TEXT:  
   
  The Wrathful Deity of 
  Khurovogo 
   
  While traveling to Hillsfar, the adventuring party is approached by goblins who are 
  convinced the god Khurgorbaeyag is angered and trying to kill them. Exploring the goblin 
  village, the heroes find evidence that suggests divine smiting, but the truth is more bizarre 
  than they can possibly imagine. 
   
   
  A 2-Hour Adventure for 1st-4th Level Characters 
   
   
   
  Written by 
  Garrett Crowe 
   
  Adventure Code: CCC-AN-02 
  Optimized For: APL 3 
  Version: 1.0 
  
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  CCC-AN-02 The Wrathful Deity of Khurovogo 
   
   
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  Cartography and Editing: Garrett Crowe 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,  
  Alan Patrick 
  Playtesters: Gordon Angevine, Cindy Moore, Scott Moore, Deb O’Brien, John O’Brien 
   
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  Introduction 
  Welcome to Wrathful Deity of Khurovogo, a D&D 
  Adventurers League™ adventure, part of the official 
  D&D Adventurers League™ organized play system 
  and the Anime North™ storyline season. 
     The adventure takes place in a backwoods 
  location of Cormanthor Forest, where a goblin 
  village is gradually being destroyed by a powerful 
  entity. 
   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. 
  Adjusting This Adventure 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength for the adventure, consult the 
  following table. 
  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 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to make 
  adjustments. 
  
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  Before Play at the Table 
  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. Familiarize 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.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience. 
   
   
  
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  Adventure Primer 
  Adventure Background 
     The adventuring party Five Daggers of Myth 
  Drannor met their end in Cormanthor Forest 
  when a gnoll war party ambushed them. Only the 
  gnome bard, Ellyjoybell Tinkerthumb, survived. 
  She buried her companions in an underground 
  burrow and protected their bodies from 
  graverobbers by devising a deadly trap. One 
  creature that's had no problem getting in and 
  ouSt of the tomb is a little rabbit. Drawn by the 
  glimmer of a magic ring fallen off the Five Daggers 
  dead wizard’s finger, the rabbit bit onto the 
  golden trinket. The ring became stuck on the 
  rabbit's tooth, and the creature attuned to it. 
  When the rabbit becomes frightened, it casts a 
  fireball at the source of its fear.  
     In the three hundred years since the Five 
  Daggers demise, the goblin village of Khurovogo 
  formed across the river from the adventuring 
  party’s burial mound. In the days since the rabbit 
  attuned to the magic ring, the village suffered 
  several lethal attacks, triggered by the frightened 
  rabbit. No goblin who knew the truth of the fire-
  spitting bunny survived, leading the village leaders 
  to incorrectly assume the god Khurgorbaeyag is 
  angry and trying to destroy them. 
  Location and NPC Summary 
  The following NPCs and locations feature prominently in this 
  adventure. 
  Ticc (Tick). The goblin chieftain recruits the heroes to save his 
  village. 
  Oso (OH-so). The goblin champion blames himself for 
  bringing Khurgorbaeyag's wrath upon the village. 
  Khurovogo (Kir-oh-VO-go). The goblin village is under attack 
  by a frightened rabbit, which the goblins think is an angered 
  deity. The village is located along a river in Cormanthor 
  Forest. 
  Adventure Overview 
   The Wrathful Deity of Khurovogo is divided into 
  four scenes, totaling an hour and a half of play. If 
  more time is available, there's plenty of room to 
  flesh out the scenes at the goblin village, allowing for 
  interactions with the populace and exposure to their 
  surly yet entertaining culture. As with all 
  adventures, don't linger so long on roleplaying 
  aspects so the players who don't favor this type of 
  play become bored. However, even these players can 
  be engaged in interaction scenes by being challenged 
  to different competitions (such as catching fish with 
  their bare hands or eating mudpies). Young goblins 
  might be curious of the spellcasters and want to 
  learn how to become powerful magicians 
  themselves. A goblin might attempt to pilfer objects 
  off the magic users in order to gain powers. 
   
   Scene 1: Waylaid on the Moonsea Ride. While 
  taking the Moonsea Ride to Hillsfar, the adventurers 
  pass through Cormanthor Forest. They're confronted 
  by a horde of goblins. Instead of attacking, the 
  goblins beg for help. They believe the god, 
  Khurgorbaeyag, is angry and trying to destroy their 
  village. Would the adventurers journey to the village 
  and confront the angered deity on the goblins' 
  behalf? 
       The heroes follow the goblins on a river rapids 
  ride to reach Khurovogo. 
   Scene 2: Fear and Loathing in Khurovogo.  The 
  heroes interact with the goblins in the village. They 
  investigate the sites of “Khurgorbaeyag's” attacks. 
  Initially, it looks like divine smiting. The victims are 
  little more than ash. Fire leveled many buildings. The 
  adventurers witness an attack, as goblins fishing on 
  a log vanish in a fireball.  
     Searching the area around the explosion, the 
  heroes find the true cause of the attacks: a rabbit 
  with a magic ring caught on its tooth. The bunny 
  escapes to its burrow. 
   Scene 3: Of Rabbits and Dead Adventurers. 
   The adventurers must find a way inside the burrow, 
  which is the final resting place of a previous 
  adventuring party. They face several challenges 
  before cornering the rabbit cowering by skeletons.  
     The rabbit is joined in combat by the ghosts of 
  fallen adventurers, their rest disturbed by the 
  heroes' presence. When the rabbit dies, it uses the 
  Ring of Fireballs’s final charge, causing the magic 
  item to break. 
  Scene 4: Unwanted Rewards. 
      The goblins throw a grand celebration for the 
  successful adventurers. The feast culminates with 
  the goblin chief offering his daughter's hand in 
  
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  marriage to one of the adventuring party. The heroes 
  must find a way to handle the offer of marriage 
  without turning the whole village against them. 
  Adventure Hooks 
   Story Hook. The characters are travelers crossing 
  through Cormanthor Forest on the Moonsea Ride to 
  reach the city of Hillsfar.  
   
  Part 1. Waylaid on the 
  Moonsea Ride 
  Estimated Duration: 25 minutes 
  General Features 
  Cormanthor Forest has the following general features.  
   
