TEXT:  1 and higher
  Dungeon Module TGK1
  Assault on Theramour Keep
  TGK1
  
   
   
  Dungeon Module TGK1 
  Assault on Theramour’s Keep (TGK1) 
   
  by Tim Krause 
  A 5E MODULE FOR 4-6 PLAYERS, ANY LEVEL 
   
  The design of this module blends the look of old-school modules of the 1980s with 5E rules. Play a more tactical 
  adventure and see if you and your party can save Theramour’s Keep from complete destruction. 
   
  This product created under the WOTC OGL, found in full at: 
  http://media.wizards.com/2016/downloads/SRD-OGL_V1.pdf 
  Images and maps are not covered under the WOTC OGL and are copyright Ó2018, Tomorrow River Games.  
  The author may be contacted at tgkrause@tomorrowrivergames.com 
  Support for TGK1 will be provided by 
  Tomorrow River Games (http://www.tomorrowrivergames.com) 
   
   
  
   
   2 
  ASSAULT ON THERAMOUR’S KEEP 
  Preface ................................................................................................................................... 4 
  Contributors .................................................................................................................................... 4 
  Dedication ........................................................................................................................................ 4 
  Introduction: Assault on Theramour’s Keep ............................................................................ 5 
  The End of the Battle ......................................................................................................................... 9 
  The Keep’s Secret (Optional) ........................................................................................................... 10 
  Awarding Experience ...................................................................................................................... 10 
  Keep of Theramour ................................................................................................................ 11 
  Outposts ................................................................................................................................ 17 
  Appendices ............................................................................................................................ 20 
  DM Assist: Planning Phase .............................................................................................................. 20 
  NPC Tracking Sheets: An Overview .................................................................................................. 21 
  NPC Tracking Sheets: Enemy Armies ................................................................................................ 22 
  NPC Tracking Sheets: The Keep ....................................................................................................... 26 
  NPC Tracking Sheets: Outpost One .................................................................................................. 28 
  NPC Tracking Sheets: Outpost Two .................................................................................................. 29 
  Tunnel System (Optional) .............................................................................................................. 30 
  Creature Stats for Tunnel System .................................................................................................... 35 
  Theramour ............................................................................................................................ 39 
  Theramour: History ............................................................................................................... 41 
  Map 2: The Keep of Theramour ............................................................................................. 42 
  Map 3: The Outposts ............................................................................................................. 43 
  Map 4: Blank Keep Template ................................................................................................. 44 
  Map 5: Tunnel System (Optional) .......................................................................................... 45 
  Map 6: Planning Grids (for players) ....................................................................................... 46 
  War Grids .............................................................................................................................. 52 
  Bonus: NPC 1 – Berei ............................................................................................................. 63 
  
   
   3 
  Bonus: NPC 2 – Kura .............................................................................................................. 64 
  Bonus: NPC 3 – Berna ............................................................................................................ 65 
  Bonus: NPC 4 – Gorgo ............................................................................................................ 66 
  OPEN GAME LICENSE Version 1.0a .................................................................................. 67 
   
  
   
   4 
  Preface 
  I started playing Basic D&D in the 1980s, and fairly 
  quickly, I moved on to the Expert rules, then 
  Advanced Dungeons & Dragons. But by the late 
  1980s, I went off to college, and Dungeons & 
  Dragons just didn’t have the same feel for me 
  whenever we tried to play.  
   
  In August of 2016, a colleague of mine, Andy Felt, 
  invited me to join him and his friends for a day of 
  D&D. It had been a long year, and many years 
  without much of a vacation or a break, so I agreed.  
   
  And I was hooked again.  
   
  What struck me, though, is that some flavor of 
  dungeon crawl still permeates the mythos of D&D. 
  Occasionally, some DMs will throw in an adventure 
  over the water, or in an exotic setting, but the 
  underlying framework still feels like a dungeon 
  crawl.  
   
  For this module, I wanted something different, 
  something more tactical. Not riddles or puzzles, 
  either. I was hoping to find something more 
  calculated and grander in scale. 
   
  So, I started the process for Assault on Theramour 
  (TGK1) a little differently by looking to see what was 
  out there. I started with the classic The Keep on the 
  Borderland (B2). While the party might choose to 
  turn on the Keep, that seems both a longshot and 
  suicidal.  
   
  With its larger patrol sizes and other encounters, 
  modules like Secret of the Slavers Stockade (A2) 
  showed some promise but didn’t reach the scale that I 
  was hoping to achieve.  
   
  Finally, I stumbled across Test of the Warlords 
  (CM1). It had the tactical elements I was looking for. 
  However, it is intended for 15+ level characters, and 
  the module’s setup relies significantly on the DM to 
  manage the large encounters.  
   
  With the encouragement of students and friends, I 
  also took a detour into strategic war games. They are 
  replete with miniatures, card systems, and rulers. I 
  admire the detail.  
   
  Where I struggled, though, was with a gaming system 
  that seemed to drag down playtime and to create a 
  combative “winner-take-all” approach. While there 
  are certainly winners and losers in D&D, most often 
  the party has a collective goal, and they succeed or 
  fail as a team.  
   
  Assault on Theramour’s Keep (TGK1) is intended to 
  accomplish what might easily, and best, be described 
  as some kind of mash-up of the three D&D module 
  examples but with some key differences.  
   
  First, this adventure really is intended for first-level 
  characters who will have to rely more on their tactical 
  abilities than on player characteristics to be 
  successful.  
   
  Second, the scale of the battles is more significant, 
  and will be more challenging, for the DM. 
   
  Last, however, the module is designed to truly aid the 
  DM in managing an environment that attempts to 
  provide some structure. However, it should 
  nevertheless provide players the flexibility to think 
  about a large number of ways to find a solution and 
  protect the Keep.  
   
  In doing so, there is a rather extensive Appendix that 
  is designed to provide resources so that the DM can 
  effectively, accurately, and efficiently help his 
  players have a rich and rewarding experience with 
  this module. 
   
  Contributors 
   
  Publisher 
  Tim Krause 
  Editing  
  Christina Streiff 
  Cover Art 
  Cornel Robinson (External Cover) 
  Cover Art 
  Tim Krause (Internal Cover) 
  Illustration 
  Lezette Goosen 
   
   
  Dedication 
  To Andy Felt, who got me back into Dungeons & 
  Dragons. 
   
  
   
   5 
  Introduction: Assault on Theramour’s Keep 
  The party arrives at Theramour’s Keep after dark. 
  They will note that the guards are hesitant but do not 
  refuse to let them into the Keep. They will point the 
  party to the Hall and Tavern (15) for the evening. 
  Rooms are 1 sp per occupant per evening, but there 
  are rooms available to the party.  
  In the morning, the party awakens early to loud 
  rapping on their doors: breakfast is being served 
  promptly! Assuming the party goes to the common 
  area for breakfast, they will enjoy a vast assortment 
  of breads, freshly cooked sausages, and hard-boiled 
  eggs. If requested, ale is also served with breakfast.  
  Midway through breakfast, the party’s table is 
  approached by a rather officious looking fellow who 
  introduces himself as Nyles Tilford, lead officer of 
  the guard responsible for the Keep’s safety.  
  He will openly share that the Keep has been 
  surrounded by four armies for the past couple of 
  weeks. The guards know the rough location of each 
  army, as well as the type of humanoids comprising 
  each army. Nyles is uncertain of the respective sizes 
  of any of the armies. He suspects these are advanced 
  armies seeking to secure the Keep because of its 
  strategic location. He will share that the armies are 
  comprised of:  
   
  n NW Humans 
  n NE 
  Orcs 
  n SW Kobolds 
  n SE 
  Hobgoblins 
  Note: The color-coding is used consistently 
  throughout the adventure to aid the DM in keeping 
  track of what will be a tactically complex adventure. 
  He knows if he musters the strength to attack one of 
  the armies, the other three will descend on the Keep 
  and it will fall. So, the men and women of the Keep 
  feel that their defensive position is their only choice. 
  However, their hope wanes. 
  He will also openly and honestly share that the 
  leadership of the Keep knows that they are 
  outnumbered by the four armies. (What the residents 
  of the Keep do not realize: there is less imbalance 
  than they suspect if they can coordinate their forces at 
  the Keep along with those at the two Outposts).  
  However, food is running low, and if an attack isn’t 
  imminent, the residents of the Keep will have to 
  consider dire actions.  
  Nyles is convinced that the party can help and that 
  perhaps under their leadership might be able to take 
  on all four armies at once. Depending upon the 
  party’s response, he is also willing to consider an 
  aggressive defense of the Keep. 
  Nyles will inform the party that the future of the 
  Keep is in their hands and he will make them officers 
  of the Guard of the Keep and they will help lead in 
  defense of the Keep. Each of the possible scenarios 
  that follow include potential roles for the players to 
  assume. Most involve having the players lead some 
  number of the Guard of the Keep.  
  Before the party chooses how to respond, Nyles will 
  also share that because there is such grave harm that 
  could come of the Keep, that the nobles of 
  Theramour have authorized him to pay 500 gp out of 
  Theramour’s coffers if the party successfully defends 
  the Keep. He tells them that this nearly depletes 
  Theramour’s war chest, but that they fear they have 
  no other choice.  
  If the party is able to determine why the four armies 
  are holding the Keep under siege, Theramour will 
  increase their reward to a total of 750 gp. He hopes 
  the party appreciates how generous their reward is to 
  the party (Note: the 750 gp is in the Keep’s bank 
  (7)). Revealing the information from the hieroglyphs 
  on the army leaders’ belts after the end of the battle 
  will grant the party their full reward, and full success.  
  The party will need to choose how to respond. The 
  following parameters should guide the general 
  decision-making process. Players should follow these 
  guidelines: 
  1. In real-time, players will have:  
  5 minutes (expert level) 
  10 minutes (intermediate level) 
  15 minutes (beginner level) 
  
   
   6 
  They may use their time however they 
  choose. At the end, they need to have 
  developed a plan. Failing to do so, Nyles 
  will assign them to raiding parties to try and 
  eliminate the four armies surrounding the 
  Keep.  
   
  The amount of time listed is for the entire 
  party. To facilitate what amounts to a 
  lightening round, the DM should start with 
  the player immediately on his or her left and 
  rotate clockwise around the table, keeping 
  track of actions, their results and elapsed 
  time.  
   
  Players should be made aware that they may 
  pass their turn. Doing so will cost an 
  action, but it may be an important move to 
  take if a player is holding up the rest of the 
  party from making their actions. 
   
  If asked, Nyles does have hand-drawn maps 
  of Theramour and of the Keep. He will only 
  provide what is explicitly asked for and 
  each request counts as an action. 
   
  2. During this time, players may complete up 
  to six actions. Examples of actions include 
  but are not limited to:  
   
  • Ask if there are others who might assist 
  (e.g. this could lead the party to the 
  Wizard’s guild) 
   
  • Identify weak points in the Keep’s defense.  
   
  • Identify any tactical advantages (e.g. the 
  teleportation rooms).  
   
  • Locate any storage areas that might help 
  provision party members. 
   
  Allow and reward players that are creative 
  with their six actions by awarding 
  inspiration points (3 maximum). 
   
   
  Significant findings are noted in building 
  descriptions as hints. The Appendix 
  includes a table for keeping track of this 
  planning phase of the campaign; it also 
  provides a way to remind the DM of some 
  of the unique aspects of any given campaign 
  as well as a way of ensuring the party does 
  not achieve unfair advantage in this round of 
  play.  
   
  3. Characters are told by Nyles that the Keep 
  has limited resources, but that the entire 
  populace supports their help. As they 
  explore the keep, each party member may 
  discover and choose to keep up to two items 
  that they believe will help them to achieve 
  their goals in protecting the Keep. While this 
  may be entirely the characters’ choosing, the 
  more helpful items are noted as items in the 
  descriptions of the Keep that follow. 
  The invading armies will need to determine their 
  actions: while the party is planning their approach to 
  this campaign, the DM should be planning initial 
  reactions from the four armies as well. There are a 
  number of possibilities. Rather than roll for these as 
  random encounters, the DM should also be 
  considering the best tactical moves for the armies. 
  Although DMs are encouraged to be creative some of 
  the more obvious strategies include the following:  
  1) Have the North-East and South-West armies take 
  out the Outposts before all four armies descend upon 
  the keep.  
  2) Circumnavigate the Outposts and attempt a 
  coordinate attack on the Keep. With this approach 
  there is a 50% chance the South-West army will 
  discover the locks.  
  3) Do nothing. Play a waiting game with the Keep in 
  the hopes of drawing them out and away from their 
  defenses.  
  Tactical Notes: The combination of maps, tunnels 
  and trails affords the party many options in terms of 
  how they choose to defend the Keep.  
  
