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The Halfling Horde: Preparation
The Halfling Horde: Preparation
Preparation
The Halfling Horde is a Dungeons & Dragons Next adventure for four to six characters of 7th
through 9th level. The adventure involves a nomadic horde of halflings coming into conflict with a
town, Round River, newly founded in their sacred grounds. It takes place in a recently settled region
of hilly wilderness grassland connected back to civilization by a river. The river has been named, as it
plays an important role in the backstory of the adventure, but the wilderness itself as well as the
nearby civilization have not, to permit easier inclusion into a pre-existing campaign setting.
The adventure is written with the assumption that a wizard, Oxidus, invites the party to Round River
to help with the towns woes, and provides magical means of transportation to reach this remote
location. If the campaign setting renders this contrivance unnecessary, Oxidus can extend the
invitation without offering his teleportation skills.
Background
Round River
History
Five years ago, the newly-minted Baron Eligost was granted a parcel of land in the great plains on the
frontier of his lieges kingdom. On the advice of his mentor, the wizard Oxidus, Eligost led a small
band of pioneers into the valley and founded the farming village of Round River on the banks of the
River Gren. The good breadth and depth and meandering pace of the Gren permitted easy trade
with the cities and towns downstream and Round River prospered, quickly doubling and tripling in
size.
Last month, however, just before the winter solstice, a halfling outrider dressed in rough hides and
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People
The people of Round River are for the most part farmers, or the family of farmers, interspersed with
those sorts of tradesmen necessary for a farming community to thrive -- farriers, blacksmiths,
coopers, and liveries, among others. They are insular at the best of times, isolated as they are from
the more civilized portions of the kingdom, but recent events have made them downright
inhospitable.
In fear for their livelihoods and lives, their wariness of outsiders has blossomed into full suspicion.
A few people have elected to obey the hordes ultimatum and flee downriver -- mostly the tradesmen
living in the town itself and anyone with ready access to a barge -- but the vast majority of the
townsfolk have elected to stay despite their fear, swearing to defend their homes against the invaders
even if it means their deaths.
Geography
Round River and the Broadbelt Horde are both named for the same unusual geographic feature -- in
this valley, over the centuries, the River Gren has cut itself a bed in almost a perfect circle around a
natural rise in the windswept fields, cradled against a second, taller hill to the south.
Round River was originally built on the banks of the Gren at the southern bend, where the river
flows on toward the heart of the kingdom, but in five years it has bridged the mouth of the loop,
lining the northern bend with water wheels and barge wharves. At this time of year, the long, slow
curve of the loop is almost completely frozen over, although the turbulence at the two bends usually
keeps them flowing year round.
Civilization, if it can be called that, is about a days travel to the southwest of Round River, although
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People
The Broadbelt Horde is a self-sufficient society in constant motion. Every halfling is trained to ride
from an early age, and those who do not hunt support the society in other ways, either by gathering
edible plants, brewing small beer from the grasses of the plains, weaving cloth, or tanning hides,
among other tasks.
The halflings are not happy about finding their sacred valley despoiled, and behind closed doors they
are anxious for the outsiders to leave their valley and to put Round River to the torch. However,
their culture has a strong tradition of hospitality toward strangers, and as a result they are nothing
but polite and kind to visitors -- until they are given a reason to be otherwise.
The Broadbelt halflings are fully capable of war, but under their current leadership are not
particularly keen to seek out violence. There is a great deal of tension just beneath the surface of
Broadbelt society -- everyone hopes that the situation with Round River will resolve without
bloodshed, but everyone knows that is unlikely in the extreme. So their tighten their bowstrings and
sharpen their spears.
The wild card in the politics of the horde just now is that the leadership of a rival horde has found a
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Summary
Last month, just before the winter solstice, a halfling outrider dressed in rough hides and furs rode
his pony into the Round River town square and announced that the Broadbelt Horde was returning
to winter in its most sacred valley, and that Round River must be abandoned or face complete
destruction. Three weeks later, the 10,000 halflings and war dogs of the Broadbelt horde poured into
the valley.
Oxidus, wizard and mentor to the young Baron Eligost, seeks out the party to ask for their assistance
in representing the town in further negotiations -- or as military champions, should the need arise.
The halflings have a wedding to solemnize and dead to bury, and they do not recognize the new
barons claim to the land. Whats more, prior attempts at diplomacy have insulted the halflings, and
with nearly 10,000 riders in their horde they are no longer in the mood to compromise.
