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A Rightful Return Adventure (One Shot)
A Rightful Return Adventure (One Shot)
A Rightful Return
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A D&D® One Shot Adventure for a party of After traveling half the globe, the artefact
4-6 level 3 players. eventually found its way into the collection
of Vaelen Simpamina’s grandfather in
Introduction Neverwinter.
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The party begins this adventure in She discovered the artefact’s provenience
Neverwinter, but you could alter the thanks to a throwaway line in a traveler's
location to suit your setting. News has been journal.
spreading of the party’s reliability, and they
are sent for by a gnomish woman named However, the portion of the Forest where
Vaelen Simpamin. the artefact is from is shrouded in a
disorienting and permanent fog. Local folks
The party receives a letter from Vaelen. avoid it.
Please read or paraphrase text in boxes. Vaelen will pay good coin if an adventuring
party can fulfill the request.
“I have word that you are a trustworthy
group of adventurers. I’m looking to hire Arriving at Vaelen Simpamin’s
folks like you for ongoing work. Please
come to my home in the Terrace District
The three-story terrace house is in a
before midday. It is the house with the
moderately wealthy district. The front
blue door. - Warm regards, Vaelen
garden is well manicured with roses and
Simpamin."
there’s a low wrought iron decorative
fence that separates the house from the
It is assumed that at least one member of street. The door is a deep blue.
the party knows this city fairly well, but if
not, they must succeed on a DC 11 A human servant answers the door and
Intelligence (Investigation) check or speak leads them to the library to await the
to a local NPC and succeed on a DC 11 arrival of Vaelen.
Charisma (Persuasion) check to locate the
house. The drawing room has large floor to
ceiling bookshelves and comfortable
reading chairs of red velvet.
Vaelen Simpamin
Vaelen Simpamin is a gnome who inherited
a large wealth of artefacts from her The party won’t be waiting long before
grandfather. Convinced that these artefacts
Vaelen makes her entrance.
belong back with their rightful owners or in
their original locations at least, she is on the
lookout for a trusty band of adventurers to A gnomish woman with warm brown skin
employ. and long blue flowing robes enters the
library, she smiles warmly.
The first job she has is returning an artefact “Welcome! I’m Vaelen Simpamin, you may
to Kryptgarden Forest. have heard of my grandfather Geradinus
Simpamin, a famous adventurer and
collector of artifacts. Please, I’ve heard
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1 A puddle that looked okay to go Should they oblige, he will say, "Cost is but a
through caught the wheels and donation.”
now your cart is bogged. (DC 20
Strength check to push/pull the About Himo
cart out of the bog – players can Himo is a devotee of the Goddess of
reduce the DC by 5 by creating Divination, Dreams, Travel & Death. He is
ramps or with a successful DC 12
on a mission to help as many travelers as he
Wisdom (Animal Handling) check.
After a failed try, they eventually can through providing them with hidden
get the cart out of the mud, but wisdom.
they lose half a day.
The Fortune
2 A horse rolls their ankle. Players The fortune teller’s reading is cryptic and
can use cure wounds or a
vague at best (but could be read many ways,
successful DC 15 Wisdom
(Medicine) check to heal the depending on the players), but they all
wound. However, the horse is now relate to later points in the quest. The group
slower than walking pace. may only get one reading from the fortune
teller total each day.
3 One Bandit Captain, Three
Bandits and 2 Wolves try to
commandeer the cart. Instruct the player having their fortune told
to roll a d12 to “pick a card” then choose the
4 A rock cracks one of the wheels. corresponding number from the Fortune
It’ll hold for 1d4 days. Card Table:
5 The axel snaps after being jostled
over a nasty rock. Irreparable. 1 The Hand 7 The Rose
“The Hand “Ah, the Rose.
