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Cover by

Henrik Karppinen
The meeting at Deepnight
n this D&D 5th edition adventure, players are must reveal himself, he is an older half-elf with close-

I
summoned to Madame Freona’s Tea Kettle in cropped gray hair. He refuses to provide a name.
Phlan, where they receive a mission from a
secretive Harper agent. Tasked with posing as a The figure identifies himself as a member of the
merchant and acquiring a red dragon egg while Harpers, an organization dedicated to fighting evil
discreetly placing a magical tracking device, wherever it hides. He wears a brooch that confirms
players navigate a web of deception and his ties to the Harpers. :
intrigue. He has a mission that the characters are in a unique
position to complete. The Harpers have captured a
Journeying to an abandoned barn for the clandestine merchant that was going to illegally purchase a red
exchange, players encounter the sellers—a shrewd elf dragon egg. The Harper wants the characters to pose
spy and her guards. As tensions escalate and as the merchant and any hirelings, go to the buy site,
uninvited guests from Phlan’s thieves’ guild intervene, make the transaction, and place a magical device on
players must navigate a delicate balance of one of the sellers so that Harpers can track them back
negotiation and conflict resolution. Returning to to their place of residence.
Madame Freona’s Tea Kettle, successful completion
of the mission earns players a reward from the Harper One of the characters bears enough of a resemblance
agent, along with a foreboding warning of increased to the captured merchant that the sellers (who have
dragon activity in the Moonsea region. never seen the merchant) can be easily fooled. The
rest of the characters can act the roles of bodyguards,
assistants, porters, etc. The merchant can be male or
Set-up: It starts with a cosy tea party
The party is summoned to receive a mission from a
female at your discretion.
Harper agent. The Harper provides a small sack of fake diamonds
that the characters should use to buy the egg. The
You were told that Madame Freona’s Tea Kettle was the “diamonds” are basically worthless, but good enough
place where adventurers could find work and avoid the to pass a cursory inspection.
hassle associated with other places in Phlan. So far, that
has been true. Madame Freona, a stout and officious
Meeting details:
halfling who runs the establishment with her five 1. At some point during the exchange, one of the
daughters, has proven an excellent hostess. characters must place a small silver pin infused
with magic on the seller or one of the crew. Once
Although you have had to share a common bunkroom that is done, the Harpers can more easily scry on
with several other adventurers, the evening meal was the sellers and learn more about their operation.
2. No real names are used in these transactions, so
excellent and the atmosphere pleasant. You are preparing
the two parties will refer to each other as “the
to bunk down for the evening when one of Freona’s
buyer” and “the seller.”
daughters peeks into the room. She calls a few of the
3. Once the transaction is complete, the characters
adventurers, including you, into the hall. “Pardon my are to bring the egg back to the stables behind the
interruption,” says the halfling girl named Reece, one of Tea Kettle, where the Harper will meet them and
Freona’s five daughters, just shy of adulthood. “A chap take possession of it.
just came into the common room downstairs and asked 4. Under no circumstances should the characters
me to fetch you. Something about some coin needing to fight the sellers or harm the egg. The point is to
track the sellers, so killing or capturing them is
change hands for an easy job.” She plays with her curly
red hair nervously. counterproductive.
Reward:
Chapter 1: Helping the For completing the task successfully and as
instructed, the Harper offers the group 200 gp. The
Harper sum will be paid upon delivery of the egg.
When the characters go to the common room, they
see a hooded figure alone at a large table. The figure The Harper agent gives the characters the small
motions to them as they descend the stairs. Use the pouch of fake diamonds, the magical silver pin, and
bullet points below to guide the conversation. directions to an abandoned barn on the northern
Remember to keep this brief to finish the mission in outskirts of Phlan. Answer other questions as best you
time. can. Remember the time pressure, and use that as an
ingame excuse to keep the players moving forward.
The figure keeps his face obscured by his hood and The meeting is scheduled for right now, so there is no
speaks in a low voice, obviously disguising it. If he time to plan further. The characters must hurry!

