Parnast Under Siege: A Four-Hour Adventure For 1st-4th Level Characters
Parnast Under Siege: A Four-Hour Adventure For 1st-4th Level Characters
Parnast Under Siege: A Four-Hour Adventure For 1st-4th Level Characters
Despite the adventurers’ best efforts, more creatures joined under Bad Fruul’s banner. No
longer content to simply attack caravans or isolated homesteads, the hill giant warlord
descends upon Parnast at the head of a great force of humanoids. SEER warns the adventurers
(directly now) in time to rally the town and prepare defenses, but a heroic effort is required to
break the siege.
Robert Adducci
Adventure Designer
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5. Yurtrus's Camp
This camp is grotesque. A lone orc hand of Yurtrus
wears pale gloves of elven skin. He brews a foul-
smelling concoction over a fire. Bones and ash litter
this cave and are piled up as an altar to the orc god
Yurtrus. A wooden frame holds a pale white section
of elven skin. The corpse of a flayed elf rots on the
edge of the room. The orc cannot speak as it has no
tongue. A secret door leads outside the orc den.
Treasure. Spell components worth 50 gp can be
found here.
6. Shargaas's Lair
A bloodstained rock sits on the edge of this cave.
Laying in a heap next to the rock is Chandra. Two
orc fangs of Shargaas punish Chandra with kicks,
punches, and claws.
Adjusting the Encounter
Here are recommendations for adjusting this combat
encounter. These are not cumulative.
Very Weak or Weak party: Remove an orc red fang of
Shargaas
Strong party or Very strong: Add an orc red fang of
Shargaas and an orog
Treasure. Items stolen during their raids are
littered about the cave. Several gems and gold trade
bars can be found worth a total of 100 gp.
Treasure
SEER mentioned that she could make potions of
giant strength from hill giant toenails. Enough can be
harvested from the corpse of Bad Fruul to make two
such potions.
Conclusion
If Fruul is defeated, the town rejoices as they repel
the evil horde! If, however, the characters are
defeated, Parnast is laid to waste. Chandra Stol is
slain, and the Lords’ Alliance lose a crucial foothold
in the region.
If the headband of intellect is returned to SEER she
performs a ritual on it to cleanse it of Narcellia’s
soul.
If the characters have the wyvern stink potion it is
enough to push the Lords’ Alliance’s cause over the
tipping point and Parnast’s de-facto leader thanks
the characters profusely and agrees to join the
Lords’ Alliance.
Story Awards
The characters have the opportunity to earn the
following story reward during the course of play.
Savior of Parnast. You are always welcome in
Parnast, while in town you will not spend any gold
on food or lodging (lifestyle must still be paid for
any downtime days spent).
Giant Horde Breaker! The tale of your defense of
Parnast has spread far and wide. Charisma checks
made when dealing with goodly folk who have had
trouble with giants in the past are made with
advantage. Similarly, any Charisma (Deception,
Intimidation, or Persuasion) check you make against
a non-good-aligned giant is made with disadvantage.
Village Homes
The remaining areas of town are resident homes,
most of which are farmers or artisans of some type.
Old Parnast
To the northwest of town are several old buildings:
the former Lord’s residence, a guildhall, a way
station, as well as the remnants of palisades that
once encircled the village. Little more than a few
crumbling walls now, it serves as a safe camping
area for visiting caravans.
Farms
To the east and north of Parnast several small farms
sit near tended fields and pastures.
Crater
In the crater where the sky castle docked during the
Tyranny of Dragons a sinkhole has opened up that
the local stream now drains into. Some townsfolk
swear they’ve seen a four-legged monstrosity with
giant claws climbing in and out of the sinkhole.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 19 (+4) 19 (+4) 9 (-1) 6 (-2) 15 (+2) 16 (+3) 11 (+0) 2 (−4) 12 (+1) 6 (−2)
Actions
Multiattack. The giant makes two maul attacks or
makes a maul attack and casts a cantrip.
Maul. Melee Weapon Attack: +8 to hit, reach 10 ft.,
one target. Hit: 21 (3d10 + 5) bludgeoning damage.
