TEXT:  
    
   
  The Sound of Drums 
  1 
  The Sound of Drums 
   
   
   
   
  There are rumblings in the background. A slow build of events spaced out  
  as random happenings and a minor story that evolves over time into  
  the coming of war. 
   
   
  A series of mini-adventures for 1st to 7th level characters 
  For the 5th edition of our favorite role playing game. 
   
    
   
   
   
  by G Christopher Dyson 
   
   
   
   
   
   
   
   
   
   
  
   
    
   
  The Sound of Drums 
  2 
  The Sound of Drums 
   
  Level of play 
  The modules are designed to be played by various 
  level characters and should be inserted into 
  existing adventure arcs. As such, each may need to 
  be adjusted. 
  Adaptability 
  If played as a League of Rats game, this module 
  would be set outside the Golden Kingdom town of 
  Vollenchia. A mostly human city on the southern 
  coast with a long stretch of elven lands to the 
  north west, dwarven hills to the north and gnoll 
  pride lands to the south.  
   
  It is a fairly dry city, so long periods of rain are 
  unusual. 
   
   
   
  The module could be adapted to be set in any 
  location such as a city near deep water in realms 
  that have been forgotten. 
   
  It could also be placed in any large city in a world 
  of your own device. 
  Background 
   
  The city of Vollenchia sits on the eastern coast of a 
  great land. It is surrounded by fertile farmlands. 
  To the north their dwarven trade partners work 
  the mines of Andoora. To the west, the wood elf 
  tribes live in peace and to the south large packs of 
  gnolls have made their home. Scattered across the 
  land have been a number of orc tribes, living in 
  small number. In recent months the orcs have 
  been banding together but without a place to live. 
  One of their leaders has earmarked Salamanka as a 
  future orcish homeland, but fears Vollenchia 
  would come to their aid. 
  Trouble has been stirring up across the lands with 
  both elves and gnolls running afoul of orcish 
  troops.  
   
  Vollenchia’s multi racial population also houses a 
  number of orcs and half orcs, some are 
  sympathetic to the cause of their brethren. 
  One such group has organized for shipments of 
  orcish weapons to be smuggled into the city so 
  that they may assist should the day come. 
  The weapons have been moved along with trade 
  goods in regular caravans and some of these have 
  fallen into the hands of bandits. 
  Bandits now use orcish steel in their raids. Racial 
  tensions across the land are intensifying. Orc 
  agents are searching for their lost shipment and 
  orc thugs sit like a terrorist cell in Vollenchia 
  waiting for the right time to strike. 
  Outline 
   
  Part 1 was first published in an adventure called 
  the Old Frog and Toad in which characters come 
  across bandits on the road. Following the battle 
  they should discover the bandits using orish 
  weapons. 
   
  Part 2 was first published in Rats in the Rain: 
  Beneath the Storm in which characters become 
  aware of racial tensions in town and experience a 
  classic bar brawl 
   
  Part 3: Published in What to do with Prisoners, the 
  party encounters a small band of orcs on the road. 
  The orcs are looking for their lost shipment. This is 
  not immediately apparent, but the orcs are 
  carrying maps of trade routes and caravan routes 
  which should raise suspicions. 
   
  Part 4: A standalone adventure in which a 
  merchant becomes aware that his stolen goods are 
  being sold in town. Characters track down the 
  source of the sales and find a bandit camp with a 
  stockpile of stolen goods including some crates of 
  orcish weapons. 
   
  Part 5: Following leads the characters track down 
  the destination of the weapons within Vollenchia. 
  The subsequent battle prevents Vollenchia from 
  becoming involves in the coming orc/elf war. 
  
   
    
   
  The Sound of Drums 
  3 
   
   
  Sometimes a story arc works best if it unwinds 
  slowly. In RPGs we often build modules that run 
  one after the other to have the story roll out as one 
  epic. 
   
  If you watch the way story arcs unfold across a TV 
  series, you’ll see they often have just a minute here 
  scattered amongst regular episodes. 
   
  The Sound of Drums works like that. The first few 
  parts are just a scene inserted into another module 
  here or there so you can’t just play this alone, you 
  actually need another story arc or series of 
  modules and then fit the parts in as best you can. 
   
  The idea is that is the characters go through their 
  normal adventures, there will be hints building to 
  the story, so that when the story really starts, the 
  players already know the background. You won’t 
  need to tell them there is racial tension in town as 
  they will have already seen it. 
   
  Spacing the parts out also prevents two things: 
   
  Boredom. Nobody wants the same enemy 
  week after week. 
   
  Rorting. If players know what to expect they 
  will prepare for it. A party of orc slayers 
  would be a little too effective. 
   
   
  Part 1: The road to trouble 
  Part one of this arc is written to serve as part two 
  of Old Frog and Toad. This can be inserted into any 
  adventure where the party are travelling with a 
  wagon of trade goods. 
   
  At this point, players should be totally unaware of 
  any issues involving orcs, it is not even necessary 
  that they make a connection to a possible orc 
  invasion. All that is requires is for the players to 
  see one part of a larger puzzle and it is not 
  necessary to even realise its part of a puzzle. That 
  will come later when more pieces are present 
   
  To set up this encounter, the party travels with a 
  wagon loaded with fruit and grain bound for 
  Andoora. It will be driven by two Halflings named 
  Keggsy and Syrronia. If playing Old Frog and Toad, 
  there is a specific objective, but if played as a stand 
  alone adventure all that is necessary is that they 
  are travelling together.  
  They could be employed as guards or they could 
  be just sharing the road. Any excuse will do. 
   
  Should Keggsy become involved in any battles he 
  is a commoner. Syrronia is a sorcerer. 
   
  Stats for both are in the back of the module. 
   
  Read Aloud: 
   
  On the second day out of town, the wagon is on the 
  road a few hundred yards from the river. Syrronia 
  is keeping an eye out in that direction, though the 
  view is often obscured by trees. 
   
  The road runs by the side of a hill which has been 
  cut to a cliff to build the road. Clumps of trees are 
  scattered about on the right. Keggsy looks a little 
  nervous and with good reason as this would make 
  a good place for an ambush.  The water in the 
  distance seems calm though. 
   
  Suddenly there is movement from one of the trees 
  and two men leap down from them. Two archers 
  appear on the slope to the left and a black scaled 
  dragonborn steps out on the road in front. 
   
  “We’ll be taking your goods!” the dragonborn spits. 
   
   
  The party is under attack from 5 bandits. 
   
  During the first round, the leader will breath acid 
  on the driver of the wagon (and anyone else in the 
  same line). This should reduce him to zero hit 
  
   
    
   
  The Sound of Drums 
  4 
  points. He will be unconscious and will need to 
  make death saving throws each round as though 
  he were a PC. 
   
   
  Tip: 
   
  Don’t roleplay with yourself! 
  In this scenario, you control 5 bandits and 2 NPCs. 
  The players have one character each, so you’ll be 
  very busy and you will spend time hitting yourself. 
   
  This is hard work for you and boring for everyone 
  else. 
   
