This adventuring supplement is designed for D&D5e. On our Patreon page you can get it in PDF format (see image). The downloads include hi-res images for the maps. And there is a variant PDF version designed for Shadowdark RPG.
“Feast upon their fear, my brethren, and let their pain and screams herald our dominion! Tonight, these lands shall run red with our glory!”
Gnashra, Leader of the Gnolls
The Amber Mountain rises majestically from the surrounding plains, its towering peak veiled in a perpetual shroud of ash and mist. The once-mighty volcano, now dormant, casts a shadow of foreboding over the land, its slopes scarred by old eruptions. Streams of hardened lava snake down its sides, their obsidian surfaces glittering like black glass in the dim light. Vegetation struggles to reclaim the barren landscape, with sparse, twisted trees and resilient shrubs clinging to life amidst the rocky terrain.
In the heart of the Amber Mountain lies the Amber Citadel, a grand dwarvish ruin abandoned eons ago. Carved into the mountain’s core, this ancient stronghold was once a testament to dwarven craftsmanship, with its intricately chiseled halls and vast chambers echoing the glory of a bygone era. Today, the citadel stands in eerie silence, its grandeur marred by the passage of time and the creeping encroachment of nature.
Gnashra and his gnoll pack have claimed this forsaken citadel as their lair, transforming it into a fortress of terror. The gnolls have defiled the once-hallowed halls, filling the air with filth, droppings, and trash. All of it creates a stench of decay and that permeates the entire dungeon. The ancient forges now blaze with unholy fire, casting a sinister glow on the stone walls, while the vast chambers have been converted into barracks and armories for Gnashra’s bloodthirsty followers.
A Call for War
When the gnolls reached the Amber Expanse, no one thought they would become the threat they are today. Gnashra’s pact with a demon named Thar’zul not only boosted their strength. It also made the hyena-folk relentless, more aggressive, and fearless. But the humans, elves, dwarves, and halflings of the Amber Expanse have overcome their awe and the initial surprise.
After a series of smaller quests and tasks, the characters return to the capital, Grambury. They hear Duke Alaric Stormrider address his army and rally his troops. His voice inspires courage, duty, and honor:
“Brave souls of Grambury, Brilshire, and the towns of the expanse, today we unite under a common banner to reclaim our lands from the vile grasp of Gnashra and his gnolls. The Amber Mountain, once a place of dwarven pride, now festers with demonic corruption. But no more! We shall march, our banners high, and purge this blight from our beloved realm.”
Adventure Hook
Heroes. The characters belong to the main garrison and are tasked with thrusting the enemy lines and reaching Gnashra. The seers of the capital foresee the use of dark magic and the summoning of evil forces. Marching along with the army, the heroes travel north through the Regal Road. The castle’s chamberlain, the elf Terathiel, is in charge of rewarding the heroes, but only if they win the war, of course. The characters shall receive a title, a land deed, and a hefty pay of 4,000 gp.
Marching with the Army
Hundreds of carts and horses accompany the 4,000 swords and spears that leave Grambury. Bannermen, squires, henchmen, and loaders all march together. The characters have a place of honor near the front-line, just behind the duke. The army is so large that no checks are required for them to travel the Regal Road. On their way, a small garrison of soldiers stays behind in Mudfoot River and Green Halls, two of the most affected towns. The action begins when they reach Amber Plateau.
Retaking Amber Plateau
Even if the heroes visited this location before and drove away the gnoll invaders, its proximity to the hyena-folk’s main hideout makes it an easy target.
The gnolls see the army approach from miles away. They prepare for an initial assault in the town. If the duke’s army were to circle the town to attack the volcano directly, it could open the possibility of ending up trapped between two flanks. The duke concludes they must deal with these gnoll troops first at all costs.
Pitched Battle
Consider the following mechanics for this engagement:
- A platoon of twenty soldiers is under the heroes’ orders. One of them must be their inspiration and utter a heroic speech to them (DC 13 Persuasion).
- One of the heroes must be the tank and muscle, receiving most of the enemy hits and pushing through the enemy lines (DC 14 Athletics).
- A skilled warrior must land effective blows at the targets (Roll three separate melee attacks, AC 13).
- A precise archer shall ease their group’s advance (Roll three separate ranged attacks, AC 13).
- An eagle-eyed hero must be aware of their enemy’s movements beyond the obvious (DC 13 Perception) and plan the correct counter strategy.
- Lastly, the heroes may chant, shout battle cries, weave banners, play war drums or horns, and try to intimidate their enemies (DC 12 Performance).
Development
The heroes retake the town and are victorious regardless of their results, however, each check failed translates into the loss of 10% of their army. For the melee and ranged attacks, they must succeed in at least two out of the three rolls made. Worst case scenario, they reach Amber Mountain with an army decimated by 60%. This translates into a harder challenge later on (see below).
Level 4 Adventure
- The heroes move up and make their way through the enemy lines until they reach a large set of descending stairs. This is the entrance to the Amber Citadel and leads to the heart of the mountain (area 1).
- Once the heroes reach Amber Mountain, every 10 minutes, and each area the heroes visit demands a random check (see Pitched Battle). The gnolls surround them in every direction; reducing the army’s size by an additional 2% for every failed check. However, these checks are made with advantage if the army’s total size by the time they are here is above 75%.
Fighting in the Amber Citadel
The pitch battle action and mechanics do not stop during the entirety of this assault (see Dangers above). Describe how there are allies fighting gnolls in every direction. Each area has a challenge. The characters must overcome the challenge to advance to other areas (see map). The characters must stop Gnashra before he completes the dark summoning (see The Ritual). Otherwise, they will fight Thar’zul’s avatar as well.