of
Afterwards, they encounter a goblin sorcerer Grolantor.
and the dragon’s crazed pet giants.
Once the players cross the ravine, they can
move forward until they can see area 6.
As you step out into the cold mountain air,
you see before you a rope bridge to
As you turn the corner, you see the source
continue through the mountain over a 50
of the frantic bellows: two hill giants who
foot drop. Around you are several trees, a
look thin and almost gaunt with hunger.
large clumping of bushes, and the stairs
They both immediately turn towards you,
back down to the kobold tunnels. In the
straining against massive iron chains that
distance across the ravine, you hear deep,
bolt them to the ground.
frenzied bellows echoing off the mountain
walls.
Behind them are two stairs leading to a
higher level, and two stairs on that level
On the other side of the gorge, across the
leading higher still. A goblin voice cries out
30 foot gap, 2 goblins have just finished
from above, and the giants’ chains pull free
cutting the ropes to the rope bridge as they
from the ground as the giants prepare to
laugh like maniacs. They turn to flee,
rush you.
giggling the whole time.
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A Dungeon and A Dragon By Chris Bergman
The Booyahg Booyahg Booyahg starts on the D20 Wild Magic Surge Table
top steps near area 8, and has pre-cast mage
armor. He likes to drop ice storms and fireballs 1 A fireball centered on the caster explodes
from afar, thunderwave to shove people off the for 8d6 damage, dex save DC14 for half
third level, and shield or counterspell to protect 2 Target is healed to his full HP
himself. He is 100% willing to include the 3 Target’s feet sprout wings, functioning like
Mouths of Grolantor in the area of effect of his Boots of Flying for 1 minute
spells. Each turn, he walks to the edge, casts a 4 Caster’s clothing turns to green slime
spell, then walks back, breaking line of sight 5 Caster’s feet become cloven hooves
with anyone not on the same level as him, and 6 Caster’s head turns invisible for 60 seconds
then bonus action hides. If he drops below 10 7 All females within 100 feet incorrectly
hp or if the giants die, he casts misty step to flee think they’re invisible for the next minute
to the goblinoid barracks and then casts greater 8 All grass within 100 feet is turned into
invisibility while he runs to the goblin spaghetti
chambers in area 12a. 9 All males within 100 feet are covered in
blood
Every single time the Booyahg Booyahg 10 All trees within 30 feet of the caster burst
Booyahg casts a spell – even a cantrip – roll on into flame
the wild magic table in the Player’s Handbook 11 Target thinks that he will rust if he gets
on page 104 or the below table. For AOE spells wet, lasts for 1 day
and wild magic effects involving the “target”,
12 Magic mouth appears on target’s back,
use the target closest to the center of the AOE.
shouting obscenities for 60 seconds
13 Target’s entire body appears to throb in
Adjusting the Encounter (these changes are time with his heart, lasts 10 minutes
not cumulative) 14 Target grows a beard made of feathers that
Very Weak: Remove 1 Mouth of Grolantor blows off the next time he sneezes
Weak: Remove 1 Mouth of Grolantor 15 Target thinks that his allies cannot see him
no matter what they say, lasts 10 minutes
Strong: No change 16 Target thinks that his own name is a Power
Very Strong: The Booyahg Booyahg Booyahg Word and is afraid to say it, lasts 1 day
starts the fight by casting greater invisibility on 17 Target sprouts rabbit ears that last for 1
himself while out of the line of sight of the day before falling off
18 Target’s sense of up and down are flipped
players and, if forced to flee, casts cone of cold
180 degrees for d6 turns
before casting misty step to escape 19 Target’s presence enrages giants for 10
minutes
The Booyahg Booyahg Booyahg is carrying a 20 Target’s feet take root – movement speed
Scroll of Hold Person that he will use if he runs drops to 0’ for d6 rounds
out of spell slots or if he is confronted in close
Credit to “The Net Libram of Random Magical
quarters, but otherwise he will save it for later.
