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# The King's Gambit

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<h5 class"white">A  Dungeons and Dragons 5th Edition One-shot Heist Adventure  </h2>
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<h4 class"white">By A. J. Dawson</h4>

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\page
# The King's Gambit
The wealth of the great dragon Sobek has long been a pillar of the tyrannical HoenSchlaecher Empire. Today that changes. The team that stands before you is the best of the best. No other group of adventurers would be more suited to perform this extraction. Together, each using your own special skills, you will break into the fortress with ease and secure the dragon's hoard. Unless, of course, the whole party decided to play as druids for some reason. In that case, this may not be a win for the rebellion.

### What exactly am I getting myself into?
This is a homebrew adventurer for the role-playing game *Dungeons and Dragons*. In particular, this is a one-shot adventure that can be played in a single sitting. It should take somewhere between three and five hours. As written in this guide, everything should be balanced for a four-player party of level 5 adventurers, however there is considerable flexibility given the open nature of the module.

This adventure is a heist, meaning that the party will be given an objective they are meant to steal and will have a variety of options for how to break in and obtain it. The one thing your adventurers must do is have a plan. If they immediately run in guns (swords?) blazing, they likely won't make it out alive. At the same time, it will also be difficult to avoid combat entirely.



### How do I use this module?
Each section of this document will be devoted to a location the party will (most likely) find themselves in. Except for the first and second locations, entering any new area will be entirely up to your adventurers.

Bolded words refer to items, maps, or enemy non-playable characters (NPCs) whose information can be found outside of the main text. When your players come across new items, information will be included in info boxes near the relevant section. However, in the interest of space, stat blocks for all the NPCs are included in the appendices at the end of this document rather than interspersed within the text.


## Antony's Hideout
The party begins in a treehouse hidden the forest. If they choose not to explore, they will remain in the main room, sitting at a large table until Antony arrives to give them their mission. Around them they will see propaganda posters have been placed all over the walls, extolling the rebel cause against the tyrannical HoenSchlaecher Empire. An elaborate water clock takes up a good amount of space on the far wall. The party may also see various **wood elves** walking into and out of the adjacent rooms. They are wearing plain, rugged looking clothing and maybe some light armor.

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### Exploring the hideout.
If the players decide to explore, they will find several rooms with bunk beds, each containing little to be found. They will also find a makeshift kitchen with an icebox. Upon entering the kitchen, a wood elf in chef's clothing will tell them not to touch anything.

If the players open the icebox in the kitchen, a living **giant squid** will emerge and attack them. This will earn them the disdain of the nearby wood elves.

### The Meeting
As they get ready to discuss the heist, the first thing the players will take note of is **Antony**'s appearance. He is a red grung sporting an eyepatch with a rune drawn onto it in glowing ink. If asked he will explain that it lets him see in infrared and ultraviolet. He is missing his left arm, with the wound sealed over at the shoulder.

Antony speaks with a gruff voice, explaining what they are after: the king piece of a life-sized chess set. There are of course two kings in the set, but it will not be difficult to tell which one is desired, as the other one will resemble a hideous monster.
    
The target is contained within the hoard of the great dragon Sobek, locked deep in the fortress he carved into the mountains. This is a particularly opportune time to pull off the mission, since Sobek is currently off fighting a war on behalf of the HoenSchlaecher king.

Antony gives the party a bag of holding with which to carry the chess piece and several other **starting items**. He also gives them the **maps**. If asked, he with explain that the maps were hastily sketched out by the only survivor of the previous attempt to pull off the heist, who later succumbed to his burns. Finally, he tells them that getaway riders will be sent to get them out, but that they will not take any of the players with them unless they see the piece. Otherwise, the party is free to take anything else they find for themselves.

>### Starting Items
>#### Pocket Shark
>
>One-time use. Shark totem that manifests a full great white shark when thrown with force. Shark thrashes around, dealing 3d8 + 4  damage to all creatures within a 15ft radius. Creatures that succeed on a DC 15 dexterity saving throw will only take 2d4  damage.
>
>
>#### Healing Brew ( x3 )
>
>Takes full action to drink because it's disgusting. Heals 3d6 + 5 hit points.
>
>#### Ring of Loon Noises ( x5 )
>
>Allows one to make loon noises. For covert communication.
>

\page
>#### Dipping Stone
>
>Used to draw pentagram on ground. Can then be used by a single person to teleport back to the pentagram.
>
>#### Bag of holding
>
> Bigger on the inside that on the outside. Enough space for two medium creatures to enter. Has dollar signs drawn on the side.
>
>#### Ring of Anti-Gravity
>
> Reverses gravity for the wearer. Not recommended for use outdoors.
>
>#### Breathing Bubble
>
>Provides oxygen for the wearer.
>
>#### Sheath Stone
>
> A strip of metal you put in your sheath so that it makes a "shing" noise when you pull out your sword.


