Zalrad the Fetid

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Player Hook

For months, we have heard rumors of a large Green Dragon being reported by outlying farmers coming into Phandalin for market. While the accounts have been varied and at times wildly different, one thing has been constant. The dragon has been hunting near the eastern edge of the Sword Mountains and the Kryptgarden Forest. The villages have been attacked so many times that the farmers have warned against a poor crop harvest.

The Lord of Westbridge, Ghaliver Longstocking, has sent a contingent of people to the area but they have not been heard of since they were dispatched over a week ago. We been able to speak with some eyewitness accounts, however there have been conflicting versions. We should attempt to determine the truth on their own.

Adventure Background

Zalrad the Fetid is an old Green Dragon who has recently moved from his island home to the mainland in search of greener pastures. While on a sweep of the area, the beast located a rather comfortable lair in the cliffs of the Sword Mountains. Shortly after moving into its Cliffside home it discovered a small band of humanoids that it managed to terrorize into submission. This group is now subservient to their draconic master but has been reaping the benefits of their master’s success.

The underground cavern that Zalrad found and has claimed has two entrances which give the Wyrm a sense of security. While one of the entrances is on the side of a sheer cliff the other is underwater in a large lake in Kryptgarden Forest and being a Green Dragon he can breathe underwater. The cavern itself is also separated by a gap which leads down into the lake waters.

Zalrad enjoys his new haunt in that he is able to surprise his prey from underwater in the forest and through the air while his humanoids protect the ground area. While he enjoys combat superiority most of the time, he is old enough to realize that his weakest link is where the humanoids reside. The small cave complex does have an exposed entrance for the egress of those creatures and Zalrad understands that if he is to be defeated it will most likely come from that access point.

Refugee’s on the Triboar Trail

As you make your way across the flat lands of the Triboar Trail a line of people appear on the horizon. Your approach shows that the people are poorly dressed and appear to be carrying belongings with them as well as farm animals. The people look tired, hungry, and scared and do not seem motivated by your approach.

If the Characters decides to speak with any of the stranglers they will be told that a group of armed men from Westbridge came by a few days ago but have not been seen. This lack of presence further concerns the escaping villagers and leads to an overall feeling of dread. Most of these stragglers are farmers who passed through the town of Triboar a few days ago. As they are mostly on foot The Characters should reach this community in a few hours as they ride east.

While speaking with some of the fleeing farmers a young girl will approach her father as he speaks with your group. The girl will hold the remains of a doll and appear both frightened and intrigued by the adventurers. After the information is exchanged with the Characters the little girl will tug on her dad’s arm. He will ask her what she wants and The Characters will hear “Are they going to help us get our home back daddy?” He will tell her only if the Characters can get rid of the humanoids that accompanied the Green Dragon. The farmers will be unable to offer a reward as they are very poor and have all of their wealth with them. As the refugees move on the girl will wave at one of the Characters and yell out “Good luck!” to them.

Town of Triboar

After riding for 12 or more hours, thin plumes of smoke and the road lead you to the destroyed town of Triboar. As you approach you notice that many buildings have been heavily damaged but remain intact and other buildings have been put to the torch. The smoldering embers of buildings are frequent. The road is still lined with trees for the most part although some of them have been damaged like something large crashed through them.

Most of the refugees were farmers from the outlying areas but a few actually lived within the town. The peasants had very little warning of the attack by Zalrad and many of them died in the attack. Closer inspection will reveal that the individuals have massive trauma from melee weapons but most died from the noxious gas spewed by the Green Dragon.

During the attack, the beast came in low hence damage to the trees. In his first several passes he spewed his breath weapon and grabbed scattering people with his claws dropping them from height to kill them. The humanoid minions entered the community after the Dragon landed as that was the notice that the toxic fumes were now done for the time being. After entering the town, the remaining victims were set upon and the town looted.

There are five separate areas of investigation are available to The Characters while the other areas are charred embers from humanoids setting buildings on fire or buildings that are in such poor condition that it would be dangerous to enter them. If the Characters remains on the road they will encounter Area 1 and Area 4 with the others being off the beaten path.

Area 1. Entrance to Town

The dirt path winds its way through the town. The foliage here is still intact but the two buildings flanking the road have been burnt to the ground. You can see silhouetted humanoid figures amid the half-burnt walls and trees. As you approach 2 jumps down from the trees and 4 more come around the damaged buildings.

Combat: 6 Bugbear

A group of Bugbears looting the town have observed the Characters approach and are waiting for them amid the half-burnt walls and trees. As the Characters reaches the trees four Bugbears will jump down upon them from the trees while another four come around the damaged buildings. Each of these creatures will have 30gp in accumulated wealth on them.

