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Forge of Phandalin

A Forge of Fury Adventure

Introduction: This adventure is the first in a new campaign that takes place in the Forgotten Realms
Phandalin region. It introduces the area where the campaign takes place and provides clues to get
the PCs from the town to the dungeon, specifically the Forge of Fury adventure found in the
published book, Tales from the Yawning Portal.
This adventure requires the published book to play and includes modification and expansion to make
the module fit into the Phandalin region. This adventure includes items, NPCs, and statblocks
presented in an easy to use, and easy to print format.

A multi-night adventure for 1st – 2nd level characters

by Keith Stonefield

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Forge of Phandalin dragon cult, who seek to gain power from dragons and
offer them eternity as dracoliches.
For Characters of Level 1-2 The young black dragon Nightscale has evaded
attention in his abandoned dwarven hold so far. His
Background home is nestled in the base of the mountains east of the
Mere of Dead Men and west of the Kryptgarten Forest,
The town of Phandalin was originally destroyed where few travelers go. That is about to change.
hundreds of years ago and slowly resettled over the
Much of the supplemental material for this series can
years as a frontier town serving farmers, miners, and
be found in the published box sets; Lost Mine of
frontiersmen. Recent news of the discovery and
Phandelvar and Dragon of Icespire Peak, as well as
reopening of Wave Echo Mines have brought a recent
DMsGuild modules; Return to Phandalin and Essential
boom to the small settlement. While most of the new
Phandalin. This supplemental material mostly deals with
settlers are good, hard-working folk, several have come
established NPCs and the expanded town after a few
to fleece the others of their hard-won gains.
years of growth from the days of the first box set.
A few years ago, a green dragon was seen and
defeated in the Neverwinter Woods just north of the Adventure Setup
town. Over the last couple months, a white dragon has This module takes place after the events found in both
been seen in the skies over the town and laired in the of the published box sets. The appearance of dragons in
mountains just to the south of the town. These activities this region has brought a cell of dragon cultists looking
have caught the attention of certain members of the for the white dragon Cryovain. The adventure opens
with a group of heroes just returning from killing the

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white dragon and the town is having a celebration to As you enter the wooden gates you see the town
them.
appears to be in the middle of some sort of festival or
The PCs are in town, having just arrived amid the celebration. The lone guard Tells you to hurry up, they
celebration encounter and witness some of the cultist killed the dragon and is pointing to a large tent set up in
killing a man in the alley. The PCs find a map on the man
the middle of the common down the road past several
leading them to the mountains or Wave Echo Mine to
meet Gundren. He is seeking knowledge of the location houses and a few local businesses that have wares laid
of the old smith Durgeddin and is offering 100gp for any out front.
weapons bearing his mark.
You see the main square ahead with a large tent filled
At some point the PCs are attacked by the dragon
with dozens of people around a table with several chairs
cultists looking for the map the PCs found and seeking
upon sit an adventuring party. Most everyone is drinking
knowledge to the rumored black dragon. This may lead
the PCs to one of their lairs where they can deal with toasts to the adventurers for killing the dragon whose
most of the cult threat and start the main journey. head is being passed around the gathered people.
Outside the tent more people gather around carts filled
The mountain pass is not known to many but the PCs
can negotiate its whereabouts from some local miners or with foodstuffs and a wagon filled with several kegs of
the woodland scout working for the Zhentarim agent ale.
Halia at the Miner’s Exchange. At the top of the
mountain pass is an old temple that must be passed The scene is a merry event where the PCs can drink and
through before coming down the other side to the eat. In the playtest, the last campaigned ended with the
location of the Stone Tooth. PCs killing the dragon and this is a good scene for the
This module is broken down into a few parts. The first new PCs to meet the old ones in a grand send-off. After
part introduces Phandalin, the town which acts as the some point of speeches and meeting NPCs of the town
base for the adventurers. Here they find clues and you can move onto the dragon cultists encounter that
supplies for the journey. There are a couple side quests sets up the campaign.
that PCs can choose to go on to gain some experience Town Rumors __
and treasure before setting off on a long expedition. The
The following is a list of rumors that the PCs can hear
second part deals with the journey from Phandalin to
while out and about in the town. Some are things the
Stone Tooth and covers the mountain pass dungeon. It
PCs can simply follow up on and explore, while others
ends with the PCs reaching the mountain that starts the
are things that need to more information and the party
Forge of Fury module found in the published book, Tales
will need to visit one of the NPCs in town. There is also
from the Yawning Portal which will be needed to
the quest board outside the Townmaster’s office which
continue play. Another adventure in this series will aid in
has a few things the PCs may want to look into.
the exploration of the Forge itself.
1. Kobolds have been seen among the outlying farms.
Part 1: Phandalin They have not caused much too much damage, but
The sleepy mining town has seen a few years of someone should do something. True
constant growth and is becoming an established stop for
2. One of the miners hit a motherlode, but is not telling
caravans and brings in adventurers seeking to get rich
where it is. False
and merchants seeking to sell them the goods they need.
3. There is a Zhent spy in town. Nobody knows who, but
This series of adventures uses the Town of Phandalin
everyone has a guess. True
section of the box set Lost Mine of Phandelver and the
modified updates of the town found on DMsGuild: 4. The Redbrand gang has not been destroyed and has
Return to Phandalin and Essential Phandalin. been seen around town kidnapping people. False, the
dragon cultists are behind the kidnappings.
Read or paraphrase the following once introductions
have been completed for the player characters and 5. The white dragon is dead, but there is another dragon
introduce why the PCs have come here. This is also a that has been hiding in the region. Everyone has a guess
good time to make connections between one or more of as to what kind of dragon it is. True
the PCs to help bond them together as an adventuring
6. The local lords of Tresendar Manor have not been
group.
seen is several weeks and the steward fears the worst.
Unknown, this can be expanded upon if needed by the
DM.

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Dragon Cultists in Town __ deal with these interlopers and meet me back at the
The stories of the white dragon have brought a cell of house.”
cultists looking for it. Their efforts changed once the The cultists will fight the best they can and try to stay
stories of the adventurers killing the dragon surfaced. near the body since they still have not found the map.
They found a new lead when they begin to hear stories They are fanatical and fight to the death. Do not be
about a place called the Stone Tooth to the south and afraid to have the last one take poison to kill himself, or
think that place is where one of the children of the black slit his own throat if the fight is not going great for the
dragons found in the Mere of Dead Men may have gone party. He can get a leading line in before killing himself
to hide from its parents. such as, “The dragon shall rise.”

The cultists tracked the man they were looking for and The PCs are left with a few rounds after the encounter
dragged him into a side alley away from the celebration to figure out what is going on before someone notices
where they kill him to hopefully find the map. what is going on by coming down the alley or out the
back door of a building. The PCs can search the bodies
Read the following when the PCs are out and about the and find the map listed in the treasure section along with
celebration. a couple of the cultist necklaces shown by the below
image. DMs may need to manage the flow of things in
The celebration had led to become a parade with town and how the PCs react to the situation. See the
townsfolk leading the head of the dragon around the next section of the section for dealing with after the
square while others hold blankets like wings and chase encounter in and about town.
after the head. Children run around and play while Treasure: The cultists each have 1d10cp and 1d6sp. The
body has 1d10cp and 2d6sp. There is also a hidden
adults look on and many clap their hands. However, all is
compartment in the heel of his boot that can be found
not as it seems.
after a couple rounds of searching him, or have the PCs
make an Intelligence check (Investigation DC10) to
You notice a group of men wearing black armor and
locate it. Inside is a map of the region and a note on a
cloaks grab a man and drag him into the side alley. scrap of paper, both found in the handouts section of the
Nobody else seems to notice or appears to care enough module.
to get involved.

Read the following if the PCs go to investigate.

The side alley leads around back of the house and ends
in a courtyard with wooden slat-fence around it. There
are laundry lines about with a trash barrel and a small
woodpile near the back door of one of the buildings.

You see four men standing around the body of the man
that was dragged into the alley. One appears to be going
through his pocket while another who is wearing a
strange mask and likely is the leader stands off to the
side telling him to hurry up. The last two appear to be
on lookout and move to block you shouting “Turn
around, this does not concern you.”

The cultists will attack unless the PCs turn around and
flee. The dragonwing will spend one round searching the
body before flying over the fence and leaving combat.
The point of him is to introduce a larger bad guy and Dragon Cultists each have a pendant like
leave the other 3 cultists to fight a first level party. Feel this with small gems in the middle, one for
free to have him hand one of the cultist a potion of each color dragon.
healing and say something dramatic such as, “Take this,

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Cultist (3) _ __ __Med humanoid, non-good secret map if the PCs fail to find it. He could sell it to
them for a few gold, saying they could follow up on it.
Armor Class- leather 12
Hit Points (2d8) 9 The PCs may not find the map and just go about with
Speed 30 ft. their day. The cultist will not know this and can attack
STR DEX CON INT WIS CHA them again demanding that they give it to them. This
11 12 10 10 11 10 may lead the PCs to try and locate the body to get the
(+0) (+1) (+0) (+0) (+0) (+0) map.

