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  THE KING OF THAR 
   
   
   
   
   
   
  A Two-Hour Adventure for 1st-4th Level Characters 
   
  NATE LALEMAN 
  Adventure Designer 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Rumors have surfaced of the return of Vorbyx, legendary King of Thar. The characters are hired 
  to travel from Melvaunt deep into the humanoid-infested wastelands of Thar to ascertain the 
  validity of the rumors and deal with the threat. 
  
   
  Credits 
   
  Designer Nate Laleman 
  D&D Adventurers League Guildmaster Chris 
  Lindsay 
  D&D Adventurers League Wizards Team Adam 
  Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators  
  Alan Patrick, Travis Woodall, Lysa Penrose, Claire 
  Hoffman, Greg Marks, Amy Lynn Dzura 
  Goblin cover image © 2015 Dean Spencer, used 
  with permission. All rights reserved 
  Title page crown glyph public domain from 
  openclipart.org 
  Castle image Wizards of the Coast 
  Dwarf image Wizards of the Coast 
  Moonsea Map Dave Zajac 
  Robed goblin image Jacob Blackman 
  Knight image Matthew Richmond 
  Treasure chest image Luigi Castellani 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   THE KING OF THAR 
  4 
  TThhee  KKiinngg  ooff  TThhaarr  
  Much of what is known of Vorbyx is rumor and superstition. 
  — Abrogast the Sage 
   
  Background 
  Over a millennia ago, VORBYX, the first (and last) 
  KING OF THAR, united the disparate orc and ogre 
  tribes of Thar. He ruled for many orcish lifetimes. 
  Both ogres and orcs claim that he was one of them, 
  but the truth is shrouded in time. 
   ABROGAST, a half-orc refugee from HILLSFAR, 
  survived the recent purges of all non-humans from 
  that city and made his way to MELVAUNT. There, he 
  discovered the wonders of GOND, and a home to his 
  studious nature. Now known as Abrogast the Sage, 
  he has made the study of Vorbyx his life’s work. 
   Abrogast has heard rumors of the return of 
  Vorbyx. Supposedly, someone is attempting to 
  gather an army under the legendary king’s banner, 
  unifying the tribes of ogres, orcs and goblinoids. If 
  this news is true, it would be disastrous for to city of 
  Melvaunt, which lies on the southern border of Thar 
  on the Moonsea. The prosperous city would surely 
  be the first target of such a horde, but Abrogast 
  needs proof before he brings his suspicions to the 
  Council of Lords. 
  Episodes 
  This adventure is spread over four episodes that 
  take approximately two hours to three hours to play.  
   Episode 1: Abrogast the Sage. In Melvaunt, the 
  characters are hired by Abrogast the Sage, priest of 
  Gond and an expert on the history of Thar and its 
  humanoid residents. Abrogast is a portly and 
  learned half-orc, and a refugee from Hillsfar. They 
  also meet a potential fellow adventurer, Daglyn 
  Goodale, a dwarven ranger with an intense hatred of 
  orcs and their kin. This is the Call to Action. 
   Episode 2: To Flee or Fight? On their way to the 
  possible location of Vorbyx, the characters come 
  across a company of hobgoblins, fleeing from being 
  conscripted into the army of Vorbyx. Will they 
  ambush the creatures, or attempt to parlay with 
  them in hopes of gaining information? 
   Episode 3: The Lair of King Vorbyx. The 
  characters find the lair of King Vorbyx, which is filled 
  with puzzles and traps, as well as some nasty foes. 
  The characters find out the truth behind the so-
  called king. Can they defeat the Mighty Vorbyx and 
  his henchmen? 
   Episode 4: The Humorous Truth. The characters 
  share their findings with Abrogast, who finds no end 
  of merriment at the news. 
  Episode Sequence 
  Depending on your time constraints, and play style 
  and environment, this adventure will take 
  approximately two hours to three hours to play. 
  How Will You Play? 
  The duration of your session depends on how much 
  of this adventure you utilize. At the very least, your 
  session will last approximately 2 hours. 
   Main Story Objective. To complete the 
  adventure’s main objective, the characters must 
  participate in Episodes 1 through 4.  
  Adventure Hook 
  The characters may already have their own reasons 
  for being in Melvaunt, but if not, use the adventure 
  hook below to draw them into the story. 
   Adventurers for Hire. Abrogast has placed fliers 
  in various high-traffic areas: the docks, the market, 
  the slave pens, advertising for adventurers to take 
  on the dangerous mission into Thar to find the truth 
  of the rumors. See Appendix 2: Player Handout A 
  for more information. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   THE KING OF THAR 
  5 
  Episode 1:  
  Abrogast the Sage 
  Expected Duration: 15 minutes 
   