  Terrain. White ash and beech grow tightly together, 
  mostly blocking view of the sky from the forest floor. The 
  druid or nature lover will be excited by the rare sites of 
  beetle palm and foxberry.  
   
  Weather. Above the forest, a hard rain pounds onto the 
  trees. The water dances from leaf to leaf, making its way 
  down to pool in rich soil.  
   
  Light. Gloom covers the path as the close-growing trees 
  block out the already dim light caused by the rainstorm.  
   
  Smells and Sounds. Cormanthor is a vibrant tapestry of 
  pine and cherry, plus rich soil. There’s a constant tapping 
  sound of water dancing from the upper leaves toward the 
  ground. 
    You're all traveling to your next adventure in Hillsfar. Who 
  knows what glory and treasure await you in this city? 
  Certainly far more than what you've found in the dark creepy 
  forest of Cormanthor. The most exciting thing that's 
  happened since you entered the lightless woods was a 
  squirrel getting in [Adventurer’s name]'s hair.  
     Begin by having the adventurers introduce one 
  another, explaining what brings them along the 
  Moonsea Ride.    
      Have the adventurers make a DC 15 Wisdom 
  (Perception) check to hear whispering goblins in the 
  trees ahead. If no one makes the check, the goblins 
  fall out of the trees, riding inside backpacks 
  connected with ropes to the limbs. A rope breaks, 
  and a goblin falls to the ground, stuck in the 
  backpack. He rolls around desperately trying to get 
  free. 
     If the adventurers make the check, they can call out 
  to the goblins to surrender, or even attack. Such 
  attacks suffer disadvantage, since the goblins are 
  hidden in the trees. After one such attack injures a 
  goblin, the heroes hear a hidden goblin respond, 
  “Hey! He owed me two rat skulls. Stop shooting. We 
  just want to talk. Violent not-goblin.” 
     A successful DC 8 Wisdom (Insight) check proves 
  the goblins are speaking truth.  Killing goblins does 
  not earn xp. 
    The most rotund of the goblins cuts the rope keeping his 
  backpack dangling. He hits the ground then crawls out of the 
  sack, arms in the air, begging you not to shoot.   “Please, 
  please, we need… what’s that word… help. Our village is 
  under attack!” 
    “By an angry god,” a second goblin chimes in.” 
    “Women and children are dying,” says the first. 
    “They blow up real neat!” adds the second.  
    “That’s true,” says the first. “My name’s Oso, and I’ve made 
  Khurgorbaeyag big big mad. Every year we have a great 
  challenge where we see who can eat the most mudpies.” 
    “Oso always wins,” the second goblin interjects. 
    “But I was sick and didn’t eat the mud,” Oso says. “I brought 
  shame on my village by not eating mudpies, displeasing 
  Khurgorbaeyag.” 
    Oso approaches the adventurer who represents the party as 
  leader. He draws a dagger and slices out part of his tongue. A 
  copper ring hangs pierced in the severed tongue muscle. The 
  goblin says, “I do not have the right to wear the Tongue Ring 
  of Khurgorbaeyag. Please take it. It makes me sad to think 
  how I made our god angry.” 
    Refusing the tongue and ring makes Oro feel even 
  more dejected, and he prepares to throw himself 
  onto his own dagger to appease Khurgorbaeyag. If 
  Oro takes his life, the other vocal goblin, Nis, acts as 
  the goblin party’s leader, saying, “Follow to village. 
  Witness fire and death. Confront our god. Defeat him 
  in glorious combat or tell we're really sorry.” 
      A successful DC 13 Religion check reveals more 
  information about Khurgorbaeyag. Khurgorbaeyag, 
  the Overseer, encourages his followers to dominate 
  others. His worship can be detected through the 
  visuals and sounds of whips and chains.  
  Khurgorbaeyag’s holy symbol is a yellow and red 
  striped leather whip.  
     If the heroes refuse to journey to the goblin village, 
  the goblins make one last attempt, appealing to the 
  heroes' honor. If the adventurers still don't want to 
  accept this task, they go on their way, and the 
  adventure ends very early. 
  
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     Greedy adventurers might want something in 
  return for their services. Oro or Nis promises the 
  village chief, Ticc,  will offer a valuable treasure. 
  They just don't know what it is.  
     The goblins explain their village is about half a 
  day’s travel northwest of the Moonsea Ride. “Floaty 
  things” are ready to guide the group along the “angry 
  water.” 
   
     After trudging uphill through the underbrush, 
  where the lower tree boughs grow closer and closer 
  to the ground, the goblins call back to the heroes to 
  not worry. The angry water is close now.     
      One goblin, who lingers back by the adventurers, 
  introduces herself as Peb. She wants to know if the 
  heroes ever fought a god before. As long as the 
  heroes tell great stories, she's impressed. If they flat-
  out admit they never confronted an angry god, she 
  becomes disappointed and hurries forward to catch 
  up to the others. Peb whispers to them, and the 
  goblins' hope gradually fades. Time for a bard or a 
  motivational speaker to restore the faith! 
   
  The Angry River 
     After two hours hiking, the company reaches the 
  shore of a fast-flowing river, where large rocks jut 
  out of the water. Tree limbs dangle low over the 
  surface. The goblins present “floaty things” to each 
  of the adventurers: hollowed out logs large enough 
  for a goblin to snugly sit inside, but so small a 
  medium or larger character must stand upright 
  while riding the floaty thing. Each character is given 
  a two-foot long oar and hustled to the water's edge.  
  Floaty things have 8hp. 
     “Village in great danger. Must make like weasel,” 
  Oso says as he hops into his floaty thing and starts 
  paddling down the river.  
     The river expedition is broken into three rounds, 
  not to be confused with combat rounds. Each round 
  is a summary of about half an hour’s efforts. During 
  each round, the adventurers must face the river's 
  challenges, given their less-than-adequate 
  equipment.  Even the round including the attack by 
  the blood-drinking fish should be limited to one 
  round. It’s assumed the heroes overcome the 
  challenge. The played-out round shows the highlight 
  of the scene as a snippet in a montage.  
      The challenge is meant to be exciting and 
  cinematic but with DC numbers that prevent the 
  party from suffering more than bumps and bruises 
  during the trek. DMs should play up the danger, the 
  constant threat of losing their balance and splashing 
  into the river, but only in extreme situations should 
  PCs end up drowned and broken by this experience. 
     Adventurers can also get around a lot of these 
  challenges by using various spells and abilities. They 
  should be rewarded for their creativity... and be 
  turned to when it's time to fish an unfortunate hero 
  out of the river. 
    Things might not go well during any or all of the 
  three rounds encompassing the river journey. When 
  a character falls into the river, he's bashed against 
  the rocks and the branches dangling overhead, 
  taking 1d4 bludgeoning damage. Another character 
  can use a bonus action to aid the companion, but 
  then they suffer Disadvantage on their own action 
  this round. The “wet” adventurer can try to get back 
  onto his boat with a DC 8 Strength (Athletics) check. 
  With a critical failure, the adventurer loses a piece of 
  gear in the river. 
   
