The Troll Pits of Hextor (9160671)

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    Introduction ...........................................................2

    Adventure Background .......................................... 2

    Adventure Synopsis ................................................ 2

    Adventure Hooks .................................................... 2

    Part 1: Beginning the Adventure.............. 4

    Entering Zeland ...................................................... 4

    Stone Ford ................................................................. 4

    The Town of Hestor ............................................... 6

    Part 2: The Troll Pits.....................................10

    Entering the Troll Pits ......................................... 10

    The Gate of the Troll Pits .................................. 10

    The Pits ......................................................................... 12

    Level One ................................................................. 12

    Level Two................................................................. 20

    Concluding the Adventure

    .........................30

    Death of Dargon .................................................... 30

    Further Adventures .............................................. 30

    Appendices .............................................................. 31

    NPCs and Monsters ............................................... 31

    Maps .......................................................................... 37

    Credits ....................................................................... 43

    OGL ............................................................................ 43

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    INTRODUCTION

    This is an adventure for four to five 13thto14th-level characters. You (the DM) need theD&D rulebooks, including the PlayersHandbook and the Monster Manual to run

    this adventure; the Dungeon Masters Guidewill help. This scenario utilizes the D&D 5E

    rules. To get started, print out the adventure.Read through the scenario at least once tofamiliarize yourself with the situation andplot (NPCs and maps are in the appendix).Text that appears in white is playerinformation that you can read aloud orparaphrase for the players at the proper times.The World of Farland is on the silver

    standard, and as such if you are playing in adifferent campaign world, you should readsilver pieces as gold pieces, gold pieces asplatinum pieces, and so forth. All maps are inthe appendix.

    ADVENTURE BACKGROUND

    This adventure takes place in the Kingdom of

    Zeland. Zeland, an old member of the now-defunct Eastern Alliance, is ancient Irish inflavor. It has its own particular mythos, andits people are quick to fight and to live life tothe fullest. Besides Kale, it has perhapssuffered the least under occupation, althoughthe people have become considerably less

    industrious. In fact, industriousness isdiscouraged. As such, although the quality oflife has suffered relatively little, the economyis in a shambles. The capital city is Zel City,

    with a population of 25,000. This kingdom isstill ruled by Orax the Lord of Sloth. WesternZeland has it a little worse under LordDargon Skullcrusher. He is not slothful, andhis tyranny is legendary. Dargon has had sometime to fortify his fortress, the Troll Pits ofHextor, and thus the heroes should beprepared for a challenge.

    ADVENTURE SYNOPSIS

    The heroes must journey to the town ofHestor, invade the Troll Pits, and end themenace of the evil Oni Dargon Skullcrusher andthe abominations he breeds in his pits.

    ADVENTURE HOOKS

    The PCs may choose to journey to Hestor (orHextor, as the orcs call it) for any number ofreasons. As the DM, it is your job to decidehow best to involve them in the adventure.You can use the following hooks to spur yourimagination, modifying them as necessary tofit your campaign or the characters.

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    Freedom Fighters.The PCs have found out thatthere is a village and surrounding landslocated at some distance (across a river calledthe Border River) that has been conquered byan evil Oni Warlord and needs freeing. Worse,

    this Oni has a reputation for breeding troll-hybrid abominations.

    Saviors.One of the denizens of the conqueredvillage of Hestor, where the Troll Pits arelocated, seek out the heroes and beg for theirhelp. The villagers have lived long under theyolk of tyranny, and it continues to get worse.

    Treasure Seekers. Rumors have reached the PCs

    that an evil Oni Warlord possesses vast richesin his underground stronghold.

    Haunted Dwarven Tomb. If you are playingthrough the World of Farland adventureseries, the PCs may have discovered the missiveon the gnolls alerting them to the threat ofLord Dargon Skullcrusher, and they areseeking to end that threat.

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    PART 1: BEGINNING

    THE ADVENTURE

    ENTERING ZELAND

    Part of the trouble the heroes face will begetting into the occupied kingdom of Zelandin the first place. How they accomplish thisdepends on them and where they were last. Ifthey are approaching from the West, from theKingdom of Kelerak for example, the mostobvious route is across the Border River at theStone Ford crossing. This crossing is heavilyguarded and will make an interesting scene for

    the heroes to overcome. If the heroes do notcross into Zeland from this direction, you asthe DM are encouraged to insert the StoneFord encounter into some relevant place ontheir route when they must cross a river.Change the place names as appropriate. Ofcourse the PCs may teleport or use some othermethod of travel that does not involvetraveling over land. In that case, they maybypass the following encounter entirely.

    STONE FORD

    If the party is traveling overland, to get acrossto the lands controlled by Dargon and hisLord, the PCs must cross a large river called

    the Border River. The river is only suitable to

    cross at Stone Ford. The rest of the river foran approximate distance of 60 miles in eitherdirection is unfordable by mounts of any type.Steep, rocky cliffs on both sides of the rivereven make the crossing perilous for a man onfoot and willing to swim. This also is the onlycrossing point into the western landscontrolled by Dargon which is suitable for anarmy, and Lord Dargon wishes to makeabsolutely certain that no army passes. To this

    end he has spent considerable resourcesdefending it. For a map of the Stone Ford, seethe appendix.

    The Defenders of the Ford

    There is a garrison of 50 orcs stationed at theFord. They are commanded by an Oluk orc

    war chief named Ognor who always has a

    bodyguard of one orc Eye of Vornoth andthree oluk fighters with him. Three olukrangers are also stationed at the Ford and takealternating shifts on watch from the tower.Only one will be awake at any point. Therangers cast alarm on the west side of the riverat the beginning of each of their shifts. A

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    party only has a 10% chance of missing thealarmed area if they enter the ford and are

    unaware of the alarm.

    Two Stone Giants live in the bottom of the

    watchtower as well.

    Oluk Orc War chief (see appendix)

    Orc Eye of Vornoth (use Orc Eye of Gruumshstats; see MM p. 247)

    3 oluk orcs (use orog stats; see MM p. 247)

    3 oluk orc rangers (see appendix)

    2 stone giants (see MM p. 156)50 orcs (see MM p. 246)

    The Flood

    The real danger in crossing the Ford is fromthe flood. If a force is spotted crossing or thealarm goes off, the oluk ranger will send anorcish runner and then will alert Ognor. If the

    ranger has no time to send a runner, he willblow a horn. Ognor will send the two giants togo stand on the East bank, barely in the water.He will try to keep the group talking (askingthem who they are, what they want, etc.) andonly tell the giants to attack if the talksbreak down. The stony ford will allow thegiants access to 10 boulders each. A party oftwo ogres and a human fighter stationed atthe dammed lake will then begin breaking the

    boulder dam. Once the dam is broken theywill run to the Ford to assist in the fight.

    2 ogres (see MM p. 237)

    Human fighter (use Gladiator stats; see MMp. 346)

    Once the dam guardians are aware of thedanger (it takes the orcish runner threerounds to reach the dam, but a horn willnotify them immediately if they succeed at aWisdom [Perception] check DC 5), it will

    take them three rounds to destroy theprecarious dam. During this time, succeedingat a Wisdom (Perception) check DC 20 willalert anyone in the Ford to loud bangingsounds coming from the connecting river.

    At the end of the third round the dam willburst, releasing a huge wall of water. Theflood will arrive two rounds later. Anyonecaught in the initial flood will be pelted with

    boulders and logs (the remnants of the dam)plus boulders picked up from the ford, andmust succeed on a DC 15 Dexterity savingthrow or take (18) 6d6 bludgeoning damage, orhalf as much damage on a successful one.Creatures in the flood must succeed at a DC20 Strength (Athletics) check to swim againstthe strong current or be swept away topotentially drown in the new lake (see thenext section) or further down river.

    Drowning in the New Lake:

    Worse, Ognor hasplaced large boulders at a narrow spot about40 feet downstream of the ford in an attemptto flood it if the dam is broken. There is a75% chance that boulders and debris willlodge there, creating a temporary dam.

    If they characters were swept away by theflood and the temporary dam has been

    established, they will strike it at great force.They must succeed on a DC 15 Dexteritysaving throw or take (9) 3d6 bludgeoningdamage, or half as much damage on asuccessful one. If the dam has not beenestablished, they will be swept downstreaminto 15' deep water.

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    If the new dam has been established, thewater in the new lake and the ford will rise toa depth of 10 feet on the sixth round afterthe dam is broken, to a depth of 20 feet onthe seventh, and to a maximum depth of 30

    feet on the 8th round. Characters caught inthis new lake may attempt to escape it bysucceeding at a Strength (Athletics) check toswim out. The DC is 20 on round 6 and 7, 15on round 8, and 10 on round 9 and thereafter.Remember that any creature in deep watermust swim out. Any creature that fails threeconsecutive swim checks gains a level ofexhaustion. If a creature faces drowning, usethe suffocation rules on page 183 of the

    Players Handbook.

    One hour later the water will drop back to 20feet, an hour after that to 10 feet, and anhour after that it will drop to a depth of 1.5feet. Then the orcs will begin the difficulttask of resetting this mammoth trap, which

    will take two weeks. Surviving the flooding ofthe dam or avoiding it grants a party anexperience point award of 1000 XPs.

    The garrison of 50 orcs will shoot a few arrowsand throw a few javelins, but will surrender atthe first opportunity to any party thatsurvives the flood and/or beats Ognor and theguardians. The remaining oluk rangers will notreveal themselves as anything special and willtry to slink away at the first opportunity to

    warn Dargon. A successful DC 15 Wisdom(Perception) check will allow characters tonotice that the oluk rangers aren't the same as

    the other orcs. If they clear the garrison, theywill be able to scrounge together 75 silverpieces from the orc footlockers. You shouldrandomly determine the treasure for the restof the guardians of the Ford.