Effects” by Orrex; and to the Player’s
Handbook wild magic table on page 104.
Optional: If your players are struggling or do
not have a healer, consider adding 1 Healing In event of a TPK, the goblins prefer to capture
Potion (2d4+2) and 1 Superior Healing Potion players rather than and hold them in cells 12b
(8d4+8) on the body of a dead Goblin Boss. in map 3. They use rope to bind hands (DC12
Dex check to escape) and they do a sloppy job
Once the players have finished, they can searching for weapons (light weapons and
continue on into the caves in area 8 to reach spellbooks may be missed in the search).
Part 4.
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A Dungeon and A Dragon By Chris Bergman
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A Dungeon and A Dragon By Chris Bergman
Adjusting the Encounter (these changes are Devastator, if possible. Each regular Hobgoblin
not cumulative) is assigned to protect a Devastator. They will
also stand in front of the Devastator to provide
Very Weak: Replace 2 Hobgoblin Captains
half cover from ranged attacks.
with 2 Hobgoblins; the Hobgoblin Warlord
and 2 Hobgoblins arrive on round 4 rather
The Hobgoblin Warlord and Hobgoblin
than round 3 Captains will act as the situation demands once
Weak: The Hobgoblin Warlord and 2 they join combat; they are intelligent and aware
Hobgoblin Captains arrive on round 4 rather of tactics, and are willing to accept an attack of
than round 3 opportunity to get at spellcasters and archers.
Strong: No change They also are willing to grapple an enemy to
Very Strong: The Hobgoblin Warlord and 2 drag them into the poison vents. The
Hobgoblin Captains arrive on round 2 rather Hobgoblins fight to the death.
than round 3
Treasure: One of the Devastators carries a
scroll of dimension door that he may use in case
The Bugbears focus on attacking obvious
of emergency to escape to the Goblin Stairs
spellcasters first and obvious archers second.
(map 2) before fleeing to the kobolds. The
On the first round, they will attack twice; on
Hobgoblin Warlord carries a carved ivory
future rounds, if possible, they will attack once
symbol inlaid with silver. The symbol is a holy
and grapple once and try to drag spellcasters
icon of the Hobgoblin God Nomog-Geaya,
and archers into the poison gas vents.
featuring a longsword crossed with a handaxe.
This icon is worth 50gp if sold.
The Devastators will use reactions exclusively
for counterspell and will attempt to use
If the Hobgoblins TPK the party, they prefer to
counterspell on every spell cast by the party. On
capture rather than kill the players, stabilizing
their turns, they will use ice storm, scorching
them and then holding them in cells in 12b
ray, melf’s acid arrow, and thunderwave as
while discussing how to deal with the party.
appropriate. If they can shove someone into a
They use rope bindings (Dex check DC 12 to
poison vent, they’ll prefer to do so with gust of
escape). They wait for Valturnax to return from
wind or thunderwave. If an enemy is in a
destroying Hartsvale at 8pm, and then deliver
poison gas vent, the devastators will prefer to
the prisoners to him if the prisoners have not
use scorching ray on them to set the poison gas
escaped. The prisoners can take a short rest
vent on fire with the enemy in it. They save one
while they are prisoners, either before escaping
1st level spell slot, and if they run out of all other
or before being taken to Valturnax.
spell slots, they will try to cast fog cloud and
then flee to 13a. 11. Bugbear Den
The regular Hobgoblins will take the dodge In this room, there are several crude straw
action every round unless an enemy is in melee mattresses thrown on the floor and crude
range of the Devastator and use their reactions latrines carved into one side of the wall. There
exclusively to enforce disadvantage on the first are no valuables in this room, though several
attack on the Devastator near them. If an enemy rusty morningstars are strewn about in a
gets into melee range, the Hobgoblins will corner.
