My Documents
Support GM Binder!
The Three Slaves
\pagebreak ##### Table Of Contents - **[PART 1](#p3)** - [1.1 Modifying the Adventure](#p4) - [1.2 Background](#p4) - [1.3 Adventure Summary](#p4) - **[PART 2](#p5)** - **[Part 1: Encounter with the Acolytes](#p6)** - [1.1 The Church](#p6) - [1.1.A1. Outside the Church](#p6) - [1.1.A2. Entrance to the church](#p6) - [1.1.A3. Chapel](#p6) - [1.1.A4. Cleric's room](#p7) - [1.2 Behind the Church](#p7) - [1.2.A5. Graveyard](#p7) - **[Part 2: Tunnels and the Temple](#p8)** - [2.1 Tunnels](#p9) - [2.1.B1. Entrance to the Tunnels](#p9) - [2.1.B2. The tunnels](#p9) - [2.1.B3. Trap](#p9) - [2.1.B4. Entrance to the Undeground Temple](#p9) - [2.1.B5. Giant Temple](#p9) - **[PART 3](#p11)** - [Appendix A: Magic Items](#p12) - [Appendix B: Creatures](#p14) \pagebreakNum
# PART 1 ##### Overview
\pagebreak # The Three Slaves is one shot I and a friend desgined for D&D 5E a couple of years back. Since there is no adventurers league in our country we held our own competitive D&D event called *"Desafío Epico"* (which translates to Epic Challenge). As such we put out several one-shot adventures and this is the first one I did, desgined by me, Bruno Lemus, and Giovanni Tavaniello. If you like this I'll go on and translate and format the rest of the adventures. In the original Epic Challenge, PCs would enter the adventures through a portal in the hub world, which had an inscription on them. Each adventure had a main and secondary objective, and the portal inscription was supposed to give the PCs a hint on the secondary objective, which would grant extra treasures. Feel free to handle or omit this at your own discression. Please excuse any grammatical or semantic errors as all this adventures were written originally in Spanish and I'm making the translations as I go. ## Modifying the Adventure This adventure was with a party of 4 level 1 characters in mind. However keep in mind that as it was for competitive D&D it's meant to be tough, so feel free to nerf mosnters or DCs to better suit your party. Also keep in mind that XP is calculated as to give each player exactly enough XP to go from level 1 to 2, so that's something you might want to figure out. We also wanted to make each dungeon plausible in it's own world, so each dungeon comes with a background you might want to alter to fit your campaign setting. There is also a follow up adventure for level three characters so you might wanna keep that in mind when running this. ## Background Gurutz *"Black Hand"* was always a loyal follower of his master, Surtur. Killing, raiding and scheming so that he could obtain more power in order to help his master. It was one cold night, that he received a premonition as he contemplated the flames emerging from his campfire... he could see the church to the false Christian god built upon the valley, he could see how under it there was a door, guarded by half blooded giants, and behind it the place where his master guided him. He had been chosen by his God to cremate the false church and embark on a holy mission. Everything would be consumed by the flames for him to achieve his goals. That is how he amassed a following and acquired an Ankheg from the far-awat South, so that he could destroy the unfaithful and make way to the entrance of the temple to his master. No one could stop him! ## Adventure Summary A group of followers of Surtur, god of the Fire giants, attacked a Christian church located in a clearing far from the nearest town. The leader of the acolytes, Gurutz, discovered in his investigations that the entrance of a temple to his God was buried somewhere in the area. In order to find it, he brought over his pet, Felthgran: an Ankheg of considerable size, that could make way to the buried ruins. **Main Objective:** Defeat the Goliath. **Secondary Objective:** Defeat the flying swords, releasing the three Goliath slaves from the enchantment made upon them. ***Portal Inscription:** Grant free will to those with wills of stone.* \pagebreakNum
# PART 2 ##### The Adventure
\pagebreak # Part 1: Encounter with the Acolytes ## The Church
The PCs emerge from the portal in front of the church (area A1). The day is could with light rain. ### A1. Outside the Church
The great structure made of stone and wood that stands in front of you appears to be some sort of ecclesiastical construction, with a two water roof over which the rain pours, before falling to the short grass on the ground. Two wooden statues in the shape of a woman guard a wooden gate in the shape of an arch, resting atop small stone stairs. The door is wide open, and to the south you can see a walkway leading straight to the cementery.
