Battle for Moonstair Armed with ancient fomorian magic, the troll-chief Skalmad has sworn to destroy the small border-town of Moonstair. Somewhere in the depths of the Trollhaunt—a vast wilderness of King of the Trollhaunt Warrens ™ marsh, moor, thicket, and hill—Skalmad plots his next attack. For the fi rst time in centuries, the monsters of the Trollhaunt have a leader with the wits and the willpower to reforge the old realm of the trolls. But who dares to stand against Skalmad, King of the Trollhaunt Warrens? K King of the Trollhaunt Warrens is an adventure designed to in g challenge characters from 11th level to 13th level. It marks the o f beginning of a new story arc of paragon tier adventures, but it t h can also stand on its own. e T r This DUNGEONS & DRAGONS® adventure includes a 32-page o l l guide that contains over 20 full-color illustrations of sights and h a scenes in the adventure, a 64-page encounter guide detailing the u n dangers within the Trollhaunt and the battle for Moonstair, and a t W double-sided battle map designed for use with D&D Miniatures. a r r e n s ™ For use with these 4th Edition DUNGEONS & DRAGONS® core products: 1 Player’s Handbook® Monster Manual® 1 TH - Dungeon Master’s Guide® D&D™ Dungeon Tiles 1 3 D&D® Miniatures TH L E V E L A D V E N T U R E ISBN: 978-0-7869-4928-1 EAN AN ADVENTURE FOR CHARACTERS OF 11TH - 13TH LEVEL Richard Baker • Logan Bonner Sug. Retail: U.S. $24.95 CAN $27.95 Printed in the U.S.A. 218497400 ™ © 2 0 0 8 W iz a rd s o f th e C o a s t , In c . 330000__2211884499774400__TTrrllHHnntt__3322..iinndddd 11 88//2277//0088 1100::5555::0000 AAMM CREDITS Introduction Design The small town of Moonstair lies on the far frontier of Richard Baker and Logan Bonner the barony of Therund. A central stop on the north–south trade road, Moonstair was the site of an ancient portal to Editing Scott Fitzgerald Gray the Feywild. East of the town lies the dangerous wilderness known Development and Managing Editing as the Trollhaunt—a maze of swampland, thickets, gul- Bill Slavicsek lies, and forested ridges. In ages past, this area was part of a land called Vardar, a violent realm of troll war-clans Mechanical Design and Development Manager Andy Collins and the monsters that served them. Vardar fell into ruin centuries ago, leaving only dank barrows and a few fog- Story Design and Development Manager shrouded stone forts to mark its existence. The trolls and Christopher Perkins other foul creatures dwelling in the Trollhaunt degener- ated into savagery, preying on each other and any travelers Art Director Kate Irwin foolish enough to venture into their lands. However, things in the Trollhaunt are about to change . . . Graphic Designers The great troll chieftain Skalmad has put an end to the Emi Tanji, Leon Cortez feuds and squabbling of his kin, using ancient fomorian Cover Illustration magic to declare himself King of the Trollhaunt. Now, Warren Mahy Skal mad and his monstrous followers are turning their malice toward neighboring human lands. For the first Interior Illustrations Warren Mahy, Jim Pavelec, Mike Schley, Ben Wootten time in centuries, the trolls of the Trollhaunt have a leader with the will and the wits to forge his lesser fellows into Maps and Diagrams a conquering army. Vardar lives again, and if nothing is Chippy, Robert Lazzaretti, Sean Macdonald, Nick Isaac done to check Skalmad’s power, Moonstair will be just the Publishing Production Specialist first of many settlements to fall. Christopher Tardiff King of the Trollhaunt Warrens is a DUNGEONS & Production Manager DRAGONS® adventure for characters of 11th to 13th level. Cynda Callaway You need the Player’s Handbook®, the Monster Manual®, and the Dungeon Master’s Guide®to play. Special Thanks to Brandon Daggerhart, keeper of Shadowfell Background DUNGEONS & DRAGONS, D&D, d20, d20 System, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s Guide, Monster While exploring the old barrows of the Trollhaunt, the Manual, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the troll-chieftain Skalmad discovered Moran’s Eye, a potent U.S.A. and other countries. All Wizards characters, character fomorian relic wielded by the first king of ancient Vardar. names, and the distinctive likenesses thereof are property of Lost for untold years, the Eye quickly corrupted the avari- Wizards of the Coast, Inc. This material is protected under the copyright laws of the United States of America. Any reproduction cious Skalmad, inspiring him to tear out his own eye in or unauthorized use of the material or artwork contained herein order to claim the relic’s full power. is