Skills Deception +2, Religion +2 The PCs may take on the lead about finding weapons
Senses Perception 0 from the dwarf Durgeddin and take the road to Wave
Languages usually Common Echo Mine. They can still be ambushed by the cultists
Challenge 1/8 (25 XP) and track them back to their hideout. They can find the
Abilities________ ____________________ map there is they failed to get it in town.
Dark Devotion. Adv. vs. charmed or frightened. After dealing with the bodies, the PCs may form plans
Actions______ _______________________ and collect other rumors about town. They are free to
Scimitar: +3 to hit, (1d6+2). visit the shops and talk with the NPCs to get supplies and
Lt. Crossbow: +3 to hit, (1d8+1). figure out what to do next. DMs are free to point out the
message boards that Harbin, the Townmaster keeps in
Cultist, Dragonwing __ __Med humanoid, NE the center of town. There are a couple of the posters
printed in the back of this module and DMs are free to
Armor Class- leather 14
add more as needed. The intent of this campaign is to
Hit Points (6d8+6) 36
get the PCs invested in the Forge of Fury adventure and
Speed 30 ft.
this introduction part is for levels 1 and 2 since the main
STR DEX CON INT WIS CHA
adventure is for level 3 PCs.
11 16 13 11 11 13
(+0) (+3) (+1) (+0) (+0) (+1)

Saving Throws Wis +2 Message Boards


Skills Deception +3, Stealth +5 The message boards outside Harbon Wester’s office
Damage Resistances cold contains a few job offers. The 100 gold quest offered by
Senses Perception 0 Gungren is old and a bit faded. It is pinned under a few
Languages Common, Draconic other offers of little worth which DMs can create if
Challenge 2 (450 XP) needed. The quest is the same as the note the PCs can
Abilities________ ____________________ find with the map in the initial encounter.
Dragon Fanatic. Adv. vs. charmed or frightened. Also, if
the cultist can see a dragon or higher-ranking cultist ally, The other quest that stands out is the new quest
he ignores the effects of being charmed or frightened. Horses for Trade. It does not have much to do with the
main adventure and campaign but will yield the party a
Fanatic Advantage. 1/turn if the cultist has advantage pair of horses and some treasure to help outfit
on a weapon attack, he deals (+2d6) damage on a hit. themselves for the main adventure. They will also gain
Pack Tactics. Advantage on attack rolls against a target if 2nd level.
an ally is within 5ft of the target and not incapacitated.
DMs can create other quests that their groups may
Limited Flight. The cultist can use a bonus action to gain enjoy, but things are designed to get the PCs interested
a fly speed of 30ft until the end of his turn. in the 100 Gold quest by introducing the map and the
Actions______ _______________________ cultist with their hideout. The PCs can gain 2nd level
Multiattack: Makes two attacks with his scimitar. either way and skip one of the areas if needed as well.
Scimitar: +5 to hit, (1d6+3) plus (1d6) cold. Part 2 of this adventure deals with the PCs finding the
location of the lost mountain trail and an abandoned
After the Encounter temple that straddles the mountain pass where the PCs
can gain enough XP to advance to 3rd level before
The PCs are free to do what they want after the
reaching the main Forge of Fury module.
encounter. They may go to the authorities to report the
death. You can have one of the guards that reports to
the Townmaster come by and take some notes, but
nothing big will happen. Perhaps have the guard find the

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Message Board Quests fence can also be climbed over with no check needed.
Perhaps a fallen tree is leaning on one area or a rock on
Listed below are a few of the smaller quests found in
the outside is large enough to allow jumping over.
and around the town. Some have message board posts
listed in the end appendix and others are found be The party should not have a hard time to find the crypt.
talking with various NPCs around town. DMs are free to There are only 4 in the center of the graveyard with 2
add more missions and side treks for the PCs as they having already been broken into and the doors left open.
meet more people around town. Another is left sealed and DMs can expand the site to
include more exploration if needed.
Horses for Trade Treasure: The skeletons on the outside of the crypt have
A pair of henchmen that hire out with adventuring no treasure. Their armor and weapons are rusted and
groups came into some horses during their last worthless.
adventure. They are willing to trade two of them for a
short mission to the old graveyard and retrieve an item Skeleton (3) __ ______Med undead, LE
from one of their family crypts. Meeting Shiner at the Armor Class- scraps 13
tavern can present some roleplay and the group can get Hit Points (2d8+4) 13
easy directions to the cemetery. Speed 30 ft.
STR DEX CON INT WIS CHA
If asked about how they could have family buried in a
10 14 15 6 8 5
grave over 400 years old, he will say that the discovered
(+0) (+2) (+2) (-2) (-1) (-3)
records found in the Temple of Knowledge recently
prove that he is the rightful descendant. He will describe Damage Vulnerability bludgeoning
the necklace as having a large blue stone set in mithral Damage Immunities poison
shaped into three dolphins. He does not know if there is Condition Immunities exhaustion, poison
any other treasure buried in the crypt. Senses DV 60’. Perception -1
The local graveyard is an hour outside of town and Languages understands- usually Common
mostly overgrown. It is not used for anyone in town Challenge 1/4 (50 XP)
today and all the crypts are from hundreds of years ago. Actions_______________________ ______
Short Sword: +4 to hit, (1d6+2).
Old Cemetery Grounds __ Short Bow: +4 to hit, (1d6+2). 80’/320’
The cemetery is not hard to locate and travel there is
not difficult. Crypt Main Room __
Read the following when the PCs enter the cemetery. The crypt is a large structure made from local stone.
The main doors are flanked by a pair of statues dressed
like knights. Both a well worn and details can not be
Getting to the old cemetery has been easy enough and
made out. The door is locked and Requires a Dexterity
now you stand at the main gate. A fence of rusting iron check (Thieves’ Tools DC15) to open. Failing this, the
bars surrounds the area which appears to be roughly door can be forced open with an hour’s work and a
200x200ft. The whole area is overgrown with trees and group Strength check (Athletics DC13), with a majority
grasses with many of the gravestones topples and in of PCs succeeding the check. Failing this check should
disarray. A few larger structures stand near the middle require another hour of work to succeed, but a group of
of the area. skeletons attack the PCs during this time.
Read the following when the PCs enter the crypt.
Looking in, you can see a few skeletons mulling about.
They do not seem organized and appear to be aimlessly The main room of the crypt is dark, but the light from
wandering about. the doorway shows a large X-shaped room with a
20x20ft center and 10ft bump outs on each side. The
The skeletons will move towards the PCs if they sense large middle area has a mosaic of a set of scales similar
noise of movement in the graveyard. The PCs can shoot to that used in offices of law and order. In the alcoves to
several skeletons from outside the iron fence, but there
the side are pedestals that hold rusting suits of armor.
should still be the few listed at the center of the
Straight ahead is another stone door leading further into
graveyard to challenge the PCs.
the crypt. Flanking the door are several urns that are
The main gate to the graveyard is locked with a simple
lock that can be opened with a Dexterity check (Thieves’ sealed with colored ribbons and wax.
Tools DC12). If the PCs oil the lock, drop to DC10. The

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As you begin to enter, both of the suits of armor creaks Crypt Sarcophagi Chamber __
to life and step forth from their stands to challenge you. The burial room contains 2 sarcophagi, one for a knight
and the other his wife who wears the necklace the PCs
The armors are mindless and fights until slain, or rather are looking for.
falls apart. They are weakened versions of normal Read the following when the PCs enter the room. This
animated armor to account for PCs being first level and door is not locked.
to not have a single foe on two encounters in a row.
They do have limited tactics and will try to attack
different parts of the party. Upon opening the door, the hanging chandelier
magically lights and emits bright light into this 20x30ft
Looking around the room shows that the urns by the
door are labeled with names of family members and chamber. A large area in the middle of the floor is inlaid
contain ashes if opened. The ones in the left alcove are with a large symbol of a yellow sun. On each side of the
empty and were for future use. The set of scales in the symbol is a sarcophagus with lids depicting a knight in
middle of the room have a faint inlay of words under armor and a woman wearing a dress. On the far side of
some debris and are found if searched for. They say; the room is a short flight of stairs leading to an altar of
“Recall your oath and your loyalty is rewarded” some sort that contains a few items and a pair of statues
Any players that say some sort of knightly oath or is a that stand near to corners. You can guess that they are
follower of Tyr and recalls some part of scripture causes similar to the carvings on the lids of the coffins.
a secret door to open in the base of the right pedestal.
Inside is a scroll with the aid spell and 2 potions of
The players are suspecting something to happen. It
healing. Just searching the pedestal requires an
could be the coffin lids burst open and skeleton attack or
Intelligence check (Investigation DC14) to open the
the statues animate and attack, but something. The
cache.
players have until they touch something in the room to
Treasure: Each suit of armor is decorated with a pair of look around before the knight coffin lid explodes and the
gems where the eyes are. There 4 gems are each worth skeleton warrior rises to attack. A dispel magic spell cast
25 gp. The other treasure in this room is listed in the upon the chandelier prevents this from happening.
secret cache above.
The sun symbol is inlaid with colored glass and is a holy
Animated Armor (2) Med. Construct, UN
symbol to Lathander whom the lady worshipped, while
the lord worshipped Tyr. The statue at the end of the
Armor Class- Natural 14
room holds a magical shield that the PCs will covet. It is
Hit Points (5d8+5) 30
old, but not tarnished by time like the other items in the
Speed 25 ft.
room and the suits of armor in the last room.
STR DEX CON INT WIS CHA
13 11 13 1 3 1 The altar is covered with a crumbling cloth that once
(+1) (+0) (+1) (-5) (-4) (-5) shown another picture of a holy symbol of Lathander. It
is faded and threadbare now. On the cloth is a silver
Damage Immunities poison, psychic chalice with a red ruby sitting inside along with a key.
Condition Immunities blind, charm, deafened, The ruby is carved in a strange shape like an hourglass.
exhaustion, fright, paralyze, petrified, poisoned That is a clue to insert it into the chandelier which has a
Senses blindsight 60” (blind beyond), Perception -4 cutout along the bottom that it can be inserted. PCs can
Languages nil make a Wisdom check (Perception DC15) to notice this
Challenge 1/2 (100 XP) similarity. If the ruby is inserted, the light from one of
Abilities________________ ____________ the candles on the chandelier becomes a pinkish color
Antimagic Susceptibility. Incapacitated while in the area and shines upon a non-descript crack on the floor near
of an antimagic field. If targeted by dispel magic, it must the edge of the sun symbol. The key fits into the crack
succeed on a Con ST vs. caster DC or fall unconscious for and open a secret compartment. The keyhole can be
1 min. found with an Intelligence check (Investigation DC24) as
False Appearance. Indistinguishable from a normal suit well, but this is unlikely.
of armor while remaining still.
Treasure: The magic shield is listed below. The chalice is
Actions________ _____________________
worth 50gp and the ruby is worth 10gp. Inside the lady’s
Multiattack: Make two melee attacks.
coffin is the necklace the PCs are looking for. It is worth
Slam: +3 to hit, (1d6+1).
250gp if they decide to keep it. The other items in both
coffins are not worth anything.

