Professional Documents
Culture Documents
The Surrounded
The Surrounded
DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Forgotten Realms, Ravenloft, 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
I played a different version
with permission under the Community Content
of this beautiful adventure
Agreement for Dungeon Masters Guild.
back in the 2nd edition days. It
is an anonymous story which was All other original material in this work is copyright (2020)
passed from DM to DM, evolving with each DM’s by Erdem Acır and published under the Community
interpretation over the course of the years. I am not sure Content Agreement for Dungeon Masters Guild.
if anyone knows who wrote the story in the first place or
what was it like back then (if the original author is
reading this: e-mail me!). This is my attempt on re-
designing the adventure into a module for all to enjoy.
I would like to thank Dmytro Zinkevych and Patrick E.
Pullen for their beautiful (free) art, Solbera from Reddit The Surrounded is a 5th Edition D&D adventure where
for the fonts, Erinç Gücer for his fantastic advisory on all players are the actual enemies of each other but this
matters regarding D&D and also for proofreading, Özgür situation stays (partially) a secret until the end of the
Cebeci for his ideas, and last but not the least Levent adventure. At the beginning of the game, players have
“Low Quality” Günbattı for sharing his version of the varying levels of power and knowledge of the story line.
adventure and its details with me. Only the DM knows what is hidden in the sleeves of each
player. As the real intentions of the characters surface,
Design, writing, art direction and map drawings the party faces a series of unavoidable internal conflicts.
(Inkarnate.com) by Erdem Acır (erdemacir@gmail.com)
© 2020. The adventure features a few encounters, NPCs and
locations which resembles any other fantasy adventure.
The story is quite railroad, the order of the events are
almost unchangeable.
The Surrounded makes use of the information in these So, what makes this adventure worthwhile? The driving
core D&D rulebooks: power behind The Surrounded is the hidden animosity
and the gradually rising tension between the players.
• Player’s Handbook (PH) The DM is expected to set the scene and be completely
• Dungeon Master’s Guide (DMG) fair as conflicts arise. With good execution, this session
can easily turn into one of those amazing D&D moments
• Monster Manual (MM)
that keep being told for years to come.
• Xanathar’s Guide to Everything (XGTE)
• Sword Coast Adventurer’s Guide (SCAG) The module is a one-shot and best played in a single
session.
2
The Surrounded
The DM is free to change the names and properties of Sir Gawain is the most famous Purple Dragon Knight
the places, towns, NPCs, guilds & factions freely in order alive whose fame goes beyond the borders of Cormyr.
to make the adventure work in anywhere else in He is a Paladin of Torm. Ranked as the Battlemaster (2nd
Toril/Faerûn. The module might be re-published into commander in charge) of the Purple Dragons in Cormyr,
new settings (which may include dragons, knights and he is nothing short of a living legend, an ever-shining
kenders maybe?) if WotC introduces new worlds in the beacon of the good and a champion of the Gods. As soon
following time period. as he hears the call of the Queen, he steps up for duty.
Since the Red Dragon is an immensely powerful foe, he
The backgrounds and the motives of the PCs & NPCs are prevents his loyal knights from Purple Dragons joining
better left untouched because the adventure depends him, hoping to save them from the annihilation
on the balance of power between the player characters. Baeloxxar will unleash.
The Surrounded is an adventure designed for exactly
four players. Sir Robert is a champion fighter residing in the
neighboring Elturgard. He is a follower of the light and a
But as always, the DM is the king. devotee of the Lords’ Alliance. His faction believes in
uniting against evil and striking it with might before it is
too late thus they send in Sir Robert to answer the
Queen’s call.
