A 2nd Level Adventure For 3-4 Players

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a 2nd level adventure for 3-4 players


W
elcome and thank you for downloading this
adventure. Temple of the Nightwind is a short Chapter I -
adventure suited for new players and new
dungeon masters alike. It works best for the merchants
characters of 2th level and lasts about two to The characters find themselves traveling on the long road
three hours. To run Temple of the Nightwind near the Kryptgarden Forest. If you are ready to start the
as a DM, you‘ll need the Players Handbook or adventure, read the boxed text to your players:
the D&D 5e Basic Rules. If you feel like the encounters in
this adventure are too hard or too easy, feel free to add or
substract monsters as you see fit. Magic Items and Monsters For the last hours you wandered under the oppresive heat of
are explained at the end of this document. Happy gaming! the midsummer sun. The road is dusty and swarming with
insects, filling the air with their buzzing. As you make your way
around a large hill, you see carriages up ahead. A handfull of
Adventure Summary
humans and halflings, some of them wounded, are standing in
This adventure consists of three chapters. a circle and seem to be having a heated argument. One of
In chapter one, the characters meet a distressed group of
merchants and learn that one of them was abducted into a them notices your group and waves for your attention.
dark forest by evil kobolds.
In chapter two, the characters make their way through the
forest, facing the dangers within. The merchant waving is Walter Stoneleaf, a human with
In chapter three, the characters discover an old temple and grey hair and a honest smile. He is overjoyed to see armed
need to work together to survive its dangers. adventurers in this wildernis and offers them food and drink.
The carriages are surrounded by kobold footprints and
peppered with arrows.
Background When asked what happened here, Walter explaines that he
and his group are traveling merchants, who were attacked by
South of the Sword Mountains lies the Kryptgarden Forest, a a gang of kobolds. Kobolds are small reptilian humanoids,
damp and gloomy woodland. This forest was used by an elven known for their greed and foolishness, but dangerous in large
cult, called the Cult of the Nightwind, as a hideout long ago. numbers. Much to his surprise, the kobolds did not steal
As the cult was banished, their temple stood abandoned for anything, rather they kidnapped a fellow merchant: the half-
many centuries until a black dragon wyrmling named Midras elf Serina Riversong.
discovered it. Midras is fascinated by the secrets of the cult. None of the merchants know why she was kidnapped, but
But since he can‘t read the elven language, he ordered his they are offering a reward of 10 gold pieces for each
kobold minions to ambush travelers on the long road and character, if they are brave enough to enter the Kryptgarden
bring an elf or sage to the temple as a translator. After some Forest and rescue their friend. The kobold tracks are easy to
brutal attacks on helpless caravans, the kobolds have follow and lead into the woods. If pressed for a higher
managed to kidnap Serina, a young half-elf, and drag her reward, Walter offers a discount on his wares. He can sell the
back to the temple. Will the characters be able to rescue party anything from the Adventurer Gear‘s Table in the
Serina before the black dragon discovers the dark secret of Players Handbook (Page: 150) as soon as they get to Triboar
the temple? (or a town of your choice).
The Sword Mountains and the Kryptgarden Forest are set in The carriages are loaded with heavy steel bars and cut
the Forgotten Realms Campaign Setting, but you can easily stones. If a character is caught stealing from the merchants,
place this adventure in any setting that has a road with a they turn disappointedly turn away. Walter will try and ask
forest nearby. them one last time if they are willing to rescue Serina, trying
to persuade them to do a good deed.

TIPS FOR DMs | MAKE SURE TO GET THE


LARGEST PIZZA SLICE
2
Temple of
the nightwind
Chapter II - through
the kryptgarden forest
The Kryptgarden Forest is a labyrinth of trees and
dangerous to traverse. Pick one of the encounters below, to
run for your players and read the boxed text to them.
Following the Kobolds´ tracks through the Kryptgarden Forest,
the sunlight soon fades. Only a few sunrays breach through
the dense treetops above. The path is flanked by thick bushes
and overgrown with weeds and mushrooms.