  As the characters gather in front of The Purple 
  Portals, the temple of Gond in Melvaunt, have them 
  introduce themselves to each other. This is also 
  where they meet DAGLYN GOODALE, a shield dwarf 
  ranger, seeking to hire on. 
   When the party is ready to proceed, they are 
  escorted by an acolyte to see Abrogast. The acolyte 
  leads the characters past clanking workshops warm 
  from the heat of many forges and kilns and damp 
  from hissing steam. After entering a quieter part of 
  the temple complex, the acolyte opens a door to a 
  well-appointed library, where a portly half-orc in 
  robes sits, various writing instruments hanging from 
  his purple sash. The half-orc does not seem to notice 
  the party at first, but after being announced by their 
  escort, he looks up and exclaims, “Oh my, many 
  pardons!” He then rises from the table to move 
  various stacks of books so they can be seated. 
  Area Information 
  Melvaunt is a city of industry. Areas near the docks 
  are often shrouded in mist, and the sounds and 
  smells of metal-smithing lay in a pall over the city. 
   The Purple Portals, a temple of Gond, is a 
  sprawling complex with a mish-mash of 
  experimental architecture housing areas of crafting 
  and learning. 
   Terrain. The cobblestone streets of the city are 
  even and well maintained to facilitate trade. 
   Weather. Light mists shroud the city. 
   Smells and Sounds. Industrial smells waft by on 
  errant breezes, and the smithing sounds of metal on 
  metal ring out at random. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Roleplaying Daglyn Goodale 
  Daglyn is a dwarven ranger. He is hearty, loud, and 
  boisterous. He is also very good at what he does. And he 
  harbors an intense hatred of orcs, ogres, and all goblin-kind. 
  He is looking forward to the opportunity to travel into Thar 
  and kill some orcs and ogres, ending their pitiful excuses for 
  lives and preventing future generations from being born. To 
  him, the only good orc is a dead orc. However, he is not so 
  blind in his hatred that he ignores good tactics and stealth. 
  He is also wise enough to know when he is outnumbered and 
  outmatched, if such were come to pass. Daglyn uses the 
  scout statblock, with the following changes: 
   Daglyn uses handaxes instead of shortswords 
   Daglyn knows Dwarvish, Orcish, and Goblin in addition to 
  Common. 
   
  Quote: “Half an orc is half an orc too many!” 
  Roleplaying Abrogast 
  Abrogast grew up on the streets of Hillsfar, and fled the city 
  along with other non-humans when it instituted its Great Law 
  of Humanity. He ended up settling in Melvaunt, and barely 
  avoided its slave pens. Still facing the prejudices of the 
  populace because of the city’s proximity to Thar, he was able 
  to find work at the forges of the Temple of Gond. Learning to 
  read from one of the priests, he began to spend time in the 
  temple’s grand library, becoming lost in its vast stores of 
  knowledge. He was intrigued by stories of King Vorbyx of 
  Thar, and his seeming inconsistencies: savagery and 
  intelligence, unifying the orcs and ogres, and a lifespan that 
  encompassed multiple of their generations. 
   
  The priests found that despite his heritage, he had a ready 
  mind. Grateful to Gond and his followers, he began to 
  worship in earnest, completing the necessary training to 
  become a full-fledged priest. Abrogast has since thrown 
  himself full force into his studies, and as a result, he has 
  become a little unused to dealing with actual people. His lack 
  of physical activity has also resulted in his body going to fat. 
   
  Quote: “Oh, you’re still here.” 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   THE KING OF THAR 
  6 
  A Call to Action 
  Once Daglyn sees that Abrogast is a half-orc, he 
  curses and says, “Bah! I’ll not work for no orc!” and 
  storms out of the temple. With a sad look at Daglyn’s 
  retreating back, Abrogast shares the following 
  information with the characters: 
   Long, long ago, King Vorbyx of Thar united the 
  warring tribes of orcs and ogres into a unified 
  kingdom. 
   No one is sure what sort of creature Vorbyx was. 
  Some say ogre, some say orc, some say something 
  else entirely. What is known is that Vorbyx lived 
  for more than the lifespan of an orc or ogre. 
   Thar is a desolate wasteland, home to all sorts of 
  dangerous humanoids. 
   Rumors have reached Abrogast of someone 
  claiming to be Vorbyx reborn, and this entity is 
  gathering armies to its side. Whether or not this is 
  truly Vorbyx, or merely some pretender, it spells 
  bad news for the city of Melvaunt, as a horde of 
  orcs and ogres would be the doom of the city. If 
  there is truth to the rumor, the city needs to know 
  as soon as possible, so it can prepare for the threat. 
   There is a plateau about 40 miles to the northeast 
  of Melvaunt known as Vorbyx’s Watchpost. 
  Legend says it was the King’s home when he was 
  consolidating his power. If history is repeating 
  itself, it would be a good place for the characters 
  to begin their search. Also, the plateau makes a 
  good landmark to guide them. 
  Treasure 
  Abrogast can offer the characters a potion of healing 
  and a spell scroll of comprehend languages as 
  payment for undertaking the task. With a wink, he 
  adds that the potion may come in handy in the 
  dangerous wilds of Thar. 
  Continuing the Adventure 
  As the characters exit the temple, Daglyn approaches 
  them and ask them about their mission. He will not 
  work for Abrogast, but he is interested killing orcs in 
  Thar. If he is told about the mission, he offers to 
  come along. He has no desire to see an army gather 
  in Thar, and would be happy to help put down the 
  threat if one exists. He requires no payment. The 
  opportunity to kill some orcs, and maybe an ogre or 
  two, is good enough for him.  
   Daglyn will NOT journey with the group if it 
  contains any half-orcs or any of the “monstrous” 
  races from Volo’s (orcs, goblins, hobgoblins, 
  bugbears, kobolds). 
  Adding an NPC 
  Adding Daglyn to party has the potential to affect the 
  difficulty of each combat encounter. If your table has six or 
  seven players or a large number of 4th-level characters, you 
  may want to forgo this option and leave Daglyn out of the 
  story altogether. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   THE KING OF THAR 
  7 
  Episode 2:  
  To Flee or Fight? 
  Expected Duration: 30 minutes 
   
