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The Amani Encroachment

A ranger at Fairbreeze Village told you of the recent troubles at Farstrider Retreat, a ranger lodge to the east in Eversong
Woods, and of the Amani trolls who have been encroaching on the site. The rangers are spread too thing to deal with the
situation themselves, and they tend to pay handsomely for help offered to them.

An adventure for four to five 3rd level characters.

Work in Progress
There are some later parts of the adventure that I didn't have time to finish writing. A rough gist for this parts has been
included, and I'm hoping to have time to put pen to the paper on the adventure and finish it later, including a few maps and
everything.

Until then, this document is a WIP. I'll update it at this same spot in the future when I continue on it!

Written by u/TangerineThunder for a Warcraft 5E monthly theme jam.


Introduction
The Amani Encroachment is a Dungeons & Dragons If you're planning on running this as a one-off adventure,
adventure set in the World of Warcraft, during the read the following section aloud to your players and
rebuilding of Silvermoon at the start of The Burning proceed to the next section, Farstrider Retreat.
Crusade. The adventure has been loosely adopted from a
storyline by the same name from the game, with some
To Farstrider Retreat
creative liberty where it felt appropriate.
A few days have gone past since your meeting with
The adventure is designed to be completed in about 4-6
hours of play, with combat encounters that should present Degolien, a ranger stationed in Fairbreeze Village near
a hard challenge to 3rd level characters and somewhat less the middle of the Eversong Woods. He told you of the
difficulty one for 4th level characters. troubles at Farstrider Retreat, of the Amani trolls who
If you are running this as a standalone adventure, you had been encroaching on the site and of the recent
can use the text block provided in this introduction to set
skirmishes between the trolls and the Farstrider rangers.
the stage for your players, before moving on to the next
section, Farstrider Retreat. You are nearing the end of the road now. At the top of
If you're running it as part of a bigger campaign, feel free
a hill just ahead, you can see the marbled walls and
to repurpose it to suit your needs.
As a short summary, Ranger Degolien (blood elf crested roof of Farstrider Retreat — a key lodge of the
ranger, male) of Fairbreeze Village has requested the party Farstriders. Guards are standing watch at its towering
head off to Farstrider Retreat in order to help them fight gates, and a young dragonhawk spreading its wings in
back recent encroachment from the Amani trolls. He has the air above the aviary near the lodge's main building.
sent a messenger bird ahead of time to inform Ranger
Lieutenant Dawnrunner (blood elf ranger, female) of Within those walls, Ranger Lieutenant Dawnrunner
their coming. will be awaiting your arrival. No doubt she already has a
task cut out for you. According to Degolien, entry into
Differences from the Game the lodge should be as easy as stating your business to
This is a short summary of things that differ in this the guards.
adventure from how the same storyline was portrayed in
World of Warcraft:

Poured a lot of new detail into Farstrider Retreat so that


it would make sense for the adventure.
Gave all mentioned NPCs full names, where they didn't
have any.
Made Areyn and Zalene betrothed to one another,
because that felt like it would be really cute to do.
The attack on the trolls is an attack only on Zeb'Watha,
which is a sizeably large village, just to scope the
adventure in a little. So there is room to expand on this
by making Tor'Watha a larger next step in a longer
adventure.

Statblocks Needed
Tribal Warrior (CR 1/8) — D&D 5E Basic Rules
Scout (CR 1/2) — D&D 5E Basic Rules
Troll Headhunter (CR 1) — WC5E Manual of Monsters

1
Part 1: Farstrider Retreat
The adventure begins at Farstrider Retreat, a lodge and The Stables. This is a building to the west of the lodge,
point of command for the elite group of Quel'Thalas and the one primarily wooden structure within the lodge's
rangers known as The Farstriders. This first section lists walls. Most of the animals kept here are hawkstriders, and
all the locations at the lodge, and then the next section is so it has been equipped for such, but the Farstriders on
where the adventure begins. shit tending to the place are used to dealing with other
riding animals as well.
Locations at the Lodge
Farstrider Retreat is not a large location, but has the space The Aviary. Located not far from the stables, the aviary is
to house around 60-80 rangers and other inhabitants, a circular, two-storied building whose open interior acts as
travellers included. At the moment, there are approxim- a nesting space for the lodge's dragonhawks. There are not
ately 30 rangers stationed at the lodge, alongside other key many of them, and those that are here are still fairly young
residents. and awaiting training. It is the one part of the lodge where
the Farstriders are less willing to allow visiting outsiders
The Main Lodge. This is a large building with a circle- to enter.
shaped center that stands three floors tall. It has white
walls with golden trims and accents, and a large ruby-red Important NPCs
mirror at its highest floor that overlooks the courtyard This is a list of NPCs central to the workings of Farstrider
down below. Retreat.