The church was built upon a stone foundation and walls. In contrast, the roof appears to be made out of wood. The church has tall windows with no glass and wooden doors, which appear to be shut. With a passive perception of 12, you can notice that the statue on the left (which is based on the Virgin Mary) is crying blood. The truth is that the brutality of Gurutz subordinates left it drenched in the blood of one of the church's guards. The rain has washed a big part of it. A passive perception of 14 allows you to also notice traces of blood up the stairs. If players opt to make perception checks, use these numbers as DCs to give them information. ### A2. Entrance to the church
The interior hall smells of blood. Only illuminated by two torches hung on the walls, you can see two bodies of leather armor, murdered and decapitated. Their heads, looking towards the newcomers on the torsos of their own corpses, sail in their own blood to the afterlife.
The bodies belong to the guards mentioned in A1. In the entrance wall, you can see a cross hung in the wall (with Jesus crucified on it). Both to left and right, you can see two double wooden doors. The one on the left has one of it's wings open. The one on the right is closed shut. If the players enter this area stealthily, Gurutz and his followers won't notice them (no stealth check required). However if they enter this area without taking any precautions, they will be heard by the enemies in the next room, who'll ready for combat. The corpses in this area don't have any treasure, as they have already been looted by Gurutz and his followers. ### A3. Chapel Gurutz and his henchmen are in this room. The soldiers are waiting for their pastors to finish their ritual before preparing everything to set the Church on fire. Gurutz and his apprentice are in the upper area of the room (A3.1) as long as the PCs do not disclose their incursion into the area. In the entrance, there is a vase with water, which is used to by the congregation to wash up before mass. Players can notice that the chandelier is held in place by a rope, tied in the zone marked *. If it's cut or untied with a DC 10 Dexterity (Sleight of hand), the chandelier will fall, imposing a DC 13 Dexterity Saving Throw. Whoever is under the chandelier takes 2d6 bludgeoning damage, or half as much on a successful save. Additionally any creature that suffers damage from this also gets knocked prone. If someone wishes to shoot the rope, they can do it against a 15 AC. #### Gurutz
\pagebreakNum There are 4 **guards** and 2 **cultists**, one of which is Gurutz. If the guards notice the PCs, one will alert Gurutz, while another one will go fetch two other guards that are outside, in area A5.2. They'll try to do this in the stealthiest way possible. Gurutz, who is very confident in his own skills and the destiny ahead, will present himself to the PCs and inquire them about their arrival at such an inopportune moment. If the PCs try to negotiate with Gurutz, he will spare their lives if they work for him. He offers a 60 gp reward plus whatever they can obtain in the ruins if they manage to find them and bring forth proof of them. This is of course a lie, except for the gold which he stole from the church cleric's room along with two other items. If the PCs don't want to negotiate and would rather go directly to combat, Gurutz will make use of his Persuasion and Deception to make time so that the guard will come back with reinforcements. When this happens he will order the attack, if the PCs haven't already done it. Use Gurutz and his apprentice to support the guards during combat. > ##### What Gurutz knows > If the PCs manage to capture Gurutz and decide to interrogate him, he will harshly refuse. Only a DC 20 Charisma (Persuasion) or Charisma (Intimidation) will make him reveal his true intentions in the church and the presence of his pet. If they decide to keep Gurutz alive in order to dissuade the creature, he will play along until they come face to face with the ankheg. At this point he will command the beast to attack and try to escape. **Treasure:** Gurutz and his soldier's equipment plus 60 gp and 2 holy symbols of Surtur made out off steel. #### A3.1. Church Altar
The entire altar is built on a structure 10' above ground. A red carpet with white markings covers most of the floor in this area. There's a railing covering the ledges of this structure, including the stairs. Illuminated by several candles, hangs the representation of a crucified man, wearing a crown of thorns.
If Gurutz and his henchmen are defeated, there is a silver jar and a golden cup (worth 25 gp each) to be found atop the altar. Additionally the jar contains enough holy water to fill 2 vials. ### A4. Cleric's room
This is a simple room, only decorated by a bed, a sturdy wooden desk and a small chest with a jagged lid, but with a large padlock. The image of a crucified man, wearing a crown of thorns, hangs over the head of the window.