prohibited without the express written permission of Wizards As it directed Skalmad’s ambition, the Eye showed him of the Coast, Inc. Printed in the U.S.A. ©2008 Wizards of the Coast, Inc. a portal to the Feywild in the heart of an ancient troll ruin known as the Great Warren. Within the Feywild, the Eye 620-21849740-003 EN led the would-be troll king to a site of great power and 9 8 7 6 5 4 3 2 1 First Printing: October 2008 even greater evil—the Stone Cauldron. There, Skalmad’s ISBN: 978-0-7869-4928-1 plans for domination were born. Visit our website at www.wizards.com/dnd and With the power of the Eye, Skalmad set about bring- www.dndinsider.com ing the monsters of the Trollhaunt under his dominion. He saw himself as the founder of a new Vardar, establish- ing a stronghold in the Great Warren. Under Skalmad’s leadership, the trolls of the Trollhaunt began to terrorize neighboring lands with a fury not seen in generations. Even as the depredations of the trolls grew worse, hope arrived along the frontier in the person of Etheran of Therund. With a band of heroic companions, Etheran was returning home after having defeated the operatives of a deadly cult in a far-off land. 2 330000__2211884499774400__TTrrllHHnntt__3322..iinndddd 22 88//2277//0088 1100::5555::0022 AAMM SS With troll warbands on the move, Etheran delayed his HOW TO USE THIS ADVENTURE NN return home and established a base in the town of Moon- EE King of the Trollhaunt Warrens is a DUNGEONS & DRAGONS RR stair, west of the Trollhaunt. He and his companions made RR adventure in three distinct parts. The adventure’s encoun- three raids into the swamps, routing Skalmad’s forces AA ters are designed to take a party of five player characters WW before setting out on a fourth sortie to face the troll king. (PCs) through the early stages of Paragon tier, from 11th Three days later, a band of troll warriors appeared TT level through 13th level. The adventure includes guide- NN at the town gates, their leader issuing a challenge as he lines for adding your own encounters and plot hooks. UU tossed Etheran’s head over the wall. “Your hero is dead, AA puny humans! Skalmad the Great killed him. Soon Skal- The two booklets in this adventureare for the Dungeon HH Master (DM). If you are planning to experience King of the LL mad, King of Vardar, will claim Moonstair and lands LL beyond, and all humans will die!” Trollhaunt Warrens as a player, don’t read any further. OO King of the Trollhaunt Warrens contains these components: RR As the son of the baron of Therund, Etheran carried TT the heirloom sword of the barony, a magic blade known E E as Sunwrath. The sword is now rumored to be a trophy 1. Adventure Book One (this booklet) provides the Dun- HH geon Master with an overview of the town of Moonstair TT of the troll king Skalmad. For the first time in centuries, and the wilderness region known as the Trollhaunt. This FF the trolls are gathering for war, and Therund stands in OO includes descriptions of important nonplayer charac- their sights. GG ters (NPCs), descriptions of key locations, illustrations NN Adventure Synopsis of places and adversaries, background information, and II KK several new monsters. Near the town of Moonstair, the adventurers encounter a gang of trolls attacking a courier from the town. They 2. Adventure Book Two contains the bulk of the adventure, discover that Skalmad, the self-proclaimed “King of the including more than twenty-five encounters and chal- Trolls,” has slain Etheran of Therund and his companions. lenges that take place in and around Moonstair, in the Further, they learn that Skalmad and his troll armies now Great Warren at the center of the Trollhaunt, and in the threaten the town. Feywild. To deal with Skalmad and his followers, the adventur- ers must assault the Great Warren. This ancient cavern 3. A poster map featuring some of the most important complex was sacred to Vardar’s shamans in its day, but encounter areas. The map is rendered in a scale that now it is infested with trolls and other creatures loyal allows you to place your D&D® Miniatures directly on to Skalmad. While the adventurers work their way the map. through the complex, they learn that Skalmad has already launched a raid against Moonstair. 