## Outside the Fortress
The party begins crouching behind a hill about 100ft from the fortress, of which they can see the front wall sticking out of the mountain. The sky is overcast and there is a light breeze. All players can easily make out the armored **ogre** standing in from of the gate, which is about its size. Players who roll 15 or higher on perception will also be able to see the **minotaur archers** stationed at each of the two windows on the second floor. By the left side of the fortress, there is a broken-down wagon with wooden barrels. The party is encouraged to make full use of the environment, but they will be attacked by **velociraptors** if they wander into the forest for too long.


## Top Floor.
On the top floor the players will face both the minotaur archers if they have not already been disposed of. Any loud encounters may draw the attention of the guards downstairs. On the desk, players will find several **desk items**.

>### Desk Items
>
>#### Ring of Optic Ataxia
>
>Players will not recognize what the ring does until they have put it on. Once they do, they will gain optic ataxia until they take it off again. This means they will be unable to coordinate their vision with their movements, and as such will have disadvantage on any attacks or skill checks that require motion. They will also have difficulty removing the ring for the same reason.

```
```


>#### Page of Holy Book
>
>Written in an old form of draconic. Any player that knows draconic will be able to make out "...and it appeared to him in the form of an ox. So he spoke: begone cursed ox, and it was cast from whence it came."
>
>#### Dragon Wine
>
>It's wine, but for dragons. Probably an acquired taste.





## Ground Floor

One **half-dragon guard** sits behind each of the two desks, as drawn on the map. Another guard stands by the basement door. There are also two other **half-dragon canine guards** in lighter armor, holding strange creatures on leashes. The creatures appear like guard dogs, but with anglerfish heads. The ends of their dangling light sources are capable of detecting magic within a 20ft radius.

On this floor, if a combat is started, there is a magical mechanism that will set off an alarm, which sounds like a repeating gong. This will draw the attention of the other guards on the floor.


### The Cell
Players who are caught by the guards but manage to avoid combat will be locked in the holding cell. The door locks automatically but requires a key to unlock. At least one of the guards who captured the player(s) will remain by the door indefinitely.

### The Office

In the office is a human bureaucrat in fine robes sitting at a desk. He does not seem to be concerned about the party's presence, focusing instead on his work, which appears to mean writing financial reports on parchment. He will get annoyed, however, if the players continue to disrupt him in any significant way, revealing his true **werecrab** form.

If the players manage to kill the bureaucrat or lure him away from his office, they will find the **office items** in the drawer of his desk as well as several spreadsheets.

>### Office Items
>
>#### Keyring
>
>Will unlock the basement door, the holding cell, and the armory.
>
>#### Horn
>
>Appears to be carved out of a ram's horn, but sounds like an air horn.
>
>#### Ring of Jumping Higher
>
>Wearer adds +10ft to their vertical jumping distance.

\page


### The Armory
Mounted on the walls of the armory are several one-handed and two-handed axes, with glowing runes carved along the edge of their blades. These weapons do not detach from the walls. In fact, this room is a trap. If any player attempts to remove one of the axes or stands in the room for more than three seconds, the floor will disappear from under them and they will fall into a pit of endless darkness.

Players that fall into the pit will find themselves surrounded in an endless black, unable to see the light above them from which they came. They are floating in a cold environment, but they are not underwater. They can breathe, although they feel nothing fill their lungs.

After a few seconds, what looks like a manatee will appear before them, speaking in a deep, calm voice. It will introduce itself as The Unspoken One, and explain to them that they are slowly passing into the realm of death. The Unspoken One encourages them not to struggle, and offers them tea, which he conjures magically into their hands.

The Unspoken One can be escaped in several ways.