Rock. Ranged Weapon Attack: +8 to hit, range 60/240
ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 2 (−4) 13 (+1) 7 (−2) 19 (+4) 10 (+0) 16 (+3) 5 (−3) 11 (+0) 5 (-3)
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one Multiattack. The chuul makes two pincer attacks. If
target. Hit: 12 (2d6 + 5) slashing damage. the chuul is grappling a creature, the chuul can also
use its tentacles once.
Pincer. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Chandra Stol (Acolyte)
one target. Hit: 11 (2d6 + 4) bludgeoning damage. The
Medium humanoid (any race), any alignment target is grappled (escape DC 14) if it is a Large or
Armor Class 10 smaller creature and the chuul doesn’t have two other
Hit Points 9 (2d8) creatures grappled.
Speed 30 ft. Tentacles. One creature grappled by the chuul must
succeed on a DC 13 Constitution saving throw or be
STR DEX CON INT WIS CHA poisoned for 1 minute. Until this poison ends, the
10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0) target is paralyzed. The target can repeat the saving
throw at the end of each of its turns, ending the effect
Skills Medicine +4, Religion +2 on itself on a success.
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/4 (50 XP)
Spellcasting. Cassyt is a 1st-level spellcaster. Her
spellcasting ability is Wisdom (spell save DC 12, +4 to
hit with spell attacks). Cassyt has the following cleric
spells prepared:
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d4) bludgeoning damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 8 (−1) 17 (+3) 6 (−2) 10 (+0) 8 (−1) 24 (+7) 9 (-1) 21 (+5) 3 (−4) 11 (+0) 6 (−2)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21(+5) 9 (-1) 19 (+4) 3 (−4) 11 (+0) 6 (−2) 17 (+3) 16 (+3) 17 (+3) 7 (−2) 12 (+1) 8 (−1)
Ogre
Large giant, chaotic evil
Armor Class 11 (hide armor)
Hit Points 59 (7d10 + 21)
Speed 40 ft.
Actions
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6
+ 4) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 14 (+2) 7 (−2) 9 (−1) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0)
Skills Intimidation +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 1/2 (100 XP)
Aggressive. As a bonus action, the orc can move up to
its speed toward a hostile creature that it can see.
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 9 (1d12 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 +
3) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 9 (-1) 13 (+1) 12 (+1) 14 (+2) 15 (+2) 16 (+3) 10 (+0) 15 (+2) 11 (+0)
Skills Intimidation +3, Religion +1 Skills Intimidation +2, Medicine +4, Survival +4
Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 12
Languages Common, Orc Languages Common, Orc
Challenge 2 (450 XP) Challenge 2 (450 XP)
Aggressive. As a bonus action, the orc can move up to Aggressive. As a bonus action, the orc can move up to
its speed toward a hostile creature that it can see. its speed toward a hostile creature that it can see.
Gruumsh's Fury. The orc deals an extra 4 (1d8) damage Spellcasting. The orc is a 5th-level spellcaster. Its
when it hits with a weapon attack (included in the spellcasting ability is Wisdom (spell save DC 12, +4 to
attack). hit with spell attacks). The orc has the following cleric
Spellcasting. The orc is a 3rd-level spellcaster. Its spells prepared:
spellcasting ability is Wisdom (spell save DC 11, +3 to
hit with spell attacks). The orc has the following cleric Cantrips (at will): guidance, mending, resistance,
spells prepared: thaumaturgy
1st level (4 slots): bane, cure wounds, guiding bolt
Cantrips (at will): guidance, resistance, thaumaturgy 2nd level (3 slots): augury, warding bond
1st Level (4 slots): bless, command 3rd level (2 slots): bestow curse, create food and water
2nd Level (2 slots): augury, spiritual weapon (spear)
Actions
Actions Multiattack. The orc makes two claw attacks or four
Spear. Melee or Ranged Weapon Attack: +5 to hit, claw attacks if it has fewer than half of its hit points
reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6 + remaining.