  As the group completes its first day of travel in Thar, 
  they come across a company of five hobgoblins led 
  by a hobgoblin captain. The hobgoblins are 
  travelling through a shallow depression between 
  hills to stay out of the sun, and the character are on 
  the other side of the hills when they encounter them, 
  making for an excellent ambush, if they should so 
  choose. The hobgoblins are not marching with their 
  usual precision, and do not display the regimental 
  order for which they are known. If he is with the 
  group, Daglyn automatically notices this, but does 
  not share the information with the characters unless 
  asked. If asked, he gives his honest opinion. The 
  characters can notice the same thing with a 
  successful DC 13 Wisdom (Insight or Survival) check. 
   If the characters simply listen to the hobgoblins as 
  they pass by, they will overhear fearful mentions of 
  "Vorbyx.". If the characters succeed the check by 5 or 
  more, they also notice that the hobgoblins seem 
  nervous and keep looking behind themselves, as if 
  they are fleeing from something. The characters can 
  talk with the hobgoblins instead of attacking, and the 
  hobgoblins are more than happy to parlay, as they 
  feel they do not have the manpower or time to fight. 
  However, if attacked, they fight to the last. Better to 
  go down fighting than face what is behind them. 
  Daglyn, of course, advocates for ambushing the 
  hobgoblins while there is a chance, though he will 
  defer to the party if overruled. 
  Area Information 
  Thar is a desolate wasteland, and home to 
  marshlands and cold plains. 
   Terrain. Lonely plains broken by low-lying 
  marshes and low hills. 
   Weather.  Cold winds push scudding clouds across 
  the sky. 
   Light. Normal light levels. 
   Smells and Sounds. Rotting vegetation and animal 
  cries. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very Weak: Remove the hobgoblin captain and a 
  hobgoblin 
   Weak: Remove the hobgoblin captain and add a 
  hobgoblin 
   Strong: Add two hobgoblins 
   Very Strong: Add a hobgoblin captain and three 
  hobgoblins 
  If the group parlays with the hobgoblins, or if they 
  take a prisoner and interrogate him, they can find 
  out the following information. However, note that 
  the leader speaks both Common and Goblin, but the 
  rank and file only speak Goblin. Daglyn also speaks 
  Goblin (and Orc), so he can translate if needed. 
  However, the group may not trust him to do so, as he 
  mixes jibes, insults, and threats in with his 
  translations. 
   The hobgoblins are fleeing from Vorbyx. 
   Vorbyx is trying to gather an army, although he is 
  only in the beginning stages of this. 
   Vorbyx styles himself as “Vorbyx the 12th.” 
   Vorbyx is a monster that can control minds, and 
  they are terrified of him. Impress upon the players 
  the level of their terror. The thing that scares them 
  the most is the controlling of their minds. The 
  hobgoblins are a proud people, and have no wish 
  to be anyone’s mindless slaves. They are happy to 
  serve a superior master, but the loss of control of 
  their minds terrifies them. 
   Some of the regular hobgoblins were already 
  serving Vorbyx when their captain freed them 
  from his control. 
   Other than what they have already shared, they do 
  not know what manner of creature Vorbyx is. 
  Some of them think he may be some sort of shape-
  shifter, but if there is more than one of them, they 
  argue about this point. 
   If the characters tell the hobgoblins that they are 
  going to confront Vorbyx, they give them 
  directions to Vorbyx’s lair, which is not in the 
  Watchpost. They are happy to let the characters 
  deal with the threat. 
   If allowed to live, they swear not to betray the 
  characters or molest them in any way. They 
  mostly want to be allowed to go on their way and 
  flee. 
  Treasure 
  The hobgoblins have no treasure other than their 
  gear. They fled with what was on their backs. 
  Continuing the Adventure 
  If the party does not leave any hobgoblins alive to 
  point out the path forward, they can follow their 
  tracks back with a successful DC 10 Wisdom 
  (Survival) or Intelligence (Investigation) check. The 
  hobgoblins were moving with haste and making no 
  attempt to hide their tracks. 
   If Daglyn is with the group, he can point out the 
  tracks as well. He also takes the opportunity to point 
  out that the hobgoblins were not their normal 
  regimented selves, and seemed to be fleeing from 
  something with all due speed. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   THE KING OF THAR 
  8 
  Episode 3: 
  The Lair of King Vorbyx 
  Expected Duration: 60 minutes 
   
