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25 Adventures

Ideas for First Level Fifth Edition Dungeons and Dragons Players.

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charles_asner
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100% found this document useful (2 votes)
1K views36 pages

25 Adventures

Ideas for First Level Fifth Edition Dungeons and Dragons Players.

Uploaded by

charles_asner
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Twenty Five Adventures

For new Dungeon Masters

A collection of first level encounters to help fledgling DMs

by Patrick Rich

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster
Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos
are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of
Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or
unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800
Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Introduction

This product contains twenty five starting encounters for first level players based upon 300 XP.
Information for the encounters was taken from the Dungeon Masters Guide (DMG), pages 72-74. I
selected ten Dungeon, ten Wilderness and five Other Goals.

You, the Dungeon Master can use the encounters as is, or draw inspiration to create your own
starting encounters. The encounters can be used to start the ball rolling for a D&D game, or can be used
to start a campaign. I highly recommend using the additional tables in the DMG, pages 72-80 to get
more inspiration to help flesh out your campaign.

I've tried to be generic and provide enough information for each encounter to run as is, but, as
always, feel free to modify, change, and/or ignore any and all information to suit your game/campaign.
Even though these encounters are written for first level, you could easily modify them for higher levels,
linking together encounters for your campaign.

I haven't provided monster stats so you'll need a copy of the Monster Manual (MM). This allows
you to modify the monsters stats for the players if you desire. I didn't provide treasure either because I
feel treasure should be specifically assigned by the DM based upon the players. But don't worry, as first
level encounters, treasure is easy. Use the Individual Treasure: Challenge 0-4 table on page 136 of the
DMG, and the Magic Item Table A on page 144 of the DMG to generate treasure.

I've selected monsters that should be easy to run (DMG, page 306-307). But you can always add or
change monsters and creatures based on your comfort level. I've also tried to write the encounters to
provide a selection of actions the players could take (parlay, social, defeat (combat, capture, scare off),
etc.) to complete the encounters. Not all encounters should be combat.

If you don't have the books, the Basic Rules and Character Sheets can be downloaded here:

http://dnd.wizards.com/articles/features/basicrules

http://dnd.wizards.com/articles/features/character_sheets

The Appendix has additional information.

I've provided Wrap up and Follow On suggestions if you want to continue the story of the
encounter. The conclusion of the encounters could provide new friends and allies, or new enemies and
problems.

I've provided an option called Twist for an alternative approach for the encounter. Keep the players
on their toes.
Contents

All Monsters Attack! page 4


Stop the dungeon's monstrous inhabitants from raiding the surface world
Undead Walking page 5
Destroy a magical threat inside a dungeon
Eggy page 6
Find a particular item hidden in the dungeon
Family Feud page 7
Retrieve a stolen item hidden in a dungeon
Field Research page 8
Find information needed for a special purpose
Lost in Shadow page 9
Discover the fate of a previous adventuring party
Unrest in the Forest page 10
Discover the nature and origin of a strange location or phenomenon
Svirfneblin, Gesundheit page 11
Clear a ruin so it can be rebuilt and reoccupied
Cuprum Found page 12
Rescue a captive
Blood and Feathers page 13
Pursue fleeing foes taking refuge in the dungeon
Unwoven page 14
Assess the scope of an unnatural disaster
Uruk Oh Hai page 15
Stop monsters from raiding caravans and farms
A Fist Full of Gems page 16
Establish trade with a distant town
The Long Haul page 18
Protect a caravan traveling to a distant town
On the Beach page 19
Find a place to establish a colony
Do, or Do Not page 21
Obtain information from a reclusive hermit
All the Colors of the Wing page 23
Find an object that was lost in the woods
Gearworks page 25
Discover the fate of a missing group of explorers
Ferrous Out page 27
Find a natural resource
I'm a Lumberjack page 28
Hunt a specific monster
Blow Out page 29
Defend a location from attack
Keelhaul page 30
Salvage an object or goods from a lost vessel or caravan
Rats in the Walls page 31
Find the source of strange occurrences in a haunted house
For a Few Coins More page 32
Interfere with the operation of a business
Up, Up and Away page 34
Rescue a character, monster or object from an unnatural disaster
All Monsters Attack!

Premise: stop monstrous dungeon inhabitants from raiding the surface world.

Setup: the classic D&D adventure. Goblins (MM, page 166) from a nearby dungeon are raiding and
looting villages in the area. The adventurers are hired to stop the goblins.

The cavern map on page 314 of the DMG can be used as the goblin's hideout. The adventurers should
be able to track the goblins to their lair. There are a total of six goblins. Taking all of them one at once
is dangerous. Two goblins stay behind in the cavern while the rest scout out new areas. If the
adventurers are careful, they might catch them a couple at a time. When a goblin looses half its hit
points, it will use Nimble Escape and try to get help.

Wrap up: when the goblins are defeated, the adventurers will be hailed as heroes of the village. I'm
sure there are many other problems plaguing the villages and area.

Follow on: Goblins are lazy and undisciplined. A Goblin Boss (MM, page 166) usually leads them.
The dungeon map on page 315 of the DMG could be used as the goblin lair. The goblins are using just
the front of the dungeon. Who knows what lies deeper...

Twist: a Villain (DMG, page 75) is hiring monsters to attack the villages. The Villain wants to drive
everyone out to buy up the land. The adventurers will need more experience before they can take on the
Villain.
Undead Walking

Premise: destroy a magical threat inside a dungeon.

Setup: an evil black gem in the dungeon is creating Skeletons (MM, page 272) and Zombies (MM,
page 316) that are attacking the village. The adventurers are hired to investigate.

The dungeon map on page 315 of the DMG can be used. Place the gem well within the dungeon.
Have the players do some exploration to find it. The gem will make either one skeleton or one zombie
every ten minutes. A total of six undead are currently in the dungeon (your choice between skeletons
and zombies). The gem cannot be destroyed by the adventurers. If someone makes a search, a small
metal box can be found in the same room. This box can be used to safely enclose and transport the
gem. As an option, if anyone touches the gem, it will cause great pain and deal 1 point of necrotic
damage. The box will prevent the gem from functioning. The adventurers can take the box back to the
village.

Wrap up: the gem is a dangerous object. It needs to be safely stored or destroyed, something beyond
the villagers or adventurers capabilities. The village leader suggests taking to the capitol.

Follow on: the adventurers can help escort the gem to safety. The gem is a powerful evil magic item
and might attract other evil to it.

Twist: when the adventurers bring the gem back to the village, the village is gone, leaving ruins of
buildings and overgrown areas. Did the gem create the village, or did the gem curse the village?
Eggy

Premise: find a particular item hidden in a dungeon.

Setup: a metallic dragon egg has been stolen and placed in the dungeon. Mephits (MM, page 216-217)
are guarding the egg. A women shows up in the village looking for help retrieving her lost item. She
thinks its been taken to a nearby dungeon.

Pick a color for the metallic egg. The woman's hair is the same color. The dungeon map on page 315
of the DMG can be used. The egg will be farther in the dungeon. The adventurers will find two Smoke
Mephits first. Farther in, two Steam Mephits. Finally, two Mud Mephits are guarding the egg. They are
using False Appearance in mud form, covering the egg. To make the fights easier, ignore the Mephit's
Death Burst and/or Breath weapons.

Wrap up: the adventurers return the egg to the woman. She will be very reluctant to answer questions,
but is very pleased with the egg's return. She could become a very powerful ally.