    THE TOWN OF HESTOR

    The town of Hestor (or Hextor, as the orcscall it) is located in the highlands of Zeland

    (see map in the appendix). It sits in a smallvalley in front of one steep hill. The front ofthe hill, pierced with an old iron mine, hasbeen enclosed by a fifteen-foot stone wall.Two dark watch towers overlook the wall andtown. Hestor is a town that is afflicted by anevil ruler and many lesser tyrants in the formof orcs. In Hestor, Dargon owns all land andall humans are serfs, even if they are notfarmers. The only way they are not serfs is if

    they are slaves, and Dargon looks for anyexcuse to enslave the human populace and sellthem to his oluk troops or other humans.Owning unauthorized weapons in Hestor isillegal and punishable by death. There is notrace of organized rebellion in Hestor,although some individuals harbor secretthoughts of rebellion and were gladdened tosee the defeated and decimated army ofDargon limp back home after their latest

    skirmish with the army of Kelerak. The Ogre-mage Lord simply took his frustration out onthe populace, however, and arbitrarily seizedseveral of them and held a slave auction. Manyof these new slaves were shipped to Zel City.

    Facts About the Town

    Population: 1928 (Two-thirds human, with

    half-orcs and orcs making up the remainder)Items Available: Items costing 200 silverpieces or less may be purchased in the town,but since the town is occupied by the darkforces, no items may be purchased without theprerequisite papers authorizing it.

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    Government: The town is ruled by HothGezbag, an oluk orc war chief. Gezbagmanages the day-to-day operations of thetown, albeit he does so badly. Gezbag in turnanswers to Lord Dargon Skullcrusher, but

    Skullcrusher is preoccupied with his evilmachinations in the Troll Pits of Hextor, sohis oversight of Gezbag is extremely lax.

    PLACES OF INTEREST IN

    HESTOR

    There are a few places in the town of Hestorthat may interest the PCs. Besides possiblyproviding information about the Troll Pits,none of them are essential to the action in thePits, but exploring them may add richness tothe adventure.

    1 Manor House of Hoth Gezbag

    This large manor is both in ramshacklecondition but heavily fortified. Its paint ispeeling, it is missing shingles, and mostshutters have broken slats. Still, a six footstone wall, newer than the manor, surroundsthe house. Rusty shards of metal top the wall.A sturdy wood gate is set in the wall. Thegate is guarded at all times by two large olukorcs. Inside the manor are 5 more oluks, fiercebrutes, the bodyguards of the Hoth (orcish

    for general). Any attempt by the PCs tocommunicate with the Hoth will have to behandled carefully. Hoth Gezbag is canny andtreacherous. If the PCs dont have a veryconvincing story explaining their presence inthe town, as well as possessing the correctpapers, the Hoth will attempt to arrest them,

    imprison them in the orc garrison, andultimately report their presence to DargonSkullcrusher. The Hoth knows of the hiddenentrance to the pits (location 9 on the townmap), but he will not reveal that he knows it

    unless intimidated into doing so while beingasked specifically about other entrances. Healso knows the password to the main gates,but again, will not reveal it unless intimidatedinto doing so while being asked specificallyabout it.

    Hoth Gezbag, oluk war chief (see appendixfor stats)

    7 oluks (use orog stats; see MM p. 247)

    2 The Gate of the Troll Pits

    This is the main entrance to the Troll Pits.See Entering the Troll Pitsin the nextsection.

    3 Secluded Homestead of Bebinn the

    Farmer

    This nondescript farmhouse, set in a copse oftrees atop a small hill, is the home of BebinnOClare, a local farmer, and his family.Bebinn, a thin and nervous man, is actually acleric of Heshtail. If convinced that the PCsare good and that they seek liberation for the

    town, he will provide spiritual comfort andhealing, for a very fair price. After all, he hasto feed his family. If Bebinn had good reasonto believe that doing so would endanger hisfamily, however, he will have nothing to do

    with the PCs.

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    4 Temple of Vornoth and the Haunted

    Grove

    This large edifice has two tall spires, studdedwith spikes. It is adorned with horrid gargoyle

    and demon-statues that leer down at anyoneapproaching the temple. The temple itself ispainted black. Inside, the temple is as horridand macabre as it is outside. The high priestof the temple is an oluk orc named Toduk theVile. Every resident of Hestor and thesurrounding environs is required by law toattend Black Mass twice a week.

    High Priest Toduk the Vile (use Orc Eye ofGruumsh stats; see MM p. 247)

    Abutting the temple is the Haunted Grove, anunholy copse of dark trees. Anyone enteringthe trees feels that the place is profane (it issacred to the Dark God Vornoth). Anyoneentering the Haunted Grove at night (exceptToduk the Vile and those in his willing

    company) will be beset by 1d4 wraiths. Buriedin the Haunted Grove and discoverable with asuccessful DC 20 Intelligence (Investigation)

    check is a Figurine of wondrous power

    (serpentine owl).

    Wraith (see MM p. 302)

    5 Banshee Inn

    This inn, marked by a crudely painted sign ofa female ghost, is a rough and tumble place,frequented by orc soldiers on rest andrelaxation and by humans who dare be in theircompany. The proprietor is one Murchad

    O'Sullivan, a short, rotund man. In his heartof hearts, Murchad despises orcs and darkfolk, but he is a master of concealing thosefeelings. He is a charismatic, congenial person

    who has the rare ability to get along with orcs

    and other dark folk, as well as humans.Burchad can be convinced (by contesting aPCs Charisma [Persuasion] check withBurchads Charisma [Persuasion] check) toreveal information about the town. He knowsmost of what goes on in the town, but he onlyknows that strange abominationsare beingbred by Dargon in the Troll pits.

    Burchad OSullivan (use commoner stats; seeMM p. 345, but he has a 17 CHR and istrained in persuasion, so his Charisma(Persuasion) checks are made with a +5).Burchad does not know of the hiddenentrance to the pits (see location 9), but anoluk who frequents the establishment does.This oluk, a one eyed brute who goes by thename of Scar, has a 50% chance of beingencountered in the inn at any time it is open.Scar is a spy for Dargon, tasked to keep an eyeon the Hoth for signs of treachery. There isnothing in particular to distinguish Scar fromthe other orcs and oluks who hang about theplace, save for a prominent scar on his chin(although all the orcs have prominent scars ofone form or another). Scar will not advertisethat he has any special information, nor canhe be persuaded to reveal it unless intimidatedinto doing so while being asked specificallyabout other entrances to the Pits. He alsoknows the password to the main gates, butagain, and like the Hoth, will not reveal it

    unless intimidated into doing so while beingasked specifically about it.

    Scar the oluk (use orog stats; see MM p. 247)

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    6 Traders Guild

    The Traders Guild is located in a largebuilding that is part general store, part manorhome, and part warehouse. It controls the

    trade that goes in and out of Hestor. It alsosells items directly to the residents of thetown. With the proper papers, healingpotions and non-magical items up to 200 silverpieces in value can be purchased at the guild.The head of the guild is Nathi, a well-dressedhalf-orc. He is overly courteous anddiplomatic to a fault, but he is in the employof Hoth Gezbag and will report anythingstrange, including unusual purchases, to the

    orc war chief.

    7 Orc Garrison

    This ugly, squat building houses the orcishsoldiers garrisoned in the town. Fifty orcsreside here, although only about half are hereat any time; the other half are out on patrolor performing other duties. The orcs are

    commanded by an oluk named Harg, whoresides here and who answers to the Hoth.Two oluk sergeants help maintain order.

    3 oluk orcs (use orog stats; see MM p. 247)

    50 orcs (see MM p. 246)

    8 Market Square

    This large, open space is the towns marketsquare. Market is held every Sunday. Mostproducts sold at market are crops andlivestock, but textiles, leather goods, andfarming implements can also be had. Far awayfrom Zel City, the market is rather busy andindustrious, although 20 orcs from the

    garrison patrol the market during everymarket day, randomly checking papers andotherwise hassling the hapless humans.

    9 Hidden Entrance to the Pits

    This is another entrance to the Troll Pits. SeeEntering the Troll Pits

    in the next section.

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    PART 2: THE TROLL

    PITS

    ENTERING THE TROLL PITS

    Once the PCs have decided to enter the TrollPits, there are two ways they can do so. Thefirst way, the main gate, is the most obvious(and most dangerous) route. If the partychooses to enter this way, go to the

    Gate of

    the Troll Pitsbelow. There doesnt appear tobe any other entrance, but in actuality, asecret door also allows entrance. See theHidden Entrancebelow.

    THE GATE OF THE TROLL

    PITS

    The Troll Pits are located in an abandonedmine complex delved into the side of a largehill. The main gate is the apparent entrance(see map in the appendix). A stone wall that is15 feet high and 3 feet thick surrounds theentrance to the complex, and severaloutbuildings, stables, and guard posts sit

    outside the entrance. Broken glass is mortaredinto the top of the wall. Any one climbingover the wall must succeed at a DC 15Dexterity (Acrbatics) check or take 1d4slashing damage.

    1 Guard Towers

    Rising above the huge wooden double gates are

    four towers with dark windows overlookingthe approaching road. Only the two next tothe gate are manned. It takes a Dexteritycheck DC 25 to pick the gate lock, and ittakes a DC 30 Strength check to break downthe door. The doors have an AC of 15, 100 hitpoints, and resistance to all damage exceptslashing, bludgeoning, fire, and force. Guards

    will open them if given a password. Stationedon watch here at all times are two oluk orcrangers, one in each watchtower. Once of these

    two orcs has a 75% chance to be under theeffect of a See Invisibilityspell cast upon himat any time.

    The oluk ranger commander, one Karkan, is ina room in the bottom of the west tower. Theoluks will blow horns to alert the guardiansmentioned below, and then they will shoot atany intruders from the windows. The olukrangers have a vial of poison each and will dipan arrow in the poison as a bonus actionbefore each shot. They have a 1 in 20 chanceof poisoning themselves after each dip.Because they are in the windows of the tower,the rangers have half cover.

