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The Shadow of

Serpentridge Hollow

Solo Adventure
A stand-alone adventure

for one or two players

with 1st level characters

suitable for any campaign setting.

A DM is optional.
Contents
3

Nettle Created by Elfypunk.


The Job Board ..................................................................... 4

The Mayor's Office ...................................................... 5 Find more Elfypunk Adventures on the DMs Guild.

NPC Stats ................................................................................. 6 Subscribe to the Elfypunk newsletter.

Encounters ............................................................................ 7

Join the League of Adventurers on the

The Adventure 8 Elfypunk Patreon.


Map ...................................................................................................9

Encounters 1-2 ............................................................... 10


Current Version: 1.1

Location images: Taken in Secondlife

Enemy Stats ......................................................................... 12 DMs Guild images: DMs Guild

Encounters 3-5 ............................................................... 13 Map created with: DungeonDraft

Enemy Stats ......................................................................... 14

Playtesters: Aiden Ryerley, Cat Aura


Encounters 6-9 ............................................................... 15
Serpentridge Hollow 16
Epilogue 20
Credits

DUNGEONS & DRAGONS, D&D, Wizards of the


Coast, Forgotten Realms, Ravenloft, Eberron, the
dragon ampersand, Ravnica and 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.
This work contains material that is copyright
Wizards of the Coast and/or other authors. Such
material is used with permission under the
Community Content Agreement for Dungeon
Masters Guild.
All other original material in this work is copyright
2021 by Elfypunk and published under the
Community Content Agreement for Dungeon
Masters Guild.

CONTENTS
2
Nettle
How to Play this Adventure Travelers are always welcome, especially if they have
This adventure is designed for one or two players. items to trade, or coin to spend. The town center
You may choose to play with, or without a DM. If you boasts a small general store, and the 'The Dry Fox'
choose to play without a DM, sooner or later you will
need to make choices about which direction to go, inn, which has rooms to rent, and a small job board
what your character is doing and so on. Just for adventurers outside the Mayor's office.
remember your choice before reading on, in the
adventure.

The Dry Fox Inn

If you see a section in green, like the one below, it The inn is a two-storey building of timber and brick
contains information for your character, about what walls, with a white tile roof and unusually high
they see or hear: ceilings. The innkeeper greets you warmly and
introduces himself as Kam Marblewhisk. Kam tells
Arrival you that accomodations consist of a single large
The Town of Nettle shivers in the shadow of the room with wooden beds for 2g a night, and that the
snow-capped Mount Faldur. Once a small, but Dry Fox Inn is locally known for the variety of its
thriving center of trade and prosperity, Nettle has beers and ales.
fallen on hard times. Nettle's residents are sturdy,
hard-working folk who are used to the harsh frontier Kam Marblewhisk
life - farmers, fur trappers, blacksmiths and
Kam is the local innkeeper. He is friendly and
prospectors. The town has no standing militia, but accomodating and makes easy conversation.
the townsfolk look stern enough to bear arms if they
ever needed to defend their homes.

NETTLE
3
The Job Board
If you choose to inspect the job board, you will see:

The Nettle General Store


Leni Willowstone
There are 3 quests available, with inquiries: at the
general store, at the blacksmith and at the Mayor's
office.

Cole's Blacksmithy
If you look for the smithy:
You find the smithy next to the inn. Sounds of
tinkering are accompanied by bellows of smoke from
the furnace. As you peer inside, you are greeted by a
smiling man, covered in soot.

Cole Marblewhisk

Leni is the local tradeswoman and alchemist who


runs the town's general store. Visitors can purchase
any standard equipment in the store.

If you ask about the job board notice, Leni says:


"In your adventures, if you come across any mint
leaves, bring them back to me and I'll use them to
brew up a healing potion for you."

Leni offers you a single mint leaf as a sample, so you


know what to look for.

Kam, Cole and Leni use the Commoner stat block


(page 6).

