The Red Rider's Challenge Plot in Krystalia | World Anvil
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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.

Assuming the party agrees, move to The Stag and Still Distillery.  

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.

The Stag and Still Interior
Interior map of the Stag and Still
Once the party agrees to help, read Through the Door below:
Through the Door.

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.

  Give the group a few minutes to look around the room. The room once served as a small storefront for the distillery. After nearly 50 years the wooden shelves exhibit clear signs of rotting. A few bottles remain intact but none hold any liquids. For the most part, the entire room seems on the verge of collapsing. After a few minutes or when they begin to enter the room beyond:  
A strange odor begins to reach you from the open doorway and you think you hear something. Roll for initiative...
  2 Vegepygmy sprang from some local explorers who died in the next room (room A) and are making their way in through the entrance to the shop. These Vegepygmy charge in and attack, only using their slings if they can't get within melee range.   Vegepygmy

Mordenkainen's Monsters of the Multiverse

Vegepygmy

Small plant, neutral
Armor Class: 13
Hit Points: 13 (3d6+3) 3d6+3
Speed: 30ft

STR

7 -2

DEX

14 +2

CON

13 +1

INT

6 -2

WIS

11 +0

CHA

7 -2

Skills: Perception +2, Stealth +4
Damage Resistances: Lightning, Piercing
Senses: darkvision 60 ft., passive perception 12
Languages: Vegepygmy
Challenge Rating: 1/4

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

Fungus creatures that live in simple bands and are typically formed when living material is exposed to certain spores, especially by Russet Mold. Vegepygmy's arise a day or two after the death of humanoid or giants are killed by the mold.
 

Room A: Spears to Be Dangerous

After crossing into this first room, the little remaining light from the shop area highlights rusted spears sticking out to different lengths on either side of the path forward.
  The space marked with an A triggers a spear trap. Characters along the line shown must make a Dexterity Save (DC13) or are struck for 1d6 damage. The trap can be disarmed with a DC14 Sleight of Hand Check. The trap only fires twice and then makes a clicking noise.  

Room B: The Balancing Act

A log about 8 inches wide provides the only obvious path across a greenish liquid pool fifteen feet wide and ten feet across. As you approach the area, you feel a stinging, tickling sensation in your nose as a sickly, sweet odor permeates the area.
 

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!

Approaching the corner of the hallway, several rounded objects appear to set into the floor. Light passing over these cause reflections of red and yellow.
Wait for the group to step on or in some way depress one. They can attempt to avoid stepping on them with a DC 14 Acrobatics Check. When they step on the first one, read:

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?

The room ahead appears to end in an ornately etched wall. As you enter the room, the doors behind you shut with an echoing boom. A few moments later, the sound of hissing fills your ears. The etchings pulse orange and red.

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?

Moving into this room, the room turns to the right. But within fifteen feet, another green pool fills the room with a familiar aroma and stinging sensation.

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

As the door opens, several members of the party seem to hold their breath in anticipation... But nothing happens. This large room seems rather bare except for a trough on one wall and a purple curtain covering the opposite wall

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

With a final push, you leave the mewling felines by stepping across some barrier which resists only slightly against you but firmly prevents the cats entry. A wall stands before you with a path open to the left and a light green glow in the distance

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

A bundle of leather lies on the ground here. A quick look reveals it to be a satchel.

The satchel is a bag of holding which has 2 potions of healing inside.

  Oblex Spawn

Mordenkainen's Monsters of the Multiverse

Oblex Spawn

Tiny ooze, lawful evil
Armor Class: 13
Hit Points: 18 (4d4+8) 4d4+8
Speed: 20ft

STR

8 -1

DEX

16 +3

CON

15 +2

INT

14 +2

WIS

11 +0

CHA

10 +0

Saving Throws: Int +4, Cha +2
Condition Immunities: blinded, charmed, deafened, exhaustion, prone
Senses: blindsight 60ft. (blind beyond this radius), passive perception 12
Languages: none
Challenge Rating: 1/4

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.

A swirl of motion catches the eye as a jelatinous form takes shape and moves menacingly in your direction. You don't see any bones... Wait! You do see bones, but they look like they are floating in the slimy material!
 

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!

  The Red Rider needs help now! The party members see two possibilities: helping the Red Rider with her battle or figuring out how to remove the phrase. The battle is too close to join directly, but perhaps ways could be found to distract the attacker or heal the Red Rider? Those working on the phrase can make a Religion, Arcana, or Nature check with a DC14. The party needs four successful checks before four failures on the phrase to figure it out. Every boon to the Rider removes a failure.   If four failures comes first:
Failure: You think you're close when your heart is pierced by a scream. Another of your party says the final words, but you can see already... It's too late. The haggard form lays crumpled on the ground. The Red Rider throws back their head and screams, a sound of rage and angiush you dread to remember.
  After the fourth success:

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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Comments

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May 2, 2022 13:15 by The Worst DM Ever

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

May 3, 2022 19:47

There is so much to love here. The backstory is charming, the plot makes sense to me, and the distillery is an example of really, really good dungeon design. To top it off, the final confronation is extremely well set up and very rewarding. There is just about one thing that I would consider changing - the Red Rider hiring the adventurers may seem a little too suspicious. Could she just be a little be more upfront and apparently trustworthy, without revealing the whole plot? I think making the Red Rider into a mysterious paladin who wants to save a life would motivate the players even more. This is a really good adventure, I liked it a lot and I think it definitely should get more attention.

If you have some time, I would much appreciate your feedback on my entry for Adventure April: Carbon Copy Paradise
May 4, 2022 20:22 by The Worst DM Ever

Thank you. Enjoyed writing it up. Sad that it had to be so short! Good suggestion for the one-shot. It's a thread I didn't tie down when I cut it. Thanks again for the read and the feedback!