  Round 1. Harsh Weather 
      The clouds grow dark and thick, blowing over the 
  treetops. Lightning strikes a nearby tree, and 
  thunder shakes the forest. Rain pours in buckets, 
  drenching the heroes and rapidly filling the goblin 
  boats with water. It's time to bail or sink. 
     Bailing with bare hands is futile. The water fills the 
  little boats faster than they can be emptied. Have PCs 
  attempting this action make a DC 13 Constitution 
  check with Disadvantage. On a success, the worn-out 
  sailor manages to keep up with the rainfall and 
  prevent sinking. On a failure, the boat goes 
  underwater, and the hero splashes into the river. He 
  suffers a level of exhaustion. 
     Using a helm or bucket (or any useful item kept in 
  a Bag of Holding) gives the adventurer a fighting 
  chance. This hero needs to make the DC 13 
  Constitution save normally to avoid being stuck in a 
  sinking boat. 
     Innovative characters might place their cloak over 
  the boat's interior and stand it. This causes the rain 
  to fall off the cloak into the river, at the risk of losing 
  their balance and tumbling into the drink. Managing 
  to keep their balance requires a successful DC 11 
  Acrobatics check. 
     Small characters who do fit in the boat still need to 
  come up with an action plan for this round. The boat 
  can fill with water even with them inside it. They 
  must be as canny as their medium and large-sized 
  companions. 
  
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     Other creative ideas should have a chance at 
  success. It's within the DM's purview to determine 
  how these tactics work, using the provided DCs as a 
  guide. 
   
  Round 2. Ruziki Feeding Waters 
     The adventurers' boats sail into waters populated 
  by carnivorous flying fish, the Ruziki. Roll the 
  Ruziki's Stealth once and compare it against the 
  adventurers' passive perception. If the Ruziki's 
  Stealth roll beats the hero's passive perception, the 
  Ruziki gains advantage on its attack against the 
  adventurer. If not, the hero is aware of the flying fish 
  before it leaps from the water. Use Stirges for the 
  Ruziki, changing their flying speed to a swimming 
  speed. When they move more than ten feet per 
  round, they can leap five feet above the water. 
   
     Characters hit by the Ruziki are blinded until they 
  remove the fish. At the start of the blinded 
  adventurer's turn, roll on the following table to see 
  what river hazard the affected hero encounters and 
  what he has to do to overcome the challenge. 
  Roll 1d20. 
  1-7 No challenge 
  8-12 Run aground. The floaty thing drifts too close to the 
  shore and comes to a stop. Characters not seated in the boat 
  must make a DC 12 Acrobatics check to avoid falling into the 
  water. 
  13-15 Low branch. The boat passes beneath a tree limb 
  dangling three feet off the water's surface. Any character not 
  seated must make a DC 12 Dexterity save to avoid being 
  knocked into the drink.  
  16-17 Rocks. The boat crashes into a large rock. All 
  characters in the boat must make a DC 12 Dexterity saving 
  throw to avoid being knocked into the water. Also, the boat 
  takes 1d6 structural damage and begins to leak. A mending 
  spell can fix this problem. 
  18-19 Poisonous snake. A poisonous snake drops onto the 
  character from an overhead branch. It attacks. 
  20. Young green dragon. A young green dragon lies mostly 
  submerged in the river. The adventurer crashes his floaty 
  thing into its side and falls onto a scaly but solid surface. The 
  dragon lifts its head from the water and turns to face the 
  creature. “What do you think you are doing?” the dragon 
  asks. It would be foolish to engage in combat with the 
  dragon, so hopefully the hero will roleplay well, apologizing 
  for the intrusion. The intention is not to trigger combat 
  between the adventurer and the dragon. The DM should 
  have the hero make a social skill roll (DC 20 Intimidation, DC 
  17 Deception, DC 14 Persuasion) to talk their way past. On a 
  success, the dragon says, “Get away from me before I 
  consider eating you,” and allows the adventurer to leave. On 
  a failure, the dragon makes a single claw attack (+7 to hit, 
  reach 5 ft., one target, Hit: 11 [2d6+4] slashing damage and 
  flies away, dumping the adventurer into the river. The dragon 
  encounter can only happen once. If it is rolled an additional 
  time, reroll the d20. 
   
  Round 3. No One's Afraid of Heights, 
  Right? 
     Once the adventurers sail past the feisty Ruziki, 
  they hear a deep rumbling, and the river gains speed. 
  They're headed for the brink of a waterfall that 
  plummets three hundred feet into mist and rocks. 
  The goblins, upon reaching the brink, lift a hook and 
  swing it over an overhead vine that extends down 
  the waterfall to a dock at the river's edge.  
  Adventurers are equipped with a hook identical to 
  what the goblins use. They simply need to make a DC 
  7 Athletics check to hang on to the hook and vine 
  while the boat slides down the precipice. On a 
  failure, the hero loses his grip on the hook and falls 
  into the mist. He suffers 1d6 bludgeoning damage 
  and lands otherwise unharmed in a net the goblins 
  spread out across the waterfall. More than a dozen 
  goblins failed to use the hook and vine during their 
  descent, so they built a safety backup. 
     Adventurers who successfully make the Athletics 
  check splash down in the water near a crude dock. A 
  dead tree reaches over the river. Two old goblins sit 
  on it fishing. Welcome to Khurovogo. 
   
  
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  Scene 2: Fear and 
  Loathing in 
  Khurovogo 
  Expected Duration: 15 minutes 
   
  General Features 
  Khurovogo Village has the following general features.  
   