Cole is the town's blacksmith. If you ask about the


job board notice, Cole says:
"I'm always looking for broken weapons, or ore that I
can smelt down to create new and strong weapons.
Find me something to work with, and I'll craft you a
new weapon or piece of armour at no cost!"

Cole will also sell any normal or martial weapons, as


well as armour.
NETTLE
4
Claire Hallen
The Mayor's Office Claire Hallen is a Life Domain cleric, the town's

healer and advisor to Belen Pinestar.


If you enter the Mayor's office, you see the following:

The Mayor's office is a small, wooden building


containing a table strewn with parchments. A neatly
dressed, grey haired man, presumably the mayor, is in
a heated discussion with a woman clutching a staff.

Belen Pinestar

Claire is a level 2 cleric. Her stats are on page 6.

The Quest
If you approach or announce your presence:

The pair look up and acknowledge your entrance. The


Mayor speaks, "Welcome! I am Belen Pinestar. What
business brings you to the Mayor's office?".

If you ask Belen about his quest, he says:

"Claire Hallen here is the granddaughter of the valiant


paladin, Elder Hallen, who protected this town for
many years.

For as many years, his personal standard - a flag with

Belen Pinestar is the mayor of Nettle. his colours - flew over the mayor's office as a symbol

of his protection of the town."

Belen pauses in deference as Claire Hallen speaks,


"Elder Hallen has since passed away, but the people
Romance of the town still look to his standard as a sign of
Over the course of several adventures, you may safety."
find that Belen, Claire, Cole or Leni open up to
you romantically. More will be revealed at the
end of the adventure (assuming you should Belen continues:
succeed, of course!).
"Last night, hooded raiders sneaked into the town
and stole away with the Standard of Elder Hallen."

NETTLE
5
Claire sinks her face into her hands. Belen is grim: "Adventurer, you would do a great service to this
town if you could retrieve the standard of Elder
"There was a brief skirmish between the townsfolk
Hallen from the dragon cultist's lair, Serpentridge
and the raiders, when the raiders were spotted. The
Hollow. In return we offer our gratitude and a reward
townsfolk report that one of the raiders bore a
of 100g. Be warned, though. The cultists may be
dragon tattoo."
difficult to reason with - and dangerous."

Claire bursts out, her eyes glowing with anger:


If you accept the quest, Claire gives you two Potions
The dragon cultists grow too bold! They know what of Healing, which will restore 2d4+2 HP per use.

my grandfather's standard means to the people of


Belen and Claire will answer any questions you


this town. might have about the town, and when you are ready
to travel to Serpentridge Hollow, will arrange with
Both Belen and Claire look at you as Belen speaks: one of the local farmers to escort you to near the
cultists' lair.

Commoner Languages any one language (usually Common)


humanoid (any race), monster manual, any Challenge 0
alignment

Armor Class 10 Actions


Hit Points 4 (1d8) Club
Melee Weapon Attack: +2 to hit, reach 5 ft.,
Speed 30 ft. one target. Hit: 2 (1d4) bludgeoning damage.

STR DEX CON INT WIS CHA


10 10 10 10 10 10

Claire Hallen • Cantrips (at will): sacred flame, spare the dying
human, Lawful Good • 1st level (3 slots): cure wounds, healing word,
guided bolt
Armor Class 18 (Chain Mail and Shield)
Hit Points 17 (2d8+4) Life Domain
Claire has proficiency with heavy armor,
Speed 30 ft. and so can wear chain mail.
Disciple of Life Claire's healing spells are more
STR DEX CON INT WIS CHA effective. Whenever she uses a spell of 1st level or
higher to restore hit points to a creature, the
13 (+1) 10 (+0) 14 (+2) 13 (+1) 16 (+3) 12 (+1) creature regains additional hit points equal to 2+ the
spell’s level.
Languages Common
Skills Medicine, Insight Channel Divinity: Preserve Life Claire can use her
Channel Divinity to heal the badly injured. As an
action, she presents her holy symbol and evokes
Actions healing energy that can restore a number of hit
Mace
Melee Weapon Attack: +3 to hit, reach 5 ft., points equal to five times her cleric level (which is 2,
one target. Hit: 3 (1d6) bludgeoning damage. so 10 in total). Choose any players or creatures
within 30 feet of her, and divide those hit points
Shortbow
Ranged Weapon Attack: +2 to hit, range among them. This feature can restore a creature to
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing no more than half of its hit point maximum. Claire
damage. can’t use this feature on an undead or a construct.
Spellcasting Claire is a 2nd-level cleric. Her
spellcasting ability is Wisdom (save DC 13, +5 to hit
with spell attacks). She has the following cleric
spells prepared:

6
Normal and Heroic Encounters
ENCOUNTERS If you are a solo player, playing on normal difficulty,

if you see an enemy it'll be displayed in a paragraph


There are a few ways you could proceed with the like this:
story:

Encounter
Guard

Combat Experience: 25

You could decide to fight your way in and slay or Gold: 14

subdue any who oppose you.

Stealth
Alternatively, you may decide to play on Heroic
You could try to sneak through, keeping only to the difficulty. This is a good option if you are playing
shadows. with another player, or if you want to take on the

extra challenges and rewards of heroic encounters.

When you try to hide, make a Dexterity (Stealth)

check. Until you are discovered or you stop hiding, In this case, ignore the normal encounter block, and
that check’s total is contested by the Wisdom instead you see the enemies in the Heroic
(Perception) check of any creature that actively Encounter block - in this case, 2 Guards:
searches for signs of your presence.

Heroic Encounter:

2 Guards

Passive Perception. When you hide, there’s a Experience: 50

chance
someone will notice you even if they aren't Gold: 27

searching. To
determine whether such a creature Turquoise gem, worth 10 GP
notices you, compare your Dexterity (Stealth) check
with that creature’s
passive Wisdom (Perception)
score, which equals 10 + the
creature’s Wisdom
modifier, as well as any other bonuses
or penalties.
If the creature has advantage, add 5. For
disadvantage, subtract 5.

Infiltration
You might, for example, pose as a new initiate and

pretend to join the Dragon Cult.

Choose which route you would like to follow and


then look out for those options in the encounter text.

If you are detected while attempting Stealth, or are


found out to not be a genuine cultist while engaging
in Infiltration, the situation will most likely quickly
devolve into combat. You may then have the chance
to run away, or stay and finish the encounter with
Combat.

ENCOUNTERS
7
The Adventure
General Features
Arrival

After half a day's travel, the kindly farmer who acts as


Ceilings. The caves and passages have high ceilings
that rise 20 to 30 feet above the floor.

your guide puts his staff into the ground, signaling


that he will go no further. Light. The Hall is dimly lit, with light streaming in

places through arrowslits and holes in the masonry.
He points further up the valley to the Serpentridge, a Light sources are shown on the map. The boxed text
long winding ridge snaking out from Mount Faldur. descriptions assume that you have darkvision or a

light source available for dark areas.

Above the ridge, you can see the outline of a


Sound. Creatures can make a DC 15 Wisdom
crumbling Hall's walls in the mist. He assures you (Perception) check to attempt to hear activity in
that the Serpentridge cultists are to be found within. nearby rooms.

If you go closer:
The Hall is unguarded on the outside. You travel
closer and find yourself outside a darkened doorway
that leads into the Hall.

8
Serpentridge Hall

9
1: Guard Room Infiltration
If you try to convince Ziron that you would like to
join the cult, he will most likely take your word for it,
and refer you to the Acolyte in room 2.
"Sure, induction is through there. Speak to Mila." He
points to the northern door.

If you announce that you want to join the cult the


guard will begins as indifferent to you. He is
expecting cultists to arrive, so you shouldn't need to
make a Charisma (Deception) check unless you do
something that might be suspicious.
Combat
If you attack the guard, or if your stealth attempt
fails, the guard will be hostile and attack you with
his spear (using it with two hands).
Near to the door in this large room are two pillars
which reach up to the ceiling. They have been fairly 2: Induction Shrine
inexpertly painted with images of intinidating looking
A small shrine contains the statue of a winged
dragons breathing fire.

creature. A desk has a mint potplant on it and on the


A guard stands near a fireplace, warming his hands,
other side of the room, there is a small basin with
while cradling a spear. Beside the fireplace is a stack
clear water. A robed woman sits at the desk, writing
of wood, and an open urn, containing two swords.
in a book and humming to herself.