 * Uttering "Begone cursed manatee" out loud. The Unspoken One will scream in agony and turn to dust, and the player will appear back on the reformed floor of the armory.
 
 * Using the dipping stone to return to the pentagram.
 
 * Jumping into the bag of holding, which The Unspoken One will cast out of the darkness.
 
 * Putting the Unspoken One in the bag of holding. This will result in the player appearing back on the reformed floor of the armory, but they will be cast back into the darkness if they open the bag again.
 
 * Using the ring of anti-gravity to float back up into the armory.
 
Other creative means of escaping the cursed one's thrall should also be rewarded.
 
 
### The Basement Door

The player who opens the door to the stairs must roll a DC 15 acrobatics check to avoid the axe that is rigged to swing down on them. On a failed save, they will take 2d8 + 2 slashing damage.


## The Basement

Everything in the basement is laid out just as it is on the map. However, some additional details will likely stand out to the party. The first is that the squares marked "C" on the map are in fact **gelatinous cubes**, which take up the full width and height of the hallways. To begin, they are immobile, and will not attack.

There are also several **half-dragon cube guards** on this floor. Two are located on the other side of the basement, outside of the player's view. One is in the nook closest to the stairs, sitting on a stool and reading a holy book. At the desk, there is a **kobold receptionist** sitting next to a large lever, looking annoyed. All are wearing a special crystal armor with the emblem of a cube on the chest.

Strangely, regardless of whether the alarm is still going off, neither of them appear to be concerned. Even the sight of the party walking by does not spring them into action.
   
    
     
      
    

### The Receptionist

If the players try to speak to the guard with the holy book first, he will tell them to go see the receptionist, and point to the desk without looking up.

As the players approach the desk, the kobold sitting there will ask them who pulled the alarm. He explains how the guards upstairs like to set it off as a joke to annoy him. Still unfazed, he will not assume that the party is there to break into the vault. The tricky part will be convincing him to let them closer to it.

Because living beings are not meant to be allowed through the sealed hatch, the players will not likely be able to convince the receptionist to let them open it. Similarly, he probably won't believe that they are guards, unless they can disguise themselves to have the special armor and appear like half-dragons. If they do manage to convince him they are working for Sobek, he will simply tell them to walk through the gelatinous cubes as their armor should allow.

Strong roleplaying and high charisma rolls may create a scenario in which the receptionist lets them through. However, it is much more likely that they will arouse his suspicions in some way, at which point he will pull the lever next to him.

This will do two things. First, it will activate the gelatinous cubes. Each turn they will move as far as they can in a straight line, moving from corner to corner in a counter clockwise fashion. Second, the guards will be alerted, and the receptionist himself will draw his weapon and attack. Once the lever has been pulled, its effects cannot be undone.

If, during the combat, the receptionist or one of the guards is killed, a player may spend a full turn removing their armor and putting it on. This will give them its cubewalking ability. Note that the size of the receptionist's armor is small and as such will only fit small players.

>#### Cubewalking Armor
>
>Allows the wearer to pass through gelatinous cubes without being affected in any way.



### The Sealed Hatch

The hatch sticks out about a foot off the ground, giving it the appearance of a stone coffin. It is airtight, and as such cannot be pried open or lockpicked in any way. To get through will require significant force, whether magical or physical.
 
 \page
 
## The Cavern

The hatch will open into a narrow set of stairs that continue for several minutes, at which point the party will find themselves in a large cavern. The area is massive, at least 1000ft in diameter. There is no light source, so players without dark vision will have to devise their own means of finding their way around.

In the center of the cavern is a pool of water about the size of an Olympic swimming pool. Suspended above the water, about 50ft out from the shore, is the safe, big enough to fit several owlbears inside.

### Approaching the Safe

Players who can see at least 60ft ahead of themselves will notice the two **half-dragon warforged** standing by the water. Despite their mechanical constitution, they have clearly been designed based on the half-dragon race.

Several of the nearby rocks are large enough to hide behind. If the warforged notice the party, their first move will not be to attack. Instead they will hit a switch to disconnect the chain from which the safe is suspended. This will drop it deep into the water.

### Recovering the Safe

The pool is 100ft deep. If the party cannot prevent the safe from falling into the water, they have several options.

 * Find some means of fixing the chain.
 
 * Find some means of draining the water.
 
 * Attempt to swim down to the safe.
 