    Enhanced Serpent Venom (Injury). A creaturesubjected to this poison must succeed on a DC

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    15 Constitution saving throw, taking 16 (5d6)poison damage on a failed save, or half asmuch damage on a successful one.

    Also in each tower are five normal orcs, gate

    wardens. The password to the gate is"demonium." In the case of a general alarm, anormal orc, one of the gate wardens, will runtoward the Troll Pits to warn the inhabitants.Randomly determine the treasure of all theorcs in the towers.

    2 oluk rangers (see appendix)Oluk Orc War chief (see appendix)10 orcs (see MM p. 246)

    2 Home ofthe Fire Giant Grimbold

    The Fire Giant Grimbold, a mercenary in theemploy of Dargon, inhabits this building.Inside the building is a roaring fire kept goingat all times, to make Grimbold comfortable.The inside of the building is uncomfortablyhot. Grimbold will issue from this buildingtwo rounds after any horn is blown. In

    Grimbold

    s pouch are 260 CPs and 70 SPs.Fire Giant (see MM p. 154)

    3 Home of the Fire Giant Fafnir

    The Fire Giant Fafnir, Grimbolds brotherand a mercenary in the employ of Dargon,inhabits this building. Like Fafnir, Grimboldkeeps a large roaring fire going at all times.

    The inside of the building is uncomfortablyhot. Fafnir will issue from this building tworounds after any horn is blown. In Fafnirspouch are 110 SPs and 13 GPs. Fafnir has agreat love for his brother Grimbold, and ifGrimbold is slain, Fafnir will go berserk(Grimbold is not as attached to his brotherand will merely be understandably angry if he

    is slain). Fafnir gains advantage on all attackrolls for the next hour, but those attackingFanir also have advantage on their attack rolls.

    Fire Giant (see MM p. 154)

    4 Storage House

    Located here are 5 large kegs of orc grog, 4whole deer carcasses, enough rations to feed40 men for two weeks, plus 10 spare suits oforc-sized chain mail, 300 extra arrows, 20 sparedaggers, 20 orcish scimitars, 20 flasks of oil,and 50 torches.

    5 Orc Barracks

    Located here are 10 orcs. There is a 75%chance they will be sleeping. Their barracks isa filthy shambles. Randomly generatetreasure for these orcs.

    10 orcs (see MM p. 246)

    6 Stables and Spare Storage Areas

    Located here are 4 riding horses, 4 donkeys, 3large kegs of orc grog, enough rations to feed20 men for two weeks, 2 weeksworth ofhorse feed, plus 200 extra arrows, 10 clubs, and10 torches.

    7 Interior Gate

    These reinforced wooden gates allow directentrance to the Pits. It takes a Dexteritycheck DC 25 to pick the gate lock, and ittakes a DC 25 Strength check to break downthe door. The doors have an AC of 15, 75 hitpoints, and resistance to all damage exceptslashing, bludgeoning, fire, and force. If the

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    general alarm is sounded, the double doorsinto the Troll Pits will be locked. If it is not,they will be unlocked.

    The Hidden Entrance

    A little used secret entrance into the TrollPits exists. It is located around the side ofthe hill in a little grotto. At the back of thisshallow cave is a large rock disguised to looklike a natural formation. A successful DC 20Wisdom (Perception) check will reveal abarely visible path where the grass has been abit trampled. A successful DC 20 Wisdom

    (Perception) check will reveal the rock in theback of the grotto to be a secret door, and asuccessful DC 20 Intelligence (Investigation)check will allow a PC to discern the hiddencatch that operates the secret door. The secretdoor leads to Level OneRoom 13in the nextsection.

    THE PITS

    Inside the Troll Pits, the walls and floors arerough-hewn earth and stone. The walls areshored up with timbers, and giant columns ofrock or timber support the large halls. Thehalls are larger than average, for Dargonbreeds trolls and other monsters. The roomsare unlit unless otherwise indicated. Theceilings are 15 feet high.

    All doors are unlocked unless otherwiseindicated. If a door is locked, it takes aDexterity check DC 20 to pick it, and it takesa DC 20 Strength check to break down thedoor. The doors have an AC of 13, 50 hit

    points, and resistance to all damage exceptslashing, bludgeoning, fire, and force.

    Read to the players the text in white. Allflavor text assumes that the players have their

    own light source equivalent to a torch. Adjustas appropriate if they do not.

    Any battle that takes place in a room has thechance to attract the denizens of thesurrounding rooms. You should note thepassive perception scores of creatures inadjacent rooms; a score higher than DC 15indicates the denizens are aware of the soundof battle. If a closed door is interposedbetween the sound and the surrounding room,

    the DC is 20. If an intelligent creature hearsthe sound of battle and is able, it will warnDargon of intruders, and the Oni Lord willtake defensive measures. These instructionsapply to levels one and two of the Pits.

    LEVEL ONE

    Random encounters for level one should berolled off the list below. There is a 1 in 10chance of a random encounter per hour. Allrandom encounters come from a room. If thedenizens of a particular room are slain,remember to remove them from any futureencounter or description of the room.

    Roll Encounter

    1 Denizens of Room 22 One Stalker from Room 7

    3 10 orcs and a troll from Room 84 Guardians from Room 14

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    Room 1

    You enter a large hall, obviously the main

    entranceway to the dreaded Troll Pits. Thereis a door immediately ahead of you to yourleft; the remainder of the rectangular room issunk in an ominous shadow, like the shadow ofoppression that lies over the village of Hestorand indeed the entire land.

    As the PCs enter the room, read this:

    As you emerge into the hall and walk down itslength, two more doors appear in the gloom:one to your right and one immediately aheadof you. The rest of the room is bare. Emptytorch sconces line the walls. The floor showsevidence of being well-traveled.

    The northern half of the room is warded with

    a permanent enchantment that dispelsInvisibilityspells (but not Greater Invisibilityspells). Anyone who steps into the northernhalf of the room who is under the effect of

    an Invisibilityspell automatically becomesvisible as if he had made an attack.

    Furthermore, the same area has anenchantment that functions as a permanent

    Alarmspell cast upon it. Anyone entering it

    who does not say the password, "incantrix,"sets off the audible alarm that produces thesound of a hand bell for 10 seconds within 60feet. The residents of Room 14will make aDC 10 Wisdom (Perception) check to perceivethe alarm sound and will emerge to investigate

    if they hear it. A detect magicspell reveals an

    aura of abjuration on the floor. A successful

    dispel magic (DC 16) cast on the floor destroysthe enchantments.

    In the North West corner of this room is a

    secret door to Room 14. PCs can detect thesecret door with a successful DC 20 Wisdom(Perception) check and can figure out itsopening mechanism with a successful DC 15Intelligence (Investigation) check.

    Room 2

    This large hall has several pillars. The end ofthe hall is lost in shadow. You hear raucousvoices coming from the shadows.

    In this hall are 20 orc warriors. They aregathered to discuss a retributive raid on thenearby hamlet of Donego; Dargon claims theydidn't pay their oppressive taxes with alacrity.They are led by an orc war chief namedPodish. They will be curious to know how thePCs got past the guards and what they want.They are bullies and will appear aggressive butare actually submissive to anyone who isclearly stronger and will surrender to the PCsand offer them money or information fortheir release if pressed. If they are released,they will go straight to Dargon. Randomlygenerate their treasure.

    Podish, orc war chief (see MM p. 246)19 orcs (see MM p. 246)

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    Room 3

    This large natural cavern has stalagmite

    columns supporting the high ceiling. Aferocious grunting echoes from the darknessin a large recess in the south wall.

    The ceiling of this room rises to 30 feet. Ahillgiant wereboar named Pog makes this lairits home on the orders of Dargon. It has alarge cot against the west wall. It keeps itspets, four giant boars, in a pen in the back of

    the room. If it senses intruders, it will openthe pen and order the boars to wait, confrontthe intruders and demand to know thepassword, which is "Walker-in- Darkness.The wereboar giant keeps a stack of 10 largerocks for throwing next to the pen. The

    wereboar giant will be belligerent andconfrontational but secretly feels like anoutcast. If treated properly he will refrainfrom attacking.

    Hillgiant Wereboar (see appendix)4 giant boars

    Once the hill giant wereboar is dealt with oneway or another, if the PCs search the room,the will find the wereboars stash of treasurein a small chest inside the boars' pen. Itcontains 600 SPs and 10 GPs.

    Then read the following:

    Paradoxically, you find an engraved sun dialon a pedestal near the west wall of this room.Its presence is strange in this shadowy cavern.

    Even stranger, there is a shadow that ispainted on the sun dial, permanentlyindicating 12 o'clock.

    The sundial spins and will deactivate the irongolems in Room 5if rotated so that the dialpoints to three o'clock. A successful DC 20Intelligence (Investigation) check will revealthe fact that the dial spins.

    Room 4

    The door fromRoom 5

    intoRoom 4

    is locked.

    A huge natural pool dominates this roughlycircular natural cavern. The water ripples as ifthere is a breeze in the chamber, but you feelno air stirring against your skin. Your lightreveals the glint of gold from the depths ofthe murky water.

    The pool contains two water elementals and awater weird. The elementals and the weird canleave the pool and venture anywhere in theroom but prefer not to. They will instead tryto grapple an opponent and drag it into the10' deep pool. The water creatures areinstructed to attack any creature that doesnot enter in the presence of an orc, troll, orogre. At the bottom of the pool is sometreasure thrown in as a lure by Dargon. The

    treasure amounts to 89 Sps and 40 GPs.