   
   7 
  As DM, it is up to you to establish reasonable 
  parameters for how they approach the situation.  
  This section outlines some of the more obvious and 
  direct possible solutions; however, it should certainly 
  not be read as though these are the only options 
  available to the party.  
  Note: Many of the buildings in the Keep may not 
  ever be entered by the adventurers. As DM, make 
  sure you are familiar with all of them. Many of the 
  descriptions offer hints and information about the 
  defense of the Keep with which you will want to be 
  familiar.  
   
  Keep: The most vulnerable aspect of the Keep is the 
  water system, which has to be wide enough to 
  maintain. Therefore, for anyone who discovers the 
  system, discovers a way into (or out of) the Keep.  
  Outposts: The Outposts clearly serve a 
  predominantly defensive role in Theramour. With 
  their siege weapons, they are at more advantage to 
  defend an attack. One strategy would be for a small 
  contingent to engage with a nearby camp in the hopes 
  of provoking a full attack from them. Another 
  strategy: wait and hope for an attack.  
  Depending upon how any battles unfold, defenders of 
  the Keep and or the Outposts may have to be told of 
  the Teleport Rooms (see below) as a way of gaining 
  tactical advantage.  
  Outflank (Teleport Rooms): Although they serve 
  additional purposes, rooms (12) in the Keep and 
  Outposts are connected by teleportation portals. The 
  party will note roughly five-foot diameter circles on 
  the floor in each of the three locations. Each 
  teleportation circle will have words etched into the 
  floor noting the expected destination (e.g.: from the 
  Keep, the options will be either the northern or the 
  southern Outpost).  
  If the party becomes aware of the Teleportation 
  Rooms (the military is, for some unknown reason, 
  quiet about the Teleport rooms), they could use them 
  to flank an enemy army. If they choose to do so, they 
  should be given one round of automatic surprise. 
  Whether they are able to stealth or not, the move 
  should be rewarded for being so unexpected by the 
  attacking army. 
  Officers are aware of the Teleport Rooms, but regular 
  soldiers are not.  
  Role for the players: Players may assume leadership 
  for one or both of the Outposts and the entire 
  contingent of guards (n=32). 
  Sneak Attack (Water System): Theramour’s Water 
  System may come into play in at least two different 
  ways:  
   
  For the attacking armies: if the attackers discover the 
  water system, they will note that it not only delivers 
  water to Theramour (through the mess hall), but it 
  has to take advantage of some rather large tunnels so 
  that repairs can be made, as needed. The first army to 
  use the tunnel access will be given an automatic first 
  round of surprise.  
  For the defending armies: this may be an escape 
  route, if necessary. It may also be an intentional 
  attempt for some of the guards to flank the attacking 
  armies from behind. Like the Teleport Rooms, this 
  is another opportunity for the party to outflank one or 
  more of the enemy armies.  
   
  Lake Theramour: The area surrounding the south-
  east army is swampy and dangerous. If the party 
  follows the trails to Lake Theramour, they will 
  encounter three canoes that will hold two apiece. 
  Traveling across the lake will be uneventful.  
  Theramour Way: While a strategic part of the 
  campaign, neither the party nor the attacking armies 
  will find (most likely) any strategic advantage to 
  Theramour Way.   
  Locks: Because the Keep sits atop a plateau there is 
  no natural water source. Using a combination of 
  advanced engineering and magic, the locks are a 
  series of gates and channels that diverts part of the 
  Theramour River into a human-made lake, under 
  Theramour Way (through a series of pipes), and 
  ultimately up to the Keep (through the mess hall). 
  
   
   8 
  If one of the attacking armies discovers the locks, 
  they have a 33% chance of doing one of the 
  following:  
  1) nothing 
  2) poisoning the water supply to the Keep 
  3) turning off the water supply to the Keep 
   
  Camps: There are four camps encircling the Keep:  
   
  1) n NW Humans:  
   
  Leader:   
   
  Aldous Wymar 
   
  Number of Troops:  
  36 
   
  AC: 
   
   
  12 
   
  HP: 
   
   
  11 
   
  Siege Weapons:   
  Mangonel, Ram 
  2) n NE Orcs: 
   
  Leader:    
   
  Braak Dench 
   
  Number of Troops:  
  36 
   
  AC: 
   
   
  13 
   
  HP: 
   
   
  15 
   
  Siege Weapons:   
  Mangonel, Ram 
  3) n SW Kobolds 
   
  Leader:   
   
  Ka ‘Ena 
   
  Number of Troops:  
  36 
   
  AC: 
   
   
  12 
   
  HP: 
   
   
  5 
   
  Siege Weapons:   
  Mangonel, Ram 
  4) n SE Hobgoblins 
   
  Leader:   
   
  Ulanni 
   
  Number of Troops:  
  36 
   
  AC: 
   
   
  17 
   
  HP: 
   
   
  11 
   
  Siege Weapons:   
  Mangonel, Ram 
   
  The fourth army leader has a scroll that discloses the 
  following plan to defeat Theramour. South on the 
  river of Theramour there is a submerged mine that is 
  believed to be rich with gold and silver. The Lords of 
  the East believe that if they open up Theramour Way 
  that the riches of the mines will be theirs to keep. 
   
  Divide and Conquer: Should the party go on the 
  offensive their only real option is to split up and 
  attack each of the four armies simultaneously.  
   
  As DM, pay particular attention to the geography. If 
  the party has to move through swamp (fen) they will 
  attack with disadvantage, for example. At the same 
  time, they may also discover some creative uses of 
  the river, lake and other local geographic features.  
  Role for the players: Each player will lead one of the 
  four armies from the Keep. Each army will consider 
  of 12 guards, leaving a net total of 12 guards back at 
  the Keep (n=60).  
   
  Defend the Keep: If the party chooses to defend the 
  Keep, they should be enlisted into the Watch of 
  Theramour, and each party member will be assigned 
  to one corner of the Keep where they will lead the 
  defense of that part of the Keep. This is also the 
  default choice if they party does not make a decision 
  on their own in the time allotted them.  
  If the party chooses to defend the Keep, there are a 
  number of NPCs in the Keep (eight in total). They 
  cannot be immediately enlisted in defending the 
  Keep. However, if the number of defenders drops 
  below fifty percent, they will all rush to the aid of the 
  Keep. They will fight like any other NPC and are 
  noted as letters (e.g. A) in the statistics blocks in the 
  Appendix.  
  Role for the players: Each player will lead a 
  contingent of guards on one of the four exterior walls 
  with a full contingent of 15 guards (n=60). The DM 
  will determine which player controls which of the 
  corner towers.  
  Option 1: Design of the Keep. The Appendix (Map 
  4) includes a blank template for a Keep that includes 
  a central tower. As DM, you can design your own 
  Keep if you choose.  
  Option 2: Tunnels: As DM you can use the optional 
  tunnels in a variety of ways. Note: entrances to the 
  tunnel system are not noted and are up to you to 
  determine.  
  
   
   9 
  Options include:  
  A. You need or want to extend the adventure. 
  The tunnels should add at least one session 
  of game play.  
  B. Your party is finding it too easy or too 
  complicated to complete the battle. The 
  tunnel system can be used by the DM to 
  adjust the difficulty of the module.  
  C. At the end of the main adventure, the 
  adventurers may be told about the tunnels 
  and mine and ask for help removing the 
  monsters and other creatures that have 
  moved in.  
  Please see: Appendix Tunnel System (Optional) 
  The End of the Battle 
  The most likely way the party will be able to 
  determine why the Keep has been under siege will be 
  to keep the leaders of all four armies alive. None of 
  them will know the complete reason for the siege; 
  however, each hold a clue to the siege that may allow 
  the party to determine the motivation of the four 
  armies (thus providing a transition point for TGK2, 
  The Caves of Theramour).  
  Note: The caves that are revealed below are in a 
  location unknown to the party. Should they seek to 
  understand their location or role in the siege, they 
  will proceed to TGK2.  
  When interrogated, all four will plead for their lives 
  if they share the information that they have about the 
  siege. The clues are split between the four armies to 
  hide their purpose should they lose the siege for the 
  Keep. Once successful, the coordinators of the siege 
  wanted to use Aldous’s belt and the clues to unite the 
  army and give them instructions for their next attack. 
  Aldous Wyman (Human): Aldous will tell the party 
  that the humans were the coordinating effort behind 
  the siege and it was their job to direct the other three 
  armies.  
  Aldous will sacrifice his life rather than reveal that 
  his instructions are inscribed on the inside of his belt. 
  If he is granted his life and an escape, he will give the 
  party his belt.  
  The party has some rough hieroglyphic-like marks 
  that appear to have been crudely and quickly burned 
  into the leather of the belt. The first thing the party 
  will notice is that there seems to be a series of 
  locations that play out. The first shows what is likely 
  Theramour Keep.  
  Between each of the four locations are similar sized 
  spaces that, written in the same tongue indicate they 
  are for marks provided by the leader of the orc, 
  kobold, and hobgoblin armies respectively.  
  Each leader will have a small, locked chest (easily 
  picked) as it appears they were likely looting on their 
  way to Theramour Keep.  
   
  Small chest: sapphire ring (2 gp), pearl necklace (5 
  gp), 50 sp, 20 cp 
  Braak Dench (Orc): Braak will very quickly give up 
  his belt and his hieroglyph in the hopes of sparing his 
  own life. His is a hieroglyph of the locks. If the party 
  chooses, or has explored the locks, the hieroglyph 
  gives a very faint impression that they have been 
  somehow tampered with. He will also reveal to the 
  party the belief that not only does the Keep sit on a 
  small mine, but that the Keep is also situated to 
  protect some even more valuable mines (TGK2).  
   
  Small chest:  12 cp, garnet (3 sp), ruby (2 gp) 
  Ka ‘Ena (Kobold): Ka ‘Ena will also prove to not be 
  a difficult interrogation, even less so if the other 
  leaders have been tortured or killed. In surrendering 
  his belt, Ka ‘Ena reveals a hieroglyph of a lake (Lake 
  Theramour). When placed, the hieroglyph of the 
  locks and the lake seem to briefly shimmer. Water 
  appears to magically flow on the belt from the locks 
  to the lake, pause temporarily and reverse direction. 
   
  Small chest: raccoon pelt (4 cp), 6 cp 
  Ulanni (Hobgoblin): If he thinks he can, Ulanni will 
  try to escape before revealing his hieroglyph. He will 
  
   
   
  10 
  also not negotiate for his life. Unless the party 
  suspects a hieroglyph on his belt, he will not reveal it.  
  However, if the party kills Ulanni and removes his 
  belt, the last hieroglyph reveals what appear to be a 
  set of caves. Much like Ka ‘Ena’s hieroglyph, this 
  one will also animate with the lake next to it, and 
  show the water flowing into the caves.  
   