2
Chapter 2: Meeting at One successful Deception check is enough to
convince the sellers that the characters are the
the barn legitimate buyers. Feel free to give a bonus to the
It is a 20-minute walk to the meeting place. When the check, or even automatic success, based on
characters arrive, the sellers are already waiting at the outstanding roleplaying. One successful Sleight of
abandoned barn. Hand check indicates that a character has planted the
silver pin, assuming the characters can come up with
Barn details: a reasonable excuse to get close to the sellers.
1. The barn itself is a simple, open structure, 30 feet If at any point the elf believes she is in danger, she
wide and 80 feet long. simply drops the egg and flees with her guards. She
2. A ladder at the end of the barn opposite the open tries to get the diamonds if possible, but not at the risk
doorway leads to a hay loft 10 feet above the barn of her life. The elf and the guards only defend
floor. The loft is 40 feet long and the entire width themselves if pressed to do so.
of the barn, directly above the end of the barn
opposite the door. Rusted farm implements lean The egg is a fake. Only after the characters take
against the barn walls. possession of the hide backpack and investigate
3. A secret exit (known by the sellers) is obscured by closely can they even attempt to verify the authenticity
burlap sacks on the wall near the ladder opposite of the egg, and even then it is a DC 20 Intelligence
the main entrance. Although neither the characters (Nature) check. If the egg is thrown to the ground, it
nor the sellers are aware, two bandits — members gives off a flash of light accompanied by a loud noise
of Phlan’s thieves’ guild called the Welcomers — which blinds all creatures within 50 feet who do not
hide in the loft. They can only be spotted with a succeed at a DC 13 Constitution saving throw until
successful DC 20 Wisdom (Perception) check, and the end of their next turn. The elf and her guards are
only by someone in the loft above. The seller is an immune to this because they know what it does and
elf spy who waits with three human guards. They can close their eyes in time.
have no reason to expect trouble during the sale,
but they are wary nonetheless. When the Reminder: Blinded condition
characters enter the barn, the seller calls for the A blinded creature can’t see and automatically fails any
characters to halt when they get within 20 feet of ability check that requires sight. Attack rolls against the
her. creature have advantage, and the creature’s attack rolls
have disadvantage.

A sinewy elf in gray clothes smiles at three humans


behind her. “I told you they would come. A dragon egg
is much too valuable to pass up.” The elf turns back to Adjusting the encounter
you. “Now, let’s do this quickly. Here is what you Here are recommendations for adjusting this combat
asked for.” She holds a very large hide backpack encounter. These are not cumulative. In addition, you can
toward you. add one or two of the half-orc’s racial traits to the thug
“You throw the payment over to me, and we will leave statistics if you have access to a Player’s Handbook,
the egg here. We will exit the barn, and then you can although this is not necessary.
leave after five minutes have passed. No fuss, no
muss.” She pauses and looks at you more closely. Weak party: remove the two bandits waiting outside with
“Hold on. Something is not right here.” the thug.

Strong party: Add one bandit in the loft


Chapter 3: Meeting
progress Very strong party: change one of the bandits in the loft into

Inevitably, the elf seller notices something is amiss, a human thug

namely a single aspect of the character posing as the


merchant that looks wrong. It might be the seller
expected someone shorter or taller. She might have
expected the merchant to have a mole or birthmark —
or perhaps she expected the merchant to have a facial
tic or strange speech pattern. Whatever you choose,
make it something fun or interesting for the
characters to have to roleplay or think of an excuse
for. At this point, two skill checks are going to be most
relevant during the exchange: a DC 10 Charisma
(Deception) check and a DC 10 Dexterity (Sleight of
Hand) check.