Follow on: the woman might have other jobs for the adventurers.

Twist: the woman is a chromatic dragon seeking revenge on a metallic dragon.


Family Feud

Premise: retrieve a stolen item hidden in a dungeon.

Setup: the adventurers are hired by a prominent family (Family A) to find a stolen family heirloom.
They think its been taken to a nearby dungeon.

The item was stolen by a rival family (Family B) to discredit Family A. The elder son has hired four
bodyguards while he hides out. The cavern map on page 314 of the DMG can be used as the hideout.
The bodyguards use Guard (MM, page 347) stats. Two guards patrol the area in front of the cavern.
Two guards stand at the entrance. Two trained Wolves (MM, page 341) hang out in the cavern. The
elder son (use Scout, (MM, page 349) stats) has set up a living area near the back. The Guards will
surrender if they drop below half hit points. The elder son will surrender if he drops below three-
fourths hit points. The heirloom is in a small box in the living area.

Wrap up: Family A will be pleased the heirloom has been returned. They could become powerful
allies. Family B is embarrassed by the incident and might blame the adventurers. They could become
powerful enemies.

Follow up: Family A might have more jobs for the adventurers.

Twist: the elder daughter of Family A actually stole the heirloom. The elder son of Family B stole his
family's heirloom. They were going to exchange them as wedding presents. Their families do not
approve of the marriage.
Field Research

Premise: find information needed for a special purpose.

Setup: A Villain (DMG, page 75) masquerading as a humble wizard hires the adventurers to go into a
nearby dungeon to find a stone that has the formula for a ritual he wants to study. He provides paper
and charcoal pencils to make rubbings of the stone.

The dungeon map on page 315 of the DMG can be used. The stone is farther in the dungeon. The
adventurers will encounter two Skeletons (MM, page 272) first. Farther in, two Zombies (MM, page
316). The stone is a large cube shape, four feet tall. The top comes together in a small point. The four
sides have the ritual. When the adventurers enter the room, it is not lit. The adventurers light source
will cast flickering shadows around the room. When someone touches the stone, a voice from the
shadows will say, “Get out.” If they continue to touch or make rubbings of the stone, a weak Shadow
(MM, page 269, ignore Damage Resistances and Damage Immunities) will appear and say, “Stop!”
The adventurers can talk to the shadow. It will provide the following information:

The ritual on the stone is evil. It helps with summoning undead. The shadow is bound to the
stone and cannot leave. If the stone or at least the carvings are destroyed, the shadow will be
free and the ritual will be lost. The shadow wants to be free.

The adventurers have a choice: kill the shadow and complete the job, or destroy the stone, free the
shadow and make up an excuse. The carvings can be damaged with bludgeoning weapons. If the
adventurers resume making rubbings, the shadow will attack.

Wrap up: depending on the adventurer's choice, the Villain will either be pleased or upset. If the
Villain gets the ritual, it will definitely cause problems down the road. The Villain will pay for the job
however it turns out.

Follow on: if the adventurers turn in the ritual, the Villain might hire them again. If the adventurers
destroy the ritual, the Villain might become suspicious and try to harass them later.

Twist: when the Villain finally uses the ritual, the rubbings are flawed and the ritual fails, possibly
causing disastrous consequences for the Villain. The adventurers might be present.
Lost in Shadow

Premise: discover the fate of a previous adventuring group.

Setup: either the adventurers, a relative of the missing group or the village leader wants to investigate
what happened to the group. One or more members of the group could be friends with the adventurers.
The group was going to check out a nearby dungeon.

The dungeon map on page 315 of the DMG can be used. The group was ambushed by Drow (MM,
page 128) scouts. When the adventurers start exploring the dungeon, they will first encounter four
Stirge (MM, page 284). The four Drow are farther in. Split the Drow in two groups for easier fighting.
The Drow won't fight to the death. If they start losing, they will retreat farther into the dungeon to try to
escape. The lost group can be found in a room near the second set of Drow. They are dead.

Wrap up: the adventurers find the lost group. They could report the Drow activity to the village. This
will cause concern.

Follow up: the Drow could return. The adventurers could seal up the dungeon.

Twist: a letter found on one of the bodies shows the group was working with the Drow.
Unrest in the Forest

Premise: discover the nature and origin of a strange location or phenomenon.

Setup: this encounter is good for a druid and/or ranger in the party. The goal is to find a lost druid
grove. The grove can be sending dreams to a player (or players).

Following clues from the dream, the adventurers head out into the woods. They will arrive on the
second day of travel. A very faint path can be found that will lead to the grove. As the adventurers
follow the path, the trees will become thicker, blocking out more and more light. Plants and grass will
become brown, then dead. Four Twig Blights (MM, page 32) will be encountered first. They are using
False Appearance and resemble dead bushes. The adventurers then approach what appears to be a
clearing. On either side of the opening to the clearing are two dark wooden statues. These are actually
Needle Blights (MM, page 32). In the middle of the clearing is a tangled mass of black vines. If anyone
approaches within 10 feet, a Vine Blight (MM, page 32) will attack.

Once all the blights have been destroyed, the trees will open up, flooding the clearing with sunlight.
The grass and plants will bloom, birds and insects will appear. Out of the ground, four great stone
pillars will rise in the clearing. They will be covered in green vines and druid symbols. In the center of
the clearing, a large stem will rise out of the ground and open into a huge flower. The adventurers will
hear a voice in their head (same as the dream) thanking them for cleansing the grove.

Wrap up: the adventurers are successful in restoring the grove. Any villages nearby will benefit from
the grove.

Follow on: druids could arrive and live in the grove. The adventurers can become honorary members
(if not already a druid). They could become powerful allies.

Twist: the person sending the dreams is an ancestor of the druid or ranger in the party. The person
awakens when the flower blooms.
Svirfneblin, Gesundheit

Premise: clear a ruin so it can be rebuilt and reoccupied.

Setup: the King wants new guard stations built to help defend the country. An old eleven ruin near the
village has been chosen as an guard post. After a week of work, problems arise. Tools and equipment
are being stolen, usually at night. The village leader hires the adventurers as security for the site.

The site is an hours walk from the village. The trees have been cleared back and most of the rubble
has been removed. New lumber and stone is on sight, ready for building. A few huts have been built for
the Foreman and a kitchen, dining room and sleep room. There are usually 30 people total at the site.

The thieves are Svirfnblin, deep gnomes (MM, page 164). They became trapped near the surface
after a cave in behind them. They came up to the surface near the ruins. They are more curious than
hostile. Decide on what night after the adventurers arrive when the gnomes make another theft attempt.
To increase tension, have the adventurers only see small shadows lurking about. Don't have the gnomes
get caught on the first night. Use the gnomes Innate Spellcasting abilities. The gnomes will escape and
the next day the Foreman will be mad with the adventurers that more stuff has been stolen.

Decide if the next night the gnomes will be caught. The players could come up with some kind of
trap or bait for the gnomes. If they don't think about a trap, have the Foreman suggest it the next day.
By the third night, depending on what the adventurers do, have a gnome get caught. The Foreman will
yell at the gnome wanting his gear back, but the gnome doesn't speak Common. If one of the party
speaks Gnomish, the gnome won't reveal any useful information. He won't be hostile and will ask a lot
of questions to the player who can speak Gnomish about the surface world.