  As the party follows the hobgoblin’s tracks, they 
  come around a low hill and see another larger hill 
  before them. In the side of the hill yawns a cave 
  entrance, over 10 feet wide. The tracks lead directly 
  into it. This is the lair of King Vorbyx and his minions. 
  General Features 
  The cave complex is twisting and turning. Some 
  traps have been added. 
   Terrain. The ceilings average 12 feet tall. The 
  ground is uneven, but not rough enough to be 
  difficult terrain. 
   Weather. The cave is damp. 
   Light. Other than noted below, there is no light 
  other than what the characters bring with them. 
   Smells and Sounds. Sulphur and decay. 
  A. Entrance Chamber 
  A tripwire covers the entrance to this chamber. It 
  can be detected with a successful DC 14 Wisdom 
  (Perception) check. If tripped, it activates an alarm 
  of clanking metal objects in the room beyond, 
  waking the guards. 
   Two orcs lazily stand guard within this chamber. 
  Unless wakened by the alarm, they have 
  disadvantage on Wisdom (Perception) checks. On 
  their first action, they raise the alarm if it has not 
  been done already. If they do so, two more orcs join 
  the combat from deeper within the room. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very Weak or Weak: There are no reinforcements within 
  the room 
   Strong or Very Strong: Replace the orc reinforcements 
  with two orogs 
  B. Barracks (Optional Encounter) 
  Within this chamber, various pallets and piles of furs 
  litter the floor haphazardly. 
   This encounter is optional, and you can use it if 
  you have extra time. It is a difficult encounter, so 
  make sure the characters have time for a short rest 
  after. A potion of healing has been added to the 
  treasure to help the characters recover and prepare 
  for the remainder of the adventure. If you do not run 
  this encounter, the bedding is here, but the 
  occupants are out recruiting, and there is no 
  treasure of worth in the furs. 
   Unless the alarm has been sounded, the occupants 
  are either lounging about or sleeping. Discipline is 
  lax, and none of them are really paying attention. If it 
  has been raised, they are ready for combat. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very Weak: Four orcs 
   Weak: One half-ogre and three orcs 
   Average: One orog, two half-ogres, and three orcs 
   Strong: Two orogs, three half-ogres, and four orcs 
   Very Strong: Three orogs, four half-ogres, and four orcs 
  Treasure 
  Among the baubles in the furs, the characters find a 
  potion of healing. 
  C. Pit Traps 
  This 10-foot-wide corridor has shallow pit traps (T) 
  lined with sharpened sticks alternating every 15 or 
  so feet. A Medium creature can safely navigate by 
  taking a zig-zag path. A Large creature can safely 
  step over the pits. The pits can be detected with a 
  successful DC 14 Wisdom (Perception) or 
  Intelligence (Investigation) check. This check is 
  made with advantage if the characters are moving at 
  half speed. Any creature that falls into any of the pits 
  takes 3 (1d6) piercing damage from the sharp sticks. 
  D. Jester’s Trap 
  This roughly 15-by-15-foot chamber has a ceiling 
  that is about 15 feet high. The north, south, and west 
  walls have an ogre skull set at a height of 10 feet, 
  each flanked by a pair of lit torches. A large door is 
  set in the east wall. A smaller door is set inside the 
  larger door. Next to the door is a plaque that reads: 
  “What is a Pirate’s favorite letter?” Next to the 
  plaque is a dial with 4 choices and a window that 
  shows 1 choice at a time. See Appendix 3: Player 
  Handout B. 
   As the dial clicks through the four numbers, a 
  magic mouth next to the dial announces the 
  following choices in Common: 
  1) Pirates do love the Deep Blue “C”  
  2) Aye, Matey, it surely be “I” 
  3) Pirates can’t read, silly! 
  4) Arrrr, of course it be “R” 
   If the characters put any choice but “3” in the 
  window and try to open the door, a magic mouth 
  appears next to the plaque as soon as a character 
  touches the knob and shouts, “B was not a choice!” A 
  trap-door then opens in the ceiling, dropping a 
  beehive, which releases two swarms of insects with 
  half hit points into the room to attack the characters. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   THE KING OF THAR 
  9 
   