However, tragedy strikes in the form of an assassination, perpetrated against the intended bride and
groom. The intent is obviously to incriminate the party, but the ruse fails. When the conspirators
are revealed, they try to kill the party, and the party is set on the path of vengeance against the
Berrystill traitor.
The heroes track the traitor to a ruin in the middle distance, exact their revenge, and then return to
the hordes camp to find that things have gone poorly in their absence. Round River has launched an
ill-advised attack on the Broadbelts and taken the high chiefs husband as a hostage. The party
resolves this crisis, leaving the high chief in their debt. At that point, it is up to the party whether
they choose to use the high chiefs favor to save Round River, or for their own advantage.
Non-Player Characters
Oxidus, Sage of Fire
An experienced and powerful mage, Oxidus is a long-time magical scholar, with a fondness for taking
on noble pupils and mentoring them,. He genuinely wishes the matter with the halflings to be settled
peacefully on both sides. Oxidus is dark-skinned, in fit ship for his age, and oddly for a dwarf has not
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Abbess Forsythe
Forsythe's worse nightmare came true when ten thousand savages set up camp outside Round River
and demanded the whole town evacuate or die. She sees the halflings as the interlopers, and their
adherence to their ancestors as ridiculous despite the fact that she worsened the situation when she
refused to so much as talk to them. Forstyhe has bright blue eyes and keeps her short brown hair in
a simple bun. The cleric is in every respect an average human woman, remarkable only for her faith.
It has been an evening of good food, good drink, and good cheer. Just as the evenings festivities
have begun to wind down, and your bellies are full of crusty bread, rich cheese, and roasted meats,
the fireplace suddenly flares, illuminating a broad figure standing in the ashes behind the grate.
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The dwarf steps forth from the fireplace, seemingly unaffected by the flames but for a few errant
ashes on his robes. He brushes these off with a thick-fingered, coffee-colored hand and knocks his
fire-etched staff against the flagstones of the hearth. He looks around the room, studying faces.
At this point, Oxidus singles out the party member with the highest Charisma and moves to speak
with him. If he is interrupted, he speaks to the first party member to approach, instead.
Striding over to you, the dwarf -- who is oddly completely devoid of hair, from pate to chin -- offers
a slight bow, touching the fingers of his empty hand to his bald forehead. Forgive my intrusion;
my name is Oxidus, and I represent a town in great need of your assistance. I have learned of
your accomplishments from my colleagues in the magical community, and I think you are uniquely
suited to help us.
Half a continent away, at the edge of the great plains, lies the town of Round River. It is my
home, and the baron is a close friend. A month ago, we received word that a horde of nomadic
halflings was returning to the valley where Round River was built, and they intend to drive out the
townsfolk and put Round River to the torch.
The baron chose to wait and assess the situation, but yesterday, the horde arrived in the valley
and they number in the thousands. Their high chief gave the town one week to evacuate before she
has promised to raze Round River and execute anyone who remains there. We attempted
diplomacy with the halflings, but mistakes were made, and they have banned me and the other
town elders from their camp.
I need a party of stout adventurers to act as our intermediaries and save Round River -- or if
diplomacy fails, to act as our champions and drive off the horde with a ritual show of strength.
We have little material wealth, but in exchange for your service the baron has authorized me to
offer you a portion of any surplus the towns budget sees for as long as he rules the barony.
What say you? Will you come with me to Round River?
Oxidus has a pretty good understanding of both sides of the situation at Round River and will
answer questions the party puts to him honestly, although he is hesitant to place any blame upon the
town or Baron Eligost.
If the party asks him what mistakes were made in the pursuit of diplomacy, Oxidus only admits that
he tried to frighten the horde off with a pyrotechnic display, only to have it dispelled by the halflings
high chief, herself a powerful mage. More than anything else, Oxidus wants to see this conflict end
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Smiling and nodding, the mage rubs the back of his head with one hand. Good, good. Thank
you; your reputations are well earned. He turns back toward the fireplace and casts a quick
cantrip. A glowing ring circumscribes the broad hearth of the fireplace and he steps into it. The
fire leaps once again, and he looks back over his shoulder. Follow me quickly -- the
teleportation circle is not permanent. He then steps into the fire and vanishes.
The circle will remain long enough for the party to gather their gear and make basic preparations for
the journey. Once at his tower in Round River, Oxidus provides the party with the address of an
inn, the Riverbend House, explaining that arrangements have already been made for their comfort
and a suite has been reserved in their names. He goes on:
Obviously time is of the essence, as we have only six days before the high chiefs patience expires.
