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Tough Slaading
An Adventure for Dungeons & Dragons 5th Edition Designed for four 3rd level characters by The Gnomadic Adventures
\pagebreak # Tough Slaading ## Preamble *Tough Slaading* is a fifth edition adventure designed for four 3rd-level characters that takes place east of Daggerford along the Delimbiyr river. Secomber is a small town known for its proximity to The High Forest and Southwood. In this adventure the party will be neck deep in cultist activity as they investigate the disappearance of a local townsperson. Although this adventure was created with Secomber in mind, this adventure can be dropped into any setting that has ruins nearby. It works well as a side quest whenever the characters are looking for a new town to rest in. ## Backstory Home to mostly Halflings and Humans, the resilient Secomber sits east of Daggerford on the Delimbiyr River. Despite being plagued by orc raids Secomber remains a common stopping point for brave adventurers wishing to explore The High Forest to the north, Southwood to the Northeast, or the Athlantan ruins to the east. A thousand years ago, Hastarl, capital city of the Athlantar empire stood where Secomber now resides. Ruled in secret by Magelords, a cruel and talented sect of wizards Athlantar prospered for many years. Fearing potential claims to the throne the Magelords began killing off any prince or Magelord who opposed their reign. The youngest prince Elminster Aumar fled the city in secret only to return after nearly a decade to lead an assault on the capital city. There he struck down the last remaining prince and his Magelord Undarl. Elminster gave the city back to the people and set off for his own adventure. Years later Athlantar, and Hastal with it, were destroyed by an Orc horde. Now, centuries later Humans, halflings, and others have resettled the lands and propped up the city of Secomber. Regular tributes have kept the Orc raids at bay for the past few months but the threat is always on the minds of the residents of Secomber. Recently townsfolk have started to disappear as rumors of Orc activity in the nearby Athlantan ruins spreads through town. ## Overview Summoned by Solomon Payne to Secomber amidst the unending threats of Orc raids the party must set out to find the missing Helmite, Amos Stapleton. Solomon sent Amos to gather intel after receiving word of increased Orc activity in the Athlantan ruins east of town. It has been days and Amos has yet to return. Solomon fears the worst and will reward the party immensely if they can bring him back and gather any intel on the potential Orc raid. The characters will quickly discover that cultists and not Orcs are the problem and delve into their hideout looking for clues to Amos’ whereabouts. Little do they know Solomon isn’t the man they thought he was. Determined to return the Magelords to power he has begun creating an army of Slaad. \columnbreak However, Solomon realized that his creation needs strong hosts for its offspring and has begun sending adventurers to their untimely demise. With enough Slaad under his command Solomon plans to overrun Secomber, then Daggerford and eventually all of Toril. ## Adventure Hooks The characters have spent the night at The River’s Stone, a modest establishment in Secomber known for housing adventurers. During breakfast or as the characters leave the tavern Solomon Payne approaches them. Read or paraphrase the following:
An elderly man wearing flowing grey robes hobbles toward you. A blue sigil adorns either shoulder of his robes and his gauntish face carries a long well kept beard. “There you are!” he calls out as he waives a frail hand toward you “You’ve arrived just in time”
A DC 10 Intelligence (History or Religion) check identifies the man as Solomon Payne, town overseer and Head of the Temple of Helm (as indicated by the blue Eye of Helm sigils on his robes). Interrupting any response the players may have, he continues
“Recently we have had several reports of increased Orc activity within striking distance of the town.” He slowly strokes his beard as he continues. “I sent one of my strongest Acolytes, Amos Stapleton, to investigate the ruins to the east” His gaze drifts eastward. “That was days ago and he has yet to return. I was hoping a group such as yourselves could bring him and any news of Orcs back to us”
\pagebreakNum As far as the characters can tell, Solomon is most concerned bringing Amos home safely. He is willing to pay 150 gold for his return and a bonus of 50 gold for any information about Orc activity the characters drum up. What the characters don’t know is that Solomon is a 12th level spell caster sending them to what he hopes will be their death. While they are gone Solomon casts *scrying* on a memorable party member twice a day to keep tabs on them. ## Bridge The adventure starts in the late afternoon with the characters at the edge of the ruins ready to start searching for clues. When the players are ready to proceed read or paraphrase the following:
After about a day's journey the low lying grasslands give way to rocky terrain. Crumbling ruins interspersed with the remnants of narrow streets sprawl out before you. Low lying fog from The High Moore to south rolls through the ruins lightly obscuring the rocky paths.
