The Red Rider's Challenge
Kaia's Forge seems like a typical country village in most respects, but the number of visitors for The Annual Red Rider's Challenge has overwhelmed the countryside. Tents of all shapes and sizes range from drab greens and browns to bright yellows, exquisite reds and shimmering blues. You sit at a rough-hewn bench in a tavern listening to a bard sing a tale and getting to know your companions...
DM Note:
Introduction time! Have the party decide if they know each other or if something has brought them together. If the group has no preference, inform them that they received a chit when they signed up for the Ride which had a small sigil on it assigning them to these companions for the event.Plea From the Red Rider
In the midst of your evenings activities, speckles of color dance in front of your eyes and you find yourself standing in a dark place with your party. A figure dressed in red plate steps forward and light plays across its form.
"Greetings," you hear from the armored form. "I intended to make this a grand event tomorrow, but events threaten to move faster then I expected. I would know if your group would aid me tonight."
DM Note:
Wenellyn (The Red Rider) learned that a group of treasure hunters intends to raid The Stag and Still Distillery in the morning. The members of this group merely expect to find loot. Wenellyn needs to party to move quickly.
Wenellyn offers the group 100 gold per party member, they can keep any magical items they find on their way to the bow, but she must receive the bow by mid-morning tomorrow. The bow should be brought to a clearing in the nearby woods where Wenellyn will be waiting.
Of particular note:
- Wenellyn doesn't know what lies beyond the threshold,
- Wenellyn has the ability to heal the party if they need health or the equivalent of a long-rest bestowed on them
- Wenellyn has a one time boon of temporary hitpoints (1d4+1) IF ASKED
- After a few minutes, Wenellyn informs the group that they must decide or she must speak with another group.
The Stag and Still Distillery
The shades of darkness around your party shifts. Your eyes quickly adjust and you find yourself looking at the ruins of a few buildings. Most are in fairly bad shape, but there appears to be a large structure which is mostly intact.
The Red Rider points to the large structure and says, "That building once held the Stag and Still Distillery's means of making something they called 'Scotch'. The building now holds an enchantment which won't allow me to enter. I can't even find out more about what lies beyond that door except that the bow lies within. From what I learned of Crone, I don't expect getting the bow to be easy."
The Red Rider pauses for a few seconds before continuing in a voice filled with emotion, "I would have you know that I can not express my gratitude enough... This has been a long time coming, and I will not forget your aid this night."
With that, the Rider turns toward the nearby woods and walks away
DM Note:
Players may want additional information and try to stop Wenellyn, but she has nothing more to offer. The small glimpse of the first room revealed nothing to her and she has no additional resources available due to the short notice. The party should move into the Distillery.
Opening the damaged door reveals the remains of a small shop. Against the walls are remains of shelves and across the room the broken uprights of what looks to have been a counter. Beyond the counter a doorway opens and a strange greenish glow catches your eye.
Mordenkainen's Monsters of the Multiverse
Vegepygmy
STR
7 -2
DEX
14 +2
CON
13 +1
INT
6 -2
WIS
11 +0
CHA
7 -2
Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.
Regeneration. The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Actions
Claw. Melee Weapon Attack: +4 to hit 1d20+4 , reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage 1d6+2
Sling. Ranged Weapon Attack: +4 to hit 1d20+4 , range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage 1d4+2
Room A: Spears to Be Dangerous
Room B: The Balancing Act
DC 13 Perception check reveals the green liquid to be acid strong enough to cause injury.
DC16 Perception check reveals both the DC13 Perception information and the party member spots some various bits of bone and other material floating in the pool
Party members making a DC13 Acrobatics check successfully cross the log. Failing the check results in the player falling in the green liquid.
Players are likely to offer creative solutions to help less dexterous members of the party. If the idea seems reasonable, offer advantage to those who would benefit. For instance stringing a rope across and securing it in a way that makes sense causes those using the rope to get advantage on their check
The green liquid does 1d6 acid damage for each round spent in it and 1d4 for the round immediately after leaving the acid unless the acid is cleaned off.
Pool is 12 feet deep and the log is two feet above the pool.
Inspection of the log reveals some enchantment makes it impervious to the acid, but none of these characters can figure out how.
Secret Chamber of Item E1
There is a secret door to the left beyond the Room B acid pool. It has been well hidden and requires a DC15 perception check or DC13 Investigation to find the door.
Once inside, have a player roll a d100.
On a result of 50 or less, there is a set of light armor +1 and 2 potions of healing.
On a result of 51 or higher, there is a set of medium armor +1 and 2 potions of healing.
If the party asks why this would be here, the armor and potions were the property of the architect who left them here to go fix a clogged pipe in area B; the architect succeeded in unclogging the pipe, but not in climbing out of the pool in time.
Room C: Light It Up!
As the round object depresses slightly a red light gleams from it and in the hallway to the right flames begin to spurt from both sides of the chamber forming a wall of fire.
In the space before the flames, dark words appear with purple outlines.
Four times the answers must be right, or else the flames remain alight!
And if your answers don't prove true, those nearby learn secrets from you!
The room's magic is failing. Touching the domes on the floor turns them red and prompts a desire to share a secret. After the fourth turns red, the flames stop and the doors swing open on the other side of the flames.
Room D: Sssso, You Thinkssss You Hearssss Ssssomething?