Encounter
Guard

Experience: 25

If you search the desk, you find mint herbs for Leni’s
Gold: 14 quest (the potplant). The desk drawer also contains a
Potion of Healing.
Heroic Encounter:
2 Guards

Encounter
Experience: 50

Cultist

Gold: 27

Experience: 25

Turquoise gem, worth 10 GP

Gold: 16

The guard's name is Ziron. Heroic Encounter:


Acolyte

Stealth Experience: 50

If you decide to sneak, make a Dexterity (Stealth) Gold: 29

check vs the guard's passive Wisdom (Perception)

score, which is 10.

The woman's name is Mila, and she is in charge of



overseeing the induction of all new cultists.
If you succeed, you could choose to get a free attack
on the guard, and then start combat normally in the
next round - or you could choose to sneak your way
out of the room via one of the doors.

10
Infiltration Continue the story in area 7.
If you tell Mila that you would like to join the cult,
she starts as indifferent towards you. She will try to Stealth
Mila is at the desk, humming with her back toward
test your true intentions.

you, when you enter the room. You could try to get a

free attack on her, try to pick her pockets with a


Make a Charisma (Deception) check, and if you Dexterity (Stealth) check, or simply exit and close
succeed, she will ask you to give her your weapons the door.
and armour. She’ll stash your equipment in a locker
beside her desk, and give you cultist robes and Combat
sandals to wear. Mila attacks with her scimitar. She has +3 to hit and
deals 1d6+1 slashing damage.

You are now a part of the Dragon cult, Initiate. We are

one with the Dragon! Heroic Mila casts Sacred Flame. You must make a
Dexterity saving throw or take 1d8 radiant damage.
Mila gives you three tasks to complete: The Spell Save difficulty is 12.

1. Sweep the prison cell in room 8. The broom is If you defeat Mila, you will find the keys she carries,
just outside the cell door.

to the cultists room in 7 and the cell in 8.


2. Get meat from the kitchen in room 6. and feed


the wolf in 3. Mila instructs you to show no fear
while feeding the wolf.

3. Investigate the room in room 5 so it can be used


again by the cultists. Just investigate and then tell
her why the cultists don’t want to go into the
room.
Read each room's description as you travel through
the building, and interact with each of the
encounters in the rooms as appropriate.

Once you have completed all three tasks, Mila will


teach you the basic tenets of the cult's dragon
religion and a Dragon song to sing while doing any
future chores.

After the lesson, Mila tells you:


“You have done very well, Initiate. All that you do is
pleasing in the eyes of the Great Dragon. Now it is
time for you to rest. You can join the other cultists
for the evening, and in the morning - you will be able
to go into the Hollow and meet with Mother, who is
foremost among us - and our generous leader.“

Then:
Mila escorts you to the cultists room in area 7,
introduces you to them briefly, then exits. You hear
the click as she locks the door from the outside -
locking you in with the cultists for the evening.

11
Ziron (Guard) Skill Perception +2
Languages any one language (usually Common)
human, monster manual, any alignment
Challenge 1/8
Armor Class 16 (chain shirt, shield)
Hit Points 11 (2d8+2) Actions
Speed 30 ft. Spear
Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6
STR DEX CON INT WIS CHA + 1) piercing damage or 5 (1d8 + 1) piercing
damage if used with two hands to make a melee
13 (+1) 12 (+1) 12 (+1) 10 (0) 11 (0) 10 (0)
attack.

Mila (Cultist) Skill Deception +2, Religion +2


Languages any one language (usually Common)
human, monster manual, Lawful Evil
Challenge 1/8
Armor Class 12 (leather armor)
Hit Points 9 (2d8) Dark Devotion
The cultist has advantage on saving
Speed 30 ft. throws against being charmed or frightened.