  Terrain. Black and gray ash blow across the sandy banks 
  and muddy shore.  The forest encroaches on the village. The 
  overreaching foliage provides shelter from the sun and 
  drizzling rain.  
   
  Weather. The rain’s reduced to a drizzle, turning the 
  ground into slick mud. 
   
  Light. Low light makes its way through the cloud cover. 
  Smoke from the burnt structures and goblins limit vision 
  closer to the village. 
   
  Smells and Sounds. Khurovogo sits at the bottom of a large 
  waterfall, whose thunderous roar mutes the subtler sounds. 
  The loud goblins, at work and play, can always be heard. 
  There is a constant smell of burnt wood and flesh. 
   
   
      The adventurers land at Khurovogo. There are no huts to 
  be seen. Smoldering straw and wood sends waves of thick 
  black smoke over the water. Groups of goblins tear the 
  charred bodies apart and eat the roasted meat. Little goblins 
  run along the riverbank, kicking a goblin skull between them.  
  Oso (or the goblin now in charge of the journey) 
  leads the heroes to a log dragged next to a burnt 
  lean-to.  
      An older goblin sits on a log tattooing himself. A 
  successful DC 13 Religion check reveals the goblin is 
  trying to appease his god by mutilating his body with 
  symbols representative of Khurgorbaeyag, including 
  whips and chains.  
   
      Without looking up at you, the goblin chief, Ticc, says, “As 
  goblin leader, I accept the blame for making Khurgorbaeyag 
  try to kill us all. If splattering myself on the rocks would save 
  my people, I would. Please, look around village, and you will 
  be see death and damage caused by angry god. Make 
  Khurgorbaeyag happy, and you win my greatest treasure.” 
   
     Allow the adventurers to wander throughout the 
  village's ruins. Most the huts and lean-tos have been 
  reduced to ash. Goblins show piles of charred bones 
  that were once relatives. Using the detect magic spell 
  reveals residue from magic spells. The fire was no 
  naturally started.  
      Also, none of the goblins saw the attacks. They all 
  were going about their business when they heard 
  explosions. The goblins came running and found 
  buildings burning and fellow goblins reduced to 
  charred meat and bones. There's no pattern between 
  the goblins who were targeted. Elders, sages, 
  mothers and children were equally blasted over the 
  past three days. At this rate, the village will be 
  completely destroyed in two days.  
   
     Before the heroes can finish making an attack plan, 
  there's a loud explosion near the river docks. The 
  large tree limb that stretched across the river is 
  gone, and the tree burns. The elderly goblin 
  fishermen were blasted. Their remains float down 
  river a couple hundred yards before being washed 
  ashore.  
     Some heroes might like to make a DC 10 tracking 
  Wisdom (Survival) or a DC 10 Wisdom (Perception) 
  check at the blast site. They find a tiny white rabbit 
  hiding in the underbrush. Something glitters off its 
  teeth. If no one succeeds on their Survival or 
  Perception checks, the scared rabbit shoots a fireball 
  at the group. 
     If anyone makes aggressive movements toward the 
  rabbit, it casts a fireball on the aggressive character 
  then rushes through the bushes out of sight. A DC 10 
  Dexterity save causes the hero to only suffer half 
  damage. At full damage, the adventurer suffers 8d6 
  damage. Use the Almiraj stats for the bunny but 
  ignore its horn attack.  The fireballs are cast at 3rd 
  level on turns when the rabbit is frightened. 
      The rabbit attacks from 80 feet away, avoiding any 
  effect of Hellish Rebuke. 
     After being seen (and possibly attacking) the 
  adventurers, the rabbit races through the woods, 
  across a river-spanning log, to its burrow. The 
  heroes must follow its path and find a way to 
  infiltrate the burrow. 
   
  Follow the White Rabbit 
    The first step in following the bunny is to make a 
  DC 11 Wisdom (Survival) check to find the rabbit's 
  trail. Creative players might find other ways to track 
  
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  9 
  the rabbit. This is absolutely fine, so long as it puts 
  them on the rabbit's trail. 
    
    Secondly, the adventurers must make a DC 9 
  Dexterity (Acrobatics) check to cross the river-
  spanning log. On a failure, the adventurer falls into 
  the water and loses and item he’s carrying.  
   The third step is avoiding the goblins' hunting trap. 
  Stepping on the trap covering causes the character 
  to tumble into a spike-filled hole. 
   
  Pit Trap 
  Simple Trap (Level 1-4, Moderate) 
     A pit trap is a hole in the ground covered with a 
  tarp that’s camouflaged with leaves and debris. More 
  nefarious versions of the pit trap have spikes at its 
  bottom. 
  Trigger. A creature steps on the tarp covering the 
  trap. 
  Effect. The creature makes a DC 10 Dexterity save to 
  throw himself backwards from the brink. On a 
  failure, the creature suffers 1d6 bludgeoning damage 
  from the fall and 1d6 damage from the sharp spikes 
  adorning the bottom. 
  Countermeasures. A successful DC 10 Wisdom 
  (Perception) check reveals the false ground and the 
  edges of the trap, allowing for safe passage around it. 
   
  Scene 3: Of Rabbits 
  and Dead 
  Adventurers 
  Expected Duration: 15 minutes 
   
  General Features 
  The burial mound has the following general features.  
   
  Terrain. The underground site is made from the interior of 
  the small hill adjacent to the river. The dirt walls are about 
  three feet high. The floors are made of mud. 
   
  Weather. The burial mound’s prone to flooding and 
  becomes unstable during adverse weather. Currently, it 
  suffers from moist air and muddy ground. 
   
  Light. There’s no natural light inside the burial mound. 
   
  Smells and Sounds. The mound reeks of wet earth. There’s 
  a constant sound of the river running nearby. 
   