    2 water elementals (See MM p. 125)1 water weird (See MM p. 299)

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    Room 5

    Read this upon entering:

    This large gallery is the most spacious yet.The ceiling rises to a height of 30 feet and issupported by large timbers. Although the east

    wall is visible, the west and north walls arelost in gloom. A large iron statue clutching asword is barely visible in the dim light.

    Entering more than 10 feet into the roomwithout turning the sun dial in Room 3to

    three o'clock will cause the iron golem toattack, although it will not pursue anythingfrom this room. Using the sun dial in areathree to cross this room without fighting theiron golem is worth 1500 ad hoc XPs if this isthe first time the party has used the sundial.If the party then chooses to later fight thegolem, deduct the 1500 XPs from the XPaward if they defeat the golem.

    Iron Golem (See MM p. 170)

    Two pits with illusory floors guard the northand south doors. The pits are 40 feet deepand filled with 10 feet of water.

    Pit. Spotting the pit is a Wisdom(Perception) check DC 20; compare the PCs passive perception scores to this DC if theyare not actively searching for traps here. A

    creature falling into the pit takes 10 (3d6)bludgeoning damage from the fall and risksdrowning in the water if it cannot escape.

    Room 6

    The door into this area is locked.

    This area appears to be a storage room. Cratesand barrels line the walls. Gigantic boxes arestrewn about.

    The boxes contain 20 orcish scimitars, 20 suitsof leather armor, 20 shortbows, 200 arrows,and 6 monthsworth of orcish rations (edibleby PCs, but disgusting).

    One chest is trapped with a poison needle.Opening the chest without the key (whichDargon possesses) causes the needle to springout and extend three inches straight from thelock. A creature in the path of the needletakes 1 piercing damage and 20 (4d10) poisondamage, and must succeed on a DC 18Constitution saving throw or be poisoned for 1hour. A successful DC 20 Intelligence(Investigation) check allows a character to

    deduce the traps presence, and a successfulDC 18 Dexterity check using thievestools

    disarms the trap and removes the needle.Unsuccessfully attempting to pick the locksprings the trap.

    Inside the trapped chest are some items ofvalue: Jeweled Anklet (2000 SPs), SilverChalice with Lapis Lazuli Gems (80 SPs),Carved Harp Of Exotic Wood with Ivory InlayAnd Zircon Gems (200 SPs), Dagger +1

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    Room 7

    Two huge holes in the floor dominate thislarge gallery. A pulley and rope system dangles

    over each hole, with a separate winchmechanism on the north wall that apparentlyallows the denizens to lower boxes and cratesinto the dark depths. Indeed, boxes and cratesline the walls and are stacked haphazardly inthis room.

    Guarding this room are four invisible stalkers.They are the servants of Dargon, although

    they are very resentful at their protractedmissions. They stalk the opponents of Dargonand stay in this room when not summoned.They will seek to surprise and push into thepits anyone who is not accompanied by an orc,ogre, or troll. Anyone who falls in the hole canattempt a DC 18 Dexterity saving throw tograb the winch mechanism. Otherwise theyfall 60 feet and take 19 (6d6) bludgeoningdamage, ending up in Troll Pits Level Two

    Room 13.There is a 20% chance per three rounds thatthe stalkers will peevishly break off theirattack and sulk in the corner. If this happens,they will still defend themselves and willresume their attack in three rounds if anyoneremains in the area.

    2 Invisible Stalkers (See MM p. 192)

    The crates contain dried jerky and other foodstuffs. A successful DC 18 Wisdom(Perception) check will reveal a crate full ofvaluables: 600 SPs, 30 GPs, a gold and topazbottle stopper cork (200 SPs), 7 green spinel

    worth 100 gp each

    Room 8

    This rough natural cavern seems to have beenenlarged at some point, judging by the chiselmarks clearly visible in the walls. Approaching

    this room, you hear the sound of gruff voices.The floor of this room is covered with roughfurs. Large forms loom out of the blackness.Several various humanoids are trying toconverse and are seemingly having difficulty;they are gesticulating wildly.

    This room is the general barracks for thegarrison that calls the Troll Pits home. There

    are 10 orcs, 10 gnolls, a gnoll leader, and a trollbruiser. The gnolls and troll will fight thePCs while the orcs flee to warn Dargon. Thetroll will fight to the death but the gnolls

    will surrender or flee when they lose half oftheir number or their leader.

    The gnoll leader, however, one Grawlzak, isgreatly angry at Dargon. Dargon threw hisbrother Barkzor into a cell in Room 10becauseBarkzor was a captain of an orcish battalionthat failed to defeat a human battalion theyrecently fought. If this information issomehow discovered and the gnoll leader isproperly approached and parlayed with,Grawlzak will allow them to pass if they agreeto kill Dargon and release Barkzor. He willeven accompany them if a PC succeeds at aDC 25 Charisma (Persuasion) check. The restof the gnolls will follow whatever ordersGrawlzak gives them.

    The troll and orcs, though, are anothermatter. If the gnolls do not fight the PCs, thetroll will attack the PCs and then the gnolls,if he is given a chance, while the orcs will fleeto the lower level and go to warn Dargon.

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    Grawlzak, gnoll pack lord (see MM p. 163)10 gnolls (see MM p. 163)10 orcs (see MM p. 246)1 troll (see MM p. 291)

    Several chests sit against the walls. Inside thecollective chests are the treasures of the orcsand gnolls: 2,100 TPs, 400 CPs, 110 SPs, 7black onyxes worth 50 SPs each, 5 eye agate

    worth 10 SPs each.

    There is a rough stair in the south east cornerof the room. It descends steeply for 75 feetand comes out in Level TwoRoom 8.The stairis dangerous and has no rail, and anyone

    running down the stairs (including the orcs)must succeed at a DC 10 Dexterity(Acrobatics) check or slip down 20 feet,taking 1d6 bludgeoning damage. The PC mustthen repeat the check or slip down another 20feet. When the check is successful, the PCrecovers his feet; otherwise the cycle repeats

    until he can recover his feet or he reaches thebottom.

    Room 9

    This rather large room exudes an air of evil,and it is easy to see why: horrible instrumentsof torture fill the room. You see a large rack,thumbscrews, a scaffold, a brazier, and an ironmaiden. You think you see a glint of bone-- agrinning skull peers out at you from within

    the iron maiden. The skin on the back of yourneck crawls, and it feels as if something hasbrushed your nape from behind. You quicklyglance behind and see-- nothing. You shudder.

    This room is currently empty, although it isDargon's favorite, and he does much of his

    own torturing. If the PCs make any noise,they will hear low growling shouts from

    Room

    10.

    Room 10

    The door into this area is locked.

    In the shadows of this small room equippedwith no furniture save a ratty fur on thefloor, you see a tall gnoll. Although unarmedand unarmored, he growls at you threateningly

    and bears his teeth.

    This is Barkzor, a former captain of Dargon'sforces. He is being held prisoner here becauseDargon blames him for the retreat of hisbattalion in a recent skirmish. Barkzor willpromise to pay the PCs if they free him, and

    will tell them to go ask his brother in Room 8for the money. He will tell the heroes allabout

    Level One

    of the Troll Pits as well as

    some of Dargon's military plans if they treathim in a friendly fashion and succeed at a DC20 Charisma (Persuasion) check or Charisma(Intimidate) check. He will even accompanythem if they succeed at a DC 25 Charisma(Persuasion) check, although they will have toarm him. If he does accompany them, he willflee for the front gates at the firstopportunity, although he will need the heroesto deactivate the golem in Room 5before he

    can leave. If he feels they will lock him backin, he will fight them, seeking to flee.

    Barkzor, gnoll pack lord (see MM p. 163, butunarmed and unarmored)

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    If the PCs successfully treat with Barkzor in away that is profitable to the party instead ofkilling him, they should receive XPs as if theydefeated him in combat.

    Room 11

    The door into this area is locked.

    This small, shadowy room is empty except fora skeleton in the middle of the floor. Thebones are covered in spider webs. They bearthe gruesome tooth marks of gnawing rats.

    The skeleton has no possessions. If the PCssearch, a successful DC 20 Wisdom(Perception) check will reveal a loose stone inthe northwest corner. Pulling up the stone

    will reveal a note and a small purse. The notereads as follows:

    "I, Elochad, write this. Once Dargon's second in

    command, he locked me here, the foul, stinking

    fiend. Well, one good turn deserves another. Thereis a secret passage to the outside from Dargon's

    own room. You will know the room, which is on the

    second level, by the magical rune of warding on the

    door. Be careful, for the rune is dangerous. Move

    the left leg of the heavy desk to trigger the secret

    passage. While in the Troll Pits, Dargon is always

    found with his second in command, the creature that

    supplanted me; some say this creature is the real

    brains behind his operation. This being is Zenor, ahalf-dragon troll made with the blood of the Lord

    of Greed, sold at a steep price by the Dragon Lord

    himself. At first he was a loyal servant, but he

    soon grew cunning and betrayed me to get me

    imprisoned. Curse him and Dargon. Slay them

    both! The password to get past the clay golems on

    the upper level is 'Wintervale.' Do not enter the

    spawning room without the special key.

    Information on where to find the key is in

    Dargon's room. Destroy the spawning vats. Usethis information to destroy Dargon and his lackey

    and avenge me."

    In the purse is a large diamond worth 300 SPs.

    Room 12

    A large hall lies before you with its enddisappearing into darkness.

    Compare the PCspassive perception scores toa DC 12. If their scores equal or exceed a 12,they notice the following:

    A strange inscription, written in orcish on anearby wall, catches your eye:

    Only at nine o'clock can you cross this room.

    Unless the sundial in Room 3is set to 9o'clock, the PCs will be hurt by the shockingfloor in this room.