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In the secret compartment in the floor is a cloth sack This is a short campaign and the PCs will gain a couple
containing 100sp and 50gp. There is also a random levels to be at 3rd level once they reach the Force of Fury.
magic item such as a pearl of power or periapt of wound After this short adventure, the PCs should gain 2nd level.
closure.

+1 Shield (Armsteel) Playtest Notes


Armor (Shield), rare (requires attunement to use special The players liked the idea of starting with the celebration in
abilities) honor of the last campaign that ended with the killing of the
The shield grants +1 to AC. As a bonus action the shield dragon in the box set; Dragon of Icespire Peak. They followed
transforms into a ring, or from a ring into a shield. the cultists with the mugging of the NPC and found the clues to
1x day; You can cast shield as the spell. get things going. One of the rumors around town they found
out about was that kobolds are in the outlying farms. They
Armsteel was created hundreds of years ago in the Spellforge thought about following up on that, but had little more than
of Wave Echo Mines. It was given to the local lord as a rumors and wandering the farms so decided that a couple
symbol of friendship to the lord whose lands bordered the horses would help and took this quest.
mines.
They had a couple questions about the age of the graveyard
and the fact that he is claiming to be a descendant, but went
along with his story about the Temple of Oghma and the old
Skeleton, warrior__ __Med undead, LE records found. They headed out shortly thereafter.
Armor Class- chainmail 16 The PCs boldly entered the graveyard after picking the lock
Hit Points (5d8+10) 32 and making noise to alert the skeletons. I used an old map of a
Speed 30 ft. graveyard to stage the battle with the skeletons. It went easy
STR DEX CON INT WIS CHA enough with a couple being destroyed before entering melee
12 12 15 6 10 5 with the PCs. The group skipped the other crypts and were
(+1) (+1) (+2) (-2) (+0) (-3) able to pick the front door of the crypt they were looking for.
The fight with the 2 rusted sets of armor went worse than
Damage Vulnerability bludgeoning expected. The 2 attacks of each armor almost dropped one PC
Damage Immunities poison in the first round and the two enemies split the attention of the
Condition Immunities exhaustion, poison party. Nobody died, but it is the most difficult encounter of the
Senses DV 60’. Perception +2 quest. The PCs were exploring the symbol of Tyr on the floor
Languages understands- usually Common and trying to guess what the words were and one player
though that he needed the ancient code of Tyr and thought to
Challenge 1 (200 XP)
give up and continue to the last room, when another player
Actions_________________ ____________ said some words about honor and glory and I allowed it to
Multiattack: 2 attacks mean some sort of code that opened the secret cache.
Long Sword: +5 to hit, (1d8+3).
The last encounter went a bit better. They PCs did not rest
before going in though and most were at least a bit wounded.
What’s Next? _ __ The barbarian went to investigate the shiny shield on one of
the statues while another PC went to the lady’s coffin and tried
The PCs will have completed this quest and likely to open it. That set off the knight’s coffin exploding and the
return to Phandalin. They should return the necklace, skeletal warrior standing there ready to fight. The bard
but do not have to. Shiner will likely find out about this standing at the lady’s coffin was dropped with 2 attacks, but
treachery though and plan to get it back. not killed yet. The barbarian and the rogue were able to flank
The PCs will likely follow up on the map and the quest around the skeleton and attack. The bard was able to be
healed some and assisted with the fight along with the druid.
for 100 Gold by visiting Gungren at the mines. Along the
The vulnerability to bludgeoning damage added up quickly and
way they get ambushed by the dragon cultists looking for ended the fight one the next round.
the map. This could lead to the cultist’s hideout and
It took a while, but the PCs figured out the secret area with
more adventure, or the PCs could head to the mines to the ruby and the key and how the 2 gods tied to the crypt. I
gather more information on the map and the hazards added another magic item to the treasure hoard since this
traveling to the Stone Tooth. campaign is going to be a short one and I wanted to get some
more magic out to the PCs. I created some item cards using MS
Awarding Experience Points ___ Publisher and letting players pick from the pile I created.
This campaign is using the story award system for
leveling instead of XP. DMs can track the XP for
monsters and grant a story bonus for quests to track
leveling.

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Old Cemetery Tomb Map

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100 Gold Dark Devotion. Adv. vs. charmed or frightened.
In the last few years, Gundren has turned a profitable Actions______ _______________________
mine operation into a region-wide location. Several Scimitar: +3 to hit, (1d6+2).
mages and priests come to the mine each year looking Lt. Crossbow: +3 to hit, (1d8+1).
for secrets on the Spellforge and everyone has ideas on
finding lost knowledge and old tomes to help. One of Kobold_(4) ____ _Sm. Humanoid (kobold), LE
these ideas is to use the secrets that the old dwarf smith Armor Class- leather scraps 12
Durgeddin used to make his superior weapons. Hit Points (2d6-2) 5
Speed 30 ft.
Ambush on Road __
STR DEX CON INT WIS CHA
To reach Gundren, the PCs need to travel to the mine 7 15 9 8 7 8
to seek audience with him. The road that joins Phandalin (-1) (+2) (-1) (−1) (−2) (−1)
and the mine has been improved over the last couple
years and is easy to travel on and in good condition. Senses DV 60’, Perception -2
Roughly twice each week a couple wagons travel Languages Common, Draconic
between the two locations carrying goods and supplies. Challenge 1/8 (25 XP)
Travelers are a common site and people walking can Abilities________________ ____________
make the trek before nightfall if they leave after Sunlight Sensitivity. Disadvantage on attacks when he or
breakfast. target in sunlight.
Pack Tactics. Adv. on an attack roll against a creature if
Read the following when the PCs are traveling.
at least one ally is within 5 feet of the creature and isn’t
incapacitated.
Travel today is easy along the wagon trail to the mines. Actions________________ _____________
The sun is out, but a cool breeze blows in off the ocean Dagger: +4 to hit, (1d4+2).
giving the morning a chill. Roughly a mile past the Sling: +4 to hit, (1d4+2). 30’/120’
outlying farms where the woods grow thicker, you see a
man next to the road by a small campsite butchering a Kobold, Wyrmpriest_ _Sm. Humanoid (kobold), LE
deer. He waves you over to sit and points to his coffee Armor Class- leather 13
pot warming next to the small fire. Hit Points (3d6) 12
Speed 30 ft.
The cultists are setting an ambush to recover the map STR DEX CON INT WIS CHA
from the PCs and have their kobold allies with them. PCs 7 15 10 8 7 8
can make a Wisdom check (Perception DC12) to notice (-1) (+2) (+0) (−1) (−2) (−1)
several forms of smaller humanoids off to the side Senses DV 60’, Perception -2
behind some brush piles. The kobolds for their part are Languages Common, Draconic
eager to ambush travelers and will jump out as soon as Challenge 1/2 (100 XP)
the PCs appear to relax and they can surprise them Abilities_________ _________________
Treasure: The cultist has 1d10sp and 1d6gp. He also has Sunlight Sensitivity. Disadvantage on attacks when he or
a potion of healing. The kobolds each have 1d10cp and target in sunlight.
1d6sp. Pack Tactics. Adv. on an attack roll against a creature if
at least one ally is within 5 feet of the creature and isn’t
Cultist (1) _ __ __Med humanoid, non-good incapacitated.
Armor Class- leather 12 Actions_________________ ___________
Hit Points (2d8) 9 Dagger: +4 to hit, (1d4+2).
Speed 30 ft. Energy Orb: +4 to hit, (1d8) cold. 20’/60’
STR DEX CON INT WIS CHA Frost Breath (Rec ): 15ft cone. Dex Save (DC 12) for
11 12 10 10 11 10 half. (3d6) cold damage.
(+0) (+1) (+0) (+0) (+0) (+0)