     The rabbit hops into a foot-high tunnel leading into 
  a low hill adjacent to the river. Small characters will 
  have to squeeze to continue. Unless taller 
  adventurers have a way to shrink themselves, they’ll 
  have to find another way inside. Creative uses of 
  skills to create an entrance should be rewarded with 
  access to the antechamber. 
     Otherwise, have the heroes make a DC 11 
  Intelligence (Investigation) check to discover a 
  keystone overgrown by weeds. The stone’s carved to 
  feature an emblem depicting five daggers arranged 
  so the blades all point at the center. The topmost 
  dagger juts out from the stone moreso than the 
  others. It can be gripped between the heroes’ fingers 
  and dragged clockwise around the stone, 
  overlapping the other four carved daggers. If the top 
  blade is dragged over all the other daggers then 
  released, it travels by itself back around the stone to 
  its starting place in a counterclockwise movement. 
  Then, the hidden door lifts from the hill and swings 
  open. Looking inside, the heroes see a small 
  antechamber. 
  A. Antechamber 
     The burial mound entrance is three feet high and 
  ten feet square. A shield mounted to the wall 
  opposite the hidden door is adjacent to the Descent’s 
  passageway. The shield’s adorned with the same five 
  dagger motif found on the keystone outside. With a 
  successful DC 8 Wisdom (Perception) check, the 
  adventurers see writing painted on the ceiling above 
  the shield. The Gnomish words say: Here lies the 
  final resting place of the Five Daggers of Myth 
  Drannor. 
      A DC 18 Intelligence (History) check reveals the 
  Five Daggers of Myth Drannor were a band of fairly 
  insignificant adventurers from before the Sundering. 
  They’re best known for ridding the village of Cohen’s 
  Crossing of a young dragon by burning the village to 
  the ground during their confrontation with the 
  beast. 
  B. Descent 
    Beyond the antechamber is a five-foot-wide, ten 
  feet high passage that rapidly descends at a steep 
  angle. With a successful DC 8 Wisdom (Perception) 
  check the adventurers can hear the river running 
  almost right over them. 
  The heroes can see a large bronze disc nearly filling 
  the tunnel sixty feet beneath them. Spikes jut 
  through the disc. 
  
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  There are three trapped pressure plates: one 40 feet 
  up the incline from the disc, one right in front of the 
  disc, and a third directly between the first two 
  plates. Anyone who steps on a pressure plate 
  activates the trap. Water pours in behind the 
  adventurers, turning the dirt floor into a mud slide. 
  Unfortunate heroes are knocked off their feet and 
  slide into the disc. The disc’s pulled back ten feet by 
  a giant spring, before the spring releases. The disc 
  flies forward, sending anyone in its path flying back 
  up the mudslide, only to slide back into the disc. 
   
  Pinball Wizard 
  Complex Trap (level 1-4, dangerous threat) 
   
  Trigger. This trap activates when a character steps 
  on or applies pressure to one of three pressure 
  plates. 
   
  Initiative. The trap activates on initiative count 20 
  and on initiative count 10.  
  Active elements. The trap creates a mudslide that 
  makes characters slide toward the spiked spring-
  loaded disc that slams into them, sending the 
  creatures back up the mudslide, only to slide down 
  again. 
   
  Mudslide (Initiative 20). The mudslide flows down 
  the slope. Creatures on the slope must make a 
  successful DC 15 Dexterity save or fall prone and 
  slide down the remainder of the slope, suffering 1d6 
  bludgeoning damage from bumps and bruises, 
  followed by 1d6 piercing damage from the disc’s 
  spikes. On a successful save, the creature slides ten 
  feet down the incline. Moving up the slope counts as 
  difficult terrain. Moving down the slope requires a 
  successful DC 14 Dexterity save, or the creature falls 
  prone. 
   
  Spring-Loaded Disc (Initiative 10). On odd 
  numbered combat rounds, the spring tightens, 
  pulling the disc ten feet back. On even numbered 
  rounds, the spring releases. The disc shoots forward 
  ten feet, slamming into all creatures in its path, 
  sending each creature 1d4x10 feet back up the slope. 
  They suffer 1d10 bludgeoning damage and land 
  prone. 
   
  Dynamic Element. The longer the mud slide flows, 
  the more difficult it is to remain standing. Each 
  round, the DC to remain standing on the mudslide’s 
  initiative increases by +1. On the third round the 
  trap’s been active, a family of frogs slide down the 
  mudslide, leaping onto the creatures’ heads, causing 
  Disadvantage on the Dexterity save to remain 
  standing in the mudslide. 
   
  Constant Elements. The mudslide affects each 
  creature not adjacent to the disc. The pinball disc 
  affects everyone within ten feet of the retracted disc 
  on even-numbered combat rounds. 
   
  Mudslide. Any creature on the incline not adjacent 
  to the disc must make a successful DC 15 Dexterity 
  saving throw or fall prone and slide down the 
  incline, suffering 1d6 bludgeoning damage. The 
  creature also slams into the disc’s spikes, suffering 
  1d6 piercing damage. 
   
  Pinball Wizard. On odd-numbered combat rounds, 
  the giant disc is pulled back by a coiled spring. On 
  even rounds it slams into any creature in its path. 
  Slammed creatures are launched 1d4x10 feet back 
  up the incline and suffer 1d10 bludgeoning damage. 
   
  Countermeasures. Each of the trap’s active 
  elements can be thwarted by particular 
  countermeasures. 
   
  Mudslide. Characters with a swim speed may swim 
  at half speed against the flow. Thieves can use their 
  pitons and hammers to provide themselves with 
  something to hang onto. This requires a successful 
  DC 15 Dexterity (Thieves Tools) roll. The piton 
  provides advantage for the creature using it for 
  support when making the Dexterity save to remain 
  upright. On other combat rounds, a creature can 
  make a DC 15 Dexterity (Sleight of Hand) check to 
  connect a rope to the piton, preventing the creature 
  from sliding down the incline. A failed Dexterity save 
  still results in falling prone. 
   
  Pinball Wizard. Creatures adjacent to the disc can 
  reach around it and make an attack with 
  disadvantage. Hitting the spring with an AC 15 
  attack, the spring takes damage. Adventurers using 
  Tinkerer’s Tools can make a check with their tools. 
  On a DC 15 check, they deal 2d8 damage to the 
  spring. When it suffers 30 points of damage (18 
  points of damage for very weak parties), the spring 
  breaks, and the disc falls over. Creatures are free to 
  move on. 
   
  
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  C. Final Resting Place 
  General Features 
  The tomb has the following general features.  
   
  Terrain. The rocky, muddy floor includes a mixture of 
  bones that have fallen from the platform. The ceiling is only 
  three feet high, requiring most adventurers to crawl.  
   
  Weather. Underground, there’s still a degree of humidity 
  caused by the recent rainstorm.  
   