This room used to belong to the church's cleric. After seeing the guards had been attacked, he ran towards the graveyard to warn the gravedigger, but was intercepted by Gurutz men. His and the gravedigger's lifeless bodies can be found can be found in area A5.2, waiting to be fed to Felthgrand. The chest is closed, and has resisted the Gurutz's attempts to open it. The key can be found beneath one of the floor tiles, and it tackes a DC 18 Wisdom (Perception) check. A PC with thief's tools can also attempt to pick the lock by making a DC 15 Dexterity (Sleight of Hands) check. The chest contains 1d3+1 objects from the list below. Roll again for duplicates. | d6 | Loot | |:---:|:-----------:| | 1 | Potion of Greater Healing | | 2 | Spell Scroll (Guidance) | | 3 | Potion of Healing | | 4 | Spell Scroll (Sanctuary) | | 5 | 40 gp | | 6 | Driftglobe | ## Behind the Church ### A5. Graveyard
This green lawn has clear marked dirt roads that surround a central fountain. On the sides of the paths, several nameless tombstones mark the tombs in that holy land. To the southwest, you can see a parthenon, with its entrance destroyed and collapsed ....
If the guards from A1 didn't come fetch reinforcements, there are two **guards** here. #### a5.1. Gravedigger's room
The room is messy and dirty. The floor full of dirt and an acrid smell floods the place. It is only furnished by a bed and a bench.
With a successful DC 12 Wisdom (Perception) check the players can find a satchel with 8 cp under the bed. #### A5.2. Destroyed Parthenon
What was once a fence that kept potential grave robbers at bay, is now just a corrugated steel curtain. Parts of the collapsed roof rest on the sides of the "entrance" along with two bodies. Inside you can see that the tombs are intact, but not their floor. A hole 10' in diameter dives into the depths.
The bodies belong to the gravedigger and the church cleric. They have no treasure on them, besides their clothes and two wooden crosses. The hole is 50' deep and 10' in diameter. The only way to access the lower levels is by jumping, descending through a rope or some other plan that leads to the bottom. Give them freedom to try anything. The walls are unclimbable due to the mud and rain. Any action resulting in the PCs falling down has them take 5d6 falling damage. \pagebreakNum # Part 2: Tunnels and the Temple
\pagebreakNum ## Tunnels ### B1. Entrance to the Tunnels
When you reach the bottom of the hole, you can immediately feel your feet sinking in the soft mud left by the rain that came down with you through the hole. All around you are debris, probably belonging to the destroyed parthenon by which you entered. A cold and lonely aura reigns in the place, only enhanced by the lack of light due to depth. There are to tunnels, one to the left and one in front, both large and dark.
The whole widens to 30' diameter at the bottom. There's rubble laying all around. Besides, in the tunnels the PCs can encounter Felthgrand, the **Ankheg** who dug them. He will only answer to Gurutz's commands, and unless he is with the party, there are no Animal Handling or Persuasion that will work, although you might want to allow your player to try and fail. When the players go into the tunnels the Ankheg is at location B3. Determine his starting direction by rolling 1d2, and each time he reaches an intersection roll a dice to determine his path (for example at B2 use 1d4). If the players run into Felthgrand they can attempt to hide from it by rolling a Stealth check against his passive perception of 11. If they run into him from the front, the Ankheg immediately notices them and gives chase. Once they have already ran into him Felthgrand catches their scent, and as such it now always moves towards the players. ### B2. The tunnels
The tunnels are high, like two orcs standing one above the other, maybe more. Despite this they are quite narrow and they are covered by a green slimy substance. You can feel the echoes of your own steps, as if they rumbled and a sense of insecurity fills them when they feel the earth tremble.
Once inside the tunnels, a passive Perception of 15 reveals rumbling from a large creature digging through the tunnels. A DC 15 Wisdom (Perception) check reveals the same thing. The tunnels are about 10' wide and 20' high. There is also rubble throughout the tunnels that the ankheg dragged to the tunnels. ### B3. Trap
They feel the ground tremble under their footsteps, the noise of rocks hitting each other as they fall. To the look up they see an avalanche of stones approaching you.
The trap activates when one of the PCs enters any of the four tiles in the corner. If the PCs are moving slowly a passive perception of 15 locates the trap (or a DC 15 Wisdom (Perception) check investigating the roof) notices instability. If the players go through the roof collapses over the PCs. Everyone that fails a DC 15 Dexterity Saving Throw, takes 4d10 bludgeoning damage or half as much in a successful save. Those who fail by 5 or more are held in the other side, not managing to go through the corner, getting split from the rest of the party. When this happens the Ankheg hears the rumble and dashes towards B3 by taking the shortest route available to him. ### B4. Entrance to the Undeground Temple **Note:** In order to enter this area the player must descend a 10' gap that yields no fall damage. In order to climb back up they must succed a DC 10 Strength (Athletics) check or have another character use the help action to propel the upwards.
