Dungeons & Dragons Online

A Giant Problem – 5th Level encounter/one shot now available as a Pay What You Want on DMsGuild

A Giant Problem

A Giant Problem is a Fifth Edition adventure for 4-5 characters of 5th level. The townsfolk of a small village where the party is staying are being beset by an ogre gang. They ask the characters to help before the ogres eat all their crops and livestock, and move on to the townsfolk themselves. This adventure is intended to be a side quest that you can insert into almost any campaign setting.

Adventure Summary

The village of Auchendale is accustomed to dealing with threats from small groups of monsters, and can usually muster up enough of a defense to drive the creatures off. Recently, however, a hill giant has subjugated an ogre gang in the area. The ogres will do anything to please their new giant overlord, and he demands more and more food to slake his immense hunger. To fulfill his wishes they are conducting constant raids on the village's farms, and are working their way toward the village itself, where the townsfolk are beginning to fear for their lives.

Adventure Hook

Ostran Grandhill, a halfling farmer, approaches the character in the village of Auchendale. A gang of ogres has been raiding the farms around the village. Although this has happened before, usually a town militia can put up enough resistance for the ogres to move on. But this gang is different. When the militia confronted them, the ogres viciously attacked. They managed to slay one of the beasts, but several of the townsfolk were gravely injured in the process. In the days since the ogres have only gotten bolder and bolder. They are now taking livestock as well as crops, and each raid gets closer and closer to the village itself. The townsfolk have put together all they could to pay the party for their assistance. A grand total of 500 gp.

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Braewood Citadel

Ostran knows that the ogre gang is holed up in the ruins of Braewood Citadel, a short ride from town. The citadel has been unoccupied for hundreds of years after it was sacked by orc forces that overran the area.

General Features

Curtain Walls. The curtain walls are intact and in surprisingly good condition. They stand 20 feet tall, have crenellations at the top with a narrow walkway behind them.

Brambles. Thick and thorny brambles surround the round keep at the north end of the castle. The area around the keep is difficult terrain. Anyone entering an area with the briars, or starting their turn there must make a DC 13 Dexterity saving throw, taking 11 (2d10) piercing damage on a failed save, or half as much damage on a successful one.

1. Clear Cutting

A path through the woods leads to Braewood Citadel. The ogres have cut down all the trees within 75 feet of the castle, making a stealthy approach difficult.

2. Patrol

The ogres have set up a patrol just outside the moat, near the gatehouse. Anyone approaching from the south is likely to be seen and attacked.

Encounter. 2 ogre howdah and 8 goblins

3. Moat

The entire castle is encircled by a moat. It is generally about 10 feet wide and about 15 feet deep. The ogres throw all their refuse into the moat, which has made the water brackish and hard to see through. A horrid stench emanates from the moat, and it can be smelled up to 10 feet away. Anyone attempting to swim the moat must make a DC 15 Constitution saving throw or become incapacitated for 1 hour. Anyone Foolish enough to drink any of the water from the moat must make a DC 20 Constitution saving throw or take 22 (4d10) poison damage.

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4. Gatehouse

The doors leading in and out of the guardhouse have been knocked off their hinges and lie in the dirt near their former openings. Doors to the east and west are locked (DC 20 Dexterity check to pick with thieves’ tools). The doors can also be forced open with a successful DC 25 Strength (Athletics) check. Through the doors are stairs leading up to the narrow wall walk atop the curtain wall. None of the castle's inhabitants go up on the walls, and getting up there affords the characters some degree of freedom to move about the castle.

5. Stables

These stables appear to be recently rebuilt. The workmanship is sloppy, but the stables are sturdy enough. This is where the goblins keep their wolf mounts.

Encounter. 1 goblin veteran and 6 wolves

Treasure. The goblin veteran wields a short sword +1

6. Bailey

The buildings in the bailey are in various states of disrepair. Most have either hay or old and dirty blankets and animal skins on the floor where the ogres and goblins sleep. It appears that there have been crude attempts at repairing some of the buildings. The rest of the inhabitants of the castle will be wandering this area, and if any see the characters will raise the alarm alerting whatever creatures remain.

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Encounter. 2 ogres, 1 goblin veteran, and 2 goblins

Treasure. Hidden among the soiled bedding are 2 potions of healing

7. The Boss

The giant that the ogres and goblins serve lives here with his pet dire wolf. The rest of the ruined buildings contain livestock and other foodstuffs in various states of rot and decay.

Encounter. 1 hill giant, 1 dire wolf

Adventure Conclusion

If the characters eliminate the hill giant and his gang of followers Ostran and the townfolk will be ecstatic. They will not only pay the characters the promised amount, but they will also throw one heck of a party celebrating the victory. The characters will never have to pay for a drink in Auchendale again.

Adventure Map

The full adventure, including all necessary monster stat blocks is Available here


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