Any plan that involves entering the water or suspending oneself above it will mean considerable danger, as there is a **giant sightless crocodile** that lurks in the depths. It has a ghostly pale appearance that is hard to make out in the darkness of the water. Players who find themselves in close proximity to the crocodile will find themselves victim to its attacks. Others who stay too close to the water may have to succeed on a DC 16 dexterity saving throw to avoid being bitten and taking 3d10 + 5 piercing damage.

### Opening the Safe

Once someone has managed to get up to the door of the safe, there are several ways it can be opened.

 * The combination can be cracked by a player with the relevant skill.
 
 * If it is still alive, The Unspoken One will give the combination if it is asked very nicely. The player who speaks to them will still be required to escape the darkness.
 
 * The crocodile can be baited into tearing off the door.
 
 * The door will open automatically if any of the players shout "open sesame" while standing within 50ft of it.

As always, the players can also come up with their own solutions.

## The Hoard

Much like a bag of holding, the inside of the safe is larger than the outside. In fact, the party will feel as though they have entered an entire world, with a bright shining sky and mountains of gold as far as the eye can see. Over their heads, doves made of pure light fly past them.

Upon further inspection, not all the glitters is 24 karat. Much of the gold has rusted, as players will be able to feel as they lift it off the ground. In the distance a group of **rust worms** provides an explanation for the state of decay. Nevertheless, the party will still be able to accumulate a considerable amount of wealth before they leave that day. In addition to the piles of coins and precious objects, they will also find the **hoard items**.