However, I recommend that you speak with my fellow town leaders before journeying to the hordes
camp, in order that you should have the most complete picture of what has transpired here. You
can find Baron Eligost at the town hall; Watch Captain Brijn at the watch house, and Abbess
Forsythe at the abbey. I would ask that you give them your understanding -- these are trying
times for us all.
The baron, watch captain, and abbess are all grateful for the partys presence, although their nerves
are raw. They are all willing -- if not happy -- to speak with them about the halfling threat. None of
them are as neutral as Oxidus regarding the situation -- Eligost and Brijn are downright hawkish,
although it is all bravado. Round River lacks the military clout to even give pause to the halflings.
Forsythe, like Oxidus, hopes the situation will be resolved without bloodshed, but not out of any
sympathy for the hordes position -- ultimately, she wants the savage halflings gone, and is willing
to sacrifice their lives if that is what it takes to protect her flock.
Eligost and Forsythe will openly discuss the errors they made in diplomacy with the high chief,
because neither of them believe they made any mistake: Eligost attempted to purchase the land
Round River is built on, and Forsythe refused to take part in a ritual greeting before the opening of
negotiations that offended her conservative religious sensibilities.
If the party attempts to interview any Round River townsfolk regarding the presence of the horde,
they come across as inhospitable and cold, although it is not difficult to understand why given the
high chiefs ultimatum.
You leave Round River through the eastern gate and immediately see the hordes camp. It sits
atop the rise overlooking Round River like a great collection of autumn leaves atop the winter
snow. You are struck by its size -- what you can see of it is twice the size of Round River, at
least, and there is undoubtedly more camp on the back side of the hill. Truly, this is going to be
an uphill battle -- with a force this size the halflings have little incentive to negotiate and less to
capitulate.
The hike to the camp takes an hour and a half. When you are a bowshot from the outermost
tents, two halflings mounted on massive war dogs ride up to you and level their spears in your
direction.
Know that all visitors who mean no harm are welcome among the Broadbelt Horde, one of the
outriders says, in the common tongue. Be you friend or foe of the Horde?
The outriders will ask a few more questions. They know the party has come from Round River, and
they are curious about their relationship with the town. They will answer general questions about the
horde but will refer specific diplomatic questions or questions about challenging the hordes
champions to the high chiefs husband, Amran. Regardless of whether the party asks, when they part
ways, the outriders will leave them with this:
Go in peace, friends of the Broadbelt, but know that if you seek to further the towns cause with
our high chief, or if you seek to challenge our champions for right of settlement here, you must
speak with our chiefs honored husband, Amran. Our chief is busy with the preparations for her
sons marriage to the Greenheels bride in a few days time. You can find Amran in the high
chiefs tent at the top of the rise.
If the party ends up in conflict with the outriders, use the statistics for the Berrystill outriders from
Act III, below. The party is in clear view of the camp, and while they will probably dispatch the
outriders without difficulty, the rest of the camp will be hostile to them. Move on to the events of
Act IV and Amrans kidnapping by the baron. Depending on the partys relationship with the baron,
they may be involved with the attempt or may try to stop it. In the latter case, it is possible Round
River may still be saved.
The Broadbelt halflings are polite and welcoming to outsiders, although it is clear to any such
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The guards outside the high chiefs tent are dressed ceremonially but the spears and swords they
carry look sharp enough to cause more than ceremonial damage. They wave you into the tent,
where you find a middle-aged halfling dressed in handsomely beaded furs speaking to two more
plainly dressed individuals in the halfling tongue. When he sees you enter, he clasps his visitors
hands and appears to ask them politely to leave. In turn, they bow, and walk past you to the
entrance of the tent, offering you smiles and greetings in broken Common.
You are from Round River, the well-dressed halfling says. I am Amran Broadbelt, husband
of the high chief of the horde. I am sorry my wife cannot speak with you personally but she has
many responsibilities with regard to our sons upcoming wedding, both as high chief and as a
mother.
I hope that you are here to ask for more time to evacuate your citizens, as you certainly do not
have enough time remaining to do so. We will grant it; we have no desire to put your people to
the sword.
Provided that the party is polite, Amran is likewise polite in response to further negotiation, but
unless the party is willing to make grand personal gestures (and not of a monetary nature), Amran
will not budge on anything other than a postponement of the imminent horde attack. There is too
much at stake for his people.
If the party is unapologetically rude or insulting, Amran will ask them to leave and they will not be
welcome back in the camp. Move on to the events of Act IV and Amrans kidnapping by the baron.
Depending on the partys relationship with the baron, they may be involved with the attempt or may
try to stop it. In the latter case, it is possible Round River may still be saved.