3 plus 1d8) piercing damage, or 12 (2d8 + 3) piercing Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
damage if used with two hands to make a melee target. Hit: 6 (1d8 + 2) slashing damage.
attack.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 16 (+3) 11 (+0) 14 (+2) 9 (-1) 11 (+1) 16 (+3) 15 (+2) 9 (-1) 11 (+0) 9 (-1)
Skills Arcana +2, Intimidation +1, Medicine +4, Religion Skills Intimidation +1, Perception +2, Stealth +5
+2 Senses darkvision 60 ft., passive Perception 12
Senses darkvision 60 ft., passive Perception 12 Languages Common, Orc
Languages understands Common and Orc but can’t Challenge 3 (700 XP)
speak Cunning Action. On each of its turns, the orc can use a
Challenge 2 (450 XP) bonus action to take the Dash, Disengage, or Hide
Aggressive. As a bonus action, the orc can move up to action.
its speed toward a hostile creature that it can see. Hand of Shargaas. The orc deals an extra 2 dice of
Spellcasting. The orc is a 4th-level spellcaster. Its damage when it hits a target with a weapon attack
spellcasting ability is Wisdom (spell save DC 12, +4 to (included in its attacks).
hit with spell attacks). It requires no verbal Shargaas’s Sight. Magical darkness doesn’t impede the
components to cast its spells. The orc has the following orc’s darkvision.
cleric spells prepared:
Slayer. In the first round of a combat the orc has
advantage on attack rolls against any creature that
Cantrips (at will): guidance, mending, resistance, hasn’t taken a turn yet. If the orc hits a creature that
thaumaturgy round who was surprised, the hit is automatically a
1st level (4 slots): bane, detect magic, inflict wounds, critical hit.
protection from evil and good
2nd level (3 slots): blindness/deafness, silence Actions
Multiattack. The orc makes two scimitar or dart
Actions
attacks.
Touch of the White Hand. Melee Weapon Attack: +3 to Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic one target. Hit: 13 (3d6 + 3) slashing damage.
damage.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60
ft., one target. Hit: 10 (3d4 + 3) piercing damage.
Veil of Shargaas (Recharges after a Short or Long
Rest). The orc casts darkness without any components.
Wisdom is its spellcasting ability.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 17 (+3) 3 (−4) 12 (+1) 7 (−2) 3 (−4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+1)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3) 12 (+1) 15 (+2) 13 (+1) 8 (-1) 12 (+1) 7 (-2)
Skills Deception +5, Insight +4, Investigation +5, Skills perception +3, Stealth +4, Survival +3
Intimidation +5,Perception +6, Persuasion +5, Sleight Senses darkvision 60 ft., passive Perception 13
of Hand +4, Stealth +4 Languages Thri-kreen
Senses darkvision 60 ft., passive Perception 16 Challenge 1 (200 XP)
Languages common, Orc Chameleon Carapace. The thri-kreen can change the
Challenge 1 (200 XP) color of its carapace to match the color and texture of
Cunning Action. On each of its turns, the spy can use a its surroundings. As a result, it has advantage on
bonus action to take the Dash, Disengage, or Hide Dexterity (Stealth) checks made to hide.
action. Standing Leap. The thri-kreen’s long jump is up to 30
Savage Attacks. When you score a critical hit with a feet and its high jump is up to 15 feet, with or without
melee weapon attack, you can roll one of the weapons a running start.
damage dice one additional time and add the extra Innate Spellcasting (Psionics). The thri-kreen’s innate
damage of the critical hit. spellcasting ability is Wisdom. The thri-kreen can
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) innately cast the following spells, requiring no
damage when it hits a target with a weapon attack and components:
has advantage on the attack roll, or when the target is
within 5 feet of an ally of the spy that isn’t At will: mage hand (the hand is invisible)
incapacitated and the spy doesn’t have disadvantage 2/day each: blur, magic weapon
on the attack roll. 1 day: invisibility
Actions Actions
Multiattack. The spy makes two melee attacks.
Multiattack. The thri-kreen makes two attacks: one
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 with its bite and one with its claws.
ft., one target. Hit: 5 (1d6 + 2) piercing damage. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Hand Crossbow. Ranged Weapon Attack: +4 to hit, target. Hit: 4 (1d6 + 1) piercing damage.
range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
damage. target. Hit: 6 (2d4 + 1) slashing damage.
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