4. A folder to hold the booklets and the poster map. Fighting their way back to the town, the adventurers must defeat Skalmad’s elite forces in a climactic battle at If You’re the DM. . . the Old Troll Wall. In this battle, the adventurers kill Skal- Read Adventure Book One first and then familiarize yourself mad. All that remains, the town elders explain, is to clear with the first part of Adventure Book Two to get a sense of out the remnants still in the ruins. the flow of the adventure. Back in the Great Warrens, in an ancient throne room, the adventurers discover that Skalmad has been reborn Getting Started with even greater power at his command. The troll king Provide the players information from “Starting the retreats through a portal to the Feywild. Now the adven- Adventure” (page 4), and then run the Encounter 1: The turers must follow or risk allowing Skalmad to grow Messenger (page 12). even more powerful thanks to magic he has drawn from ancient fomorian lords. In the Feywild, the adventurers follow Skalmad into caverns hidden beneath an ancient fortress infused with dark power. Here, within the chamber of a powerful relic known as the Stone Cauldron, the adventurers must put a final end to Skalmad, the chamber’s guardians, and an ancient evil trying to exert its influence into the natural world. 3 330000__2211884499774400__TTrrllHHnntt__3322..iinndddd 33 88//2277//0088 1100::5555::0033 AAMM SSTTAARRTTIINNGG TTHHEE AADDVVEENNTTUURREE As the adventure begins, the player characters are on their Quest XP: 500 (minor quest) for discovering the fate way to Moonstair. You can place Moonstair and its envi- of Etheran and his companions, and for bringing the rons wherever you want in your campaign world. If you news to the Baron of Therund. The baron awards the PCs are using the map of Nentir Vale in the Dungeon Master’s 1,000 gp for the information, then asks them to avenge his Guide, then Moonstair is located to the southwest. son’s death and destroy Skalmad (major quest, 3,500 XP). To begin this adventure: Hook: Prophecy of the ✦ Run Encounter 1: The Messenger on pages 12–13 of Trollhaunt this booklet. During their travels, the adventurers meet Kiera, an oracle ✦ After the adventurers defeat the creatures in the initial of dubious power. She is ridiculed and often run out of any encounter, show the players the handout on the back of settlement she enters, mostly because her omens concern this booklet. This is the message the rider was carrying. death and destruction. This time, she seeks out the adven- ✦ Continue the adventure with the PCs’ arrival in Moon- turers and offers them her most recent vision. “A terrible stair. See “Trouble in Moonstair” on page 2 of Adventure power has returned to the Trollhaunt Warrens, near the Book Two. town of Moonstair,” she explains. “This power takes the form of a troll king and a cauldron of solid stone. What’s The message is addressed to the Baron of Therund, more, this troll king cannot die. Only you can kill the and it is woeful indeed. It relays news of Etheran’s death, thing that cannot die. Only you.” the loss of his legendary sword, and the challenge thrown Quest XP: 700 (minor quest) if the adventurers inves- down by the trolls. The message ends with a desperate tigate the truth of Kiera’s vision. 3,500 (major quest) if they plea for help. totally destroy Skalmad. Use one or more of the hooks below to provide PCs with motivations and reasons to participate in this Hook: The Call for Help adventure. One of the adventurers has a relative, a mentor, or an old Hook: Aid the Baron friend residing in the town of Moonstair. This non-player character (NPC) contacts the adventurers through the The Baron of Therund is worried. His son, Etheran, has use of a Sending ritual. He or she begs the adventurers to not yet returned from business abroad, and he is overdue. come to Moonstair’s aid before the trolls overrun the town. He asks the adventurers to be on the look out for Etheran Quest XP: 3,500 (major quest) for coming to the aid of and his companions as they travel the roads beyond the Moonstair and defeating the menace of Skalmad and the barony. Trollhaunt Warrens. Hook: Special Delivery The adventurers agree to deliver a package to the town of Moonstair. This delivery mission puts them into the area for the adventure at just the right time, even though they have come to the place for a totally different reason. The package, a small box wrapped in plain paper that weighs about four pounds, is to be delivered personally to Kelana Dhoram, mayor of Moonstair. The contents of the package are of a personal nature and have no additional bearing upon this adventure (unless you want them to). Quest XP: 500 (minor quest) for delivering the unopened package to Kelana. In addition, Kelana gives the adventurers 500 gp for their trouble and then asks them to investigate the situation in the Trollhaunt Warrens. Y HLE C KE S MI 4 330000__2211884499774400__TTrrllHHnntt__3322..iinndddd 