If the party asks about challenging the hordes champions, read the following:
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Amran lets out a deep sigh and massages the bridge of his nose. If that is what you want, the
Broadbelt Horde will honor your challenge. But we must ask that you accept a short delay. If
one among you prides yourself on your stealth and dexterity, I can easily arrange for you to face
our greatest scout today, in a trial by combat, but Im afraid that the greatest of our mages,
shaman, and warriors are all either preparing for the wedding or out on patrol. We can arrange
for the remainder of the challenges to be carried out following the wedding in two days time.
If the party asks for the delay to be considered in the impending destruction of Round River, read
the following:
Amran laughs. So certain of your defeat? We will postpone our attack until the conclusion of
your challenges provided that evacuation begins immediately. We will not abide stalling tactics.
When the partys conversation with Amran is over, read the following:
Thank you for coming to see me, Amran says. It is my hope and the hope of my wife that we
can see this situation resolved without bloodshed, but I must be clear: the land of our ancestors is
free, and will remain free, even if that means we have to resort to unpleasant means to ensure this
is so.
Now, I must tell you that it is considered good luck among my people for a wedding to be
attended by strangers who have traveled a great distance. I know the potential for great conflict
exists between us, however you have proven yourselves to be proper guests. I can tell by your garb
that you are not natives of Round River. Would you do my family the honor of attending my
sons wedding in two days time, or at least tonights rehearsal banquet?
If the party refuses, Amran is disappointed but understands, given the circumstances. He says his
farewells and says that he looks forward to the trials following the wedding. If they accept, he offers
to allow the party to stay in his spacious tent until the banquet.
When the party attends the banquet, use the opportunity to introduce them to as many of the major
halfling NPCs as possible. They should meet the doomed bride and groom, as well as the traitorous
Corman Berrystill, and even have conversations with Aelys and Amran Broadbelt, if possible. The
more exposure they have to the NPCs at this stage, the more invested they will be in the events to
come. Read the following to the party:
The wedding rehearsal banquet is sumptuous, if unrefined. The heads of all the families of the
horde are in attendance, and it seems like everyone is nearly as excited to meet and talk to you as
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they are to congratulate the bride and groom on their impending nuptials.
As the night draws to a close, read the following:
When the guests begin to trickle out of the tent in pairs and threes, Shendra Greenheels, the bride,
approaches your table. Excuse me, adventurers, but I was hoping I could impose a moment
more on your time. There is a ritual that Hugh and I would like to perform, to honor my family
and ancestors who could not be in attendance tonight. As strangers and as friends, we would like
you to stand in for them, if you would be so kind.
If the party agrees, she asks them to meet her and Hugh in their tent in ten minutes. When the party
arrives, read the following:
The first sign that something is wrong in Hugh and Shendras tent is that there are no guards in
front. You open the flap and are horrified to discover the betrotheds bodies lying awkwardly on
the scattered fur cushions and rugs, their blood spattered over the contents and walls of the tent.
The back wall of the tent has been slit open, and now flaps in the wind, the cold winter air not
half the cause of the chill in your spines.
If the party gives chase immediately, there is a chance they could catch up to the Berrystill murderers
that killed Hugh and Shendra, but it should be difficult. The halflings know the camp well and will
put the party through its paces. The adventure continues even if they fail, but if they are successful,
skip ahead to bringing the Berrystill equipment to the high chief in Act III, then return to the
beginning of Act III for the Berrystill ambush at the Riverbend House. Both events need to occur in
order for the high chief to set the party on the heels of Corman Berrystill.
When you show the high chief the arms and armor of the halflings who tried to kill you, she leaps
to her feet and grabs them from you. These are Berrystill make, she growls. How dare that
old drunk-- he and his family will pay with blood! I am sorry, honored guests; this attack did
not go forward with my blessing. For their own dark purposes, for which they will suffer mightily,
the Berrystill family has seen fit to dishonor me by making this attempt on your life.
There can be no doubt that this heinous act is the fruit of the same diseased mind that has taken
my son from me, in an attempt to discredit me with the Greenheels horde. And in this, Corman
Berrystill has stolen from me even the honor of vengeance!
The high chief is silent for a long time before continuing. It is tradition among my people that
the victim of a crime always has the right of vengeance for it. If the victim does not survive, then
that right falls to his family, but even though this attack has revealed to me the identity of my
sons murderers it has also caused the right of vengeance to fall to you.
The high chief regards you with a cold fire in her eyes. Do you accept this right and this
responsibility? Will you deliver our vengeance to Corman Berrystill?