  Take Keggsy out in the first round and don’t roll 
  for Syrronia’s attacks, just describe them. 
   
   
   
  The bandits each have leather armour and a 
  scimitar. The archers have a light crossbow each. 
  They each carry 5gp, the dragonborn has 10gp. 
   
  The dragonborn is wielding a silver scimitar of 
  orcish manufacture. Make sure the players hear 
  that the blade is not common in this region. 
   
  Wrapping Up 
   
  Following this encounter, characters should 
  continue on with their existing adventures. 
   
  Rewards 
   
  Award the characters 25 XP for each bandit 
  defeated, to be divided amongst the characters 
   
  The following nbonuses can be added to this. 
  Keeping Keggsy alive 
   
  100XP each 
  Keeping Syrronia alive 
   
  100XP each 
   
   
  The leader carries 10gp 
  Other bandits carry 5gp 
   
  The leader carries a silvered scimitar 
   
  Part 2: Beneath the Storm 
   
  Part two was written to be part 1 of Rats in the 
  Rain: Beneath the Storm. It can take place in any 
  tavern in Vollenchia, regardless of why the 
  characters are there. As with the first part, the 
  players should not already be aware of racial 
  tensions. This scenario is where they start to learn 
  that issues are about. 
  There should be no obvious link between this 
  adventure and the previous one, unless a character 
  is carrying the blade picked up previously. 
   
  Read Aloud: 
   
  The Old Crow is its usual busy self. There is still 
  rain falling and the clouds over the ocean suggest a 
  storm is on the way. It looks like nobody will be in 
  a hurry to leave. You have come here to meet with 
  Jasper Grain who sent word via a talking lizard 
  that he wished to meet to discuss business. 
   
  Looking around the tavern, you see no sign of 
  Jasper. 
   
  Sitting by the fire are three dwarven traders who 
  have come in from Andoora to sell their wears.  
   
  By the window sit a group of Salamankan elves, 
  identifiable by their tribal top-knots.  
   
  The usual host of locals sit at the bar or at tables. 
  Mostly humans, there are a few half elves present 
  while Morrow Crane is at the bar with a drink. 
   
   
  Characters may know Morrow Crane from the first 
  part of Rats in the Rain. Morrow is a half orc thug 
  working for Kendra the Mouse. 
   
   
  If the players are eager to talk to the other patrons, 
  they can learn the following before Morrow 
  approaches them: 
   
   
  The dwarves are from the small dwarven 
  kingdom of Andoora which sits in the 
  mountains to the north. They are here to 
  trade metals but have an interest in 
  purchasing supplies of fruit. 
  
   
    
   
  The Sound of Drums 
  5 
   
  One of the dwarves’ priorities is to ensure 
  their metal does not fall into the hands of 
  orcish smiths who craft second rate 
  weapons. If he sees one of the characters 
  carrying an orcish weapon he will laugh at it 
  and recommend a dwarven made one 
  (probably an axe or hammer) 
   
  The Elves travelled from Salamanka in the 
  west. They are in town to meet some fellow 
  tribesmen who will be arriving by boat. In 
  the west there have been a number of orc 
  war bands attacking merchants. 
   
  One of the locals is telling a story about a 
  giant rat in the sewer that turned out to be a 
  gorilla. He is getting most of the details 
  wrong. 
   
  Read Aloud: 
   
  Upon seeing you arrive, Morrow signals you with a 
  slight wave and then tosses some coin to the bar. 
  He speaks to the wench and points your way, 
  presumably to shout you a round of drinks. 
   
  As he passes by the three dwarves, one of them 
  speaks a few harsh words in dwarfish.  The exact 
  words can’t be made out, though the intent and 
  meaning are clear. 
   
  Morrow pauses, responds with a threatening grunt 
  and moves to your table, though he keeps his eyes 
  on the dwarves. 
   
  If the players want to interfere, let them. It will 
  probably just involve harsh words, but could move 
  on to a full on bar fight. 
   
  Once Morrow has passed the dwarves, the elves 
  approach. They also speak harshly to Morrow and 
  if any of the player characters is a half orc, they are 
  addressed as well. 
   
   
  “You there!” starts one of the elves, “You been out 
  west raiding off decent folk eh?” The elves shake 
  their heads looking angry and then he continues, 
  “Town like this is rubbish if animal folk like you let 
  in.” 
   
  Morrow’s hand goes to his axe handle as he 
  splashes his ale on the elf. Two other patrons get 
  to their feet ready for trouble. 
   
   
   
  If the PCs intercede, a bar brawl may be avoided, 
  particularly if they can encourage Morrow to leave. 
  He will not leave alone though. The PCs will have 
  to accompany him. 
   
  If not, a classic brawl starts out. 
   
  For the sake of simplicity, during the brawl, each 
  character takes 2d8 damage. Half if they succeed in 
  a DC 12 dexterity save or they have the tavern 
  brawler feat. 
   
  If any character wants to take advantage of the 
  situation, they could attempt to pick a pocket. A DC 
  12 sleight of hand roll will net them 15gp. 
   
  After the brawl, they find themselves on the street. 
   
   
   
  Tip: 
   
  Everybody loves a good tavern brawl. In fact, I 
  recommend “The Spoilers” starring John Wayne as 
  one of the best of all time. 
   
  The problem is that these are hard to run. You 
  have too many NPCs, so the best way to handle it is 
  to switch to a cinematic style. A few good 
  descriptions, forget about initiative. Have some 
  flavor and then just hit everyone with the final 
  results. 
   
   
  Wrapping Up 
   
  Following this encounter, characters should 
  continue on with their existing adventures. 
   
  Rewards 
   
   
  Each character receives 50XP if the brawl is 
  avoided. 
   
  Characters may gain 15gp during the brawl. 
  
   
    
   
  The Sound of Drums 
  6 
  Part 3: What prisoners? 
   
  Part 3 is intended for third level characters and 
  can be inserted into any module or adventure set 
  on the road outside of town. By now players 
  should be aware that racial tensions exist. This 
  module will escalate those and for the first time 
  players may start to link pieces together. 
   
  This is written to be part of “What to do with 
  Prisoners” but it is not necessary to play it during 
  that adventure. 
   
  This comprises two scenes, the first is a meeting 
  on the road with some elves who carry a warning 
  about orcs. 
   
  The second is an encounter with a small warband 
  that is looking for their lost shipment. 
   
  Part 3.1 Sunset 
   
  Read Aloud: 
   
  After a long day on the road, your group is ready 
  for a rest and looking for a suitable place for the 
  night. 
   
  Ahead on the road you spot two other travelers, a 
  pair of elves. They pause in their travel looking 
  suspiciously at you. 
   
   
  The two elves are Tazalon and Quionda, a pair of 
  wood elves travelling the road between Vollachia 
  and Salamanka. 
   
  If the party ignores them, there is no need to press 
  the encounter, but should they engage in a 
  conversation they can learn the following: 
   
  A band of orcs is terrorizing travelers on the 
  road up ahead. 
   