    Electric Floor Trap(Magic trap).This trap isactivated when a creature steps on themetallic floor, releasing a burst of electricity.The DC is 15 to spot the fact that the floorof the hall has a strange metallic sheen. Aspell or other effect that can sense the

    presence of magic, such as detect magic, reveals

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    an aura of evocation magic on the floor. Thetrap activates when more than 20 pounds of

    weight is placed on the floor. Each creature onthe floor when it activates must make a DC 16Dexterity saving throw, taking 40 (8d10)

    lightning damage on a failed save, or half asmuch damage on a successful one. A successful

    dispel magic (DC 16) cast on the floor destroysthe trap.

    Room 13

    You see a large hall dominated by a circularstaircase descending into the earth. A smallpassage leads to the east. Tapestries depictingarmies of orcs successfully routing humanarmies line the walls. East and west of thestaircase are two giant constructs that looklike huge ogres fashioned from clay.

    These two clay golems will attack anyone

    coming within 20 feet of the top of thestaircase unless the password, "Wintervale," isgiven. A passage leaves this room to the eastand leads to the hidden entrance.

    Room 14

    This spartan room is equipped with a tableand several rough wooden chairs. It appears tobe a guardroom.

    This room is accessed by a secret door fromRoom 1.

    Anyone inRoom 1

    can detect the

    secret door with a successful DC 20 Wisdom(Perception) check and can figure out itsopening mechanism with a successful DC 15Intelligence (Investigation) check. From Room14

    , the secret door is apparent and can be

    pushed open with no trouble.

    The denizens of this room have a 1 in 10chance of being asleep if an alarm rings or ifsomeone enters. Otherwise they will be alertfor any sounds from Room 1and will enter infull attack mode if they hear anything

    unusual.

    The strategy of the guardians is for the orcmage to bang the secret door open, hopefully

    surprising anyone in Room 1(the mage willattempt a Dexterity [stealth] check as heapproaches the door. You should compare thePCspassive perception scores to the results ofhis check to see if they hear him approaching

    it) and to cast ice storminto the area on the

    first round while the orc priest casts blessonthe troll. During the next round, the othercreatures will delay while the mage casts

    fireballinto the room. An orc will sprint forthe door to Room 3in order to tell Dargonand raise the general alarm. Next the mage

    will cast greater invisibilityon a troll, who willwade into combat, as will the second troll.

    Orc mage (see MM p. 347)

    Orc priest (see MM p. 348, but has bless

    prepared instead of sanctuary)2 trolls (see MM p. 291)4 orcs (see MM p. 246)

    You should randomly determine the treasureof the inhabitants of this room.

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    LEVEL TWO

    Random encounters for level two should berolled off the list below. There is a 1 in 10chance of a random encounter per hour. All

    random encounters come from a room. If thedenizens of a particular room are slain,remember to remove them from any futureencounter or description of the room.

    Roll Encounter

    1-2 2 ogre fighters and an orc cleric fromRoom 5

    3-4 2 trolls from Room 7

    5-6 Fire giant from Room 127-8 5 ogres from Room 139-10 4 acolytes from Room 19

    Room 1

    This large cavern is dominated by a circularstaircase. The dull gleam of iron ore glintsfrom the walls of the hewn cave.

    Compare the passive perception scores of thePCs to a DC 12. Read the following to anyone

    whose passive perception exceeds a 12.

    You seem to see the floor moving in thenorthern section of the cavern. Light glintsoff three strange, viscous black blobs that arestealthily moving over the floor in yourdirection. There is something sinister aboutthe way they are unerringly slithering towardsyou.

    A small hole (one foot in diameter) in thenortheast corner of the room leads to a warrenof small, abandoned tunnels under the pits.These tunnels are the regular home of theblack puddings. The orcs know that the blobsfrequent this chamber and thus they areespecially careful when moving through here.

    3 Black puddings (see MM p. 241)

    Room 2

    The door to this room is locked.

    This rough chamber is equipped with a huge,strange bed made with a wooden frame slung

    with leather and furs. A chest sits against thenorth wall. Strange etchings of dragons, roughpictures that look as if they have beenscratched by claws, adorn the walls.

    The chest is locked but not trapped. The DCto pick the lock is 20. The chest has an AC of12 and 30 hit points, although smashing it willdestroy the potion inside. Zenor has the keyon his person. The contents are:

    100 GPs, Rose Quartz gem (70 GP), RedGarnet gem (80 GP), Carnelian gem (40 GP),Star Rose Quartz gem (60 GP), Potion ofheroism

    Also in the chest is a note, a journal entry.

    It says: "That foolish Oni thinks he will be Lord

    forever. He does not know, however, that the most

    recent batch of trolls from the spawning pits are

    loyal to me, and many of the oluk captains are in

    my employ. Plus, the Lord of Envy himself is

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    backing my plot. Envy currently raises an army to

    retake Kelerak once and for all. I have promised

    that once Dargon is dead, I will commit my trolls

    to Envys cause and in return be richly rewarded.

    If my trolls work and my cunning thrive, Zenonthe half-breed will top the Oni Lord in a bloody

    coup. I grow, I prosper. Now, Dragon Gods,

    stand up for bastards!"

    This letter reveals Zenons plot againstDargon and also, in its references to the Lordof Envy, gives the PCs their hook to engage inthe next adventure in the World of Farlandadventure series, The Ordeal of the Viper.

    Room 3

    Upon entering this chamber, you notice thatsome effort has been made to make it morelavish than the typically spartan rooms on thelevel above. There are approximately five beds,covered with thick furs, and several wall

    hangings, depicting the glorious charges oftroll-led orc armies, adorn the walls. Perhapsthis room houses visiting dignitaries.

    This room is empty, but check for a randomencounter here.

    Room 4

    The door to this room is locked and trappedwith a visible Glyph.

    Blasting Glyph Trap(Magic trap).This trap isactivated when any creature but Dargon opensthe door. The Glyph on the door is clearlyvisible. A spell or other effect that can sense

    the presence of magic, such as detect magic,reveals an aura of evocation magic on theGlyph. Any creature opening the door mustmake a DC 16 Dexterity saving throw, taking40 (8d10) force damage on a failed save, or

    half as much damage on a successful one. Asuccessful dispel magic (DC 17) cast on theGlyph destroys the trap.

    If Dargon has not been alerted to the presenceof intruders, there is a 25% chance that he ispresent in this room. If he is present, there is a10% chance that he is sleeping. Another secretpassage leads from this room, activated bymoving the left leg of the heavy desk. If he

    has a chance he will flee through this passage,locking it behind him.

    PCs can detect thesecret door with a successful DC 20 Wisdom(Perception) check and can figure out itsopening mechanism with a successful DC 18Intelligence (Investigation) check.

    This is the most lavishly furnished room yet.A huge bed, a full ten feet long and five feet

    wide, sits against the north wall. Against thewest wall is an oversized desk, strewn withpapers and maps. A large chest and a stuffedchair sit against the east wall.

    Moving the desk requires a DC 14 Strengthcheck. On the desk the PCs will discover witha DC 10 Wisdom (Perception) check severalscrolls, detailed below, as well as a note which

    says, "Remember-- do not enter the spawningchamber without the special key. Where is the key?

    It is possessed by He-Who- Walks in Darkness."(This is a note about the key located in Room11.)

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    Another note says, "Trollish regeneration makes

    them the perfect specimens to create hybrids.

    Mixing demon blood with trollish blood is

    particularly successful. Also lycanthropic trolls

    are good servants."There are also some other importantdocuments and papers (the DM should insertdocuments appropriate to his campaign, forexample a hook for another adventure). In thedesk drawer is a key to Room 6.

    The chest is locked and trapped with a poisonneedle trap.Anyone opening the trap withoutthe key (on Dargons person), springs the trp.

    When the trap is triggered, the needle extends3 inches straight out from the lock. A creaturewithin range takes 1 piercing damage and 40(8d10) poison damage, and must succeed on aDC 17 Constitution saving throw or be

    poisoned for 1 hour. A successful DC 20Intelligence (Investigation) check allows acharacter to deduce the trap's presence fromalterations made to the lock. A DC 18Dexterity check using thieves' tools disarms

    the trap, removing the needle from the lock.Unsuccessfully attempting to pick the locktriggers the trap.

    The contents of the chest, besides several suitsof ogre-sized noble's clothing, are: 1,000 SPs,70 GPs, 8 coral worth 100 SPs each, a potionof healing, and a potion of climbing.

    Room 5

    The door to this room is locked.

    This room is strangely decorated. Graffiti,reminiscent of cave drawings, are smeared

    across all visible walls. A large table andseveral chairs rest against the west wall. Onthe table are dice and half empty mugs-- largemugs. Three huge creatures-- ogres-- rise atyour approach and level massive clubs to block

    your way. Lurking behind them, in theshadows, are two orc warriors, and an oluk orc

    with a patch over his eye. The horrid bat-symbol of Vornoth on his shield marks him asa cleric.

    These are Dargon's guards. They are highlytrained and will let no one pass withoutDargon's presence or permission. Randomly

    generate any treasure for these guards.

    3 ogres (see MM p. 237)orc cleric (see MM p. 348)2 orc warriors (use gladiator stats; see MM p.

    346)

    Room 6

    The door to this room is locked but openswith a key found in Dargon's quarters, Room4. The door can be opened from the inside.

    When you enter this rough chamber, you arestruck by a feeling of palpable evil. A faintvoice seems to whisper from the darkness, "donot disturb the rest of those who are fallen..."

    Dimly in the gloom you see large mounds ofrock unearthed from the rocky floor;seemingly they are cairns.