If the party accepts, the high chief, her husband, and their most elite guards escort the party to the
tents of the Berrystill, where they find that Corman Berrystill has broken camp and fled with his most
loyal family members. Read the following:
I know where that drunk has gone, the high chief grunts, spitting into the dog tracks
disappearing into the north. A days travel by foot north of here is a ruin my people call the
Stone Crown. It is defensible, and the Berrystill have bandit allies who summer there. You find
the ruin, you find Corman Berrystill. The high chief says nothing further; it is clear by her
demeanor that she expects you to leave immediately.
If the party refuses, the high chief accepts the burden of vengeance and asks the party to leave while
the horde handles this matter internally. If the party refuses, insisting on challenging the hordes
champions or diplomacy on behalf of Round River, the high chief acquiesces but rushes through the
particulars as quickly as possible such that she can pursue Berrystill.
Heading out into the great plains to pursue Corman Berrystill begins the exploration phase of this
adventure. The Stone Crown is a days travel northeast of Round River. It is a temperate winter, and
the plains are a typical region with regard to random encounters. Use the table in the Encounter
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North is toward the upper left corner of the map image. Unless they circle around, the party will
approach the ruin from the southwest, along the bottom edge of the map.
Legend
1 Sunset in Winter
2 Dawn in Summer
3 Forgotten Spring
9 Smugglers Bend
4 Autumns Loss
10 Bloody Secret
5 Lonely Shade
6 Humble Stones
12 Bandits Survival
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You crest a ridge and find yourselves looking down into a depression about half a mile across.
The depression is dotted with oddly regular stands of trees and brush, and at its center is a low hill
crested by what appears to be the ruin of an ancient tower, now only a ring of crumbling masonry
about eight to ten feet high with a jagged top edge that no doubt gives the ruin its name -- the
Stone Crown.
1 - Sunset in Winter
Three Berrystill hamstringers guard the northeastern entrance to the tower, along with eight of the
familys war dogs. If combat begins at area 2, the halflings and dogs in area 1 move to reinforce their
allies.
2 - Dawn in Summer
This area is a mirror image of area 1. If combat begins at area 1, the halflings and dogs in area 2
move to reinforce their allies.
3 - Forgotten Spring
This rocky patch of brush is barely recognizable as the carefully laid out garden it once was. At
the center of the uneven flagstone paths and savagely overgrown flower beds is a round decorative
pool of crumbling masonry. The seasonal snow cannot conceal the fact that the pool appears to be
surrounded by a circular pile of rusting arms and armor.
The garden pool is home to an ancient water weird, the enchantments on which have broken down
over the centuries. In another few years, the water weird will undoubtedly finally be dispelled, but in
the meantime the magical guardian viciously attacks anything within ten feet that carries a weapon or
magic focus.
Use the Bestiary statistics of the water elemental for the water weird, with the following changes: the
water weird is immobile, and cannot leave its pool. However, its melee attacks have a 10 reach, and
if there is nothing within striking distance the weird returns to its pool and regains 15 hit points each
round until a new target presents itself.
4 - Autumns Loss
The oldest of these trees at the foot of the hill were obviously planted by hand, in neat rows,
although they are now interspersed with their own progeny and other wild growth. At the edge of
the copse, in broken, crimson snow, lies the body of a halfling, her skull obviously crushed. Her
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This isolated stand of trees shows signs of having once been planted and tended by mortal hands,
but those days are long over.
This copse conceals two secrets: the first is a hidden entrance to the Stone Crown, a steeply angled
door set into the side of a low, overgrown cairn. Finding the door, or whats left of it, requires a DC
15 perception check. The second secret is the ancient smugglers trap set to protect the door -- a
spiked wooden frame lashed together and suspended from the treetops.
Because of the thinning out of the trees, the large trap is slightly easier to spot than the concealed
door itself -- a DC 12 perception check will clue the party in to its presence. Once spotted, a DC 17
Dexterity check and proficiency with thieves tools will do away with the threat. If the trap is
triggered, everyone within 5 of the door takes 4d8+6 damage from the falling spikes, DC 14
Dexterity saving throw for half damage.
6 - Humble Stones
This low building attached to the Stone Crown appears to have been built much more recently
than the tower itself. Its stones are well-fitted and its slate roof shows little disrepair. As you
enter through the stout wooden door, an arrow thunks into its boards inches from your hand.
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The interior of the Stone Crown is not surprising. It is, as was apparent from the outside, a ring
of aged masonry about eight feet high, with a jagged top edge resembling the points of a crown.