  Light. Aside from any light provided by the adventurers, 
  there’s no additional light.  
   
  Smells and Sounds. The stench of rot is unbearable here as 
  the Five Daggers’ bodies decompose. Also, the rich, mud-
  soaked soil fills the chamber with a pungent earthy aroma. 
  The river can still be heard above the swishing sounds made 
  by the specters, 
   
      The mud-soaked adventurers pass the collapsed 
  disc and walk upright for ten feet before the corridor 
  descends to three feet in height. It’s eight feet wide. 
  There are pits in the floor where the mud drops 
  down chutes to avoid clogging the tomb. 
      Ahead, the room opens up to a circular chamber 
  with a 20-foot radius which serves as a tomb for four 
  deceased adventurers, laid to rest on a foot and a 
  half high platform in the center of the room. Their 
  bones are encased in rusting armor. Rusted weapons 
  lie at their sides, partly covered in mud. 
     Have the players make a DC 10 Wisdom 
  (Perception) check to see the rabbit hiding in a stick 
  and mud warren at the far side of the chamber. If 
  anyone moves toward the rabbit (without passing a 
  DC 13 Dexterity [Stealth] check), the rabbit shoots a 
  fireball at the creature. Whenever the rabbit’s killed, 
  it automatically shoots a final fireball, the last of its 
  daily allotment, causing the ring to crack. 
      Whenever a creature, other than the rabbit, enters 
  the chamber, the temperature drops fifty degrees, 
  and a mist forms above the bones. Spectral forms 
  materialize, enraged by the intrusion of their eternal 
  rest. 
     Three poltergeist specter variants emerge from 
  the mist and attack. They use telekinetic thrust to 
  sling the rusted swords and shields at the 
  adventurers. The specters stop fighting if the broken 
  Ring of Fireballs is laid to rest with the bones, and 
  the adventurers leave the tomb. A minute after the 
  heroes leave, the spirits fade into nothingness. But of 
  course, the adventurers would be abandoning the 
  treasure.  
   
  Tricks of the Trade 
  Against the Restless Spirits. The “bunny” in this situation is 
  indeed the bunny. However, the rabbit has cover behind 
  the platform and in its rickety warren. The rabbit has the 
  ability to cast fireball, which cover doesn’t affect. Aiding 
  one another on ranged shots against the rabbit will pay off 
  and prevent the group from being incinerated. However, 
  the rabbit can be manipulated into attacking the specters. 
  If they’re the closest scary thing to the bunny.  Will the 
  rabbit always targets the specters if they’re kept between 
  the rabbit and the adventurers? No. The rabbit targets the 
  most intimidating thing it can see. 
          This strategy helps the medium and larger PCs, since 
  they’ll be going through the encounter prone, crawling 
  through the tomb. It will take them a while to reach the 
  rabbit. Plus, they’ll have disadvantage on attack rolls. Since 
  the specters are incorporeal, it doesn’t matter how tall the 
  tomb is. They won’t be impeded by the battle terrain.  
  My Bunny, My Friend. Druids can use Animal Friendship to 
  cause the rabbit to not attack her. The rabbit won’t attack 
  the adventuring party unless a hero makes a threatening 
  move toward it. In fact, the rabbit will make a final fireball 
  attack against the poltergeists. Then, the ring will break.  
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Remove one specter 
  • Weak: Reduce the specters to 15hp. 
  • Strong: Add a pit trap and give the specters 28hp. 
  • Very Strong: Remove the specters and add a ghost. 
  Treasure 
  The tomb contains a chest with six moonstone gems, worth 
  50gp each. There’s also a Periapt of Health. 
   
  Part 4. Unwanted Rewards 
  Estimated Duration: 15 minutes 
   
      As you cross the river to Khurovogo, Peb, watching from a 
  treetop, gives a great cry. She blows into a conch shell, 
  delivering a blast heard throughout the village. The silence of 
  the forest is interrupted by screams of delight from the 
  villagers. 
      By the time you reach the village center a great feast has 
  been laid out in your honor. A platter of roast squirrels, 
  stuffed with berries, serves as the entrée—and may be the 
  only item on the feast table that isn’t still squirming. 
  
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      Ticc emerges from his lean-to, and all the goblins fall silent. 
  Ticc beckons you forward. “Before we eat the dead and not-
  yet dead treats, we shall hear the great story, which shall be 
  passed on through the years, of how these not-goblins faced 
  great Khurgorbaeyag.” 
   The adventurers have a choice. They can tell what 
  really happened or tell what the goblins want to 
  hear. Telling the truth can still provide an exciting 
  story, but it isn’t the tale the goblins expected to 
  hear. Therefore, it’s a DC 16 Charisma (Persuasion) 
  check to successfully tell the true tale. Working in 
  the elements of the most dangerous parts of the 
  adventure (the traps and specters) decreases the DC 
  by 1,  
      To lie and devise a tale about a confrontation with 
  the deity is an easier task, requiring a successful DC 
  13 Charisma (Deception) check. If the storyteller is 
  proficient with Religion or assisted by someone who 
  is proficient with Religion, the check is made with 
  Advantage. Details specific to Khurgorbaeyag can be 
  worked into the description, such as 
  Khurgorbaeyag’s whip or chains that move by 
  themselves. Success on either check means the 
  goblins are entranced by the story and spread it far 
  and wide. The entire group gets the Story Award: 
  Goblin Folk Heroes. Failing the check doesn’t mean 
  the goblins don’t believe the story, but they get lost a 
  few times. Future retellings vary with conflicting 
  details, causing the story to not travel far from the 
  village.  
     After the meal, Ticc addresses the adventurers: 
  “You done good. Maybe I think non-goblins worth more than 
  as slaves. As treasure, I give you [most vocal adventurer] my 
  treasure worth most to me, my daughter Peb. She’ll be good 
  wife. I marry you tonight.” 
       Peb runs up and embraces her betrothed. 
      Flat-out refusing the bride is a great insult. After 
  all, as Ticc tells, she will provide hundreds of 
  offspring. If the hero chosen to be Peb’s husband 
  already has a girlfriend or wife, the goblins don’t 
  care. In keeping with goblin customs, he can still 
  marry Peb. Plus, she is the chieftain’s daughter. 
  Allow the hero to handle the situation through 
  roleplaying. Despite honeyed words and reasons, 
  refusing to marry Peb hurts Ticc’s pride, but it does 
  not trigger an attack from Ticc’s followers. Botching 
  the roleplaying earns the player the Story Award: 
  Adventurer Without a Heart. 
      Finally, the adventurer may choose to accept the 
  offer and marry the goblin princess. The player 
  receives the Story Award: My Goblin Bride. Ticc 
  performs the rites of marriage, which involves a lot 
  more alcohol and mud than expected. Peb joins the 
  hero for future adventures. 
   