  Small chest: 10 gp, gold skull (25 gp), ruby ring (5 
  gp)  
  The Keep’s Secret (Optional) 
  The primary clue in this adventure that something 
  isn’t quite right about the Keep is only that some of 
  the individuals encountered by the party indicate that 
  the location of the Keep seems unusual.  
  The Keep’s Secret is an optional extension for the 
  DM. The Keep sits on top of a young, developing 
  mine that Theramour hopes will enrich its coffers. 
  The tunnel system (see Appendix) can be used to 
  play out that secret. This is a prelude to the wealth in 
  the mines of TGK2. 
  As DM, the tunnels can also be used to adjust the 
  ease or complexity of the adventure, depending upon 
  how his adventurers are doing. The Appendix does 
  not include some details in terms of exact locations of 
  entrances and exits, or the number of supporting 
  troops. The DM should use her or his discretion to 
  determine how best these details might result in the 
  best experience for the adventurers.  
  Awarding Experience 
  Traditional: The module does note individual XP 
  levels for the enemies encountered by the party. It is 
  possible for the DM to keep track of XP and award 
  total points at the end. This approach is not 
  recommended given the sheer number of NPCs and 
  enemies encountered in this module.  
  If you take this route, decide if you’ll track XP 
  separately for each player’s character, for each player 
  and the NPC’s that she or he controls, or collectively 
  for the entire group.  
  Outcome-Based: Straight Win: If the party is 
  completely victorious, meaning all four armies have 
  somehow been defeated or surrendered and the 
  party has figured out the reason behind the siege, 
  award each character their next level of experience. 
  Their total XP should be equal to the lowest amount 
  required to attain that level. 
  Outcome-Based: Enemy Retreat: Presumably the 
  party will also be unable to ascertain the reason 
  behind the siege. In increments of 25%, award the 
  party less than a full level based on your assessment 
  of their performance between 50 and 75%. 
  Outcome-Based: Partial Win: While the Keep 
  holds, not all of the armies were defeated and/or not 
  all of the army leaders were successfully 
  interrogated, nor was the purpose of the siege 
  determined. Depending upon the particular reasons 
  for the partial win, in increments of 25%, award the 
  party less than a full level based on your assessment 
  of their performance between 0 and 75%.  
  Outcome-Based: Loss: If the Keep falls, the party 
  has failed. Award all of them 0 XP. Life isn’t fair, but 
  the fate of the Keep was in the party’s hands and they 
  failed!  
  Completion of (Optional) Adventure: Successful 
  completion of this part of the module may result in an 
  additional half of a level, but is at the DM’s 
  discretion.  
   
   
   
  
   
   
  11 
  Keep of Theramour 
  Overview: Many of the buildings in the Keep will 
  house NPCs who may have clues and information for 
  the party. As DM you have some latitude for how, 
  when and where you share those clues. It is therefore 
  important that you fully review the module before 
  running this campaign.  
   
  The party will also begin to gather clues that suggest 
  that things are not as they should be at the Keep of 
  Theramour. There is something else going on that 
  they will gain through hints that strongly suggest that 
  someone is sabotaging the Keep. In the immediate 
  term, the party needs to defend the Keep. In the long 
  term, they need to try and identify the larger threats 
  not only to the Keep but to Theramour!  
  Note: An observant party will note that there are no 
  stables in the Keep. They will consistently be told by 
  almost anyone they ask that the keep is too small to 
  support a stables and herd of riding and warhorses.  
  1. Barracks (7): Once new recruits have 
  completed training, they move quarters to 
  the front of the Keep. The expectation is that 
  they all rotate in shifts of 24 hours on, and 
  24 hours off. These barracks are more 
  spacious, but also sleep four recruits each 
  (28 total). Each barrack contains trunks for 
  each recruit, and some common furniture as 
  well: a table with four chairs, two small 
  dressers, and torches on the walls for light.  
   
  2. Barracks, Small (8): These barracks and 
  sleeping quarters are intended for new 
  recruits who are busy with training. As such, 
  these barracks contain bunk beds and each 
  barrack sleeps four recruits (32 total). There 
  is room for a trunk for each recruit, and that 
  is all.   
   
  3. Officer’s Quarters: Officer’s Quarters are 
  only marginally larger and nicer than the 
  barracks that house the guards that protect 
  the front outer wall of the Keep.  
   
   
  If the party encounters the officer who is on 
  duty, Raif will tell you that he and his men 
  have led some limited reconnaissance 
  missions to try and learn more about the 
  armies that lay the Keep under siege. He 
  will confirm that they believe all of the 
  armies are the same size (hint) and that it 
  will be challenging to defeat all of them.  
   
  Of more significance, Raif will share that 
  they believe they know what kind of 
  humanoids comprise the armies, and even 
  the relative strength and resilience of those 
  armies (DM can share this translates roughly 
  into AC and HP). From weakest to strongest 
  (hint):   
   
  n SW Kobolds 
  n NW Humans 
  n NE 
  Orcs 
  n SE 
  Hobgoblins 
   
  Note: The party may choose to do a couple 
  of things with this information. As players 
  they may decide who will control the army 
  to attack which enemy (with more 
  experienced players taking on more difficult 
  enemies). They may choose an order of 
  attack based on relative ease or difficulty.  
   
  Last, they may choose to attack enemy 
  armies with disproportionately sized armies 
  of their own. If they choose this option, they 
  will be warned if any army size seems 
  almost sacrificially low—unless there is a 
  clear strategy for both using them as a decoy 
  while still returning them to safety.  
   
  4. Homes, Commoners: Some of the 
  establishments in the Keep are managed and 
  owned by Commoners. They live in homes 
  (4 total) in the Inner Keep.  
   
  
   
   
  12 
   
   
  These homes are not noteworthy, though 
  they are tidy and in good repair. They are all 
  one-story and with other than a few design 
  choices, are structurally identical.  
  The Commoners are suspicious of outsiders 
  and will not be willing to talk to anyone in 
  the party under any circumstances.  
   
  5. Chapel: In addition to what Father Bernard 
  has to offer, he will also share with the party 
  that the Outposts have some chapels (12) on 
  their third levels. They are of particular note 
  because any bodies dropped in combat that 
  are brought to the Chapel are stabilized and 
  do not have to make death saving throws 
  (Hint).  
   
  Fr. Bernard will underscore the fact that 
  these are small chapels and there is only 
  room for four bodies. Bodies removed from 
  the chapel will have to resume their death 
  saving throws. He will also beseech the 
  party for a small donation to help with the 
  ongoing support of his Chapel.  
   
  6. Provisioner and Trader: As an outpost, the 
  Keep is as un-provisioned as one might 
  suspect. In terms of purchases, players might 
  expect that anything valued at 
  approximately 10 gp or less is available in 
  small quantities. There is a 10% markup on 
  all items.  Likewise, if the party has 
  anything they wish to sell they may do so at 
  a penalty of -15% as long as it does not 
  exceed a final price of 10 gp. 
   
  Timm Henry, the provisioner, is unwilling to 
  barter outside of the markup and penalty 
  listed above.  
   
  Should the party or individual member 
  choose to share that they are making a plan 
  to save the Keep, Timm will share that there 
  are four items that he might share to benefit 
  the greater cause:  
   
  1) Mithril Mail:  AC 17 STR 
  12 
  2) Shield:  
  +2 
  3) Crossbow: 
  +2 
  4) Longsword: 
  +4 
   
  If the party is successful in defending the 
  Keep, they will be allowed to keep these 
  items. 
   
  7. Bank: Although the Keep is relatively 
  isolated and under-funded, it does still pay 
  its soldiers. Given the risks, many of them 
  deposit extra funds in the bank in the hopes 
  of keeping it safe should something happen 
  to them.  
   
  Party members may also store valuables at 
  the bank should they agree to do so for at 
  least 30 days. If they do, they earn 5%. If 
  they withdraw early, they do so with a 
  penalty of 10% of the total value of their 
  deposit. Aldous, the banker, is unwilling to 
  negotiate on either percentage.  
   
  There are no human guards posted at the 
  bank as the Keep is devoid of any crime. 
  With the number of guards in the Keep, any 
  attempts would surely end in failure.  
  
   
   
  13 
   
   
   
  The vault in the bank contains any valuables 
  the party has stored, earned wages belong to 
  the guards, the 750 gp reward promised the 
  party, and the general coffers of the Keep.  
   
  Should the party attempt to loot the 
  bank: they will have 1d4 rounds before 
  guards begin to arrive. The Keep will use 
  whatever resources it has to prevent the 
  party from stealing from the bank.  
   
  Any attempts to loot the bank automatically 
  ends the party’s ability to complete this 
  adventure. While the guards will attempt to 
  take the party alive, they will not hesitate to 
  kill if they must. Those captured will be kept 
  in one of the Holding Cells (14, 15) in one 
  of the two Outposts. Once tried for their 
  crimes, they will be hung.  
   
  If the party manages to defend itself for 1d8 
  turns after guards arrive, each of the four 
  siege armies has a 25% chance of noticing 
  evidence of an internal fight at the Keep and 
  they will attack. If one or more attack, the 
  DM will have to determine if the party 
  remains independent, is able to realign with 
  the guards of the Keep, or somehow align 
  with one or more of the invading armies.  
   
  Unless the party redeems itself and is 
  somehow able to realign with the Keep, the 
  outcome of this scenario is the same and the 
  party fails their mission (earning 0 XP). 
   
  8. Mess Hall: The mess hall seems a bit small 
  and out of place for the Keep. It consists of 
  three rows of dark wooden tables with solid 
  looking matching chairs. The kitchen is an 
  open area at the back of the Mess Hall (east) 
  and appears to only be able to serve cold 
  meals to the troops.  
   
  While the party may continue to gather 
  evidence that the Keep of Theramour is 
  woefully under-supported there are still no 
  clues as to why that might be.  
   
  9. Gardens, Communal: The gardens are lush 
  with fresh vegetables and herbs, though the 
  party may find it hard to believe that this 
  one garden might sustain a Keep of this size.  
   
  However, if the party has been to either 
  Fountain (F) and received the hint about the 
  garden, it will be an easy Nature check (DC 
  10) to identify enough herbs for the 
  equivalent of 1d6 healing potions. This is 
  awarded through a hint not through an item. 
   
  10. Entry Yard: The Entry Yard is expansive 
  open space with a reasonable amount of 
  grass and trees given that it is located inside 
  of a Keep. If the party explores the area, 
  they will encounter a small number of 
  Commoners and Troops that are off-duty. 
  For each turn they spend, they may have 
  conversations that lead to the following 
  hints (1d6):  
  1) Troops are becoming restless and 
  suspicious that their commanders are over-
  estimating the size of the invading armies. 
  They think the best course of action is to go 
  on the offensive and attack.  
   
  2) Some of the more astute commoners are 
  aware of the source of their water. They are 
  increasingly worried that it will become 
  poisoned or that the approaching armies will 
  discover how to use the water tunnels to 
  breach the defenses of the Keep.  
   
   
   
  
   
   
  14 
  3) There is an officer who is colluding with 
  the invading armies (treat this as a hint; 
  however, it is not true).  
   
  4) There is a commoner who will point the 
  party to the Wizard’s Guild (11) in the belief 
  that the lead Wizard may be able to help the 
  party (Note: this is only a hint if the party 
  has not yet discovered the Wizard’s Guild).  
   
  5) The Weapon Storage (12) may provide a 
  way to teleport to the Outposts (Note: this is 
  only a hint if the party has not yet 
  discovered the Weapon Storage).  
   
  6) Troops are becoming restless and 
  suspicious that their commanders are under-
  estimating the size of the invading armies. 
  They think the best course of action is to 
  abandon the Keep and Outposts in the dead 
  of night and retreat. 
   
  11. Wizard’s Guild: If there are any wizards in 
  the party they will feel at home here. 
  However, for any spell caster (sorcerer, 
  warlock, wizard) that enters, they will 
  immediately feel a sense of home and 
  comfort. For the duration of this campaign 
  they will have one additional spell slot 
  (item) that will be granted to them by the 
  head wizard, Johar.  
   
  If the party successfully defends the Keep, 
  the Wizards Guild will identify any magical 
  items that they manage to procure. 
   
  12. Weapon Storage (Teleport Room): Should 
  the party need it, they will find any of the 
  weapons in the standard weapons table in 
  the DMG. There is no armor in Weapon 
  Storage.  
   
  There is a storage clerk named Baraka. If the 
  party engages with him, he will talk about 
  the Outposts. Other than the officers, Baraka 
  is the only other person who can reveal that 
  this is a Teleport Room (Hint). In the 
  center of the floor is a circle large enough 
  for one medium-sized humanoid. There is a 
  footprint at the top of the circle and a second 
  at the bottom. Stepping on the top teleports 
  to the northern Outpost, stepping on the 
  bottom teleports to the southern Outpost. 
   
  13. Entrance to the Inner Keep: The Entrance 
  is an open space designed as a defense 
  against invading troops gaining access to the 
  Inner Keep. It is an open area and may be 
  defended by the two towers that flank it.  
   
  14. Lieutenant of the Guard: The Lieutenant 
  of the Guard, Ettor son of Laios will inform 
  party members that he grows anxious as 
  food supplies run low and is considering 
  more rash action like attacks on the four 
  armies. Ettor expresses grave concern that 
  these would be suicide missions, but he feels 
  as though his hand is being forced.  
   