First Floor / Ground Floor. At the building's first floor Arathel Sunforge (Blacksmith). Arathel is a blood elf
lies the main hall of the lodge, where the stationed woman who tends to arms and armour at the lodge.
rangers gather to eat and drink. To the left and right Though the trolls easy of the lodge are often trouble,
inside the room, a wide arch opens the hallways that she finds a certain respect for their skills in making
lead off to the first-floor dorms kept by rangers or by weapons. She has a pair of blacksmithing apprentices at
visitors. There is an arrangement of tables on either call as well.
side of the red carpet that runs through the room, and at
Areyn and Zalene Firstlight (General goods, inn
the far end of the room is a crescent-shaped bar counter
services). Areyn and Zalene are two blood elf women
that is kept by the elven couple Areyn and Zalene
who together handle the logistics of general goods at
Firstlight.
Farstrider Retreat. They also organize lodgings for
Second Floor. From the top of the staircase to the visitors and stationed rangers, and manage the closest
second floor, a similar red carpet as on the first floor to a pub that the lodge has to offer. The two are
goes to the end of a long hallway. The walls on both betrothed to one another.
sides are lined with doors — most of them leading to
Lanaria Dawnrunner (Ranger Lieutenant). Lanaria
dorms, others to storage or other utilities. The staircase
is a steadfast and headstrong blood elf woman. As a
from the first floor also continues up further, to the
lieutenant of the Farstriders, she is the currently acting
third floor above.
commander of Farstrider Retreat, rotating the post with
Third Floor. This floor is similar to the second floor, a handful of others.
but the hallway is considerably shorter and a large door
Paelarin Wildhide (Bowyer and fletcher). Paelarin is
stands at the end of it. This is the door to the lodge
a young and keen-eyed blood elf man who is an expert
commander's office and chambers, who presently is
fletcher and bowyer for the Farstriders. He has never
Lieutenant Lanaria Dawnrunner.
been fond of trolls, even to a fault when concerning the
trolls of the Horde. Much like the blacksmith, Arathel,
The Armoury. This is a building to the east of the he has an apprentice at hand.
lodgethat splits off in two wings past its front doors. To the
left is the lodge bowyery, where Paelarin Wildhide tends to
the Farstriders' bows and arrows, while to the right is the
forge and smithy that is kept by Arathel Sunforge.

2
Meeting with the Commander They have harassed a few smaller places south of
Farstrider Retreat, and around a week ago were bold
Upon the party's arrival, the guards at the gates will ask enough to plunder one of the supply wagons headed to
them for their business at the lodge. The lodge is the lodge.
welcoming to visiting travellers, if they do not wish to The trolls have been an ever-lingering presence, but
state their business, but it will definitely be in their own were as badly affected as Silvermoon itself by the
interest to be upfront and honest with the guards. The Scourge's mark through Eversong. This level of
names of the two guards is Armarin (blood elf, male) and aggression has not been a thing from them for quite
Matthaen (blood elf, male). some time.
Upon being told that they are here to meet with
Lieutenant Dawnrunner, either of the two guards will The Plan of Attack
proceed to open the gates and inform them where to find Dawnrunner has been staging for a counter-raid on the
her. closest of the two troll settlements, Zeb'Watha, since the
supply wagon raid took place. It is a village that should be
small enough that two groups could make a coordinated
"We were told to expect your arrival." the guards at the
attack on it from either end and wipe out the trolls there
gate tell you. "Carry on ahead, the lieutenant should be without too much trouble.
in her office. It is at the topmost floor, at the far end of She has been petitioning from reinforcements, but the
the hallway." Farstriders are spread too thin these days. If she could get
help from the party, that should give her enough people to
execute her plan; with one group consisting of Farstriders,
Dawnrunner is in her office at the third floor of the lodge, and the party as the other group.
behind the door at the end of the hallway there. A golden As payment for it, the lodge is willing to pay them 40 gp
plaque on the door carries her full name and status as per adventurer in the party as well as two potions of
lodge commander on it. healing. They are strained for resources at the moment,
but are able to offer up as much for the aid given.
Inside Dawnrunner's Office
The inside of the Lieutenant's office is a half-circled room Preparations Before Departure
with a large desk facing toward the door into the room. She It will likely take some time between the party's meeting
is sat there at the desk, and behind her is the large scarlet with Dawnrunner and when the Farstriders will be ready to
window the party would have seen on the way toward embark. If the party is interested in spending some time at
Farstrider Retreat. the lodge, tending to their gear or buying supplies, you
could give them the opportunity to explore and experience
As you make your way into the office of the acting lodge the lodge at their leisure.
commander, Lieutenant Dawnrunner, you find her If you wish to have them encounter any of the other
Farstriders present, all the ones that will be departing to
making the last finishing touches with her quill on a
Zeb'Watha together with the party are listed in the next
small strip of parchment. Once done, she sits herself section.
upright to give you all a firm but welcoming nod.

