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Welcome Adventurers:

T
his will be a one shot taking place in the
fictional lands of The Burning Sands. The
setting is 100% Home Brew and has zero
affliation to any D&D lands.
The Story:
Your party has just finished
delivering a package to the
local magic shop owner
named Gage (Halfling Male)
located in the town of
Brissbee in the Burning
Sands Region. While you are
talking to the local merchant
a Young Brass Dragon flies
into the field opposite the
shop. The shopkeeper
excuses himself and walks
over to the Dragon.
The conversation:
If the party tries to listen in on the
conversation the shopkeep and the dragon
will let them. They don't need to be sneaky,
but if they want to be, pretend it's a really
high perception number.

Barnaby: Hello Gage. Have you seen them today?


Gage: No Buddy I'm sorry. I have not seen them.

(Banaby sighs)

Banaby: Ok. Thank you. You will let me know if they


come back right?
Gage: The second they come back.
Barnaby: Ok. Thank you Gage.

(Barnaby files away)

If the party asks about what just happened


Gage will tell them the following.

Barnaby was orphaned when he was younger.


Barnaby was kind of adopted byt the town and Barnaby
protects the town.
Barnaby won't leave because he's afraid that something
bad will happen if he leaves.
Barnaby loves to hear about the travels of others.
About 4 years ago a adventuring party came through
and Barnaby like always wanted to hear all about their
adventures.
Barnaby spent time with them protecting them in the
desert.
The party told him that they were coming back and
wanted him to have a party ready for their return.
Barnaby was so excited he spent half of his money
(which was quite a lot) to make it huge.
He was told they would come back in 4 moons time.
When they didn't show the town tried to have the party
with Barnaby, but he says he has to wait until they
come back.
Everyday he files in to see if anyone has seen them.
I'm pretty sure IF we DID see them, the entire town will
kick their asses.
In fact there is a huge reward for the ones who find the
party and make them pay, or come back.
The Inn Keeper (Assimar Female) will tell them that
Options: she is about to take Barnaby's favorite ale out to him
and asks if the party wants to join her.
The party can talk to the other towns people. The rest
of the town will say pretty much the same thing as the The local town drunk (Dwarf Male) (Found in the
shopkeep. With the exception of the following: tavern) will tell them that he knows exactly where the
party is and will help them find the party if they provide
The weapons shop owner (Human Female) says she
ale for the trip. The party can bring him along (stats on
saw the original party about 3 years ago in the city of
the last page) or they can buy him a bunch of ale and
Alabaz across the Burning Sands to the West. When she
he will give them the starting point of Quinutis city
got closer she yelled to them about coming back for
North East of the burning sands. If the party goes alone,
Barnaby, but the Bard laughed at her and they they are to seek out the city guard captian Quinten. If
vanished.
the dwarf (Rollo) comes with them, he will take them
The potion shop keeper (Tiefling Non-Binary) will say right to him.
that they saw the party about 2 years ago in a Tavern
on the ajacent Continant. When they approched the
party and asked about coming back for Barnaby, one of
the party members said they should and that they feel
bad, but was overruled.

The mayor (Goliath Male) will tell them that he


normally goes out to see Barnaby around this time to
sit and talk to him so he's not so lonely, but he needs to
take care of an emergency and asks if they can go talk
to Barnaby instead.
Barnaby will welcome the party to sit down and rest. He
Story Branches: will ask them all about themselves. He is most
interested in:
The party can go several ways now. Thier names
Their adventures
Option 1: The party goes to see Barnaby What brought them to this land
either for the Mayor or with the Inn Keeper or If they have ever seen the olod party in their
both. If Rollo is with you he will keep trying travels (It is up the DM to create the old party as NPC's
to sneak a drink of the ale for Barnaby if you but one must be a Bard and one a Wizard) The DM will
have any with you claiming it the best ale. describe the old party as told by Barnaby)
Perception check of 13 or higher to notice. If
the party sees Barnaby read below. If the
Barnaby will insist that the party WILL be
Party heads to the last known location of the
party, go to the next page. coming back, it's just taking them a lot
longer. He knows in his heart they will come
back one day, he just has to be patient. He
can only imagine what kind of adventures
Barnaby: they will be able to tell him about after all
this time.
When the party nears Barnaby's place they will notice a
HUGE banner with a sign saying "Welcome back" It is in
tatters and very faded. They will also see multiple tables
with gifts wrapped in what used to be very colorful paper If the party says they will go look for them, he
that now looks almost white. There is a single table that is tells them that others in the town have seen
raised onto a platform with 6 chairs and name tags with them and tells them to talk to the ones listed
no names left on them. Sitting in the middle of the area is in the previous page. He tells them to be
a Young Brass Dragon, curled up with his head resting on careful and asks if they find the old party to
his tail. He doesn't open a eye but says aloud as the party please not hurt them. He knows people are
approches. mad at them, but they are still his friends.