STR DEX CON INT WIS CHA


Actions
Scimitar
Melee Weapon Attack: +3 to hit, reach 5 ft.,
11 (0) 12 (+1) 10 (0) 10 (0) 11 (0) 10 (0)
one creature. Hit: 4 (1d6 + 1) slashing damage.

Mila (Acolyte - Heroic) Spellcasting


The acolyte is a 1st-level spellcaster. Her
human (any race), monster manual, Lawful Evil spellcasting ability is Wisdom (spell save DC 12, +4
to hit with spell attacks). The acolyte has following
Armor Class 10
Hit Points 9 (2d8) cleric spells prepared:
Speed 30 ft. • Cantrips (at will): light, sacred flame, thaumaturgy
• 1st level (3 slots): bless, cure wounds, sanctuary
STR DEX CON INT WIS CHA
10 (0) 10 (0) 10 (0) 10 (0) 14 (+2) 11 (0) Actions
Scimitar
Melee Weapon Attack: +3 to hit, reach 5 ft.,
Skill Medicine +4, Religion +2 one creature. Hit: 4 (1d6 + 1) slashing damage.
Languages any one language (usually Common)
Challenge 1/4

12
3: Kennel 5: Blacksmith and Spider Room
This large room contains the guard dogs kennel. In This seems to be an improvised smithy and repair
the far corner is a bedroll, and it seems that area, with a blacksmith's anvil and a makeshift
sometimes the guard sleeps in this room. fireplace. A few rusty weapons are strewn about, in
various states of disrepair.
Encounter:
Wolf

Encounter:
Experience: 50

Giant Wolf Spider

Gold: 29 Experience: 50

Gold: 25
Heroic Encounter:
2 Wolves

Heroic Encounter:
Experience: 100

Swarm of Spiders

Gold: 54 Experience: 100


Gold: 50
Near the guard's bedroll is a Potion of Healing.

Infiltration
You can try to calm the wolf by making a Wisdom If you are doing the task for Mila, it should be simple
(Animal Handling) check - difficulty 10 (or 6 if you enough to deduce that the room is infested with
have a piece of food to feed it). spiders. Return to her quickly, before the spiders
attack you.
4: Corridor
Stealth
This dark corridor is central to the building, and If you choose to move around in the room, make a
connects several rooms. It is usually empty, but there
Dexterity (Stealth) check to see if you disturb the
is a chance that one of the cultists is moving through
spider/s.
it. Combat
If you defeat the spiders, you can properly search

the room and find the gold coins in the cobwebs.

Roll 1d6 every time you try to enter this corridor. If

you roll a 1, one of the cultists is moving through the One or two of the broken weapons could be taken
corridor, carrying food for the guard, or Mila. back to Kam to fully repair, on returning to the town.

13
Wolf Keen Hearing and Smell
The wolf has advantage on
Wisdom (Perception) checks that rely on hearing or
beast, monster manual, unaligned
smell.
Armor Class 13 (natural armor)
Hit Points 11 (2d8+2) Pack Tactics
The wolf has advantage on an attack roll
Speed 40 ft. against a creature if at least one of the wolf's allies is
within 5 ft. of the creature and the ally isn't
incapacitated.
STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2) Actions
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one
Skill Perception +3, Stealth +4 target. Hit: 7 (2d4 + 2) piercing damage. If the
Challenge 1/4 target is a creature, it must succeed on a DC 11
Strength saving throw or be knocked prone.