  They experienced bullying by aggressive 
  orcs that asked questions but didn’t wait for 
  answers. 
   
  The orcs are looking for trade caravans to 
  attack as they kept asking about trade 
  routes. 
   
  They will report that their hometown is 
  preparing for an attack by orcs. 
   
  Part 3.2 Warband on the road 
  During the next day, the party will come across a 
  small band of orcs that are on a mission to find the 
  lost shipment. 
   
  Read aloud: 
   
  Despite a few light showers in the morning, the 
  day is quite sunny and warm. 
   
  Early in the afternoon, as you travel, you spot a 
  pair on the road up ahead. From the distance they 
  appear to be orcs. 
   
  The two orcs are aiming to ask questions, but if 
  there is trouble they have two allies skulking 
  nearby ready to charge in and assist. 
   
  If the party approaches, they will easily notice the 
  two extra orcs as they are not really hiding, but 
  rather putting on a show of backing up their allies. 
   
  These two are wilderness runners preparing to 
  charge in and use their blitz attacks. (See new 
  rules) 
   
  The two on the road will try to stop the party and 
  ask questions. They will be rude and aggressive. 
  The questions will be about wagons and caravans. 
   
  If the characters do not initiate conflict, these two 
  will. 
   
  They two at the front will begin with direct attacks 
  while their backup will strike with blitz attacks 
  during the first round. 
   
  As well as their weapons and armour each orc is 
  carrying 10gp. The leader has a document that 
  shows a schedule of merchant wagons with notes 
  on their routes. One particular one is underlined. It 
  went through here over two weeks ago. 
   
  If captured and questioned the leader of the band 
  will claim they are looking for shipments to 
  ambush, but a DC 12 insight roll will reveal this to 
  be a lie.  
   
  If sufficiently intimidated, he will admit they are 
  looking for a shipment that went missing that they 
  had supplies on. He might admit that the shipment 
  contained weapons, but he will not admit that the 
  intention was to smuggle them in to the city. 
   
   
   
  
   
    
   
  The Sound of Drums 
  7 
   
  Tip: 
  Why do we roll intimidate checks? Players love 
  role playing out their threats. Reducing it down to 
  a roll tends to be an anticlimax. 
   
  Diplomacy and deception work well with the roll, 
  but intimidate is not so good. Just listen to the 
  players and if they sound threatening enough, roll 
  with it. 
   
   
  Should the party ever follow up on this (when they 
  return to town) they can learn that the particular 
  wagon was attacked by bandits with everything 
  lost.  
   
  What they will not learn is that the wagon that was 
  attacked was carrying a shipment of orcish 
  weapons being smuggled into Vollenchia is the 
  guise of a regular shipment. Any manifest or 
  records will mention pottery, leather goods and 
  foodstuff. 
   
  Wrapping Up 
   
  Following this encounter, characters should 
  continue on with their existing adventures. 
   
  Rewards 
   
  The party receives 100XP for each orc defeated to 
  be split between the party. 
   
  Award a bonus of 100XP each if characters learn 
  the orcs’ objective. 
   
  Award a bonus of 100XP each if this is reported to 
  the authorities in Vollenchia. 
   
  Each orc carries 10gp 
   
  Part 4 Backtracking the hoard 
  Part 4 is a standalone adventure for 5th level 
  characters. 
   
  Unlike the previous parts of this story, it is not 
  published as part of any other adventure. It could 
  be placed between any stories you are already 
  working on when the characters are 5th level. 
   
  Sat this point, players should know that racial 
  tensions with orcs are escalating. Here they learn 
  more about the issues between orcs and elves and 
  they find the source of the silver weapon they may 
  have picked up in the first scenario. 
   
  The story has four parts: 
   
  Part 4.1 the party is contacted to investigate the 
  loss of goods. 
   
  Part 4.2 The party investigates locally and get 
  information leading them to a bandit camp outside 
  of town 
   
  Part 4.3 The party encounters a pair of manticores 
  along the way 
   
  Part 4.4 The party takes on the bandits to recover 
  the stolen goods. In doing this they discover a 
  large supply of orcish weapons amongst the cargo. 
   
   
   
  
   
    
   
  The Sound of Drums 
  8 
  Part 4.1 A job is a job 
  If the players have done Old Frog and Toad they 
  will already know Jondath Footfall, if not he can 
  quickly introduce himself. 
   
  Read Aloud: 
   
  After weeks of heavy rain, the weather is starting 
  to clear and business at the Old Crow is picking up 
  again.  
  More wagons are hitting the road and travelers are 
  arriving in greater numbers. 
   
  Familiar to many is Jondath Footfall, Halfling 
  owner of the Footfall Wagoneers. Today he is 
  talking at the bar to a human businessman of some 
  kind. He buys a few drinks and then the pair of 
  them approach your table. 
   
  “This is Harban Kayne,” Jondath says introducing 
  his new associate, “A good friend I’ve worked fer. 
  He’s in need of some trouble shooters. I’m 
  recommending you all.” 
   
  Harban nods to the group, “I am a seller of art 
  objects,” he explains, “special ones crafted by the 
  dwarves of Andoora. I provide them with pearls 
  taken from Palna. They craft, I sell. It’s a good 
  business.” 
   
  He then takes an ear ring from his pocket and 
  shows the group, “This was bought by a friend of 
  mine two days ago, which is funny since it was in a 
  shipment that did not make it to Vollenchia.” 
   
   
  Harban is looking for someone to investigate and 
  find the source of stolen goods. He has lost quick a 
  small fortune to the bandits and he wants them 
  dealt with. He especially wants his good back. In 
  this case he is willing to pay 100gp for bringing the 
  bandits to justice and a further 200gp for the 
  return of his goods. 
   
  The only lead he can offer is the name of the seller 
  his friend bought the jewelry from: Mantess 
  Tindwell; a half elven trader of no fixed address 
  working in the northern part of town. 
   
  Part 4.2 Private Investigations 
   
  The party may ask around about Tindwell. Have 
  them make a diplomacy roll (associates of Kendra 
  the Mouse gain advantage on this roll). Eventually 
  they will be able to find the seller. As expected he 
  operates in the northern part of town selling 
  wares from under his hat. He works in the 
  company of a white scaled dragonborn named 
  Quistargian. The two of them are fences often on 
  the wrong side of the law and rivals of figures such 
  as Kendra the Mouse and Reggie the Axe. 
   
  Tracking Tindwell down should not be easy. Have 
  the players talk to a fence who sends them to find 
  and talk to a pick-pocket who suggests they talk to 
  a smuggler who sends them back to the original 
  fence. Each will give part of a description and part 
  of a location. After several hours of game time 
  have passed move on to the scene where they find 
  Tindwell. Reduce the time if anyone has the urchin 
  background. 
   
  Quistargian will not be with him as the 
  dragonborn is currently inbcarcerated. The lack of 
  his sidekick makes Mattess more nervous than 
  usual. 
   
  If needed, Tindwell has the statistics of a spy. 
   