  Vorbyx’s 
  Lair 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   THE KING OF THAR 
  10 
  E. Throne Room 
  When the party parts the tapestry leading into this 
  are, they see a chamber beyond that is draped with 
  various tapestries, with overlapping furs and rugs 
  covering the floor. The room is decorated in a 
  mishmash of gaudy styles, with bric-a-brac strewn 
  about in disarray. In the back of the chamber is a 
  stack of stones forming a rough, raised throne, its 
  seat 10 feet in the air. 
   Dominating the center of the room is a richly 
  appointed, tattered palanquin held aloft by hulking 
  brutes, two ogres and two half-ogres. Atop it is what 
  appears to be a goblin in colorful robes, an overlarge 
  crown upon his head, and a scepter with a golden 
  head in his hand. He points the scepter at the party 
  and intones in a voice, attempting to be grave, “Ah, 
  more supplicants. Bow down before the glory and 
  might of King Vorbyx the 13th, oh lesser creatures!” 
  Development 
  A grand raised throne of stacked rocks lies at one 
  end of this chamber. In front of the throne is a 
  palanquin held by two ogres and two half-ogres. 
  Upon the palanquin is “Vorbyx,” a nilbog.  
   King Vorbyx initially asks the party to bow before 
  him. If the characters are anything other than 
  deferential to him, he points his scepter at them 
  again and screams, “Kill them! Kill them all! Blood for 
  Vorbyx!” He then jumps from the litter onto the 
  throne and disappears behind it, his crown clattering 
  to the floor. Once he departs, the brutes set the litter 
  down and draw weapons, advancing on the party. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very Weak: Replace the ogres and half-ogres with orcs 
   Weak: Replace the ogres with half-ogres 
   Strong: Replace the half-ogres with ogres 
   Very Strong: Add two ogres 
  F. Corridor of the Small 
  The tunnel leading away from the throne room is 
  much smaller than the rest of the passages in the 
  complex, being only 5 feet wide on average. 
  Characters taller than this must crouch or crawl, 
  giving them disadvantage on any checks in the 
  tunnel. About halfway through the corridor is a 
  tripwire located about 4 feet above the floor. The 
  tripwire can be detected with a successful DC 12 
  Wisdom (Perception) or Intelligence (Investigation) 
  check, and then disabled with a successful DC 14 
  Dexterity (Thieves’ Tools) check. Remember that 
  characters taller than 5 feet tall make these checks 
  with disadvantage. If the trap is tripped, a blade 
  comes down from the ceiling right behind the 
  tripwire, causing 4 (1d8) points of slashing damage 
  to whoever tripped it.  
   The fitted oak door at the end of the corridor 
  swings outward into the room beyond. Vorbyx has 
  placed his immovable rod in front of the door. 
  Because of this, the only way to open the door is to 
  physically break through the door around the rod. 
  The door has AC 14 and 18 Hit Points, and can also 
  be broken down with a DC 20 Strength (Athletics) 
  check. These attack rolls and checks are still at 
  disadvantage if the characters are over 5 feet tall. 
  G. The King’s Chambers 
  Beyond, the chamber opens into a large room with a 
  15-foot ceiling. Standing atop a huge mound of furs, 
  surrounded by six goblins of both sexes, is the 
  nilbog, Vorbyx, holding the detached head of his 
  scepter in one hand. Goblins in various states of 
  dress and undress lay scattered throughout the 
  room and in the furs, despite the racket of the 
  party’s entry. 
   Vorbyx exclaims, “How dare you interrupt me in my 
  private chambers!” He gestures towards the pile of 
  furs with a wink. “Or would you like to join me?” 
   The goblins draw various weapons as they await 
  an answer. If the characters refuse to join Vorbyx, he 
  screams, “Then perish!” and throws the golden 
  bauble at them. It cracks as it strikes the floor. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very Weak: Remove four goblins 
   Weak: Remove two goblins 
   Strong: Add two goblins and two goblin bosses 
   Very Strong: Add four goblins and two goblin bosses 
  Tactics 
  Be especially aware of the Nilbog’s ability to possess 
  another goblin after he is “killed” (see the Nilbogism 
  sidebar for additional information). The goblins 
  present will not try to resist being possessed. 
  Whenever a new goblin is possessed, they 
  confidently announce, “I am Vorbyx the Xth!” with 
  the number being 1 higher than the last Vorbyx. 
  Development 
  A large, locked chest is located along the wall 
  opposite the “bed.” The key is hidden in the pile of 
  furs, and can be found with a successful DC 14 
  Intelligence (Investigation) check. Otherwise, the 
  lock can be picked with a successful DC 14 Dexterity 
  (Thieves’ Tools) check, or broken open with a 
  successful DC 14 Strength (Athletics) check. A 
  successful DC 16 Wisdom (Perception) check reveals 
  that something is moving within.  
  
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   THE KING OF THAR 
  11 
   Inside is another goblin, which will be the last one 
  possessed. He begs for his life, but if granted 
  clemency, will ultimately betray the characters and 
  try to escape. The chest also contains coins painted 
  gold and worthless costume jewelry. 
  Nilbogism 
  A nilbog is an invisible spirit that possesses only goblins. 
  Bereft of a host, the spirit has a flying speed of 30 feet and 
  can't speak or be attacked. The only action it can take is to 
  attempt to possess a goblin within 5 feet of it. 
   