There is a ruined stair against the south wall that climbs about six feet up the wall before
crumbling into a pile of loose stone. The floor is overgrown flagstone, and at the center of the floor
is a worn wooden trap door.
8 - The Umber Hole
The room below the trap door is unlit, but by the light outside you can make out that it is dug out
of the soil and reinforced with wooden beams. A single tunnel leaves the room to the southeast.
The only distinguishing features of this room are the 10 drop to the floor and the bear trap directly
beneath it. The bear trap has been carefully buried and concealed with loose dirt, and a DC 17
perception check is required to spot it from the surface. However, anything dropped into area 8
triggers the trap, as does anyone dropping into room and not specifically swinging to one side or the
other. Anyone landing on the trap must make a DC 18 Dexterity save or take 2d10+8 damage. A
victims movement is also halved until the damage is healed.
9 - Smugglers Bend
Reinforced with stone arches obviously borrowed piecemeal from the ruin above, this earthen tunnel
descends into the hill at a sharp angle before turning left into the unknown.
At the left-hand bend in the corridor, a tripwire is rigged to release a spring-loaded axe at waist
height on a medium creature (face-height for a small creature). A DC 14 perception check will spot
the tripwire. If the trap is triggered, the lead character must make a DC 15 Dexterity save to avoid
the axe, or take 2d8+4 damage.
As the party approaches area 10, two Berrystill outriders to either side of the entrance grab the
character in the lead and throw him into the room, attempting to knock him prone (opposed
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The Berrystill traitor defeated, you take a moment to catch your breath and review your
surroundings. The room appears to have once been a combination of office and storeroom, perhaps
for a smuggling ring, although the contraband is long gone. A desk, a chair, and two worktables
look to be badly dry rotted and barely standing under their own weight. A third table is propped
up against the wall in the southeast corner of the room.
The southwestern entrance to this room is an open tunnel, but the northeastern entrance is an
ancient door concealed by an upended table. The only person who knows the door is there is
Corman Berrystill; if he is incapacitated he will try to trade the contents of the chest behind it for his
life.
11 - The Wickeds Rest
This small chamber once served as a cramped bedroom, although the wooden frames of the bed and
chest of drawers have long since succumbed to dry rot and the mattress is nothing more than a
torn, mouldering sack, its straw stolen away by burrowing animals. A far more contemporary
and intact chest has been placed at the foot of what remains of the bed.
Ancient and disintegrating wooden doors adorn the north and south walls. A long tunnel is
visible between the boards of the southern door, and some kind of wooden obstruction is visible
through the northern door. Short-tempered conversation in the halfling tongue can be heard beyond
the obstruction.
The room is unremarkable but for the chest, which contains a portion of Corman Berrystills wealth.
If the party enters this room from area 12, and they are careful about their noise, they have a chance
to surprise the halflings in area 10 by breaking down the north door and knocking aside the table
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This long earthen tunnel is lined with visibly rotting wooden supports along its entire length. The
ancient doors at either end are in a similar state of disrepair.
Despite appearances, the shallow tunnel is quite stable, especially in winter when the ground is
frozen.
The High Chief fixes her gaze firmly on you as she speaks. This is a warrior, preparing to go to
battle. "Firstly thank you for avenging my son and his future wife. Unfortunately I still have no
time to mourn as those fools in the town have taken my husband. A raiding party crept in during
the night, killing several of my clan, and while the dead were avenged twice over, they managed to
escape with Amran in their grasp." She pauses a moment to let that sink in. "They have given me
no choice at this point. Today, we go to war."
Should the party offer to retrieve Amran she is willing to give them the opportunity to do so and
return with him. Aelys makes it absolutely clear that the kidnapping has erased any remaining
goodwill she had towards the town. Should the party not offer to, she can suggest having the PCs go
in and attempt it, as sending in even a small raiding force of her own would star the war. That is
entirely pragmatic on her part: the halflings are not all mobilized as of yet. If the PCs agree she
thanks them and then returns to her preparations. The party has perhaps two, maybe three hours at
most before she will send in her own groups of scouts to try and rescue her husband, and another
hour before the horde launches an all-out attack on the town.
When the party returns to Round River they find the populace on the verge of panic. The fact that
the halflings are readying for a full assault has not escaped any of them, and rumors are flying. If on
good terms with the town, they are taken to the war council, composed of Oxidus, Baron Eligos,
Captain Brijn, and Abbess Forsythe. Oxidus is the most rational person present, and will do his best
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Whats Next
The dungeon master should use his or her judgment as to the aftermath of Act IV. Did the party
attend the rehearsal banquet? Did they doggedly insist on challenging the hordes champions, or
were they more circumspect, looking for another way to get into the high chiefs good graces? Did
they pursue Berrystill, or leave it to the high chief? Finally, did they succeed at rescuing Amran
Broadbelt? Or did he die in Round River? What about the baron and his companions? Did they
survive their final encounter with the party?