Skills Deception +2, Religion +2


Senses Perception 0
Languages usually Common
Challenge 1/8 (25 XP)
Abilities________ ____________________

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Kobold_(2) ____ _Sm. Humanoid (kobold), LE
Armor Class- leather scraps 12
Hit Points (2d6-2) 5
Speed 30 ft.
STR DEX CON INT WIS CHA
7 15 9 8 7 8
(-1) (+2) (-1) (−1) (−2) (−1)

Senses DV 60’, Perception -2


Languages Common, Draconic
Challenge 1/8 (25 XP)
Abilities________________ ____________
Sunlight Sensitivity. Disadvantage on attacks when he or
target in sunlight.
Pack Tactics. Adv. on an attack roll against a creature if
The kobolds of the dragon cult each have at least one ally is within 5 feet of the creature and isn’t
tattoos like above on their face. incapacitated.
Actions________________ _____________
Dagger: +4 to hit, (1d4+2).
Cult Hideout Sling: +4 to hit, (1d4+2). 30’/120’
The dragon cultists and their kobold allies are staged in
a set of caves not that far out of town. The PCs can
follow the kobold tracks back to the hideout. DMs can 2: Side Cave __
have a PC make a Wisdom check (Survival DC12) to The side cave holds the kobold scouts and their pets.
follow, but it is recommended that they are just obvious Noise in this cave should not alert anyone at the
and can be tracked. Crossroads room (#3). The noise from eating and talking
dims fighting here and anyone listening is at
1: Outside Entrance __ disadvantage. If anyone hears something, they will send
The dragon cult hideout is located roughly 8 miles from only one of the kobolds to check it out.
the town and past the outlying farms. The main
Read the following when the PCs enter.
entrance is guarded by a pair of kobolds, but they are
not expecting any danger and are not watching that
carefully. The side tunnel leads 30ft to a dim cave roughly
30x40ft with a few odd angles and a dripping of water
Read the following when the PCs get to within 100ft
into a few buckets along the right wall. The left side
and can see the entrance from the woods.
areas contain several bunks for roughly 8 kobolds and in
the far end of the room are a few smaller cages and a
The tracks you have been following lead on for half and
larger pen.
hour before coming to a low set of cliffs. As you
approach to about 100ft, you see an entrance to the cliff In the room are a pair of kobolds sitting at a crude
covered with a hanging animal skin. Near the entrance table with one cutting up meat strips and tossing a few
are a pair of kobolds that may be on guard duty, but are at a dog-sized drake walking around the open pen.
mostly under a shade blanket shielding their eyes. You Inside two of the cages are giant rats that skitter about.
notice a bell on a rope hanging near the entrance.
There is only the one way out of this chamber and the
The kobolds suffer from sunlight sensitivity and hide kobolds will attack along with the drake who is in the
from the brightest part of the day. This leaves them at a pen, but it is not locked. The rats will need to be
disadvantage to be surprised. The PCs can approach released by one of the kobolds. A kobold can release
through the light woods and should not have a hard time both rats with its action. The kobolds will fight, but try
dealing with these guards. The kobolds will go for the and flee to get allies if able.
bell if any combat starts. It is roughly 20ft from where
There is not much worth investigating in this chamber.
they are hiding under the skin.
The kobolds have nothing.
Treasure: The kobolds each have 1d10cp and 1d6sp.
Treasure: The kobolds each have 1d10cp and 1d6sp.
One of them also has a well-worn set of playing cards.
There is also a body has 1d10cp and 2d6sp.

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Drake, Guard (1) Sm. Beast (reptile), UN Rat, Giant (2)_____ Small beast, UN
Armor Class- natural 13 Armor Class natural 12
Hit Points (2d8+2) 14 Hit Points (2d6) 7
Speed 40 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 15 14 3 12 6 7 15 11 2 10 4
(+1) (+2) (+2) (−4) (+1) (−2) (-2) (+2) (+0) (−4) (+0) (−3)

Senses DV 60 ft., Perception +1, Athletics +3 Senses DV 60 ft., Perception 0


Languages — Languages —
Challenge 1/4 (50 XP) Challenge 1/8 (25 XP)
Abilities_______________ _____________ Abilities________ ____________________
Pack Tactics. Adv. on an attack roll against a creature if Keen Smell. Adv. on Wisdom (Perception) checks that
at least one of its allies is within 5 feet of the target and rely on smell.
the ally isn’t incapacitated. Pack Tactics. Advantage on an attack roll against a
Actions_________________ ____________ creature if at least one ally is within 5 feet of the
Bite: +4 to hit, (2d4+2) piercing and make a Dex ST DC 13 creature and the ally isn’t incapacitated.
or become grappled. While grappled auto hit each Actions___________ __________________
round for (1d6+2). (To escape grapple make athletics or Bite: +4 to hit, (1d4+2) piercing damage.
acrobatics check DC13)
3: Intersection __
Kobold_(2) ____ _Sm. Humanoid (kobold), LE The intersection is where the inside guards would be.
Armor Class- leather scraps 12 It is an overflow from the kitchen and many of the
Hit Points (2d6-2) 5 kobolds bring their food here to eat. PCs can see
Speed 30 ft. torchlight once they enter the cave from the outside.
STR DEX CON INT WIS CHA The kobolds here are loud and noisy when eating, but
7 15 9 8 7 8 some will respond to the alarm at the entrance being
(-1) (+2) (-1) (−1) (−2) (−1) rung.

Senses DV 60’, Perception -2 Read the following when the PCs proceed up the main
Languages Common, Draconic hallway from the main entrance.
Challenge 1/8 (25 XP)
Abilities________________ ____________ The 10ft wide hall from the main entrance leads
Sunlight Sensitivity. Disadvantage on attacks when he or roughly 50ft into the cave to a torchlit, open intersection
target in sunlight. roughly 25x30ft. There are tunnels leading out both the
Pack Tactics. Adv. on an attack roll against a creature if left and right and a 10x10 area past the branches where
at least one ally is within 5 feet of the creature and isn’t
a table sits with several chairs.
incapacitated.
Actions________________ _____________ You see several kobolds around this area eating,
Dagger: +4 to hit, (1d4+2).
drinking, and generally being loud.
Sling: +4 to hit, (1d4+2). 30’/120’

The kobolds here can be bluffed by the PCs if they


pretend to be more cultists or recruits. They point to the
right tunnel of the PCs are looking for the dragon cultists.
The left tunnel has sounds of chanting and torchlight.
Fighting here may alert the cooks in area 4, who may
investigate and then warn anyone in area 5 rather than
attack the PCs. These 2 kobolds take a round to come
and look at what is going on and then flee to area 5.
During this time, PCs can make a Wisdom check
(Perception DC12) to notice them.
Treasure: The kobolds each have 1d8cp and 1d6sp.

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Kobold_(2) ____ _Sm. Humanoid (kobold), LE In the room are several kobolds. Most are on a pair of
Armor Class- leather scraps 12 benches that allow them to work at the table and a pair
Hit Points (2d6-2) 5 of older looking kobolds are at the fires cooking. None
Speed 30 ft. appear to be warriors.
STR DEX CON INT WIS CHA
7 15 9 8 7 8 The kobolds here will assume that the PCs are dragon
(-1) (+2) (-1) (−1) (−2) (−1) cultists and simply try to shoo them away. If threatened,
they will cower and flee if attacked. This is not intended
Senses DV 60’, Perception -2
to be a threat to the PCs.
Languages Common, Draconic
Challenge 1/8 (25 XP) Treasure: There is no treasure. The food is edible with
Abilities________________ ____________ some that is prepared for humans and some for kobolds
Sunlight Sensitivity. Disadvantage on attacks when he or which is more raw and meat-filled parts.
target in sunlight.
Pack Tactics. Adv. on an attack roll against a creature if Kobold_(7) ____ _Sm. Humanoid (kobold), LE
at least one ally is within 5 feet of the creature and isn’t Armor Class- leather scraps 12
incapacitated. Hit Points (2d6-2) 5
Actions________________ _____________ Speed 30 ft.
Dagger: +4 to hit, (1d4+2). STR DEX CON INT WIS CHA
Sling: +4 to hit, (1d4+2). 30’/120’ 7 13 9 8 7 8
(-1) (+1) (-1) (−1) (−2) (−1)
Kobold, Brute _ _Sm. Humanoid (kobold), LE Senses DV 60’, Perception -2
Armor Class- Hide, shield 16 Languages Common, Draconic
Hit Points (4d6+4) 20 Challenge 1/8 (25 XP)
Speed 30 ft. Abilities________________ ____________
STR DEX CON INT WIS CHA Sunlight Sensitivity. Disadvantage on attacks when he or
11 15 12 8 7 8 target in sunlight.
(+0) (+2) (+1) (−1) (−2) (−1) Actions________________ _____________
Dagger: +3 to hit, (1d4+1).
Senses DV 60’, Perception -2
Languages Common, Draconic
5: Temple Room __
Challenge 1/2 (100 XP)
Abilities_________ _________________ The temple room is where most of the action is going
Sunlight Sensitivity. Disadvantage on attacks when he or on in the cult hideout. There is a pair of children
target in sunlight. prisoners being held for sacrifice and an altar where
Pack Tactics. Adv. on an attack roll against a creature if several magic items are being enchanted.
at least one ally is within 5 feet of the creature and isn’t Read the following when the PCs come to the room.
incapacitated. The text assumes that they come from the hall instead of
Actions__________________ ___________ the ledge.
scimitar: +4 to hit, (1d6+2).
The 10ft wide hall comes to a doorway covered with a
4: Kitchen __ tarp. Bright firelight can be seen in the room beyond
The kitchen area is smoky from cooking fires and water and sounds of chanting can be hears from some sort of
drips from the ceiling. cult ritual.
Read the following when the PCs enter.
Read the following when the PCs look in the room.
The hall leads to a dim room roughly 15x20ft. Smokey
haze fills the area with several cooking fires being visible The large room is roughly 40x50ft and contains several
on the left side of the room. A large table site in the hanging lanterns and candles. High on the wall to the
middle of the room and several crates and bags of right is a landing that overlooks this room roughly 20ft
foodstuffs are in a niche along the right side of the area. off the floor. Light can be seen coming from there.