You see a door with some scriptures in a dialect that you recognize as a dwarf. those who know dwarf notice that it does not use it's language, only it's letters. The door is made with a kind of black metal, and the inscription on an orange liquid that works as the source of lighting of the room.
Those that can speak Giant can clearly read *"This door can only be opened by those who bring the flame and reigns over the seas of magma"*. In case no one knows Giant, those who know Dwarf, Orc, or any other language that shares the dialect can make a DC 15 Intelligence (Investigation) check to read it. The door is locked via magical means, and the only way to open it is by solving the riddle on the door, saying the name *"Surtur"* outloud. This makes the orange liquid turn off and the doors open up, sliding until disappearing into the walls. Alternatively, a successful DC 20 Strength (Athletics) check will open the door. Those who open the door in this way suffer 1d6 fire damage, since the molten hot metal from the door acts as punishment. ### B5. Giant Temple
You enter the room and the first thing they see is 4 forges in the form of faces, in the 4 corners of the room. Once your eyes get used to the light you can notice 4 staircases, two on each side and a large stone door at the end of the room. These stairs lead to a slope where there are 6 sarcophagi, 3 on each side. Suddenly, a sliding stone sound floods the room, and you can see how the two sarcophagi that are in front of you are opening up, revealing two beings of a greatsize. Their skin is gray as rock and shows tattoos like cracks in the stone. Before you can react a third sarcophagus opens and another one comes outthere, on the other side of the room.
The creatures coming out of the sarcophagi are Goliaths, and have the **Earth Watcher** stat block (appendix B: creatures). These come out of the sarcophagi marked * in the map. They start the encounter wielding a longsword in one hand, a shield in the other and a sheathed war hammer. Their first move is to attack on PC each with their sword (if possible) and then dropping their sword, which becomes a **flying sword** (a passive perception of 14 notices this). \pagebreakNum The swords keep the Goliath under control, and if one is destroyed the corresponding Goliath will be released and halt it's attack, maybe even help the players as long as he is provided with a one on one fight due to their sense of competition and strong code of honor. While under it's control, the Goliath will always try to remain to an adjacent tile to that of his corresponding sword and use it's reaction as protection whenever possible. **Treasure:** After ending the encounter, the stone door on the east wall will open, revealing the portal out of this dungeon back to the hub. If the PCs manage to save all three Goliath they will open the remaining sarcophagi in order for the PCs to take whatever they need. Alternatively the PCs can choose to inspect them. The sarcophagi contain 1700 cp, 1200 sp, 100 gp, 3 x Onyx (50 gp) and 3 x Star Rose Quartz (50 gp). Additionally gran them one of the following treasures: | d8 | Loot | |:---:|:-----------:| | 1 | Potion of Hill Giant Strength | | 2 | Bag of Holding | | 3 | Immovable Rod | | 4 | Mithral Armor | | 5 | Elemental Gem, Yellow Diamond | | 6 | Keoghtom's Ointment |
\pagebreakNum
# PART 3 ##### Appendixes
\pagebreak # Appendix A: Magic Items ## The magic items that are mentioned in this adventure are all detailed here in alphabetical order. #### Bag of Holding *Wondrous item, uncommon* ## This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. #### Driftglobe *Wondrous item, uncommon* ## This small sphere of thick glass weighs one pound. If you are within 60 feet of it, you can speak it's command word and cause it to emanate the *light* or *daylight* spell. Once used, the *daylight* effect can't be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and it's light winks out. #### Elemental Gem *Wondrous item, uncommon* ## This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. | Gem | Summoned elemental | |:---:|:-----------:| | Blue sapphire | Air elemental | | Yellow diamond | Earth elemental | | Red corundum | Fire elemental | | Emerald | Water elemental | #### Immovable Rod *Rod, uncommon* ## This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even it it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength, moving the fixed rod up yo 10 feet on a success. #### Keoghtom's Ointment *Wondrous item, uncommon* ## This glass jar, 3 inches in diameters, contains 1d4 + 1 doses of a mixture that smells faintly of aloe. The jar and it's contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it gains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. #### Mithral Armor *Armor (medium or heavy, but not hide), uncommon* ## Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. #### Potion of Giant Strength *Potion, rarity