  Read Aloud: 
   
  After several hours of frustrating tracking through 
  town, you spot a gentleman matching Tindwell’s 
  description. He wears a long trench coat and is 
  talking to an elf of dubious social standing. 
   
  After completing a transaction he turns, spots your 
  group and casually approaches. 
   
  “Is there anything I can do for you?” he asks 
  casually, though from his posture it looks like he is 
  ready to run 
   
  Tindwell is used to dealing with the middle class 
  looking to make an impression. It is unlikely the 
  party will match this description, so he will 
  assume they are either allied with law 
  enforcement or a rival. In either case, he expects 
  trouble. 
   
  He will flee at the first sign of a threat. Characters 
  can prevent this by surrounding him before they 
  approach. If he gets away, they will need to track 
  him down again which will take a few more hours 
  and possibly some bribes. 
  
   
    
   
  The Sound of Drums 
  9 
  Should the characters prevent him from escaping 
  (either by capture or by not threatening) he can be 
  pressured into revealing the sources of his goods. 
   
  He will respond to threats, promises, bribes, lies or 
  whatever the players come up with. Have them 
  make diplomacy, intimidate, deception checks, but 
  accept any reason to give them advantage. 
   
  He will claim (accurately) that he legitimately 
  purchased the wares and had nothing to do with 
  any theft. His source is a dwarven woman named 
  Thordrin Darkforge who imports good into the 
  town through routes that he doesn’t question. As 
  far as he knows there is nothing illegal going on. 
   
  The characters should let him go when they are 
  done, but they might instead choose to hand him 
  over to authorities or criminal rivals, or they may 
  choose to maim or kill him.  Tindwell carries 25gp 
  (from his recent sale) and three pieces of jewelry. 
   
  If his wares are taken from him and returned to 
  Harban with thank them, but let them now this is 
  only a small protion of the stolen goods. He will be 
  prepared to pay 40gp for recovering some of the 
  goods and will promise the remaining 160gp when 
  the rest is recovered. 
   
  Should the characters ask around, they will learn 
  that Thordrin Darkforge is currently out of town. 
  Her wagon is doing a run out to the Callera port 
  and is expected back tomorrow. 
   
  This gives the party enough information to track 
  her down and possibly ambush her wagon 
  themselves. 
   
   
   
  Tip: 
   
  When the party sets up an ambush, they get to 
  choose where they do it and they can search many 
  miles to pick a good spot. Rather than have them 
  ask what is out there. Ask them to a draw a map of 
  what they are looking for. 
   
  The bonus in this, is you don’t have to draw a map. 
   
  Thordin will be driving a small wagon pulled by a 
  single horse. She is accompanied by two dwarven 
  foot soldiers.  
   
   
   
  Should the party simply meet with Thordin, she 
  will not admit to any involvement in illegal 
  activities and will want to move on at the first 
  mention of bandits. 
   
  The guards have passive perception 14. Characters 
  setting up an ambush will need stealth rolls that 
  exceed this. 
   
  In an ambush, the two guards will rush forward 
  and gang up on a single opponent while Thordin 
  will stay on the wagon using her crossbow to 
  target any spell casters. 
   
  Thordrin is a veteran accompanied by two spies. 
  In addition to their weapons and armour, the spies 
  carry 10gp and Thordrin carries 40gp. 
   
  The goods on the wagon are two barrels of fish, 
  ten coils of rope, a barrel of camel jerky and a large 
  jar of olive oil. 
   
  If the dwarves are defeated and captured, Thordin 
  will, if intimidated, admit that she has, from time 
  to time, sold possibly stolen goods she received 
  from a dubious merchant she met on the road to 
  Salamanka. She can be pushed into revealing his 
  name and the location of his hideout. 
   
  She describes a place in the hills along the road to 
  Salamanka about thirty miles west of Vollenchia. 
  The hideout is in a small cave system. 
   
  The bandit gang is led by Gentle James Joran, who 
  is not by any report to be considered gentle. His 
  gang is mostly human, but he also has a few gnolls 
  working as scouts. 
   
  Part 4.3 Monstrous trouble 
  The party will no doubt head out to the designated 
  location which will be a long journey. 
   
  On the way, the party will cross paths with a pair 
  of manticores. 
   
  The party can take a long rest both before and 
  after this battle, so they should be able to win 
  easily. Make sure the players know they won’t be 
  at their destination until tomorrow. That will help 
  with their resource management. 
   
   
   
   
   
   
  
   
    
   
  The Sound of Drums 
  10 
   
  Tip: 
  Every long journey should have one random 
  encounter. 
   
  It is good to break up the plot a bit. It is good to 
  add variety to the encounters, but most players 
  only have enough patience for one random 
  encounter. Any more than that and they will lose 
  the sense of an overall plot, so place battles like 
  this carefully. 
   
   
  There is treasure in the manticores’ lair, but 
  characters will have no means of tracking that 
  location down. 
   
  Part 4.4 The cave 
  Characters will eventually make their way to the 
  bandits’ cave. 
  Two gnolls have are patrolling outside. These will 
  either be encountered before reaching the map or 
  will move in to assist the guards at location A. 
  One gnoll and a human are guarding the entrance. 
  The gnoll is at location A, the human at location B 
  ready to assist. 
  Three gnolls and three humans are inside the cave 
  along with Gentle James. All will be at location C, 
  though may move to assist if battle at the entrance 
  is noisy. 
   
  All humans in the gang are bandits. Gentle James is 
  a veteran 
   
   
   
  In the back of the cave at location D are a number 
  of crates and bags of non-perishables taken by the 
  bandits. 
   
  This includes a box of jewelry of dwarven design. 
  There is gold and gems to the value of 180gp 
  One crate contains weapons: 12 orcish glaives and 
  18 orcish scimitars, one of which is silvered. These 
  were clearly manufactured by orcs. Along with 
  these is a consignment sheet identifying this as the 
  shipment the orcs from part 3 were looking for. 
  Wrapping Up 
  Harban will happily pay the promised reward for 
  the return of the stolen goods. 
   
  If the character attempt to sell the weapons on the 
  open market or to an established weaponsmith, it 
  will draw attention from local authorities, but the 
  sale will go through earning the characters 50% of 
  retail price. 
   
  If the characters sell the weapons through a fence 
  such as Kendra the Mouse or Reggie the Axe, they 
  will avoid questions but only get 40% of retail 
  price for the sale. 
   
  Rewards 
   
  Experience Points to be divided among the 
  characters: 
   
  Manticore 
  700XP each 
  Gnoll 
   
  100XP 
  Bandit  
  25XP each 
  Gentle James 
  700XP 
  Thordin  
  700XP 
  Wagon guards  200XP 
  Tindwell  
  200XP 
   
  Award a bonus of 50XP each if characters deal 
  with Tindwell peacefully. 
   
  Award a bonus of 100XP each they successfully 
  ambush Thordin. 
   
  Award a bonus of 100XP each if this is reported to 
  the authorities in Vollenchia. 
   