Giant Wolf Spider Web Sense


While in contact with a web, the spider
knows the exact location of any other creature in
beast, monster manual, unaligned
contact with the same web.
Armor Class 13 Web Walker
The spider ignores movement
Hit Points 11 (2d8+2) restrictions caused by webbing.
Speed 40 ft., climb 40 ft.
Actions
STR DEX CON INT WIS CHA Bite
Weapon Attack: +3 to hit, reach 5 ft., one
12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3) creature. Hit: 4 (1d6 + 1) piercing damage, and the
target must make a DC 11 Constitution saving
Skill Perception +3, Stealth +7 throw, taking 7 (2d6) poison damage on a failed
Senses blindsight 10 ft., darkvision 60 ft. save, or half as much damage on a successful one. If
Challenge 1/4 the poison damage reduces the target to 0 hit
points, the target is stable but poisoned for 1 hour,
Spider Climb
The spider can climb difficult surfaces, even after regaining hit points, and is paralyzed
including upside down on ceilings, without needing while poisoned in this way.
to make an ability check.

Swarm of Spiders Spider Climb


The swarm can climb difficult surfaces,
including upside down on ceilings, without needing
swarm of Tiny beasts, monster manual, unaligned
to make an ability check.
Armor Class 12 (natural armor) Web Sense
While in contact with a web, the swarm
Hit Points 22 (5d8) knows the exact location of any other creature in
Speed 20 ft., climb 20 ft.
contact with the same web.
Web Walker
The swarm ignores movement
STR DEX CON INT WIS CHA restrictions caused by webbing.
3 (-4) 13 (+1) 10 (0) 1 (-5) 7 (-2) 1 (-5)
Actions
Senses blindsight 10 ft. Bites
Melee Weapon Attack: +3 to hit, reach 0 ft.,
Challenge 1/2 one target in the swarm's space. Hit: 10 (4d4)
piercing damage, or 5 (2d4) piercing damage if the
Swarm
The swarm can occupy another creature's swarm has half of its hit points or fewer.
space and vice versa, and the swarm can move
through any opening large enough for a Tiny insect.
The swarm can't regain hit points or gain temporary
hit points.

14
6: Kitchen & Dining 8: Prison Cell
If you fail in either the Stealth or Infiltration Route
This room is a kitchen and dining area for the cultists. and you are captured and subdued, the cultists will
Pots simmer on top of a hot oven, a table is covered confiscate your weapons and armour and lock you in
in plates and different foods and scattered around the the prison cell for the evening, before taking you to
room are crates containing vegetables and other Mother the next day (see area 10).

supplies.
Trying to Escape

Infiltration You could try a Strength check to break down the


If you are doing the task for Mila, you will be able to door, with a difficulty of 14. Bashing the door will
find some meat for the wolf on the table. alert the cultists in the next room, however.

Stealth
There is usually a cultist in the kitchen, tending to Alternatively, if you try searching the cell walls, and
the oven. They will be preoccupied with cooking pass an Intelligence (Investigation) check, you find
however, so you will have advantage on any stealth that some of the stones that make up the wall at the
rolls. back of the cell are loose enough so that enough
could be removed to squeeze through and into room
3, near the wolf's kennel.
7: Cult Initiates Room

If you escape this way, you will need to deal with the
This is a common room for the cultists. You see wolf if it is still alive.
several bedrolls on the floor and a tub for washing.
9: Privy
Depending on the time of day, there might be up to This is a small area for the cultists to do their
three cultists in this room. The cultists are all business.
commoners from the town:

Bruno is a human male. He likes the cult songs and


is sings from time to time in a clear baritone.

Kestrel is a half-elf female. She tidies up obsessively,


muttering to herself "The Great Dragon won't like
this mess. I'd better clean it up!"

Moira is a halfling female. She seems less


enthusiastic about the cult activities. If you manage
to ask her privately about it, she is having second
thoughts about the cult and would like to escape if
given the chance.

The room locks from the outside. The cultist Mila


carries the keys to the room, and to the cell.
Infiltration
If you have been locked into the room with the
cultists for the evening, Mila will unlock the door the
following morning, and then show you the way to
see Mother, which involves going down the steps in
10 to Level 2.

15
Serpentridge Hollow

16
10. Into the Hollow
Arrival
The stairs from the kitchen lead down, deeper into
the ridge. As you descend you feel yourself walking
into the remnants of an older, more primordial time.

You brush your way through the gnarly roots that jut
out through the rocks, heading deeper into the murky
cave.

