You are on page 1of 5

ONE SHOT

At a Unicorn

Introduction: This adventure is meant as a one shot that may be inserted into an existing
campaign, or may be played as a standalone adventure.

A 3-hour adventure for 3RD level characters

by SETH VANEYCK

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are
property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

Not for resale. Permission granted to print or photocopy this document for personal use only.
“He’s gone, oh where could he be! This is so
Adventure Overview unlike him, we meet here every day”, the pixie
moans in anguish, letting the sobs again take
This adventure is optimized for characters of
third level. control of his tiny frame.

All of the creatures in this adventure are avail- The pixie has brownish red hair, is wearing
able from the basic rules or the monster manual purple leather armor, has a dagger, is about 2’6”
unless otherwise indicated. tall, and has one purple and blue wing and one
gold and blue wing.
All text that appears in shaded boxes like this is
meant to be read out loud to the players.

The adventurers are travelling across the sword


coast, as they enter a wooded area they hear
sobbing coming from the east side of the path.
The travelers investigate and find a distraught
pixie. The pixie explains that his friend the uni-
corn is missing. Our intrepid heroes track the
unicorn to a clearing with a large tree on one
side.

After battling an awakened tree, the group dis-


covers that all signs point to the unicorn having
been brought to the large tree that dominates
the clearing. The tree turns out to be the home
of a green hag. A careful search reveals a hidden
passage that leads to an underground cavern.
Once the hazards of the tunnels have been dealt If the characters talk to him, the pixie says the
with, the group finds the unicorn in a large cell, following between sobs: “My name is Mahgrae,
whereupon they fight the green hag and free the I am so pleased to meet you! I come here every
unicorn. day to share berries and stories with my very
good friend, Lairin the unicorn. He never misses
a snack date, never ever! I am so worried about
THE ADVENTURE BEGINS him, could you please help?”

The Sobbing Pixie If the characters offer to help, Mahgrae flut-


While travelling across the sword coast, the ters down from the log and eagerly offers to go
adventurers find themselves traversing a narrow with them. If the characters appear reluctant to
part of the path that meanders through heavy help, the pixie offers them a reward of a single
forest. Suddenly from the east side of the path, citrine worth 75 gold pieces. If that still doesn’t
a little way into the wood, sobbing catches their work, Mahgrae can roll a persuasion check with
ears. advantage against the players (he is a cute little
fairy folk who is crying after all).
Heading off of the trail and pushing through the
brush, the band finds that they are in a small With a successful DC 10 survival check the par-
clearing. ty will notice footprints leading off to the north.
The footprints appear to be that of a hoofed crea-
The sunshine spills into a small lush clearing as ture and a humanoid. A result of 15 or higher
you break through the final dense tree branches. on the check will reveal that there is no sign of a
In the middle of the clearing, resting on an old struggle.
moss covered log, sits a tiny pixie. The pixie’s
body is wracked with sobs as he holds his head The Glade of the Kind Woman
in his hands. The group will travel through the dense under-
growth for about an hour; you may roll a random
1 Not for resale. Permission granted to print or photocopy this document for personal use only.
encounter if you wish.

You find the going easy as long as you follow the


path that has been pushed through the under-
growth by your quarry. Outside of the path, the
brambles and branches claw at your group as
you pass through. The blue sky and sunlight
from the warm spring day are quickly lost as the
tree branches close over top of you, oppressively
shutting out the sky.

At the end of an hour, the forest opens up and


the group find themselves entering a pleas-
ant meadow from the south. The fact that it is
spring is important for solving a puzzle later in
the adventure.

It takes a minute for your eyes to adjust to the


sudden brightness as you step out from beneath
the canopy. When you enter the clearing from
the south, you see a large tree standing alone on
the north side of a pleasantly appointed mead-
ow. The ground is a carpet of wild flowers, moss,
mushrooms and grasses. To the east of the open
space is one of the largest trees you have ever
seen. Standing in front of a prim door cut into tially leading into the tree.
the tree trunk, you spot a smiling ancient lady
energetically sweeping. Her eyes brighten as she
motions you over. If it becomes apparent that the party does
not plan to leave, Netty points at the large tree
1. Awakened Tree across the glade, and disappears. At the hags
At the north end of the clearing a lone large tree bidding the large tree to the north shifts and an
stands out. A DC 20 check will reveal that it awakened tree lumbers across the clearing and
appears to have a face and a vaguely humanoid attacks the players.
shape.
After defeating the awakened tree the players
2. The Hovel are free to investigate the clearing, unfortunately
A massive tree takes up the east side of the there is nothing to find other than the unicorn
glade. Set in the west side facing the open area tracks leading towards the door set in the mas-
is a trim red door. sive tree.