Raedra Obarskyr, the ruler of Cormyr, had a long and
Sir Robert has never met Sir Gawain, but he grew up with
successful reign. This is partly due to the support she
the stories of his courage and valor. Although he is a
received from her group of extraordinary of advisors.
hero himself, Sir Robert is thrilled to go on an epic quest
The public knows that one of her most trusted advisors
with his role model.
is Miramon who is an old but sharp witted man who
bears a long beard and elegant clothing. Miramon, in Father Tristram is the highest ranking priest of the
truth, is a Gold Dragon in disguise and he voluntarily Brotherhood of the Glorious Sun (a sect of the church of
helps Raedra in fighting off the evil in his lands. Lathander) in Berdusk. He is also a member of the Order
of the Gauntlet. Father Tristram is a reputable religious
One of those evil forces, an Adult Red Dragon named
figure and a true champion of the light. He volunteers
Baeloxxar, stole a dragon egg 7 days ago and brought it
for the quest and decides to meet up with Sir Robert
to his cave on the top of the Storm Horns which is
before leaving for Cormyr. They start travelling to the
warded with strong magic. Not surprisingly, the egg is
court of Queen Raedra together.
the offspring of Queen's very advisor Miramon. If the
egg hatches to bring a new good-willed gold dragon to Varius is a powerful wizard. Despite his advanced age
life, it will definitely change the balance of power in the and deteriorating health, he is an indisputable master of
region. Knowing this, Baeloxxar steals the egg, hoping to magic and sorcery. There are some shady rumors on
corrupt (or slay) the new-born dragon. how he achieved such power, but most believe those are
just jealous gossip spread by his competition.
Thus, Raedra Obarskyr sends word to the Knights and
other renowned adventurers around Cormyr kingdom.
Four powerful adventurers heed his call for the quest on
retrieving the egg back from the deadly claws of
Baeloxxar and are now at the court of the Queen. Sir Robert and Father Tristram joined forces in
Scornubel, sent a letter to the Queen and started
travelling together. Due to ill fate, however, they never
got to reach Cormyr: The heroes were ambushed by
members of Zhentarim shortly after leaving the city.
3
The Surrounded
Zhentarim sends two outstanding members (nicknamed slowly dying of old age, trapped in this fragile shell.
Ironclad and The Bishop) to ambush and kill Sir Robert
and Father Tristram, so they can replace their identities Jyverroth, now called Varius, continued his research for
and retrieve the invaluable dragon egg for Zhentarim. Sir almost 20 years in Cormyr and finally found a glimmer of
Robert and Father Tristram fight bravely but are hope. He got his hands on an ancient scroll that can
treacherously butchered by the cowardly use of magic. break the curse and turn him back into the mighty Red
The impersonators take their possessions and wear their Dragon he once was. The only problem was the spell
clothes and armor. Since no one from Cormyr knew the required an incredibly rare item, an intact dragon egg,
faces of the fallen heroes, the killers aim to stay as a material component. “Fate” thought Varius as he
undercover until the last minute and escape with the read the invitation of the Queen, “if this is not fate, what
dragon egg back to the safety of their headquarters. is?”.
opportunities to defeat both Baeloxxar and their against each other. Alternatively, they might try to buy
companions. the wizard since Zhentarim believes that everything and
everyone has a price.
Inform the players on Zhentarim if necessary. This works
out best when you inform those players separately.
➢ The agents of Zhentarim don’t care anything other than You are offered elegant guestrooms in the
gaining power for their order. But they are not strong palace and the best food and wine money can
enough to fight the knight and the wizard together. So buy. After a brief dinner, you head to the
they will have to make a plan to drop the number of rooms to get some rest.
enemies to one. Tell the players that they are
strong as long as they are a team
– but they can’t slow down the
pace of the game session. They
will have to be creative to
communicate.
5
The Surrounded
The players spend the night resting at the palace. They is a dragon or the egg belongs to him, Miramon will
are guests but are not allowed to wander around or laugh off the claims and change the subject.
leave the castle. If the players insist to do so, the
crowded groups of guards patrolling the palace warn ➢ Baeloxxar’s lair is in a cave within The Storm Horns
them kindly. They have clear orders to protect the Mountains. The adventurers must pass the river
adventurers (and the Queen) until next morning. But the around the mountain, climb the skirts of the
guards tell the players that they are free to visit each mountain and go inside the lair.
other in their rooms which are all adjoining.