    This is the burial chamber of Dargon'sfavored troll soldiers. Under the cairns lietrolls, orcs, and ogres who fell in loyal service

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    to Dargon, the Lord of Sloth, and ultimatelyVornoth, the Walker-in- Darkness (seehttp://www.farlandworld.com). In this room isan old troll, an extraordinary individualnamed Gurg-lip. Gurg-lip was a great soldier

    and cleric in the armies of Sloth many yearsago, but he gradually grew tired of war andasked to be reassigned. He was assigned toguard the Troll Pits, but he began spendingall of his time in the burial chamber, praying,and eventually Dargon stopped trying to gethim to do anything else. He became thecaretaker of the burial ground, and even whenhe died, he continued in his job. He no longerburies the bodies-- orcs do that-- but he prays

    and guards the tombs. He will be loquacious--he is very smart for a troll (Intelligence 12)--and will willingly speak with the heroes. Hisfavorite topics are philosophical ones, like thequestion of free will, and the reason for theendless alignment wars. He will not attack,but if the tombs are disturbed he will fightferociously. If the cairns are dug open, thefollowing items will be found: 2,400 TPs, 900CPs, 70 SPs, 8 turquoises worth 10 SP each, 9

    malachites worth 10 SP each, scroll of viciousmockery, 2 potions of healing, scroll of light.

    Troll ghost (see MM p. 147, but he looks likea troll, is size large, and regenerates as per thetroll MM entry)

    Room 7

    This large cavern is supported by a stonecolumn in the center. Evidence of occupationby creatures that are less than sanitary littersthe floor. Skins, bones, and feces are strewn

    about the floor.

    This cavern is the home of many of the trollsof the pits. There is a 25% chance that four

    trolls are occupying this cavern at any time.The trolls have no treasure.

    4 trolls (See MM p. 291)

    Room 8

    This large natural cavern is dominated by astaircase that emerges from the ceiling anddescends, without a rail, along the western

    wall. It looks steep and treacherous.

    This room is empty. The stair goes up 20 feetthen enters the earth to ascend another 50feet to Level One Room 8. Check for arandom encounter here.

    Room 9

    This cavern is stocked with barrels and crates.

    The crates and barrels contain food stuffsand orc-grog. In one crate is a pair of jeweled

    bracelets worth 100 SPs each. These braceletscan be found with a successful DC 18 Wisdom(Perception) check if the PCs search.

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    Room 10

    A stench of smoke emanates from this room.Inside is a large oven and a table. This must be

    the kitchen for the lower level. Two femaleorcs stare at you in surprise. "What can we dofor you, masters?" they ask, cringing. Thicksteel collars adorn their necks.

    These female orc cooks will only fight indefense. They will use kitchen knives (use thestatistics of daggers). There is nothing of valuein this room.

    2 orcs (see MM p. 246, but armed with daggersand unarmored)

    Room 11

    The door to this room is locked.

    This large room is lined with many woodenbeds, all of them very simple and undecorated.Against the north wall is a small shrine: animage of a bat with a horrible, gnashing-fanged mouth sits atop the pedestal, glaringat you menacingly.

    This is the quarters of the wizards and priestswho serve Vornoth, carrying out his breedingexperiments. There is a 50% chance that 2-4priests from Level TwoRoom 19are here atany time. If they are here, there is a 75%chance that they will be asleep (if thesepriests are slain here, remember that they willnot appear in

    Room 19

    ). Under the beds arefoot-lockers, containing clothing, two potionsof healing, and 200 SPs. A successful DC 10

    Wisdom (Perception) check will also reveal astrange, bat-shaped key hidden behind theshrine. This opens the door in Level TwoRoom 17.

    Room 12

    As you approach this room, you hear theclearly audible sound of ringing hammers. Itsounds like a smithy. Peering into this room,

    which is lit by a lurid red glow reminiscent ofthe fires of hell, you see a large anvil andforge, the smoke drifting through a crack inthe ceiling. Working the forge are two firegiants, their thick muscles rippling with theirhammer strokes. Stacks of weapons line the

    walls.

    These giants will attack if they feel they candefeat the PCs. One of the giants is forging a+1 magical dagger, and they each possess a

    ruby worth 75 SPs, plus 2d6 SP coins each.

    2 fire giants (See MM p. 154)

    Room 13

    This large room appears to be a loading zone

    wherein crates and barrels full of supplies arelowered down from level one. The walls arecrowded with boxes and barrels, but there areseveral large clear areas in the floor. Glancing

    up, you notice two large holes in the ceiling.Ropes with hooks dangle through the holesfrom some unknown area above. Many large,

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    hulking figures work moving crates. Theyappear to be directed by a oluk orc in armor.A troll lounges against the wall, apparentlyasleep.

    If the PCs are trying to be stealthy, comparethe passive perception scores of the monsters

    with the lowest Dexterity (Stealth) check inthe party to see if they are spotted.Otherwise, the PCs will be spotted. IF theyare spotted, read this:

    "'Ere now! Who are you and what are you

    doing down here? Let's see your papers!" shoutsthe oluk orc, glaring at you menacingly. Theogres grab up huge clubs that they haveleaning nearby. One moves to awaken thesleeping troll.

    5 Ogres (See MM p.1 oluk orc (Use orog stats; See MM p. 247)1 troll (See MM p. 291)

    The crates contain foodstuffs, iron, and woodfor the forges.

    Room 14

    This large, roughly circular chamber issupported by a huge wooden column. Benches

    line the room and faded tapestries hang fromthe walls. This seems like an antechamber or

    waiting room. The room appears empty. Thereis an ornate door on the south wall.

    The southern half of the room, past thepillar, is warded by a complex magical trap: anenchantment that functions as a permanent

    Alarmspell cast upon it, which also triggers anelectricity trap. Anyone entering it who does

    not say the password "electrix" sets off theaudible alarm that produces the sound of ahand bell for 10 seconds within 60 feet. Theresidents of Room 20will make a DC 10Wisdom (Perception) check to perceive thealarm sound and will emerge to investigate ifthey hear it. Anyone in Room 8will also makea DC 15 Wisdom (Perception) check toperceive the alarm sound and will emerge toinvestigate if they hear it.

    When the alarm is triggered, a burst ofelectricity is also released. The DC is 18 tospot the fact that the floor of the hall hassome very faint scorch marks. A spell or othereffect that can sense the presence of magic,

    such as detect magic, reveals an aura ofevocation magic and abjuration magic on thefloor. Each creature on the floor when theelectricity burst activates must make a DC 16

    Dexterity saving throw, taking 40 (8d10)lightning damage on a failed save, or half asmuch damage on a successful one. A successful

    dispel magic (DC 16) cast on the floor destroysthe enchantments.

    Room 15

    This large rough-hewn cavern is apparently adining room. It is dominated by a large tablecomplete with benches. Rough copper dishesand plates sit atop the table. The roomappears empty.

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    Any activity in this room may alert thedenizens of

    Level Two

    Room 18.

    Allow themappropriate Wisdom (Perception) checks.

    Room 16

    The door to this room is locked.

    This irregularly shaped cave has a small poolagainst the south wall. A beaten track leadsthrough the room as well as right up to thepool.

    Compare the PCs passive perception scores toa DC 10. If their scores match it or arehigher, read the following:

    At the edge of the pool, just below thesurface, you see what looks like a metal box.

    Inside the box is 100 GPs and a gem. The poolis tainted with the ooze that leaks from thenewly spawned trolls that stop to drink at thepool on their way out of the spawning room.Anyone who is not a troll, ogre, or orc whodrinks from the pool or touches it mustsucceed at a DC 17 Constitution saving throwhave its Strength score reduced by 1d8. Thetarget dies if this reduces its Strength to 0.Otherwise, the reduction lasts until the targetfinishes a short or long rest.

    Room 17

    As you approach this large chamber, you feel acold breeze strike you, wafting from some

    unknown location. Four huge stone pillarssupport the ceiling. Strange holes are sunk inthe floor of this room, each one approximatelyfive feet wide. Weird liquids slosh and swishin the vats, moved about by submergedcreatures. The whole area is lit by a lurid,hellish red light. Several tables line the south

    wall with flasks and beakers covering them.The glint of silver winks from the distantback wall of the cavern.

    This is the room wherein Dargon grows hisabominations. Because this room contains hisspecial secret creations, Dargon has takenspecial measures to protect it. Once the PCsenter this room, a hidden door will slam shut,locking them in. A successful DC 10 Wisdom(Perception) check will reveal an oddly-shapedkeyhole in the middle of the door. The room

    will begin to grow unnaturally cold. On thethird round, creatures in the room will have tosucceed at a DC 13 Constitution saving throwor gain a level of exhaustion from the cold.They will need to repeat this saving throwevery other round, gaining another level ofexhaustion with each failure. This magicaleffect cannot cause a PC to progress past fourlevels of exhaustion. Somehow becoming warmfor two rounds will remove a level of

    exhaustion gained from this effect. Thedenizens of this room are immune to thiseffect.

    Suddenly, on the third round, several troll-hybrids will climb out of the vats and begin aferocious attack. The trolls may try to pushPCs into the vats; any non-troll, orc, or ogre

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    who touches or drinks the liquid in the vatsmust succeed at a DC 17 Constitution savingthrow have its Strength score reduced by 1d6.The target dies if this reduces its Strength to0. Otherwise, the reduction lasts until the

    target finishes a short or long rest.

    The glint of silver is a vein of iron ore in theeast wall. The only way to escape the room isto use the strange key from Level TwoRoom11, or to kill all of the denizens of this roompermanently, upon which the door will openand the cold will cease.

    There are several potions among the beakers:potion of greater healing, potion of healing,

    potion of resistance to cold (drinking thispotion means a PC will be in no danger fromthe cold in this room).

    2 troll demons (see appendix)2 troll lycanthropes (see appendix)

    Room 18

    The door to this room is locked.

    This appears to be some kind of a library.Bookcases line the walls, and a large table sitsagainst the east wall. Two humans in blackrobes are seated at the table, bent over dustytombs.

    These are two mages studying under Dargon.They are not interested in fighting the PCsand will retreat to Level TwoRoom 19at thefirst opportunity. There they will alert theclerics and help them in any battle, althoughthey will surrender before they are slain.