"You must be the ones I was told to expect. Your


appearance certainly matches the description given.
Please, make yourselves comfortable, let us talk." she
says as she gestures to some chairs put off to the side,
that could be brought up closer to the desk.

She has just been finishing a missive back to Silvermoon as


the party's entry, to inform of the developing situation with
the trolls encroaching on the lodge. The short of that
situation, should the party ask, is as follows:

The Amani trolls of the nearby villages Zeb'Watha and


Tor'Watha have been conducting near-daily raids of the
areas close to Farstrider Retreat.
3
Part 2: The Journey to Zeb'Watha
When the time comes for the party to embark, likely the
next day after their arrival, they are summoned to meet up The Green Keepers
at the plaza of Farstrider Retreat, outside its main lodge. This adventure doesn't delve any deeper into the
journey from Farstrider Retreat to Zeb'Watha, but if
There they meet up with the rangers who will also embark you want to extend it with additional challenges along
on the journey, and Lieutenant Dawnrunner provides a the way, one such challenge could be an encounter
repeat reminder of the plan of attack. with the treants of The Living Woods.
Ranger group, party group. Since there are two groups The rangers travelling with the party will know
in the picture here, one with the player characters and one these treants as The Green Keepers. They are sentient,
but gnarled and twisted creatures, and may be
with the rangers from the lodge, have them be evenly prompted to attack should the party tumble across a
numbered. If there are few player characters, you could let few of them.
them take a couple of rangers with them to bolster them For statistics, you could use the Twig Blight (CR 1/8)
up. The adventure assumes that the player characters all go and Violet Fungus (CR 1/4) for most of the treants, as
well as the Awakened Tree (CR 2) for an encounter
together in the same group.
with a larger treant.
The Farstriders
This is a list of Farstriders who may be leaving the lodge
together with the party. Only their name gender is given, so
The Amani Scouts
feel free to assign one as the leader of their group and then During the last leg of the journey, a group of scouts spot the
portray them as you see fit. travelling party, but are quickly discovered themselves.
When the party are only a few hours away from Zeb'Watha,
Aelwe Duskbreath, female blood elf after a long journey through the dense woodland trails of
Bevaren Leafsky, male blood elf eastern Eversong, have them notice something skulking the
Caelian Swiftfeather, male blood elf bushes and trees not far off the trail. Birds are taking wing,
Olanna Summerrest, female blood elf and the leaves are rustling audibly.
Sydra Wildblood, female blood elf A DC 15 Perception check allows the party to spot a
Velenthil Firefury, male blood elf group of Amani scouts hiding in a nearby tree, before the
The encounters in this adventure are written to focus on trolls get a chance to make their way down and out of
the party, and do not directly require any stats for the sight. A failed check means the party, and the Farstriders
Farstriders travelling with the party. If you would like to with them, don't notice the trolls before they have already
have statblocks for them, you can portray them using the gotten down and are trying to flee.
CR 1/2 Scout and/or CR 1 Spy found in the D&D 5E Basic
Rules. "Blast, the trolls have been watching this path! After
them!" the head of the group of rangers cries out. "We'll
Travelling through Eversong take the ones on this side of the trail, you take care of
The journey to Zeb'Watha goes directly south from the ones over there."
Farstrider Retreat. First, the party must cross over a wide
river that flows from Lake Elrendar and the Elrendar falls
and westward through Eversong Woods. The party is up against 3 troll scouts, which should be a
Then, they must make their way through The Living medium encounter for a 3rd level party of 4 characters.
Woods; a densely forested region that runs from the river Their goal is for at least one of them to get away and alert
and to a mountainous region near the border into the Zeb'Watha. So two of them may be willing to stall the party
Ghostlands. if it means a third can Dash away and hide between the
Travel distance. Zeb'Watha is located approximately trees to disappear from sight.
40 miles south of Farstrider Retreat, on the western bank The area. The trolls will be between the trees off the
of Lake Elrendar. If they leave the lodge early in the side of a trail just wide enough to let the party travel two
morning, then at a normal travel speed and bar any by two along it. The trees are placed close together, but not
complications, they should reach the troll village late on so big as to obstruct light from above, leaving a thicket of
the second day of travel. light to moderately dense foilage along both sides of the
trail.