➢ The dragon’s lair is protected by spells, minions and
probably by other defenses. For example, there is a
The next morning all four of you are magical barrier around the mountain which prevents
summoned to the Great Hall in Castle the good dragons to fly close (Miramon knows this
Obarskyr to meet Queen Readra of Cormyr, because he could not get close to the mountain
daughter of Irvel Obarskyr. himself).
Miramon
6
The Surrounded
Right after this dialogue, the adventurers are expected The name of the man is Elros Glimmergaunt, often
to leave for Storm Horns on horseback. referred to as Elros the Bard. He wants to write a song
about the quest for slaying the dragon however he
You pack your gear and get ready for the doesn’t want to travel with the party because it is too
journey. A group of Purple Knights and War dangerous. So, he starts the songwriting process from a
Wizards escort you to the city walls. After that safe distance. He wants to chat with the party as much
point you are on your own. You start following as possible to implement realistic details from their
The Way of the Dragon, which is the main attire, equipment, behavior and manners into his song.
road to the north of Suzail. The road leads to He will easily admit his goal if he is asked why he was
the small town of Waymoot which is the waiting for the party on the road.
largest settlement inside the King’s Forest
and a defensive stronghold of Cormyr. Being a cultured individual, Elros knows stories about all
the characters eventhough he hasn’t met any of them
before. Sir Gawain is a living legend, Sir Robert & Father
Tristram are heroes of moderate renown in their
homelands and Varius is a curious figure that attracted
the attention of the nosy bard. As a result, Elros knows
little details about their past adventures, nemeses, brief
This bit of the module is completely optional, you can biographies and so on. As the DM, improvise some
skip it without any concern. However this quest can help stories about the characters on the spot.
the party members to warm against each other and
make some conversation leading up to tense but also Sir Robert and Father Tristram can sweat a little bit
secretly funny moments. about during “their” stories since they are Zhentarim
agents in reality who secretly took over the identities of
A short while after the party leaves the city, read: those heroes. No need to worry though, the bard will
take whatever those players tells him as a fact.
You leave the city doors and start to advance
towards your epic quest. A few words are Make sure that the encounter with the bard doesn’t
exchanged among the party about the road, cause any problems among the party and he leaves after
the weather and other trivial subjects but a while (if not sent away by the party already). His tales
mostly an awkward silence hangs in the air. and songs are always exaggerated pieces of rumors and
he tries to collect more information from the group to
Some minutes later you hear the faint ringing fine tune his craft. This quest only aims to create a
of a lute accompanied with a melody sung by harmless tension for some of the players and act as an
a male voice. Looking around to locate the icebreaker among the group.
source of the performance you spot a bard,
sitting on a broken wall with his colorful
clothing and a long black moustache which
dances with every move his mouth makes. He
taps his foot along the chords he plays with
his lute and sings the the words of a song
which you haven’t heard before in perfect
This act begins as the party advances into the King’s
tune:
Forest. Sir Gawain knows the road and terrain well, so
“Rose Gawain of Suzail / Swinging his sword, he can lead the way. The journey to Waymoot is
The dragon attacked / With a mighty claw... eventless and takes about half a day on horseback. The
Way of the Dragon is a skid trail snaking through the
Stopping his singing abruptly, the bard starts dense and evergreen King’s Forest.
to advance towards the party with a
contagious, toothy smile: You can skip this part of the adventure and head directly
to the “Crossing the River” chapter if you have shorter
“Ah there they are. Hey! Over here master!” play time.