Hi Mayor

If you are with the shopkeeper she will If the party goes to talk to the towns people,
respond It's me Shiela and Iv'e brought see page above. If they go in search of the
company party, go to next page. If Rollo is with them,
he suggests they start in Quintus.

If you are with Rollo, but no shop keep he will


respond No Laddie. It's me Rollo and I got
some people with me

If you are alone any member of the party can


respond.

Upon hearing any response Barnaby will quickly raise


his head and look for the people he has been waiting
for. When he realizes it's not them he will have a
moment of sadness, but will quickly recover.

Barnaby: Hello friends. I was expecting someone else,


but I'm always happy to meet new people. (Only spoken
if the party is with Rollo or Shiela) Nice to see you
Rollo/Shiela/Both of them.

Barnaby will thank the inn keeper for the ale if


she brought it
The Burning Sands: Captain Quinten:
Captain Quinten is a Goliath Fighter Class. He has a
The Burning Sands is a very large Desert. It Longsoword and wears Full Plate Armor with the city
takes 12 successful DC13 (each roll represents crest on the chest. (A Mountian with a waterfall).
1 day) survival checks to get to Quintis. If Rollo
When asked about the old party he will reveal the
is with you, you get advantage on the rolls.
following info.

They were last seen a little over a year ago

To get to Alabaz it takes 9 successful survival The last people to see them were the adventures
checks. Once there they nobody has any guild located on the outskirts of town.
knowledge of the old party. It's 5 days from The leader of the guild is a woman named
there to Quintis.
"Onky."

If they find them, they still owe the owner of the


"Blossoming Flower" the main Brothel 100
A failed survival check requires 2 successful Platinum.
ones to get back on track.
The owner has offered a 50 Platinum reward

Onky:
If you wish to make water consumption a
Onky is the leader of the adventures guild. She is a Half-Elf
trackable item, each party member consumes
Wizard. She wears long Purple Robes and dies her hair
1 water skin per day while in the Burning
Red.
sands.
When asked about the party she gives the following
info.

For random encounters it is suggested to use They were hired to track down a missing guild
Xanathars random encounter table for desert member and bring them back.
region. It is up to the DM how to handle it, or
They killed the guild member and fled.
if at all. Suggestion is 1 Survival Check and 2
Random Encounter rolls per day. They also stole a stone that belongs to her that
the member was carrying.

Her spies have reported they were seen near the


Quintis: "Caves of Time" on the other side of the world.
Quintis is a very large city on the edge of the She can transport them to a location about a day
Burning Sands, under the Shadow of a large away from the caves, but they have to bring a
Mountian Range. If Rollo is with the party he will member of the guild with them.
take the party directly to see the Captain. If he is
NOT with them, asking around will inform them Once the party has finished with their business
that the Captain can always be found in the with the old party, they are to hand them off to
Barracks near the main enterence to the city. the guild member to be brought back here.

(The layout of the city is up to the discretion of


the DM, but should include major shops and at Suggested Guild Member Options: Halfling
least 2 Inn's as well as a "Red Light District" The Cleric, Half Orc Barbarian, or Gnome Rouge
shops are selling items at 1.25% of the price in (DM can tweak subclasses and stats to fit
the books.) party needs).
Caves of Time: Option 2: (1st time) The party can revel
themselves and explain why they are there.
The Wizard explains they don't have time for
The caves of time are on the other side of the this silly nonsense and says they are on a
world, so if the party chooses not to be timeline. He channels the spell and summons
transported, it will take several months. The the elemental. If the party chooses to help the
DM can handle that anyway they choose. The old party, they defeat the Elemental. IF this
party can hire an air ship for 100 gold to take happens the old party turns to dust and a few
them which is located in the city. moments later they reappear in the cave
enterence again.