That night, the other gnomes will arrive to rescue their friend. Depending on what the adventurers do,
the gnomes won't attack, but they will defend themselves. To increase tension, one or more of the
workers at the site might try to attack the gnomes in revenge. If the player who speaks Gnomish parlays
with the gnomes, they will relate they are trapped and are seeking help. They weren't sure how the
humans would treat them. If no one speaks Gnomish, one of the gnomes can speak a little Common.

The gnomes offer to help with the rebuilding in exchange for food and lodging. The Foreman might
be reluctant, but after seeing the gnomes skill in stone, he gladly accepts.

Wrap up: the gnomes become valuable workers for the site and friends of the adventurers. They might
set up shop in the village.

Follow on: the gnomes might want to eventually return to the Underdark. The adventurers could help
dig new tunnels with the gnomes and help escort them home.

Twist: the elves hear about the rebuilding project and object, wanting their site back.
Cuprum Found

Premise: rescue a captive.

Setup: A very beautiful woman is in the village looking for help rescuing a family member. She has
reddish-orange hair. She hires the adventurers and tells them to look in the dungeon nearby.

The “family member” being sought is a Copper Dragon Wyrmling (MM, page 112). It was
kidnapped by two Hobgoblins (MM, page 186) and their Goblin (MM, page 166) flunkies. The cavern
map on page 314 of the DMG can be used. The two goblins are patrolling the area in front of the
entrance. One of the hobgoblins is just inside the entrance on guard. The other hobgoblin is farther
inside tormenting the wyrmling.

Once all the goblinoids are defeated, the adventurers must deal with the wyrmling. It was beaten by
the hobgoblin and will be hostile to anyone else. When found, it is chained to a wall and muzzled with
leather strips. If the wyrmling sees the adventurers kill the hobgoblins, it might not be so hostile. If the
adventurers give the wyrmling some time and leave it alone, it will eventually calm down to the point
were the chain and muzzle can be removed. It will accept any food and water offered. To add some
excitement, the wyrmling might try and bolt out of the cavern.

The adventurers could try some skill rolls or spells to try and calm the wyrmling. For fun, have the
wyrmling use its Slowing Breath ability. Regardless, the adventurers should be able, in some way, to
get the wyrmling back to the village and the woman.

Wrap up: the woman will be very happy the “family member” has been returned alive. She can
become a very powerful ally.

Follow on: the woman can offer the adventurers help and jobs. Once the wyrmling grows bigger, there
is no reason it couldn't become a friend too. The players might uncover clues to why (and who) the
wyrmling was kidnapped.

Twist: the woman is actually a chromatic dragon seeking revenge on a metallic dragon.
Blood and Feathers

Premise: pursue fleeing foes taking refuge in a dungeon.

Setup: the foes are six human Tribal Warriors (MM, page 350), a human tribal Thug (MM, page 350)
and his trained Wolf (MM, page 341). These tribal humans are outcasts from their village farther north.
An evil shaman has taken over the tribe and killed the chief. They have pledged a blood hunt against
the evil shaman. They are hiding out and stealing food and supplies from the village. The eagle is the
group's totem. They adorn themselves and their gear with feathers. They use red coloring on their faces.
They are Neutral alignment.

The cavern map on page 314 of the DMG can be used as the group's hideout. The tribal thug and his
wolf stay in the cavern. Two warriors stand guard at the entrance. The rest scout out the area and gather
food. The adventurer's village has become an easy source of food and supplies.

The village leader will ask and/or hire the adventurers to stop the warriors. The warriors usually raid
the village once a week. The other days they are on guard and foraging in the area. The adventurers
might wait and set a trap during the next raid. Or they could decide to head out and try to track the
warriors. Either way, the group might capture one or two of the warriors. They don't want to fight to the
death with the villagers.

The warrior(s) captured can be interrogated. They will tell the adventurers the background
information in the Setup paragraph. The adventurers might become sympathetic to the warriors plight.
The warriors don't care about the village. Its just a means to and end for their blood hunt. If the
adventurers offer help, the warriors accept. They are just bidding time till they can get back to the
others.

The adventurers can take the warriors back to the cavern. As they get close, the warriors run off and
rejoin their group. The thug leader will come out and tell the adventurers to leave them alone. The
adventurers can offer to help. The leader refuses, they are not warriors. If they pass a trial by combat,
maybe he will listen. Someone must defeat the leader. It won't be to the death. The leader will concede
when he loses three-fourths his hit points.

Once the trial is over, the leader of the warriors and the leader of the village can make an accord. The
warriors will help the village and the adventurers will help the warriors when they are ready to take
back their own village.

Wrap up: the warriors and villagers become friends.

Follow up: at some point, the warriors will want to return and defeat the evil shaman, reclaiming their
village.

Twist: the tribal warriors are actually working for the evil shaman, scouting out new areas to conquer.
Unwoven

Premise: Asses the scope of an unnatural disaster.

Setup: a tear in the Weave has occurred, leaking magical energy into the environs. It is causing trouble
for the local wildlife.

The tear is north of the village. It can happen suddenly or it could have been there awhile. The village
leader wants the adventurers to investigate. The tear is easily found. It manifests as a small blue flame,
about the size of a torch flame. It doesn't do damage directly to any living thing. The flame has the
following stats: AC: 12, Hit Points: 50, Speed: 0, no Abilities or Actions. To close the tear, the flame
must be destroyed. Spells that do damage and bludgeoning weapons are effective. Once the flame has
taken 50 points of damage, it is closed.

When the adventurers start attacking the flame, four Giant Rats (MM, page 327) spawn and attack.
Once the rats are killed, the next round two Giant Centipedes (MM, page 323) will spawn and attack.
Depending on how the fight is going, you can reduce or ignore the centipede's poison damage. Once
the centipedes are destroyed, the next round a Giant Wasp (MM, page 329) spawns and attacks.
Depending on how the fight is going, you can reduce or ignore the wasp's poison damage.

Wrap up: the villagers will be very pleased the tear is gone. They certainly didn't want giant critters
running around.

Follow on: the adventurers might be curious what caused the tear. Clues might be found at the site: a
dead body with magical research notes; a small blue diamond that drops once the flame is destroyed;
two dead bodies that are obviously wizards, etc.

Twist: the tear is actually from the Shadow Weave. If one of the party is a spellcaster (especially a
wizard), they might become contaminated with Shadow.
Uruk Oh Hai

Premise: stop monsters from raiding caravans and farms.

Setup: a group of monster have moved in and begun raiding the farms and villages in the area.

The cavern map on page 314 of the DMG can be used as the monster's hideout. One Orc (MM, page
246) and four Goblins (MM, page 166) hang out there. The orc usually stays in the cavern while the
goblins scout the area. At night, they all go out and search for food and supplies.

The adventurers can try to set up a bait to try and trap the monsters: a fake caravan, piles of food at a
farm; weapons and supplies left out in the open, etc. Fighting them all together might be dangerous.
When attacked, they will run off once they lose half their hit points. They will try and regroup back in
the cavern. The adventurers might be able to track the monsters there.

Wrap up: the villagers will be very happy the monsters have been destroyed.

Follow up: the adventurers might discover clues why the monsters were there.

Twist: a letter found in the cavern reveals someone from the village hired the monsters.
A Fist Full of Gems

Premise: establish trade with a distance city.