  If the party asks about any details about the 
  Lieutenant’s plans, Ettor will mention that 
  he has drawn up all of the maps that he 
  thinks he needs to muster his best attack. If 
  the party engages further, he will reveal his 
  maps in the following order:  
   
  1) Theramour (item) 
  2) The Keep of Theramour (item) 
  3) The Outposts (item) 
  One party member may accept all 3 items on 
  behalf of the party if they agree.  
   
  Note: the maps provide significant strategic 
  advantage to the party and are thus 
  considered as three separate items.  
   
  15. Hall and Tavern: As DM you may choose 
  to give the party a bonus action and have 
  them start for breakfast in the Hall and 
  Tavern. As they arrive late, the Hall is 
  empty save for a server named Edlin.  
   
  Edlin will apologize for a meager breakfast 
  of hardboiled egg, smoked rabbit, stale 
  
   
   
  15 
  bread and equally stale ale. 
  If the party engages, he will share his fear of 
  what he believes is an impending attack and 
  utter destruction for the Keep.  
   
  If the party continues to engage with Edlin, 
  they will notice that he is becoming 
  increasingly restless with the conversation. 
  He will ultimately disclose that he has heard 
  some of the men of the Keep talking about 
  experiments with wrapping Ballista bolts 
  with cloth wrapped in oil, setting them on 
  fire and shooting them at the enemy (hint).  
   
  Edlin’s frustration appears to stem from the 
  fact that this approach has gone largely 
  untested as officers are concerned by the 
  limited number of bolts in their possession 
  and the estimated size of the invading 
  armies. 
   
  16. Main Yard: The main yard is remarkably 
  empty for a small Keep that already seems 
  woefully unsupported. The party will not 
  encounter anything of interest in the Main 
  Yard. 
   
  17. Inner Keep: The Inner Keep is a large open 
  space that is primarily designed as a last 
  defense for the Guild Hall, as it is flanked by 
  four towers.  
   
  18. Guild Hall: In many respects, the Guild 
  Hall functions like an Officer’s Club. 
  Membership is required, though any 
  member of the party may be granted a one-
  day pass for 5 sp.  
   
  There is a large well-furnished common area 
  for Officers to sit and socialize and a 
  number of doors that lead off into private 
  areas of the Guild. The party will be 
  strongly discouraged from exploring the 
  Guild.  
   
   
   
  If the party engaged with the officers they 
  have respectively 50% odds of hearing each 
  hint (they may hear both, or neither):  
   
  1) Officers believe that the Keep’s location 
  on Theramour Way only tells part of the 
  story of its strategic location. They believe 
  there is also something of significance of the 
  combination of Lake Theramour, the locks 
  and Theramour River (hint). They will 
  confirm that they think it’s something more 
  significant than just a means of providing 
  the Keep with a (much needed) water 
  supply. 
   
  2) There is rumor that there are a series of 
  caves not far from the Keep and part of the 
  hidden purpose of the Keep is to prevent 
  enemies of Theramour finding what is 
  hidden in the caves and using it to overthrow 
  the kingdom of Theramour (hint). 
  F (Fountains): The Fountains are communal 
  spaces, though the party will quickly discover 
  that the local Commoners use them as a source 
  of water (the Mess Hall is inconvenient). Should 
  the party spend some time at either of the 
  Fountains, they will learn that the watering 
  system also feeds directly into the Gardens (9) 
  and local belief is that the Gardens have some 
  kind of un-natural healing ability if one identifies 
  and consumes the right herbs (hint).  
  T (Towers): The Towers of the Keep should use 
  the same map as those for the Parapet for the 
  Outposts. As DM, you will need to adjust the 
  number of siege weapons and smaller towers 
  based on the location of the Tower itself.  
   
  Siege weapons should not fire across a smaller 
  tower. 
   
  There should be no smaller towers internal to the 
  Keep.  
  As an example, the two towers in the center of 
  the northern-most side of the Keep should have 
  
   
   
  16 
  one north-facing siege weapon, and two smaller 
  towers, one in each of the northern-most corners.  
  By contrast, the two towers that flank the 
  northern-most side of the Keep should have one 
  north-facing siege weapon and either one that is 
  directed to the east, or to the north. They will 
  each have three smaller towers in each corner, 
  except for the corner internal to the Keep proper. 
   
   
   
   
  
   
   
  17 
  Outposts 
   
  Overview:  
  1. Entrance: The doors to the Outpost are 
  unfortunately not terrible strong (AC 12, HP 
  24). If they are breached, the troops in the 
  Outpost will launch an initial defense here 
  (assuming they are not all on the parapet). 
  The maximum number of defenders are 
  eight.  
   
  2. Inner Defense: If the troops at the Entrance 
  (1) sense that their defense is failing they 
  will quickly fall back through (3) and (2). 
  Both doors can be locked behind them (AC 
  10; HP 10).  
   
  Once in the room, there are arrow slots for 
  up to eight hand-mounted cross-bows that 
  are already loaded (+4 to hit because of 
  proximity; 4 (1d6) damage to hit).  
   
  3. Barracks (8): The party will quickly note 
  that the barracks at the Outposts are 
  different than they are at the Keep. Although 
  they are slightly larger and sleep the same 
  number of troops, the Outposts don’t have 
  the leisure of extra barrack space like the 
  Keep does. Therefore, there is no rotating in 
  and out of a barracks. Each troop is assigned 
  to one barrack (32 total). 
   
  4. Officer’s Quarters: Although the 
  furnishings of the Officer’s Quarters are 
  fairly lavish, there is nothing of value that is 
  easily portable. Anything of true value is 
  stored in the Bank’s vault at the Keep.  
   
  5. Provisions: The Outposts are provisioned 
  with only the very basic of supplies—most 
  of which are foodstuffs for the kitchen.  
   
  6. Kitchen, Small: This small kitchen is 
  provisioned with the basics, including a 
  small wood cooking area. It will be evident 
  to the party that the troops in the Outposts 
  eat in small shifts, and that the best the 
  Outpost can provide is the most basic of 
  fare.  
   
  7. Barracks (8): See (3). 
   
  8. Barracks (8): See (3). 
   
  9. Dining Area: Immediately across the hall 
  from the Small Kitchen (6) is an almost 
  equally small dining area, reinforcing that 
  troops eat in small shifts. The dining area is 
  spartan, consisting of a long, dark wooden 
  table and a dozen or so chairs. The area, 
  when used, is lit by candles and torches in 
  sconces. A perceptive party will begin to 
  realize that Theramour has placed a 
  minimum of resources into both the Keep 
  and the two Outposts.  
   
  10. Storage, Weapons: The party will once 
  more realize the extent to how limited the 
  Outposts are being supported. There are a 
  
   
   
  18 
  handful of basic weapons, some shields and 
  helmets. This storage space otherwise 
  appears rather barren for its size. 
   
  11. Barracks (8): See (3). 
   
  12. Chapel, Small (Teleport Room):  
   
  The chapel has room to stabilize up to four 
  bodies that do not have to make death saving 
  throws—the party is only aware of this if 
  they have the hint. Anyone who falls in 
  battle needs to be physically brought to the 
  chapel. They will have to make one death 
  savings throw if they are brought 
  immediately to the chapel.  
   
  In the center of the floor is a circle large 
  enough for one medium-sized humanoid. 
  There is a footprint in the middle of the 
  circle and a second at the bottom. Stepping 
  on the middle teleports to the Keep, stepping 
  on the bottom teleports to the other Outpost. 
   
  13. Storage: The storage area is an odd and 
  disarrayed combination of mattresses, 
  pillows, blankets, empty sconces, torches 
  and the like. It is unlikely that the party will 
  find anything of use in Storage. Depending 
  upon how a siege of the Outpost plays out 
  this is not a room where they might easily 
  take cover either.  
   
  14. Holding Cells: This holding cell is 
  unoccupied. 
   
  15. Holding Cells: This holding cell is 
  unoccupied. 
   
  16. Barracks (8): See (3). 
   
  17. Gathering Area: As it may be needed, this 
  area serves the troops as a staging area to be 
  ready to defend the Outpost in either 
  direction: either at the front gate or from the 
  parapets.  
   
  18. Parapet: The parapet is able to stage as 
  many troops as needed to defend the 
  Outpost. Any troop will be able to step in for 
  a fallen comrade and attack on the same 
  turn. 
   
  Of note: The DM should use the same map 
  of the parapet for each Outpost and for each 
  Tower. Refer to the maps to determine the 
  precise locations and numbers of the towers 
  as they are likely less and in different 
  directions than indicated.  
   
  19. Turret: The turrets are able to hold up to 
  four troops, three of who may attack on any 
  given turn. If any of the troops fall, the 
  fourth may step in and attack on the same 
  turn (held action).  
   
  20. Turret: The turrets are able to hold up to 
  four troops, three of who may attack on any 
  given turn. If any of the troops fall, the 
  fourth may step in and attack on the same 
  turn (held action). 
   
  21. Turret: The turrets are able to hold up to 
  four troops, three of who may attack on any 
  given turn. If any of the troops fall, the 
  fourth may step in and attack on the same 
  turn (held action). 
   
  22. Central Stores: The Central Stores contain 
  enough bolts for as many shots as the 
  Ballistas can shoot. There are also arrows 
  and replacement shields and arrows.  
   
  In a corner of the Central Stores is a barrel 
  of oil and bolts of cloth. These may only be 
  used if the party has received the hint for 
  wrapping bolts in oil-dipped cloth and 
  setting them on fire. Doing so will, however, 
  add an additional 8 (2d10) fire damage, and 
  inflict 4 fire damage on any other troop 
  within 5 ft. of the target.  
  S. Siege Weapon: Given the limited size and 
  storage space of the Outposts, the siege weapons 
  
   
   
  19 
  are limited to Ballistas. There are four of them 
  on the parapet. At any given time no more than 
  three (maximum) will have a clean shot, unless 
  the attacking enemy is attacking from multiple 
  sides.  
   
  If the party uses the Ballistas: they are massive 
  crossbows that fire heavy bolts. It will require 
  two soldiers per Ballista to operate them.  
   
  It takes one action to load the weapon, one action 
  to aim it, and one action to fire it with two 
  soldiers, they may fire every two rounds instead 
  of every three rounds.  
   
  AC 15 
  Immunities 
  poison, psychic 
  HP 50 
  Range  
  120/480 
  Hit +6 
  Damage  
  16 (3d10) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  20 
  Appendices 
  DM Assist: Planning Phase 
   
  Directions: Use the chart below to keep track of the planning phase in the Introduction: Assault on Theramour’s 
  Keep (p. 6).  
   
  Time allotted is real-time and the total allotted to the entire party, not to individual players.  
   
  In the Example, the character was able to complete 3 actions and received 1 inspiration point. The character also 
  found a shield and oil (6). Their actions allowed the character to learn about the teleportation portals between the 
  Keep and the Outposts. The character also discovered the Wizards Guild and gained a Spell Slot for the duration of 
  this adventure.  
   
  Time Allotted (circle one) 5 min. 
  10 min. 15 min. 
  Character 
  Actions 
  Inspiration 
  Item One 
  Item Two 
  Hint One 
  Hint Two 
  Example 
  ý ý ý � � � 
  ý � �  
  Shield 
  Oil (6) 
  Teleport 
  Spell Slot 
   
  � � � � � � 
  � � � 
   
   
   
   
   
  � � � � � � 
  � � � 
   
   
   
   
   
  � � � � � � 
  � � � 
   
   
   
   
   
  � � � � � � 
  � � � 
   
   
   
   
   
  � � � � � � 
  � � � 
   
   
   
   
   
  � � � � � � 
  � � � 
   
   
   
   
   
  � � � � � � 
  � � � 
   
   
   
   
   
  � � � � � � 
  � � � 
   
   
   
   
   
  � � � � � � 
  � � � 
   
   
   
   
   
   
   
  
   
   
  21 
  NPC Tracking Sheets: An Overview 
  General Notes: There is a lot going on simultaneously in this adventure, providing a challenge for even the most 
  experienced DM to manage. The Tracking Sheets are an effort to assist with record-keeping. They are not required 
  for game play. There are two primary Tracking Sheets: one for the armies and one for their siege weapons.  
   
  North-West Army: Human 
  Core Statistics Block 
   
  AC 12 HP 11 XP 25 
  Weapon Attack: +2 to Hit 
   
  Hit: 5 (1d6+1) 
   
  Spear 
  n 
  19 
  20 
  21 
  22 
  23 
  24 
  25 
  26 
  27 
  28 
  29 
  30 
  31 
  32 
  33 
  34 
  35 
  36 
  HP 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  tHP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Names of armies are consistently color-coded in the module as a visual aid to find information on the army you are 
  looking for.  
   