varies* ## When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a silver or fingernail from a giant of the appropriate type. The *potion of frost giant strength* and the *potion of stone giant strength* have the same effect. | Type of Giant | Strength | Rarity | |:---:|:-----------:| :-----------:| | Hill giant | 21 | Uncommon | Frost/stone giant | 23 | Rare | Fire giant | 25 | Rare | Cloud giant | 27 | Very rare | Storm Giant | 29 | Legendary #### Potion of Healing *Potion, rarity varies* ## You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever it's potency, the potion's red liquid glimmers when agitated. \pagebreakNum ##### Potions of Healing | Potion of... | Rarity |HP Regained| |:---:|:-----------:|:---:| | Healing | Common | 2d4 + 2 | | Greater healing | Uncommon | 4d4 + 4 | | Superior healing | Rare | 8d4 + 8 | | Supreme healing | Very rare | 10d4 + 20 | #### Spell Scroll *Scroll, varies* ## A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material Components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal Casting Time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your Spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and Attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table. ##### Spell Scroll | Spell Level | Rarity | Save DC | Attack Bonus | |:---:|:-----------:|:---:|:-----------:| | Cantrip | Common | 13 | +5 | | 1st | Common | 13 | +5 | | 2nd | Uncommon | 13 | +5 | | 3rd | Uncommon | 15 | +7 | | 4th | Rare | 15 | +7 | | 5th | Rare | 17 | +9 | | 6th | Very rare | 17 | +9 | | 7th | Very rare | 18 | +10 | | 8th | Very rare | 18 | +10 | | 9th | Legendary | 19 | +11 | A Wizard spell on a spell scroll can be copied just as Spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
\pagebreakNum # Appendix B: Creatures ## This appendix details creatures and nonplayer characters that are mentioned in this adventure. The creatures are presented in alphabetical order. ___ > ## Acolyte >*Medium humanoid (any race), any alignment* > ___ > - **Armor Class** 10 > - **Hit Points** 9 (2d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 14 (+2)| 11 (+0) | >___ > - **Skills** Medicine +4, Religion +2 > - **Senses** passive Perception 12 > - **Languages** any one language (usually Common) > - **Challenge** 1/4 (50 XP) > ___ >***Spellcasting.*** The acolyte is a 1st-level spellcaster. It's spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has the following cleric spells prepared: > >Cantrips (at will): *light, sacred flame, thaumaturgy* >1st level (3 slots): *bless, cure wounds, sanctuary* > ### Actions > > ***Club.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage ___ > ## Ankheg >*Large monstrosity, unaligned* > ___ > - **Armor Class** 14 (natural armor), 11 while prone > - **Hit Points** 39 (6d10 + 6) > - **Speed** 30 ft., burrow 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|11 (+0)|13 (+1)|1 (-5)|13 (+1)|6 (-2)| >___ > - **Senses** Darkvision 60 ft., Tremorsense 60 ft., passive Perception 11 > - **Languages** -- > - **Challenge** 2 (450 XP) > ___ > > ### Actions > > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so. > > **Acid Spray *(Recharge 6)*.** The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. ___ ___ > ## Earth Watcher, Goliath Slaves >*Medium humanoid (Goliath), Neutral* > ___ > - **Armor Class** 18 (chainmil and shield), 16 without shield > - **Hit Points** 13 > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|16 (+3)|8 (-1)|12 (+1)|8 (-1)| >___ > - **Skills** Athletics +5, Acrobatics +4, Perception +3, Intimidation +1 > - **Senses** passive Perception 13 > - **Languages** Common and Giant > - **Challenge** 1 (200 XP) > ___ > > ### Actions > > ***Warhammer.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit* 8 (1d8 + 3) bludgeoning damage > > ### Reactions > > ***Protection.*** When a creature the Earth Watcher can see attacks a target other than him that is within 5 feet of him, he can use his reaction to impose disadvantage on the attack roll. He must be wielding a shield. \pagebreakNum ___ > ## Guard >*Medium humaoid (any race), any alignment* > ___ > - **Armor Class** 16 (chain shirt, shield) > - **Hit Points** 11 (2d8 + 2) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|12 (+1)|12 (+1)|10 (+0)|11 (+0)|10 (+0)| >___ > - **Skills** Perception +2 > - **Senses** passive Perception 12 > - **Languages** Common > - **Challenge** 1/8 (25 XP) > ___ > > ### Actions > > ***Spear.*** *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. >
\pagebreakNum
Art Credits
Goliaths - Steve Arglye Ankheg Queen - Vsevolod Slavutych Surtur - Alexander Lozano Magic Items - Cyril Van Der Haegen Dark Wamd Cultist - /u/demonplay I've tried crediting every image, although I couldn't find all artists. If you know how I can contact them or any of the author I'll be more than happy to update the document
If you find this adventure useful I'll try to keep modules like this coming
[WWW.GMBINDER.COM](https://www.gmbinder.com)
\columnbreak