Most of the possible outcomes of this adventure will result in High Chief Aelys owing the party some
kind of debt, but there is no hard requirement on her to honor it in any way other than what she sees
as fit. If the dungeon master feels that Aelys is very much in the partys debt, then perhaps they can
trade that favor for Round Rivers continued existence -- if that is what they desire.
The high chief will demand as many concessions from the town as she can manage, the least of which
will be a guarantee of safe access to the river for her peoples rituals, but if she is truly grateful to the
party she will honor their request. Of course, if the town leaders are dead, that may not be enough to
guarantee Round Rivers survival.
Perhaps a temporary reprieve is all the party can manage for Round River -- six years, until the horde
returns again and the negotiation must again be undertaken. And of course, in the worst case
scenario, Round River burns. In the end, the partys interactions with the Broadbelt Horde and their
attitudes toward Round River should decide the towns fate.
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Encounter Statistics
Major Players
Oxidus, Sage of Fire
Oxidus is a scholar, not a war wizard or an adventurer. He does not have access to high-level
combat spells.
Medium Humanoid (Dwarf)
Armor Class 16 (mithral scale, trait)
Hit Points 48 (12d6+12)
Speed 30 ft.
Str 9(-1)
Dex 8(-1)
Con 12(+1)
Int 18(+4)
Wis 12(+1) Cha 10(+0)
Alignment lawful good
Languages Common, Dwarf, Ignan, Draconic, Giant, Elven
Traits
Oxidus is proficient with medium armor and gains +1 AC while wearing it. He has advantage on
saving throws against poison and is resistant to poison damage.
Oxidus can deal maximum damage with Burning Hands, Scorching Ray, or Fireball once per day,
and adds +4 damage to all his non-melee damage rolls.
Actions
Melee Attack - Quarterstaff: +7 to hit (reach 5 ft.; one creature). Hit: 4 (1d6+2) bludgeoning
damage (minimum 1 damage).
Burning Hands (4/day): per the 1st-level mage spell; DC 17 Dexterity saving throw to resist.
Scorching Ray (3/day): +9 to hit (range 100 ft.; 3 targets). 2d6 fire damage.
Fireball (3/day): per the 3rd-level mage spell; DC 17 Dexterity saving throw to resist.
Wall of Fire (3/day): per the 4th-level mage spell; DC 17 Dexterity saving throw to resist.
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22
Abbess Forsythe
Medium Humanoid (Human)
Armor Class 16 (scale mail, shield)
Hit Points 35 (7d8+7)
Speed 30 ft.
Str 11(+0)
Dex 11(+0) Con 13(+1)
Int 9(-1)
Wis 19(+4) Cha 13(+1)
Alignment neutral good
Languages Common, Celestial
Actions
Sacred Flame: as the cleric cantrip. DC 11 Dexterity saving throw.
Channel Divinity: Radiance of the Dawn (2/day): per the cleric light domain ability.
Cure Wounds (4/day): as the 1st-level cleric spell.
Flaming Sphere (3/day): as the 2nd-level mage spell; DC 15 Dexterity saving throw to resist.
Mass Healing Word (3/day): as the 3rd-level cleric spell.
Guardian of Faith (1/day): as the 4th-level cleric spell; DC 15 Dexterity saving throw to resist.
Encounter Building
Level 7
XP 600
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Act II
Champions of the Broadbelt Horde
With the exception of High Chief Aelys, who serves as the arcane champion of the Broadbelts,
statistics for the Broadbelt champions are not provided. To represent these formidable opponents,
take the appropriate player characters sheet ahead of time, convert the character to a stout halfling,
and then increase their level by 2. Given that the Broadbelt Horde consists of thousands of halfling
hunters and warriors, finding matches for the player characters is no challenge for the horde.
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Berrystill Murderer
These merciless halfling scum are disguised as wedding attendants, but are armed with human
longswords taken as trophies in a past conflict.
Small Humanoid (Halfling)
Armor Class 11 (Dex bonus)
Hit Points 4 (1d6+1)
Speed 30 ft.