  Core Statistic Blocks are intended to provide quick vital statistics for the Dungeon Master. For this module, all NPC 
  statistics can be found in the Monster Manual (5e).  
   
  n 
  There are separate columns for each NPC, and n is just a reference number. DMs may use the same  
   
  numbers on a battle matt, markers or other ways of visualizing the battles (optional) 
  HP 
  Starting hit points 
  tHP 
  Temporary hit points 
   
  North-West Army: Mangonel (Siege Weapon) 
  Core Statistics Block 
   
  AC 15 HP 100 Immunities: poison, psychic 
  Weapon Attack: +5 to Hit 
   
  Hit: 27 (5d10) 
  Range: 200/800 
  Two actions to load, two to aim and one to fire (-1 if 2 arming it). No disadvantage for cover. 
   
  Siege Weapon is color coded against one or more NPCs (n) indicating which ones are running the siege weapon. If 
  an NPC is eliminated, the DM will need to choose a replacement, or to abandon the siege weapon.  
  
   
   
  22 
  NPC Tracking Sheets: Enemy Armies 
   
  North-West Army: Human 
  Core Statistics Block 
   
  AC 12 HP 11 XP 25 
  Weapon Attack: +2 to Hit 
   
  Hit: 5 (1d6+1) 
   
  Spear 
  n 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  HP 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  tHP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  North-West Army: Human 
  Core Statistics Block 
   
  AC 12 HP 11 XP 25 
  Weapon Attack: +2 to Hit 
   
  Hit: 5 (1d6+1) 
   
  Spear 
  n 
  19 
  20 
  21 
  22 
  23 
  24 
  25 
  26 
  27 
  28 
  29 
  30 
  31 
  32 
  33 
  34 
  35 
  36 
  HP 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  tHP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  North-West Army: Veteran Human 
  Core Statistics Block 
   
  AC 17 HP 58 XP 700 
  Weapon Attack: +5 to Hit 
   
  Hit: 8 (1d10 + 3)  
  Longsword, H. Crossbow 
   
  Multiattack: 2 longsword attacks or two heavy crossbow attacks (same attack and hit stats) 
   
  North-West Army: Mangonel (Siege Weapon) 
  Core Statistics Block 
   
  AC 15 HP 100 Immunities: poison, psychic 
  Weapon Attack: +5 to Hit 
   
  Hit: 27 (5d10) 
  Range: 200/800 
  Two actions to load, two to aim and one to fire (-1 if 2 arming it). No disadvantage for cover. 
   
  North-West Army: Ram (Siege Weapon) 
  Core Statistics Block 
   
  AC 15 HP 100 Immunities: poison, psychic 
  Weapon Attack: +8 to Hit 
   
  Hit: 16 (3d10) 
  Requires four to operate. 
   
   
   
  
   
   
  23 
   
  North-East Army: Orc 
  Core Statistics Block 
   
  AC 13 HP 15 XP 100 
  Weapon Attack: +5 to Hit 
   
  Hit: 9 (1d12+3)  
  Great Axe/Javelin (6 hp) 
  n 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  HP 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  tHP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  North-East Army: Orc 
  Core Statistics Block 
   
  AC 13 HP 15 XP 100 
  Weapon Attack: +5 to Hit 
   
  Hit: 9 (1d12+3)  
  Great Axe/Javelin (6 hp) 
  n 
  19 
  20 
  21 
  22 
  23 
  24 
  25 
  26 
  27 
  28 
  29 
  30 
  31 
  32 
  33 
  34 
  35 
  36 
  HP 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  tHP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  North-East Army: Orc War Chief 
  Core Statistics Block 
   
  AC 16 HP 93 XP 1,100 
  Weapon Attack: +6 to Hit 
   
  Hit: 15 (1d12 + 4) 
  Great Axe/Spear (12 hp) 
   
  Multiattack: 2 longsword attacks or two heavy crossbow attacks (same attack and hit stats) 
  Battlecry (1/day): creatures within 30 ft. can attack with advantage for one turn; War Chief may 
  make one attack as a bonus action 
   
  North-East Army: Mangonel (Siege Weapon) 
  Core Statistics Block 
   
  AC 15 HP 100 Immunities: poison, psychic 
  Weapon Attack: +5 to Hit 
   
  Hit: 27 (5d10) 
  Range: 200/800 
  Two actions to load, two to aim and one to fire (-1 if 2 arming it). No disadvantage for cover. 
   
  North-East Army: Ram (Siege Weapon) 
  Core Statistics Block 
   
  AC 15 HP 100 Immunities: poison, psychic 
  Weapon Attack: +8 to Hit 
   
  Hit: 16 (3d10) 
  Requires four to operate. 
   
  
   
   
  24 
   
  South-West Army: Kobold 
  Core Statistics Block 
   
  AC 12 HP 5 
  XP 50 
  Weapon Attack: +4 to Hit 
   
  Hit: 4 (1d4+2) 
  Pack Tactics 
  Dagger/Sling 
  Core statistics Block 
  n 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  HP 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  tHP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  South-West Army: Kobold 
  Core Statistics Block 
   
  AC 12 HP 5 
  XP 50 
  Weapon Attack: +4 to Hit 
   
  Hit: 4 (1d4+2) 
  Pack Tactics 
  Dagger/Sling 
  N 
  19 
  20 
  21 
  22 
  23 
  24 
  25 
  16 
  27 
  28 
  29 
  30 
  31 
  32 
  33 
  34 
  35 
  36 
  HP 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  tHP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  South-West Army: Kobold War Chief 
  Core Statistics Block 
   
  AC 14 HP 63 XP 700 
  Weapon Attack: +3 to Hit 
   
  Hit: 8 (1d10 + 3) Long Sword/ H. Crossbow 
   
  Multiattack: 2 longsword attacks or two heavy crossbow attacks (same attack and hit stats) 
   
  South-West Army: Mangonel (Siege Weapon) 
  Core Statistics Block 
   
  AC 15 HP 100 Immunities: poison, psychic 
  Weapon Attack: +5 to Hit 
   
  Hit: 27 (5d10) 
  Range: 200/800 
  Two actions to load, two to aim and one to fire (-1 if 2 arming it). No disadvantage for cover. 
   
  South-West Army: Ram (Siege Weapon) 
  Core Statistics Block 
   
  AC 15 HP 100 Immunities: poison, psychic 
  Weapon Attack: +8 to Hit 
   
  Hit: 16 (3d10) 
  Requires four to operate. 
   
   
  
   
   
  25 
   
  South-East Army: Hobgoblin 
  Core Statistics Block 
   
  AC 17 HP 11 XP 100 
  Weapon Attack: +3 to Hit 
   
  Hit: 5 (1d8+1) 
   
  Longsword/Longbow 
  n 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  HP 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  tHP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  South-East Army: Hobgoblin 
  Core Statistics Block 
   
  AC 17 HP 11 XP 100 
  Weapon Attack: +3 to Hit 
   
  Hit: 5 (1d8+2) 
   
  Longsword/Longbow 
  N 
  19 
  20 
  21 
  22 
  23 
  24 
  25 
  16 
  27 
  28 
  29 
  30 
  31 
  32 
  33 
  34 
  35 
  36 
  HP 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  tHP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  South-East Army: Hobgoblin Captain 
  Core Statistics Block 
   
  AC 17 HP 39 XP 700 
  Weapon Attack: +4 to Hit 
   
  Hit: 7 (2d6 + 2)  
  Longsword/Javelin 
   
  Multiattack: 2 longsword attacks or two heavy crossbow attacks (same attack and hit stats) 
   
  South-East Army: Mangonel (Siege Weapon) 
  Core Statistics Block 
   
  AC 15 HP 100 Immunities: poison, psychic 
  Weapon Attack: +5 to Hit 
   
  Hit: 27 (5d10) 
  Range: 200/800 
  Two actions to load, two to aim and one to fire (-1 if 2 arming it). No disadvantage for cover. 
   
  South-East Army: Ram (Siege Weapon) 
  Core Statistics Block 
   
  AC 15 HP 100 Immunities: poison, psychic 
  Weapon Attack: +8 to Hit 
   
  Hit: 16 (3d10) 
  Requires four to operate. 
   
   
  
   
   
  26 
  NPC Tracking Sheets: The Keep 
   
  Humans 
  Core Statistics Block 
   
  AC 12 HP 11 XP 25 
  Weapon Attack: +2 to Hit 
   
  Hit: 5 (1d6+1) 
   
  Mace/Heavy Crossbow 
  n 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  HP 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  tHP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Humans 
  Core Statistics Block 
   
  AC 12 HP 11 XP 25 
  Weapon Attack: +2 to Hit 
   
  Hit: 5 (1d6+1) 
   
  Mace/Heavy Crossbow 
  N 
  19 
  20 
  21 
  22 
  23 
  24 
  25 
  26 
  27 
  28 
  29 
  30 
  31 
  32 
  33 
  34 
  35 
  36 
  HP 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  tHP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Humans 
  Core Statistics Block 
   
  AC 12 HP 11 XP 25 
  Weapon Attack: +2 to Hit 
   
  Hit: 5 (1d6+1) 
   
  Mace/Heavy Crossbow 
  N 
  37 
  38 
  39 
  40 
  41 
  42 
  43 
  44 
  45 
  46 
  47 
  48 
  49 
  50 
  51 
  52 
  53 
  54 
  HP 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  tHP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Humans 
  Core Statistics Block 
   
  AC 12 HP 11 XP 25 
  Weapon Attack: +2 to Hit 
   
  Hit: 5 (1d6+1) 
   
  Mace/Heavy Crossbow 
  n 
  55 
  56 
  57 
  58 
  59 
  60 
   
   
   
   
  A 
  B 
  C 
  D 
  E 
  F 
  G 
  H 
  HP 
  25 
  25 
  25 
  25 
  25 
  25 
   
   
   
   
  12 
  12 
  12 
  12 
  12 
  12 
  12 
  12 
  tHP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  27 
  Note: Only the outer-most towers have ballistas, for a total of eight.  
   
  Ballista (Siege Weapon) 
  Core Statistics Block 
   
  AC 15 HP 50 Immunities: poison, psychic 
  Weapon Attack: +6 to Hit 
   
  Hit: 16 (3d10) 
  Range: 120/480 
  Three actions to load, aim and fire. No disadvantage for cover. 
  1 (50) 
  2 (50) 
  3 (50) 
  4 (50) 
  5 (50) 
  6 (50) 
  7 (50) 
  8 (50) 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  28 
  NPC Tracking Sheets: Outpost One 
   
  Humans 
  Core Statistics Block 
   
  AC 12 HP 11 XP 25 
  Weapon Attack: +2 to Hit 
   
  Hit: 5 (1d6+1) 
   
  Mace/Heavy Crossbow 
  n 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  HP 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  tHP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Humans 
  Core Statistics Block 
   
  AC 12 HP 11 XP 25 
  Weapon Attack: +2 to Hit 
   
  Hit: 5 (1d6+1) 
   
  Mace/Heavy Crossbow 
  N 
  19 
  20 
  21 
  22 
  23 
  24 
  25 
  26 
  27 
  28 
  29 
  30 
  31 
  32 
   
   
   
   
  HP 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
   
   
   
   
  tHP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ballista (Siege Weapon) 
  Core Statistics Block 
   
  AC 15 HP 50 Immunities: poison, psychic 
  Weapon Attack: +6 to Hit 
   
  Hit: 16 (3d10) 
  Range: 120/480 
  Two actions to load, aim and fire if fired by two guards. No disadvantage for cover. 
   
  Ballista (Siege Weapon) 
  Core Statistics Block 
   
  AC 15 HP 50 Immunities: poison, psychic 
  Weapon Attack: +6 to Hit 
   
  Hit: 16 (3d10) 
  Range: 120/480 
  Two actions to load, aim and fire if fired by two guards. No disadvantage for cover. 
   
  Ballista (Siege Weapon) 
  Core Statistics Block 
   
  AC 15 HP 50 Immunities: poison, psychic 
  Weapon Attack: +6 to Hit 
   
  Hit: 16 (3d10) 
  Range: 120/480 
  Two actions to load, aim and fire if fired by two guards. No disadvantage for cover. 
   