  A goblin targeted by the spirit must succeed on a DC 15 
  Charisma saving throw or become possessed. While 
  possessed by the spirit, the goblin's alignment becomes 
  chaotic evil, its Charisma becomes 15 (unless it was already 
  higher), and it gains the nilbog's Innate Spellcasting and 
  Nilbogism traits, as well as its Reversal of Fortune reaction. If 
  the save succeeds, the spirit can't possess that goblin for 24 
  hours. If its host is killed or the possession is ended by a spell 
  such as hallow, magic circle, or protection from evil and good, 
  the spirit searches for another goblin to possess. The spirit 
  can leave its host at any time, but it won't do so willingly 
  unless it knows there's another potential host nearby. A 
  goblin stripped of its nilbog spirit reverts to its normal 
  statistics and loses the traits it gained while possessed. 
   
   
  
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   THE KING OF THAR 
  12 
  Part 4: 
  The Humorous Truth 
  Expected Duration: 15 minutes 
   
  The journey back to Melvaunt is uneventful. When 
  the characters present themselves at the Purple 
  Portals, they are shown in immediately and asked to 
  wait in a small waiting room. Abrogast arrives soon 
  after, as he has been anxious for their return. He 
  seats himself and asks what they have found. 
   When the characters describe what they 
  encountered, Abrogast begins to chuckle, and they 
  see him try to control his laughter, grabbing his 
  ample belly. In spite of his efforts, his laughter only 
  grows, until he is guffawing uproariously and 
  slapping the table, as he lets out peal after peal of 
  laughter. He eventually gets himself under control. 
   Struggling to catch his breath, he gasps, “Pardon. 
  Oh, many pardons. I do not mean to make light of your 
  exploits or the danger you faced. But the so-called 
  “King” you faced was none other than a nilbog, a 
  prankster spirit of the goblin gods. And what mischief 
  indeed! I have heard stories of them, but they are rare, 
  and I do not know anyone who has actually come 
  upon one. With your permission, I will set your story 
  down to paper and keep it here at our library. I dare 
  say even Candlekeep may be interested in your tale!” 
  Treasure 
  If the characters used either the potion of healing or 
  the spell scroll of comprehend languages during the 
  adventure, Abrogast replaces the used item with 
  another one. 
  Ending the Adventure 
  Proceed to Adventure Rewards to end the 
  adventure. 
  
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   THE KING OF THAR 
  13 
  Adventure Rewards 
  Upon completing the adventure, the characters each 
  receive rewards based upon their accomplishments. 
  These rewards include advancement and treasure, 
  and may include special rewards, such as story 
  awards or new downtime activities, as follows: 
  Advancement and Treasure 
  Checkpoints 
  The characters receive 1 advancement checkpoint 
  and 1 treasure checkpoint for completing each of the 
  story objectives below: 
   Story Objective A: Parlay with or defeat the 
  hobgoblins. 
   Story Objective B: Defeat Vorbyx, his goblins, and 
  his ogre guards. 
  Magic Item Unlock 
  Characters completing the adventure’s Story 
  Objective B unlock this magic item. 
   Immovable Rod. This flat metal rod has a button 
  on one end. A full description of this item can be 
  found under Appendix 4: Player Rewards. 
  DM Rewards 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the other rewards listed above.  
   However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the 
  Adventurers League Dungeon Master’s Guide for more 
  information about DM Quests. 
   
   
   
  
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   THE KING OF THAR 
  14 
  Appendix 1. Monsters/NPCs 
   
  Goblin 
  Small humanoid (goblinoid), neutral evil 
   
  Armor Class 15 (leather armor, shield) 
  Hit Points 7 (2d6) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  14 (+2) 10 (+0) 10 (+0) 
  8 (-1) 
  8 (-1) 
   
  Skills Stealth +6 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Goblin 
  Challenge 1/4 (50 XP) 
   
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns. 
  Actions 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  Goblin Boss 
  Small humanoid (goblinoid), neutral evil 
   
  Armor Class 17 (chain shirt, shield) 
  Hit Points 21 (6d6) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 14 (+2) 10 (+0) 10 (+0) 
  8 (-1) 
  10 (+0) 
  Skills Stealth +6 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Goblin 
  Challenge 1 (200 XP) 
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns. 
  Actions 
  Multiattack. The goblin makes two attacks with its 
  scimitar. The second attack has disadvantage. 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +2 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6) 
  piercing damage. 
  Reactions 
  Redirect Attack. When a creature the goblin can see 
  targets it with an attack, the goblin chooses another 
  goblin within 5 feet of it. The two goblins swap places, 
  and the chosen goblin becomes the target instead. 
  Half-Ogre 
  Large giant, chaotic evil 
   
  Armor Class 12 (hide armor) 
  Hit Points 30 (4d10 + 8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 10 (+0) 14 (+2) 
  7 (-2) 
  9 (-1) 
  10 (+0) 
   
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Giant 
  Challenge 1 (200 XP) 
   
  Actions 
  Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 12 (2d8 + 3) slashing damage, or 14 
  (2d10 + 3) slashing damage if used with two hands. 
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 
  + 3) piercing damage. 
   