Inside, you see an altar featuring the strange statue of


- perhaps a dragon prophet, or a dragon in human
form. Before the altar draconic symbols have been
etched on the floor.

White dragon skulls rest on either side of the


symbols. In a dark corner you spy what might be a
treasure chest, and to your left seems to be Mother's
personal living area - a bedroll and a tub of water for
cleansing.

Encounter:
Mother

Experience: 100

17
Heroic Encounter: Once you reach the town square, you could simply
Mother (Heroic)

put on a show for them of burning something. Belen


Experience: 200

and Claire would step out into the town square to



see what the commotion is about, and you could
Mother is the mysterious leader of the dragon cult. simply tell them to seize the two cultists. Not long
after, the townsfolk, emboldened, would storm the
Infiltration Hall, free the cultists and arrest and exile Mother.
If you arrive in the hollow posing as an initiate The End.
cultist, Mother will greet you warmly:

If you fail the Charisma (Deception) check, Mother


"Ah, the new initiate. Mila has told me all about the doesn't believe your ploy and will attack you. Roll for
tasks that she asked you to do. Are you ready to initiative and continue with Combat
complete your initiation here, in the Shrine of the
Stealth
Great Dragon?" The Hollow is quite dimly lit, with several columns
to hide behind. Make a Stealth (Dexterity) check if
If you indicate that you are ready, Mother will you would like to sneak up to Mother to attack her,
retrieve the Standard of Elder Hallen and continue: or if you would like to try to sneak to the treasure
"Take this symbol that the local townsfolk hold so
chest to steal from it.
dear."
Combat
If you accept the Standard, she continues: If you don't have a weapon, there is a ritual dagger
(1d4 piercing damage, finesse weapon) on the altar
that you could try to grab and use.
"Place the Standard here in the middle of the circle -

and burn it with this torch. Burn it," she says, "And Turn 1: In her first turn, Mother will Command you
bring the town to its knees. Crush their dreams of to "Grovel". You must make a Wisdom saving throw
safety. Show them the real, reality of the Great or on your next turn you must fall to the ground
Dragon." prone for that turn.

Turn 2: Mother will then cast Shield of Faith on


If you follow her instructions, you will become fully herself to gain 2 AC.

initiated into the Dragon Cult. Even if somehow, you Turn 3: Mother casts Inflict Wounds on you, which
manage to escape from the cult, you wil need to is a melee spell attack which will deal 3d10 damage.
explain to the people of Nettle why your mission was Mother has a +4 to hit.

a failure. If instead you stay with the cult, things will Turn 4 onwards: Sacred flame You must make a
go well for a time. You clean the Hall with the other Dexterity saving throw or take 1d8 radiant damage.
cultists, with Mila overseeing your tasks, until one Heroic Encounter
day Mother calls you down into the Hollow to give

your ultimate sacrifice to the Great Dragon.


Heroic Mother will cast:

The End.


Turn 1: Hold Person (You must succeed on a
If you don't burn the Standard right away, you can Wisdom saving throw or be paralyzed for 1 minute.
suggest to Mother that it could be better if you burn Each round you can make another save to break the
the Standard in the town square in Nettle. That spell.)

would really be a blow to the town's morale! Turn 2: Inflict Wounds as a 2nd level spell for 4d10

damage

Make a Charisma (Deception) check vs Mother's Turn 3: Inflict Wounds as a 1st level spell for 3d10
Wisdom (Insight). Mother has a +1 to Wisdom. damage


Turn 4 onwards: Sacred flame You must make a
If you succeed, Mother will let you travel back to the Dexterity saving throw or take 1d8 radiant damage.
town to burn the flag. She'll send Mila and Ziron to
escort you to the edge of town.

18
Treasure Chest The Chest contains

The chest isn't locked but if you attempt to open it: 51 gold (or 101 gold for the Heroic encounter)

A dart shoots out of the lid of the chest at you! A finely crafted gold locket with a painted portrait
inside.

