ADVENTURE BOOK
Hunt for the
THESSALHYDEA
ADED ae
MIKp WHEELEREating stops Perkins, Gs Sins, Michele Carey, Scot Ftageral Gray Kim han, Pip Aas, ate Wekch
‘DAD Lee Designers: Jeremy Cras, Mike Mears
Fith Eon DBD Design Team: Civtopter Pris, James Wye, Rodney Thompson, Rober J Saal, Petr Le, Steve Towrshen, Bune, Code
‘Additional Contributors: reg Bend, Mt See, Chis uous, Tor Lal, Rt Bake, Mina Hornet, Jenner Cake Wes, Stove Wile, Nina Hoss
‘Based on he nga Dungeons & Dragos me cect by E. Gary Gyax and Dave Aeson, th Brian Blume ob Kutz, James Ward ané Don Kaye
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tot ees rien pers of Wears be Cast C2016 Waa te Cast LeNOTES TO MYSELF (AS DUNGEON MASTER)
We should be able to finish this story in one night (maybe 4 long
weekend if Dustin really gets caught up in the roleplaying), but
don’t rush it. As long as everyone's having fur, let it take as long as
necessary, It’s all about the fun.
Describe each scene. Tell then what their characters see or hear or
feel at the start, then just let them go. They say what the characters
do, and | tell them what happens. But don’t take control of their
characters. | control everything else—the monsters, the nonplayer
characters (NPCs, like Sir Tristan), even the environnent (like
traps)—and the dice reveal how things tur out!
All creatures written with an underline can be found in the Monsters
section of the rulebook.
Don’t worry too much about. - getting the rules right or being perfect
as aDM (Hat's short for Dungeon. Master). Sust relax, let things
happen naturally, and enjoy playing the gane. If things get contiesing—
especially in conbat—do what seens fair and move on.
Like the rulebook says, my job as DM is to make sure everyone has
a good tine and that the story moves along smoothly.THE WHOLE STORY
The characters have been suunoned by Sir Tristan, the ruler of a small
donain ina lonely stretch of mowrtains. A terrible monster called a
thessallydra has been attacking his realu. It is a strange and dreadful
creature with eight heads surrounding a large circular mouth rimmed
| with jeaged teeth Its maw drips with acid, and its tail ends ina pair of
sharp pincers. Tristan asks the characters to get rid of this menace.
| The thessalhydra was last seen going into caverns belonging to an
unriendly tribe of troglodytes. The characters must enter the caverns
and deal with the stinky trogs. Following the thessalhydra’s trail leads
them into a cursed labyrinth, where they meet the Lost Knight. He will
| help then escape only if they prove thenselves worthy by solving his
riddles.
The way to escape from the labyrinth is through a portal into a
strange, dark, parallel diversion called the Upside Dows. There the
| characters meet the Proud Princess, a powerful adventurer who has
her own quest and wants nothing to do with the characters. She shows
then the way out of the Upside Down and into the thessalhydra’s lair.
if the characters can beat the thessalhydra and bring its heads back to
Sir Tristan, they have successfully finished this adventure.
|: pe iallgaat a siAUDIENCE WITH SIR TRISTAN
Start the adventure in Sir Tristan’s throne room. The characters have
met Tristan before. He sponsored then on an earlier adventure and
proved hinself to be a kind ruler to his people and a good friend to the
characters. They can trust him.
Sir Tristan says that lately a monster called a thessalhydra appears
out of nowhere and attacks local farms, villages, and even Tristan’s
castle. All his soldiers together could barely fgkt it off. After each
attack, the thessaltydra disappears into the woods and leaves no trail.
Tristan can’t send his guards after the monster. They must protect
the castle (and they know they’re not strong enough to beat
the monster). He asks the characters to hurt down and kill the
thessallydra, then return with its heads. (Tristan wants them stuffed
ard nounted over his throne.)
This scene is all about conversation. The characters are talking directly
to Sir Tristan, but there are others here too—royal advisors, guards
who fought the monster, and such, They treat the characters well—
they're the heroes Sir Tristan turns to in his tive of need. Give then
confidence to take bold action (sometines Will needs to be reninded
that he’s playing 4 character, not just hinself).GIFTS FROM, SIR TRISTAN
Sir Tristan offers then huge rewards to go on this dangerous mission.
Begin. by offering 100 gold pieces each and let then negotiate if they
want more. If the group gets too greedy, Sir Tristan reminds then
that they're ol friends.