   
  
   
   
  29 
  NPC Tracking Sheets: Outpost Two 
   
  Humans 
  Core Statistics Block 
   
  AC 12 HP 11 XP 25 
  Weapon Attack: +2 to Hit 
   
  Hit: 5 (1d6+1) 
   
  Mace/Heavy Crossbow 
  n 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  HP 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  tHP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Humans 
  Core Statistics Block 
   
  AC 12 HP 11 XP 25 
  Weapon Attack: +2 to Hit 
   
  Hit: 5 (1d6+1) 
   
  Mace/Heavy Crossbow 
  N 
  19 
  20 
  21 
  22 
  23 
  24 
  25 
  26 
  27 
  28 
  29 
  30 
  31 
  32 
   
   
   
   
  HP 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
   
   
   
   
  tHP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ballista (Siege Weapon) 
  Core Statistics Block 
   
  AC 15 HP 50 Immunities: poison, psychic 
  Weapon Attack: +6 to Hit 
   
  Hit: 16 (3d10) 
  Range: 120/480 
  Two actions to load, aim and fire if fired by two guards. No disadvantage for cover. 
   
  Ballista (Siege Weapon) 
  Core Statistics Block 
   
  AC 15 HP 50 Immunities: poison, psychic 
  Weapon Attack: +6 to Hit 
   
  Hit: 16 (3d10) 
  Range: 120/480 
  Two actions to load, aim and fire if fired by two guards. No disadvantage for cover. 
   
  Ballista (Siege Weapon) 
  Core Statistics Block 
   
  AC 15 HP 50 Immunities: poison, psychic 
  Weapon Attack: +6 to Hit 
   
  Hit: 16 (3d10) 
  Range: 120/480 
  Two actions to load, aim and fire if fired by two guards. No disadvantage for cover. 
  
   
   
  30 
  Tunnel System (Optional) 
  Overview: Use the Tunnel System to extend the 
  adventure, adjust the complexity, and/or adjust the 
  difficulty of the adventure, as you see fit. There are a 
  number of places in this section where you, as DM, 
  will have a variety of options to adjust the adventure 
  for your players.  
   
  Alternatively, after the armies have been defeated, 
  the party may be told about the tunnel system. The 
  Keep leaders will then tell the party that they have 
  neglected the tunnels while they have been under 
  siege. During that short time it has been over-run by 
  wild creatures and monsters. The Keep needs help 
  removing them. They will be rewarded with 100 gp 
  and may keep any treasure that belongs to the 
  monsters.  
   
  At any point, if the party requests that Theramour 
  troops assist in the effort, they will be provided 5 
  (1d8) troops with the same statistics of those they 
  fought with earlier. At the DM’s discretion, the 
  troops may flee from battles that they feel they may 
  lose. They will also complain if they feel their lives 
  are being unfairly and unreasonably put at risk. 
   
  Note that the only way to solve some questions, like 
  the reason the Keep is located where it is, will be to 
  have your players complete this optional part of the 
  adventure.  
   
  The party may know specifics about the tunnel 
  system, like where each tunnel leads. This will 
  depend on the level of the complexity that the DM is 
  hoping to achieve. 
   
  The party will not know, however, that the tunnel 
  system also sits on where the Keep stores the vast 
  majority of its treasure. They will also not know that 
  it protects a small, burgeoning mine that Theramour 
  relies on for its future.  
   
  The party will also not know that a number of 
  factions have heard rumors of the mine below the 
  keep and, in the absence of a Theramour presence, 
  have sent a small number of their kind to explore the 
  mine. Those factions currently have an uneasy truce 
  as each evaluates prospects within the mine. The 
  Derro are working a large open area (P), the Duergar, 
  a similar open area (Q) adjacent to the Derro, and the 
  Yuan-ti the largest area at the opposite corner of the 
  mine (U).  
   
  Difficult (Option): One of the invading armies as 
  found an entrance to the mine. Determine the tunnel 
  by rolling 1d4:  
   
  1) Escape tunnel (B) 
  2) Outpost tunnel (C) 
  3) Lock tunnel (D) 
  4) Outpost tunnel (E) 
   
  And the number of invaders (matching profiles from 
  the module, rolling 1d4):  
   
  1) Two, acting as scouts. They will quickly flee if 
  they feel outnumbered. They will warn their invading 
  party. 
  2) Four, who have secured their position, but will still 
  flee if they feel outnumbered. They will warn their 
  invading party.  
  3) Six, who have secured their position. Only the last 
  will flee in order to warn their invading party.  
  4) Eight, who have secured their position and who 
  will fight to the death.  
   
  All four of the Entrances are carefully hidden 
  magically to appear as though they are just part of 
  their environment. They require a DC 20 (Perception) 
  check to be discovered.  
   
  A. Keep Entrance: The exact location, and 
  how the players learn of the location, are 
  entirely up to you as DM. Once the party 
  locates the entrance to the tunnels, there is 
  nothing unique about this space other than 
  as an entry-point to the tunnel system. 
  Access to the north-east outpost is through 
  the door in the north wall. 
   
  For each of the exits (A), (B), (C), (D) and 
  (E) the DM may decide whether or not the 
  party gains an element of surprise in 
  entering into battle.  
   
  A1. Tunnel Junction: This is the staging 
  point for the tunnel system and provides 
  access to all of the entrances that are key to 
  the ensuing battle.  
   
   
   
   
   
  
   
   
  31 
  B. Escape: The party may or may not be aware 
  of the fact that this tunnel is intended as an 
  emergency exit from the Keep. Regardless, 
  this escape route will end in an exit in the 
  approximate location of the north-west 
  invading army.  
   
  C. Outpost Entrance: The party may or may 
  not be aware of the fact that this tunnel leads 
  to the north-east outpost.  
   
  D. Locks Entrance: The party may or may not 
  be aware of the fact that this tunnel leads to 
  the lock system.  
   
  E. Outpost Entrance: The party may or may 
  not be aware of the fact that this tunnel leads 
  to the south-west outpost. 
   
  F. 
  North Room: The party will find a large 
  number of pick axes and other mining 
  supplies strewn haphazardly around this 
  room. If they are not aware of the mine on 
  this level, this room should provide a solid 
  clue as to its presence.  
   
  G. North (West) Room: This room contains 
  four single beds, and four storage chests. It 
  appears to have been used as a small guard 
  post, designed to stop anyone who may have 
  discovered the Outpost Entrance. It is 
  currently unoccupied as the residents of 
  Theramour have been focused on the four 
  invading armies.  
   
  H. North (East) Room: This room is identical 
  to the North (West) Room (G).  
   
  I. 
  West Room: This room is well-stocked with 
  a variety of mining tools.  
   
  J. 
  Southwest Room 1: This room is identical 
  to the North (West) Room (G). 
   
  K. Southwest Room 2: This room is identical 
  to the North (West) Room (G). 
   
  L. 
  Treasure Room 1: The secret door requires 
  a DC 18 perception check to discover. 
  The treasure rooms have an artfully 
  designed security system. Discovering it will 
  require a party member explicitly asking to 
  check for traps, and then a DC 20 perception 
  check.  
   
  If the save fails, and the party takes treasure:  
   
  1) If the leadership of Theramour thinks 
  they can defeat the party after being saved 
  from the invading armies, they will attack 
  without asking any questions.  
   
  2) If the leadership of Theramour thinks 
  they can’t defeat the party they will ask for 
  their treasure back.  If the party refuses, they 
  will have an ongoing warrant (death) on 
  their heads should they return.  
   
  In either case, it will take 4 turns for 
  Theramour troops to appear on the scene. 
  The number of troops should be adjusted 
  accordingly by the DM to be appropriately 
  challenging to the party.  
   
  If the save succeeds:  
   
  1) The party steals treasure and leaves 
  without being caught. Although suspected, 
  the leadership of Theramour will not doubt 
  the party because of their heroism in saving 
  Theramour from enemy invaders.  
   
  2) Any party member who is any 
  combination of lawful and/or good loses 1/2 
  level for their participation in the theft.  
   
  If the party chooses to take treasure, each 
  party member can carry a maximum of 750 
  gp in value +/- 250 gp for each point above 
  or below 12 (e.g a Strength score of 11 
  allows a character to carry 500 gp in value; a 
  
   
   
  32 
  Strength score of 13 allows a character to 
  carry 1,000 gp in value).  
   
  Treasure: This room contains a 
  combination of what appears to be 
  unfinished and finished gems from the mine. 
  There are 150 unfinished gems valued at 7 
  gp each. Another 200 finished gems valued 
  at 14 gp each are also in this room. The 
  gems are in medium-sized bags.  
   
  M. Treasure Room 2: The secret door requires 
  a DC 18 perception check to discover. The 
  conditions for saving or failing the check is 
  the same for all three treasure rooms (see 
  Treasure Room 1).  
   
  The party has 30 seconds to identify a 
  switch-plate on the inside-left of the door. If 
  they don’t a series of flames will erupt from 
  the wall opposite the secret door. Party 
  members need to make a DC 13 Dexterity 
  save taking 6 (1d10) damage on a failed 
  save, or half as much damage on a 
  successful one. The flames will fire every-
  other turn for a total of three times before 
  fuel for the flames run out. 
   
  Treasure: Treasure in this room is stored in 
  larger sacks, and totals 2,500 gp.  
   
  N. Treasure Room 3: The secret door requires 
  a DC 18 perception check to discover. The 
  conditions for saving or failing the check is 
  the same for all three treasure rooms (see 
  Treasure Room 1). 
   
  The entry-way to this room contains a trip 
  wire located a couple of inches off of the 
  floor. If the party explicitly looks for traps, 
  they find the wire on a DC 15 (Perception) 
  check. If they do discover it, disabling it 
  requires a DC 16 (Dexterity) check.  
   
  If the trap is triggered, the ceiling collapses 
  and party members in the room need to 
  make a DC 15 Dexterity saving throw or 
  take 22 (4d10) bludgeoning damage, or half 
  as much on a successful save. If the trap is 
  triggered, 25% of the treasure in the room 
  will not be easily recovered.  
   
  Treasure: In the center of the room is a 
  golden crown and scepter that look like they 
  are used in official ceremonies. Together 
  they are worth 3,500 gp though the party 
  will find it challenging to find a buyer for 
  them. Medium-sized bags contain an 
  additional 5,000 gp in finished gems from 
  the mine. Small-sized bags contain an 
  additional 5,000 gp.  
   
  O. Teleportation Room (Barracks): this is an 
  easy (Option) designed to help bolster the 
  party in any situation where they seem to be 
  hopelessly outnumbered. There are four 
  teleportation sites. Additional troops will 
  teleport to the location nearest the party’s 
  location.  
   
  The number of troops may be entirely at the 
  DM’s discretion. Alternatively, roll 1d4 to 
  determine the number of troops (stats match 
  those associated with Keep troops):  
   
  1) Two troops;  
  2) Four Troops; 
  3) Six Troops;  
  4) Eight Troops.  
   
  TA. Teleport to Keep Entrance 
  TB. Teleport to Escape Entrance 
  TC. Teleport to Outpost (NE) Entrance 
  TD. Teleport to Lock Entrance 
  TE. Teleport to Outpost (SW) Entrance 
   
  P. North Mine Staging: Wherever the party 
  enters the mine (P) or (T), there is a risk of a 
  random encounter with the creatures that 
  have taken over the mine. The GM should 
  roll every five turns or so, and there is a ten 
  percent chance of a random encounter per 
  roll. 
   
  
   
   
  33 
  Random rolls should not be suspended when 
  the adventurers encounter the mining 
  factions. Creatures encountered randomly 
  have a 50-50 chance of attacking either the 
  adventurers or members of the mining 
  factions. Once they make their choice, they 
  will continue to attack until their targets are 
  destroyed.  
   
  Use the following table to determine the 
  creature and number of creatures 
  encountered by the party: 
   
  Roll 
  (1d6) 
  Creature 
  n 
  1 
  Badger, Giant 
  1d8 
  2 
  Bats, Giant 
  (Axe Beak Stats) 
  1d4 
  3 
  Bear, Brown 
  1-2 
  4 
  Bugbears 
  1d4 
  5 
  Scarecrows 
  1-2 
  6 
  Snake, Constrictor 
  1 
   
  There is a small, dingy looking camp in this 
  area that consists of a handful of small, grey 
  tents, a site for a fire (still smoldering) and 
  that is scattered with picks, sacks, half-
  burned torches and other small mining 
  instruments. Against the walls are small 
  piles of rubble from recent mining.  
   