44 88//2277//0088 1100::5555::0033 AAMM TTHHEE TTOOWWNN OOFF MMOOOONNSSTTAAIIRR RR II AA TT SS NN OO 3. Cloudwatch Inn OO Built among the ruins of the troll kingdom of Vardar, the MM town of Moonstair is a trade outpost that lies at the conflu- Operated by a halfling named Cham (see page xx), the F F ence of two rivers. The town’s most renowned feature is Cloudwatch Inn offers the most luxurious accommoda- OO the Moon Door, a portal to the Feywild that opens when tions in town. Its clientele consists primarily of travelers NN the moon is full and the sky is clear. WW on the trade road or the rivers, and hopefuls waiting for a Geography: The peninsula on which Moonstair was chance to take the Moon Door to the Feywild. Either way, OO built starts as rocky hills jutting up from the river at its TT bad weather is good for Cham’s business. westernmost tip. The western high ground is heavily EE One of the Cloudwatch’s current residents is Bax (page HH settled, with the population thinning to the east as the 6), the only surviving member of Etheran’s party. TT ground slopes away. There, the town gives way to fertile farmland that borders the swamps of the Trollhaunt. 4. Temple Population: Just over a thousand people live in and around Moonstair. With the river serving as a natural pro- The temple here is small, but it features a few capable tective barrier on two sides, the town has grown up rather ritual casters. The adventurers can have divination and than out, and multistory buildings are common. Situated restoration rituals of up to 8th level performed for them as it is on a major trade route, Moonstair’s population fluc- (including raise dead), with a Religion bonus of +12. Rituals tuates (sometimes drastically) depending on the number cost 20 percent over their normal cost. Once the adventur- of travelers passing through. ers have demonstrated their intent to defend the town, this Government: Moonstair is led by a half-elf mayor, premium is waived. Kelana Dhoram (see page xx). Her primary focus is in The most prominent shrines here are dedicated to maintaining the town’s prosperity through trade, and her Sehanine, Melora, and Avandra. Sehanine’s whims are leadership is more about commerce than security. As a said to control the operation of the Moon Door, while result, the town watch is small and poorly equipped. The Melora and Avandra protect those who pass through monsters to the east have long been quiet, but Moonstair is Moonstair by road or water. ill equipped to deal with the new power in the Trollhaunt. 5. Ferry Landings 1. The Moon Door Trade caravans crossing from one side of the river to the An island of stone juts from a stretch of white water other must pass by ferry through Moonstair. The town beyond the westernmost point of the town. Atop this crag watch spends much of its time patrolling these landings, stands a wide ring of moss and flowering plants. Under keeping them secure. especially clear skies within a few nights of the full moon, 6. Old Troll Wall a portal opens to the Feywild. The Moon Door is reached by traversing a series of smaller, rocky islets—the “moon Dating from when these lands were part of the kingdom stair” for which the town is named. of Vardar, this 20-foot-high wall is built from enormous This portal serves as a regular pathway between this unmortared stones. Though sturdy, the moss-covered wall part of the natural world and the Feywild, specifically to has suffered neglect for untold years. In many places, gaps an eladrin castle-city on the other side. and cracks are visible. Though the full moon approaches when the adventur- ers arrive in Moonstair, heavy black clouds initially keep 7. Rualiss’s Island the portal closed. An eladrin emissary from the Feywild, Rualiss (page 6) 2. Moonstair Keep lives on this small island just a short boat ride from town. The island is overgrown with thick trees and brush, con- This small keep is built upon Vardari ruins. Great slabs cealing Rualiss’s small stone house. of stone make up its foundation, with walls of stone and mortar above. The mayor lives and works here, 8. Outer Wall and the barracks for the town watch (such as it is) are located within. When humans first settled this area, they turned the land east of the Old Troll Wall into farmsteads. The outer wall they built is not as thick as the Old Troll Wall, but it is in better repair. 