attack them while staying within 5 feet of the
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A Dungeon and A Dragon By Chris Bergman
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A Dungeon and A Dragon By Chris Bergman
While you have hopefully been urging the party Assuming the adventurers are willing to
to reach Valturnax by 8pm, Valturnax will not negotiate, you should roleplay Valturnax as the
leave his hoard unguarded while adventurers most charming, conniving, cunning bastard you
are in his caves. Hartsvale is not in danger until have ever played. He knows how to tempt
the adventurers are killed. selfish characters, he knows how to guilt good
characters, and he knows how to lie without
“GMs have a moral obligation to run dragons being caught. He promises another dragon’s
as best you can. Dragons are half of this hoard, he promises to leave peacefully if a small
system's name. They aren't something that just favor is completed, he promises many things…
sits in a room. They are memorable. Each and but he is going to poison breath the party when
every single one.” -- /u/BrosEquis , reddit he gets them bunched up and he can move
between them and the exit of the temple.
Important: Before you read the following,
make sure to ask the party what spells
they have pre-cast, and note any spells with
duration of 5 minutes or less. Valturnax is
hoping to use a drawn-out conversation as a
way to burn time on spells before attacking the
party when their shorter duration magic has
run out.
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As you step forth from the stairs, the land while his invisible body moves between them
around you is barren and desolate, a and the exit from the temple and breathes
shadow of its former glory. Dead grass and poison gas all over them.
withered, dying trees surround ancient
marble. Ahead of you lies a small stone Insight checks to determine if Valturnax is lying
tower, built in ages past. To the left is a has a DC of 18 when he is telling outright lies
large temple with huge stained glass (like the draconic guest rite lie), and a DC of 23
windows and Corinthian columns. The otherwise (he does have a half-sister Verslexia,
rubble from broken columns and ruined and does want to kill her, but that’s not the full
walls litters the ground. What looks like truth). Speak confidently. Roleplay
what once were statues of Bahamut have Valturnax as if you believe his lies. Make
been desecrated, the heads removed and the players believe what he says.
formed into one dragon statue with five
heads.
“Let us put aside our weapons. To be
welcomed into a lair of a dragon is a
On the watchtower directly in front of you,
trust and honor no dragon dare go
about 20 feet up, a huge green dragon
against! I am issuing the old draconic
lounges and stares into your eyes.
guest rite. It is an ancient custom
between host and guest, one that has
“It has taken you long enough. I have been
evidently passed to some human
waiting for you. I have heard the sounds of
cultures. May Tiamat strike those that
the slaughter below. I can smell your foul
defy this rite down!” (this custom does
odor on the wind. And I know you covet my
not exist; this is a lie)
treasure.
“As part of my role as host, my full name
“If it’s a battle you want, I will provide it –
is Valturnax the Wise, though my half-
but I hope to parlay. If you value your lives,
sister calls me Valturnax the Wise-ass.
you should hear me out. I come carrying,
Tell me, heroes, what are your names?”
as the human custom goes, the white
(truth)
banner of peace. Step into my lair as guests
“The truth, adventurers, is that this fight
and no harm shall come to you.”
is more evenly matched than I prefer.
Now, don’t get me wrong! I would surely
If the adventurers are willing to parlay, or if destroy you. But while I was wounded
they stay quiet, his image moves into the ruined from this fight, licking my wounds, I
temple, and the players will need to decide if would be a prime target for my half-
they’re going to follow in. Valturnax waits in the sister’s attack. I may be inclined to be
temple after offering the host/guest courtesy. evil, by your standards, but I’m not
Once they come in, he continues. You can make stupid. I would much prefer fights I can
up your own cunning, charming lies for overwhelmingly win.” (truth)
Valturnax to say – as always, adjust the “The town of Hartsvale? Of course, I
conversation based on what the adventurers asked them to become my vassals. I
say. However, the below is a sample of the type killed several of their guards. But did
of things Valturnax would say. He wants to get they tell you the rest of the story? That
the party to take time talking to him, come with they sent two adventuring parties to
his image into the ruined temple, then bunch up attack me before I finally retaliated?