  The camp belongs to 5 derro. They are small 
  humanoids, covered in dust from their 
  mining activities.  
  When the party arrives, 
  the derro will be busy 
  mining and the party 
  can roll for surprise. 
  The derro will fight 
  fiercely but if they feel 
  out-powered, or if they 
  lose 3 of their kind, 
  they will surrender. 
  They will have little information to offer, 
  noting primarily that they are exploring the 
  mine to see if it is worth fighting to take. 
  They will beg to be released in exchange for 
  a promise to not return to the mine.  
  There is little of value in the derro camp, but 
  a search will reveal that each derro has 12 sp 
  in small pouches attached to their belts.  
   
  One of the tents includes a handful of very 
  rough looking gems—they appear to have 
  been mined from this area. There are a total 
  of 7 gems, worth 7 gp each.  
  Q. North (South) 
  Mining: Standing at 
  the entrance to this 
  area of the mine is a 
  Duergar Kavalrachni. 
  Dwarves in the party 
  will recognize the 
  duergar given that it 
  is their life goal to 
  kill all other dwarves.  
   
  The duergar will not immediately attack, but 
  will tell the party to leave the area 
  immediately. He will only repeat himself 
  twice before attacking the party. The 
  duergar cannot be surprised.  
   
  At the same time, he will alert the Duergar 
  Hammerer. It will take the hammerer two 
  turns before it can join in combat. When it 
  does, the Kavalrachni will warn the party to 
  leave one last time or to face their deaths.  
   
  In combat, the duergar will attack any 
  dwarves in the party first and exclusively.  
   
  The duergar have made significantly more 
  
   
   
  34 
  progress exploring the mine than either the 
  derro or the yuan-ti as evidenced by the 
  holes in the wall, and the gems they have 
  amassed. Like the other gems mined in other 
  areas, these are rough, unfinished gems and 
  are therefore worth less. The duergar have 
  collected, and stored near their camp, a total 
  of 21 gems worth 7 gp each. It would appear 
  that the quality of the gems (so far) is 
  consistent across the areas of the mine in 
  this area (P) and (Q).  
   
  R. North (Top) Mining: This area looks to 
  have been more recently mined. The party 
  will notice pieces of gems sticking out from 
  the rock. Should they attempt it, there are six 
  that might be pried from the rock. Each 
  requires a DC 12 Dexterity check or they 
  will shatter and lose their value. Each 
  recovered gem is worth 7 gp. It will take 2 
  turns to recover each gem.  
   
  S. 
  North (Bottom) Mining: This area also 
  looks to have been recently mined, though if 
  the party has been in the (North Top) mine, 
  they will notice more rubble in this mine 
  shaft. Like the other shaft, there are gems 
  that might be pried from the rock—a total of 
  eight. They also require a DC 12 Dexterity 
  check or they will shatter and lose their 
  value. Each recovered gem is worth 7 gp. It 
  will take 2 turns to recover each gem.  
  For each of 2 turns, there is a 10% chance of 
  a small cave-in. In the event of a cave-in, 
  party members in the area must make a DC 
  14 Dexterity save or take 6 hp damage from  
  a partial cave-in, or 3hp on a successful 
  save.  
  T. South (West Tunnel) Mining: This tunnel 
  looks like the miners were starting to look 
  for new veins of gems. It ends abruptly, is 
  well-constructed, and there is no risk of 
  cave-ins. There is also nothing of value. 
   
  U. South (Main) Mining: This is the final area 
  of the mine being explored by outside 
  factions—the yuan-ti. There is only one 
  yuan-ti in this area of 
  the mine and he cannot 
  be surprised. 
   
  The yuan-ti has setup a 
  tent and a small camp 
  fire. This part of the mine is otherwise 
  empty and there are no signs of mining 
  activity.  
   
  The yuan-ti will engage with the party but 
  will surrender if its HP drop below 10. It 
  will offer to exchange information for being 
  allowed to leave the mine and not return. 
  The yuan-ti will tell you that rather than 
  sending a larger party to mine, he has been 
  spying on the derro and duergar. He has 
  concluded the mine likely has enough 
  potential to be profitable that he will tell the 
  yuan-ti to prepare to occupy it.  
   
  The yuan-ti has nothing of value on him or 
  in his camp.  
   
  V. South (East Tunnel) Mining: This tunnel 
  looks like the miners were starting to look 
  for new veins of gems. It ends abruptly, is 
  well-constructed, and there is no risk of 
  cave-ins. There is also nothing of value. 
   
   
  
   
   
  35 
  Creature Stats for Tunnel System 
   
  BADGER, GIANT 
  Challenge 0 (XP 10) 
  Tiny, Unaligned 
   
   
   
  Armor Class 
  10 
  Hit Points  
   3 (1d4 + 1)  
  Senses 
   
  passive Perception 11  
  Keen Smell 
  Advantage on Wisdom checks for smell 
   
  STATISTICS 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  4 (-3) 
  11 (+0) 
  12 (+1) 
  2 (-4) 
  12 (+1) 
  5 (-3) 
   
  ACTIONS 
   
  Bite. +2 to hit, reach 5 ft. Hit: 1 piercing damage.  
   
   
   
   
   
   
   
   
   
   
   
   
   
  BATS, GIANT  
  Challenge 1/4 (XP 50) 
  Large, Unaligned 
   
   
  Armor Class 
  11 
  Hit Points  
  19 (3d10 + 3) 
  Speed 
   
  50 ft. 
  Senses 
   
  passive Perception 10  
  Keen Smell 
  Advantage on Wisdom checks for smell 
   
  STATISTICS 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  12 (+1) 
  12 (+1) 
  2 (-4) 
  10 (+0) 
  5 (-3) 
   
  ACTIONS 
   
  Bite. +4 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) slashing 
  damage. 
   
  BEAR, BROWN  
  Challenge 1/2 (XP 100) 
  Medium, Unaligned 
    
   
  Armor Class 
  11 (natural armor) 
  Hit Points  
  19 (3d8 + 6) 
  Speed 
   
  40 ft., climb 30 ft. 
  Skills 
   
  Perception +3 
  Senses 
   
  passive Perception 13  
  Keen Smell 
  Advantage on Wisdom checks for smell 
   
  STATISTICS 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  10 (+0) 
  14 (+2) 
  2 (-4) 
  12 (+1) 
  7 (-2) 
   
  ACTIONS 
   
  Keen Smell. Advantage on Wisdom (Perception) checks that rely 
  on smell.  
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  36 
  BUGBEARS 
  Challenge 1 (XP 200) 
  Medium humanoid, chaotic evil 
   
  Armor Class 
  16 (hide armor, shield) 
  Hit Points  
  27 (5d8 + 5) 
  Speed 
   
  30 ft. 
  Skills 
   
  Stealth +6, Survival +2 
  Senses 
   
  darkvision 60 ft., passive Perception 10 
  Languages 
  Common, Goblin 
   
  Keen Smell 
  Advantage on Wisdom checks for smell 
   
  STATISTICS 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  14 (+2) 
  13 (+1) 
  8 (-1) 
  11 (+0) 
  9 (-1) 
   
   
  Brute. Melee weapon deals one extra die of damage when the 
  bugbear hits with it (included in the attack).  
  Surprise Attack. If the bugbear surprises a creature and hits it 
  with an attack during the first round of combat, the target takes an 
  extra 7 (2d6) damage from the attack. 
   
  ACTIONS 
   
  Morningstar. +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) 
  piercing damage. 
  Javelin. +4 to hit, reach 5ft. or range 30/120 ft., one target. Hit: 9 
  (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing at 
  range.  
   
  DERRO 
  Challenge 1/4 (XP 50) 
  Small humanoid, chaotic evil 
   
  Armor Class 
  13 (leather armor) 
  Hit Points  
  13 (3d6 + 3) 
  Speed 
   
  30 ft. 
  Skills 
   
  Stealth +4 
  Senses 
   
  darkvision 120 ft., passive Perception 7 
  Languages 
  Dwarvish, Undercommon 
   
  STATISTICS 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  5 (-3) 
  9 (-1) 
   
   
  Magic Resistance. Has advantage on 
  saving throws against spells and other 
  magical effects. 
  Sunlight Sensitivity. In sunlight derro 
  have disadvantage of attack rolls, as well 
  as on Wisdom (Perception) checks that 
  rely on sight. 
   
  ACTIONS 
   
  Hooked Spear. +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) piercing. If the target is Medium or smaller, 
  derro can choose to deal no damage and knock it prone.  
  Light Crossbow. +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 
  + 2) piercing.  
   
  DUERGAR HAMMERER 
   
  Challenge 2 (XP 450) 
  Medium construct, lawful evil 
   
  Armor Class 
  17 (natural armor) 
  Hit Points  
  33 (6d8 + 6)) 
  Speed 
   
  20 ft. 
  DMG IMM 
  poison 
  CON IMM 
  charmed, exhaustion, frightened, paralyzed,  
   
   
  petrified, poisoned. 
  Senses 
   
  darkvision 60 ft., passive Perception 7 
  Languages 
  understands Dwarvish but can’t speak 
   
   
  STATISTICS 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 
  7 (-2) 
  12 (+1) 
  5 (-3) 
  5 (-3) 
  5 (-3) 
   
  Engine of Pain. Once per turn, a 
  creature that attacks the  
  hammerer can target the duergar 
  trapped in it. Attack has 
  disadvantage on the attack. On a 
  hit, the attack deals an extra 5 
  (1d10) damage to the hammerer, 
  and the hammerer can respond by 
  using its Multiattack with its 
  reaction.  
  Siege Monster. Hammer deals double damage to objects and 
  structures. 
   
  ACTIONS 
   
  Multiattack. Makes two attacks: one with its claw and one with its 
  hammer.  
  Claw. +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) 
  bludgeoning. 
  Hammer. +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) 
  bludgeoning. 
   
   
   
   
   
   
   
   
   
   
  
   
   
  37 
   
  DUERGAR KAVALRACHNI 
   
  Challenge 2 (XP 450) 
  Medium humanoid (dwarf), lawful evil 
   
  Armor Class 
  16 (scale mail, shield) 
  Hit Points  
  26 (4d8 + 8) 
  Speed 
   
  25 ft. 
  DMG RES 
  poison 
  Senses 
   
  darkvision 120 ft., passive Perception 10 
  Languages 
  Dwarvish, Undercommon 
   
   
  STATISTICS 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  9 (-1) 
   
  Duregar Resilience. Advantage on saving throws against poison, 
  spells, and illusions, as well as resistance to being charmed or 
  paralyzed. 
  Sunlight Sensitivity. In sunlight, has disadvantage on attack rolls, 
  as well as on Wisdom (Perception) checks that rely on sight. 
   
  ACTIONS 
   
  Multiattack. Makes two war pick attacks.  
  War Pick. +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) 
  piercing plus 5 (2d4) poison damage. 
  Heavy Crossbow. +2 to hit, range 100/400 ft., one target. Hit: 5 
  (1d10) piercing damage.  
  Shared Invisibility. Can magically turn invisible for up to 1 hour 
  or until it attacks. It casts a spell, or its concentration is broken.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SCARECROWS  
  Challenge 1 (XP 200) 
  Medium construct, chaotic evil 
   
  Armor Class 
  11 
  Hit Points  
  36 (8d8) 
  Speed 
   
  30 ft. 
  DMG VLN 
  fire 
  DMG RES 
  bludgeoning, piercing, and slashing from  
   
   
  nonmagical attacks 
  CON IMM 
  charmed, exhaustion, frightened, paralyzed, 
   
   
  poisoned, unconscious 
  Senses 
   
  darkvision 60 ft., passive Perception 10 
  Languages 
  understands the languages of its creator but 
   
   
  can’t speak 
   
  STATISTICS 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  13 (+1) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
  13 (+1) 
   
  ACTIONS 
   
  False Appearance. While it remains motionless, it is 
  indistinguishable from an ordinary scarecrow.  
  Multiattack. Makes two claw attacks.  
  Claw. +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing 
  damage. Target must save on DC 11 Wisdom throw or be 
  frightened until the end of the scarecrow’s next turn.  
  Terrifying Glare. Scarecrow targets on creature it can see within 
  30 ft. If the target can see the scarecrow, it must succeed on a DC 
  11 Wisdom throw or be magically frightened until th end of the 
  scarecrow’s next turn. The frightened targt is paralyzed.  
   