  Monetary rewards are listed with the encounters. 
  Note the different amounts that may be collected 
  for the weapons. 
  
   
    
   
  The Sound of Drums 
  11 
  Part 5: The hidden Cell 
  Like Part 4, this is a standalone adventure not 
  published anywhere else. This should be played 
  with a party of seventh level characters. 
   
  At this point, players should be aware that orcish 
  weapons are being smuggled into the city. They 
  should know that tension between orc and elf in 
  the west is increasing. 
   
  In this module they finally get involved directly by 
  ferreting out an underground cell of half orcs and 
  orc that are preparing to assist in an attack on the 
  city. 
   
  Outline 
  Part 5.1 the party is employed to seek out the 
  purchasers of the orcish weapons or to check up 
  on their associate Morrow Crane. 
   
  Part 5.2 The party invades a warehouse occupied 
  by orcish freedom fighters in which they learn the 
  cell is to assist a band of orcs coming by sea 
   
  Part 5.3 The party captures a fishing shack being 
  used as a staging point for an invasion 
   
  Part 5.4 The party gets to use a ballista to take on 
  the ship. Optionally the party may get involved in 
  direct combat. 
   
  Part 5.1 About that… 
  The hook for this adventure depends on what the 
  characters did with the weapons in part 4. 
  They should have done one of the following 
  1. Sold them through a fence 
  2. Sold on open market 
  3. Left the lot in the cave 
   
  Regardless of the history, the adventure begins in 
  the party’s regular tavern and the mission will 
  work out the same, so as the GM you may choose a 
  different hook or combination of these if that will 
  work better. 
   
  Option 1 Read Aloud: 
   
  The Old Crow tavern is busy as usual, but perfect 
  for unwinding after the last journey. A bard has 
  taken the spot by the fire and is regaling listeners 
  with a tale of airship pirates. 
   
  You try to listen but the ridiculous nature of the 
  story leaves your attention to wane. 
   
  Mercifully, your old associate Kendra the Mouse 
  approaches and takes a seat. She brings with her a 
  jug of wine which is usually the price for a few 
  minutes of your time. 
   
  “Questions are being asked about the weapons,” 
  she explains, “not to me yet, but they will sooner 
  or later. We are going to need to do a little work to 
  cover ourselves properly. It seems they were 
  hotter than I’d thought.” 
   
  Kendra will be prepared to offer 200gp for sorting 
  out the mess, plus the knowledge that this won’t 
  come back to bite the party. 
   
  Option 2 Read Aloud: 
   
  The Old Crow tavern is busy as usual, but perfect 
  for unwinding after the last journey. A bard has 
  taken the spot by the fire and is regaling listeners 
  with a tale of airship pirates. 
   
  You try to listen but the ridiculous nature of the 
  story leaves your attention to wane. 
   
  Mercifully, a young gentleman from the city watch 
  approaches your table. 
   
  “Gentlemen,” he says as he takes a seat, “My name 
  is Breaker Malone, I am investigating recent 
  weapon sales in the city, nothing illegal, but a 
  problem none the less. I think we have an issue 
  and since you are already involved, I thought 
  perhaps I could employ you to finish the job” 
   
  Malone will offer 100gp reward, but can move as 
  high as 200gp if necessary. If pushed he will 
  suggest that the party could be seen as guilty by 
  association and that doing this job would go a long 
  way to keeping their name clean. 
  
   
    
   
  The Sound of Drums 
  12 
  Option 3: Read Aloud 
   
  The Old Crow tavern is busy as usual, but perfect 
  for unwinding after the last journey. A bard has 
  taken the spot by the fire and is regaling listeners 
  with a tale of airship pirates. 
   
  You try to listen but the ridiculous nature of the 
  story leaves your attention to wane. 
   
  Mercifully, your old associate Kendra the Mouse 
  approaches and takes a seat. She brings with her a 
  jug of wine which is usually the price for a few 
  minutes of your time. 
   
  “I’ll be quick,” she says, “My man Morrow is in 
  deep. He and his brother have fallen in with the 
  wrong crowd and are going to get into trouble. We 
  owe it to him to get him out of there” 
   
  In the third scenario she won’t offer money, but as 
  the characters will have already left valuable 
  goods behind, the odds are they will not be very 
  money focused and will respond better to a 
  personal plea for help. 
   
  Regardless of which hook is being used, all roads 
  lead to Rome, as the band Morrow is hanging with 
  also happens to be the band that is stock piling 
  weapons. 
   
   
  Tip: 
  The easiest way to run a story is to rail road it, but 
  players hate this, so try to let them choose the way 
  they follow the train-tracks. 
   
  If they don’t respond to one hook use another, they 
  look different, but lead the same way. 
   
  Characters should proceed with the investigation, 
  probably with starting tips from their hook 
  character. What they need to do is either: 
   
  Find Morrow Craine or 
   
  Find the purchasers of the weapons 
  In either case, asking around, making persuasion 
  skill checks, paying a few bribes will help. 
   
   
  Tip: 
  7th level characters do not waste time doing urban 
  investigations. They are above that, so don’t push. 
  There is no need for a random encounter. 
  Anything that happens in a city, they can deal with. 
  Just take them straight to the warehouse the 
  terrorist cell is based in. 
   
  The terrorists are based in an old warehouse near 
  the port (actually only one street away from the 
  Old Crow Tavern.) 
   
  Part 5.2 Local fire 
   
  On the outside, it looks like a regular warehouse; a 
  large ground area, two stories high. There are two 
  doors in: a large goods door at the front and a 
  small office door at the side as well as a number of 
  windows around the building. The windows have 
  crates stacked in front of them obscuring the view 
  and preventing entrance. 
   
   
   
   
   
   
  Depending on the hook used and the temperament 
  of the characters there are several approaches that 
  may be taken: 
   
   
  Wait and watch for Morrow Crane to leave 
  the warehouse 
   
  Knock on the door and talk to them 
   
  Sneak in 
   
  Launch a full frontal assault 
   
  These are all valid approaches. 
  
   
    
   
  The Sound of Drums 
  13 
   
   
  Tip:  
  By 7th level, the characters really are above the 
  law. There is no realistic way you can build an 
  army of local guardsmen that can take the party 
  into custody. A full frontal assault on any 
  establishment should result in minions quickly 
  falling or fleeing so that only the bosses remain for 
  the fight. 
   
  The ground floor of the warehouse has a large 
  number of crates, many of them hold weapons. 
  There will be six orcs and two orc guerillas in the 
  room.  
   
  Two more orc guerillas are upstairs and will join 
  quickly if trouble starts. 
   
  If the party watches and waits they can enter when 
  two of the orcs are gone. Half of the orcs are 
  actually half orcs, but use orc statistics. 
   
  One of these orcs will be Morrow Crane. Even if 
  combat erupts, he will try to negotiate. 
   
  If the party approaches peacefully, Morrow will 
  speak to them first and explain he is helping some 
  family out with their business shipping wood 
  working supplies. A DC 14 insight check will 
  suggest he is making the story up. He will not 
  willingly betray these orcs. 
   