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A Dungeon and A Dragon By Chris Bergman
Had they attacked an elven forest, or a come a bit closer. If you slay her, not
dwarven stronghold, or a human only will you be able to take her hoard
kingdom, would your peoples have been for yourself, but I will even give you
as merciful as I have been, demanding some magic items from my own hoard!
fealty rather than destroying them, root Such is the gratitude of dragons.” (lie)
and branch? Their motives are no purer “I will consent to… let’s say, for each of
than mine, their hands no cleaner than you, one magical item and as much gold
my own.” (lies – Hartsvale did no such or gems as you can hold in your
thing) separate, unaltered hands.” (lie)
“Wait a moment. Have you seen any “Come closer. You must listen to me! I
animals… watching you? Verslexia, my would rather not risk my life or leave my
devious half-sister, sometimes uses such treasure unguarded. You can find
spies to look upon my holdings! She Verslexia deep into the woods, away
can’t hear what we are to talk about!” from civilization, about 30 miles from
(technical truth, though he has been the here. She has a cave behind a waterfall,
one using animal spies in this and I know that she does not keep
adventure; but Verslexia can do the minions. She does not trust them.”
same as well) (truth)
[Valturnax slithers around from stained (Giant grin) “Thank you for trusting me.
glass window to stained glass window, I always try to get along well with my
“looking for spies”; ask any players who meals!”
are near where his image is moving if
they’d like to move away from him while If the adventurers have stayed along for the
he’s looking out the stained glass conversation through this point, I would roll
windows on the right and left sides. initiative with advantage for Valturnax and
While he’s doing this, his true form would ask the adventurers to roll initiative with
moves towards the entrance, about 10 disadvantage, to represent that Valturnax does
feet behind his image, which settles near initiate combat but no one is surprised.
the entrance as well]
“There are more of her spies now… I can
feel them! I must whisper now. We must
be quiet enough that the rabbits and
mice outside cannot hear us.” (not
technically a lie)
(whisper) “You see, I need a favor. Yes,
one as powerful as me. If you do this for
me, I will consent to leave Hartsvale
behind, to move my lair to a more
remote forest where I will no longer
need to deal with civilized villages. But I
can’t do that until my half-sister,
Verslexia, has been dealt with. Should
she be killed, I will take my surviving
followers and move to her lair. Quiet,
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A Dungeon and A Dragon By Chris Bergman
1. The Dragon’s Gambit search his hoard for one of the magic items
listed in part 2 or to get 200gp each turn that
Adjusting the Encounter (these changes are they forego their action, bonus action, and
not cumulative) movement to steal from his hoard.
Very Weak: Reduce Valturnax’s hit points to
Valturnax will not initially hit unconscious
160. Do not use lair actions. Do not use
characters. As soon as a character has been
stinking cloud in the first 3 rounds.
downed and then brought back up with healing
Weak: Do not use lair actions. Do not use magic, though, Valturnax narrows his eyes and
stinking cloud in the first 3 rounds. will start attacking downed characters (if you’re
Normal: Do not use lair actions. The first mean) or taking them hostage, grappling them
legendary action Valturnax takes is to drop a and then flying up to the second floor to
stinking cloud on as many of the party as he negotiate. He is willing to let most of the
can. adventurers leave alive if he gets to keep one of
Strong: Use the Grasping Roots and Wall of them. Showing off a live hostage hero instead of
Thorns lair actions, but not the Magic Fog lair several dead ones can be just as terrifying to the
action. The first legendary action Valturnax town of Hartsvale.
takes is to drop a stinking cloud on as many of
the party as he can. When either Valturnax hits 100 hp (75 hp for a
very weak party) or Valturnax uses his last
Very Strong: Use all lair actions. The first
Legendary Resistance, it’s time to move to Part
legendary action Valturnax takes is to drop a
2.