Once the deal is struck, Sir Tristan might have a surprise for the
group. If the characters negotiated a fair deal and. respected their
friendship with Sir Tristan, he will give them some magic equipment that
will be useful in this adventure. If they were greedy or acted like they
didn’t care about their friendship with Sir Tristan, he won't give them
anything extra.
He starts with two bags of holding, so that they can easily carry the
thessalhydra’s severed heads. Then, for each character, he provides
a ring of protection and 2 potion of healing. Finally, he has two
weapons—a wand of magic nissiles and this greatsword:
Wider’s Dark Bite. This greatsword is made of an unknown black
metal, In Most cases, it Works as a +1 | greatsword. But when used
| against a thessalhydra, it works as a +3 greatsword. While in the
Upside Dowh, it works as a +4 greatsword.RUMORS ON THE ROAD
As the characters search for the thessalhydra, they meet other people
along the way. Give them a few short roleplaying encounters.
Some NPCs have useful info, and others are just distractions.
But vake sure the scenes are fun, or the group might ignore then
specially Lucas—he'll want to be all business).
A merchant offers them one apple each, He says that local apples
tasted better before the thessalhydra arrived. That’s why he’s
sure the monster’s lair is in the apple orchards to the north.
A traveling priest says that often lesser monsters worship bigger
ones. There are troglodytes in.a nearby set of caverns. They
might know something about the thessalhydra.
A woodcutter warns then that some of the caves around here are
cursed. “Once you enter, you get lost in the twisting tunnels and,
never escape.”
Anelderly farner doesn’t believe there is a thessaltydra. He
thinks it’s just a big owlbear that is raiding settlements for its
supper. “I ain’t never seen no thessalhydra, but owlbears we got
plenty of around here!”
When the players start getting bored with roleplaying encounters, it’s
time for then to fird the troglodyte caves. If they've wandered. off
following false leads, just have them luckily stuuble upon the right cave.TROGLODUTE CAVERNS
|| dave one character (group’s choice) make a DC 12 ability check—
Intelligence (Nature) if they ve searching for the troglodyte caves,
| Wisdom (Survival) if they're searching for the thessalhydra’s tracks,
| or another skill that matches their actions.
If the check succeeds, they have arrived at the troglodyte caves. Use
the map to describe what the characters see. Let then pick in. what
order they explore the caves. When they reach a nuubered area, see
that area’s description on one of the following pages.if the skill check fails, they still arrive at the caves, but. unluckily do so
at the sane tive as a returning hunting party of 8 troglodytes. They
must defeat the hurting party before they can exter the caves.
Area I: Cave Extrance. A
successtil DC 15 Intelligence
(mvestigation) or Wisdon
(Survival) check reveals that the
cave’s mouth has recently been
visited by about 25 troglodytes,
the thessalhydra, and an owlbear.
Area 2: Empty Cave. Nothing of
interest here. The floor becomes
too rocky to follow footprints
anymore.
Ayes 3: Trapped Hall. The cave
is eupty, but the hall to area
4 is trapped, which requires a
successtul DC. 10 ability check
to detect, using Intelligence
(investigation), or disarn, using
Dexterity. tf triggered, the roof
collapses. Anyone in. the hall
must make a DC 10 Dexterity
save. Those who fail take 2dé
+ 2 bludgeoning danage. Those
who succeed take half as much
damage. The hall becones
impassable.
Ayea 4: Treasure Room. This is
where the troglodytes keep their
few valuable itews. There are
200 gp in coins and gens, plus
artwork and other valuables worth
200 gp more. The secret door
that connects to area 6 needs a
successtul DC 15 ability check
to detect, using Intelligence
(Investigation), or open, using
Dexterity.
Area 5: Connon Chamber. This
is where most of the troglodytes
sleep. Ten troglodytes are here,
but they are terrified and try to
run away into area 6 as Soon as
they see the characters.Ayea 6: Noble Chamber. This is
where the five troglodyte leaders
sleep. The head trog is a fair and
noble ruler (like a trog version of
Sir Tristan). He’d rather talk than
fight (wilike most trogs, he speaks
Connon). But if the group angers
him, all the trogs attack and fight to
the death If the group politely asks
about the thessalhydra, hel say that
it comes in trom the woods, passes
through the caves, and enters the
Cursed Labyrinth, It never travels
the opposite way.
Area 7: False Treasure Room. This
room is like area 4, but everything
is broken and worthless. One vase
is trapped, requiring a successful
| DC.10 Intelligence (Investigation)
check to detect and a successful
Dl 10 Dexterity check to disarm.
if triggered, the hall to area 5
collapses. Anyone in the hall must
make a DC.10 Dexterity save. Those
who fail take 2dé + 2 bludgeoning
danage. Those who succeed take half”
as much danage. The hull becones
impassable.