  If they find Morrow in the streets there will be 
  much the same result. 
   
  The basement is not occupied, but the chest down 
  there stores 200gp kept to support the cause as 
  well as documentation on future shipments. There 
  is a map of the coastline and some notes indicating 
  a meeting with an incoming boat to be held at an 
  old fishing shack. 
   
  Most of the cell’s activities are not documented. If 
  captured the orcs will not willingly reveal their 
  secrets, but if pushed hard enough or if magic is 
  used, they know the following: 
   
   
  Orcs are preparing to move against the 
  Salamanka elves. 
   
  There is to be an attack on the city of 
  Vollenchia to cause a distraction. 
   
  There is going to be an attack on the elves’ 
  embassy in Vollenchia. 
   
  After Salamanka falls, Vollenchia is the next 
  target. 
   
  The attack on Vollenchia is dependent on 
  orcs and half orcs already inside the city. 
   
  The attack will be happening tonight. 
   
  Some of the orcs were going to the fishing 
  shack to meet the invaders while the others 
  (including the guerillas) were to move on 
  the embassy. 
   
  If the party reports back to Malone, he will ask the 
  party to go to the boat house and see what they 
  can do there, while he gets local troops to protect 
  the embassy and the harbor. He will arrange for 
  the incoming boat to be intercepted. 
   
   
   
   
   
   
  The fishing shack is located a short distance up the 
  coast and has a view of the harbor. The characters 
  will need a boat to get there, but this should be 
  easily organized. 
   
  The shack has a small jetty at which a small row 
  boat is already tied. 
   
  It belongs to the orc guerilla stationed here. He is 
  currently on watch and accompanied by a pair of 
  sea hags. All will be hostile to any invaders. 
   
  The hags actually dwell in a cave beneath the 
  shack. 
   
   
   
  
   
    
   
  The Sound of Drums 
  14 
   
  The main room of the shack contains a heavy 
  ballista pointed out across the main entrance to 
  the harbor. 
   
  The back of the shack is open to allow the weapon 
  to be aimed at ships. 
   
  If the players wait around they will see two vessels 
  approaching, one from the north (the orcs) and 
  one from the harbor (local guards). 
   
  The characters may assist in two ways: 
   
  Firing the ballista 
   
  Taking their boat out and joining the battle. 
   
  Taking the boat out will take too long as the 
  characters should work out, but if they take 
  control of the ballista and land three successful 
  hits on the orc boat, the local marines will be able 
  to defeat them. 
   
  There is no underlying reason for the presence of 
  the hags other than being unexpected for the 
  players. Most likely the orcs have paid for their 
  cooperation. 
   
   
  Wrapping up 
  Prevention of the attack will go largely unnoticed 
  in the city, though any promised rewards will be 
  paid and the city watchman Breaker Malone, will 
  thank the party and promise them a favor. 
   
  Should the orcs be defeated without Morrow being 
  harmed or causing harm, he will return to work for 
  Kendra. If he is injured, or he causes injury to a PC 
  he will leave the city to join the orcs in the west. 
   
  Rewards 
   
  Experience points from defeated enemies to be 
  divided among the players: 
   
  Orc 
   
  100XP 
  Orc Guerilla 
  1100XP 
  Sea Hag  
  450XP 
   
  Bonus XP: 
   
  Keeping Morrow out of trouble:   500XP each 
  Sinking the orc ship 
   
  500XP each 
   
   
  Character Directory 
   
  Gentle James Joran: Leader of a group of bandits. 
   
  Harban Kayne: A human businessman importer 
  of dwarven art and jewelry. 
   
  Jondath Footfall: A Halfling caravan master 
  operating out of Vollenchia 
   
  Kendra the Mouse: A half elven fence operating 
  from an underground warehouse of Vollenchia 
   
  Mantess Tindwell: A half elven trader of stolen 
  good. Operates as a street vendor. 
   
  Morrow Crane: A half orc thug hired by Kendra 
  the Mouse. 
   
  Quistargian: A White Dragonborn works with 
  Mantess Tindwell. 
   
  Reggie the Axe: A dwarven warrior, former 
  mercenary, now boss of a criminal gang operating 
  from the sewers of Vollenchia. 
   
  Thordrin Darkforge: A dwarven importer of 
  goods. She also works as a smuggler and often 
  deals win stolen goods. 
   
   
  What happens next? 
  What happens next is up to you.  
   
  The invasion of the city could still take place 
   
  The orc attack on Salamanka will still take 
  place 
   
  War will start in the west, but will it affect 
  the city of Vollenchia? 
   
  Will the characters head west to warn 
  Salamanka? 
   
  Will they aid Salamanka? 
   
  Will the coming of war affect trade in the 
  region? 
   
  Will it inspire the gnoll packs to invade 
  Vollenchia? 
   
  What will happen to Morrow Crane? 
   
  These are all questions that you and your players 
  can answer or ignore. Its all up to you. 
  
   
    
   
  The Sound of Drums 
  15 
  NPC / Monster Stats 
   
  Bandit Medium humanoid (any race), 
  Armor Class 12 (leather armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 
  (+0) 
  12 
  (+1) 
  12 
  (+1) 
  10 
  (+0) 
  10 
  (+0) 
  10 
  (+0) 
   
  Senses passive Perception 10 
  Languages Common, Draconic 
  Challenge 1/8 (25 XP) 
  Actions 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit 4 (1d6 + 1) slashing damage. 
  Light Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) 
  piercing damage. 
  Breath weapon: The dragonborn bandit uses a 
  breath weapon, a 30’ line of acid doing 7(2d6) and 
  half damage on a successful DC 12 dexterity save. 
   
  Commoner Medium humanoid 
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 
  (+0) 
  10 
  (+0) 
  10 
  (+0) 
  10 
  (+0) 
  10 
  (+0) 
  10 
  (+0) 
   
  Senses passive Perception 10 
  Languages Common, Halfling 
  Challenge 0 (10 XP) 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 2 (1d4) bludgeoning damage. 
   
  Gnoll Medium humanoid (gnoll), chaotic evil 
  Armor Class 15 (hide armor, shield) 
  Hit Points 22 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 
  (+2) 
  12 
  (+1) 
  11 
  (+0) 
  6 
  (−2) 
  10 
  (+0) 
  7 
  (−2) 
   
  Senses darkvision 60 ft., passive Perception 10 
  Languages Gnoll 
  Challenge ½ (100 XP) 
  Rampage. When the gnoll reduces a creature to 0 
  hit points with a melee attack on its turn, the gnoll 
  can take a bonus action to move up to half its 
  speed and make a bite attack. 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 4 (1d4 + 2) piercing damage. 
  Spear. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 
  (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing 
  damage if used with two hands to make a melee 
  attack. 
  Longbow. Ranged Weapon Attack: +3 to hit, range 
  150/600 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage. 
   