As the characters explore the ruins the fog plays tricks on them with glimpses of shadowy figures on the edges of their vision. A successful DC 12 Wisdom (Survival) check reveals two sets of tracks leading deeper into the ruins.
Surprisingly, you're able to discern a number of tracks going in every direction. The path heading east deeper into the ruins is well worn and you're able to make out a pair of fresh tracks, one booted, and one set of paw prints.
The tracks wind through the ruins eventually leading the characters to the The Ancient Retreat entrance. Another successful DC 13 Wisdom (Survival) check reveals the paw prints below to a canine. \columnbreak ## The Ancient Retreat Solomon and his followers have made this once forgotten temple their base of operations. Their ruse is simple, a pair of stilts an and a well made Orcish mask allows them to collect the tributes that the people of Secomber believe are keeping the Orcs at bay. While their numbers are few the Red Slaad Solomon is nursing presents a formidable threat. ### Hideout Locations A low lying fog permeates the complex invading from The High Moor to the south, enough so that any tiny creatures scurrying about are lightly obscured and creating a sense of unease. #### Ceilings Hallways are 10 feet high and rooms have 15-foot-high ceilings unless otherwise noted. #### Walls The walls of the ruins are carved from solid stone as if it were dug out of the surrounding terrain. #### Floors The floors are smooth, natural stone obscured by an ever present layer of fog. #### Doors Unlike the walls, floors, and ceilings all doors are made of wood with iron knobs, hinges, built-in locks, and seem to be a recent addition. They are unlocked unless the text states otherwise. A locked door can be picked with thieves’ tools and a successful DC 10 Dexterity check. A door can also be broken down with a successful DC 20 Strength check. #### Illumination Lit torches sit in ancient stone sconces providing dim light throughout the entire complex except where noted. ### 1 - Entrance
Rising out of the low lying fog a wide set of rubble strewn stairs leads up to a 15 foot wide landing. A 10-foot-tall ornately carved wooden door sits closed at the center of the landing. A hooded figure clad in robes as dark as night is propped up against the door and seems to be sleeping. At his feet a 2 headed dog lays, lazily gnawing on a large bone.
**Encounter: Cult Fanatic & Death Dog.** A **Cult Fanatic** sits with his back against the large door appearing to have dozed off. They have propped themselves up with a pair of stilts and an Orcish mask covers their face. A single **Death Dog** lay next to him facing the stairs and lazily gnawing on a large bone. With it’s passive perception of 15 the Death Dog alerts it’s handlers and immediately attacks any intruders. \pagebreakNum ### 2 - Foyer This foyer is a relic of a bygone era and any hint of extravagance has been lost to the sands of time. The amount of rubble makes it impossible to discern what the eastern portion of the room once looked like or contained.
A small set of rough hewn stone stairs lead down to a dimly lit foyer. The east side of the room has all but caved in with rubble cascading towards the center of the unadorned room. A single door centers the western wall and on the far end of the hall a set of wooden double doors remain closed.
### 3 - Dining Area This area is a makeshift dining room and kitchen for the Cult Fanatics Solomon has brought under his wing. With a successful DC 15 Wisdom (perception) check at the door the characters hear two Cult Fanatics discussing the prospect of becoming a Magelord under Solomon’s tutelage.
Several tattered tables and chairs are haphazardly placed around this makeshift dining room. In the northwest corner a small brick oven vents up through the ceiling while the smell of cooked beef wafts through the air. Several kegs are propped up and tapped in the opposite corner.
Two average-looking humans wearing black cloaks are eating and talking at one of the nearby tables.
**Combat Encounter Cult Fanatics:** The 2 **Cult Fanatics** Immediately stand and attack anyone they don’t recognize. 1 rushing into melee the other throwing their knife (dagger) #### Closets The closet on the left is full of various barrels and crates. The barrels and crates contain salted pork, various spices, sugar, flour, and ale. A successful DC 12 Intelligence (History) check reveals the Secomber sigil adorns each barrel and crate. The Closet to the right is full of gear the cultists use to maintain their ruse: 4 Orc masks, 4 pairs of stilts with Orc footprints, and 1 greataxe, 4 javelins and 3 sets of hide armor. ### 4 - The Lords’ Hall The double doors that lead into this hallway are unlocked.