>### Hoard Items
>
>#### Lightning Cannon (x2)
>
>Two handed, range 50/100, 4d8 electric
>
>#### Sword of the Righteous Flame
>
>One handed, range 5, 2d12 fire
>
>#### Gatling Crossbow
>
> Two handed, range 100/400, 1d10 piercing, fires five times for every attack
>
>#### Scythe of the Banshee
>
>Two handed, range 10, 4d6 necrotic, wielder regains 50% of the damage dealt to target
>
>#### The People's Polearm
>
>Two handed, range 10, 2d6 piercing + 2d6 slashing per ally within 10ft of the wielder
>
>#### Mexicalan Hat
>
>+1 AC

```

If the party hasn't forgotten what their mission was, a moment of searching will allow them to find a large chess board with life-sized pieces on it. One side is made up of horrific monsters, whereas the other is comprised of humanoids such as humans, elves, and dwarves. The king piece is the statue of a tall, bearded man in heavy armor, holding a greatsword in one hand towards the sky.

Players who stay in the vault for too long will quickly find themselves cornered in by an increasing number of rust worms. The monster info section says that there are three of these beasts, but you should add more as time goes on.

\page

## Escaping the Fortress
Since the dipping stone can only be used by a single player at a time, the party will have to exit the fortress the way they came in. Time pressure is now a factor in how the rest of the adventure plays out. If the party stops for a short or long rest, half-dragon guards will start to trickle into the area. If they to stay in one place, the party will find themselves up against an entire army of Sobek's guards and their drop bears.

### The Cavern
The cavern will appear the same as the players had left it before. However, the party may forget to take precautions against the crocodile. When they attempt to cross back over the water, they will be vulnerable to a DC 16 dexterity saving throw to avoid 3d10 + 5 piercing damage in the grasp of its jaws.



### The Basement

As with the cavern, players will find the basement mostly the same as they left it. However, the alarm will be going off regardless of if it was activated before. They will also find that any bodies left in the hallways have been picked up by the gelatinous cubes, which are still moving along their standard path.  

### Ground Floor

Upon returning to the first floor, the party will find the hallway blocked by two **more half-dragon guards** and two **drop bears** clinging to the ceiling. The drop bears have the appearance of large koalas with sharp fangs. Their eyes are glowing in a way that suggests they are under some kind of spell.

The party will likely be forced to defeat these enemies in combat in order to escape the building. Regardless, as soon as they have found their way past them, the front door will open and more guards will begin to enter. With their newfound weapons, the party should be able to force their way out relatively easily. However, they cannot stay forever. If your players are the type that need to be warned when a combat is not to be won, now is the time to drop hints. More adversaries will only continue to arrive.

### Top Floor

Players attempting to escape through the top floor will find themselves facing two drop bears climbing in through the windows. If they continue on this route, they will have to make a DC 16 acrobatics saving throw in order to successfully jump out the window without taking 3d6 fall damage. Otherwise, they can find a way to climb down the exterior wall.

### Outside the Fortress
A massive storm is now raging outside. The adventurers are drenched by the rain as lightning flashes around them. 

Further down the treeline, they can see horse drawn carriages transporting more guards who have been called over by the alarm. But this is not the main cause for concern. A particularly bright flash of lightning reveals a large shape flying towards them in the sky.

But hope is not lost. About 100ft away, just by the treeline, are the getaway riders Antony promised. Three winged muskox sit in waiting, each with an elven rider to control them. They are yelling at the party to get over.

Just before taking off, one of the wood elves will ask to see the king piece, to ensure the mission was complete. Once the proof is provided, the players are whisked off into the sky.

## Escaping the Dragon

The party will have little time to celebrate as they see the mighty Sobek fly up behind them. Even with their new weapons, nothing seems to damage the hulking beast.

Sobek will breath somewhere between three and seven blasts of fire at the players, targeting a single muskox at at time. The number of breaths should be determined by whatever provides the most tension. To avoid 3d8 fire damage, the targeted player will have to succeed on a DC 16 acrobatics check. Particularly low rolls will mean facing a DC 14 strength check to avoid falling from the muskox. The players are well above 100ft in the air at this point. Unless they are able to fly or cast feather fall, losing their grip will mean instant death.

At some point, the muskox will enter a sudden nosedive and descend below the treeline. Sobek will no longer be able to continue the chase once this has occurred.

## Antony's Hideout

With the rain still pounding overhead, Antony congratulates the party on a successful mission. He then asks to see the king piece. If the party refuses or demands additional payment, a fight will ensue against Antony and his wood elf companions. If the party complies, however, everything will proceed as normal.

The first thing Antony will do with the piece is inspect it with his magical eyepatch. Once satisfied with its authenticity and current state, he will take out an ivory wand and tap the statue on the head. Gradually, the stone figure will transform into living flesh.

After taking some time to get used to breathing again, the awakened man will look around and say "I see someone found my message." Antony will then explain that it had almost been eroded away, and ask how far back "they" sent him. After looking at the water clock for a moment, the man will turn back with a look of panic on his face. "What year is it?" He asks. "And who is sitting on my throne?"




\page

# Appendices
## NPC Stat Blocks
Below are the stat blocks for any monster or NPC your characters may find themselves engaging in combat with. Note that enemies have been given high damage and low health in order to make encounters short but deadly. Overall, the relative strength of your players and their enemies should still be balanced, depending on how many they engage at once. However, it is possible that this set-up will favor certain character builds over others.

___
> ## Antony
>
> ___
> - **Armor Class** 18
> - **Hit Points** 40
> - **Speed** 40ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|20 (+5)|14 (+2)|14 (+2)|12 (+1)|14 (+2)|
>___
> - **Condition Immunities** Poison
> - **Senses** Darkvision 60ft
> - **Languages** Common, elven, aquan, draconic
> ___
> ***Poisonous Skin.*** Any creature that grapples Antony or otherwise comes into direct contact with his skin must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d6 poison damage.
>
> ### Actions
> ***Multiattack.*** Antony makes two attacks.
>
> ***Hatchet.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 2d10 + 2 slashing damage
>
> ***Blow Dart.*** *Ranged Weapon Attack:* +5 to hit, reach 50ft, one target. *Hit* 2d6 poison damage, target is poisoned

