TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL00-08 Layers Upon Layers: Bonus Objective A (v1.2) 
   
   
   
   
   
   
   
  1 
  Estimated Duration: 60 minutes 
  In this bonus objective, the characters soon learn 
  that they’re being hunted—learning a violent lesson 
  about the sorts of creatures that reside within 
  Kryptgarden Forest in the process.  
  This additional content is added to Episode 2—specifically in 
  either Scene B1 or Scene C1, where a random villager (either 
  an orc or elf, respectively) approaches the characters with 
  word of two missing scouts. The scouts went on patrol two 
  days ago and hasn’t yet returned. The villager fears that they 
  may have been wounded or killed by the local fauna.  
  This bonus objective can be pursued after they visit 
  Hagsplitter Grotto or High Elm in Episode 2. The 
  Ambush! map can be used for this encounter. 
  Surviving the krenshar ambush and finding the 
  missing scout’s body lair is Bonus Objective A. The 
  characters earn 1 advancement checkpoints and 1 
  treasure checkpoint for completing this objective. 
  The area has the following features: 
   Dimensions & Terrain. The path widens a bit as it 
  rounds a corner. The ever-present brush is still here, 
  but not quite so dense as it has been elsewhere. A 
  mangled body lay in the middle of the path. 
   Lighting & Weather. The area is dimly lit during 
  the day and completely dark during the night. 
   The Body. The body is that of one of the missing 
  scouts (orc or elf depending on which settlement the 
  characters visited) and is mutilated and partially 
  eaten—no doubt by whatever killed it. Its backpack 
  has been torn from its body and its contents strewn 
  around the area. Only a few tools and pieces of 
  traveling equipment (a torn blanket, a punctured 
  waterskin, and a flint and steel) remain. Marks near 
  the body indicate that something large was dragged 
  off of the trail and into the nearby brush. 
  Unbeknownst to the characters, four krenshar 
  (elder krenshar at tier 2) lurk in the underbrush 
  nearby. As the characters investigate the body, they 
  attack. Characters with a passive Perception score of 
  13 or higher aren’t surprised. 
   
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Replace three krenshar with a wolf 
  • Weak: Replace three krenshar with four wolves 
  • Strong: Add a krenshar 
  • Very Strong: Replace two krenshar with an elder krenshar. 
   
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Replace two elder krenshar with two krenshar 
  • Weak: Remove an elder krenshar 
  • Strong: Add an elder krenshar 
  • Very Strong: Add two elder krenshar 
   Objectives & Goals. The krenshar, not satisfied 
  with the two scouts they slew earlier, have it in mind 
  to kill one or two of the characters and drag them 
  back to their lair to snack on later. 
  This section contains guidance from the adventure designer 
  to help you accommodate players who prefer to explore fun 
  ways to utilize the pillars of play in dealing with encounters. 
   
  Combat. The krenshar are ambush predators and attack 
  from all sides—using their Scare ability to prevent other 
  creatures away from their quarry. They’re ambush predators, 
  so make efficient use of Nimble Escape—preferring to flee 
  into the underbrush, hide, and attack their prey from a 
  different direction. The last krenshar flees once all of its 
  packmates have been slain. 
   
  Exploration. Following the drag marks leads the characters 
  to the krenshars’ lair. If the characters succeed on a DC 11 
  Wisdom (Survival) check (DC 13 at tier 2), they find it within 
  the hour. Otherwise, it takes them the better part of half the 
  day traipsing around the forest to find it. Within the lair are a 
  few krenshar pups all gnawing on the dismembered and 
  naked corpse of the second missing scout. 
   
  Social. The krenshars are disinterested in what the 
  characters might have to say. Additionally, characters foolish 
  enough to try and take one of the krenshar pups to rear it as 
  a pet has a hard time of it. At best, it sneaks off in the dead of 
  night. At worst, it grows up a bit, kills the character, eats its 
  body, and then sneaks off in the dead of night. 
  Characters exploring the krenshars’ lair find: 
  • A backpack containing 2 days of rations, an 
  explorer’s pack, and a potion of growth. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL00-08 Layers Upon Layers: Bonus Objective A (v1.2) 
   
   
   
   
   
   
   
  2 
   
  Medium monstrosity, unaligned 
  Armor Class 13 
  Hit Points 49 (9d8 + 9) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  14 (+2) 
  13 (+1) 
  3 (-4) 
  11 (+0) 
  13 (+1) 
   
  Skills Perception +2, Stealth +4 
  Condition Immunities frightened 
  Senses darkvision 60 ft., passive Perception 12 
  Languages — 
  Challenge 1 (200 XP) 
  Nimble Escape. The krenshar can take the Disengage or 
  Hide action as a bonus action on each of its turns. 
  Keen Hearing and Smell. The krenshar has advantage 
  on Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Mottled Fur. The krenshar has advantage on Dexterity 
  (Stealth) checks made to hide in forest terrain. 
  Pounce. If the krenshar moves at least 20 feet straight 
  toward a creature and then its it with a bite attack on 
  the same turn, that target must succeed on a DC 11 
  Strength saving throw or be knocked prone. 
  Multiattack. The krenshar makes two attacks, only one 
  of which can be a bite attack. It then uses Scare. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) slashing damage. 
  Scare (Recharge 5-6). The krenshar retracts the skin of 
  its face. One creature it can see within 30 feet must 
  succeed on a DC 11 Wisdom saving throw or be 
  frightened for 1 minute. A creature can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  Medium monstrosity, unaligned 
  Armor Class 16 (natural armor) 
  Hit Points 82 (15d8 + 15) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  18 (+4) 
  13 (+1) 
  3 (-2) 
  11 (+0) 
  14 (+2) 
   
  Skills Perception +2, Stealth +6 
  Condition Immunities frightened 
  Senses darkvision 60 ft., passive Perception 12 
  Languages — 
  Challenge 4 (1,100 XP) 
  Nimble Escape. The krenshar can take the Disengage or 
  Hide action as a bonus action on each of its turns. 
  Keen Hearing and Smell. The krenshar has advantage 
  on Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Mottled Fur. The krenshar has advantage on Dexterity 
  (Stealth) checks made to hide in forest terrain. 
  Pounce. If the krenshar moves at least 20 feet straight 
  toward a creature and then its it with a bite attack on 
  the same turn, that target must succeed on a DC 14 
  Strength saving throw or be knocked prone. 
  Multiattack. The krenshar makes two attacks, only one 
  of which can be a bite attack. It then uses Scare. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) piercing damage. 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 9 (2d4 + 4) slashing damage. 
  Scare (Recharge 5-6). The krenshar retracts the skin of 
  its face. One creature it can see within 30 feet must 
  succeed on a DC 14 Wisdom saving throw or be 
  frightened for 1 minute. A creature can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S00 - Season-Agnostic/DDAL00-08 - Layers Upon Layers - Bonus Objective A v1.2.pdf