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In front of the landing more towards the middle of the The captives do not know much but can tell of the
room is a magic circle etched into the ground. In the dragonwing cultist named Harmon. He has been coming
circle is an altar of some sort containing several weapons to ask them questions and brings them to his room
which overlooks this area. They can describe that room
and items. These all glow with a blueish light as does the
(area 6) and him being nice to them even though they do
symbols in the circle. On the left side of the room is a not know anything. They mostly want to go home and
niche where a few beds and other furniture are placed. can get home if brought to Phandlain.
These items are of better quality as others, suggesting an Treasure: The kobolds each have 1d8cp and 1d6sp. The
important person lives there. Opposite the quarters on hobgoblin carries 2d6sp and 1d10gp. He also has a
the right of the chamber are a pair of large cages that potion of healing. There are also the magic items on the
hold a couple human children. They wear torn clothing altar. These are items that were tailored to the PCs in
and appear to be farmers or some other sort of common the playtest campaign. It is more magic than normal for
folk. a party of this level, but the design of the campaign is
short and a signature item at low-level
In the room are a few kobolds sitting on the floor
Hobgoblin__ _ _ _Med. (goblinoid), LE
around the magic circle chanting. They appear to be
Armor Class- chain, shield 18
finished with most of their part of whatever ritual is Hit Points (2d8+2) 14
going on. There is another kobold caster of sorts Speed 30 ft.
jumping around the circle, seemingly congratulating STR DEX CON INT WIS CHA
himself and patting the others on the back. Standing off 13 12 12 10 10 9
to the side by the prisoners is a large, armored hobgoblin (+1) (+1) (+1) (+0) (+0) (−1)
who leans on the back wall. Senses DV 60’, Perception 0
Languages Common, Goblin
The PCs can see all of this from the doorway and only Challenge 1/2 (100 XP)
the hobgoblin is aware enough to make a Wisdom check Abilities_______________ _____________
(Perception) to notice the PCs. He would not notice any Martial Advantage. 1/turn can deal +2d6 damage if hits
PCs on the ledge above. creature w/in 5’ of ally.
The caster and hobgoblin will know that the PCs are Actions______________ _______________
not cultists, but not if they have come to trade or such. Longsword: +3 to hit, (1d8+1).
They will not directly attack first but will question them Long Bow: +3 to hit, (1d8+1). 150’/600’
and send others to get the guards. This will likely start
fighting in the guards are all dead. Kobold_(4) ____ _Sm. Humanoid (kobold), LE
The kobolds fight but keep their eyes on the Armor Class- leather scraps 12
wyrmpriest. They try to protect him and will try to flee if Hit Points (2d6-2) 5
he dies. The hobgoblin speaks common and will Speed 30 ft.
surrender if all the others are dead and no cultists have STR DEX CON INT WIS CHA
come to the ledge or circled around to help. He is a 7 15 9 8 7 8
mercenary and will tell about the others if he thinks they (-1) (+2) (-1) (−1) (−2) (−1)
will not kill him.
Senses DV 60’, Perception -2
Fighting in this room is loud enough to alert the cultists
Languages Common, Draconic
found in the overlook room (#6) if they make a Wisdom
Challenge 1/8 (25 XP)
check with advantage (Perception DC12). The
Abilities________________ ____________
dragonwing can come to the ledge and float down if he
Sunlight Sensitivity. Disadvantage on attacks when he or
thinks he can help. The other cultists will circle around
target in sunlight.
and take three rounds before reaching the back of the
Pack Tactics. Adv. on an attack roll against a creature if
room.
at least one ally is within 5 feet of the creature and isn’t
The magic circle was recently carved by the kobolds to incapacitated.
enchant the magic items for the cultists. Some of the Actions________________ _____________
items were recently acquired by the cultists from older Dagger: +4 to hit, (1d4+2).
items and the magic has been supplemented with their Sling: +4 to hit, (1d4+2). 30’/120’
magic.

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Kobold, Wyrmpriest_ _Sm. Humanoid (kobold), LE
likely leads to the dragon Nightscale. The dragon has
eluded them for a while and is likely a son of the dragons
Armor Class- leather 13
found in the Mere od Dead Men. The letters do not
Hit Points (3d6) 12
mention what kind of dragon Nightscale is.
Speed 30 ft.
STR DEX CON INT WIS CHA Treasure: The cultists each have 2d6sp and 1d8gp. The
7 15 10 8 7 8 dragonwing has a bag of 100gp in the chest under some
(-1) (+2) (+0) (−1) (−2) (−1) robes. There is also a potion of healing on the desk.

Senses DV 60’, Perception -2 Cultist, Dragonwing __ __Med humanoid, NE


Languages Common, Draconic Armor Class- leather 14
Challenge 1/2 (100 XP) Hit Points (6d8+6) 36
Abilities________ ___________________ Speed 30 ft.
Sunlight Sensitivity. Disadvantage on attacks when he or STR DEX CON INT WIS CHA
target in sunlight. 11 16 13 11 11 13
Pack Tactics. Adv. on an attack roll against a creature if (+0) (+3) (+1) (+0) (+0) (+1)
at least one ally is within 5 feet of the creature and isn’t
incapacitated. Saving Throws Wis +2
Actions_______ __ _________ Skills Deception +3, Stealth +5
Dagger: +4 to hit, (1d4+2). Damage Resistances cold
Energy Orb: +4 to hit, (1d8) fire. 20’/60’ Senses Perception 0
Fire Breath (Rec ): 15ft cone. Dex Save (DC 12) for Languages Common, Draconic
half. (3d6) fire damage. Challenge 2 (450 XP)
Abilities________ ____________________
Dragon Fanatic. Adv. vs. charmed or frightened. Also, if
6: Cultist Room __
the cultist can see a dragon or higher-ranking cultist ally,
The dragon cultists have their temporary quarters here he ignores the effects of being charmed or frightened.
when not in town or another hideout.
Fanatic Advantage. 1/turn if the cultist has advantage
Read the following when the PCs enter. on a weapon attack, he deals (+2d6) damage on a hit.
Pack Tactics. Advantage on attack rolls against a target if
The narrow hall is lined with candles and a series of an ally is within 5ft of the target and not incapacitated.
stairs lead to a well-lit room roughly 20x30, with another Limited Flight. The cultist can use a bonus action to gain
10x10 area reset in the far wall. Several carpets and a fly speed of 30ft until the end of his turn.
tapestries are laid out to try and make the cave more Actions______ _______________________
livable. Immediately on your right looking is are four Multiattack: Makes two attacks with his scimitar.
bunkbeds next to the hall with coat hooks and hanging Scimitar: +5 to hit, (1d6+3) plus (1d6) cold.
candles. Further in the room are a large desk made from
dark wood with a lantern and a few stacks of papers Cultist (2) _ __ __Med humanoid, non-good
upon it. Behind the desk area is a larger bed with a Armor Class- leather 12
nightstand and a wardrobe chest. Hit Points (2d8) 9
Speed 30 ft.
In the room are a pair of cultists that are sitting at the STR DEX CON INT WIS CHA
desk opposite of another cultist that wears a black mask, 11 12 10 10 11 10
likely that same as you seen in town a few days ago. All (+0) (+1) (+0) (+0) (+0) (+0)
three appear to have been drinking tea until you Skills Deception +2, Religion +2
entered. Senses Perception 0
Languages usually Common
The cultists will fight and die, while the dragonwing will Challenge 1/8 (25 XP)
fight until he can escape, likely by jumping over the edge Abilities________ ____________________
and floating down. Dark Devotion. Adv. vs. charmed or frightened.
The desk contains several letters addressed to people Actions______ _______________________
with code names, likely. They are being sent to a few of Scimitar: +3 to hit, (1d6+2).
the local towns and cities which are likely other cult Lt. Crossbow: +3 to hit, (1d8+1).
hideouts. The message talks about finding a map which