A thin layer of dust covers the paintings that adorn the walls of this hallway. The paintings are all portraits of various stoic looking male humans all dressed in robes similar to that of the Cult Fanatics you’ve run into thus far. At the far end of the hall you see two doors standing opposite each other before the hall left left and continues out of view
A successful DC 12 Intelligence (History) lets the characters know these are paintings of famous Athlantan Magelords. If a character investigates further, a successful DC 18 Intelligence (Investigation) check reveals one of the paintings shares a striking familial resemblance to Solomon Payne, the priest who sent them on this quest. Two doors stand opposite each other just before another hallway intersects. The door to the right is left open and any character who looks inside sees another caved-in room that the cultists have begun to dig out. The door to the left is unlocked. The hallway continues around a corner to the left ending in another pair of double doors. ### 5 - Sleeping Quarters The members of this cult keep their beds and chests tidy with nary a wrinkle to be found
6 perfectly made beds line the walls of this musty room. Each with a simple chest resting at it’s foot. In the south east corner a large soft dog bed lay empty with various bones scattered across the floor surrounding it.
A successful DC 12 Medicine (Wisdom) check indicates that the bones surrounding the dog bed are in fact human. #### Treasure At the foot of each bed is a well worn, wooden chest. Each containing a set of Cleric’s vestments and 2 sets of Peasant’s outfits. Three of the wooden chests contain coin pouches. The total amounts to 251 cp, 32 sp, and 4 gp. With a successful DC 15 Intelligence (Investigation) check the characters find a false bottom in one of the chests. Located inside are a few sheets of parchment with barely legible common written on them. The first few pages are filled with doodles and terrible poems about the writer’s love for ale. The last page of the pile has a hastily written note:
With Cyric as my witness I will make Master Payne pay for always giving me latrine duty. I swear, when the time is right I’ll turn him into. And you see a few different animals written and then crossed off before the note continues. A newt! Cyric willing I will turn that old geezer Solomon into a newt.
### 6 - Slaadpole Pool This room serves a nursery for the slaadpoles, giving them a place to swim and rest. The room is devoid of light as none of it’s creatures rely on it to see.
The door opens into a dark damp room just barely larger than the ankle high circular pool that centers it. Murky water obscures the depth of the pool. Moss covered rocks of varying sizes cut through the water’s surface creating tiny islands. 4 identical cube-like statues sit opposite each other on the stone ledge of the pool.
With a successful DC15 Wisdom (perception) check 2 tadpole-like creatures can be seen sleeping between two of the larger rocks with a collection of small bones laying nearby. \pagebreakNum **Combat Encounter Slaadpole Guardians:** If a player sticks their hand in the water or attempts to touch the Slaadpoles the 4 **Duodrones** spring to life and attack. 1 **Shadow** joins the fray on the round after the Duodrone’s attack. ### 7- Solomon’s Office Solomon uses this room to house and feed his Red Slaad. While he is away the Slaad has free reign of the room. He uses its control gem (always in his possession) to return it to the cage while he works on his nefarious plans at his desk.
The stench of death and decay invades your senses. A huge empty iron cage sits in the northwest corner with it’s door left open. A wooden desk covered in a disarray of parchment rests in the opposite corner. A small colorful sack hangs off a the sturdy wooden chair seated next to it. To the south a large red frog like humanoid with elongated claws looks up from it’s meal and lunges at you.
**Combat Encounter As Slaad as it gets.** One **Red Slaad** attacks the characters. Once the Slaad successfully infects a character it will move to a new target. If there are no more infection targets the Slaad will attempt to knock the characters unconscious. #### Desk Use the table below to determine what information to reveal to the characters with a successful Intelligence (Investigation) check. | DC | What the characters learn | |:---:|:-----------:| | 10 |Details of the tributes meant for the Orcs. | | 12 | Instructions on proper stride length on stilts | 15 | Opened letters addressed to Solomon Payne discussing the history of the Magelords. | | 18 | Family tree tracing Solomon Payne back to Magelord Undarl and a manifesto detailing Solomon’s plan to raise a Slaad army to gain control of Faerûn, restoring the Magelords to their former glory.| #### Treasure The small colorful sack hanging of the desk chair is a *bag of holding*. Searching through the desk rewards the players with a *potion of healing* and a *potion of invisibility*. Coin pouches of varying size fill one of the drawers. The total amounts to 1,520 cp, 338 sp, and 49 gp. ## Adventure Conclusion If the characters kill the Slaad, or uncover his betrayal, Solomon flees Secomber using a teleportation circle hidden in Helm’s Temple. At your discretion, he could reappear in later adventures. When the characters return they can easily find a town elder once they realize Solomon has fled the city. The elders are flabbergasted at the news of Solomon’s betrayal but thank the party for ridding the town of him. Additionally they are willing to pay them the amount Solomon promised. \pagebreakNum ## The Ancient Retreat With Locations
\pagebreakNum ## Player's Map of The Ancient Retreat
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