```
```
``
___
> ## Wood Elf Bandits (x4)
> ___
> - **Armor Class** 15
> - **Hit Points** 35
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|17 (+3)|18 (+4)|12 (+1)|14 (+2)|14 (+2)|
>___
> - **Senses** Darkvision 60ft
> - **Languages** Common, elven
> ___
> ### Actions
> ***Shortsword.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 2d6 + 4 slashing
>
> ***Longbow.*** *Ranged Weapon Attack:* + 6 to hit, reach 60ft., one target. *Hit* 2d8 + 2 piercing

___
> ## Giant Squid
> ___
> - **Armor Class** 12
> - **Hit Points** 40
> - **Speed** 10ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|11 (+0)|10 (+0)|8 (-1)|6 (-2)|18 (+4)|
>___
>
> - **Languages** None
>
> ### Actions
> ***Multiattack.*** The squid makes eight attacks.
>
> ***Tentacle.*** *Melee Weapon Attack:* +5 to hit, reach 15ft., one target. *Hit* 1d4 damage

\page


___
> ## Velociraptors (x1-6)
> ___
> - **Armor Class** 13
> - **Hit Points** 43
> - **Speed** 60ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|19 (+4)|14 (+2)|17 (+3)|2 (-4)|12 (+1)|5 (-3)|
>___
> - **Languages** Dinosaur?
> ___
> ***Pounce.*** If the velociraptor moves at least 30ft straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 strength saving throw or be knocked prone. If the target is prone, the velociraptor can make one bite attack against it as a bonus action.
>
>***Pack Tactics*** Velociraptors gain advantage on any target that is currently engaged in combat with another velociraptor
>
> ### Actions
> ***Claw.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 1d6 + 2 slashing damage
>
> ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 2d8 + 5 piercing damage

___
> ## Armored Ogre
> ___
> - **Armor Class** 17
> - **Hit Points** 63
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|22 (+6)|8 (-1)|20 (+5)|8 (-1)|6 (-2)|10 (+0)|
>___
> - **Languages** Common, giant
> ___
>
> ### Actions
> ***Multiattack.*** The ogre makes two attacks.
>
> ***Mace.*** *Melee Weapon Attack:* +8 to hit, reach 10ft., one target. *Hit* 2d8 + 6 bludgeoning damage

```
```
``
___
> ## Minotaur Archers (x2)
> ___
> - **Armor Class** 16
> - **Hit Points** 23
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|20 (+5)|13 (+1)|10 (+0)|11 (+0)|10 (+0)|
>___
> - **Languages** Common, draconic, minotaur
> ___
> ### Actions
> ***Regular Arrow.*** *Ranged Weapon Attack:* +5 to hit, reach 100ft., one target. *Hit* 1d10 + 2 piercing damage
>
> ***Splitting Arrow. (Single-use)*** *Ranged Weapon Attack:* Each creature in a 50ft line 10ft wide must make a DC11 dexterity saving throw, taking 2d8 piercing damage on a failed save, or half that amount on a successful one.
>
>
> ***Shortsword.*** *Melee Weapon Attack:* +2 to hit, reach 5ft., one target. *Hit* 1d18 + 2 slashing damage


___
> ## Half-dragon Guards (x2)
> ___
> - **Armor Class** 18
> - **Hit Points** 26
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|12 (+1)|13 (+2)|10 (+0)|11 (+0)|12 (+1)|
>___
> - **Languages** Common, draconic, secret handshake
> ___
> ### Actions
> ***Multiattack.*** The guard makes two attacks.
>
> ***Greatsword.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 2d8 + 3 slashing damage
>
> ***Shield Bash.*** *Melee Weapon Attack:* +3 to hit, reach 5ft., one target. *Hit* 2d6 + 3 bludgeoning damage. Target must succeed on DC 15 dexterity saving throw or be knocked prone.
> ___
> ### Reactions
> ***Parry.*** Each turn, the guard may add 2 to its AC against one melee attack that would hit it.

\page

___
> ## Half-dragon Canine Security (x2)
> ___
> - **Armor Class** 14
> - **Hit Points** 23
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|14 (+1)|12 (+1)|10 (+0)|11 (+0)|16 (+3)|
>___
> - **Languages** Common, draconic, secret handshake
> ___
> ### Actions
> ***Multiattack.*** The handler and the angler canine each get one attack.
>
> ***Handaxe.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 1d10 + 5 slashing damage
>
> ***Angler Canine Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 2d10 + 2 piercing damage. Target must be prone.
>
> ___
> ### Reactions
>
>***Canine Sacrifice.*** On an attack that would otherwise kill the guard, the angler canine can jump in its way, dying to absorb all the damage.

___
> ## Werecrab Bureaucrat
> ___
> - **Armor Class** 17
> - **Hit Points** 58
> - **Speed** 20ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|19 (+4)|15 (+2)|19 (+4)|22 (+6)|11 (+0)|8 (-1)|
>___
> - **Languages** Common, draconic, aquan
> - **Challenge** 9 (5131 XP)
> ___
>
> ### Actions
> ***Multiattack.*** The werecrab makes two attacks, one with each claw.
>
> ***Small Claw.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit* 2d6 + 1 slashing damage
>
> ***Large Claw.*** *Melee Weapon Attack:* +2 to hit, reach 5ft., one target. *Hit* 4d6 + 4 slashing damage