stinking cloud on as many of the party as he
can. 2. The Temple Falls
Valturnax initiates combat with his poison Valturnax bellows a primal roar. His wings
breath, and then will attempt to target lightly have become a tattered mess, with more
armored healers, then lightly armored holes than flesh. His green blood oozes
spellcasters, then anyone else who is not heavily forth from between his scales. He opens his
armored. If he gets surrounded, he uses his eyes wide, frenzied with pain and rage.
wing beat to reposition. He is willing to forego a
claw attack to grapple someone, and is willing “If I am not to have my treasure, neither
to take hostages. He loves to use his poison shall you!”
breath when it is up, unless it is clear that the
party is resistant or immune to poison. He only He slams his body against one massive
uses spells as legendary actions except in dire stone column, then against another. A
situations. rumbling starts as stone blocks begin to fall
from the ceiling, and Valturnax slithers out
He will try to stop anyone from getting too close of the temple.
to his hoard, but if that person is a heavily
armored individual or if it is clearly being used “If you still seek my gold, die from your
as a distraction, he is willing to ignore it in greed!”
order to win the fight and down high priority
targets first. Anyone who does so anyways, can
use their action, bonus action, and movement to
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A Dungeon and A Dragon By Chris Bergman
Each character now has a choice: Leave the Valturnax’s wings have been shredded and he is
temple immediately to continue the fight, unable to fly, so he is no longer able to leave this
grabbing some gold or gems worth 100g on the fight. He also can no longer use the “wing beat’
way out, or take 1 round to grab a magic item legendary action. If the party’s health is still
instead, dealing with some crashing stone high, have his poison breath recharge during
blocks while they do. Part 2. Otherwise, continue as before.
For any characters that just take the gold and If Valturnax knows he is definitely going to die
gems, place them outside the temple. For those and can’t win and you’re an asshole DM, his
who grab a magic item, give them the option of strategy is to grapple a character, use the rest of
one of the below magic items or roll on tables B, his attacks on the character, and then leap off
C, and F for magic items in the Dungeon the side of the mountain. It’s about a 120’ drop
Master’s Guide. Then, once they have selected off the mountain, so 12d6 falling damage.
their magic item, they must make a Dex save
DC 15. On a failure, they take 20 bludgeoning If Valturnax kills the party, he tries to make any
damage from falling rocks, but manage to make who succeed at their death saving throws into
it outside of the temple. If this would knock his new minions, though they are likely to have
them unconscious, they are close enough to one many chances to escape; his previous minions
of their friends, who can come drag their had remained out of fear and because he
unconscious body out of the temple as it controlled their homes, so they had nowhere to
collapses and the hoard is lost. Go to Part 3. run from him.
Appearance
2 Spell Scrolls
Item
1 scroll of Ending the
Hallucinatory Terrain
and 1 scroll of Nystul’s
Magic Aura
Adventure
Magic Goggles Goggles of Night
2 Potions Potion of Fire Breath With Valturnax dead, the town of Hartsvale
and Potion of Water rejoices, pronouncing them heroes. Valturnax’s
Breathing hoard will, unfortunately, take much time to
Magic Spectacles Glasses of Minute excavate, and the forest of Hartsvale still holds
Seeing
dangerous creatures – many of whom are now
Magic Ring Ring of Swimming
coming back into the forest after being scared
4 arrows/bolts One Arrow/Bolt of
(tailored to party) Giant Slaying and away by Valturnax’s presence.
three +2 arrows/bolts
Magic Brooch Brooch of Shielding The town mayor gives the party an additional
“What appears to be a Bag of Devouring 300 gold pieces for killing the dragon, and the
Bag of Holding” local innkeeper promises free food and lodging
whenever the heroes are in town.
3. Valturnax Dies
Once all of the party is outside the temple,
combat resumes from where initiative had been.