Setup: the adventurers are hired by a Noble to provide security for his caravan to a distant city. Decide
on the type of goods the caravan will be transporting: wood, metal ores, food stuffs (wheat, vegetables,
fish, dried meats), animal hides, etc. There will be one fancy cart for the noble, two wagons for the
goods and one chuck wagon. The adventurers will be provided horses to ride. The Noble will have two
humans (an assistant and a driver), four humans to drive the good wagons, and a human cook who
drives the chuck wagon.

The Noble is using the caravan to smuggle gems and jewels across the kingdom to avoid taxes. The
two goods wagons have secret compartments underneath for the smuggled goods. The wagon drivers
know this and are well paid to keep the secret. The cook doesn't know this.

The first travel day and night is uneventful. On the second day, A huge boulder flies out of the nearby
woods and lands near the wagons. A second boulder flies out, striking a goods wagon and tipping it
over. Hill giants are playing nearby. They won't see the caravan. The drivers and horses aren't hurt. If
the adventurers move near the underside of the overturned wagon, the drivers yell at them to leave.
They tell the adventurers to set up a security perimeter. Have the players that saw the underside of the
wagon make a DC12 Perception roll. On a successful roll, they see small bags with glinting colored
glass-like objects (or however you want to describe gems/jewels). This should cause suspicion to the
adventurers.

Once the wagon is righted and the goods reloaded, the rest of the day is uneventful. That night once
camp is set up, the Noble summons the head driver to his cart. If the adventurers make a DC 10
Perception check, yelling can be heard from the Noble. The driver comes out mad and sulks by his
wagon. Nothing else happens that night.

On day three of travel, four Wolves (MM, page 341) threaten the horses. Once the wolves are killed,
the Noble calls a rest for the horses and men. The Noble and the drivers will inspect the all the wagons.
The adventurers might take this opportunity the search the Noble's cart. The driver will be snoozing
and the Noble's assistant will be with the Noble. The Noble's cart is very opulent. A DC 15 Perception
or Investigation roll will turn up a letter from a person in the town they are heading. It is a standard
business letter, but along the bottom are strange symbols that cannot be understood. If the adventurers
take too long in the Noble's cart, have them get caught and reprimanded for trespassing.

That night, the Noble will send a message to his contact via a sending stone to have four men ride out
and try to kill the adventurers (use the stats for Guard (MM, page 347)). The men will arrive on day
four of travel. The Noble will do this either for the adventurers finding the secret compartments and/or
snooping in his cart. The men will target the adventurers first, leaving the others alone. The men will
run away if they are being defeated. The Noble will be very unhappy if this happens, but will try to
hide it.
The caravan will arrive at the town on day five of travel. The town is much bigger than the village
and has a Town Watch of guards. If the adventurers try to tell the guards about the Noble, they will ask
for proof. The adventurers might have the letter from the Noble, but that is not incriminating. If they
tell the guards about the secret compartments on the wagons, the guards will search the wagons and
find the gems/jewels. The Noble will feint ignorance and blame the drivers, who will be arrested.

Wrap up: if the gems/jewels are discovered, the Noble will be very angry with the adventurers. He
will become a powerful enemy. The trade route is legitimate regardless.

Follow on: the adventurers end up in a town. They could stay here or take another caravan back to the
village.

Twist: the cook traveling with them is a Zhentarim agent, keeping an eye on the Noble.
The Long Haul

Premise: protect a caravan traveling to a distant town.

Setup: the King has opened up a new lands for settlement. People from all over have purchased parcels
of land to start farms, businesses and homesteads. They gather in the village for the last leg of the
journey to their new homes. The adventurers are hired as security.

The caravan consists of a mixture of wagons, carts, people on horseback and people just walking
carrying their belongings. One of the carts has a family (father, mother, older daughter, younger son).
The daughter's boyfriend has also come along, but her family doesn't know she has a boyfriend and that
he is there. There is also a Doppelganger (MM, page 82) among the people. It's plan is to kill a few
people and take their paperwork to sell later. It targets the single people walking.

As they are traveling, the adventurers might become friends with some of the others in the caravan.
The caravan is large, about 50 people total. This helps the Doppelganger with its task. One of the
friends could be the daughter. She might confide her boyfriend is tagging along.

After a few days, several people are noticed missing. This doesn't cause much concern; the caravan
isn't under any official rules and people can come and go as they please. Being in the caravan just
makes it easier to get to the destination. On the third night at camp, the daughter is seen crying. If
someone asks, she says her boyfriend is acting strange and just rejected her. If someone approaches
him, he is acting very nervous. The doppelganger had killed and replaced the boyfriend. It is young and
didn't expect the kind of emotions it felt when it read the thoughts of the daughter.

The doppelganger actions depends on what the adventurers do. If it is left alone, it will attempt two
more victims before it finally leaves. If it is questioned, it might become hostile, depending on the
questions. It will attempt Deception and Persuasion to try and hide the truth. Attacking the
doppelganger is very dangerous at this level. It is confused so it will attempt to flee before it engages in
combat.

The outcome of the scenario depends on the adventurers actions. If they are suspicious, the
doppelganger will try to flee, taking as much loot as possible. If the adventurers spy on it, they might
catch it in the act. If so, it will definitely flee, dropping the paperwork it had stolen.

Wrap up: the doppelganger escapes, one way or another. The adventurers can see the caravan safely to
its destination.

Follow on: the adventurers could stay in the area, or head back to the village.

Twist: there are two doppelgangers with the caravan.


On the Beach

Premise: find a place to establish a colony.

Setup: the King wants to scout out ocean/sea side areas for a new colony. He sends a Royal
Cartographer to the village. The Cartographer hires the adventurers as bodyguards and helpers. A river
runs near the village which drains into a ocean/sea. This is the area to survey.

The group heads out and after a day of travel arrives at the sight. The cartographer is very pleased
with the site. He sets up his equipment and begins the survey. The adventurers can help secure the
sight, set up markers and generally keep the area safe during the survey. The first day passes
uneventfully.

That night, depending on who's on guard, splashing can be heard from the beach. If they investigate,
they see two sets of footprints in the sand that seem to either come out of the water, or go into the
water. The footprints are humanoid, but the exact type cannot be determined. Nothing or no one in the
camp is missing.

The next day, the camp receives visitors: Aquatic Elves. They resemble land elves, but are taller and
slimmer and their skin is hues of blues and greens and they are also bald. They wear very little clothing
and have jewelry and trinkets made from coral and other ocean materials. They all carry spears. If you
needs stats, use the Tribal Warrior (MM, page 350), and add the Amphibious trait.

The elves demand why the group is trespassing. The cartographer says he is under the King's orders
to find a new colony site. The elves don't recognize any non-elf authority. The cartographer is very
stubborn and demands the elves leave. The adventurers might want to step in for negotiations. If they
show respect to the elves, the elves might be willing to talk.

The elves tell the group their city is underwater just past the river delta. If a colony is built on the
river, it will interfere with the elves. They know of a better location that is more suited for ships. Its
about a mile down the beach from the group's current location. The cartographer might object, but
could be willing to check it out.

The elves tell the adventurers that a group of three Sahuagin (MM, page 263) are in the area (you
can ignore the Sahuagin's Blood Frenzy ability to make the fight easier). If the adventurers defeat
them, the elves will be grateful.

The elves suggest the best way to defeat the Sahuagin is to set a trap. Set up a fake camp further
down the beach and have some one play the victim. The others can be in hiding, waiting for the
Sahuagin to show up. Once the Sahuagin are defeated, the elves will show the group the new site.