   
  
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  13 
  Rewards 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Experience 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character. 
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Ruziki (Stirge) 
   
                  25 
  Rabbit (Almiraj)  
   
  10 
  Specter  
   
   
  200 
  Ghost 
   
   
   
  1100 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Surviving the River Trip 
   
  50 
  Defeating the Pit Trap 
   
  25 
  Defeating the Pinball Wizard 
  100 
   The minimum total award for each character 
  participating in this adventure is 450 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 600 experience 
  points. 
  Treasure 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided as 
  evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.  
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Gems 
   
   
   
  300gp  
   Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide. 
  Periapt of Health 
  Wondrous Item, uncommon 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Story Awards 
  During the course of this adventure, the characters 
  may earn the following story award: 
   Story Award 1: Goblin Folk Heroes. Word of your 
  deeds have been greatly exaggerated and spread 
  throughout the Moonsea region. You have a 
  reputation to help grease wheels… so long as the 
  person you’re talking to listens to goblin folk tales. 
  More information can be found in Player Handout 
  1. 
  Story Award 2: Adventurer Without a Heart. Word 
  has spread of your callous heart. When trying to 
  charm a creature in the Moonsea region, suffer 
  Disadvantage. People have heard how you throw 
  women aside. More information can be found in 
  Player Handout 2. 
  Story Award 3: My Goblin Wife. You’ve married 
  Peb, a goblin princess. Surprisingly, you make a 
  great team. Once per adventure, your teamwork gets 
  you out of a scrape. More information can be found 
  in Player Handout 3. 
  Renown 
  Each character receives one renown at the 
  conclusion of this adventure. 
    
   
   
  DM Reward 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
  
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  Appendix. Dramatis Personae 
  The following NPCs are featured prominently in this 
  adventure: 
  Ticc (Tick). The goblin chieftain recruits the heroes to save his 
  village. 
  Oso (OH-so). The goblin champion blames himself for 
  bringing Khurgorbaeyag's wrath upon the village. 
   
   
   
  
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  15 
  Appendix. Monster/NPC 
  Statistics 
   
  Ruziki (Stirge) 
  Tiny beast, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 2 (1d4) 
  Speed 10 ft., fly 40 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   4 (+3) 
  16 +(3) 
  11 (0) 
  2 (-4) 
  8 (-1) 
  6 (-2) 
   
  Senses darkvision 60 ft., passive Perception 9 
  Languages — 
  Challenge 1/8 (25 XP) 
  Actions 
  Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d4+3) piercing damage and the stirge 
  attaches to the target. While attached, the stirge doesn’t 
  attack. Instead, at the start of each of the stirge’s turns, the 
  target loses 5 (1d4+3) hit points due to blood loss. 
      The stirge can detach itself by spending 5 feet of its 
  movement. It does so after it drains 10 hit points of blood 
  from the target or the target dies. A creature, including the 
  target, can use its action to detach the stirge.  
   
  Poisonous Snake 
  Tiny beast, unaligned 
  Armor Class 13 
  Hit Points 2 (1d4) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   2  (-4) 
  16 +(3) 
  11 (0) 
  1 (-5) 
  10 (0) 
  3 (-4) 
   
  Senses blindsight 10 ft., passive Perception 10 
  Languages — 
  Challenge 1/8 (25 XP) 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 1 piercing damage, and the target must make a DC 10 
  Constitution saving throw, taking 5 (2d4) poison damage on a 
  failed save, or half as much damage on a successful save. 
   
  Rabbit (Almiraj) 
  Small beast, unaligned  
  Armor Class 13  
  Hit Points 3 (1d6) 
  Speed 50 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   2 (-4) 
  16 (+3) 
  10 (0) 
  2 (-4) 
  14 (+2) 
  10 (0) 
   
  Skills Perception +4, Stealth +5 
  Senses darkvision 30 ft., passive Perception 14 
  Languages -- 
  Challenge 0 (10 XP) 
  Keen Hearing and Smell. The Almiraj has Advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  sight. 
  Actions 
  Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4+3) piercing damage. 
   
  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 
  creature. Hit: 5 (1d6+2) slashing damage.  
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., 
  one creature. Hit: 5 (1d6+2) piercing damage.  
   
  Poltergeist (Specter) 
  Medium undead, chaotic evil 
  Armor Class 12 
  Hit Points 22 (5d8) 
  Speed 0 ft., fly 50 ft. (hover) 
  
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  16 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   1 –(5) 
  14 (+2) 
  11 (0) 
  10 (0) 
  10 (+0) 
  11 (0) 
   
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing and slashing from nonmagical 
  attacks 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands all languages it knew in life but 
  can’t speak 
  Challenge 1 (200 XP) 
  Invisibility. The poltergeist is invisible. 
  Incorporeal Movement. The poltergeist can move 
  through other creatures and objects as if they were 
  difficult terrain. It takes 5 (1d10) force damage if it 
  ends its turn inside an object. 
  Incorporeal Movement. The poltergeist can move 
  through other creatures and objects as if they were 
  difficult terrain. It takes 5 (1d10) force damage if it 
  ends its turn inside an object 
  Actions 
  Forceful Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 10 (3d6) force damage.  
  Telekinetic Thrust. The poltergeist targets a creature or 
  unattended object within 30 feet of it. A creature must be 
  Medium or smaller to be affected by this magic, and an object 
  can weigh up to 150 pounds. 
      If the target is a creature, the poltergeist makes a Charisma 
  check contested by the target’s Strength check. If the 
  poltergeist wins the contest, the poltergeist hurls the target 
  up to 30 feet in any direction, including upward. If the target 
  comes into contact with a hard surface or heavy object, the 
  target takes 1d6 damage per 10 feet moved. 
      If the target is an object that isn’t being worn or carried, the 
  poltergeist hurls it up to 30 feet in any direction. The 
  poltergeist can use the object as a ranged weapon, attacking 
  one creature along the object’s path (+4 to hit) and dealing 5 
  (2d4) bludgeoning damage on a hit. 
   
