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  Orcsplitter, PotA and You! 
   
   
   
   
  Princes of the Apocalypse 
  Reference Document 
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only 
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  Orcsplitter, PotA and You! 
   
  Orcsplitter, Princes of the Apocalypse and 
  You! 
  The allure of the elemental princes is palpable in this troubling days, and the city of Mulmaster will know 
  the rage of those distant evils soon enough… 
  … but today we’re going to need to chat about a specific event over on the Sword Coast, inside the Halls 
  of the Hunting Axe. After clearing the ancient hallowed halls of corrupt mages, twisted dwarves, and more 
  golems that you’ll ever want to face you may find the fabled treasure of King Flametongue. Upon his 
  remains lies the magnificent axe dubbed “Orcsplitter”. 
   
  Now, in the full adventure this weapon has several abilities, is full of anger when presented to orcs, and 
  possesses a sentience that is not unlike a certain weapon from Hoard of the Dragon Queen (season 1, 
  anyone?) in its desire to keep itself, and its wielder, alive and in the fight – and therein lies the problem. 
  Organized Play items need to be simple to implement across a multi-table, multi-environment play 
  experience and sentient items, no matter how “cool”, are going to be handled quite differently from DM to 
  DM. To that end, the D&D Adventurers League administrators have decided to roll out a replacement text 
  block for the culmination of the good King’s tomb. As the adventure is written a band of Harpers ask the 
  characters to trade Orcsplitter for a few items, but those items are not listed and are up to the DM to 
  decide. That’s not something we want to have be random or chosen outside of the League, so here, we’ve 
  given DMs and players a few choices of what to trade for. 
   
  Please replace the entire “Aftermath” section on page 187 of the Princes of the Apocalypse adventure with 
  the following: 
  Captured members of Drannin’s crew can divulge the location of the real Gargosh. He is 
  imprisoned in a small cave on the riverbank near Yartar, locked in a large trunk with air holes 
  and water. Gargosh can survive for four more days inside the trunk. 
  If the characters emerge from the dwarven crypts with Orcsplitter in their custody, the Harpers 
  in area X5 confront them under the open sky. If the characters avoid area X5, the Harpers will 
  track them and confront them elsewhere (the DM is encouraged to choose a thematically 
  appropriate location based on the characters and their actions in the story thus far) within the 
  next two days. They point out that Orcsplitter belongs in the hands of dwarven scholars. 
  They’ll first appeal to the characters’ sense of altruism, but if that doesn’t work, the Harpers 
  
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  Orcsplitter, PotA and You! 
   
  try to arrange for a trade that allows a single character to choose one option from a list of 
  magic items and services in exchange for Orcsplitter: 
   
  a silver token inlaid with a porcelain dove, good for one free resurrection of that character by 
  a Harper cleric – no questions asked 
   
  if the character is a druid, sorcerer, or wizard, they may choose to take magical tutoring under 
  a Harper NPC of the same class. When next the character is in a village or town (or larger) 
  with a population of 1,200 people or more they may seek out a Harper tutor. The character 
  may select up to 30 levels of spells from their druid, sorcerer, or wizard class list of 7th level 
  or lower from the Princes of the Apocalypse supplement and add them to their character 
  sheet as available spells for their class. All characters, whether they have a spellbook or not, 
  will need to follow the rules under “Copying a Spell into the Book” as found on page 114 of 
  the PHB in order to complete their training. This represents the cost of the education and 
  practice of the new materials (though wizards also scribe the spells into their spellbook as 
  part of the learning process).  NOTE: this does NOT allow a character to cast an additional 30 
  levels of spells; it allows a character additional spell options that might not otherwise be 
  available (ie: a Tyranny of Dragons character would not normally have access to spells in 
  Elemental Evil). Wizards add the spells to their spellbook and may choose prepare them as 
  normal for spells they have scribed. Druids add the spells to the list of spells they may 
  prepare. Sorcerers add the spells to the spells they may choose when leveling or replacing an 
  old spell due to leveling. They do not immediately add the new spells to their known spells. 
   
  a +2 weapon of the character’s choosing that vibrates and flares a deep scarlet glow when 
  within 50 feet of orcs. Against orcs, the weapon inflicts +2d6 damage. 
   
  a suit of dwarven plate 
   
  a manual of golems; this requires a successful DC 24 Charisma (Persuasion) check. The 
  party may only attempt this check once, and if the character making the check is a Harper 
  they have advantage on the roll. 
   
  a +1 maul named “The Smasher” that, when given the command “This celebration isn’t going 
  to start itself!”, acts as a decanter of endless water but dispenses potent dwarven spirits 
  instead. 
  
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  Orcsplitter, PotA and You! 
   
  If the characters are not inclined to take the 
  Harper’s offer, the Harpers are quite upset. The 
  characters are coldly informed that Orcsplitter is 
  entirely its own being – the ancient enchantments 
  have given it a true personality, and it will only 
  respond to a good-aligned dwarf, fighter, or 
  paladin. For everyone else it will merely function 
  as a magical silvered battleaxe with no additional 
  benefits or properties (an unattuned Orcsplitter will 
  stubbornly refuse to grant any of its bonuses, 
  including hit and damage rolls adjustments, but begrudgingly admits that it is still a magical 
  weapon). The Harpers rescind their generous offer but can be convinced to reconsider their 
  trade offer on a successful Charisma (Persuasion) DC 20 check. A successful Wisdom 
  (Insight) check at DC 15 reveals that the Harpers are telling the truth about the status of the 
  legendary weapon. 
   
  If an agreement is reached, Ariana Riverlost promises to meet the characters again in two 
  weeks, at a location chosen by them, with the agreed-upon payment. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S02 - Elemental Evil/PotA - Amendment v1.0.pdf