The new site is better for building a colony. The water is deeper to allow bigger ships access. The
cartographer is very pleased and immediately begins the survey. The only hitch is that the new road to
the colony will be longer than originally planned.
Wrap up: the new colony is a success and the adventurers have new friends under the sea.

Follow on: the aquatic elves might need the adventurers help again, this time underwater. The
Sahuagin might come back for revenge.

Twist: the King is xenophobic about aquatic species. He sent the surveys out to find and record aquatic
locations for possible extermination.
Do, or Do Not

Premise: obtain information from a reclusive hermit.

Setup: the old lady who cooks at the village Inn needs the adventurers help. A hermit who lives in the
hills has information she needs. She asks if they could go visit the hermit and acquire the information.
She tells them how to get there.

The adventurers find an old path the leads up into the hills. After an hour, the path leads to a small
clearing with a very small hut and a human man in tattered clothing sitting out front meditating. The
area is very unkempt but livable. A small garden grows food and there is a stream not far away. The
adventurers get a sense of calm here. The hermit doesn't acknowledge them at all. He will only respond
to calm and peaceful words and actions. If the adventurers sit and wait, the hermit will ask what they
want.

The adventurers can relate the old woman's request. The hermit will sigh, then tell the group that they
need to pass three tests to acquire the knowledge. The adventurers must agree. The three tests are
Strong, Quick and Smart, the three most important traits (according to the hermit). The hermit gives
each person tea to drink before the tests. The tea will put the group to sleep where the tests take place.

The first test is strength. A cave is blocked by rocks. Move the rocks to open the cave. There are three
sizes of rocks: small, medium, large. Moving the rocks scores points. Reach 20 points and the test is
complete. Strength checks are made to move the rocks. Athletics can also be used.

Size DC check Points


Small 10 1*
Medium 15 3
Large 20 5**

*More than one Small rock can be picked up. A Dexterity check (DC 10 + every extra rock after the
first) to carry them. If this check fails, must start over.

**Large rocks also require a Constitution check, DC 12. If check fails, take one point of damage from
the strain.

The whole group can move rocks if desired. No time limit.


The next test is dexterity. The hermit leads the group to a pond. Poles are sticking up out of the water.
Jump on the poles to score points. Reach 20 points and the test is complete. The poles have different
diameters: small, medium, large. Dexterity checks are made to jump on the poles. Acrobatics can also
be used.

Size DC check Points


Small 20 5
Medium 15 3
Large 10 1

If anyone falls in the water, subtract one point. A person can start on any size pole to begin.

The last test is intelligence. The hermit leads the group to a door in the hill. He stands in front of the
door. He says to pass the test you must first pass me. The solution is to ask the hermit if they can pass.
He'll say yes and step aside.

If the group decides to attack the hermit to get past, the hermit will stop them. He is a Grandmaster
Monk. No stats are given but use the following guidelines:

He will not directly attack anyone


He can block any physical attack against him
He can move much faster than anyone, always wins Initiative, and has four actions per turn
He will automatically make any saving throw

The hermit is willing to wait as long as it takes before the group figures out how to complete this test.
As soon as the first person walks through the door, the group is back in the clearing.

Once the group is back, the hermit will declare the tests complete and congratulate everyone. He will
reach into his robes and withdraw a small piece of folded paper. This is the information requested. As
the group leaves, the hermit says to tell his grandmother to keep it in a safe place this time. If the group
reads the paper, its a recipe for gravy.

Once back at the village, they can give the paper to the old lady. The group might have a few
questions. The old lady laughs and just says she likes to make sure the hermit is keeping up with his
studies.

Wrap up: the old lady will treat the group to a free meal. Its the best meal ever, especially the gravy.
She will also give them a purse with coins as payment.

Follow on: the hermit might become a mentor if the group has a monk. Grandma will always have
snacks available for the group. She might have additional jobs too.
All the Colors of the Wing

Premise: find an object that was lost in the woods.

Setup: thieves have stolen several Faerie Dragon eggs.

As the adventurers are walking on a path in the woods, a Faerie Dragon (MM, page 133) with
yellow scales flits out of the woods and falls on the path. It is wounded and when it sees the group, asks
for help in Draconic. If no one speaks Draconic, it is obvious the dragon needs help. If healing is used
(either spell or Medicine), it will motion to the group to follow it.

The dragon leads the group to its nest in the woods. The dragon's mate has been badly wounded.
Healing can be applied, but this dragon will need more time to recuperate. The first dragon will gesture
wildly and speak Draconic trying to communicate. If no one is able to talk with it, the dragon will use
Minor Illusion to create an image of a tiny fey creature wearing a red sash holding a multi-colored egg.
To add some impact, a broken egg of the same colors is in the nest.

If the adventurers get the message, the dragon will lead them farther into the woods. It will take them
to a mushroom circle, about twelve feet in diameter. It will not enter the circle but will point to it. If the
group needs another hint, the dragon will make another Minor Illusion (NPCs can break the rules) of
one of the characters standing in a mushroom circle. The circle is a faerie ring.

When the group stands in the ring, nothing happens for a few seconds. Then, the mushrooms appear
to be growing, getting huge. In reality, the group is shrinking to Tiny size. The air around them will
shimmer, then they are surrounded by Sprites (MM, page 283), brandishing weapons at the group. One
of the sprites says in Common, “Surrender.” Make sure to impress upon the group they are surrounded
by many weapons. If the group does surrender, their weapons will be taken and then lead through a
cave into a barrow, the sprite's home. The sprites seems respectful of their “hostages.”

They are presented to the sprite leader. He asks them why they are trespassing. The group can relate
the story of the faerie dragons. The leader says he has no information about the dragons and asks for
proof. The group doesn't have any. Grumbles can be heard from the other sprites. The leader asks again
why they are trespassing. Without some kind of proof, the leader will not be convinced.

Several of the sprites start chanting “Test, test.” It is taken up until a large majority of the sprites
present are chanting. The leader holds up his hand and the chanting stops. The leader tells the group
they need to be punished for trespassing and will be tested. He tells the group to pick a champion to
face his champion in combat.

The test is a member of the group fighting a sprite. The sprite won't use poison during the test, but it
will fly. It has four hit points. The character's melee weapons will only do one point of damage
(because of the Tiny size). Have the character roll a d4 (a roll of one equals two) for hit points. The first
to reach zero hit points loses. The loser will be healed. No one is allowed to interfere during the test.
During the fight, have the others make Perception checks, DC 12. On a successful check, they see
three figures moving around the back of the assembled sprites heading for the exit. They are wearing
red sashes. Two of them have large (for Tiny creatures) bulging backpacks. These are the thieves.

If the thieves are confronted, it turns out they are a weak Imp (MM, page 76, ignore Damage
Resistance) and two evil Sprites. The evil sprites will use poison. Once the Imp is discovered, the
other good sprites will start yelling and running away. At this point the characters regain full stats and
abilities, but are still Tiny.

The test will stop as the thieves try and fight their way out of the barrow. If they are losing, they will
drop the backpacks, turn Invisible and flee. The backpacks have the stolen faerie dragon eggs. If shown
to the leader, he will apologize. He declares the group the winners of the test and friends of the fey. He
will lead them back outside to the mushroom ring.

When the group stands in the ring, they will grow back to normal size, the sprites waving and fading
away. The faerie dragon will be waiting. When shown the eggs, it will become very happy and attempt
to lick as many of the group as possible.