5 330000__2211884499774400__TTrrllHHnntt__3322..iinndddd 55 88//2277//0088 1100::5555::0044 AAMM PPEEOOPPLLEE OOFF MMOOOONNSSTTAAIIRR The town’s important characters, as well as quests the Even if they don’t seek him out earlier, the adventurers adventurers can undertake, are described below. require Rualiss’s assistance to interpret what they discover on their incursion into the Great Warren. See “Lore of the Rualiss Stone Cauldron,” page 48 of Adventure Book Two. Eight years ago, the eladrin emissary Rualiss traveled from Kelana Dhoram the Feywild to the natural world to keep watch over the Moon Door. As mayor of Moonstair, Kelana Dhoram has been in office Rualiss wears formal blue robes decorated with for a decade of peace and prosperity. She takes a largely messages of peace and cooperation in Rellanic when hands-off attitude toward leadership, and the town runs interacting with the people of Moonstair. At home on his itself for the most part. island, he wears simpler robes. Kelana is a tall half-elf with black hair and light brown Rualiss is not particularly happy to be living outside the skin. Her clothing is well made but not extravagant, and Feywild, and the eladrin is gruff and impatient to anyone she wears a silver chain of office. he is not required to be polite to (a group that initially Kelana carries herself with an air of perpetual calm, includes the adventurers.) Rualiss can be helpful, but he showing emotion only in extreme circumstances. Though usually dispenses a measure of condescension along with she holds a position of power, she is friendly to strangers. his advice. In her dealings with the adventurers, she is never any- Rualiss is an emissary from the eladrin castle-city of thing but respectful and gracious. Celduilon, located a few days from the Feywild side of the Kelana’s leadership is based on the strategies of trade, not Moon Door. He is a learned scholar, and is Moonstair’s warfare. As such, she is more than happy to let the adventur- best source of arcane lore, history, and knowledge of the ers take the initiative in dealing with Skalmad. At the DM’s Feywild. He can answer questions on those subjects, discretion, she can use the resources of the town to equip the though he does so grudgingly. party with nonmagical weapons, armor, and other gear. TI T RE A Z Z A RT L BE O R 6 330000__2211884499774400__TTrrllHHnntt__3322..iinndddd 66 88//2277//0088 1100::5555::0044 AAMM Hook: Commanding the Watch Bax Level 12 Soldier RR II Medium natural humanoid, dragonborn XP 700 AA Kelana is more than willing to allow the TT Initiative +9 Senses Perception +7 adventurers to train the town watch during the party’s SS HP 115; Bloodied 57; Healing Surges 2; see also dragonborn fury NN downtime, offering a modest 100 gp per day stipend for AC 32; Fortitude 26, Refl ex 26, Will 23 OO their service. If the party undertakes this quest, add mem- Speed 5 OO bers of the town watch to some of the encounters in the m Flail (standard; at-will) ✦ Weapon MM Moonstair raid (starting on page 37 of Adventure Book Two). +18 vs. AC (+19 while bloodied); 2d10 + 12 damage (crit 2d12 + F F You don’t need to play every one of them as NPCs, but let 32). OO the adventurers set their tactics and order them into battle. MTide of Iron (standard; at-will) ✦Martial, Weapon E E +18 vs. AC (+19 while bloodied); 2d10 + 12 damage (crit 2d12 + LL Quest XP: 500 XP (minor quest) plus the stipend. PP 32), and the target is pushed 1 square if it is Large or smaller. Bax OO Cham can shift into the space the creature occupied. EE CSweeping Blow (standard; encounter) ✦ Martial, Weapon PP Close burst 1; +20 vs. AC (+21 while bloodied); 1d10 + 12 The Cloudwatch Inn is widely regarded as the best in damage (crit 2d12 + 22). town, and its proprietor Cham makes sure that everyone C Come And Get It (standard; encounter) ✦ Martial, Weapon knows it. Cham is portly for a halfling—one of the perks Close burst 3; enemies in the burst are pulled 2 squares, then of his considerable wealth. He dresses well but covers his Bax makes an attack against any that are adjacent to him: close clothes with a ratty apron, supposedly the same one he has burst 1; +18 vs. AC (+19 while bloodied); 1d10 + 12 damage (crit worn since he opened the inn. 2d12 + 22). Cham is incredibly talkative and more than a little CStalwart Guard (minor; daily) ✦ Martial Close burst 1; allies in the burst gain a +2 shield bonus to AC and boastful, but he is helpful and eager to please. As a trav- Refl ex until the end of the encounter. eling merchant, the halfling passed through Moonstair C Dragon Breath (minor; encounter) ✦ Cold numerous times and was annoyed at the poor service in Close blast 3; +15 vs. Refl ex (+16 while bloodied); 2d10 + 2 cold the town’s inns. Eventually, he opened his own. damage. Cham loves to talk to the adventurers who pass Dragonborn Fury (only