If transported the party ends up in the "City of


Time" so named because of the unstable time
vortexes. (More about them Time Vortexes in the Option 3 (1st time) The party revels
back) themselves and attacks the old party. If this
happens the old party will fight the current
The party finds themselves in a large chamber party while thier wizard summons the
with no windows. A old lady comes in after they elemental. The elemenatal will either kill the
arrive and tells them that Onky sent word ahead old party (It only attacks them with a singular
and she will show them the way to the caves focus) or the group defeats the elemental,
and then the old party disappears and a few
If they find alternate transportation they will
moments later starts at the cave.
have to ask around on how to get to the cave.
Only the old lady will know (Other town people
will suggest they talk to the wierd old lady in the
tower).
The party never hides: If the party never
hides or if they never wait in the beginning
Once in the caves, they will find the old party follow the events of the elemenatl being
fighting a Primordial Elemental in the 3rd level defeated or the party dying.
of the cave system. (The layout of the cave
system is up to the DM making it as little or
big as they want. As well as the creatures
inside. Suggested monsters however are at Anyone who notices this loop can make an
least some Phase Spiders) The party can arcana check DC20 to realize that the old
either help fight the elemental or wait. If they party is caught by a time loop. (Each pass of
wait, the old party will die and the elemental the loop reduces the DC by 2). Once they
will disappear. When they get near to the old realize they are in a time loop they can make
party they will vanish into dust. A few an arcana or staight WIS check DC15 to figure
moments later they will hear people coming out that in order to stop the loop, the wizard
into the large room. If they wait to see who it can't summon the elemental.
is, they will see the old party coming into the
room and the old party will notice them. If
they hide, they will see the party, but the old
party will not be aware of their presence.
The old party will insist they must and it will
Here there are 3 main options for hiding.
take a DC25 Persuation check to convince
them not to. If they cannot convince them the
wizard will start the spell while the rest of the
party fights. It takes the Wizard 2 rounds of
Option 1: The party can continue to watch. if combat to cast the spell.
they do this, they see the old party come in,
the wizard channel a spell and the elemental
is summoned, they fight and die.
Option 1: The Party leaves The party can explain what just happened.
The Wizard will listen to everything and
them deduce they were tricked by the person who
hired them. Just then a man will step out of
At this point the party has the option of letting the the shadows. He is dressed all in black. He is a
old party be stuck in this loop for all eternity. human about 70 years old. He speaks to the
new party.
If the party leaves the old party to fight and
die for eternity they can go back to the town
and inform the old lady what happened. She Now, now. You've spoiled all my fun. These
will transport them back to The Adventure assholes were supposed to suffer for all of
Guild headquarters. Once there if they tell eternity. Now I suppose I will have to get my
Onky what happened she will feel it's a fitting hands dirty and just end their lives here and
punishment for them and offer to transport now. Pity, I liked eternal torment better.
them back to where Barnaby is.
The Wizard will focus on attacking the old
party. If the new party intervines, he will
attack them back, but his primary focus will
Once back to Barnaby they can tell Barnaby be the old party. (His suggested stats are in
whatever they choose. the back) Depending on if the party helps or
not will determine the next part.

If they tell him they old party is never coming back


because they all died as hero's he will be sad and throw
a party in their honor. When it's over he will be happy Wizard is defeated:
again.
If they tell him what really happened he will
immediatley take off to find and save them. if that If the party helped the old party with the fight
happens the townspeople will become hostile and they will automatically agree to come back
demand the party leaves. If this happens the final with them and visit Barnaby and to return the
note of the one shot is that the party hears that stone to Onky and pay the Brothel owner.
several months after Barnaby left, a band of
Raiders destroyed the town and killed everyone.
Barnaby was never seen again.
They can tell Barnaby that they never found the party. If If the party does NOT help, they will have to
this happens Barnaby will be sad and the final note of make a successful DC20 Persuation Check in
the one shot will say Barnaby never gave up on his order to convince them to come back for
friends. After 100 years Barnaby just left the Barnaby, but just say "We will see" about
town one day. There is a legend of a lone Brass Onky and the Brothel. If they cannot convince
Dragon who lives around the Burning Sands. He them to come back, the Adventure Guild
shows up and watches people from afar. Legend member will throw a stone on the ground and
tells it that his heart was broken centuries ago the old party will vanish. They will explain that
and he never wants to be hurt like that again. they are now trapped in a pocket dimension
and will only be released to be exacuted. They
will then speak a few words and the stone will
Option 2: The party "saves" vanish. If asked it was sent back to the Guild
Hall. They will then offer to take them back to
the old party: the Guild Hall. If they don't have a guild
member with them, same thing happens,
but the guild member will pop in, throw the
If the party can either convince the old party stone and pop out with no information. If
to not cast the spell, or they stop the wizard, a they ask the old lady she will explain about
few moments later the old party will grab the exacution
thier heads and fall down to the ground. After
a few moments the Wizard will pull a devise
out of his pocket and say "What just
Onky will tell the party that as far as anyone will
happened? How did we jump a year in time?
know the party died in that cave. They will never
Where is the Elemental? Are we safe?
be seen again If this happens. Substitute the
Cave for The Guild Hall when talking to Barnaby.
Barnaby will attack the guild hall and then be
hunted keeping him away from the town. Same
ending
Barnaby's Party:
If the old party comes back with you Barnaby
will be overjoyed and keep saying I knew you
would be back. I told everyone you would. I
have everything ready He will wave a hand
and all the faded items are bright and shiny
again. Barnaby will fly over the town and
shout They are here. They're here. The town
folk will come see for themselves and start
lugging food and drink to the party.