I - the dark net


The creature calling out is a ghoul (See Appendix B). It is
You enter a large depression and notice a few spider webs, hiding behind the ruined watchtower, but a successfull
which grow larger in size as you carry on. There are two human
Perception Check DC 13 reveals the stench of decay
radiating from it.
sized, webbed cocoons hanging from the trees.
If a creature steps into the ruins, the Ghoul jumps out and
attacks with its claws. The Ghoul‘s only motive is to eat flesh,
This is the lair of a giant spider (See Appendix B), sitting on it fights to death.
top of the trees. It has not noticed the characters yet, but as TREASURE The Ghoul carries nothing of value, but there
soon as someone touches a cocoon, the giant spider lowers is an old wooden chest inside the ruins. Its lock can be picked
itself from the trees and instinctively attacks the character with a successfull Sleight of Hands Check DC 10,
with the lowest AC, using its Web attack. The giant spider containing two potions of healing.
does not fight to death and does not like fire. If it is reduced
to 10 hit points or lower, or takes more than 6 fire damage in
one attack, it disengages and returns to the trees. III - not the bees
TREASURE The webbed coccons can be destroyed (AC
10; hp 5; vulnerability to fire damage; immunity to
bludgeoning, poison, and psychic damage) Roll on the table Walking through the dark forest, you notice the sound of
below to determine what‘s inside. buzzing insects growing louder. Aside the path you see a
great, hollow tree. It appears there is a flask inside the tree,
Cocoons contain a corpse...
D4 filled with a faintly glowing orange substance. You could go
and grab it, if it weren‘t for the hundreds of bees that made
1 ... of a kobold
this tree their home.
2 ... holding a purse containing 15 gp
3 ... of a halfling, holding a ring worth 20 gp The hollow tree is swarming with bees. They are nonmagical,
4 ... clutching a +1 dagger but if a character comes too close to their nest, they form a
Swarm of Insects (See Appendix B) and attack. Characters
have to come up with a clever way to acquire the potion, for
II - too ghoul for you example they could wear several layers of clothes to as an
improvised beekeepers suite. If a character uses destrucitve
As the forest grows darker and darker, you come upon what magic, such as a Burning Hands spell, more Swarms may
looks like the ruins of an old watchtower right next to the attack and follow the players.
path. Suddenly a voice cries out: "Help! By the gods, please TREASURE The flask contains a potion of acid
help me! Someone! Anyone!" resistance.
You can not see the origin of the voice, but it comes from
the ruins and they appear to be in pain.

