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1 The Shadow of 1st
1 The Shadow of 1st
Serpentridge Hollow
Solo Adventure
A stand-alone adventure
A DM is optional.
Contents
3
The Mayor's Office ...................................................... 5 Find more Elfypunk Adventures on the DMs Guild.
Encounters ............................................................................ 7
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.
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
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The Job Board
If you choose to inspect the job board, you will see:
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
Belen Pinestar
The Quest
If you approach or announce your presence:
Belen Pinestar is the mayor of Nettle. his colours - flew over the mayor's office as a symbol
of his protection of the town."
NETTLE
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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 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,
Encounter
Guard
Combat Experience: 25
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
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
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
ENCOUNTERS
7
The Adventure
General Features
Arrival
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
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.
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
Gold: 16
Stealth Experience: 50
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
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.
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.
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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.
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
Gold: 29 Experience: 50
Gold: 25
Heroic Encounter:
2 Wolves
Heroic Encounter:
Experience: 100
Swarm of Spiders
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
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.
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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.
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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
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:
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.
Encounter:
Mother
Experience: 100
17
Heroic Encounter: Once you reach the town square, you could simply
Mother (Heroic)
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.
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
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)
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).
19
Epilogue
T
he people of Nettle will be ecstatic if
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
100 XP from completing the quest. When you add Subscribe to the Elfypunk newsletter and read
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Infiltration)?
EPILOGUE
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