Wrap up: the eggs are returned and the faerie dragons heal up. Eventual, the eggs will hatch. The
dragons will be friendly to the group.

Follow on: the Sprites could come seeking the groups help. The faerie dragons might need more help.
One of the offspring could “attach” itself to a character. The group might want to find out why the eggs
were stolen.

Twist: a member of the Unseelie Court wanted the eggs for some nefarious purpose.
Gearworks

Premise: discover the fate of a missing group of explorers.

Setup: the explorers found a portal and attempted to go through it. The portal malfunctioned.

The explorers came into the village several days ago. They spoke to the village leader, showing their
official papers. They spent a day getting supplies and talking to locals about the area. They were very
nice and friendly. They left two days ago. Today, one of them stumbled back into the village. He had
several arrows sticking out of his back. He collapses and mutters one word, “Portal” then dies.

The village leader has a copy of the map the explorers were using to scout out areas. Several
locations are marked. The leader wants the group to find out what happened. The group can take the
map and check the sites. None of the sites are marked as portals.

When the group heads out, roll a d6 and divide by two (to get 1-3). This is the number of sites the
group will explore before they find the portal, the scene of the adventure. Each site is a half day travel
between. Pick from the following descriptions for a site: A clearing with good water that could be used
as farmland; a lake that could be used for fishing; a rock outcropping that could be used as a quarry; a
watering hole that could be a good hunting site; a stand of very nice oak tress. Feel free to add to the
list.

The site of the portal is a small clearing. The portal itself is made of stone. It resembles a door frame
with the center open. Looking through the portal reveals all sizes of gears, turning and rotating. A faint
clicking noise can be heard. On the edge of the clearing where the group arrives is a cloak and
backpack dropped by one of the explorers. In the backpack is a malfunctioning Mimir. It is a skull of a
humanoid made of a silvery metal. The skull is thin and gaunt, maybe an elf (actually a Githyanki)?
The skull is emitting a clicking sound too. The malfunctioning Mimir can only translate languages, and
only between Common and Outer Planar languages. This could come in handy.

When someone approaches within 20 feet of the portal, two Monodrones (MM, page 224) come out
of the portal and stand guard in front of it. They say “Bapbap” in Modron. If someone is holding the
Mimir, it will say “Stop” in Common. If the monodrones are approached closer, they will raise their
weapons and say “EE'Oh” in Modron. The Mimir will translate “No Pass” in Common. The
instructions the monodrones have is that only Modrons can passes through the portal.

The Mimir will translate what the group is saying into the Modron language and speak it. Modron
sounds very mechanical. The monodrones might become agitated depending on what the group is
saying. Taking the Mimir out of the clearing solves the problem, but the group won't understand
Modron.

If the situation breaks down into combat, once the two monodrones are defeated, two more come out
of the portal and attack. A total of eight monodrones will come out, two at a time. Depending on how
the fighting is going, you can raise or lower this number, but don't have more than twelve appear.
Depending on the group's actions (fighting, talking, waiting), eventually a Pentadrone (MM, page
226) emerges from the portal. To make things easier, this Pentadrone can speak Common if you chose.
It will tell the group it does not want to hurt them. They are here repairing the portal. The previous life
forms were killed by the malfunctioning portal and it wishes to express its sympathies. Once repairs are
complete, they will leave and the portal will be deactivated.

If the group wants to fight the Pentadrone, impress upon them its size and authority. If the group
leaves the Modrons alone, they will finish the job and depart through the portal, which closes and
nothing can be seen through it but the foliage right behind it. If the group has the Mimir, the Pentadrone
will offer to buy it. It will pay in gold coin, whatever amount you deem appropriate for this adventure.
The group will have no idea what the skull actually is.

Wrap up: the group can report back to the village leader. The leader will be amazed at the story and
might suggest keeping the site a secret. The group can also report on the other sites found. If the group
didn't sell or didn't have the Mimir, the leader will offer a pouch of coins for completing the job.

Follow on: the other sites can be developed. They might need critter/creature/monster clearing first.
The portal might reopen, maybe to another plane.

Twist: the next Great Modron March starts from the portal. OR 0.125 cycles from now (2.125 years), a
high ranking Modron will arrive and give the group a bill for the damage done to the portal and the
employees (if combat was involved) and subsequent repairs. They have 0.005 cycles to pay (30 days).
Ferrous Out

Premise: find a natural resource.

Setup: A man comes into town looking for help. He has a deed to an iron mine that his family used to
work about a century ago. The family has fallen on hard times recently, and the man hopes the mine
will restore the family fortunes. He also has a very faded map that could show the location, but the map
is very hard to read.

The man could hire the group to provide scouting and security services. If someone reads the map,
History or Investigation checks can be made (DC 15) to help pin point the mine. In any case, a
general direction is given on where to search. The man will buy supplies and provisions for the
expedition.

Have the group search for 1-2 days before they find the area the man thinks is the mine. The area just
looks like a normal clearing or glen, nothing that resembles a mine. The man doesn't seem
disappointed. It has been 100 years since the mine was last open. The man pulls out two wire
contraptions from his backpack. They are dousing rods, bent into a 90 degree angle. He places one in
each hand and starts walking back and forth over the area.

As he walks, the rods move back and forth. After a while, he stops. The rods are crossed over each
other. The man says this is where the mine is. Time for some digging. An entrance will soon be found.
It leads into a tunnel that resembles a mine. The man is overjoyed. He enters the mine, then screams
and climbs back out. Two Zombies (MM, page 316) are on his tail.

Once the zombies are dispatched, the group can enter the mine. There is a central tunnel with several
branches. Another four zombies or Skeletons (MM, page 272) are in the mine (your choice). Have the
monsters scattered about. You can also add some environmental hazards to the mine. One or two of the
side tunnels could be weakened. When the group enters, the walls and ceiling start crumbling. Have the
group make Dex checks, DC 12 to avoid falling debris. On a failed save, the character takes 1-2 points
of damage.

The existing mine doesn't have to be that big. Once all the undead are destroyed, the man will suggest
returning to the village. He needs to send messages and hire more people to start working the mine. He
will also pay the group.

Wrap up: the mine will employ lots of people. The mine will need to be cleared and fortified for
safety. The village could have a big influx of new people.

Follow on: the mine will bring prosperity to the area. But it could also bring trouble and greed. The
existing tunnels are just a small part of the whole. The tunnels could connect to an underground cavern
system.

Twist: the man's evil twin brother takes over the mine.
I'm a Lumberjack

Premise: hunt a specific monster.

Setup: there is trouble in the woods. The wood cutters are frightened and describe a ghost attacking
them at night. They are refusing to work until something is done about it. The village relies on selling
lumber so the village leader hires the group to investigate.

The wood cutter camp is easy to find. The only person there is the Foreman. He is staying so no one
steals any equipment. He is grateful for the group's help. He tells them the trouble started when they
found a new stand of trees. One of the men found a game trail that lead to the trees. The ghost came out
at night and frightened the men away. The Foreman will show the group the trail but won't go with
them.

The “ghost” is a suit of Animated Armor (MM, page 19). It is an ancient suit of elven plate mail
made of shiny silver metal. It is protecting an old eleven house (now gone) and the grounds. When the
men starting cuttings trees on the grounds, the Armor chased them off.