3
Chapter 4: Uninvited intimidate them in an attempt to deter the characters
from following them, but otherwise leave peacefully.
guests
Chapter 6: Is that all?
This extra encounter can be used to fill up time if you think If the characters give up the egg without a fight, they
it’s needed. If not, skip this chapter. might finish the event in half the allotted time — or
maybe even less. This is probably not a problem.
Regardless of whether or not the sale goes smoothly, However, if you think the players will be upset about
members of the Welcomers — Phlan’s thieves’ guild — not getting a chance to fight during the session, have
come out of hiding to attempt to steal the egg. (They the four bandits (but not their leader) follow the
don’t bother with the diamonds or any other characters back to Phlan and attempt to waylay them
valuables. They are only interested in the egg.) For the before reaching the city. Perhaps the bandits realized
mission to run smoothly and in a timely manner, the the egg was a fake and think the characters are hiding
best time for the Welcomers to interrupt is just after the real one somewhere.
the exchange has taken place, right after the
characters likely attempt the Nature check to
recognize that the egg is a fake. This lets the sellers Conclusion
leave (or flee) and remain uninvolved in the combat, The Harper is waiting for the characters, as promised,
letting it run more quickly. This also gives the in the stable behind Madame Freona’s Tea Kettle. If
characters the option of simply handing over the egg, the characters successfully planted the pin and have
thereby avoiding the battle altogether. the egg, the Harper recognizes it as a fake after a
quick examination. He gives them the promised gold,
“A voice interrupts you, and a tough-looking half-orc
male brandishing a mace appears in the doorway of
as well as one potion of healing.
the barn. “The toll for passage out of this barn is that 1. If the characters return without the egg but
egg. I’m sure you will hand it over peacefully so I don’t recognized it as a fake, the Harper gives them the
have to take your lives instead.” promised money but no potion. If they have the egg
The man in the entrance is a half-orc thug, who but failed to plant the pin, he offers this same
nominally leads the bandit gang. Four bandits are reward.
present: the aforementioned two hidden in the loft and 2. If they neither have the egg nor succeeded in
two additional bandits waiting outside the barn on
planting the pin, he gives them half of the
either side of the entrance. promised coin as a consolation prize for their
effort.
The two bandits in the hay loft are armed with nets in
addition to their normal equipment. They can drop the In any case, the Harper gives them a warning:
nets through holes in the loft as an action; each
attempting to entangle one character. A character “We have seen an increased interest in all things
must make a DC 10 Dexterity saving throw to avoid related to dragons. We have also heard of more
the net. On a failed save, the targeted creature dragon sightings in the Moonsea region — and
becomes restrained. To remove the condition, the elsewhere. Keep your eyes and ears open for further
character must take an action to make a DC 10 information on dragons. It might save your life.”
Strength (Athletics) or deal 5 points of slashing
damage to the net. Reward
Reminder: Restrained condition The reward contains 3 potions of healing and 200gp.
A restrained creature’s speed becomes 0, and it can’t
benefit from any bonus to its speed. Attack rolls against
the creature have advantage, and the creature’s attack rolls
have disadvantage. The creature has disadvantage on
Dexterity saving throws.

Chapter 5: Giving up
the egg
The characters might realize that the egg is a fake,
and therefore there is no harm in simply giving the
egg to the Welcomers. If this happens, the bandits are
initially suspicious, but eventually accept their good
fortune at avoiding a fight. The bandits question the
characters about why they wanted the egg and
4
Monsters
Guard Bandit
Medium Humanoid (Any Race), Any Alignment Medium Humanoid (Any Race), Non-Lawful Alignment

Armor Class 16 (chain shirt, shield) Armor Class 12 (leather armor)


Hit Points 11(2d8 + 2) Hit Points 11(2d8 + 2)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0) 11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Skills Perception +2 Senses Passive Perception 10


Senses Passive Perception 12 Languages Any one language (usually Common)
Languages Any one language (usually Common) Challenge 1/8 (25 XP)
Challenge 1/8 (25 XP) Proficiency Bonus +2
Proficiency Bonus +2
Actions
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5ft., one
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5ft. or target.
range 20/60ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing
damage if used with two hands to make a melee attack. Light Crossbow. Ranged Weapon Attack: +3 to hit, range
80/320 ft., one target.
Hit: 5 (1d8 + 1) piercing damage.

Thug
Medium Humanoid (Any Race), Any Non-Good Alignment
Spy
Armor Class 11 (leather armor) Medium Humanoid (Any Race), Any Alignment
Hit Points 32(5d8 + 10)
Speed 30 ft. Armor Class 12
Hit Points 27(6d8)
STR DEX CON INT WIS CHA Speed 30 ft.
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
STR DEX CON INT WIS CHA
Skills Intimidation +2 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
Senses Passive Perception 10
Languages Any one language (usually Common) Skills Deception +5, Insight +4, Investigation +5, Perception
Challenge 1/2 (100 XP) +6, Persuasion +5, Sleight of Hand +4, Stealth +4
Proficiency Bonus +2 Senses Passive Perception 16
Languages Any two languages
Challenge 1 (200 XP)
Pack Tactics. The thug has advantage on an attack roll against Proficiency Bonus +2
a creature if at least one of the thug’s allies is within 5 ft. of
the creature and the ally isn’t incapacitated.
Cunning Action. On each of its turns, the spy can use a bonus
Actions action to take the Dash, Disengage, or Hide action.
Multiattack. The thug makes two melee attacks.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage
Mace. Melee Weapon Attack: +4 to hit, reach 5ft., one target. when it hits a target with a weapon attack and has advantage
Hit: 5 (1d6 + 2) bludgeoning damage. on the attack roll, or when the target is within 5 feet of an ally
of the spy that isn’t incapacitated and the spy doesn’t have
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range disadvantage on the attack roll.
100/400 ft., one target. Hit: 5 (1d10) piercing damage. Actions
Multiattack. The spy makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one


target.
Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range


30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

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