Area 2. Gwaeron's Alter

The only stone structure in town is decorated in holy symbols belonging to the god of tracking, Gwaeron Windstrom. The door is open and the priestess hacked into pieces outside the structure. The inside has several scorch marks from where the invaders attempted to burn it down but failed.

While most of the valuables have been carried off a small trap door under the altar has not been located. If the Characters can locate this with a DC12 Investigation Check they will locate the secreted caches of 8 extra healing potions that the priestess made for times of illness. Aside from the potions there is nothing of value and it appears that the altar has been desecrated.

Area 3. Northshield House

Half of this structure is burned and the other half is heavily damaged. The damaged portion of the building appears to have been the second floor. A broken placard indicates that the business was once an inn. Several bodies are behind the building.

Inside the rubble of the building the Characters may spot an unopened trunk if they advise they are searching and DC16 Perception Check. Any who notice the trunk may attempt to crawl into the rubble and retrieve it. If this is attempted the Character in question will need to make a DC12 Acrobatics Check to get to the trunk and a DC14 Insight Check to determine how to remove the trunk without getting the building to fall on them.

If the first saving throw fails the Character will take 2D6 of damage and efforts will end there. If the second DC fails the Character will take 4D6 and have to be pulled out of the debris with a 50% chance of taking another 2D6 worth of collateral damage and not be able to retrieve the trunk. If both DCs are successful the building will fall in on itself as the Character gets out but will find a trunk containing 500 gp from a customer at the inn thereby allowing the Characters to have the money with a clear conscience.

Area 4. Bulk of the Bugbear Raiders

Just around the bend on the way out of town is a structure that only seems to have a small bit of damage from your viewpoint.

Combat: 3 Bugbear and 2 Bugbear Chiefs

In reality two of the four walls are gone and behind the standing walls are 3 Bugbear and 2 Bugbear Chiefs who are waiting for The Characters. This group is somewhat smarter than the initial group and they will send two Bugbear pretending to be wounded and showing signs of surrender. If the Characters falls for the ruse the other 10 creatures will surprise The Characters and get one attack in before initiative is rolled for. Half of these creatures will go with melee while the other half use their long bows to fire upon the Characters. Each of these creatures also has 30 gp in wealth.

Area 5. Partially Damaged Farmhouse

The last structure in town belongs to the refugee the farmers made contact with while on the road to this location. The roof has caved in and aside from appearing like a farmhouse there is nothing unusual to the building. Anyone who examines this area will need to DC16 Perception Check. The first one to succeed will notice the other half of the doll carried by the little girl. If this item is returned to her a bonus of 100xp should be given for the Characters actions.

The Group from Westbridge

Moving forward down a trail a large flock of birds can been observed off in the distance feasting on something. The closer you get the more things are noticed such as bodies with armor shining in the daylight. Upon arriving in the area, you realize that you have found the group from Westbridge!

You can hear a low moaning coming from a pile of humanoid bodies that includes a Bugbear.

The Characters will come across the dead and dying men of the group sent to this location to investigate the threat.

The Characters will hear a low moaning coming from a pile of humanoid bodies that includes a Bugbear. Under the large dead creature, they will find Cornelius Bowman a member of the group sent here to investigate the problem. Cornelius will have lost most of his left leg and the Bugbear was staunching the flow of blood preventing him from bleeding out. Once the creature is moved off him a tourniquet will need to be applied or a healing spell to preserve his life.

Cornelius will point out that his group moved through the town of Triboar and ordered the people out of the area in the event they failed. They discovered a group of Gnolls in the area and the battle ensued. Little did the group realize that it was a trap, and Bugbears attacked from the right flank. During the middle of the battle a Large Green Dragon flew over releasing its toxic breath weapon taking out most of the group and chaos ensued.

Cornelius explains that he did his best but as he was battling the Bugbear a Gnoll chopped off his leg. As he went down the Bugbear fell upon his sword and then his leg thereby saving his life. Cornelius will be able to tell the Characters that they are on the right trail but urge caution as many of the Gnolls and Bugbears were able to escape after defeating the group.

He will add that the Green Dragon is quite large and scouts from his group discovered the humanoid stronghold is about a day and half ride from this location and is on top of the cliff base on the southern side of the Sword Mountains overlooking Kryptgarden Forest. The trail is a few paces into the trees that will lead to the humanoid stronghold guarding the Green Dragon’s lair.