Two young Pixies (MM, page 253) found the Armor earlier and decided to play pranks on the wood
cutters. They were delighted to see the Armor chase the humans away. They decide to hide in the
Armor and see what other mischief they can perform.

When the group follows the trail, they come upon the area the men were cutting trees. Nothing out of
the ordinary can be seen at first. Nothing will happen until nightfall unless someone starts cutting a
tree. Either way, the Armor will appear. It will attack if attacked first.

Use the following suggestions for the Pixies actions: the Pixies will be hiding in the Armor at first,
one of them using Dancing Lights (requires concentration) to make the Armor glow. If the Armor is
attacked, the Pixies will fly out and hide in the trees. One of the Pixies will cast Confusion (requires
concentration) and the other will try Phantasmal Force (requires confusion) on the group. The
Dancing Lights will go out. If the Armor is defeated, they will cast Sleep on the group and try to
escape using Superior Invisibility. The Pixies won't directly attack the group. They are just playing
pranks.

Wrap up: the Armor is defeated and the Pixies fly away, disappointed. The Foreman will be happy the
“ghost” is dead. They can all go back and report to the village leader.

Follow on: the elven grounds could be part of a larger structure, even an ancient city.

Twist: there is an actual ghost: and ancient elven ruler roaming the area.
Blow Out

Premise: defend a location from attack.

Setup: the village is under attack. Barbarians (use Tribal Warriors, MM page 350) have been raiding
and attacking villages in the area, and the group's village is next. The village leader has assembled
people to try and hold off the barbarians until the King's forces can arrive and help.

The path the barbarians will take to the village leads through a ravine. This is the only path from that
direction. If the path at the ravine can be blocked somehow, that will bid time till reinforcements arrive.
The leader proposes using explosives to create a landslide to block the entrance.

When the group gets to the site, the barbarians are already in sight. The group will need to act quickly
to get the plan set up. Two explosive charges can be set on either side of the pass opening, up on the
ridges. Athletics or Acrobatics checks (DC 12) can be made to climb up. It will take three successful
checks to reach the spots.

In the mean time, small teams of barbarians are in front of the bulk of the army. They will attack the
group 3-4 at a time to try and break through. Depending on how many characters are trying to set
explosives (a villager can help also), and how well the climb checks are going, adjust the number of
barbarians the group is fighting on the ground. There are villagers fighting too. To add drama, keep
telling the group how big the advancing barbarian army is.

Once the explosives are set, the group can retreat and set them off. The explosion will seal the ravine
for the time being. This will give the King's reinforcements the time to show up and attack the
barbarian army. The horde will be driven away.

Wrap up: the village is saved, but for how long? The King's forces will remain in the area for awhile.

Follow on: the barbarians might return. The group could find out what's causing them to raid.

Twist: something big and bad has caused to barbarians to leave their lands and head towards the
civilized areas.
Keelhaul

Premise: salvage an object or goods from a lost vessel.

Setup: the group is on the beach, relaxing, fishing, etc. One of the characters can find a human person
laying half in the water. The human has bruises and the clothes are tattered and torn. The human can be
revived and tells the group a ship has crashed farther down the coast.

The group can go investigate and finds a ship that has wrecked on some rocks, but seems mostly
intact. Use the ship map on page 314 of the DMG. They can wade out into the water to get to the ship.
Its firmly stuck on the rocks and is taking on water through holes in the hull. If the group boards the
ship, no other bodies will be found. The hold has normal ship goods and items, but is filling with water.

If someone in the group has History or Nature, a successful DC 12 check will revel the tide is rising.
If anything is to be taken off the ship, the group needs to hurry. Use the Trade Goods table on page
157 of the Players Handbook (PH) to get ideas what the ship might have. In the back bedroom in the
hold is a small chest and papers scattered about. These items can be used to create further adventures.

Give the group enough time to get as much stuff off the ship as you want. Then tell them the ship is
listing and starting to slide into the water from the tide. When the group is back on the beach, have
them make Perception DC 15 checks. On a successful check, they see a Sahuagin (MM, page 263)
come out of the water near the ship. If no one makes the check, the sahuagin has surprise for the first
turn (PH, page 189). Once the first sahuagin is defeated, two more come out of the water and attack.

Wrap up: the human the group found will be grateful for the goods the group salvaged, but is upset the
rest of the crew is missing. There were about a dozen others on the ship. The group can arrange
transport back to the village.

Follow on: the human could be a powerful merchant or even a Noble. The fate of the crew can be the
next adventure. More sahuagin are out there.

Twist: one of the crew members was a thief and had stolen a powerful magic item.
Rats in the Walls

Premise: find the source of strange occurrences in a haunted house.

Setup: a family has bought an old creepy house on the outskirts of the village/town. After the first
night, they run scared out of the house, claiming its haunted. They hire the group to investigate.

Cranium Rats had taken up resident in the house and have driven off the family. Use the house map
on page 310 of the DMG as an example. They are using illusions to scare people. You won't need stats
for the rats because the group will be fighting illusions. Once the truth is discovered, the rats will
escape and not return. Use the following suggestions for the adventure:

The rats can create illusions of the following creatures to fight the group (page 306 of the DMG):
Giant Rat, Giant Weasel, Kobold, Mastiff, Poisonous Snake, Stirge, Constrictor Snake, Giant Bat,
Giant Centipede, Giant Frog, Giant Lizard, Giant Poisonous Snake, Giant Wolf Spider, Swarm of Bats,
Swarm of Rats, Wolf. Mix and match creatures to add up to 300 XP.

The cranium rats are mentally strong enough to make believable illusions, but only to a point. When
the group first fights an illusion, have them make a Perception or Insight check (which ever is better)
at DC 15. On a successful check, the character notices any damage taken hurts their head, not the part
of the body struck. If anyone misses the first check, each subsequent check is made at -2 cumulative to
the DC roll. Checks are made with each illusion fought.

If the group isn't catching on they are fighting illusions, have them make another Perception or
Insight check, DC 10. On a successful check, they know they are fighting illusionary monsters. The
illusions can't hurt them anymore. The group can then see one or two cranium rats in the room/area
when the illusions are broken. All the rats will then scurry to the first floor and out a hole in the wall
near the cellar stairs. They escape through a hole in the cellar.

The group can try and chase the rats, but they are to quick and have many bolt holes in the house they
can use to escape. Good riddance.

Wrap up: the family will be very happy the problem is solved.

Follow on: the family could become powerful allies to the group. They might have other jobs.

Twist: the creator/leader of the cranium rats lurks underground near the village.
For a Few Coins More

Premise: interfere with the operation of a business

Setup: a new shop has opened up in the village selling tools and equipment for the local industry
(lumber, mining, farming, whatever you decide). The shop sells the items at half the local average. It is
causing grumbles with the other business owners.

The shop is run by the Zhentarim. They are trying to ruin the other businesses so they can gain
dominance. The group won't know who they are at first. To add interest, have one of the other
businesses be owned by one of the character's family or friend. The Zhents aren't actually breaking the
law, a business can sell goods at any price. But it is very suspicious.

The Zhents consist of a human female Thug (MM, page 350) leader and six human Guard (MM,
page 347) employees. Two of the employees are brothers who aren't to smart. You can use the house
map on page 310 of the DMG as an example for the shop. The basement is larger, about the same size
as the ground floor. In the basement is a circular portal set in the ground. The Zhents use the portal to
transport goods and money back and forth to a main warehouse in a different city.