    Books of note on the shelves include: Fauna of

    Zeland, The History of the Wars of Sorrow, The

    Wintervale, Demonology, andSpawning and

    Breeding of the Dark Races.

    2 Mages (see MM p. 347)

    Room 19

    This room reeks of evil, hitting you like apalpable force as you enter. Four pillarssurround a circular pool in the center of the

    chamber. The liquid in the pool is roiling andbubbling strangely. Near the west wall of thechamber is a strange circular pentagrametched in silver lines. In the middle of thepentagram billows a grayish silver vapor, shotthrough with small flashes of lightening.Drawn on the south wall, barely visible in thedim light, is a mosaic depicting a horrible batcreature preparing to bite the throat of abenevolent looking old man in white robes

    with a staff. A small, dark-stained altar sitsbefore the mosaic. Several figures clad in darkrobes surround the pentagram and the pool,their arms and voices raised in grim arcaneritual.

    This is the official temple and summoningroom of the Troll Pits. The High Priest ofVornoth, one Ewan McGreg, will speak to the

    heroes, demanding to know their purpose. Hewill try to avoid fighting the heroes, hopingto go warn Dargon and help him prepare toface them. If he needs to, he will inform theheroes that there is a powerful demon lockedin the pentagram which he will release if theydo not leave. He is not bluffing, and anything

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    that breaks the pentagram, even a foot acrossthe edge of the circle, will release the demon.The demon is not, however, necessarily morefavorably disposed to the evil clerics than it isto the heroes and will generally attack at

    random.

    The pool is used as a focus to summon demonsfrom Malor, the Abyss. It is acidic and willdeal 1d4 acid damage to anyone touching theliquid. This water can be used to damagetrolls. A chest near the altar containsofferings to Vornoth: 1000 SPs, 200 GPs, 5diamonds worth 50 SPs each.

    1 priest (see MM p. 348)6 acolytes (see MM p. 342)Demon, Hezrou (see MM p. 60)

    Room 20

    The door to this room is locked. A pit trapblocks the entrance to the room. It is covered

    with a hinged slab of stone that will dropaway if the trap is activated and if anycreature that weighs more than 30 poundstreads upon it. The pit is 40 feet deep and hasspikes at the bottom. The trap will beactivated if Dargon knows of the presence ofthe PCs; otherwise it will be deactivated.Spiked Pit. A creature falling into the pittakes 11 (2d10) piercing damage from thespikes, in addition to 13 (4d6) falling damage.Anyone taking piercing damage from thespikes must also make a DC 13 Constitutionsaving throw, taking 22 (4d10) poison damageon a failed save, or half as much damage on asuccessful one.

    This room is obviously of some importance. Ithas a huge vaulted ceiling, soaring to a heightof nearly forty feet. Four huge stone pillars,carved with strange symbols and evil faces,

    support the ceiling. A large, ornate woodenthrone sits against the west wall. Against theeast wall is a huge, adorned chest. Severalfigures are in this room, ominously large andevil looking.

    This is Dargon's throne room. If he hasn'tbeen dispatched or dealt with, he will be here.He will take an action to pull a lever on his

    throne to activate the pit if it advantageousto him, then he will turn invisible and fly upto the ceiling. Also present is his second incommand, who will be occupying the throne ifDargon has been slain, and several oluk orcs.They will all attack ferociously, but Dargon

    will flee if he is losing the fight. If the heroeslose but Dargon is weakened, Zenon willattack Dargon.

    The chest is a treasure chest. It is locked (DC

    20 to pick) but not trapped. The contents are:15,000 SPs, 4 chalcedonies worth 50 SPs each,scroll of Otiluke's resilient sphere, potion ofheroism

    Dargon Skullcrusher (See Appendix)Zenon (See Appendix)

    3 oluk orcs (Use orog stats; see MM p. 247)

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    CONCLUDING THE

    ADVENTURE

    DEATH OF DARGON

    Slaying Dargon and freeing the towns he rulesis worth an award of 1000 XPs for each PC.This will leave Western Zeland without anoverlord, which could give the armies of thefreed kingdoms an opportunity to seize theland and fortify it. This will have more thanthe usual chance of success, because Orak theLord of Sloth will not replace Dargon in atimely fashion. It will be an opportunity thathasnt been seen for years, and the PCs, iftheir goal is to continue the liberation of theoccupied kingdoms, will be wise to seize it.

    FURTHER ADVENTURES

    If Dargon manages to escape, he will do all hecan to bring about the demise of the PCs, andhe is a terrible and wily foe. He is likely totry to enlist the full power of the Lord ofSloth to hunt down and slay the PCs. IfZenon escapes, he wont seek to slay the party,though he will report all about them to theLord of Envy, who will likely see them as athreat and start planning steps to neutralizethat threat.

    If the PCs discovered the note about Envys

    plan to raise an army to invade Kelerak, whichmay point them in the direction ofeliminating the Lord of Envy. This will takethem to the next World of Farland adventure,

    Ordeal of the Viper.

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    APPENDICES

    NPCs and MONSTERS

    Dargon Skullcrusher, Oni

    Large giant, lawful evil

    Armor Class18 (chain mail)Hit Points169 (20d10 + 60)Speed30 ft., fly 30 ft.

    STR 20 (+5) DEX 14 (+2) CON 16 (+3)INT 14 (+2) WIS 12 (+!) CHR 17 (+3)

    Saving ThrowsDex +5, Con +7, Wis +5, Cha

    +7SkillsArcana +6, Deception +10, Perception+5Senses

    : darkvision 60 ft., passive Perception 15LanguagesDark speech; Dark speech, wild;Kingdom CommonChallenge10 (5900 XP)

    Special Traits

    Innate Spellcasting: The oni s innatespellcasting ability is Charisma (spell save DC15). The oni can innately cast the followingspells, requiring no material components:At will: darkness, invisibility

    1/day each: charm person, cone of cold, fireball,gaseous form, sleepMagic Weapons: The oni s weapon attacks aremagical.Regeneration: The oni regains 10 hit points atthe start of its turn if it has at least 1 hitpoint.

    Actions

    Multiattack: The oni makes two attacks,either with its claws or its glaive.Claw Oni Form Only): Melee Weapon Attack:+9 to hit, reach 5 ft., one target. Hit: 17 (2d12+ 5) slashing damage.Glaive: Melee Weapon Attack: +9 to hit, reach10 ft., one target. Hit: 23 (3d12 + 5) slashing

    damage, or 17 (2d12 + 5) slashing damage inSmall or Medium form.Change Shape

    : The oni magically polymorphsinto a Small or Medium humanoid, into aLarge giant, or back into its true form. Otherthan its size, its statistics are the same in eachform. The only equipment that is transformedis its glaive, which shrinks so that it can be

    wielded in humanoid form. If the oni dies, itreverts to its true form, and its glaive revertsto its normal size.

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    Hill Giant Wereboar

    Huge Giant (shapechanger), chaotic evil

    Armor Class 16 (natural armor)Hit Points 165 (16d12+64)Speed

    40 ft.

    STR 21 (+5) DEX 8 (-1) CON 19 (+4)INT 5 (-3) WIS 9 (-1) CHR 6 (-2)

    Skills Perception +3

    Damage Immunities

    bludgeoning, piercing,

    and slashing from nonmagical attacks notmade with silvered weaponsSenses passive Perception 13Languages Dark Speech, wild Dark SpeechChallenge 9 (5000 XP)

    Shapechanger: The hill giant wereboar canuse its action to polymorph into a boar-gianthybrid or into a giant boar, or back into itstrue form, which is a hill giant. Its statistics,

    other than its AC, are the same in each form.Any equipment it is wearing or carrying isnttransformed. It reverts to its true form if itdies.

    Charge Boar or Hybrid Form Only): If thehill giant wereboar moves at least 15 feetstraight toward a target and then hits it withits tusks on the same turn, the target takes anextra 14 (4d6) slashing damage. If the target

    is a creature, it must succeed on a DC 16Strength saving throw or be knocked prone.

    Relentless Recharges after a Short or Long

    Rest): If the hill giant wereboar takes 28damage or less that would reduce it to 0 hitpoints, it is reduced to 1 hit point instead.

    Actions

    Multiattack.The hill giant wereboar makesthree greatclub attacks (if in giant form) or

    two attacks and a tusk attack (if in hybridform) or two tusk attacks (if in giant boarform).

    Greatclub

    Giant or Hybrid Form Only)

    . Melee

    Weapon Attack:+9 to hit, reach 10 ft., one

    creature. Hit:18 (3d8+5) bludgeoning damage.

    Tusks Giant Boar or Hybrid Form Only).

    Melee Weapon Attack: +9 to hit, reach 5 ft., one

    target. Hit: 19 (4d6 + 3) slashing damage. Ifthe target is a humanoid, it must succeed on aDC 16 Constitution saving throw or be cursed

    with wereboar lycanthropy.

    Rock.Ranged Weapon Attack:+9 to hit, range

    60/240 ft., one target. Hit:21 (3d10+5)bludgeoning damage.

    Oluk Orc Ranger

    Medium humanoid (orc), chaotic evil

    Armor Class 18 (plate)Hit Points 68 (8d8+32)Speed 30 ft.

    STR 16 (+3) DEX 16 (+3) CON 18 (+4)INT 12 (+1) WIS 16 (+3) CHR 12 (+3)

    Saving ThrowsStr +5, Dex +3Skills Intimidation +6, Perception +5,Survival +3Senses Darkvision 60 ft., passive Perception

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    15Languages

    Dark Speech, one human languageChallenge 3 (700 XP)

    Aggressive.As a bonus action, the oluk orcranger can move up to its speed toward ahostile creature that it can see.

    Archery.The oluk orc ranger gain a +2 bonusto attack rolls it makes with ranged weapons(included in attacks).