At this time one of the group's horses will return to the battlefield and can be used to take Cornelius back to safety. If Cornelius is not healed quickly enough he will die and the Characters will not have access to the information provided. All bodies have been looted already by the bugbear.

Ambush at the Crossing

You travel several miles down a path beaten down by many pairs of humanoid feet to an incline leading towards the cliffs of the Sword Mountains. This section of the mountain begins a variety of narrow openings in the Cliffside. Initially it had been quarried for its gleaming white stone but the inherent dangers of the wilderness and tremors have ceased that operation for several decades now. Very little in the way of equipment is present and the tall and dense trees of the forest meld with the skyline on the high peaks.

The tall and dense trees have been chosen as an ambush spot for the Characters as the raiders spotted their approach several miles ago. The collective of humanoids here are waiting at the edge of the tree line at the base of the mountain and will gain a surprise attack.

This group is the last line of defense prior to their lair and will actively fight to stop the Characters advance. If the Characters overcome the defenders and question survivors their reaction will be poor and will attempt to push the Characters off in the wrong direction citing the Mines of Phandelver as their “home”. If the Characters fall for the ruse they will be spotted by Zalrad the Fetid on a routine flyover. They have 60gp respectively each taken from the dead soldiers.

Zalrad the Fetid

The cliffs of the Sword Mountains are known for their glimmering white limestone which most of Waterdeep was made from. Because of the quarry work done here long ago, numerous caves are supposed to litter the high cliffs and surely that is where the humanoids will be found.

The tops of the high cliffs are home to numerous cave complexes which do offer respite from the weather and may/may not be the home to a variety of humanoids. If the group searches the farthest-reaching area of the cliffs they will have a 1 in 10 chances per hour of stumbling upon the entry point to the Dragon’s abode.

The other caves located can, at your discretion be the home to Gnolls or Bugbears or simply be devoid of any life. Empty caves can have contents of previous residents and it may be inferred that perhaps some of the dead humanoids encountered lived in these caves.

Area 1. Entry to the Caves

As you search for signs of humanoids you locate a strange patchwork of thatch in some of the high grasses among the trees. While there are no signs of recent travel this item seems strangely out of place.

The entry point to the caves is trapped but not in the standard way. Zalrad the Fetid has made it quite clear that the entrance to the caves is to be indistinguishable from the rest of the plains. As his humanoid minions are not very smart they had to enclose the area to keep it hidden. On the underside of the mat is a small cord with a bell attached to it.

If the Characters checks the “door” for traps with a DC15 Investigation Check they should locate the rudimentary alert system and can disable it with a DC14 Sleight of Hand check. Failure to disable this will cause the bell to ring and the residents of Area 2 to set up for the intruders. In either case the mat covers an incline leading down into Area 2 where the Gnolls have been posted to guard the area.

Area 2. Gnoll Guard Post

The incline is not overly steep but loose sand and pebbles make the approach less than ideal. As you move down the jutting path you find yourself in a large cavern just under the top of the cliff.

Combat: 6 Gnolls and 2 Gnoll Pack Lords

If the Characters discovered the entry bell and were able to remove it without sounding the alarm they will have a surprise opportunity. If the bell was run the 6 Gnolls and 2 Gnoll Pack Lords will lie in wait for the Characters and will pepper the first three Characters into the cavern with arrows and then initiative will be rolled. After the arrows have been fired they will close into melee range with the Characters. Each of the Gnolls here has 30 gp. There are three declining trails out of this large cavern leading to the other areas listed on the map.

Area 3. Youth Quarters

As you proceed down the incline you can hear a great deal of clamor and noise coming from a cave at the end of the trail. A small fire is lit and as you peer down into the cave you notice 2 female Gnolls and an abundance of juvenile Gnolls because of the noise you are able to make a stealthy approach.

Combat: 2 Gnolls

This cave is the furthest from anyone else and for a good reason. This area is considered the nursery for the Gnolls and contains the future of the tribe. While the 2 Female Gnolls can fight they will do so poorly and can be easily dispatched unless either rolls a natural 20.

The children will pose no threat to the adventurers and they will have to decide from the tenants of their alignment on how to handle the youth. There is no treasure nor will there be XP given for such an easy task. The screaming is normal and will not draw any attention.

Area 4. Gnoll Retinue

This medium sized cave has several fires lit and spans approximately 80 feet in all directions. Puddles of water dot the floor and will reflect a small amount of light. Sitting around the fires appear to be Gnolls but the shadows prevent you from getting an accurate count.

Combat: 10 Gnolls and 1 Gnoll Pack Lords

This cave is being used by 10 Gnolls and 1 and 1 Gnoll Pack Lord who have returned from the battle with Cornelius' group. They are sitting around the fires getting warm and enjoying pieces of flesh from body parts taken from the battle.