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Dragon Cult Hideout

Not for resale. Permission granted to print or photocopy this document for personal use only. Forge: (001) 16
Wave Echo Mine Suddenly, on the trail to the front roughly 40ft, an
At some point, the PCs get back on track and travel to owlbear wanders out of the brush and turns to look at
Wave Echo Mine to visit Gundren. The PCs will be you.
stopped at the entrance guard tower gate and eventually
be escorted to a waiting room where Gundren will come The owlbear will likely attack unless the PCs have a
a short time later. There should be food and drink druid or ranger in the party that can make friends with it.
offered and the dwarves offer respect unless the PCs are This may be a good roleplay opportunity for a player to
rude or demanding, then they will be forced to wait shine if running one of these types of classes.
outside. A party of 2nd level PCs will have enough trouble with
Gundren will bring a weapon made by Durgeddin for just the normal owlbear. You can add the young one if
the PCs to look at and see the mark the smith makes on you have the ranger-type NPC aid the PCs
his work. He has little to go on other than he has a few Treasure: The owlbears have no treasure.
scouts looking around and asking miners if they know
anything. If shown the map the PCs have, he will Owlbear_ _Lg. monstrosity,UN
recognize the area but knows little of the mountains on Armor Class- natural 13
the other side of the range. Hit Points (7d10+21) 59
Gundren does know of some dwarf miners that are Speed 40 ft.
working in that part of the mountains and can send a STR DEX CON INT WIS CHA
letter with the PCs to introduce them. The NPCs Dazlin 20 12 17 3 12 7
and Norbus were introduced in the box set; Dragon of (+5) (+1) (+3) (−4) (+1) (−2)
Icespire Peak in one of the initial quests and their Senses DV 60 ft., Perception +3, Stealth +4
location is not far from the secret trail over the Languages —
mountains. Challenge 3 (700 XP)
The PCs can travel back to Phandalin and resupply. Abilities______________ ______________
From there is takes another day to reach the NPC Keen Smell and Hearing. Adv. on Wisdom (Perception)
excavators. They think they know what the PCs are checks- hearing and smell.
looking for and can lead them to the base of the trail. Actions_______________________ ______
The trail is easy enough to follow up into the mountains Multiattack: 2 attacks- beak and claws
and leads to the abandoned temple that spans the pass. Beak: +7 to hit, (1d10+5).
This is the next section of the adventure. Claws: +7 to hit, (2d8+5) slashing

Random Encounter __
Owlbear-_Youth Med. monstrosity,UN
Feel free to use this encounter after the PCs leave to
Armor Class- natural 13
meet the NPC dwarves. You can alternately use this
Hit Points (4d8+8) 25
encounter if the PCs skip going to Wave Echo Mine and
Speed 40 ft.
blindly go looking for the mountain pass. They can still
STR DEX CON INT WIS CHA
encounter the dragon cultists looking to get the map and
16 14 14 3 12 7
still go to their hideout. They will just not know about
(+3) (+2) (+2) (−4) (+1) (−2)
the dwarves. After the encounter, the PCs can meet the
ranger-type NPC with him showing up in the middle of Senses DV 60 ft., Perception +3, Stealth +5
the encounter to aid the PCs, or show up later Languages —
investigating the encounter and able to cast a heal on Challenge 1 (200 XP)
the PCs. Abilities______________ ______________
Read the following when the PCs are traveling. Keen Smell and Hearing. Adv. on Wisdom (Perception)
checks- hearing and smell.
Travel today is easy along the old trail through the Actions_______________________ ______
foothills. An occasional drizzle dampens the mood, but Multiattack: 2 attacks- beak and claws
hopes are high in finding the mountain pass through the Beak: +5 to hit, (1d8+3)
Claws: +5 to hit, (2d6+3)
mountains and follow the map you have.

Not for resale. Permission granted to print or photocopy this document for personal use only. Forge: (001) 17
Dwarven Excavation containing the aid spell, which the dwarves will give to
the PCs.
The PCs can meet with the dwarves Dazlin and Norbus
if they go looking for them after meeting with Gundren Construct-Rolling Crossbow (2) Sm. Construct, UN
at Wave Echo Mine, or DMs can have them stumble
Armor Class- Natural 14
upon the site. It the PCs have a letter of introduction
Hit Points (5d6) 17
from Gundren, they are accepted and not act suspicious.
Speed 30 ft.
The dwarves have cleared out most of the site from the STR DEX CON INT WIS CHA
Essentials box set and the dwarves are in the process of 10 16 11 1 5 1
cataloguing everything for transport back to Phandalin (+0) (+3) (+0) (-5) (-3) (-5)
and then to Neverwinter. They could use assistance in
one area that they could never fully explore and they Saving Throws Dex +5
have the door both locked and blocked with a post. Damage Immunities poison, psychic
Condition Immunities blind, charm, deafened,
If the PCs are interested in helping them clear out this exhaustion, fright, paralyze, petrified, poisoned
room, they can agree to show the PCs the location of the Senses blindsight 60” (blind beyond), Perception -3
mountain trail. DMs are free to skip this part if they Languages nil
want and just have the dwarves help the PCs by showing Challenge 1/4 (50 XP)
them the path. You could also just have the ranger-type Abilities______________ ______________
NPC be there and bring the PCs to the trail if needed. Antimagic Susceptibility. Incapacitated while in the area
This is the next section of the adventure. of an antimagic field. If targeted by dispel magic, it must
succeed on a Con ST vs. caster DC or fall unconscious for
Locked Room __ 1 min.
The dwarves found the room and opened it looking to Close Quarters. The construct does not suffer from
explore its contents and fled after meeting the disadvantage to attack rolls while next to an opponent.
Actions________________ _____________
Read the following when the PCs enter. Crossbow: +3 to hit, (1d6+3) range 40/120ft.

A narrow hall leads to a larger room maybe 30x40ft


square with a 10x20ft niche on the far side. This may
Ooze, Ochre Jelly Lg. ooze, Un

have once been a storage room, but much of the room is Armor Class- natural 8
Hit Points (6d10+12) 45
rubble with only a few partial shelves still standing on
Speed 10 ft. climb 10ft.
the right side and a stone table that site in the small
STR DEX CON INT WIS CHA
niche, upon which sits a large candelabra and what may 15 6 14 2 6 2
be a book or some kind under a cloth. (+2) (-2) (+2) (−4) (-2) (−5)

In the room are 2 small constructs that appear to be a Damage Resistances acid
crossbow on wheels that roll idly around the room, until Damage Immunities lightning, slashing
Condition Immunities blinded, charmed, deafened,
they turn to face you.
exhaustion, frightened, prone
Senses BS 60’, (blind beyond) Perception -2
The crossbows will attack the PCs diverting the PCs Languages nil
attention from the ooze that clings to the ceiling near Challenge 2 (450 XP)
the door area. You can allow a Wisdom check Abilities_________________ _________
(Perception DC13) to notice with torchlight. PCs just Amorphous. It can move through spaces as little as 1”
using darkvision have disadvantage, while bright light wide w/o squeezing.
from a spell or such grants advantage to the roll. The Spider Climb. Can climb difficult surfaces, including
crossbows have little tactics other than to stay away upside down w/o making ability checks.
from PCs if able, while the ooze wants to kill one PCs and Actions________________ ___________
drive the rest off so it can eat the PC. Pseudopod: +4 to hit, (2d6+2), plus (1d6) acid.
Treasure: The table contains a candelabra made from Reactions______________ _____________
silver and show the holy symbol of the dwarf god Split. When medium or larger and hit with lightning or
Abbathor and worth 50gp. The book is a religious text to slashing damage, it splits into 2 jellies if it has at least 10
the same god, but tucked into the cover is a scroll hit points. Each has half the hit points and is one size
smaller than the original.

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Temple Pass 2: Main Concourse and Stable __
The PCs eventually come to the mountain pass trail The main concourse once had several more walls and
that leads over the mountains. They can be led there by doors to contain the heat in colder weather. Today it is
the ranger-type NPC or by the dwarf excavators. It takes mostly a large hall with several alcoves and hiding areas.
several hours to wind up the trail to the pass which is a Read the following when the PCs enter.
large fortress temple that fell into ruins. The PCs should
arrive late in the day as the cold wind blows, forcing
A wide hall reaches more than 60ft across areas of
them inside to seek shelter.
rubble and broken wall to another set of large doors, of
This is the last section of the adventure before the PCs which one appears missing. Off to the right there
get to the Forge of Fury module. There should not be a
appears to once been a stable and another room but
terrible difficulty getting through the pass and down to
the dungeon, but enough of a challenge for the PCs to much of walls are in ruin and lays in difficult terrain.
reach 3rd level.
Above the stable a large section of the ceiling has fallen
Originally, the mountain pass was a keep of the Fists of in and through the hole is a large table that forms a ramp
Light, a clerical order dedicated to Lathander. The order
to the above areas. A few crates have been placed here
disappeared once the supplies from Phandalin stopped
to help form a crude set of stairs.
coming and eventually they left for Waterdeep. Several
years ago, the troll, Pox Longfinger moved in and now
Further down on the right is a partial room that
rules over the pass. He rarely leaves since orcs from the
lowlands bring him food in exchange for passing through appears to be a smithy and on the left is a fallen wall that
when they need. reveals what is likely a kitchen and dining area.