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A Dungeon and A Dragon By Chris Bergman
Appendix A
=
Ground Floor: Kobold Tunnels
< 5 foot square
2c 4
B B
2d 2b 2e
= Kobold tunnels
2a = Trap locations
= Door
B = Ballista
B =
<
Stairs up (to gorge)
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A Dungeon and A Dragon By Chris Bergman
= 5 foot square
20' Total Above First Level 10' Total Above First Level
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A Dungeon and A Dragon By Chris Bergman
12a 12b
< =
Stairs Up (To Gorge)
Elevated Platform
10' =
10' 10'
13a 13b
10
11
Chest
C =
Recessed Alcove
=
Flammable Poison
Gas Vent
=
9
> =
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A Dungeon and A Dragon By Chris Bergman
> >
20' 20'
Valturnax's Lair: The Ruined Temple
18
Valturnax's hoard
= 20' 20'
17
Elevated walkway
(temple) or
20' =
watchtower
Temple Column
= 20' 20'
Rubble from
= Destroyed Column
> =
Stairs Down
30' 30'
15 16
= 5 foot square
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A Dungeon and A Dragon By Chris Bergman
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A Dungeon and A Dragon By Chris Bergman
3rd Level (3 slots): counterspell, Shield Bash: +9, 5 (1d4+3) Tail: +11, 15’, 15 (2d8+6) Valturnax leaves no physical
fireball, lightning bolt bludgeoning, DC14 strength or bludgeoning evidence of his passage unless
4th Level (1 slot): ice storm knocked prone Frightful Presence: all of he wishes to. Tracking him is
Qstaff: +3, 4 (1d6+1) Javelin: +9, 6 (1d6+3) choice w/in 120’ and aware of impossible except through
bludgeoning or 5 (1d8+1) with 2 piercing, 30/120 it, DC16 wis save, frightened for magical means. He ignores
hands Leadership (1/rest): action: 1 minute on fail, can repeat at movement impediments and
1 minute, can give d4 to ally end of each turns; on save, damage from plants in this area
Hobgoblin (adjusted, MM) w/in 30’ to add to attack rolls immune for 24 hours that aren’t magical or creatures.
HP: 11 AC: 18 or saving throws any time those Poison Breath (Recharge Plants remove themselves from
Speed: 30’ are made 5-6): 60’ cone, DC18 Con save, his path.
STR +1 DEX +1 CON +1 Parry: reaction: add 3 to AC 56 (16d6) poison damage or Rodent Eyes and Ears:
INT +0 WIS +0 CHA -1 against 1 melee attack that half on successful save Rodents and birds within 1 mile
CR 1/2; 100 xp, medium would hit of Valturnax’s lair serve as his
humanoid, lawful evil Legendary Actions eyes and ears. Deer and large
Passive perception 10 Bugbear Murderer 3/round, recharge at beginning game are strangely absent,
Darkvision 60’ (adjusted, MM) of Valturnax’s turn hinting at the presence of an
Martial Advantage: 1/turn, HP: 37 AC: 17 Detect: Wisdom (perception) unnaturally hungry predator. If
extra 7 (2d6) dmg if target w/in Speed: 30’ check Valturnax dies, the rodents and
5’ of ally STR +2 DEX +2 CON +1 Tail Attack: Tail Attack birds lose their supernatural
Longsword: +3, 5 (1d8+1) INT +0 WIS +0 CHA -1 Wing Attack [2 actions]: link to him.