Str 8(-1)
Dex 12(+1) Con 12(+1)
Int 8(-1)
Wis 9(-1)
Cha 10(+0)
Alignment neutral evil
Languages Common, Halfling
Traits
Berrystill halflings reroll all attack roll, skill check, and saving throw results of 1; the second roll must
be used. They have advantage on saving throws versus fear and poison and are resistant to poison
damage. They treat spaces occupied by medium or larger creatures as empty for the purposes of
movement.
Berrystill murderers do +1d6 bonus damage when they have advantage over an opponent in combat.
Actions
Melee Attack - Longsword: +0 to hit (reach 5 ft.; one creature). Hit: 4 (1d10-1) slashing damage
(minimum 1 damage)
Encounter Building
Level 1
XP 15
Act III
Berrystill Ambusher
When they assault the party, two ambushers rush in with their short swords while two more hang
back to use their shortbows.
Small Humanoid (Halfling)
Armor Class 14 (leather, Dex bonus)
Hit Points 32 (8d6+8)
Speed 30 ft.
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Dex 16(+3)
Wis 9(-1)
Con 12(+1)
Cha 10(+0)
Berrystill Falsefriend
Small Humanoid (Halfling)
Armor Class 11 (Dex bonus)
Hit Points 32 (8d6+8)
Speed 30 ft.
Str 8(-1)
Dex 12(+1) Con 12(+1)
Int 12(+1)
Wis 9(-1)
Cha 10(+0)
Alignment neutral evil
Languages Common, Halfling
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Berrystill Hamstringer
Small Humanoid (Halfling)
Armor Class 13 (leather, Dex bonus)
Hit Points 16 (4d6+4)
Speed 30 ft.
Str 8(-1)
Dex 14(+2) Con 12(+1)
Int 8(-1)
Wis 9(-1)
Cha 10(+0)
Alignment neutral evil
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Berrystill Outrider
Small Humanoid (Halfling)
Armor Class 17 (chain, trait)
Hit Points 24 (4d10+4)
Speed 30 ft.
Str 12(+1)
Dex 10(+0) Con 12(+1)
Int 8(-1)
Wis 9(-1)
Cha 10(+0)
Alignment neutral evil
Languages Common, Halfling
Traits
Berrystill halflings reroll all attack roll, skill check, and saving throw results of 1; the second roll must
be used. They have advantage on saving throws versus fear and poison and are resistant to poison
damage. They treat spaces occupied by medium or larger creatures as empty for the purposes of
movement.
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Berrystill Warcaster
Small Humanoid (Halfling)
Armor Class 11 (Dex bonus)
Hit Points 12 (4d6)
Speed 30 ft.
Str 8(-1)
Dex 12(+1) Con 10(+0)
Int 12(+1)
Wis 9(-1)
Cha 10(+0)
Alignment neutral evil
Languages Common, Halfling
Traits
Berrystill halflings reroll all attack roll, skill check, and saving throw results of 1; the second roll must
be used. They have advantage on saving throws versus fear and poison and are resistant to poison
damage. They treat spaces occupied by medium or larger creatures as empty for the purposes of
movement.
Actions
Chill Touch: +4 to hit (reach 5 ft.; one creature). Hit: 4 (1d8) necrotic damage, and target cannot
heal until the beginning of the warcasters next turn.
Magic Missile (4/day): as the 1st-level mage spell.
Scorching Ray (3/day): +3 to hit (range 100 ft.; 3 targets). 2d6 fire damage.
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Berrystill Brewshaman
Small Humanoid (Halfling)
Armor Class 15 (studded leather, shield)
Hit Points 20 (4d8+4)
Speed 30 ft.
Str 8(-1)
Dex 10(+0) Con 12(+1)
Int 8(-1)
Wis 13(+1) Cha 10(+0)
Alignment neutral evil
Languages Common, Halfling
Traits
Berrystill halflings reroll all attack roll, skill check, and saving throw results of 1; the second roll must
be used. They have advantage on saving throws versus fear and poison and are resistant to poison
damage. They treat spaces occupied by medium or larger creatures as empty for the purposes of
movement.
Berrystill brewshaman casting Cure Wounds grant 3 additional hit points to the target.
Actions
Sacred Flame: as the cleric cantrip. DC 11 Dexterity saving throw.
Channel Divinity: Restore Health (1/day): per the cleric life domain ability.
Cure Wounds (4/day): as the 1st-level cleric spell.
Spiritual Weapon (3/day): as the 2nd-level cleric spell.
Encounter Building
Level 3
XP 250
Corman Berrystill
See Major Players, above.
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Act IV
Confronting the Baron
See Major Players, above. For the Round River watchmen protecting the town hall, use the
Bestiary statistics for human warriors.
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