  Manticore Large monstrosity, Lawful evil 
  Armor Class 14 (natural armor) 
  Hit Points 68 (8d10 + 24) 
  Speed 30 ft., fly 50 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 
  (+3) 
  16 
  (+3) 
  17 
  (+3) 
  7 
  (−2) 
  12 
  (+1) 
  8 
  (−1) 
   
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common 
  Challenge 3 (700 XP) 
  Tail Spike Regrowth. 
  The manticore has twenty-four tail spikes. Used 
  spikes regrow when the manticore finishes a long 
  rest. 
  Actions 
  Multiattack. The manticore makes three attacks: 
  one with its bite and two with its claws or three 
  with its tail spikes. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage. 
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage. 
  Tail Spike. Ranged Weapon Attack: +5 to hit, 
  range 100/200 ft., one target. Hit: 7 (1d8 + 3) 
  piercing damage. 
   
  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) 
   
   
  
   
    
   
  The Sound of Drums 
  16 
  Skills Intimidation +2  
  Senses darkvision 60 ft, passive Perception 10 
  Languages Common, Orc 
  Challenge ½ (100 XP) 
  Aggressive. As a bonus action, the orc can move 
  up to its speed toward a hostile creature that it can 
  see. 
  Actions 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 9 (1d6 + 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. 
  Blitz: Once per turn, this orc can deal an extra 2d6 
  damage to one creature it hits with an attack if 
  they have moved their full base movement rate 
  and are using a melee weapon with two hands. 
  This does not apply if they have disadvantage. 
   
  Orc Guerrilla Medium humanoid (orc), chaotic 
  evil 
  Armor Class 16 (chain mail) 
  Hit Points 104 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 
  (+4) 
  12 
  (+1) 
  20 
  (+5) 
  12 
  (+2) 
  11 
  (+0) 
  12 
  (+1) 
   
  Skills Intimidation +5, Stealth +2 
  Senses darkvision 60 ft, passive Perception 10 
  Languages Common, Orc 
  Challenge 4 (1,100 XP) 
  Aggressive. As a bonus action, the orc can move 
  up to its speed toward a hostile creature that it can 
  see. 
  Actions 
  Multiattack: The orc makes two weapon attacks 
  with its scimitar or glaive 
  Scimitar. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 7 (1d6 + 4) slashing damage. 
  Glaive. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 10 (1d10 + 4) 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. 
   
   
  Spy 
  Armor Class 15  
  Hit Points  19 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 
  (+1) 
  16 
  (+3) 
  14 
  (+2) 
  12 
  (+1) 
  10 
  (+0) 
  12 
  (+1) 
   
  Saving Throws: Int+3, Dex +5 
  Skills Deception +3, Insight +2, Investigation +3, 
  Perception +3, Persuasion +3, Sleight of Hand +7, 
  Stealth +7, thieves tools +5 
  Senses: Passive Perception 14 
  Challenge 1 (200 XP) 
  Actions: 
  Cunning Action. On each of its turns, the spy can 
  use a bonus action to take the Dash, Disengage, or 
  Hide action. 
  Sneak Attack (1/Turn). The spy deals an extra 7 
  (2d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or 
  when the target is within 5 feet of an ally of the spy 
  that isn’t incapacitated and the spy doesn’t have 
  disadvantage on the attack roll. 
  Rapier: Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 7 (1d8+3) piercing damage. 
  Shortbow: Ranged Weapon Attack: +5 to hit, range 
  60 ft., one creature. Hit:5 (1d6+3) piercing damage. 
   
  Sea Hag Medium fey, chaotic evil 
  Armor Class 14 (natural armor) 
  Hit Points 52 (7d8 + 21) 
  Speed 30 ft., swim 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 
  (+3) 
  13 
  (+1) 
  16 
  (+3) 
  12 
  (+1) 
  12 
  (+1) 
  13 
  (+1) 
   
  Senses darkvision 60 ft., passive Perception 11 
  Languages Aquan, Common, Giant 
  Challenge 2 (450 XP) 
  Amphibious. The hag can breathe air and water. 
  
   
    
   
  The Sound of Drums 
  17 
  Horrific Appearance. Any humanoid that starts its 
  turn within 30 feet of the hag and can see the hag’s 
  true form must make a DC 11 Wisdom saving 
  throw. On a failed save, the creature is frightened 
  for 1 minute. A creature can repeat the saving 
  throw at the end of each of its turns, with 
  disadvantage if the hag is within line of sight, 
  ending the effect on itself on a success. If a 
  creature’s saving throw is successful or the effect 
  ends for it, the creature is immune to the hag’s 
  Horrific Appearance for the next 24 hours. Unless 
  the target is surprised or the revelation of the 
  hag’s true form is sudden, the target can avert its 
  eyes and avoid making the initial saving throw. 
  Until the start of its next turn, a creature that 
  averts its eyes has disadvantage on attack rolls 
  against the hag. 
  Actions 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) slashing damage. 
  Death Glare. The hag targets one frightened 
  creature she can see within 30 feet of her. If the 
  target can see the hag, it must succeed on a DC 11 
  Wisdom saving throw against this magic or drop to 
  0 hit points. 
  Illusory Appearance. The hag covers herself and 
  anything she is wearing or carrying with a magical 
  illusion that makes her look like an ugly creature 
  of her general size and humanoid shape. The effect 
  ends if the hag takes a bonus action to end it or if 
  she dies. The changes wrought by this effect fail to 
  hold up to physical inspection. Otherwise, a 
  creature must take an action to visually inspect the 
  illusion and succeed on a DC 16 Intelligence 
  (Investigation) check to discern that the hag is 
  disguised. 
   
  Sorcerer Medium humanoid 
  Armor Class 14 
  Hit Points 6 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 
  (+0) 
  12 
  (+1) 
  10 
  (+0) 
  10 
  (+0) 
  10 
  (+0) 
  14 
  (+2) 
   
  Senses passive Perception 10 
  Languages Common, Halfling 
  Challenge ½  (100 XP) 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 2 (1d4) bludgeoning damage. 
  Magic Missile: 2 slots: Does 9 (3d4+3) force 
  damage 
  Fire Bolt: +4 to hit, 1d10 fire damage 
   
  Veteran 
  Armor Class 17 (splint) 
  Hit Points 58  
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 
  (+3) 
  13 
  (+1) 
  14 
  (+2) 
  10 
  (+0) 
  11 
  (+0) 
  10 
  (+0) 
   
  Skills Athletics +5, Perception +2 
  Senses passive Perception 12 
  Languages Common, dwarven 
  Challenge 3 (700 XP) 
  Actions 
  Multiattack. The veteran makes two longsword 
  attacks. If it has a shortsword drawn, it can also 
  make a shortsword attack. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, 
  or 8 (1d10 + 3) slashing damage if used with two 
  hands. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit  
  Range 100/400 ft., one target. Hit: 6 (1d10 + 1) 
  piercing damage 
   
   
   
   
   
   
   
   
   
  
   
    
   
  The Sound of Drums 
  18 
  Maps and Handouts 
   
   
  Part 4: Bandit’s Cave 
   
   
   
   
   
  
   
    
   