  Ghost 
  Medium undead, any alignment 
  Armor Class 11 
  Hit Points 45 (10d8) 
  Speed 0 ft., fly 40 ft. (hover) 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   7 (-2) 
  13 (+1) 
  10 (0) 
  10 (0) 
  12 (+1) 
  17 (+3) 
   
  Damage Resistances acid, fire, lightning, thunder; 
  bludgeoning, piercing and slashing from nonmagical 
  attacks 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, 
  prone, restrained 
  Senses darkvision 60 ft., passive Perception 11 
  Languages any languages it knew in life 
  Challenge 4 (1,100 XP) 
  Ethereal Sight. The ghost can see 60 feet into the 
  Ethereal Plane when it is on the Material Plane, and 
  vice versa. 
  Incorporeal Movement. The poltergeist can move 
  through other creatures and objects as if they were 
  difficult terrain. It takes 5 (1d10) force damage if it 
  ends its turn inside an object 
  Actions 
  Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 17 (4d6+3) necrotic damage  
  Horrifying Visage. Each non-undead creature within 60 feet of 
  the ghost that can see it must succeed on a DC 13 Wisdom saving 
  throw or be frightened for one minute. If the save fails by 5 or 
  more, the target also ages 1d4 X 10 years. A frightened target 
  can repeat the saving throw at the end of each of its turns, 
  ending the frightened condition on itself on a success. If a 
  target’s saving throw is successful or the effect ends for it, the 
  target is immune to this ghost’s Horrifying Visage for the next 24 
  hours. The aging effect can be reversed with a greater 
  restoration spell, but only within 24 hours of it occurring. 
    
  Possession (Recharge 6). One humanoid that the ghost can see 
  within five feet of it must succeed on a DC 13 Charisma saving 
  throw or be possessed by the ghost; the ghost then disappears, 
  and the target is incapacitated and loses control of its body. The 
  ghost now controls the body but doesn’t deprive the target of 
  awareness. The ghost can’t be targeted by any attack, spell or 
  other effect, except ones that turn undead, and it retains its 
  alignment, Intelligence Wisdom, Charisma, and immunity to 
  being charmed and frightened. It otherwise uses the possessed 
  target’s statistics, but doesn’t gain access to the target’s 
  knowledge, class features, or proficiencies. 
      The possession lasts until the body drops to 0 hit points, the 
  ghost ends it as a bonus action, or the ghost is turned and forced 
  out by an effect like the dispel evil and good spell. When the 
  possession ends, the ghost reappears in an unoccupied space 
  within 5 feet of the body. The target is immune to this ghost’s 
  possession for 24 hours after succeeding on the saving throw or 
  after the possession ends. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AN-02 The Wrathful Deity of Khurovogo 
   
   
  17 
  Appendix. Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AN-02 The Wrathful Deity of Khurovogo 
   
   
  18 
  Player Handout 1. Story Award 
  During the course of this adventure, the characters 
  may earn the following story award. If you are 
  printing these out for your characters, print as many 
  as you may need to ensure that any eligible 
  character receives a copy: 
  Goblin Folk Heroes 
  Word of your deeds have been greatly exaggerated 
  and spread throughout the Moonsea region. You 
  have a reputation to help grease wheels… so long as 
  the person you’re talking to listens to goblin folk 
  tales.  
      Once per adventure, when trying to draw on your 
  reputation as a goblin folk hero to open doors, roll a 
  d6. On odds, the creature being spoken to hasn’t 
  heard the story. On a 1, the creature heard the story, 
  but also heard an epilogue in which the prevailing 
  adventurers ate gnomes at the victory celebration. 
  The adventurer suffers disadvantage on the check to 
  alter the creature’s perception. 
      On 2 or 4, the creature has heard the story and is 
  amazed to have a legendary adventurer in his 
  presence. The hero gains advantage on social checks 
  against the targeted creature. 
      This story award is only good for adventures in 
  the Anime North 2018 CCC series. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AN-02 The Wrathful Deity of Khurovogo 
   
   
  19 
  Player Handout 2. Story Award 
  During the course of this adventure, the characters 
  may earn the following story award. If you are 
  printing these out for your characters, print as many 
  as you may need to ensure that any eligible 
  character receives a copy: 
  Adventurer Without a Heart 
     Word has spread of your callous heart. When 
  trying to charm a creature in the Moonsea region, 
  suffer Disadvantage on social skill checks. People 
  have heard how you throw women aside. Whether 
  you spurned a goblin or elven female, your 
  reputation is negative amongst the fairer sex. 
      This story award is only good for adventures in 
  the Anime North 2018 CCC series. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AN-02 The Wrathful Deity of Khurovogo 
   
   
  20 
  Player Handout 3. Story Award 
  During the course of this adventure, the characters 
  may earn the following story award. If you are 
  printing these out for your characters, print as many 
  as you may need to ensure that any eligible 
  character receives a copy: 
  My Goblin Wife 
  You’ve married Peb, a goblin princess. Surprisingly, 
  you make a great team. Once per adventure, you out 
  of a scrape because of your ability to work very well 
  together.  
     Peb can grant Advantage on a social skill roll by 
  joining you in the conversation, building off what the 
  adventurer says. She can also help pick pockets or 
  deactivate traps, granting Advantage to appropriate 
  rolls. 
      DMs are encouraged to roleplay Peb during her 
  involvement, treating her as a strong, confident 
  goblin princess. 
      This story award is only good for adventures in 
  the Anime North 2018 CCC series. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AN-02 The Wrathful Deity of Khurovogo 
   
   
  21 
   
  Player Handout 4. Magic Item 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Periapt of Health 
  Wondrous Item, uncommon 
     You are immune to contracting any disease while 
  you wear this pendant. While you wear it, poisons 
  have no effect on you. If you are already infected 
  with a disease, the effects of the disease are 
  suppressed while you wear the pendant. 
     The periapt is a diamond-shaped emerald with the 
  elvish word for “health” floating inside the gem. 
  This item can be found in the Dungeon Master’s 
  Guide. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Anime North (AN)/CCC-AN-02 - The Wrathful Deity of Khurovogo.pdf