1: West Entrance __
The main path through the temple shows more signs of
The mountain trail from the Phandalin side of the orc traffic and PCs searching the area can see several
range leads to a partially open door. partially eaten apples by the bottom of the ‘ramp’ along
Read the following when the PCs approach. with a broken wicker basket. A few small rats scurry to
hide in the rubble.
The mountain trail winds its way up to the pass,
eventually ending at a large stone edifice built into the 3: Smithy __
mountains. The 40ft granite walls blend with the
The smithy still has the large anvil that sits, rusting
surrounding mountains near seamlessly. The slate away from years of inactivity. A few scraps of metal and
shingles are covered with moss, but seem to have held a broken shield are about the room.
up to the years in good shape. The only features you see
PCs searching the room for more than a few minutes
are a large window on the upper floor that overlooks the can find a cracked silver dagger (15gp) and an ingot of
vale behind you and a large set of wooden doors that are adamantine (50gp) hiding under some rubble. It appears
bound in iron, which one side sits partially open. that these were placed here several years ago and
somehow abandoned.
The door area has some tracks from several days ago.
A Wisdom check (Survival DC15) can tell that they are 6 -
7 days old and likely orcs. The tracks both come and go 4: Kitchen and Galley __
from the doors. The high window is made from stained The soldiers and staff would come here to gather, eat,
glass and contains dozens of smaller panels, of which and drink.
several are missing. The picture on the stained glass
Read the following when the PCs approach.
shows a large chalice roughly 10ft high and several feet
wide.
A large section of wall has collapsed leaving a large
The missing panels of window are too small for PCs to
fit through, unless they are small and squeezing through opening to this room. The larger part is roughly 30x40ft
would require a Dexterity check (Acrobatics DC14) and and appears to be a dining hall with a large hearth, a few
be able to climb the 20ft to the lowest window gaps. stone tables, and a door leading into the mountain near
Climbing is a Strength check (Athletics DC12). the far end of the room.

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The smaller room is roughly 15x20ft and appears to be 7: Captain’s Quarters __
a storage room or meeting room. You see a small table This is the small room of the guard captain. The bed
in one area and a set or ruined shelves in the shadows at and table in this room has remarkably survived the
the far end. ravages of time and are in good condition. A detect
magic spell will detect faint abjuration magic if cast.
A grick hides in this area. It tends to eat animals that If the PCs rest in this room, they gain twice the HP for
wander into the area, but does eat goblins and each hit die they roll. This may spark them to return to
occasionally orcs. It will attack the PCs, trying to get one this keep and rest here whenever they can. This is fine
that may be alone. It is bold to a point since normal as the whole site can be used by the PCs as a supply
weapons deal only partial damage. If reduced to below point during forays to the Forge of Fury site.
half HP, it will try to flee.
8: Main Temple Room __
Treasure: None
This room was once finely decorated as the main
Grick Med monstronsity, N temple room dedicated to the god Lathander. Large,
Armor Class- natural 14 stained-glass windows overlook both ends of the room,
Hit Points (6d8) 27 but the larger one was set to welcome the morning sun
Speed 30 ft. climb 30ft. into the room.
STR DEX CON INT WIS CHA
Read the following when the PCs enter. The text
14 14 11 3 14 5
assumes the PCs come from the barracks (Area 6).
(+2) (+2) (+0) (-4) (+2) (-3)

Damage Resistances non-magic weapons A large hall roughly 40x60ft spans the length of the
Condition Immunities exhaustion, poison keep and separates the two sides. At each end of the
Senses DV 60’. Perception +2 span large stained-glass windows let in the daylight. The
Languages nil far left of the room is a stone altar that appears to have
Challenge 2 (450 XP)
nothing on it and on the opposite end of the room is a
Abilities_______ _____________________
Stone Camouflage. Adv. on Dex (Stealth) checks to hide large sleeping area of unmatched matting and piles of
in rocky terrain. hay, along with several crates and barrels sitting under
Actions________ _____________________ the window.
Multiattack: If it hits with tentacles attack, can also
make a beak attack. Opposite the large, open area is the hole in the floor
Tentacles: +4 to hit, (2d6+2). leading to the first level that contains the giant table.
Beak: +4 to hit, (1d6+2). You see an open are beyond the hole leading to another
room that is hidden behind a wall and another, smaller
5: East Entrance __ room behind large amounts of rubble and debris.
This entrance leads to the other side of the mountains.
One of the doors has been bashed in and is missing. Orc In the room are two large trolls. They both are near
tracks similar to the ones listed earlier can be found the sleeping area on the right side of the room.
along with a crude trail leading down the mountain to
the woodlands below.
The trolls speak both giant and orc and yell out to the
6: Soldier’s Barracks __ PCs for tribute to cross the mountain unless the PCs are
The stairs lead to the barracks. Much of the room has charging them, in that case, the trolls attack directly.
been destroyed over the ages. The separating walls and This is a hard encounter for 3rd level PCs. DMs are free
bunks are in rubble and only the large stone table to only have one troll, but the playtest group was given
remains. more items than standard for their level, so I am fine
with the harder encounter. That, and the fact that this is
Treasure: Sitting in the privy are the bones of an
the last encounter in this location and the PCs can take a
adventurer that died here many years ago. PCs can find
long rest after this encounter.
an orc arrow impaled within the chain mail he is wearing.
He has some standard adventuring gear that is now of Treasure: The trolls have some minor treasure. This
poor quality, but has a coin pouch containing 20sp and includes 50sp, 100cp, and 20gp. There is also a minor
20gp. magic item such as a potion or scroll with a spell of level
2-3.

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Troll_(2) _ __ _ _ _Lg. giant, UN Playtest Notes
Armor Class- natural 15 The PCs completed the couple side quests and have taken the
Hit Points (8d10+40) 84 hook of going to the Forge of Fury site to recover weapons
Speed 30 ft. from the ancient smith to bring to Gundren. They stocked up
STR DEX CON INT WIS CHA on an extra weeks’ worth of rations and headed out to find the
18 13 20 7 9 7 dwarf excavators who may know about the secret pass over
the mountains.
(+4) (+1) (+5) (-2) (-1) (-2)
The PCs heading to Wave Echo Mine met the ambush by the
Senses DV 60’, Perception +1 kobolds and ended up following them to their lair. They had
Languages giant, orc heard the rumor in town about kobolds and missing children
Challenge 5 (1,800 XP) from the outlying farms, so thought to investigate. The first
half of the hideout went fine and they got into trouble in the
Abilities___________________ _________
main room when the remaining cultists heard the commotion
Keen Smell. Adv. on Wisdom (Perception) checks- smell. and came to help. The PCs ended not needing anything as the
Regeneration: Regains 10 hp at the start of its turn. If it encounter was ok for them, at 2nd level.
takes acid or fire damage, this does not function that
I ended up adding extra magic to the whole campaign and
turn. Trolls die only at the start of their turn with 0 hp specifically gave items in the hideout on the altar to boost the
and cannot regenerate. PCs. The campaign playtest is set up to run over a shorter time
Actions_______________ ______________ than we normally play, so I frontloaded some things. I had
Multiattack: claw, claw, bite. made a series of Publisher slides to have as 1/4-page handouts.
Claw: +7 to hit, (2d6+4). There are some specific ones, but there is also a list of ones
Bite: +7 to hit, (1d6+4). that I have them randomly pick like pulling a card in a magic
trick.
9: High Priest Quarters __ There was some good roleplay with the dwarves at the mines
and getting back to Phandalin with the rescued children met
This corner room is partially blocked with old wooden with some minor fame and free lunch at the inn. The PCs
furniture, including the old church pews that once sat in resupplied and headed out the next day. They found the
front of the large window and altar. PCs can see through dwarves thanks to some asking around at the miner’s tavern
the rubble to what was once a grand bedchamber of the previous night and helped them out with the encounter in
likely the head of the keep. the last room the dwarves were excavating.
The PCs were escorted by the dwarves to the base of the trail
PCs searching the room have a chance to find the
leading to the Temple Pass keep. They climbed the mountains
secret door with a successful Intelligence check and entered the keep. While exploring the ground floor, one
(Investigation DC13). This opens to a partial tunnel that PC climbed partway up the table-ramp to the second floor
was never finished. The treasure if located here. disturbing the trolls. At the same time another PC wandered
into the side section with the grick alone. The grick attacked
Treasure: In the secret hall, there is a cloth-covered
the PC while the trolls thought the PCs may be orcs and started
wooden box. The cloth is covered with ages of dust and yelling at them in orc to leave the tribute and pass freely. The
inside the box is a minor magic item. This should be PC did not speak orc, but another PCs did and climbed up to
something such as periapt of wound closure or a pearl of parlay while the other fight was going on.
power. The other PCs finished off the grick and found the stairs to
the second floor thinking a fight was going to happen and one
of the PCs was invisible and happened to find the secret door in
What’s Next? _ __ area 9, but did not open it. The half-orc barbarian on the table
The PCs are heading to main part of the campaign and speaking with the trolls decided it was ok for the party to pass
will start the Forge of Fury module next. It will be slightly and be gone, so climbed down and was going to leave. The
rogue circled back down to tell him that the others wanted to
modified from its original version on the next module in
attack since they found a secret door and thought they could
this series with the PCs be a bit more powerful than a
use the keep if they needed to keep going back and forth to
party with less items of fairly decent power. Phandalin.
Awarding Experience Points ___ They ended up attacking and taking out the two trolls. They
rd were 3rd level and have a boost of items, but this showed that
DMs should make sure the party is 3 level by the time
the party should not have trouble with the Forge.
the complete this adventure. The playtest had the PCs
gain 3rd level before they climbed the mountain to the
Temple Pass so they could try out 3rd level before
starting the Forge of Fury adventure proper.