4
Conclusion of the Fight
Depending on how the chase goes, you could have the
following occur next:
They chase down and stop the trolls. The party is in
luck. On one of them, the party finds the hastily scrawled
summary of watch rotations. It should be enough to allow
them to plan their attack for the most opportune moment.
The trolls slip away. The trolls retreat back to
Zeb'Watha. By the time the party and the Farstriders reach
the village, they will be all alert and on the defensive.
They capture and interrogate the trolls. The party be
in for a challenge breaking the trolls' will to share anything
useful. Better yet, this could be a good opportunity to sow
some false information if the party cannot tell if they are
lying, or otherwise reward them with some useful
information regarding the situation at Zeb'Watha.
If they manage to take the trolls' possessions, other than
the scrawled summary of watch rotation, the party finds
20 gp and 60 sp in total.
Whichever way things go, Zeb'Watha is only a few hours
away, and will be waiting for them up ahead once they
come back out from between the trees again.

What if They Give Chase?


If the trolls do manage to evade the party, and they
want to give chase, let them have a real race against
the clock on their hands!
These trolls know the lay of the land near their
village well, but they are still hours away from home
and following the tracks they leave behind is only a
can be done with a DC 10 Wisdom (Survival) check.

5
Part 3: The Raid
When the party eventually arrive in the outskirts of A creature can make a DC 12 Dexterity (Acrobatics)
Zeb'Watha, they find the troll village spread out over an check to successfully slip between the spikes, taking 1d6
open field by the edge of Lake Elrendar. Off to the west of piercing damage on a failure. Making a DC 16 Intelligence
the village are the slopes of a hilly landscape, rising pretty (Investigation) check can also reveal weak spots in the
high up above the village. defenses, where a medium-sized creature would be able to
The situation at Zeb'Watha depends on how the previous slip past unimpeded.
part of the adventure concluded. 4 tribal warriors (trolls) and 1 troll headhunter keep
watch together here, with the headhunter acting as the
They managed to stop the trolls. The village has not
watch captain of the entire group of five.
been alerted of the impending attack by the party and If the party managed to stop the scouts from reaching the
the Farstriders, allowing ample time for the group to village, the watch group will be at alert but not expecting
plan their attack and even arrange an ambush. trouble — a DC 12 Stealth check should be sufficient to
The trolls go away. The trolls should all be at alert, spring a surprise on them (or 14 if you wish to make the
armed, and expecting an attack at any moment. headhunter proficient in the skill for a greater challenge).
Depending on how well the party manage to pursue the If they did not manage to stop the scouts, however, these
evading troll scouts, the village could still be five will be ready and expecting trouble. You could
scrambling for their weapons. potentially raise the number of tribal warriors to 5 or 6
and still keep the fight a medium encounter. The trolls will
You Take the North Side, we'll also likely have hidden themselves if they saw the party
approach from the distance, hoping to spring an ambush.
Attack from the South The area. The most obvious space for the trolls to fight
Having dealt with the trolls before, the Farstriders are well- off intruders is on the open walk into the village, though
drilled with Lieutenant Dawnrunner's two-pronged attack they will know to use the huts as cover and to maneuver
strategies. The leader of this group of rangers will propose around the party.
to the party that they, the rangers, will move around and
Conclusion of the Fight
attack the village from the south, while the party proceeds
After slaying or driving off the trolls that were keeping the
to attack from the north.
northern entrance into Zeb'Watha, the party finds 10 gp
and 2d4 gems worth 10 gp each.
The leader of the ranger group turns to address you, as