The dart makes a ranged attack with a +3 bonus. If it Spell scroll (Sleep)

hits, it will deal 1d4 +2 damage.

Spell scroll (Invisibility)

With a successful DC 11 Intelligence (Investigation) The chest also contains the Standard of Elder
check, you can deduce the presence of the trap Hallen (unless it has already been removed by
before opening the lid. Mother).

Mother Dark Devotion


Mother has advantage on saving
throws against being charmed or frightened.
human, monster manual, Neutral Evil

Armor Class 13 (leather armor) Spellcasting


Mother is a 2nd-level spellcaster. her
Hit Points 19 (3d8+4) spell casting ability is Wisdom (spell save DC 11, +3
Speed 30 ft. to hit with spell attacks). She has the following cleric
spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
STR DEX CON INT WIS CHA
11 (0) 14 (+2) 12 (+1) 10 (0) 13 (+1) 14 (+2) • 1st level (3 slots): command, inflict wounds, shield
of faith
Skill Deception +2, Persuasion +2, Religion +2
Languages Common
Actions
Challenge 1/2 Dagger
Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one creature. Hit: 4
(1d4 + 2) piercing damage.

Mother (Heroic) Spellcasting


Mother is a 3rd-level spellcaster. her
spell casting ability is Wisdom (spell save DC 11, +3
human, monster manual, Neutral Evil
to hit with spell attacks). She has the following cleric
Armor Class 13 (leather armor) spells prepared:
Hit Points 25 (4d8+5) Cantrips (at will): light, sacred flame, thaumaturgy
Speed 30 ft.
• 1st level (4 slots): command, inflict wounds, shield
of faith
STR DEX CON INT WIS CHA
• 2nd level (2 slots): hold person, spiritual weapon
11 (0) 14 (+2) 12 (+1) 10 (0) 13 (+1) 14 (+2)
Actions
Skill Deception +2, Persuasion +2, Religion +2
Languages Common Multiattack
The fanatic makes two melee attacks.
Challenge 1
Dagger
Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one creature. Hit: 4
Dark Devotion
Mother has advantage on saving (1d4 + 2) piercing damage.
throws against being charmed or frightened.

19
Epilogue

T
he people of Nettle will be ecstatic if

you return having accomplished your


goal. As you complete more quests for Romance
the town your status in the You have just saved the town! You may find that
community will continue to grow. as you get to know them better, and as you

contribute more towards the town's society, that
Congratulations! Belen, Claire, Cole or Leni may become more

attracted to you.

Belen is interested in a female partner.
Claire is interested in male or female partner.
Cole Marblewhisk Cole is interested in a male or female partner.
Leni prefers a male partner.

If you find the raw materials (like broken weapons) Once you have saved the town a total of
for the blacksmith, Cole can be commissioned to three times by completing three of Belen's
quests, you will begin to gain affection with
craft a weapon or a piece of armour for you. your chosen partner - enough to go on a
date, with the possibility of a romantic
Leni Willowstone encounter.


Once you have saved the town five times, it
If you return with the mint leaves that Leni the may be time for something more serious.
alchemist needs, she will be able to make and give You may go on another date and suggest that
you go steady...
you two Potions of Healing, which will restore
2d4+2 HP per use.
Belen Pinestar

If you are successful, Belen will give you the 100g


from the quest. In Search of Adventure!

Awarding Experience Find more Elfypunk Adventures on the

Exploring the lair and overcoming the challenges of DMs Guild.

Belen's quest completes a story milestone. You gain

100 XP from completing the quest. When you add Subscribe to the Elfypunk newsletter and read
this to all of the experience you gained from the about new adventures as they are published.

encounters, you should have enough XP to gain level

2. Huzzah!

Join the League of Adventurers on the

Elfypunk Patreon.
Let us know how you fared
Post a review on the DMs Guild page for this
adventure and share with the community:
Which character did you play (class/level)?
What did you find easy?
What did you find challenging?
Did you finish the adventure?
Which route did you take (Combat, Stealth
Infiltration)?

EPILOGUE
20

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