  SNAKE, CONSTRICTOR 
  Challenge 1/4 (XP 50) 
  Large beast, unaligned 
   
  Armor Class 
  12 
  Hit Points  
   
  Skills 
   
  Perception +2 
  Senses 
   
  blindsight 10 ft., passive Perception 12 
   
  STATISTICS 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  14 (+2) 
  12 (+1) 
  1 (-5) 
  10 (+0) 
  3 (-4) 
   
  ACTIONS 
   
  Bite. +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing. 
  Constrict. +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) 
  bludgeoning, and the target is grappled (escape DC 16). Until 
  grapple ends, creature is restrained and the snake can’t constrict 
  another target.  
   
  
   
   
  38 
  YUAN-TI BROODGUARD 
   
  Challenge 2 (XP 450) 
  Medium humanoid (yuan-ti), neutral evil 
   
  Armor Class 
  14 (natural armor)  
  Hit Points  
  45 (7d8 + 14) 
  Speed 
   
  30 ft. 
  SVG THR  
  Str +4, Dex +4, Wis +2 
  Skills 
   
  Perception +2 
  DMG IMM 
  poison 
  CON IMM 
  poisoned 
  DMG RES 
  poison 
  Senses 
   
  darkvision 60 ft., 
   
   
  passive Perception 12 
  Languages 
  Abyssal, Common, 
   
   
  Draconic 
   
  STATISTICS 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  9 (-1) 
   
  Mental Resistance. Advantage on saving throws against being 
  charmed, and magic can’t paralyze it.  
  Reckless. At start of its turn, can gain advantage on all melee 
  weapon attacks it makes during that turn, but attack rolls against it 
  have advantage until the start of its next turn.  
   
  ACTIONS 
   
  Multiattack. Makes three attacks: one with its bite and two with 
  its claws.  
  Bite. +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 +2) piercing 
  damage. 
  Claws. +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 +2) slashing 
  damage.  
   
   
   
   
  
   
   
  39 
  Theramour 
   
   
   
   
  
   
   
  40 
   
  
   
   
  41 
  Theramour: History 
   
  Theramour has always been a sleepy region, just south of On Ouisconsin! Recently, however, everyone is noticing 
  that Theramour has built a new Keep, their tiny village has grown, and its defense have grown.  
   
  While Theramour has made no overt threats to their neighbors, they have certainly attracted attention—likely the 
  cause of the four armies that have attempted to over-take the Keep of Theramour.  
   
  Theramour will not be quick to give up their secrets. Should the party defend the Keep successfully there’s much 
  more to explore to uncover the secrets of Theramour.  
   
   
  
   
   
  42 
  Map 2: The Keep of Theramour 
   
   
  
   
   
  43 
  Map 3: The Outposts 
   
  Note about the Parapet: The Parapet should also be used as the standard blueprint for Towers in the Keep. Corner 
  towers will have three smaller towers (19, 20, 21) and they must all be outward facing. They will have siege-engines 
  on the same edges. Internal towers, however will only have two smaller towers (19, 20) and only one siege-engine, 
  on the same edge as the towers (19, 20).  
   
   
  
   
   
  44 
  Map 4: Blank Keep Template 
   
   
   
  
   
   
  45 
  Map 5: Tunnel System (Optional) 
   
   
  
   
   
  46 
   
  Map 6: Planning Grids (for players) 
  
   
   
  47 
   
  
   
   
  48 
  
   
   
  49 
  
   
   
  50 
  
   
   
  51 
   
  
   
   
  52 
  War Grids 
  Download the full PDF from Tomorrow River Games. 
  
   
   
  53 
  
   
   
  54 
  
   
   
  55 
  
   
   
  56 
  
   
   
  57 
  
   
   
  58 
  
   
   
  59 
  
   
   
  60 
  
   
   
  61 
  
   
   
  62 
   
   
   
  
   
   
  63 
  Bonus: NPC 1 – Berei 
   
  Human  
  Paladin  
  Level 1  
  Neutral 
  Armor Class 
  18 (20)  
   
   
  Initiative  
  +2 
  Hit Points 
  11 
   
   
   
  Proficiency  
  +2 
  Speed  
  30 ft.  
   
  STR 
   
  DEX 
   
  CON 
   
  INT 
   
  WIS 
   
  CHA 
  18 (+4)  
  15 (+2)  
  12 (+1)  
  11 (+0)  
  11 (+0)  
  18 (+4)  
   
   
   
  Saving Throws Wisdom +2, Charisma +6 
   
  Skills   
  Athletics +6, History +3, Medicine +2, Persuasion +6 
   
   
   
   
   
  Languages 
  Common, Orc, Goblin  
   
   
  Weapon 
  ATK Bonus 
  Damage 
   
  Javelin  
  +4 
   
  1d6 + 2 
  Long Sword 
  +6 
   
  1d8 + 2 
  ACTIONS 
   
  Divine Sense: Take 1 turn to detect any celestial, fiend or undead within 60 ft. Know type but not identity 
  (5/day).  
   
  Lay on Hands: Pool of healing that restores total number of hit points equal to level x 5. Or can use one to 
  cure a disease or neutralize a poison. 
   
  INVENTORY 
   
  Chain Mail, Shield 
   
  Signet Ring 
  Holy Symbol 
  Explorer’s Pack 
  Backpack, Bedroll 
  Mess Kit, Rations (10) 
  Tinderbox, Torches (10) 
  Water Skin 
  Rope (50 ft) 
   
   
   
   
   
  
   
   
  64 
  Bonus: NPC 2 – Kura 
   
  Half Orc 
  Fighter  
  Level 1  
  Chaotic Neutral  
  Armor Class 
  17 (15)  
   
   
  Initiative  
  +2 
  Hit Points 
  12 
   
   
   
  Proficiency  
  +2 
  Speed  
  30 ft. 
   
  STR 
   
  DEX 
   
  CON 
   
  INT 
   
  WIS 
   
  CHA 
  19 (+4)  
  14 (+2)  
  17 (+3)  
  13 (+1)  
  13 (+1)  
  10 (+0)  
   
   
   
  Saving Throws  
  +6 Strength, +5 Constitution 
   
  Skills   
   
  +6 Athletics, +2 Intimidation, +3 Perception, +2 Persuasion, +3 Survival 
   
   
   
  Dark vision (60 ft.) 
  Languages 
   
  Common, Orc, Goblin  
  Weapon 
  ATK Bonus 
  Damage 
  Great Axe 
  +6 
   
  1d12 + 4 
  Hand Axe (2) +4 
   
  1d6 + 2 
  Javelin (4) 
  +4 
   
  1d6 + 2 
  ACTIONS 
   
  Fighting style  
  Defense, +1 to AC 
  Second wind 
   
  Bonus action to regain 1d10 + level HP (1/rest) 
   
  INVENTORY 
   
  Scale mail, Shield 
  Explorer’s pack 
  Backpack, bedroll 
  Mess kit 
  Tinderbox, torches (10) 
  Rations (10), water skin 
  Rope (50 ft.), grappling hook 
  Staff 
  Hunting trap 
   
   
  
   
   
  65 
  Bonus: NPC 3 – Berna 
   
  Half Elf  
  Cleric  
  Level 3  
  Chaotic Neutral 
  Armor Class 
  18 (16)  
   
   
  Initiative  
  +0 
  Hit Points 
  19 
   
   
   
  Proficiency  
  +2 
  Speed  
  30’ 
   
  STR 
   
  DEX 
   
  CON 
   
  INT 
   
  WIS 
   
  CHA 
  14 (+2)  
  10 (+0)  
  16 (+3)  
  8 (-1)  
  16 (+3)  
  10 (+0)  
   
  Saving Throws  
  +6 Wisdom, +2 Charisma 
   
  Skills   
   
  +6 Insight, +5 Medicine, +3 Perception, +2 Persuasion, +1 Religion 
   
   
   
  +5 Spell attack bonus, 15 Spell save DC 
   
   
   
  Advantage on saves vs. charm, can’t be put to sleep 
   
   
   
   
  Languages 
   
  Common, Elvish, Orc, Goblin, Draconic  
  Weapon 
  ATK Bonus 
  Damage 
  Mace  
  +4 
   
  1d6 + 2 
  Light Crossbow +3 
   
  1d8 + 1 
  ACTIONS (Fey Ancestry; Divine Domain: Life) 
   
  Divine Domain: Cure wounds, Bless, Cure: add 3 +2/spell level (d8 + 6), Channel divinity (1/rest), 
   
   
    Turn undead, Preserve life (5hp/level; can share) 
   
  Spells: 
  Cantrips: 
  Sacred flame, Resistance, Spare the Dying 
  1st: 
   
  Bless (life), Cure light wounds (life), Detect magic, Shield of faith, Guiding bolt 
   
  INVENTORY 
   
  Chain Mail, Shield 
  Bolts (20) 
   
  Holy symbol 
  Prayer book 
  Incense (5) 
  Vestments 
  Clothing 
  Backpack 
  Blanket 
  Candles (10) 
  Tinderbox 
  Alms box 
  Censer 
  Rations (2) 
  Water skin 
   
  
   
   
  66 
  Bonus: NPC 4 – Gorgo 
   
  Human  
  Wizard  
  Level 3  
  Neutral 
  Armor Class 
  12 
   
   
   
  Initiative  
  +2 
  Hit Points 
  20 
   
   
   
  Proficiency  
  +2 
  Speed  
  30 ft. 
   
  STR 
   
  DEX 
   
  CON 
   
  INT 
   
  WIS 
   
  CHA 
  10 (+0)  
  14 (+2)  
  14 (+2)  
  16 (+3)  
  18 (+4)  
  14 (+2)  
   
   
   
  Saving Throws  
  +6 Intelligence, +6 Wisdom 
   
  Skills   
   
  +3 Arcana, +3 History, +4 Insight, +3 Investigation 
   
   
   
  +5 Spell attack, +3 Spell casting, 13 Spell save DC 
  Languages 
   
  Common, Elvish, Farfey, Draconish 
   
   
   
  Weapon 
  ATK Bonus 
  Damage 
  Dagger  
  +4 
   
  1d4 
  Quarterstaff 
  +2 
   
  1d6 (1d8) 
   
   
   
  ACTIONS (School of Necromancy) 
   
  Spells: 
  Cantrips: 
   
  Dancing lights, Minor illusion, Fire bolt 
  1st (6 in spell book):  
  Comprehend languages, Detect magic, Mage armor, Tasha’s hideous 
   
   
   
  laughter, Unseen servant, Hellish rebuke, Shield 
  2nd: 
   
   
  Hold person, spider climb 
   
  INVENTORY 
   
  Ring of Protection +1 
  Ioun Stone, iridescent +2 Wisdom 
   
  Spell book 
  Quill, small knife 
  Clothes 
  Horse (riding), bit bridle, saddle, saddle bags 
  Rations (7) 
  Rope, 50 ft. 
   
   
  
   
   
  67 
  OPEN GAME LICENSE Version 1.0a 
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  68 
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  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such 
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  15. COPYRIGHT NOTICE 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Tomorrow River Games Ó2018; Authors: Tim Krause.  
   
   
  
   
   
  69 
   
   
  
  The Assault on Theramour’s Keep
      On their journeys home, the adventurers stumble across Theramour Keep--
  a local outpost at the edges of the legendary land of Theramour. After 
  settling in for a meal, they are approached by the head of the keep. 
    The keep has been under siege by four armies of four diﬀerent races for many
  weeks. Everyone fears an assault on the keep will begin any day. 
    The request of the party is simple: help vanquish the armies on their own 
  bby working as independent agents, or join forces with the head of the keep. 
    This is designed as a mixed wilderness and tactical adventure. The hope is
  that the  party will choose to join forces with the keep. They may help defend
  the keep directly, or they may choose to lead their own small armies
  assigned to them by the head of the keep. 
    The module is printed in full-color to faciliate a variety of tactical �eld
  encounters. It also includes a number of DM aids to help keep track of 
  bbattles and injuries. Finally, planning sheets help the DM stay organized
  throughout the entire adventure!
    
  A campaign for 4-6 characters levels 1 and higher.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Tomorrow River Games/Tomorrow River Games - TGK1 Assault on Theramour Keep.pdf