The woman is a green hag in disguise. She The Horrible Hovel


engages with the party in pleasant small talk, The door to the tree hovel is not locked but it is
and introduces herself as Auntie Netty all the trapped by a DC 12 Con poison spray spell. The
while trying to get them to leave. A DC 20 insight trap may be discovered by any character that
check will reveal to the players that all is not has a 15 or higher passive perception, otherwise
what it seems. it takes a DC 15 perception check to discover.
The spell trap may not be disarmed; players are
Maybe there is a strange shimmer that they encouraged to use their imaginations to over-
catch out of the corner of their eyes, or maybe come it as the door is the only entry point to the
the characters feel the hair stand up on the back
of their necks. A DC 15 survival check will show hag’s house. Once the group has gained entry to
that the tracks they have been following end at the huge tree read the following:
the spot that the old woman is sweeping, poten-
Not for resale. Permission granted to print or photocopy this document for personal use only. 2
1 square = 5 ft Creepy Caverns
The following description holds true of the cav-
ern under the hag’s tree. The ceiling, walls and
floor are made up of hard packed mud reinforced
by interlaced roots. All the doors are fabricated
from hard wood held together by living roots.
Spaced approximately 30 feet apart and 5 feet
from the floor are dugouts that contain sputter-
ing candles. These candles provide low light in a
20 foot radius.

3. Entry Hall
As you descend the rough hewn mud stairs
into the darkness of the caverns below the tree,
the scent of wet earth and decay assaults your
nostrils. The tunnels are lit by flickering candles
that barely cast aside the shadows.

4. Storage Closets
Neither of these doors is locked, but each one
contains 1 root blight (use vine blight stats)
plus 1 additional root blight per character. Un-
like the rest of the hag’s lair, these two storage
2a. Living Room rooms are neat and organized. The walls are
The inside of the hag’s home is dark and pu- covered in shelves with primly labeled boxes and
trid in stark contrast to the lovely meadow that bottles of spell components. The characters dis-
surrounds it. All manner of garbage and debris cover 1D100 worth of spell components in each
cover every available surface, dirty dishes and closet.
crockery form a mountainous landscape, broken
up by narrow valleys that are barely passable. 5. Locked Door
A sickly yellowish green fungus has taken hold Before you stands a sturdy wooden door. The
and is spreading with gusto through the living heavy knotted boards that make up its construc-
space. tion are woven together with thick undulating
roots. Directly above the door is a simple im-
Once they have entered the living space the play- age of a tree. A movable ring encircles it with a
ers must make a DC 10 CON save or they will symbol of a sun at the top, a leaf to the right, a
become ill. A player who becomes ill in this way snowflake at the bottom and a flower to the left.
experiences a high fever and one level of exhaus-
tion. This effect heals after a long rest. On a DC As it is springtime, the answer to the lock puzzle
20 investigation success the characters discover is to place the flower symbol above the tree. Ev-
a hidden chest containing 150 GP, 20 SP, 2 CP, ery time the wrong answer is entered, the roots
and a gilded rose worth 25 GP. from the tree form into a root blight (use vine
blight stats) and attack the players.
2b. Bedroom
Aunt Netty’s bedroom is a horrific display of 6. The Cell
decay, dead plant matter, and half eaten rodents. Entering the room you find yourselves in a well
A mound of disintegrating filth that was once lit spacious area divided in half by a cage made
a quilt lies piled on the sleeping platform that up of thick knurled tree roots. Pacing within the
spans the back half of the room. cage is a beautiful young unicorn, snorting and
stamping with fury. The elderly woman that you
A successful DC 15 investigation check reveals a met in the glade stands before you. Upon see-
hidden door opening onto a stairway that leads ing you she spits, snarls and transforms into a
down to room 3 of the caverns under the tree. gnarled bent, and twisted green hag.
3 Not for resale. Permission granted to print or photocopy this document for personal use only.
1 square = 5 ft

For every party member beyond three, add a


root blight (use vine blight stats) to the en-
counter.

After the Battle


Upon defeating the green hag the tree roots
that make up the cage quickly wither and die. A
cursory inspection of the room reveals a bag of
holding and a drift globe tossed into a corner.

Lairin the unicorn explains to the party that the


green hag captured him in order to use his blood
in a magic ritual. During a dispute with a rival
coven, the hag’s sisters were cast into a pocket
dimension. The hag barely escaped with her life.
Since then she has had one goal, to bring back
her sisters, reform her coven and destroy her
rivals.

Mahgrae and Lairin thank the adventurers and


leave (Mahgrae rewards the party with a citrine
worth 75 gp). The adventurers are free to further
inspect the caverns, and any encounters that
they skipped are still active.

Not for resale. Permission granted to print or photocopy this document for personal use only. 4

You might also like