7
The Surrounded
A day of horseback riding after leaving Suzail, the party If the dead soldiers in Waymoot are brought back to life
gets closer to Waymoot. When they do, read: by magic, they are completely loyal to Sir Gawain. There
is nothing valuable left in plain sight at the town, almost
You notice a dark smoke rising above the everything is burnt down by the dragon’s fire. If the
trees ahead of you. You hastily ride your party thoroughly searches the town (for at least half an
horses in the swirling forest road to see the hour) they will find a pair of Gloves of Swimming and
cause of the smoke. Climbing among the wreckage of a temple called The
Sheltering Hand which was dedicated to Tymora,
As the path brings you to an opening you see Goddess of Luck whose symbol is a face up coin.
the wooden walls of Waymoot –or what is left
of it. The town and all its inns, temples, shops From here the road takes a turn to the east (The Way of
and houses are burnt down to the ground. the Dragon) and to the west (Ranger’s Way). The
The dark grey fumes rising from the burning mountains can be seen rising to the west on the top of
buildings are covering the sky. It seems that the trees and Sir Gawain knows that the party must
Waymoot has been visited by the fearsome follow this road to reach Storm Horns Mountains. If they
Red Dragon. insist on following the road to the east, the road goes to
the town of Dhedluk. The people at the town are fleeing
the area in the fear of the dragon. At that point, there
Sir Gawain has been to Waymoot many times and feels are not many options left for the party other than
deeply upset about this tragedy. returning to the eastern road for the sake of the quest.
If the players wander inside the walls and search the If the party follows the eastern road for 6 hours on
town, they will see that the fires have consumed every horseback, they leave the forest and arrive at the skirts
living thing in Waymoot. of the mountains. Refer to Map 2 for a section of this
area.
The streets and torn down buildings are full
of corpses burnt to a crisp. It seems that You leave the forest behind and The Storm
people from all ages are mercilessly Horns greets you with all its might. You are
slaughtered by the dragon. The sky is filled quick to notice the difference in the
with a grey, intoxicating fume rising from environment you step in. The smell of sulfur
some the fires emerging from what is left of emerges from the mountain; the animals and
Waymoot. There is a daunting smell of death wildlife are almost absent. It is obvious that
in the air which would disturb even the most you have arrived at the dragon’s territory.
seasoned warrior.
Your eyes catch a dark cave entrance at the
During their search they hear a faint coughing sound. top of the closest peak. The description
The sound is coming from a Purple Knight who is fatally matches with the information Miramon has
wounded. provided you with. This might very well be the
dragon’s lair.
The Purple Knight, who is lying under a pile of
logs and stones, stands only seconds away
from his death. His chest is barely moving but
The sulfur smell is coming from the flowing waters
his eyes light up when he sees Sir Gawain. But
pouring out of the holes between the rocks. The
his momentary relief is devoured by an
entrance above leads to Baeloxxar’s cave indeed.
expression of despair and shame shadows his
However a steep walk is ahead as the party must first
face:
cross the river and then climb for 2 hours to reach the
“It killed the War Wizards first… We couldn’t cave entrance. Treat the mountain as difficult terrain
stop… forgive us Sir…” and occasionally roll Athletics checks to determine
climbing speed.
After a few painful twitches and seizures, he
ceases to breathe and passes away.
8
The Surrounded
9
The Surrounded
When the players reach the cave at the top, read:
10
The Surrounded
Baeloxxar is no match for the “heroes” and will be Some players keep their secrets for the later stages of
defeated eventually. In the heat of the battle, Baeloxxar the game and wait for the right moment to strike. Others
can miss his chance to escape the scene. He tries to fly try to trick the other players. And there are some who
and breathe fire upon them but the cave is not large look for an open confrontation right away.
enough to fly and maneuver for long periods of time.
When he lands, the party gives him hell. Whatever the result is, it is up to the players to decide
how the game will advance from here on. The DM
The amount of damage each player takes depends on should only take the role of the referee.
their combat abilities and the malicious plans the
players might have against each other.