6 One of the wheels breaks - can be signifies that in A card that
replaced by the spare, but will take order to find signifies
time. (DC 12 Dex check to fix). something, you longing. I’m
must ask for sensing that
help. My lady someone is
tells me you will longing for
The Travelling Fortune Teller need help to find the sweet
On the road to the Kryptgarden Forest, the your way.” scents of
home.”
party encounters a half-orc who has set up a
table with a purple cloth over it. He is 2 The Eye 8 The Boot
shuffling a deck of cards. “The eye. Ah yes, “The Boot is a
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Emberlee
Emberlee is a halfling scout. She’s the only
The cottage is cluttered with trinkets. The
one who’s explored the rim of the fog in the
narrow hallway is cluttered with side
Kryptgarden Forests and can guide the
tables filled with knick-knacks. The walls
party to the start of a path they need to take
have collections of plates with painted
in order to reach their destination.
vignettes of the region.
Marvin
White dragonborn innkeeper. Should the A player with a Passive Perception score of
players discuss their intentions with him, 12 or more will notice a few of them are of a
he’ll reveal that: misty forest.
● It’s hard to find the misty area of the
forest without a guide. If the players ask, the plates were painted
● If the players ask who can guide by Emberlee.
them, he’ll point them to Emberlee.
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Fifna will step outside and fetch Emberlee The players will need to negotiate with
from the back yard. The players can meet Emberlee to guide them to the forest. She
her and discuss terms. isn’t unwilling, but they may wish to try and
haggle with her rates.
A 3’3” halfling woman with brown skin,
curly brown hair stomps into the kitchen Cost to hire Emberlee is 2 gp per day. It will
from the back door. She frowns at you all only take her one day to take the group
as if sizing you up. She’s dressed in where they need to go.
brown leathers and a green cloak, a bow
strapped across her back. “Apologies, I If they want her to wait, it’ll cost them that
was just fletching some new arrows.
rate per day.
What can we help you with?”
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In this chapter, the party explore The No specific item is needed. If you feel like
Forgotten Temple to try and return the they’ve understood the concept and offered
artefact. something close enough, then the doors
open.
The Temple was build by Sorata’s followers
300 years ago. If the players try to force the door open
instead of solving the puzzle, they must
succeed on a DC 30 Strength check.
A long stone building emerges from the
mist. The exterior has aged moss clinging
to it. The Long Walk
E.g. a fallen leaf or a twig for the wall with The Faerie Dragons are hiding the switch
the “wild” engravings whereas a that opens the portcullis. They can either be
a coin or something crafted is a suitable persuaded that the adventurers mean them
offering for the “civilized” wall. no harm.
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There are no lights and no windows. ● She spent time searching for it but
being so far from home drained her
power.
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● She then barricaded herself in the Sorata faces it. She bows her head
Inner Sanctum and sunk it beneath solemnly.
the earth.
“I hope we meet again, friends. Thank
Upon meeting the travelers and seeing the you.”
artefact, Sorata will thank them and explain
She steps through, her ancient draconic
that she wants to offer them a reward. body disappearing into the bright light.
Lastly the tip of her tail disappears.
Sorata crafted four magical vials for her
guardians to give them a little more The hole in the fabric of reality closes
protection and will offer these as well as the together. The pedestal remains, but the
artefact is gone.
last of her loot that she brought with her
from across the planes.
Loot:
● Four Periapts of Health.
● Three diamonds worth 100 gp each.
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After returning the artefact to Sorta and She’ll pay them, but if they took longer than
seeing her travel home, the players will 30 days, she probably won’t call on them for
need to take the journal of their adventures work again.
to Vaelen Simpamin to collect their pay.
The end!
The players can take as little (or as much
time) as they like to return to Neverwinter,
but remind them of Vaelen’s deadline.
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Skill Perception +4
Senses Darkvision 60ft., passive Perception
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Languages -
Challenge 5
ACTIONS
Multiattack. The wyvern makes two
attacks: one with its bite and one with its
stinger. While flying, it can use its claws in
place of one other attack.
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Appendix C: Map
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