you can all now see the silhouetted buildings of This is where the notes for this adventure start to run
Zeb'Watha just ahead in the distance. short. So everything from here is going to be blue-text
ramblings from the author about what the plan is further
"As the plan was set, we will find a safe trail to the on ahead in the adventure.
south of the village. The trees over there at the foot of
The Captive Troll
the hills should give us enough cover for that. Will you In this northern part of the village, there is a larger hut in
wait here for our signal? Once we're in position, we will which the trolls keep prisoner. Between those who have
sound the horn as we make our attack." already died there, there is a darkspear troll adventurer
still alive. His name is Ven'jashi (troll, male), and he is
currently suffering a slow and painful death from being
The North Entrance to Zeb'Watha poisoned by the Amani.
The northern entrance into Zeb'Watha starts with a few Ven'jashi is about to die, unless the party can somehow
troll huts along the well-trodden walk toward the village neutralize the poison, such as with Lesser Restoration or
center, the huts quickly growing denser on either side of Protection from Poison. Whether they manage to save him
the walk. or not, Ven'jashi warns the party that he has overheard the
Spikes along the perimeter. There are no walls or trolls of Zeb'Watha — who are led by the powerful Amani
palisades around the village, but a number of small, sharp shaman Zul'Marosh (troll, male) — are plotting
spikes have been seated into the ground to form a pretty something greater than just the raids on Farstrider Retreat.
daunting boundary. Judging by the dried blood along
several of them, the contraption has seen a fair bit of use
already.
6
Making Way Southward
By the time the party reaches the southern end of
Zeb'Watha, where Zul'Marosh keeps the heart of the village
behind another ring of defenses (this time with a palisade),
it turns out the trolls posed too great a challenge — and
have subdued or slain the majority of the Farstriders. They
arrive just in time to see one running away from the camp
toward them, being hit by a throwing axe to the back.
So this will likely be one fight leading directly on into
another, ending with a stand against the leader of the trolls;
Zul'Marosh. After the fight is over, a missive is found on
Zul'Marosh that tells of the plans with the other trolls and
how they have been using Zeb'Watha and Tor'Watha as a
distraction to keep the Farstriders occupied.
Long enough so that a larger force of trolls can get ready
to march on Fairbreeze Village. Dun-dun-dun, big reveal,
there's even more trouble ahead!

Part 4: Warning Fairbreeze


Back to the Farstrider Retreat, tell the elves of what is
going on. Immediately they make preparations to send as
many as can be spared westward to Fairbreeze Village —
as well as a missive sent ahead of them to alert of the
situation.
The party should get paid for their work in sorting out
Zeb'Watha here now, but then afterwards pleaded to by the
Farstrider Lieutenant to come along and help defend
Fairbreeze Village from

Part 5: The Amani Attack


By the time the Farstriders reach Fairbreeze Village, the
elves there have had a little time shoring up defenses after
the missive came from the Farstrider Retreat. It could be
fun here to involve the party in bolstering the defenses
further, and then reward them for what they have achieved
in the fighting that then follows.
Next after that, a large battle against the trolls ensues,
but for the players it's handled in the form of a couple of
smaller skirmishes. Maybe one battle first to defend some
villagers, before they're asked to make haste to another
part of the village to stop some lumbering Amani troll
from smashing a few buildings to rubble.
Once the battle comes to an end, it's all celebrations and
good times. Adventure concluded, but there are a lot of
threads that could be fished together still. Imagine if it
turns out that Zul'Marosh did not die after all, or that he
was resurrected and then re-encountered in the
Ghostlands? And then, what about Tor'Watha?

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