Refer to Map 3 for an overview of the area where the Sir Gawain wins by taking the dragon egg back to Suzail.
battle takes place. This usually means eliminating any or all players
opposing him. Sir Gawain is the character with the least
When the players defeat Baeloxxar, an illusion over the
knowledge so it is expected that he will be surprised
lava pool dissipates to reveal a stone bridge leading to a
with each betrayal.
door. If the party walks over the bridge, read:
Sir Robert and Sir Tristram win if one of them can bring
You walk over the narrow bridge towards the
the egg back to the Zhentil Keep. Mostly the Zhentarim
door, carefully avoiding the deadly magma.
team up with Sir Gawain against Varius and then stab
Bubbles of lava spit on your legs from the
him in the back. But why not team up with Varius first
blistering lake. The gloss of gold shines
and stab him in the back later? It is completely up to
through the opening at the end of the bridge.
your players.
You conclude that, this is the treasure room.
Varius wins by casting a spell from the ancient scroll
The door opens to the treasury of the dragon which is a which needs the dragon egg as a material component.
sight to behold: The spell takes 2 full rounds to complete. As soon as the
spell ends, the egg becomes an empty shell weighing
The treasure room has a lower ceiling and much less than before but otherwise looks unchanged.
smaller size compared to the main cave. From this moment on, Varius can transform into an
Magical lights flicker over the mountain of Ancient Red Dragon with full hit points anytime at will.
coins, gems and ornaments; it is an amazing This of course, makes him a much more formidable
sight to behold, filling the hearts of even the opponent.
humblest of beings with greed. At the top of
the pile, the Gold Dragon egg is standing on a
silver stand, waiting to be acquired.
Baeloxxar
Treasure: 42000 gp, 28000 pp, Jeweled Longsword Scabbard
(2500 gp), Ivory Drinking Horn (1500 gp), Potion of Supreme
Healing (DMG, 187), Oil of Sharpness (DMG, 184), Potion of
Flying (DMG, 187), +2 Studded Leather armor (DMG, 152)
The real battle begins now. From this point on, the DM
has no agenda to push and shouldn’t provide any
guidance to the players. The evil players (Sir Robert,
Father Tristram and Varius) will be making their
advances to the dragon egg.
11
The Surrounded
The vital information about the Player Characters is given in this section. Refer to the PH and DMG to
complete character creation. Please note that the character levels, stats and items are selected specifically
for game balance. Major changes made to the characters can result in an unbalanced gameplay but DMs
can always adjust things as they see fit.
Items Items
Holy Avenger, Long Sword +3 (DMG, 174) Dragon Slayer, Long Sword +1 , 3d6 vs. dragons (DMG, 166)
Plate Mail (PHB, 145) Breastplate (PHB, 145)
Shield (PHB, 145) Shield (PHB, 145)
Items Items
Staff of Fire, 3 charges (DMG, 201) Potion of speed (DMG, 188)
Chain Shirt (PHB, 145)
Spell list: Morningstar (PHB, 149)
Cantrips: Light, Fire Bolt, Message, Prestidigitation, Blade Ward
1st: Burning Hands, Detect Magic, Feather Fall, Sleep, Shield
2nd: Alter Self, Darkvision, Enlarge, Levitate, Misty Step
3rd: Dispel Magic, Fireball, Feign Death, Slow, Vampiric Touch
4th: Evard’s Black Tentacles, Fire Shield, Stoneskin
5th: Telekinesis, Wall of Force, Bigby’s Hand
6th: Chain Lightning, Flesh to Stone, Globe of Invulnerability
12
The Surrounded
Player Map
DungeonMaster Map
13
The Surrounded
Player Map
This player map shows a generic area from Storm Horns where the party tries to cross the magical river.
Alternatively, you can cut this map horizontally into two pieces and use one side for the first time the party
crosses and the other side for the way back.
14
The Surrounded
DungeonMaster Map
This map shows the lair of Baeloxxar from above. The players can go down and up from the spiraling natural
stairs. This is the how the minions of the dragon get in and out.
The stairs are simply rock formations on the wall of the shaft going from the floor to the ceiling. They connect
to one of the stalagmites in the main island. It is relatively easy to climb up and down from this route because
of the alterations and restorations the Lizardfolk have made over the years.
The ceiling of the main hall is 12 meters (40 feet) high. The ceiling of the treasure room is 6 meters (20 feet)
high.
15
The Surrounded
Player Map
16