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Havel's
Cross
A second-level adventure
using D&D 5E Basic Rules
What is this adventure?
How do I play?
Summary
Meeting Landy
A Terrible Scene
What Happened
The carnage at Havels Cross was caused when Calador corrupted by the Bone of Doresain - turned up the previous
night. He talked his way inside before clubbing the door
guard over the head with the Bone and throwing the door
open to his Ghouls.
After massacring the guests the undead monsters dragged
some back to their lair at the dig site, but not before killing
the horses in the stable and knocking over a lamp, burning it
down.
the narrow windows can provide a view of the main taproom.
Adventurers that approach within 10 ft. or so of the inn can
attempt a DC 10 Wisdom (Perception) check to hear the
sound of low voices speaking in Goblin coming from inside.
Whether the party looks through the door or a window,
gazing into the Havels Wood inn is like staring into a
nightmare. Maybe a dozen bodies laid open with deep slashes
are scattered on the floor and behind overturned tables. Beer
and blood are spattered everywhere, and as with the horse
outside the corpses appear to have been partially eaten.
If this wasnt bad enough, six Goblins (DMs Basic Rules
p30) are going through the pockets of the fallen while a
Hobgoblin (DMs Basic Rules p32) prises open a lockbox in
the middle of the room using a rusted crowbar.
If they notice the adventurers the creatures will attack on
sight, some charging forward while others hide behind
overturned tables and loose arrows. However, once half the
Goblins are slain or hes reduced to half health, the
Hobgoblin will throw down his sword and surrender.
The Hobgoblin, Krax, will claim that they saw the fire from
their camp last night and decided to investigate Everybody
was already dead when they arrived a few hours ago, and
they were in the process of looting the place when the
adventurers arrived. If asked, he will tell the party:
He has no idea what happened here but hopes he never
meets the creature that did it, especially as the inn was
usually well-defended from outside threats. The door was
strong and was only unlocked when travellers were being
let in.
He and his men are raiders and bandits.
Theyve spotted the scholars up in the hills from time to
time, but as they didnt seem to have anything worth
stealing and Krax didnt like the look of the big Dwarf with
them, the group left them alone.
If allowed, Krax and his men will depart peacefully. They will
attempt to take as much loot as they can, though they will
drop it if challenged by the adventurers.
1 sq. = 5 ft.
C.
B.
A.
The Temple
The Altar
The circular altar at the far end of the Life Chamber is made
out of well-worn stone and on top of it are three evenlyspaced hollows. The following words are carved around the
rim in Ancient Elvish, forming a loop.
Landy is able to read the engravings easily, while any
adventurer that can speak Elvish can decipher their meaning
with a DC 10 Intelligence check. They read:
...and what lives will die and what dies will be reborn and
what is reborn will live and....
Scattered on the floor nearby are three small bowls, which
seem to have been knocked from the altar. One is made from
gold, one from iron and one from black stone that appears to
be onyx. The bowls are the perfect size to fill the hollows and
each has an engraving running around the rim, also written
in ancient Elvish. The words engraved are shown in the table
below
The small wooden box on top of the altar contains a
seemingly random collection of items. These are a half-dozen
eggs, a small blood-stained knife, a mortar and pestle, and a
bundle of chicken bones tied up with string.
Adventurers close to the altar will be able to notice that a
trail of blood leads directly up to the center of the far wall.
Interestingly, the final final pool ends neatly where it meets
the wall and appears not to have splashed on it at all. An
adventurer making a DC 12 Intelligence (Investigation) check
will be able to conclude that there is a secret door in the wall,
and a DC 14 Wisdom (Perception) check will allow them to
spot a tiny hairline crack running down the middle of the
stonework
Opening the secret door requires that the bowls be placed
on the altar and filled with appropriate offerings as shown in
the table below. If adventurers are struggling, they can make
a DC 12 Intelligence (Investigation) check to find traces of old
offerings left in the bowl (tiny fragments of ground bone, the
lingering smell of egg, etc.)
Bowl
Engraving
Offering
Calador
STR
DEX
CON
INT
WIS
CHA
Actions
Once the bone and Calador are both destroyed the temple will
grow silent once more. Calador does not have anything of
worth on him, but Shatterbone is wearing a Jade Ring of
Resistance (DMs Basic Rules p60).
If Landy survived her ordeal she will break down sobbing
and weeping for her lost friends. She will ask the adventurers
to help her create a funeral pyre to burn all the bodies and
then escort her back to town.
After she has gotten over her initial shock the scholar will
become fiercely determined to help to use her knowledge to
combat evil, potentially becoming a source of information for
the party in the long term or heading off to join a crusading
monastery or aid an order of Wizards.
Credits and Acknowledgments
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the
dragon ampersand, and all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast in the USA and other
countries.
This work contains material that is copyright Wizards of the Coast and/or other
authors. Such material is used with permission under the Community Content
Agreement for Dungeon Masters Guild. All other original material in this work is
copyright 2016 by Richard Jansen-Parkes and published under the Community
Content Agreement for Dungeon Masters Guild.
All images sourced through iStockPhoto and the Dungeon Masters Guild. Maps
created by Winghorn Press using Campaign Cartographer 3
winghornpress.com