```
```
``
___
> ## Kobold Receptionist
> ___
> - **Armor Class** 16
> - **Hit Points** 29
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|18 (+4)|13 (+2)|16 (+3)|14 (+2)|8 (-1)|
>___
>
> - **Languages** Common, draconic, goblin
> ___
> ***Cubewalking Armor:*** Allows them to move through the gelatinous cubes without them being slowed or harmed
> ### Actions
> ***Dagger.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 1d6 + 2 damage

___
> ## Half-dragon Cubewalker Guards (x3)
> ___
> - **Armor Class** 18
> - **Hit Points** 24
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|12 (+1)|13 (+2)|10 (+0)|11 (+0)|12 (+1)|
>___
>
> - **Languages** Common, draconic, secret handshake
> ___
> ***Cubewalking Armor:*** Allows them to move through the gelatinous cubes without them being slowed or harmed
> ### Actions
> ***Multiattack.*** The guard makes two melee attacks, one for the sword in each hand
> ***Cursed Shortsword.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 3d8 + 5 necrotic damage, distinct feeling of despair

\page

___
> ## Gelatinous Cube (x2)
> ___
> - **Armor Class** 6
> - **Hit Points** 84
> - **Speed** Each turn the cubes will move as far as they can in a straight line, moving from corner to corner in a counter clockwise fashion.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|3 (-4)|20 (+5)|1 (-5)|6 (-2)|10 (+0)|
>___
> - **Languages** None
> ___
> ### Actions
> The gelatinous cube does not take actions like other enemies. Instead, it moves every turn as far as it can in a straight line, so that it moves from corner to corner every turn, counter clockwise. If its path means coming in contact with any creature, that creature must succeed on a DC 18 dexterity saving throw or be engulfed. Creatures automatically fail this saving throw if they do not have an adjacent space they can retreat to.
>
>Engulfed creatures immediately take 3d6 acid damage and continue to take 6d4 acid damage on every turn until they escape. Creatures can escape by succeeding ona DC 12 strength check. On a success, the creature escapes and enters a space of its choice within 5ft. of the cube.

___
> ## Half-dragon Warforged
> ___
> - **Armor Class** 15
> - **Hit Points** 20
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|12 (+1)|15 (+2)|10 (+0)|10 (+0)|8 (-1)|
>___
> - **Condition Immunities** Poison
> - **Senses** Darkvision 120ft
> - **Languages** Common, draconic
> ___
> ### Actions
> ***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5ft., one target. *Hit* 1d10 + 1 slashing damage

```
```
``
___
> ## Giant Sightless Crocodile
> ___
> - **Armor Class** 20
> - **Hit Points** 289
> - **Speed** 40ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|25 (+7)|10 (+0)|20 (+5)|10 (+0)|12 (+1)|12 (+1)|
>___
> - **Senses** Blindsight 120ft
> - **Languages** None
> - **Challenge** Big
> ___
> ### Actions
> ***Multiattack.*** The crocodile makes three attacks, one with its bite and two with its claws.
>
> ***Bite.*** *Melee Weapon Attack:* +13 to hit, reach 15ft., one target. *Hit* 3d12 + 7 piercing damage
>
> ***Claw.*** *Melee Weapon Attack:* +12 to hit, reach 10ft., one target. *Hit* 2d8 + 7 slashing damage

\page
___
> ## Rust Worms(x3)
> ___
> - **Armor Class** 16
> - **Hit Points** 42
> - **Speed** 45ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:--:|:---:|:---:|:---:|
>|16 (+3)|12 (+1)|16 (+3)|6 (-2)|6 (-2)|8 (-1)|
>___
> - **Senses** Blindsight 60ft
> - **Languages** None
> ___
> ***Iron Scent.*** The rust worm can pinpoint, by scent, the location of any metal within 50ft.
>
> ***Rust Metal.*** Any nonmagical weapon made of metal that hits the rust worm begins to rust. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls and its damage type changes to poison. If its penalty drops to -5, the weapon is destroyed and the wielding player must roll a DC 16 constitution saving throw or contract tetanus, gaining the poisoned condition.
>
> ### Actions
> ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5ft., one target. *Hit* 1d8 + 1 piercing damage
>
> ***Spit Rusted Coins.*** The rust worm corrodes spits rusted coins at the party. Any creature within a 15ft cone must succeed on their choice of a dexterity or constitution saving throw with a DC of 14. On a failed save they take 1d6 bludgeoning damage and one of their objects begins to rust. Rust is contagious in this world, deal with it.
>
> If the object rusted is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object is a held metal weapon, it rusts as described in the rust metal trait.