slashing, 6 (1d10+1) if 2 hands CR 2; 450 xp, medium Beats wings, all w/in 10’ of
Longbow: +3, 5 (1d8+1) humanoid, chaotic evil dragon, DC19 Dex save or take
piercing, 150/600 Passive perception 10 13 (2d6+6) bludgeoning and be
Protection: Reaction: When Darkvision 60’ knocked prone; dragon can
within 5’ of an ally, can enforce Surprise Attack: if surprises then fly 40’
disadvantage on 1 attack a creature and hits in 1st round, Cast Spell [2 actions]: Can
against them extra 7 (2d6) damage cast a spell
Multi-attack: 2 melee attacks
Hobgoblin Captain (MM) Morningstar: +4, 11 (2d8+2) Lair Actions
HP: 39 AC: 17 piercing On initiative count 20, losing
Speed: 30’ Javelin: +4, melee 9 (2d6+2) ties
STR +2 DEX +2 CON +2 piercing, range 5 (1d6+2) Grasping Roots: roots and
INT +1 WIS +0 CHA +1 30/120 vines erupt in a 20’ radius w/in
CR 3; 700 xp, medium 120’, ground becomes difficult
humanoid, lawful evil terrain, each creature DC 15
Passive perception 10 Valturnax, Adult Green Dragon Strength saving throw or be
in lair (variant spellcaster
Darkvision 60’ restrained; can try to free self or
rules, MM)
Martial Advantage: 1/turn, others can try to free with a DC
HP: 207 AC: 19
extra 7 (2d6) dmg if target w/in 15 Strength check; disappears
Speed: 40’, fly 80’, swim 40’
5’ of ally when dragon uses this again or
STR +6 DEX +1 CON +5
Multi-attack: 2 greatsword dies
INT +4 WIS +2 CHA +3
attacks Wall of Thorns: wall of
CR 15, 13,000 XP or if using
Greatsword: +4, 9 (2d6+2) thorns, 60’ long, 10’ high, 5’
lair actions: 16, 15,000 xp; huge
piercing thick, within 120’ of dragon,
dragon, lawful evil
Javelin: +4, 5 (1d6+2) when it appears all w/in wall’s
Saves: Dex+6, Con+10, Wis+7,
piercing, 30/120 area must make a DC15 Dex
Cha+8
Leadership (1/rest): action: save or take 18 (4d8) piercing
Skills: Deception+8, Insight+7,
1 minute, can give d4 to ally and pushed to one side of its
Perception +12, Persuasion+8,
w/in 30’ to add to attack rolls choice. Moving through the
Stealth+6
or saving throws any time those wall takes 4x as much
Immunities: poison, poisoned
are made movement as normal and DC 15
Passive perception 22
Dex or take 18 (4d8) damage.
Blindsight 60’, Darkvision 120’
Hobgoblin Warlord (MM) Each 10’ section has AC 5, 15
Amphibious: can breathe
HP: 97 AC: 20 hp, vulnerability to fire,
water or air
Speed: 30’ resistance to bludgeoning and
Legendary Resistance
STR +3 DEX +2 CON +3 piercing, and immunity to
(3/day): If fail saving throw,
INT +2 WIS +0 CHA +2 psychic; wall sinks into ground
can choose to succeed instead
CR 6; 2,300 xp, medium when dragon uses this again or
Innate Spellcasting: Spell
humanoid, lawful evil dragon dies
save DC 16, spell to hit +8. Can
Saves: Int+5, Wis+3, Cha+5 Magic Fog: Magical fog
innately cast the following
Passive perception 10 billows around one creature
spells:
Darkvision 60’ w/in 120’ the dragon can see,
1/day: Mislead, Dispel Magic,
Martial Advantage: 1/turn, creature must make a DC15
Stinking Cloud
extra 14 (4d6) dmg if target Wisdom save or be charmed
Multi-attack: Can use
w/in 5’ of ally until initiative count 20 on the
Frightful Presence, then make 1
Multi-attack: 3 melee attacks next round.
bite attack and 2 claw attacks
or 2 javelin attacks
Bite: +11, 10’, 17 (2d10+6)
Longsword: +9, 7 (1d8+3) Regional Effects
piercing plus 7 (2d6) poison
slashing Pass Without a Trace:
Claw: +11, 5’, 13 (2d6+6)
Within 1 mile of his lair,
slashing
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