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A Disturbed Breakfast

Introduction: Breakfast is disturbed by a half-dead


farmer. Can anyone stop this threat?

A 1 to 2 - hour adventure for 3-4 1st level


characters.

by Kristjan Matthiasson

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A Disturbed Breakfast
The best things in life is the sizzling
Part 1 - And so it begins
oil on the pan, the smell of burning The players are sitting in a tavern having their
bacon and the golden hue of a well fried breakfast when a farmer, badly wounded,
egg.
stumbles into the tavern. He manages to tell the
-Gargath the Hungry.
tavern patrons of the attack which occurred on the
west bound road before falling unconscious. A
DM’s background pack of goblins attacked the farmer bringing in
goods at daybreak leaving him for dead.

Setting
Aghhh …
The adventure occurs in and around the village of
Mud Creek and stretches to the southern
I was attacked this morning on the
mountain range. Mud Creek is located in the valley
west road.
of Kyros that is enclosed from all sides except the
east with mountains. The area around the village
A pack of goblins ….. three or four.
is flat and scattered with farmsteads with some
forests to the south east of the village. The area to
They shot me out of my saddle and
the far east has not been properly explored, but
left me for dead.
there exists an old map that details that area.
I blacked out and when I came too
The village of Mud Creek they were gone. Killed my poor horse
too.
Mud Creek is a village with about 50 people living
there. It is located at the outskirts of civilization so Aghh…
the folks there are hardy, no-nonsense pioneer
type people. The village has a single tavern, a
mayor, a small four men militia, a blacksmith, a
single shrine dedicated to Chauntea and a village After losing consciousness the farmer is carried
mage. There is also a mill close by and a few away to the village healer. If a cleric is in the party
farmsteads in the area. and casts cure light wounds on the farmer before
he is taken away reward him an extra 25
When the adventure starts the players all have experience.
loggings at the tavern paid for a couple of days.
Now the players need to make a decision.
The mage has a small library which he will allow
any player mage to use for research for a small fee Option #1: If the players leap to the task of
(2gp /day). tracking down the goblins you can move to part 2.

The local cleric can heal the players for a few gold Option #2: If the players show little interest at
pieces donation. first the village mayor will approach them with an
offer.
The blacksmith will allow the players to use his
forge if they were helpful in this adventure.

The mayor has a map of the area which the players


can copy after this adventure should you wish to
use this as a start of a campaign.
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Option #3: If the players refuse the mayor it
effectively ends this adventure.

Part 2 – The farmer’s cart.


When the players follow the west bound road they
soon come upon the farmer’s cart at the side of the
road. There are clear signs of a struggle, the cart
has been looted and the horse that pulled it been
taken away.

If the players want to search the cart for any


valuables they will find a hidden compartment
upon a successful DC15 investigation check. In the
compartment there are 3gp and 15sp. The cart
itself is damaged and needs repairs before it can
be moved.

The goblins can be easily tracked with a successful


DC10 wisdom (survival) check. A failed check will
send the players in the wrong direction but the
players will soon notice some faint smoke far to
Greetings. the south of the road and they will also lose what
they believe to be the tracks needing to return to
I have heard that you folks can handle the cart or head to the smoke.
yourself in sticky situations. You see
the village has a small problem. Option #1: If the adventurers manage to
Earlier today one of our local farmers successfully track the goblins or head towards the
was attacked by a pack of goblins, smoke you can move to part 3.
four he said, they left him for dead but
he still managed to reach the village Option #2: If the players head back to the cart they
for help. can try to track the goblins again. This time they
will succeed. Go to part 3.
Unfortunately, our local militia is
helping solve an orc infestation to the Option #3: If the players decide to head back to the
north from here and won’t be back for village claiming they could not find the goblins go
a couple of weeks. to part 5.

Therefore, I would ask of you to help Part 3 – The goblin camp


us hunt down those goblins and
discover if there are more of them When the players get closer to the campsite they
lurking about. will soon hear rasping laughter and a guttural
tongue being spoken. If they send someone to
If you agree the village can offer you scout ahead they can easily sneak upon the
100gp for your troubles. campsite.