This room succumbed to the ravages of age. Initially the room filled with a poisonous gas, but some component failed and there is no gas now. The challenge here is finding a way to open the massive door. The door between D and F runs from floor to ceiling. When opened, the DF door slides out until it overhangs a second pool of acid.
Near the DF door, a piece of stone in the floor looks obviously out of place and can be lifted to reveal three knobs attached to some pipes. The pipes have some dwarvish runes on them which are difficult but possible to partially read. Two knobs have a warning on them, although the specifics can't be understood. The last says release. Players turning the release knob have the door open in front of them.
Room F: Where's the knob?
This room needs the door to go back to its closed position. Another section of stone moves aside and a similar set of knobs can be operated to close the door.
Some groups may get creative with Strength to pull the door or something acrobatic to get past the acid pool while the door remains open. Both are valid options, which will vary based on the way the party solves the problem.
Room G: Katching your breath
There is a lever on the far side of the room. When it is pulled a portion of the curtain opens, allowing entry to the next area.
Room H: The Twisting Path
The path meanders a little, but doesn't constitute a maze. As the characters explore, the Oblex Spawn moves into position to attack. The Oblex is not intelligent in the sense of using tactics such as stealth. If the party is loud, the Oblex attacks them at the first turn. If the party is more silent, the Oblex won't catch up to them until the other side of the wall, giving them the chance to find the second set of items.
Items E2
The satchel is a bag of holding which has 2 potions of healing inside.
Oblex SpawnMordenkainen's Monsters of the Multiverse
Oblex Spawn
STR
8 -1
DEX
16 +3
CON
15 +2
INT
14 +2
WIS
11 +0
CHA
10 +0
Amorphous. The oblex can move through a space as narrow as 1 inch wide without squeezing.
Aversion to Fire. If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Unusual Nature. The oblex doesn’t require sleep.
Actions
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage plus 2 (1d4) psychic damage.
Defeating the ooze seems to release something. At the end of the winding path, the party finds a simple, but masterfully made bow lying on a wooden table. After performing every evaluation of which you can think, one of the party reaches out and touches it. The nothing that occurs matches the uneventful journey back through the distillery and through the woods. Approaching the meeting location, you find the Red armored figure pacing. As the party enters the moonlight, the figure stops. You spot the eye slits of the helmet facing your way.
"Good, you got it then?"
The bow is held up, but before further comment a heinous screech comes from the other side of the clearing. A ragged form runs using hands and feet toward the Red Rider!
"Quick! There is a phrase on the bow which does not belong! It must be removed!"
With those words, a resounding clang rings out as a blade strikes the Red Rider's armor!
As the ritual finishes, the bow shudders. A glance at the attacker shows they are shaking nearly as much as the bow. The vibrations intensify until you can't tell whether the bow or the person seems more likely to shatter. And with a shout and booming crack both fall to the ground.
The Red Rider runs to the haggard form, removing the red helmet to reveal long black hair, elfen features, and a definitively feminine face. Dropping to her knees, the Red Rider pulls the form onto her lap. A glow of energy causes a nimbus of blu-ish white light to surround both forms.
You still wonder at times what you saw that early morning. It almost seemed like the sun rose for a few moments right before you. But when the sun finally did rise, there was another elf there.
You were treated to a breakfast like nothing you'd ever known before and told a story both bitter and sweet. But that's a tale for another time.
In Conclusion
If the party brought the bow, they get 100 gp each and 2 magical uncommon items for the group, regardless of the outcome of the final confrontation. If the party failed to make it out of the distillery, they awaken a few days later in Kaia's Forge. Their care has been paid for and a small bag of 50 gold has been left for each of them. The Red Rider is gone though.An adventure for 1st and 2nd level characters using Dungeons and Dragons 5th edition rules.
DM Background:
Nearly fifty years ago, an elven ranger named Olioffus(Oh-lee-off-uhs) lost a battle with a Hag known as Crone and chose to offer his service instead of his life. Years later, he made a friend in Wenellyn (When-hel-lin), an elven paladin Olliofus freed from one of Crone's traps. Wenellyn prompted initially by her deity but finally by her friendship began searching for a way to free Olliofus. After some initial research, Wenellyn found indications that Olliofus's binding focused in some way on the area around the village of Kaia's Forge. After a few sneaky trips around the area, Wenellyn decided to disguise herself and her purpose to avoid endangering Olliofus.
The Red Rider rode into Kaia's Forge that year, stayed for about a week, and left after exploring the countryside. Over the next few years, the Red Rider returned every year, spent about a week, and then left. Then one year, the Red Rider asked some local youths if they wanted a chance to earn a bag of coins. And so began the Red Rider's annual challenge.
After decades of searching, Wenellyn (The Red Rider) identified the likely location of the item binding Olliofus to Crone. Unfortunately, the protections on the item include a spell that limits the level of the individuals who can enter. After a few years of thought, Wenellyn devised a strategy for getting the item. She just needs a bit of help... and this party may be just the thing she needs.
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Author's Note: My first time doing anything in depth on World Anvil, so don't hesitate to point out ways to improve the formatting. As for the adventure... Uh, yeah, I'm verbose and have lots of ideas. The full version needs to be finished yet and it is around 8000 words. Unfortunately, to meet the word count limit, I had to trim several elements out of the shortened contest version. Again, please let me know if you spot any issues and I'll be happy to address them. Thanks, -The Worst DM Ever