The two brothers can be a source of information about their operations. Every night they drink at the
bar and talk about the money they make. If one or more of the characters befriend the brothers, they
might reveal information the more they drink. They could reveal they work for the Zhentarim. The big
secret is the portal in the basement. The female leader will become angry with the brothers if she sees
them spending to much time at the bar drinking and talking. She will reprimand them and order them
back to the shop.

Several days later the group might notice the brothers aren't seen in the shop or village. If they ask,
one of the Zhents will say they have been re-assigned. If the group is sufficiently motivated, they might
decide to sneak into the shop at night and check out the basement. The portal is in a corner and is
active. Just step on it and a few seconds later the group is in a new building.

This is a distribution warehouse used by the Zhents to move people and goods to other locations.
There are three other portals near the one the group used. The warehouse is full of crates, barrels and
chests, some stacked over the characters heads. There aren't any people around. If the group looks
around, they can find an office. An Investigation check, DC 12 will turn up some incriminating
evidence of Zhent activity in several locations.

The group will hear movement outside the building as two Zhent guards make the rounds. They can
hide or go back through the portal. If they hide, the guards will move on. If the group decides to go
outside into the town, they won't know where they are. They have never seen or heard of this place. If
they ask someone about the town, they will get strange looks.

The group can return and take the evidence to the village leader. To add some drama, have them run
into the two Zhent Guards (MM, page 347).
The village leader suggests taking the evidence to the capitol and present it to the Marshal. The
capitol is a two day journey on horse. The first travel day goes uneventful. Unknown to the group, the
Zhents are hot on their trail. They will catch up on the morning of the second day of travel.

The Zhents consist of the leader Thug and two employee Guards. The Zhents want to kill the group
for interfering. Once the Zhents are defeated, the group can continue to the capitol. The City Guard can
direct them to the Marshal's office.

The Marshal will be impressed with the group. He's been trying to run the Zhents out for a while. The
evidence will be very helpful. He will send two City Guards to accompany the group back to the
village.

Wrap up: the group finds the Zhent's shop has been cleaned out, the portal destroyed. Business is back
to normal.

Follow on: the Zhentarim could become a powerful enemy.

Twist: When the group is leaving the warehouse, they step on the wrong portal.
Up, Up and Away

Premise: rescue a character, monster or object from an unnatural disaster.

Setup: a flying ship has crashed into a cliff over a ravine. No, really, a flying ship. The group can either
see this happen, hear it happen, or someone from the village can tell them about it.

The ship appears to be a standard ocean going galleon type vessel. Except its stuck up in the cliff. The
bottom back half of the ship is gone and a strange shimmering can be seen around what appears to be a
metal chair. Bodies, barrels, planks and crates can be seen floating in the air around the chair.

The chair is the ship's spelljammer helm. This is what powers and makes the ship fly. Its was
damaged in the crash and is causing an anti-gravity field around it. The field is 180 feet in diameter
centered on the chair. To move in the field, make an Intelligence check, DC 10. On a successful check,
the character can move his/her normal speed (usually 30 feet). Movement is in 3-D. Other non-
movement Actions don't require any additional checks.

There is a path up the ravine the group can use to get to the ship. Walking on the ship outside the field
is a bit tricky due to the ship being lodged in a cliff, but the deck is almost horizontal. When the group
gets a good look at the field, it is shimmering in the air and they can plainly see its a sphere shape.
Several feet of deck extend into the field. Four bodies are in the field, suspended in the air (humans,
elves, gnomes, whoever you choose). One of the bodies is close to where the group is. The next body is
90 feet away near the chair, and the last two are on the far side of the sphere from the group, about 180
feet away.

To rescue the people (who are just unconscious), a character will need to make enough successful
Intelligence checks to move the required amount of feet to reach the bodies. A rope can be tied to a
body and pulled out of the field without needing checks.

To bring down the field, the chair will need to be deactivated. This can be done one of two ways,
depending on if the group has any spellcasters.

If the group has a spellcaster or two, have them make a Perception test, DC 12. On a successful
check, they sense the chair could be deactivated by feeding it spell slots. If the group has one
spellcaster, then the character's two first level spell slots can be “feed” to the chair, one at a time. This
will be just like casting a spell but with no spell. When the first spell slot is used, the field will shrink to
90 feet in diameter. Anything and anybody that was in the larger field but now outside the smaller field
will fall into the ravine, 90 feet below. The second spell level used will bring the rest of the field down
and the chair will fall into the ravine. The spellcaster only needs line of sight to affect the chair and can
do it from outside the field.

If the group has more than one spellcaster, then each caster will need to use his/her spell slots to help
deactivate the chair, one slot at a time.
If the group doesn't have a spellcaster, or a character that doesn't have enough spell slots available
yet, then the chair can be damaged by weapons to deactivate it. Have the group make a Perception test,
DC 12. On a successful check, they sense that damaging the chair will help. The chair has AC 15 and
20 Hit Points. Only bludgeoning weapons will do damage. When the chair takes the first 10 points of
damage, the field will shrink to 90 feet in diameter, same effect as above. When the chair takes 20
points of damage, the field is gone and the chair will fall into the ravine.

Two things: The chair and the field are not harmful to creatures or the environment.
The chair can also be moved. If a rope is tied to it, then someone from outside the field
can pull it towards the front of the ship and out of the ravine. The field will also come
along, but nothing else will. Any bodies or objects left behind will fall into the ravine.
This might be a better plan if the group needs to use weapons once the bodies have been
rescued.

Wrap up: depending on the group's actions, the people rescued will recover and thank the group for
the help. If the chair was left behind, the crew knows how to take care of it. If the chair was
deactivated, it can be repaired, but this is beyond the group's abilities at this time.

Follow on: the crew will repair the chair and find a new ship. They can become good friends to the
group and may offer space adventures sometime in the future.

Twist: the crew was fleeing Space Pirates.


Appendix

The following information is provided if you don't have access to the Rule Books but do have the
Basic Rules.

MONSTERS

Use the following suggestions to replace monsters.

Mephits: Kobold; Lizardfolk; Satyr


Scout: Thug (weapons used are Shortsword and Longbow)
Shadow: Satyr; Orc; Hobgoblin; Gnoll
Drow: make High Elves using the Basic Rules and add the following spells: Dancing Lights,
Darkness
Needle Blight: Axe Beak; Boar; Giant Badger; Swarm
Vine Blight: Black Bear; Giant Wasp; Satyr; Swarm
Svirfnblin (Deep Gnome): make Mountain Dwarves using the Basic Rules and add the following
spells: Invisibility, Blur, Disguise Self. Also add Advantage on Stealth checks.
Sahuagin: use Lizardfolk stats, but remove shield attacks and replace the club and javelin weapons
with spears.
Tribal Warriors: Use Guard stats, change AC to 12.
Monodrone: use Bandit stats, add fly 30 ft. and change weapons to dagger and javelin.

TABLES

Individual Treasure: Challenge 0-4

d100 CP SP EP GP PP
01-30 5d6 (17)
31-60 4d6 (14)
61-70 3d6 (10)
71-95 3d6 (10)
96-00 1g6 (3)

Magic Item Table A

d100 Magic Item d100 Magic Item


01-50 Potion of healing 91-94 Spell scroll (2nd level)
51-60 Spell scroll (cantrip) 95-98 Potion of greater healing
61-70 Potion of Climbing 99 Bag of holding
71-90 Spell scroll (1st level) 00 Driftglobe

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