Of the 11 Gnolls present the five furthest from the Characters will use the long bow as their primary attack method while the others engage the Characters in melee. Any critical failure rolls by the archers will result in their comrades taking the arrow instead of The Characters and will suffer the damage intended for the Characters. Each Gnoll has 35 gp each.

Area 5. Livestock Holding

Animal noises can be heard coming from this cave and a harsh odor of dung assaults your nostrils. As you move down the trail into a medium sized cave you discover a small pen blocks the way. Beyond the crude gate are several cows, sheep, and at least one horse wearing Westbridge colors.

This area is used by the humanoids to hold animals stolen from the farmers until they are consumed. The horse (or two) was taken from the battle and will likely be used as a food source as well.

There is supposed to be three guards watching the herds (one at each entrance) however they have wandered off to parts unknown. If the gate is taken down the horses will flee and eventually find their way out and up to the surface. The other animals will not be able to figure that out and may roam free. If this occurs there is always the chance that the animals will be able to find adversaries who will then be alerted to the presence of intruders. There is nothing of value aside from the livestock in this chamber.

Area 6. Bugbear Guard Station

As you move deeper into the caverns in the cliffs you notice that the air is quite damp and cool. Descending approximately 50 feet more you realize you have reached a large cave filled with a watery pool. This pool has a small stream that exits lower (area #7) and the entire area is quite dark.

Combat: 6 Bugbear

This chamber is used by the 6 Bugbears as a water source and is currently a guard outpost for the large creatures. If the characters have not been quite there being a chance that the Bugbears heard the Characters coming and are bracing themselves for an attack. If this is the case the Bugbears will receive an additional +2 to initiative for the first round otherwise they will not have gotten into position fast enough. Each of these creatures has 50 gp of wealth.

Area 7. Main Bugbear Collective

This oblong cave slopes downward and a steady stream from above (Area #6) forms a babbling brook in the cave. Longer than it is wide it appears to be a domicile for a large group of Bugbears who, like the Gnolls before them, sit around fires to stay warm.

Combat: 15 Bugbear

This cave holds 15 Bugbears that are not currently out on patrol. At full strength, there could be as many as fifty of the creatures here. Currently there are only fifteen but all are experienced fighters. Each has 50 gp of wealth and wield deadly Morningstar’s for weapons.

Area 8. Waterfall Chamber

This chamber has a steep drop into a pool below. A set of mundane steps go down and leads behind the waterfall.

 Luminescent lichens are present through the cave giving it an eerie pink glow but offering some light. The waterfall appears to be fed from three tributaries. The sound is rather loud and echoes in the chamber.

While this chamber is ominous looking because there doesn’t appear to be any creatures the trail behind the waterfall. As they move about the winding path once they get behind the waterfall each will need to make a DC14 Acrobatics Check due to slipping on the wet surface. Those who make the DC will be able to pass along the trail to the opening at area #11.

Those failing the initial DC check will need to make a second DC12 Strength Saving Throw to successfully catch themselves before plunging 40 feet into area 11 and sustaining 6D6 worth of fall damage as they slide off the side and hit the bottom. Those making the second DC check suffer no damage although their clothing and belongings will be quite soaked.

Area 9. Ogre Leader

This chamber is well lit by two copper braziers that provide both light and heat for the cavern. A collection of humanoids are present going over a crude map of the area on a table. From your vantage point it appears that this is some type of planning room.

Combat: 3 Gnolls, 3 Bugbear, and 1 Ogre

This cave is used by the master of the humanoids appointed by Zalrad himself. This Ogre is explaining raiding plans to three Bugbears and three Gnolls who are having a difficult grasp on the process. The lead in to the cave is covered in dry sticks which insures that the occupants are not surprised by a physical attack.

The Ogre is more of a pet of the Green Dragon but follows orders quite well. He is of imposing size and maintains a small treasury in which to pay for the services of the humanoids in area #10. These creatures will fight without surrender and are experienced combatants. If the Characters leads with missile weapons the Ogre will flip the table and it will be used as a shield for him and his associates.

On the table is a human hand wearing a silver ring that he uses as a backscratcher. The ring is a Ring of Feather Fall.

Area 10. Treasury

The Characters must first search the Ogre’s cave and find the stone door in the corner of the room that hides the treasure used to finance the employ of the humanoids. A clever Character may watch the smoke from the braziers disappear behind the ‘secret door’ if they are having difficulty finding the treasure room.