Area & Guard. Post. Eight
troglodyte quards are stationed here.
If the characters enter or make too
much poise in an adjoining room
(fr exauple, have a fight: or
arguuert), the - guards attack.
Ayea 9: Owlbear. One owlbear is here
and. sleeping. Characters may attenpt
Dexterity (Stealth) checks against
its passive Perception (3). Failure
means it wakes up and. attacks.
Ayea to: Water Pool. A natural spring
feeds a 10-foot-deep pool of clear,
fresh water. In the pool lives a giant
frog, which leaps out and attacks the
first character to touch the water.
Ayea ut: Slyine. This is where the
troglodytes cone to worship their
dark god, Laogzed. There’s an altar
and a statue of an ugly froq-like
creature. On the altar are pieces of
rotten meat. and 50 ap worth of coins
ard. swall gens.THE CURSED LABYRINTH
It sens like 4 normal maze with twisting, turning hallways that
intersect, but there is no solution to this maze. Its path is completely
1 randon, and if | you turn around to retrace your steps, you find that
the path has changed behind you.
Random Path, Use the first few hallways as shown on the map (taped
into the book a few pages ago), but when the characters move off
the map, use the table below to figure out what they fd next. If
| the characters turn around, the maze remains the same until they go
| around a corner or open.a door. From that point on, the labyrinth
makes a new random path.
deo Result
2 dio map squares straight, then dead end
| B-5 dé map squares straight, then reroll
| 6-8 df map squares straight, then turn left
| 9-0 id map squares straight, then turn right
| 12-14 Special encounter Gescribed on the next page)
6-I6 4 map squares straight, then T intersection
7-18 dé map squares straight, then a four-way intersection
19 Reroll, but also add a door
20 Reroll, but also add a secret. doorSPECIAL ENCOUNTERS
While going through the Cursed
Labyrinth, the characters will have
some interesting encounters. Koll
on the following table (if you get
the same result twice, reroll or
choose an encounter).
dé Encouxter
1 Damaged Walls
2 Treasure
2 Pit Trap
4 Troglodytes
5 Skeletons
6 The Lost Knight
Damaged Walls. The next hallway
the characters enter shows signs of
danage, like a powerful beast has
raupaged through here. The group
can. easily tell that this damage was
done by the thessalhydra.
Treasure. They find the remains
of an ancient adventurer who died
trying to escape the labyrinth.
The body has treasure worth
2dzo gold pieces.
Pit Trap. The hallway has a pit
trap somewhere along its length
Characters must make a successful
DC 2 Intelligence (Investigation)
check to detect the trap, and a
successtil DC 12 Dexterity check
to safely move past it. Those who
fail the Dexterity check fall in and
take de bludgeoning dauage. Cliubing
out of the pit is easy to do.
Troglodytes. Four troglodytes,
menbers of the tribe trom the
caverns who ran into the labyrinth to
escape the thessalhydra, have been
trapped here for two weeks.
They're mad with hunger and
inmediately attack.
Skeletons. Eight skeletons, the
undead reuains of adventurers, come
shanbling down the hallway to attack
the characters.
The Lost Knight. See details
on the next page.| THE LOST KNIGHT
The characters encounter the Lost The first riddle is siuple. All they
Knight—a mysterious figure dressed have to do is catch him. He runs
ina full suit of armor who is around the corner and calls back:
trapped in the Cursed Labyrinth.
“Kt my heels you nip in this game we
The knight is at the far end of play. Buc cursed is the maze, and
4 long hallway (60 feet trom the lost am |. So who's chasing whom?
group). He says he knows their Ob, who’s to say? The front is the
quest is to slay a great monster. back. Hello is goodbye.”
He'll help them if they solve his two
riadles.
If the characters chase hin, use the Random Path table to
generate the hallways (reroll results of | and 2). Every tine they
round a corner, they see hin escape at the other end of the hall
The solution is to stop chasing the Lost Knight, turn around,
ard. go back the way they cane. Once the group goes back one
room, they automatically fed the Knight’s second riddle.
Second Riddle. The characters see the Lost Knight standing in
a doorway at the far side of a large room. “You solved my first
riddle,” he says. “Now can. you find the missing piece to fish
my collection?”
He points to three shelves above the doorway. Then he steps
through the door, which closes and magically locks behind hin
(cannot be picked or broken. dowt).The first two shelves each have two
wall statues, and the third one has
only one statue.
Shelf 1 Statues. A man with a crow
aud a bag of coins.
