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Extermination is an adventure module by Stephen Radney-MacFarland set in the Forgotten Realms campaign setting using the 3.5-edition Dungeons & Dragons rules and designed for the RPGA's Legacy of the Green Regent campaign. It was released in 2003 and has interior art by David Esbrí and maps by Dorwin Cooper. Intended for four or five 1st-level characters, it has the player-characters intervene in a goblinoid bandit attack and pursue them to their base to eliminate them and avenge their victims, and learn of a new threat to the Grayvale. In its appendices, it introduces the lightning rat monster and rafting mechanics, and details the city of Loudwater and village of Shining Falls.

As if the Gray Migrations weren't bad enough, word has it goblinoids are raiding the road between Loudwater and the stoutheart halfling community of Shining Falls. Can a good mix of halfling wrath and adventurer ingenuity make the road safe again?

Extermination is an adventure for the DUNGEONS & DRAGONS game. It can either be played as a stand-alone adventure, or as part of the LEGACY OF THE GREEN REGENT campaign offered by the RPGA. Designed to challenge 1st-level D&D heroes, those heroes face unscrupulous goblinoid bandits, and the threat of a deeper plot by their powerful master.
— Back-cover text

Synopsis[]

Lgr extermination1

"No! No! You damned goblin bastard, keep that away from me!" Blaz Merrymar being tortured by the goblins.

The adventure opens with the PCs on the road between Loudwater and Shining Falls near Tanglefork Woods, in early Eleasis of the Year of Wild Magic, 1372 DR, when they're alerted to goblinoid bandits torturing a halfling merchant. They most likely intervene, defeat the bandits, and rescue Blaz Merrymar, who angrily implores them to search for whoever is behind the attack and destroy them all to avenge his sons and nephews, who had previously been murdered by the bandits.

By some means, whether by tracking the goblins or meeting the grig prince Feythrin, the PCs follow the goblinoids through the forest and downriver to their hidden base in a river-side cave. On the way, they deal with traps, goblin bandits, and monstrous creatures, and finally face Hekkut the Molted, a wererat mage. Clues found reveal Hekkut serves the Hark, a local bandit king, and an Underdark connection.

The module offers several variations and alternative outcomes to its plot, but the official recap based on the results of actual play has a newly formed group of PCs rescue Blaz, miss meeting Feythrin (though he follows them), and defeat the gang, though Hekkut escapes (though he would not appear in future modules).

Index[]

Characters[]

Hekkut the Molted

Hekkut the Molted, hobgoblin wererat wizard.

FeythrinGvragHekkutJekris the MadSkarBlaz MerrymarZuunt

Referenced only

AugathraAthosar (Loudwater)FefgrinForest KingThe HarkOtarSilifrey the SpraystriderHethat DeegrellDeogol FengrathWalenburh FengrathKellinda HarvertideRinyon MerrymarJren PrencertalDeldron ReinIirikos StoneshoulderHendris TeinelHarazos ThelbrimmKalahar TwohandsNemmet ViccstrayVendal ViccstrayJaida Zerezeal

Creatures[]

crowdire rat (lightning rat) • familiargiant fire beetlegoblinoid (bugbearhobgoblingoblin) • grickgrigmind flayerratstrongheart halflingwererat

Referenced only

deerderrodrowdwarfelementalelffiendgnomehalf-elfhalf-orchuman (Netherese) • red dragonHigh Forest orcogrerabbitshield guardianwar dog

Locations[]

Delimbiyr Crescent map

A map of the local area.

Landmarks
Fools FingerFlayers' CorridorsShining Falls

Referenced only

The Ale and RabbitAll Faiths AltarGranite TowerHearthcircle of YondallaHigh Lord's HallHouses of MorningMerry Mer-SheMerrymar's MerchandisePhantom's CloisterRed Boar InnScarlet ShieldVelti'Enorethal
Settlements
LoudwaterShining Falls (village)

Referenced only

LlorkhSecomberOrlbarWaterdeep
Regions
Delimbiyr Crescent/GreyvaleDelimbiyr RiverDelimbiyr ValeHigh ForestSouthwoodTanglefork Woods

Referenced only

Dungeon of the HarkGreypeak MountainsHigh MoorHouses of MorningUnderdark

Organizations[]

Referenced only

FengrathLoudwater GuardRed FellowshipRenshaScions of the Green RegentThelbrimm's NineZhentarim

Items[]

Weapons & Shields
boltbulletjavelinlight crossbowlongswordmorningstarquarterstafflight wooden shieldshort swordsling
Armor
chainmailleather armorstudded leather
Tools
alchemist's firefiddlehandcartpulleyraftropescrollcasespellbookspell component pouchtindertwigtorch
Magic items
cloak of resistancepotionscroll

Referenced only

beretblousebreechescloaktabard

Miscellaneous[]

Deities

Referenced only

BaneCyricHelmHruggekLabelas EnorethLathanderMaglubiyetMalarMielikkiRed KnightTormTymoraYondalla
Magic
acid splashalarmarcane lockblurcharm personcolor spraycure light woundsdazedaze monsterdisguise selfexpeditious retreatmagic missileOtto's irresistible danceraise deadremove curseresistancesee invisibilityshieldsleeptouch of fatigueweb
Plants
ashbirchBlueleafdeathsbreath mushroomhemp (plant)oak
Other
alchemical silverchalkeldritch knightfilth feverGauntlet (title)Goblin languageGray MigrationsGreen RegentHegredathaslycanthropySylvan language

Referenced only

CommonDwarven alphabetDwarven languageGiant languageInfernalOrc languageUndercommon

Appendix[]

External Links[]

References[]

  1. Stephen Radney-MacFarland (2003-05-30). The Legacy Begins. Legacy of the Green Regent. Wizards of the Coast. Archived from the original on 2021-04-12. Retrieved on 2021-09-03.

Gallery[]

Connections[]

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