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Temple Pass

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NPCs __ Sargo, the dwarf is a bit of a loner who wanders among
The two dwarf miners turned excavators and explorers, the lower mountains. He knows both the dwarves at the
have been working in this site the last few months. The excavation site and at Wave Echo Mine. Most times, he
have made the trip to Phandalin several times for tries to guide monsters away from other miners and
supplies and have 3 ponies that they use for supplies. worker sites in the region and aid the same with wild
You can give the dwarves standard supplies for roughly 2 game in exchange for some ale and stories from the big
weeks. They have extra mining gear such as shovels and town.
torches. They will offer some meals and ale to the PCs if Sargo is a bit loud and brash and quick to cut off others
they are helping the dwarves. when they are speaking. He lacks some manners and
Dazlin is the leader of the two and the one that speaks likes to get to meat of the problem as he says. All his
the most. He will support the PCs going into the sealed appearance is a bit worn and out of place. His beard is
room, but make sure that they know that they are not long and unkempt along with his clothing and armor. His
fighters and could only assist they best they can. Dazlin weapons are in good shape and he likes to make his own
likes to smoke a long pipe, while Norbus is taller and has bolts so people know it is him.
the longer beard, but the two have been together a long
time and tend to dress the same and finish each other’s
sentences. NPC Ranger-Type, Sargo Med. dwarf, CG
Armor Class- studded leather 14
Hit Points (3d8+3) 21
NPC Dazlin Greyshard Med. humanoid (dwarf), LG Speed 30 ft.
Armor Class- chain shirt 13 STR DEX CON INT WIS CHA
Hit Points (2d8+2) 13 11 14 13 11 13 10
Speed 30 ft. (+0) (+2) (+1) (+0) (+1) (+0)
STR DEX CON INT WIS CHA
14 10 12 10 12 10 Skills Nature +4, Perception +5, Stealth +6, Survival +5
(+2) (+0) (+1) (+0) (+1) (+0) Senses Darkvision 60ft
Languages Common, Dwarf
Skills Athletics +3, Perception +3 Challenge 1/2 (100 XP)
Languages Common, Dwarf Abilities___________ _________________
Challenge 1/8 (25 XP) Keen Hearing and Sight. Adv. on Wisdom (Perception)
Abilities________________ ____________ checks that rely on hearing or sight.
Resilience. Adv. on ST vs. poison and resistance vs. Resilience. Adv. on ST vs. poison and resistance vs.
poison damage. poison damage.
Actions_____ ____ ___________________ Crossbow Expertise. Reload as a free action and
Pick: +4 to hit, (1d6+2) crossbows gain the finesse property.
Fast Healing: 1/rest as a bonus action he can cure target
NPC Norbus Ironrune Med. humanoid (dwarf), LG
he can touch for 1d6+3. Useable 3 times per day.
Actions____________ _________________
Armor Class- chain shirt 13
Multiattack: Make two attacks
Hit Points (2d8+4) 15
Handaxe: +4 to hit, (1d6+2)
Speed 30 ft.
Crossbow: +4 to hit, (1d8+2) 150/600’
STR DEX CON INT WIS CHA
14 10 14 10 10 10
(+2) (+0) (+2) (+0) (+0) (+0)

Skills Athletics +3, Perception +1


Languages Common, Dwarf
Challenge 1/8 (25 XP)
Abilities________________ ____________
Resilience. Adv. on ST vs. poison and resistance vs.
poison damage.
Actions_____ ____ ___________________
Pick: +4 to hit, (1d6+2)

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Horses for Trade:
Need adventurers for mission
involving returning a necklace
from family crypt.

2 days work for 2 horses.

Might involve some combat


with undead.
See Shiner at the Silver Pick.

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100 Gold:
Gold paid for weapons bearing
the mark of the dwarf smith
Durgeddin.
See Lord Gundren at Wave
Echo Mines for details if you
are serious. Not for the weak
or lazy.

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Player’s Map Handout

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Magic Items __ +0 Joran’s Dagger or Returning
The following magic items are a set of items I made to Weapon (dagger), rare (requires attunement)
give the PCs. Some are in the cultist hideout and are This dagger will return to your hand or sheath after being
awarded in bulk and a few are part of the handouts that thrown. It can also shed dim light in a 5ft radius when using
were made as part of random treasure. the command word.
1x rest; You may make a single extra attack as a free action.
+1 Shield of the Ring 1/day; You cast the spell darkvision or misty step.
Armor (Shield), rare (requires attunement to use abilities)
The shield grants +1 to AC +1 Zaran’s Staff of Lightning
1x day; You can cast shield as the spell. Weapon (staff), rare (requires attunement)
As a bonus action, you can command the shield to transform to This staff grants a +1 to hit and damage on melee attacks and a
a ring you can choose to be wearing, or back to a shield. +1 to hit on spell attacks.
This shield was created for the dead dwarf leader over 700 1x rest; You may cast the spell misty step.
years ago. It was originally the father of the thane in the
tomb that had the shield made for himself and it was passed 1/day; You cast the spell lightning bolt.
to his son, who in turn was buried with it here.

+0 Scimitar of Twinning
Weapon (scimitar), rare (requires attunement to use abilities)
While holding the weapon, you can create a duplicate of the
weapon in your off-hand be using a bonus action. You can
use the weapon for two-weapon fighting, or gain a +1 to
your AC. You choose at the beginning of each round.
1x rest; You can reroll an attack

+1 Wand of the Fire Mage


Implement (wand), rare (requires attunement)
This wand grants +1 to hit with spell attacks and you ignore up
to ½ cover.
You can add your Intelligence or Charisma modifier to damage
with your fire spells.

Gimbek’s Horn of Valhalla


Wondrous Item, rare
As a Bonus action, you blow the horn to call upon the spirit of
one of King Gimbek’s dwarf champions. The spirit can act on
the following round on initiative 20. It aids you for 1 hour or
until slain. Once used, the power cannot be used again for
1d4 days. Stats for the champion are listed below.
See end of the appendix for additional notes and stats.

Gillim’s Cloak of Flying


Wondrous Item, rare (requires attunement to use daily power)
Gain +1 to AC.
1/day you can transform the cloak into a pair of wings (bird or
bat) and gain a fly speed of 60 for 1 hour. While
transformed, you lose the +1 bonus to AC.

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Magic Item __
The following magic item is a modified Horn of Valhalla
and readers of the Drizzt books will notice similarities
with an item in one of those novels. The intent is to have
an item for a small party or a fighter-light party that may
need help in some combats.

Gimbek’s Horn
Wondrous Item, rare
As a Bonus action, you blow the horn to call upon the spirit of
one of King Gimbek’s dwarf champions. The spirit can act on
the following round on initiative 20. It aids you for 1 hour or
until slain. Once used, the power cannot be used again for
1d4 days. Stats for the champion are listed below.
Gimbek’s Horn was created for the dwarf king over 1,000 years
ago. It served several dwarf kingdoms and warriors over the
years until it was lost. For the last 300 years, the horn was
thought to be in a dragon hoard or giant’s lair.

Horn Champion __ Med dwarf, LG


Armor Class- scale mail, shield 16
Hit Points (3d10+6) 27
Speed 30 ft.
STR DEX CON INT WIS CHA
16 10 14 8 12 10
(+3) (+0) (+2) (-1) (+1) (+0)

Saving Throws Str +5, Con +3


Skills Perception +3, Athletics +5
Senses Darkvision 60’
Languages minimum shouts in dwarf or common
Challenge 1/2 (100 XP)
Abilities_________________ ___________
Dwarven Resistance Advantage on saves vs. poison and
resistance to poison
Spirit Shift: The champion is able to move through
enemy spaces of medium or larger size.
2nd Wind: 1/rest the champion can gain 1d10+3hp.
Actions__________________ _________
Battle Axe: +5 to hit, (1d10+3)

The dwarf spirit looks and is affected as a normal


humanoid, but dissipates after the hour or if slain. The
spirit has been summoned to attack things most of the
time and will look for something to attack initially if
summoned. The spirit rarely speaks and mostly yells
battle charges or looks to the summoner and yells,
“Where next.”
The spirit champion should not be looked at to make
tactical decisions and will always decide to charge over
sneak or wait. It is restless and becomes unpredictable
of told he needs to wait longer than a few rounds.

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