TIPS FOR DMs | NEVER TRUST THE BARD 3


Temple of
the nightwind
4. Crypt
Chapter III - the master Several alcoves are embedded in the walls, each containing
of the kobolds an elven skeleton. There is a large stone sarcophagus in the
middle of the room, engraved with elven poetry.
Secret Sarcophagus. The skeletons are harmless, but the
Properties lid of the sarcophagus can be opened. This requires a
The temple is entirely made of stone, with 8 ft. tall successfull DC 14 Strenght Check. Instead of a dead body,
ceilings. All doors are made out of elven wood and this coffin contains a grey scroll, wrapped in a deep black
reinforced with iron. There are alcoves in the walls, cloak.
filled with candles that shed dim light. Otherwise TREASURE The cloak is a Cloak of the Nightwind (See
the temple is dark as night. All rooms refer to the Appendix A) and the scroll is the Ashen Scroll. The scroll is
dungeon map in Appendix C. The Kobolds can be ashen grey and was made by a mad elven cleric, who is still
questioned for information. They know about the haunting the temple today. It reads the words: "Ior Savalir
black dragon wyrmling and the layout of the Naïlo." (Elvish for "I call upon the nightwind"). When these
temple, but they don‘t know why Midras wanted words are spoken, a Specter (See Appendix B) appears and
them to cepture Serina. attacks the creature that summoned it. The scroll does not
work outside the temple and crumbles to ashes when used.
5. Storage
The flagstone marked T on the map is a trapdoor, hiding a pit
As the sun is fading, the kobold tracks finally lead you to a trap. A creature that steps onto the trap must succeed on a
clearing in the forest. You can see a large ruin of a temple, it‘s DC 13 Dexterity Saving Throw, on a failed save the
stone foundation ancient and overgrown with ivy. There is a creature falls 10 ft. into a pit, taking 1d6 bludgeoning
kobold sitting on a pillar, it‘s eyes are closed but it appears to damage. There is an empty torch holder mounted on the wall.
carry an alarm horn. A successfull DC 14 Investigation Check reveals that
pulling on the torch holder disarms the pit trap.
1. Guardpost and entrance The storage contains all the loot the kobolds have managed
This kobold fell asleep during it‘s guard duty. If it wakes, it to rob from several travelers: two barrels of beer, ten rations,
blows into the alarm horn, summoning all kobolds from area two hooded lanterns, a hunting trap, a flask of perfume and
2, who arrive after one round of combat. an iron box containing pipe weeds worth 14 gold.
The entrance to the temple lies hidden behind a thick patch 6. Shrine
of ivy. A successfull investigation or survival Check DC 10 The shrine is where Midras holds Serina captive. She is
reveals this passage. currently tied with ropes and being watched by 2 kobolds.
Midras, a black dragon wyrmling, is intimidating her, so that
2. Kobold quarters she translates the elven poem in Area 3 for him. Read the
This room is filled with bedrolls and hammocks. If not drawn boxed text below, when the characters enter this area:
elsewhere, eight kobolds are present here, eating cheese and
bread stolen on their raids on the long road. You push open the double doors and reveal an eerie shrine.
Large pillars flank the statue of an elf maiden, with large wings
3. Great Hall and a longsword in her hands. Beneath the statue, you see a
This hall connects all corridors of the temple, its roof carried young half-elf woman, tied with ropes and guarded by two
by four great stone pillars. kobolds. A creature is standing in front of her, clad in black
Inscriptions: The walls of this room are engraved with scales. It has sharp teeth, leathery wings and an evil glint in it‘s
elven poetry. A character that speaks elvish can translate it eyes. "You belong to me now and you will translate the
into common: inscriptions for me. Do as I say! Your life will depend on how
the nightwind came to steal the blade useful you proof to be", says the dragon. Then, it notices you
now forever our master shall reign and turns to face you. "Ah! Uninvited guests!"
dare you recite the ashen scroll
he will awake and take your soul
This poem refers to the Ashen Scroll, found in Area 4 and
to the statue found in Area 6.