Shelf 2 Statues. A woman with a
crow and a jar of honey.
Shelf 2 Statue. A common woman
wearing aX apron. and. an. enpty space
for a second statue.
In the room is a large table covered
with many suall statues, including 4
cake, a pie, a spinning wheel, a basket
of | laundry, a plate with a steak, a
toy soldier, a sword, and twenty-four
| sculptures of crows.
To solve the riddle, the characters
must put the right statue from the
table in the eupty space on shelf 3.
If they put 4 wrong sculpture on the
shelf, everyone in the room takes 4
lightning damage, They must try again
If they put the right statue there, the
door opens.
Solution. The basket of laundry.
These are the characters trom the
nursery rhyme “Sing a Song of
Sixpence.”
Cues:
1. It’s based ona nursery rhyme.
2. There are “four-and-twenty”
statues of “black birds.”
3. Tell then the nave of the nursery
rhyne and let then look up the words.
The Knight’s Prize. After the group
solves both of the Lost Knight’s
riddles, he congratulates them on being
so clever.
The knight explains that the Cursed
Labyrinth is not in our world. It is
built ina deniplane. The thessalhydra
has found a way to push through it to
a place called the Upside Dowk. The
Lost Knight shows the characters how
that is done, but warns that this is a
one-way passage—they ll have to fund a
different way home.THE UPSUDE DOWN
The Upside Down is a kind of alternate dimension—an echo of the
Material Plane (where we all live). That means in some ways it’s very
sinilar to our world, but in others it’s completely different.
The Upside Down is a cold, dark place. It’s always night there, and the
air is always cold (Ike just before a snow storm). You never feel warm
in the Upside Down. Also, characters get no natural healing while in the
Upside Dowk: no matter how long you rest, you don't regain any hit
points, and you can’t spend Hit Dice. Magical healing still works.
In places where our world and the Upside Down touch each other, the
Upside Dowk looks like our world—the same buildings, trees, and other
structures—but they're always broken and ruined. These are the places
where you can cross between planes, if you know how.
In places where the worlds don’t touch, the Upside Down looks like a
haunted forest.WINTER’S DARK BITE IN THE UPSUDE DOWN
The sword that the characters ight have received fron
Sir Tristan, Winter's Dark Bite, is made of uetal nined
frou the Upside Dowh, so it gets even stronger when it’s
used here. While in the Upside Down, Winter’s Dark Bite
acts like a +4 greatsword.UPSIDE DOWN ENCOUNTERS
This part of the adventure is mostly supposed to be scary, not
dangerous. When the characters first arrive in the Upside Down, make
it in the middle of the woods (an area that doesn’t touch our world).
Describe how lonely, dark, and desolate it is, with a cold wind blowing
all the tine.
Let the characters explore a little. Describe sections where the Upside
Dowk touches our world in places that the group has already visited,
so they can see scary, haunted versions. Have there be strange howling
noises on the wind, and make it feel like something is stalking then,
lurking just out of sight in the darkness.
They find tracks made by the thessalhydra, but: also tracks made
by other monsters. But the tracks are inpossible to follow. The tracks
come and go. Sonetines they loop back on themselves. None of it
makes any sense.
When it’s time to move the story forward, introduce the Proud Princess.THE PROUD PRINCESS
With a blast of lightning and thunder, the Proud Princess appears ona hill
near the characters. She is strong and proud, a warrior princess, who looks
at the characters and instantly knows that they pose no danger to her. (No
|__ stats for her. She’s not someone they should fight. If they insist on trying,
they can hit her only with a critical hit, and even then she shrugs off whatever
danage they do. Her attacks always hit them and deal 2dé + 6 slashing
danse)
The Proud Princess has a quest of her owh, though she will not talk
about the details. She warns the characters to stay out of her way, for
their own safety. Simply to keep them away, she tells them how to find the
thessalhydra.
The thessallydra uses the Upside Down
4s 4 Way to return to its lair without
being tracked. The lair is a cave where
the Material Plane and the Upside Down
touch. A special plant grows there—a
plant: whose flowers bloom in both worlds.
| These flowers can be used to cross
| between worlds if you perform a certain
ritual. A key conponent of this ritual
is blood from a monstrosity (a type of
creature). The thessalhydra is
4 monstrosity, so it can use its own
| blood to open a t gateway.The Proud Princess can point then to the cavern where the flowers grow,
but if the characters want to open a gateway, they'll also need the blood of
a monstrosity. Luckily she knows of one that has been. stalking around the
Upside Down lately: a demogorgon!
She tells then that the denogorgon is attracted to the suel of blood.