  The Sound of Drums 
  19 
  Part 5: Warehouse ground floor 
   
   
   
   
   
  
   
    
   
  The Sound of Drums 
  20 
  Part 5: Warehouse Upper Level 
   
   
   
   
   
  
   
    
   
  The Sound of Drums 
  21 
  Part 5: Warehouse basement 
   
   
   
   
   
   
  
   
    
   
  The Sound of Drums 
  22 
  Part 5: Fishing Shack 
   
   
   
   
   
   
   
   
  
   
    
   
  The Sound of Drums 
  23 
  New Rules 
   
  Wilderness Runner 
  An unarmoured dwarf arrives at the gates of the 
  stone hold; his run has taken him eighteen miles 
  along the underground highway to bring word of 
  the coming trolls. 
  Deep in the forest, an orc warband hears one of 
  their own fall as an elf dashes from the between 
  trees, strikes hard and keeps running. 
  The green scaled dragonborn watches the bandits 
  attack the wagon, but with little more than a 
  moment’s though. He barrels down the hill and 
  slams into the leader like a juggernaut. 
  On Swift feet 
  The wilderness runner is a specialist at moving on 
  their own feet, striking hard and fast and then 
  moving on. They often focus on stealth through the 
  wilderness, but sometimes are willing to 
  abandoned all pretences of stealth to be seen as 
  fearsome chargers. Their main weapon is speed. 
  A chariot of fire 
  Not every character that runs is a wilderness 
  runner. This is a special role for the elite message 
  carrier or wilderness ambusher. Within their roles, 
  a wilderness runner can be relied on to operate 
  alone and to get from start to finish quickly. Within 
  a party the wilderness runner may serve as a 
  backup travelling near, but not within the group 
  ready to charge in at a moment’s notice. Others 
  may travel with company ready to charge out and 
  distract the enemy. 
  Their stock in trade is light armour, fast 
  movement, heavy weapons. 
  Creating a wilderness runner 
  As you create a runner, consider what makes this 
  character different to a ranger or barbarian.  
  Quick Build 
  To quickly build an effective runner, dexterity 
  should be the highest ability score followed by 
  Constitution. Wisdom is the next most important 
  ability. Choose the outlander background 
  Class features 
  As a Wilderness Runner, you have the following 
  class features. 
  Hit Points 
  Hit Dice: 1d10 per wilderness runner level 
  Hit Points at 1st level:  10 plus your constitution 
  modifier 
  Hit Points at higher levels: 1d10 (or 6) plus your 
  constitution modifier per wilderness runner level 
  after 1st 
   
  Proficiencies 
  Armour: light 
  Weapons: Simple, Martial 
  Saving Throws: Strength, Dexterity 
  Skills: choose three from acrobatics, athletics, 
  insight, intimidation, perception, stealth, nature, 
  survival. 
  Equipment 
  You start with the following equipment, in 
  addition to the equipment from your background: 
   
  any versatile melee weapon 
   
  two handaxes or any simple weapon 
   
  An explorer’s pack and four javelins 
   
  Leather Armour 
   
  Level 
  Proficiency 
  Blitz 
  damage 
  Features 
  1st 
  +2 
  1d6 
  Blitz Attack, Natural 
  Explorer 
  2nd 
  +2 
  1d6 
  Fighting Style 
  3rd 
  +2 
  2d6 
  Archetype 
  4th 
  +2 
  2d6 
  Ability Score 
  Improvement 
  5th 
  +3 
  3d6 
  Fast Movement 
  6th 
  +3 
  3d6 
  Natural Explorer 
  Improvement 
  7th 
  +3 
  4d6 
  Feral Instinct 
   
  Blitz 
  Beginning at 1st level, you know how to strike 
  powerfully with speed. Once per turn, you can deal 
  an extra 1d6 damage to one creature you hit with 
  an attack if you have moved your full base 
  movement rate and are using a melee weapon 
  with two hands. This does not apply if you have 
  disadvantage. 
  The amount of the extra damage increases as you 
  gain levels in this class, as shown in the Blitz 
  column of the Wilderness Runner table. 
  Natural Explorer 
  You are particularly familiar with one type of 
  natural environment and are adept at traveling 
  and surviving in such regions. Choose one type of 
  favoured terrain: arctic, coast, desert, forest, 
  grassland, mountain or swamp. When you make an 
  Intelligence or Wisdom check related to your 
  favoured terrain, your proficiency bonus is 
  doubled if you are using a skill that you’re 
  proficient in. 
  While traveling for an hour or more in your 
  favoured terrain, you gain the benefits described 
  for the Ranger on page 91 of the Core Rules. 
   
  
   
    
   
  The Sound of Drums 
  24 
   
  Fighting Style 
  At 2nd level, you adopt a particular style of 
  fighting as your specialty. Choose one of the 
  following options. 
  You can’t take a Fighting Style option more than 
  once, even if you later get to choose again. 
   
  Archery: You gain a +2 bonus to attack 
  rolls you make with ranged weapons. 
   
  Evasive Dash: When you use a dash action, 
  you gain +2 to your armour class for that 
  turn 
   
  Great Weapon Fighting: When you roll a 1 
  or 2 on a damage die for an attack you 
  make with a melee weapon that you are 
  wielding with two hands, you can reroll 
  the die and must use the new roll, even if 
  the new roll is a 1 or a 2. The weapon 
  must have the two-handed or versatile 
  property for you to gain this benefit. 
  Archetype 
  At third level, you may choose an archetype, either 
  the heavy charger or the spell wright runner.  
  Ability Score Improvement 
  When you reach 4th level, and again at 8th, 12th, 
  16th, and 19th level, you can increase one ability 
  score of your choice by 2, or you can increase two 
  ability scores of your choice by 1. As normal, you 
  can’t increase an ability score above 20 using this 
  feature. 
  Fast Movement 
  Starting at 5th level, your speed increases by 10 
  feet while you aren’t wearing heavy armour. 
  Feral Instinct 
  By 7th level, your instincts are so honed that you 
  have advantage on initiative rolls. 
  Additionally, if you are surprised at the beginning 
  of combat and aren’t incapacitated, you can act 
  normally on your first turn, but only if you move 
  your full movement before doing anything else on 
  that turn. 
   
  Abilities beyond 7th level and archetype details are 
  published in Heroes of the Dawn. 
  Acknowledgements 
  With thanks to: 
   
  My play testers, who remain 
  anonymous for their own protection 
  (when I find things that don’t balance I 
  always blame the play testers for not 
  spotting that) 
   
  Drakan Games for their map drawing 
  guide. 
   
  Lord Zsezse Works for cover art 
   
  Roshan Pietersz for the Rats in the Rain 
  logo 
   
  Dias Ex Machina Games for the 5E logo  
   
  All other images from pixabay are 
  distributed royalty free. Please advise 
  immediately if this is not the case. 
   
  Wizards of the Coast for the SRD 5E 
  rules and OGL 
  OPEN GAME LICENSE  
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  The Sound of Drums 
  25 
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