4 TIPS FOR DMs | YOU NEED MORE DICE


Temple of
the nightwind
Chapter III - the master
of the kobolds

dealing with midras


Midras is far from stupid, but he is a very young dragon. The
wyrmling loves to hear praise and flattery and it is pleased if
the characters give it a gift, such as coins or magic items. A
clever party may deceive it into reading the Ashen Scroll and
thereby being targeted by the Spectre itself. This requires a
successfull DC 15 Charisma Check, using Deception,
Persuasion or Performance, depending on how the
characters talk to it.
If Midras is insulted, realizes the party works for the
merchants or has killed its kobold minions, it roars and
attacks, trying to escape into the forest if it is brought down
to 10 Hit Points or less.
The two kobolds do whatever Midras commands.
talking to serina
The young half-elf is scared, but brave. She is quiet when the Need more adventures? Check out "The Howling Valley" by
characters are talking to the dragon, hoping they will free her. Tobias Scheurer. It is a lvl 4 adventure, set in a haunted
If freed from her ropes, Serina disengages into a corner of monastery. You can get it for free on
the room. She then uses the dodge action to avoid getting hit. https://www.dmsguild.com/product/237062/The-Howling-
She gladly joins the characters back to the other Valley
merchants and thanks them for saving her.
the statue
The statue depicts a winged elven warrior. An illusion spell
was cast on the sword it is holding by the cultists long ago, Credits
making it look like part of the statue. It is in fact a magic This adventure was made with the homebrewery by
sword, that can be drawn from the stone hand. Doing this will Scott Tolksdorf: www.homebrewery.naturalcrit.com
end the illusion, revealing an imposing elven +1 longsword - DUNGEONS & DRAGONS, D&D, Wizards of the
still sharp! Coast, Forgotten Realms, Ravenloft, Eberron, the
TREASURE At the foot of the statue lies a small pile of dragon ampersand, Ravnica and all other Wizards
gold - Midras's hoard! It consists of 100 gold pieces, 44 silver of the Coast product names, and their respective
pieces and 60 copper pieces. 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
Ending the adventure and/or other authors. Such material is used with
permission under the Community Content
If the party is able to rescue Serina and escort her safely back Agreement for Dungeon Masters Guild. All other
to the road, the merchants will praise them as heroes and original material in this work is copyright 2020 by
gladly take them to Triboar for beer and food. The kobold Benedikt Stronski and published under the
attacks stop and the road will finally be safe again. Community Content Agreement for Dungeon
Masters Guild. Thanks to Philip Fischer, Franziska
If Midras manages to escape, it hides in the forest and Albrecht, Manuel Leitlauf, Dominik Stronski, Felix
swears revenge on the characters. You can use him as a Hohl & Tobias Scheurer for playtesting!
recurring villain in your game, maybe he tries to form another
gang of evil monsters or he grows to be a Young Black
Dragon and shows up when the party least suspects it.

TIPS FOR DMs | HAVE FUN! 4


Appendix A - magic items
Cloak of the Nightwind Potion of Acid Resistance
Wondrous Item - Uncommon (Requires Attunement) Potion, Common
While you wear this black cloak and are not exposed to bright When you drink this potion you gain resistance (half damage)
light or sunlight, you gain a +2 bonus on initiative checks, as to acid damage for 1 hour.
the magical wind of night speeds up your movement.
Potion of Healing
Potion, Common
You regain 2d4+2 hit points when you drink this potion. The
potion's red liquid glimmers when agitated.

Appendix B - monsters
Midras, black dragon Ghoul
medium undead, chaotic evil
wyrmling
medium dragon, chaotic evil Armor Class 12
Hit Points 22 (5d8)
Armor Class 17 Speed 30 ft.
Hit Points 33 (6d8 + 6)
Speed 30ft., fly 60ft., swim 60ft.
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 10 (+0) 11 (0) 13 (+1) Damage Immunities poison
Condition Immunities charmed, exhaustion,
Saving Throws Dex +4, Con +3, Wis +2, Cha +3 poisoned
Skills Perception +4, Stealth +4 Senses darkvision 60 ft., passive Perception 10
Damage Immunities Acid Languages Common
Senses blindsight 10 ft., darkvision 60 ft., passive Challenge 1 (200 XP)
Perception 14
Languages Common, Draconic
Challenge 2 (450 XP)
Actions
Amphibious. The dragon can breathe air and water. Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 9 (2d6+2) piercing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., Claws. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 7 (1d10+2) piercing damage plus 2 one target. Hit 7 (2d4 + 2) slashing damage. If the
(1d4) acid damage. target is a creature other than an elf or undead, it
Acid Breath (Recharge 5-6). The dragon exhales acid must succeed on a DC 10 Constitution saving
in a 15-foot line that is 5 feet wide. Each creature throw or be paralyzed for 1 minute. The target can
in that line must make a DC 11 Dexterity saving repeat the saving throw at the end of each of its
throw, taking 22 (5d8) acid damage on a failed turns, ending the effect on itself on a success.
save, or half as much on a successful one.