    Spellcasting.The oluk orc ranger is a 2nd levelspellcaster. Its spellcasting ability is Wisdom(save DC 13, +5 to hit with spell attacks). The

    oluk orc ranger has the following ranger spellsprepared:

    1st level (2 slots): alarm, ensnaring strike

    Actions

    Multiattack.The oluk orc ranger makes twoattacks with its greatsword or its longbow.

    Greatsword.Melee Weapon Attack:+6 to hit,

    reach 5 ft., one creature. Hit:8 (1d10+3)slashing damage.

    Longbow.Ranged Weapon Attack:+7 to hit,

    range 150/600 ft., one target. Hit:7 (8+3 plus1d12) piercing damage.

    Oluk Orc War Chief

    Medium humanoid (orc), chaotic evil

    Armor Class 18 (plate)Hit Points 136 (16d8+64)Speed 30 ft.

    STR

    18 (+4)DEX

    12 (+1)CON

    18 (+4)INT 12 (+1) WIS 11 (+0) CHR 16 (+3)

    Saving ThrowsStr +7, Con +7, Wis +3Skills

    Intimidation +6, Survival +3Senses Darkvision 60 ft., passive Perception10Languages

    Dark Speech, one human languageChallenge 5 (1,800 XP)

    Aggressive.As a bonus action, the oluk warchief can move up to its speed toward ahostile creature that it can see.

    Oluk Fury.The oluk deals an extra 6 (1d12)damage when it hits with a weapon attack(included in the attacks).

    Reckless.At the start of its turn, the oluk warchief can gain advantage on all melee weaponattacks it makes during that turn, but attackrolls against it have advantage until the startof its next turn.

    Actions

    Multiattack.The oluk makes two attacks withits greatsword or its spear.

    Greatsword.Melee Weapon Attack:+7 to hit,

    reach 5 ft., one creature. Hit:15 (1d10+4 plus1d12) slashing damage.

    Spear.Melee or Ranged Weapon Attack:+7 to

    hit, reach 5 ft. or range 20/60 ft., one target.Hit:13 (1d6+4 plus 1d12) piercing damage.

    Battle Cry 1/day).Each creature of the olukwar chief's choice that is within 30 feet of it,can hear it, and is not already affected byBattle Cry gains advantage on attack rolls

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    until the start of the oluk war chief's nextturn. The oluk war chief can then make oneattack as a bonus action.

    Troll Demon

    Large Giant (demon), chaotic evil

    Armor Class 15 (natural armor)Hit Points 89 (9d10+40)Speed 30 ft.

    STR 18 (+4) DEX 15 (+2) CON 20 (+5)INT 7 (-2) WIS 9 (-1) CHR 8 (-1)

    Skills Perception +2Damage Resistances

    cold, fire, lightning;bludgeoning, piercing, and slashing fromnonmagical attacksDamage Immunities

    poisonCondition ImmunitiespoisonedSenses dark vision 120 ft., passive Perception

    12Languages Dark Speech, wildChallenge 6 (2300 XP)

    Magic Resistance: The troll demon hasadvantage on saving throws against spells andother magical effects.Keen Smell: The troll demon has advantage onWisdom (Perception) checks that rely onsmell.

    Regeneration: The troll demon regains 10 hitpoints at the start of its turn. If it takes acidor fire damage, this trait doesnt function atthe start of its next turn. The troll demondies only if it starts its turn with 0 hit pointsand doesnt regenerate.

    Actions

    Multiattack.The troll demon makes threeattacks, one with its bite and two with its

    claws.Bite: Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) piercingdamage.Claw

    : Melee Weapon Attack: +7 to hit, reach 5

    ft., one target. Hit: 11 (2d6 + 4) slashingdamage.Stunning Screech 1/Day)

    : The troll demonemits a horrific screech. Each creature within

    20 feet of it that can hear it and that isn

    t ademon or troll must succeed on a DC 14Constitution saving throw or be stunned untilthe end of the troll demons next turn.

    Troll Lycanthrope

    Large Giant (shapechanger), chaotic evil

    Armor Class

    15 (natural armor)Hit Points 89 (9d10+40)Speed 30 ft.

    STR

    18 (+4)DEX

    13 (+1)CON

    20 (+5)INT 7 (-2) WIS 9 (-1) CHR 8 (-1)

    Skills

    Perception +2, Stealth +3

    Damage Immunitiesbludgeoning, piercing,and slashing from nonmagical attacks notmade with silvered weaponsSenses dark vision 60 ft., passive Perception12Languages Dark Speech, wild (cant speak in

    wolf form)

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    Challenge 6 (2300 XP)

    Shapechanger: The troll lycanthrope can useits action to polymorph into a wolf-gianthybrid or into a dire wolf, or back into its

    true form, which is a troll. Its statistics, otherthan its AC, are the same in each form. Anyequipment it is wearing or carrying isnttransformed. It reverts to its true form if itdies.

    Charge Boar or Hybrid Form Only)

    : If thehill giant wereboar moves at least 15 feetstraight toward a target and then hits it withits tusks on the same turn, the target takes an

    extra 14 (4d6) slashing damage. If the targetis a creature, it must succeed on a DC 16Strength saving throw or be knocked prone.

    Keen Hearing and Smell: The trolllycanthrope has advantage on Wisdom(Perception) checks that rely on hearing orsmell.Regeneration: The troll lycanthrope regains 10hit points at the start of its turn. If it takesacid or fire damage, this trait doesnt

    function at the start of its next turn. Thetroll lycanthrope dies only if it starts its turn

    with 0 hit points and doesnt regenerate.

    Actions

    Multiattack.The troll lycanthrope makes threeattacks, one with its bite and two with itsclaws (if in troll form or hybrid form) or twobite attacks (if in dire wolf form).

    Bite

    : Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) piercingdamage. If the target is a humanoid, it mustsucceed on a DC 13 Constitution saving throwor be cursed with werewolf lycanthropy.

    Claw troll or hybrid form only): Melee

    Weapon Attack: +7 to hit, reach 5 ft., one

    target. Hit: 11 (2d6 + 4) slashing damage.

    Zenon, Half-dragon red) Troll

    Large Giant, chaotic evil

    Armor Class 16 (natural armor)Hit Points

    141 (13d10+65)Speed 30 ft.

    STR 18 (+4) DEX 13 (+1) CON 20 (+5)INT

    11 (+0)WIS

    9 (-1)CHR

    12 (+1)

    Skills Perception +2Damage ResistancefireSenses blindsight 10 ft., dark vision 60 ft.,passive Perception 12Languages

    Dark Speech; Dark Speech, wild;Kingdom CommonChallenge 8 (3900 XP)

    Keen Smell: Zenon has advantage on Wisdom(Perception) checks that rely on smell.Regeneration: Zenon regains 10 hit points atthe start of its turn. If it takes acid or firedamage, this trait doesnt function at thestart of its next turn. Zenon dies only if itstarts its turn with 0 hit points and doesntregenerate.

    Actions

    Multiattack.Zenon makes three attacks, onewith its bite and two with its claws.

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    Bite: Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 15 (2d10 + 4) piercingdamage.Claw. Melee Weapon Attack: +7 to hit, reach 5

    ft., one target. Hit: 15 (2d10 + 4) slashingdamage.

    Fire Breath Recharge 56): Zenon exhales firein a 30-foot cone. Each creature in that areamust make a DC 16 Dexterity saving throw,taking 56 (16d6) fire damage on a failed save,or half as much damage on a successful one.

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    MAPS

    Zeland

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    Stone Ford

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    The Town of Hestor

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    Outside the Troll Pits

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    Troll Pits Level 1

    one square=5 feet)

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    Troll Pits Level 2

    one square=5 feet)

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    CREDITS

    Author: S. Baker

    Cartography: S. Baker

    Editor: D. Krough

    Production: S. Baker

    From the World of Farland (www.farlandworld.com), produced by the webmaster, S. Baker.Copyright 2016; all rights reserved.

    Dungeons & Dragons, D&D, Fifth Edition, 5e etc. are all legal properties of Wizards of the CoastInc. This document does not and is not intended to challenge or infringe upon any legal copyright ofWizards of the Coast. Buy and support D&D products from Wizards of the Coast.

    Cover art: Italian Hill Town by Arthur B. Davies (public domain)

    Interior art: Tolkien Troll by Aegis Deadlands (licensed for non-commercial re-use)

    OGL

    OPEN GAME LICENSE Version 1.0a

    The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards ofthe Coast, Inc ("Wizards"). All Rights Reserved.

    1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who havecontributed Open Game Content; (b)"Derivative Material" means copyrighted material includingderivative works and translations (including into other computer languages), potation,modification, correction, addition, extension, upgrade, improvement, compilation, abridgment orother form in which an existing work may be recast, transformed or adapted; (c) "Distribute"means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwisedistribute; (d)"Open Game Content" means the game mechanic and includes the methods,

    procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified asOpen Game Content by the Contributor, and means any work covered by this License, includingtranslations and derivative works under copyright law, but specific ally excludes Product Identity.(e) "Product Identity" means product and product line names, logos and identifying marksincluding trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements,dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses,concepts, themes and graphic, photographic and other visual or audio representations; names and

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    descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses andspecial abilities; places, locations, environments, creatures, equipment, magical or supernaturalabilities or effects, logos, symbols, or graphic designs; and any other trademark or registeredtrademark clearly identified as Product identity by the owner of the Product Identity, and whichspecifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign,

    motto, designs that are used by a Contributor to identify itself or its products or the associatedproducts contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using"means to use, Distribute, copy, edit, format, modify, translate and otherwise create DerivativeMaterial of Open Game Content. (h) "You" or Your" means the licensee in terms of this agreement.

    2. The License: This License applies to any Open Game Content that contains a notice indicatingthat the Open Game Content may only be Used under and in terms of this License. You