  Hobgoblin 
  Medium humanoid (goblinoid), lawful evil 
   
  Armor Class 18 (chain mail, shield) 
  Hit Points 11 (2d8 +28) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 
  9 (-1) 
   
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Goblin 
  Challenge 1/2 (100 XP) 
   
  Martial Advantage. Once per turn, the hobgoblin can 
  deal an extra 7 (2d6) damage to a creature it hits with 
  a weapon attack if that creature is within 5 feet of an 
  ally of the hobgoblin that isn’t incapacitated. 
  Actions 
  Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 
  + 1) slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +3 to hit, range 
  150/600 ft., one target. Hit: 5 (1d8 + 1) piercing  
   
  
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   THE KING OF THAR 
  15 
  Hobgoblin Captain 
  Medium humanoid (goblinoid), lawful evil 
   
  Armor Class 17 (half plate) 
  Hit Points 39 (6d8 + 12) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 
   
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Goblin 
  Challenge 3 (700 XP) 
   
  Martial Advantage. Once per turn, the hobgoblin can 
  deal an extra 10 (3d6) damage to a creature it hits with 
  a weapon attack if that creature is within 5 feet of an 
  ally of the hobgoblin that isn't incapacitated. 
  Actions 
  Multiattack. The hobgoblin makes two greatsword 
  attacks. 
  Greatsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 9 (2d6 + 2) piercing damage. 
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 30/ 120 ft., one target. Hit: 5 (1d6 
  + 2) piercing damage. 
  Leadership (Recharges after a Short or Long Rest). For 
  1 minute, the hobgoblin can utter a special command 
  or warning whenever a nonhostile creature that it can 
  see within 30 feet of it makes an attack roll or a saving 
  throw. The creature can add a d4 to its roll provided it 
  can hear and understand the hobgoblin. A creature 
  can benefit from only one Leadership die at a time. 
  This effect ends if the hobgoblin is incapacitated. 
   
  Nilbog 
  Small humanoid (goblinoid), chaotic evil 
   
  Armor Class 13 (leather armor) 
  Hit Points 7 (2d6) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (-1) 14 (+2) 10 (+0) 10 (+0) 
  8 (-1) 
  15 (+2) 
   
  Skills Stealth +6 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Goblin 
  Challenge 1 (200 XP) 
   
  Innate Spellcasting. The nilbog's innate spellcasting 
  ability is Charisma (spell save DC 12). It can innately 
  cast the following spells, requiring no material 
  components: 
  At will: mage hand, Tasha's hideous laughter, vicious 
  mockery 
  1/day: confusion 
  Nilbogism. Any creature that attempts to damage the 
  nilbog must first succeed on a DC 12 Charisma saving 
  throw or be charmed until the end of the creature's 
  next turn. A creature charmed in this way must use its 
  action praising the nilbog. The nilbog can't regain hit 
  points, including through magical healing, except 
  through its Reversal of Fortune reaction. 
  Nimble Escape. The nilbog can take the Disengage or 
  Hide action as a bonus action on each of its turns. 
  Actions 
  Fool's Scepter. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Reactions 
  Reversal of Fortune. In response to another creature 
  dealing damage to the nilbog, the nilbog reduces the 
  damage to 0 and regains 1d6 hit points. 
   
  Ogre 
  Large giant, chaotic evil 
   
  Armor Class 11 (hide armor) 
  Hit Points 59 (7d10 + 21) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  8 (-1) 
  16 (+3) 
  5 (-3) 
  7 (-2) 
  7 (-2) 
   
  Senses darkvision 60 ft., passive Perception 8 
  Languages Common, Giant 
  Challenge 2 (450 XP) 
   
  Actions 
  Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage. 
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 
  + 4) piercing damage. 
   
  
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   THE KING OF THAR 
  16 
  Orc 
  Medium humanoid (orc), chaotic evil 
   
  Armor Class 13 (hide armor) 
  Hit Points 15 (2d8 + 6) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 12 (+1) 16 (+3) 
  7 (-2) 
  11 (+0) 10 (+0) 
   
  Skills Intimidation +2 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Orc 
  Challenge 1/2 (100 XP) 
   
  Aggressive. As a bonus action, the orc can move up to 
  its speed toward a hostile creature that it can see. 
  Actions 
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12 + 3) slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 
  3) piercing damage. 
   
  Orog 
  Medium humanoid (orc), chaotic evil 
   
  Armor Class 18 (plate) 
  Hit Points 42 (5d8 + 20) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 12 (+1) 18 (+4) 12 (+1) 11 (+0) 12 (+1) 
   
  Skills Intimidation +5, Survival +2 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Orc 
  Challenge 2 (450 XP) 
   
  Aggressive. As a bonus action, the orog can move up to 
  its speed toward a hostile creature that it can see. 
  Actions 
  Multiattack. The orog makes two greataxe attacks. 
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 10 (1d12 + 4) slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 
  4) piercing damage. 
   
  Scout 
  Medium humanoid (any race), any alignment 
   
  Armor Class 13 (leather armor) 
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0) 
   
  Skills Nature +4, Perception +5, Stealth +6, Survival +5 
  Senses passive Perception 15 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
   
  Keen Hearing and Sight. The scout has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  sight. 
  Actions 
  Multiattack. The scout makes two melee attacks or 
  two ranged attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. 
   