2 PART 2 | BORING STUFF


Giant Spider Kobold
large beast, unaligned small humanoid (kobold), lawful evil

Armor Class 14 Armor Class 12


Hit Points 26 (4d10 + 4) Hit Points 5 (2d6 - 2)
Speed 30 ft., climb 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+1) 2 (-4) 11 (0) 4 (-3) 7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1)

Skills Stealth +7 Senses darkvision 60 ft., passive Perception 8


Senses blindsight 10 ft., darkvision 60 ft., passive Languages Common, Draconic
Perception 10 Challenge 1/8 (25 XP)
Languages -
Challenge 1 (200 XP) Sunlight Sensitivity. While in sunlight, the kobold
has disadvantage on attack rolls, as well as on
Spider Climb. The spider can climb difficult Wisdom (Perception) checks that rely on sight.
surfaces, including upside down on ceilings,
without needing to make an ability check. Pack Tactics. The kobold has advantage on an attack
roll against a creature if at least one of the kobold's
Web Sense. While in contact with a web, the spider allies is within 5 ft. of the creature and the ally is
knows the exact location of any other creature in not incapacitated..
contact with the same web.
Web Walker. The spider ignores movement
Actions
restrictions caused by webbing. Dagger. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 4 (1d4 + 2) piercing damage.
Actions Sling. Ranged Weapon Attack: +4 to hit, range
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., 30/60 ft., one target. Hit 4 (1d4 + 2) bludgeoning
one target. Hit 7 (1d8 + 3) piercing damage, and damage.
this the target must make a DC 11 Constitution
saving throw, taking 9 (2d8) poison damage on a
failed save, or half as much on a successful one. If
the poison damage reduces the target to 0 hit
points, the target is stable but poisoned for 1 hour,
even after regaining hit points, and is paralyzed
while poisoned in this way.
Web (Recharge 5-6) Ranged Weapon Attack: +5 to
hit, range 30/60ft ft., one creature. Hit The target is
restrained by webbing. As an action, the restrained
target can make a DC 12 Strenght check, bursting
the webbing on a success. The webbing can also be
attacked and destroyed (AC 10; hp 5; vulnerability
to fire damage; immunity to bludgeoning, poison,
and psychic damage).
Specter Swarm of Insects (Bees)
medium undead, chaotic evil medium swarm of tiny insects, unaligned

Armor Class 12 Armor Class 12


Hit Points 22 (5d8) Hit Points 22 (5d8)
Speed 0 ft., fly 50 ft. (hover) Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 11 (0) 10 (0) 10 (0) 11 (+0) 3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)

Damage Resistance acid, cold, fire, lightning, Damage Resistance bludgeoning, piercing, slashing
thunder; bludgeoning, piercing, slashing from Condition Immunities charmed, frightened,
nonmagical attacks grappled, paralyzed, petrified, prone, restrained,
Damage Immunities necrotic, poison stunned
Condition Immunities charmed, exhaustion, Senses blindsight 10 ft., passive Perception 8
grappled, paralyzed, petrified, poisoned, prone, Languages -
restrained, unconscious Challenge 1/2 (100 XP)
Senses darkvision 60 ft., passive Perception 10
Languages Understands all languages it knew in life Swarm. The swarm can occupy another creature's
but cant't speak space and vice versa, adn the swarm can move
Challenge 1 (200 XP) through any opening large enough for a Tiny insect.
The swarm can't regain hit points or gain temporary
Incorporeal Movement. The specter can move hit points.
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it Actions
ends its turn inside an object.
Sting. Melee Weapon Attack: +3 to hit, reach 0ft.,
Sunlight Sensitivity. While in sunlight, the kobold one target in the swarms space. Hit 10 (4d4)
has disadvantage on attack rolls, as well as on piercing damage, or 5 (2d4) piercing damage when
Wisdom (Perception) checks that rely on sight. the swarm has half hit points or fewer.

Actions
Life Drain. Melee Weapon Attack: +4 to hit, reach
5ft., one creature. Hit 10 (3d6) necrotic damage.
The target must succeed on a DC 10 Constitution
saving throw or its hit point maximum is reduced
by an amount equal to the damage taken. This
reduction lasts until the creature finishes a long
rest. The target dies if this effect reduces its hit
point maximum to 0.
Appendix C - temple map
1 Square = 5 ft.

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