As news of the old party's return spreads and the


celebration to come, more and more adventurers
who have met Barnaby and searched and failed
to find the old party show up.
Other dragons from around the world hear of
Barnaby's party and arrive. Some in full form,
some in human form.
The party continues for a long long time and the
longer it goes, the more people arrive.
By the end there are thousands of people from
all over the realms who come and join in
Barnaby's celebration
The Old party is given a lot of grief and nasty
comments from the party attendies, especially
at first, but as everyone sees how happy having
them here makes Barnaby, eventually all is
forgiven.

Epiolouge:
The party thrown by Barnaby for his friends both
old and new went down in the history books as the
only time all nations, all tribes, all races came
together in celebration. Legend has it that the
party lasted several weeks, other sources say it
lasted months. The one thing all accounts agree
upon is that during the time of the party, there was
no war, no hostilities anywhere in the realms. Some
even say the Blood War stopped for a time
(although this account was proven false). No one
will forget however, the Brass Dragon named
Barnaby, who just wanted to have a party for his
friends.
The monsters/bad guys attacks are focused
Notes to DM's mostly on the old party, but if attacking the new
party reduce damage by 30-40%.
This one shot is very open for you to make it as involved as
you want it to. Everyone has different playstyles so I have The old party does 1/2 max damage on all
left a lot up to you as the DM to tailor to fit your groups attacks no need to roll. Roll 1d6 at the start of
playstyles. This is just a very basic guide, and feel free to the round. Whatever the roll is 1/2 it and that is
change anything you wish. Monsters, NPC's and terrain is how many party members are able to hit the
all up to you to flesh out. The following are just monster/bad guy. (Example. Roll 1d6 and roll a 6.
suggestions on how to handle such things as the time 3 old party members hit. a 5 would be 2. 4 also 2.
vortexes and combat with the elemental and End Wizard. 1,2,3 as normal.) give the old party members
basic attacks and spells and keep it simple.

Time Vortexes: These are pockets of chaotic Same when/if they fight the new party, simple
time magic. If hit with one of these vortexes attacks/spells
tme moves forward or backward in a jump. It
is up to the DM how you want to randomize it
and the effects. The suggestions are: Player Levels Suggested:
This adventure can be done at any level, but optimal
would be levels 4-6.
A D12 roll. 11 or 12 the party gets hit by a vortex The NPC's that can accompany the adventuresrs are
If hit by a vortex, the party members age or de- there to plug and major holes in party formation. They
age by 1d4 years. This also affects equipment, so are only suggestions. feel free to make them whatever.
meat will rot or disappear, metal will rust etc.
If hit by 3 vortexes in a row the party will be
stunned for 1d6 hours
The Locations:
If hit by 3 more after that (6 in a row) the party I have left these very vauge for a reason. Only you know
will be stunned for 1d6 days. what your players like. Make the caves as simple or as
3 more is 1d6 weeks (Con saving throw of 12 or complicated as you like. Same with the locations, have fun.
higher to not starve to death)
3 more 1d6 years (dead) Final Note:
Again these are suggestions, feel free to change or In this one shot Critical successes and failures on
remove these effects. skill checks are factored in. If that is not something
you allow at your table, feel free to adjust the DC
checks. This should be fun above all else. If
Primordial Elemental.
anything in here makes it no longer fun, or if
anything might be a trigger for any of your players,
throw it out. Barnaby just wants everyone to enjoy
I imagine this creature to be a combonation of themselves.
all 4 elementals found in the MM into 1 creature.
It should be a very hard fight and next to
impossible to kill.

Evil Wizard

I imagine him to be at least a lvl 18 Wizard. He


should be a tough fight, but not impossible. If
the party is higher than lvl 5 (see party levels) he
should summon some help. He should have a
singular focus on the old party and if he kills the
old party he will just vanish)

Combat when fighting with old Party

When fighting with the old party, instead of


having to control all those NPC's I suggest the
following
Rollo:
Rollo can be whatever you want him to be,
but he was written to be the following:

Dwarf Male
Fighter Class
Battlemaster Sublass
Carries a Battle Axe +2
Level 6
Armor Padded Armor
(Which skills and abilities are up to DM)

Rollo's Basic Story: Rollo was a former


adventuer who lost his entire party in a ill
advised attempt to fight a powerful Lich. He
crawled into a bottle and never returned. He
ended up at the town (where the party found
him) a few years ago. He felt a sad kinship
with Barnaby so he stayed.

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