The easiest way to get its attention is to spill blood on the ground.
But since there are so few creatures in the Upside Dow, the only source is
the characters theuselves. Using a weapon carefully, a character can. do minor
damage (cutting their pal) causing t hp of damage and spilling a sual anourt
of blood. If the group spills a total of 3 hp worth of | blood, the demogorgon.
will arrive le ninutes later, leaping from the darkness and attacking the group.
If the characters don’t want to spill their ove blood, they can stalk the
denogorgon, but this is very difficult. One character should try aDC5
Wisdom (Survival) check for the group. If this is successful, they have found
the demogorgon. iit fails, the group may try again (With the sane character
or a different one making the check). If the group fails three times, the
denogorgon has found them and attacks, but the characters are surprised,
(ee chapter 2 of the rulebook for how surprise works).DEMOGORGON
A demogorgon is a monstrosity the
size and shape of an adult huvan, but i
its mouth fils its face and opers liken Y=
blooming flower. One currently lives in the Upside Dewh, Y
and no one knows where it cane from originally. It’s
incredibly strong and can heal itself from damage it
takes (even here in the Upside Down). Like a shark,
4 demogorgon. is drawn to the scent of blood,
and goes into a frenzy when blood is near.
The Proud Princess says that they need a few
ounces of blood trom the creature to open
4 gateway (filing an eupty potion vial vill
do nicely, but let the characters solve the v
probleu). if the demogorgon ii is killed, they can.get the blood easily.
Buc let then try other ways if they don’t want to fight to the death.
For exanple, they can get blood off a sword blade inmediately after it
strikes and dauages the creature (they must do this four times to get
enough blood).
USING DEMPGORGON BLOOD
After the characters have gotten enough demogorgon. blood, they can
take it to the cavern with the flowers. If they pour the blood on one of
the flowers, it bursts open violently (anyone standing next to the flower
must succeed on. a DC 12 Dexterity save or be knocked prone), creating
a cross-planar gate. Stepping through leads to area | of the lair of the
thessalhydra.LAIR OF THE THESSAL
Wher the characters step out of an oversized flower (ike the one
they stepped into in the Upside Down), they are back in the Material
Plane—home. In fact, they are pretty close to Sir Tristan’s castle
(they can.see the towers above the tree line). Prints in the dirt make
it clear that the thessalhydra has come this way often, and the tracks
lead into a nearby cave.Ayea |. Extrance to the cave. Sone of the cross-planar flowers grow
along the rocks here.
| Area 2. This cave is thick with webs frou floor to ceiling. Three giant
| spiders live here. If the characters don’t bother then, they wont
| bother the characters.
Area 3. There’s a 20-foot-wide pit. It takes a successful DC 12
Strength (Athletics) check to jump across. Failing juup without a
satety rope tied to you means you fall away into darkness and take
| 2dio bludgeoning danage. The pit is 30 feet deep.
Nearby is a hidden passage (uarked as ans”
on the map). It takes a successtul DC 12 Wisdon
(Perception) check to notice it. Once found, it can
be used freely.
Area 4. A tribe of ten troglodytes live here.
When the thessalhydra moved in, the trogs
began to worship it as a god. Now they
| protect it while it sleeps. If the characters
have already killed the thessalhydra, the trogs
begin. to worship them as their new gods.Area 5. At the back of this cave is an area that appears wet, like a mud
patch or a shallow puddle, and occasionally ripples or bubbles. It’s actually
au ochre jelly. If the characters don’t bother it, it won't bother then.
Area 6. This is where the troglodytes go to leave offerings
in worship of the thessalhydra. The walls are covered with small niches,
each of which contains an offering. (See “Conclusion” below.)
Area 7. This cavern is where the thessalhydra lurks. It is here and
sleeping. If the characters can sneak up on it, they can take the
creature by surprise (see chapter 2 of the rulebook for how surprise works).CONCLUSION
if the characters kill the thessalhydra, they have successfully completed
this adventure. When they chop off the creature’s heads and. bring then
back to Sir Tristan, he will welcome then as conquering heroes, shower
them with treasure, and grant: each one a boon (45 long as it is within
his power to do so). Additionally, in area 6 of the thessalhydra’s lair
| they will fund coins, GMS; and artwork worth 000 gold pieces, plus
one magic item of your (the Dungeon Master’s) choice trom appendix A
fron the rulebook.Further Adventures
Perhaps the best reward of all is that the characters each gain a level. Use the
information on the back of the character sheets to make them 4th level. They will then
be ready to seek more adventure and rewards in future games of Dunceons & Dracons!
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