You have discovered a loose stone in the corner of the Ogre lair they will be able to crawl up into a small cave containing three trunks. Mice scurry about and run into holes in the sides of this low cave.

The three trunks contain valuables used to keep the humanoids employed in the service of the Dragon. Zalrad is smart enough to realize that if the humanoids are not given some type of compensation they will leave the service of the Dragon for greener pastures. He believes it is easier to pay them off and keep them happy than to hunt them down and kill them.

Contained within the three trunks are the wealth given to doll out to the humanoids and the Ogre’s personal wealth. In trunk #1 are 800 gp and a small bag of gemstones worth 300 gp. Trunk #2 contains silver pieces in bags. There are 8 bags each containing 200 sp. The third trunk contains two golden candlesticks worth 200 gp, an ivory scepter of some type worth 110 gp, three small bolts of cloth worth 80 gp each.

Area 11. Lair of Zalrad the Fetid

As you cross under another waterfall you enter an immense cave. The water runs off to both sides just after entering the cave. Assuming they have enough illumination, the Characters will notice that the size of the cavern is gigantic and is separated in two by a large crevice that spans almost 25’. On the opposite side of the crevice is a glittering pile of gold, silver, gems, and items. You are on a short ledge and then there appears to be a good-sized drop off.

This enormous cave is the home of Zalrad the Fetid, the wily old Green Dragon that The Characters has heard so much about. The creature was resting underneath the ledge outside of the view of The Characters but will awaken instantly when he hears the disturbance of the waterfall.

Zalrad will initially take flight and hover over the exit point and breathe his first round of noxious gas. Anyone who attempts to dive back through the waterfall (DC18 vs. Dexterity) will not have to save against the breath weapon as the water will keep the poison gas from going through. Those not attempting escape will be subject to the blast.

Successive rounds are at the DMs discretion. Zalrad is an older Dragon and is not prone to making rash decisions.

If the Characters is too powerful or he becomes too weak the beast will fly over the gap and use his breath weapon on the Characters again. Zalrad will understand that the gap should protect him quite well against physical attacks and if he has not used silence yet he will do so at this point. If he is near death the enormous creature will plunge into the underwater access point and escape. If this occurs he will not immediately attack The Characters when they leave as he will understand that better planning will be needed to defeat such a powerful party.

Zalrad will never forget any of the Characters members who dared attack him in his home and will someday get his revenge. He should be played well and refrain from needlessly throwing away his life. He will understand that he can always recover treasure.

Area 13. Zalrad’ s Hoard

If the Characters can defeat the great Dragon they will then have to find a way to cross the 25’ gap leading to the treasure hoard. Unlike area #8 the far side of the cave has no jutting rock formations that a rope could be tied to. The gap is open for the first 100’ and then slants inward making climbing dubious. Those ambitious enough to attempt a jump and climb would first suffer 10D6 from the water landing and then make 10 successive DC20 rolls against Dexterity to make the climb up.

Zalrad chose his abode wisely and knows that even if defeated, his treasure is in a very safe location. Those making it to the far side will find the following in his hoard:

  • 2,126 Gold
  • 1 set of bagpipes (30 gp)
  • 3 set(s) of fine clothes (45 gp)
  • 6 wheel(s) of cheese (6 gp)
  • 7 bottle(s) of common wine (1.4 gp)
  • 1 set of thieves' tools (25 gp)
  • 1 set of bagpipes (30 gp)
  • 12 blue quartz worth 10 gp each
  • 5 blue star sapphire worth 1000 gp each
  • onyx bird cage worth 250gp
  • exotic wood statuette worth 250gp
  • linen robe worth 250gp
  • jade statuette worth 250gp
  • felt tapestry worth 250gp
  • exotic wood large bracelet worth 250gp
  • ivory set of animal figurines worth 250gp
  • glass jeweled anklet worth 2500gp
  • exotic wood eye patch decorated with jewels worth 2500gp
  • Boots of striding and springing
  • Wand of wonder
  • This Elven chain has a rough and evil look about it, suggesting demonic handiwork.
  • This Magic +2 maul incorporates rough stones and unworked gems into its chunky design, and can tell you your depth underground and the direction to the nearest path upward.
  • Wand of binding

The immense wealth possessed by Zalrad has been obtained over the years and will be extremely difficult to retrieve let alone remove. Clever Characters will take choice items and leave the rest for an engineered recovery.

Water Shaft

This shaft is used as an exit for the Dragon and will not be passable by the Characters unless magical means is utilized due to the great distance. It is filled with lake water from a large lake in the forest and a significant chunk of scales can be found at the base of the shaft.

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