```
```
``

___
> ## More Half-dragon Guards (x2)
> ___
> - **Armor Class** 17
> - **Hit Points** 26
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|12 (+1)|13 (+2)|10 (+0)|11 (+0)|12 (+1)|
>___
> - **Languages** Common, draconic, secret handshake
> ___
> ### Actions
> ***Multiattack.*** The guard makes two attacks.
>
> ***Pike.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 2d8 + 6 piercing damage
>
> ***Shield Bash.*** *Melee Weapon Attack:* +3 to hit, reach 5ft., one target. *Hit* 2d6 + 3 bludgeoning damage. Target must succeed on DC 15 dexterity saving throw or be knocked prone.


\page
___
> ## Drop Bears (x2)
> ___
> - **Armor Class** 13
> - **Hit Points** 59
> - **Speed** 40ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|12 (+1)|17 (+3)|3 (-4)|14 (+2)|10 (+0)|
>___
> - **Senses** Darkvision 60ft.
> - **Languages** None
> ___
> ***From above.*** The drop bears typically begin combat will attached to the cieling.
>
> ### Actions
> ***Multiattack.*** The drop bear makes three standard melee attacks, one with its bite and one with its claws. Alternatively, it can make one drop attack.
>
> ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 2d8 + 5 piercing damage
>
> ***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 1d10 + 5 slashing damage
>
> ***Drop.*** Single target must succeed on a DC 16 dexterity saving throw or take 4d8 + 4 bludgeoning damage and be trapped beneath drop bear. Target must then succeed on DC 14 strength saving throw to on its turn or remain incapacitated Drop bear must still be on cieling to make this attack and is now on the floor.

___
> ## Wood Elf Getaway Drivers (x3)
> ___
> - **Armor Class** 15
> - **Hit Points** 35
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|17 (+3)|18 (+4)|12 (+1)|14 (+2)|14 (+2)|
>___
> - **Senses** Darkvision 60ft
> - **Languages** Common, elven
> ___
> ### Actions
> ***Shortsword.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 2d6 + 4 slashing
>
> ***Longbow.*** *Ranged Weapon Attack:* +6 to hit, reach 60ft., one target. *Hit* 2d8 + 2 piercing

```
```
``

___
> ## Flying Muskox (x3)
> ___
> - **Armor Class** 18
> - **Hit Points** 60
> - **Speed** 50ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|14 (+2)|14 (+2)|5 (-4)|5 (-4)|7 (-2)|
>___
> - **Languages** Elven
> ___
>
> ***Charge.*** If the ox moves at least 30ft straight toward a target and then hits it with a horn attack on the same turn, target takes extra 3d6 damage.
>
> ### Actions
> ***Multiattack.*** .
>
> ***Horns.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 3d12 + 4 bludgeoning damage



## Maps
Below are the drawings of the rebel adventurer Johann von Helmholtz, hours before he succumbed to the burns inflicted upon him by the scourge Sobek. Your players should be given a copy of the drawings at the same time that Antony gives them to the party in-game. You should also be familiar with these maps yourself in order to keep track of the layout of the fortress. If you plan to use grid maps for the encounters, you will also want to prepare them beforehand, as von Helmholtz did not exactly draw everything to scale. (He was dying, of course.) Note that once players break through the sealed hatch, they are going in blind. There are no further blueprints to guide them at that point.



>## Acknowledgements
>This adventure was made using The Homebrewery, a free resource on http://www.naturalcrit.com/
>
>DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Forgotten Realms, the dragon ampersand, and all other
Wizards of the Coast product names, and their respective logos
are trademarks of Wizards of the Coast in the USA and other
countries.
>
>This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
>This adventure was made by A. J. Dawson, including the maps and cover art. See more adventures at: https://ajdawson.ca/rpg-adventures-2