  Swarm of Insects 
  Medium swarm of Tiny beasts, unaligned 
   
  Armor Class 12 (natural armor) 
  Hit Points 22 (5d8) 
  Speed 20 ft., climb 20 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  3 (-4) 
  13 (+1) 10 (+0) 
  1 (-5) 
  7 (-2) 
  1 (-5) 
   
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned 
  Senses blindsight 10 ft., passive Perception 8 
  Languages — 
  Challenge 1/2 (100 XP) 
   
  Swarm. The swarm can occupy another creature's 
  space and vice versa, and the swarm can move 
  through any opening large enough for a Tiny insect. 
  The swarm can't regain hit points or gain temporary 
  hit points. 
  Actions 
  Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one 
  target in the swarm's space. Hit: 10 (4d4) piercing 
  damage, or 5 (2d4) piercing damage if the swarm has 
  half of its hit points or fewer. 
   
   
   
  
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   THE KING OF THAR 
  17 
  Appendix 2: Player Handout A 
   
  Adventurers for Hire 
   
   
  Adventurers needed to journey into the 
  wilds of Thar in search of  
  vital information. 
   
  Reward Commensurate with Risk. 
   
   
  Inquire with Abrogast the Sage at the 
  Purple Portals at Noon 
   
   
   
   
   
   
   
  
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   THE KING OF THAR 
  18 
  Appendix 3: Player Handout B 
  What is a Pirate's 
  Favorite Letter? 
  
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   THE KING OF THAR 
  19 
  Appendix 4: Player Rewards 
  During the course of the adventure, the characters 
  may unlock or acquire the rewards below. If you are 
  distributing these to your players, print as many as 
  you need to ensure all eligible characters receive a 
  copy. Alternatively, allow each player to take a 
  picture of the information with their mobile device. 
  Magic Item Unlock 
  Immovable Rod 
  Rod, uncommon, table B 
  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 if 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 check, moving the fixed rod up to 10 feet 
  on a success. 
   This item can be found in the Dungeon Master’s 
  Guide. 
   
  Consumables 
  Potion of Healing 
  Potion, common 
  A character who drinks the magical red fluid in this 
  vial regains 2d4 + 2 hit points. Drinking or 
  administering a potion takes an action. 
   This item can be found in the Player’s Handbook. 
   
   
  Spell Scroll of Comprehend Languages 
  Scroll, common 
  This scroll contains a single comprehend languages 
  spell. 
   A description of spell scrolls can be found in the 
  Dungeon Master’s Guide. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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   THE KING OF THAR 
  20 
  Appendix 5: Dungeon Master Tips 
  This adventure is designed for three to seven 1st-
  4th level characters and is optimized for five 
  characters with an average party level (APL) of 3. 
  Characters outside this level range cannot 
  participate in this adventure. 
  New to D&D Adventurers League? 
  Welcome to the D&D Adventurers League! You can learn 
  more about this global organized play campaign on our 
  website. 
  New to Being the Dungeon Master? 
  A plethora of great Dungeon Master advice can be found all 
  across the internet. New DMs are urged to purchase a copy 
  of the Dungeon Master’s Guide and join our Facebook (player 
  group and DM group) and Twitter discussions. 
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within 
  the adventure’s level range. Characters playing in a 
  hardcover adventure may continue to play to but if 
  they play a different hardcover adventure, they can’t 
  return to the first one if they’re outside its level 
  range. 
  Preparing the Adventure 
  Before you start play, consider the following: 
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiar yourself with the 
  adventure’s appendices and handouts. 
   Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
   Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master, but may only 
  play it once with a given character. Ensure each 
  player has their character’s adventure logsheet (if 
  not, get one from the organizer). The players fill out 
  the adventure name, session number, date, and your 
  name and DCI number. In addition, the player also 
  fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. 
  These values are updated at the conclusion of the 
  session.  
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to ensure 
  that nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of ability 
  scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a 
  standard ability score array.  
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to spend 
  downtime days and it’s the beginning of an 
  adventure or episode, they can declare their activity 
  and spend the days now, or they can do so at the end 
  of the adventure or episode. Players should select 
  their characters’ spells and other daily options prior 
  to the start of the adventure, unless the adventure 
  specifies otherwise. Feel free to reread the 
  adventure description to help give players hints 
  about what they might face. 
  Adjusting This Adventure 
  When combat is a possibility, the adventure 
  provides a sidebar to help you to determine the best 
  mix/number of opponents to provide characters 
  with to create an appropriate challenge. You are not 
  bound to these adjustments. They are presented for 
  your convenience and consideration. 
   To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s average party level (APL). 
  To approximate the party strength for the 
  adventure, consult the table below. 
  Determining Party Strength 
  Party Composition  
   
  Party Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Role Call Con (RCC)/CCC-RCC-01-02 - The King of Thar.pdf