while bloodied) through the Cloudwatch Inn, though he’s met only a A dragonborn gains a +1 racial bonus to attack rolls while few as powerful as the player characters. The number of bloodied. Alignment Good Languages Common, Draconic people passing through the Cloudwatch makes Cham Skills Athletics +14, Endurance +11, History +8, Intimidate +15 an excellent source of rumors and information that he is Feats Empowered Dragon Breath, Toughness, Weapon Focus (flail) more than willing to share. Str 21 (+11) Dex 17 (+9) Wis 13 (+7) Con 14 (+8) Int 11 (+6) Cha 14 (+8) Bax Equipment scale armor, heavy shield, +2 vicious fl ail, potion of healing One of Etheran’s companions, Bax was the only survivor of a deadly battle with Skalmad’s forces. Though badly Hook: Restoring Confidence injured, he made his way back to Moonstair and has In the course of their downtime in Moonstair, the adven- mostly recovered. turers can try to befriend Bax in an attempt to get him A tall, muscular dragonborn, Bax is an imposing figure. back on his feet. This quest involves recruiting the dragon- His bronze scales are covered in fine black spots. He wears born for one of the party’s forays through the Trollhaunt. elegant scale armor and has a flail slung across his back. Create additional Trollhaunt encounters (page 8) if neces- Bax is singularly courageous, but seeing Etheran and sary to help the PCs complete this quest. his companions butchered by the trolls has shaken him If the adventurers undertake this quest before the raid badly. He now stays at the Cloudwatch Inn, drowning his on Moonstair, have Bax come to their assistance as a sign sorrows in expensive drink and speaking to as few people of their success. Otherwise, you can have the dragonborn as possible. offer to join the party or take up a position as head of the On the adventurers’ initial attempts to question Bax, he town watch so that the adventurers know Moonstair will can tell them only that Etheran believed the Great Warren be safe without them. to lie somewhere south of Bravak, the ruin where their In addition to XP, use the successful completion of party was ambushed. (See “The Trollhaunt,” page 8, for this quest to provide the adventurers with any important more information on these locations.) information they have failed to collect regarding Skal- If the adventurers attempt to snap Bax out of his mad’s plans. For example, Bax might have overheard the depression (see the hook on the next page), you can use troll king bragging about the power of the Stone Cauldron the dragonborn as a powerful ally or a source of informa- to Etheran before slaying him. See “Lore of the Stone tion regarding Skalmad’s plans. Bax can even join the Cauldron” (page 48 of Adventure Book Two) for more party if you feel that the PCs have insufficient power to information. tackle the later stages of the adventure. Quest XP: 400 XP (minor quest), as well as any aid that you decide Bax can provide. 7 330000__2211884499774400__TTrrllHHnntt__3322..iinndddd 77 88//2277//0088 1100::5555::0055 AAMM TTHHEE TTRROOLLLLHHAAUUNNTT This murky realm of bogs and thickets marks the frontier A field of a dozen large barrows stands on the east side of civilized lands. Once part of the monstrous kingdom of the city, all broken and empty. The largest barrow was of Vardar, the area is dotted by ancient ruins that now better sealed than the rest, and a DC 22 Perception check serve as home to a new generation of trolls and other foul notes that it was first broken into approximately a year ago. creatures. This was the barrow of Vard, first king of Vardar, where Skalmad discovered the relic known as Moran’s Eye. 1. Moonstair 7. Central Ruin (Bravak) The town of Moonstair (page 5) serves as the adventurers’ home base for this adventure. It becomes the target of a As with the western ruin of Orrak, little remains of this raid by the forces of the self-proclaimed troll king, Skal- site. A DC 22 Perception check allows passing adventurers mad, and it falls to the adventurers to defend the town and to find signs of battle and the remains of a recent camp- defeat the trolls. site. A few torn pages of parchment are trodden into the dirt—diary entries written by one of Etheran’s companions 2. Trade Road before they were ambushed here. The fragments reveal that the group was camping in the ancient outpost of This well-traveled road runs north and south, crossing the Bravak, and were about to head southeast in search of the river by way of the ferries at Moonstair. The road has tra- Great Warren. The writing ends abruptly, as though the ditionally been safe, as long as you stay