The campsite is located within a cluster of trees


which gives the goblins shade and shelter from
If the players agree then you can move to part 2.
wind. It also makes them vulnerable to an ambush.

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find a small gemstone worth 25gp, a silver locked
At the campsite there are four goblins having a that belongs to the farmer and a map. The map
feast. There seems to be the remains of a horse at shows what seems to be a hill area and a X.
the campsite with flies already gathering around
it. The goblins are sitting around a fire eating Now the players need to make a decision.
horsemeat, drinking and talking loudly. If a player
can understand goblin speech the will learn that Option #1: The players can go back to the village.
the goblins are on their way to team up with a The silver locket can be used to prove the goblins
champion. The goblins are far too busy to notice are dead should they want the reward from the
anything around them as long as the players are mayor (part 1 option 2) or they can give it back to
careful. the farmer which will thank them for it. It is only
worth 2gp if they try to sell it. Go to part 5.
Depending on how the players decide to attack the
goblins, they may or may not be surprised. If a Option #2: If the players try to make sense of the
player tries to talk to them the goblins will just map a successful DC 15 intelligence test will reveal
laugh, throw meat at them and then attack the that it shows a nearby spot. A failed check will
players. send them to a false location. They can also have
the village mage help them make sense of it. If the
players want to explore it go to part 4.

Part 4 – The cave


The players soon find a cave in the hillside that is
located where the X on the map shows. When the
players look into the cave they can hear sounds
coming from within, guttural grumbling and
sounds of eating.

The cave is short, turns quickly to the left where it


opens up into a small room. Inside there are three
goblins, two of them are sitting at a table eating
while the third is working over an altar of sorts
with its back turned against the players.

Depending on how the players decide to attack the


goblins, they may or may not be surprised. If a
player tries to talk to them the goblins will just
laugh and then attack the players.

The two goblins eating are just your regular


goblin. The one at the altar is a goblin champion.
The main difference from a regular goblin is AC+1,
HP x2, DMG +2 in melee.

After fighting the goblins, the players can search


After the fight the players can ransack the goblin the cave. They will find a small chest which is
camp. They will find 34gp and 26 sp. They will also locked but can be opened with Thieves tools
(DC15) or just by bashing it on the ground. The

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chest contains 35gp and 24sp. They will also find The players will earn experience depending on
a couple of gemstones worth 15gp each. If they how they completed the adventure.
pass a DC17 intelligence (investigation check)
they will find a scroll with magical runes hidden in Completed only part 1: 0 experience.
some cracks in the wall (Scroll of Burning Hands).
The champions sword is also of unusual quality Completed part 1 and 2: 40 experience each
and can be sold.
Completed parts 1-3: 80 experience each + 200
At this point the players will probably head back experience divided between the players.
to the village, go to part 5.
Completed parts 1-4: 120 experience each + 480
experience divided between the players.
Part 5 – In the end
When the players find the mayor he greets them If this is their first adventure it is a good time to
and asks if they were successful and for a full discuss what sort of lifestyle the players want in
report. He then rewards them with 100gp should the village (modest is the best the village can
they have finished part 3 and also logging in one offer). Also they might want to sell some of the loot
of the houses for a few weeks if they completed and divide it between themselves.
part 4.
And finally you might want to discuss with them
He also tells them that the farmer will make a full what they can do in their non-adventuring time,
recovery and is grateful for their assistance. such as research, experiments, crafting, training,
healing etc. Or they might want to travel to the
Should the players return the money and/or the next village once everyone is fit to travel. In any
locket to the farmer he will thank them for it and case the next adventure should start in about two
promise them assistance in the future should they weeks game time.
need it.

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The village of Mud Creek

1. Mayor Garland’s home. 5. The Muddy Tavern

2. The wizards tower 6. A small marketplace

3. The sawmill and blacksmiths home 7. The shrine of Chauntea

4. Empty house, offered to PC’s.

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