to its well-traveled author was interrupted in the middle of completing his or path. Travelers venture off the road at their own peril. her thoughts. Moonstair’s trade and industry depend almost exclusively on the movement of goods and people along the road. 8. Forest Ruin (Trozad) 3. Swamps This small ruin is surrounded on all sides by forest, with trees growing inside and through the buildings. One Much of the Trollhaunt consists of swamps and marshland crumbling structure has its door scribed with Giant runes that is home to all manner of dangerous creatures. Travel- identifying it as the Hall of Trozad. A DC 25 Perception ing through the swamps can be hazardous to those who check while exploring this ruined building reveals a loose aren’t prepared for anything. stone that conceals a small compartment. Within the com- 4. Forests partment, the adventurers find the tatters of a pouch and six large gold coins engraved with the seal of the ancient The patchy woodlands within the Trollhaunt are wet and dragonborn empire. These ancient coins are worth a total murky like the surrounding swamps. Wandering packs of of 2,500 gp if sold to an antiquities dealer in any city. trolls make these groves their homes. The trees in the area are tall enough that anyone who climbs one can make out the lake to the southeast and the 5. Western Ruin (Orrak) hills to the south. This ruin is one of the many remnants of the ancient 9. Hills troll kingdom of Vardar. A partially broken stone marked with Giant runes identifies this as the town of Orrak. These low hills rise out of the murky swamp, surrounded Crumbled stone walls flank the remnants of a dirt road, on all sides by pools of stagnant water. This area is where the area around it overgrown with tall grass, moss, and a the adventurers arrive if they are successful in the skill few scraggly trees. This location can be used for one of the challenge to find the track leading to the Great Warren additional Trollhaunt encounters (page 10) that you might (refer to Encounter T1, page 3 of Adventure Book Two). decide to run to help the adventurers fulfill a quest or to 10. Trollhaunt Warrens fill in between other encounters. 6. Northern Ruin These warrens are the lair of the troll king Skalmad and his followers. This series of interconnected tunnels and (Mavgar) caves has been repopulated by Skalmad and his eager trolls. The Great Warren, the largest of these complexes, is This large troll ruin has weathered the years well. Its outer detailed in Adventure Book Two. walls remain mostly intact, while a few buildings still stand within. A fallen stone near the road is scribed with Giant runes that identify this as Mavgar, City of Pain. 8 330000__2211884499774400__TTrrllHHnntt__3322..iinndddd 88 88//2277//0088 1100::5555::0055 AAMM TT NN UU AA HH LL LL OO RR TT EE HH TT 11. Lake Kador A PC can make a DC 25 History check to recall that this is the trolls’ name for Moonstair. Alternatively, they This cold and murky lake teems with life. The area nearest can find this out from Rualiss. the lakeside ruin is strewn with the bones of animals and Several troll-sized canoes lie abandoned along the lake- sentient creatures alike, all recent kills made by the area’s shore. The adventurers can use these canoes to cross to the hungry and dangerous predators. Unholy Crag. 12. Lakeside Ruin 13. Unholy Crag (Kadorhak) This jagged stone isle rises from the brackish surface of The largest aboveground ruin in the Trollhaunt sits at the lake. Adventurers exploring the island find scattered the edge of Lake Kador. Much of this ruin is flooded with bones and stone braziers marking several sites where murky water. Most of its buildings have been leveled to the ancient troll rituals appear to have taken place. A thorough foundations, though a few shattered walls still stand. In search (requiring 30 minutes and a DC 26 Perception several places, the name of the town is written in Davek as check) locates a hidden cache containing ritual compo- Kadorhak. nents (500 gp worth of mystic salves and 500 gp worth of One building here has all four walls intact. Inside rare herbs), as well as a ritual scroll of Detect Object (see stands a dais built of large stone slabs, and a stone altar sits the Player’s Handbook for details on this magic item). atop it. A message is scrawled across one of the walls in red chalk. It reads (in Davek): “THE ALTER SHALL RETORN TO ITS RIGHTFAL PLACE IN MORVOZ.” TI T RE A Z Z A RT L BE O R 9 330000__2211884499774400__TTrrllHHnntt__3322..iinndddd 99 88//2277//0088 1100::5555::0055 AAMM
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