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One Shot Info After the players have rolled their strength checks read below
This one-shot is meant for level 5 characters.
As you continue to load crates an hour passes and only a few
create remain. However shadows of humanoids can be seen
Background coming up, Mr. Brew warns you to hide but before you can the
The players are taking a quest from the local guild to load shadows turn round the corner to reveal 6 human gang
boxes onto a cart in an alleyway. Little do they know they have members with a crest of a red coin on each shoulder. The gang
been tricked into working for a gang and moving stolen members unsheathe their short swords and charge.
drugs. The drugs the players are moving belong to the red Roll initiative!
coin gang.
During the battle, the gang members will tell Mr. Brew that
How Players are involved he made a big mistake and this is his punishment. Before the
The players are caught up in the gang fight and imprisoned. battle, one gang member will take off his/her signet and go to
However, they are granted the opportunity of two days to the guards to warn them and make it look as if it's the players'
collect evidence of why they are innocent. The players must fault.
now go to the red coin gang underground base and sneak
around to collect evidence or storm through. During the battle, two gang members will use crossbows
while the others will use swords.
The Red Coin Gang After 1 round of initiative, the city watch guards will arrest
The red coin gang deals with a drug known as Sastil. The the players for being a part of the red coin gang. This is
drug is a red powder that is sold by the bag (invented by Mr. because the gang members have a magic item that hides
Brew). Their leader is unknown, only those that are high up their crest and creates an illusion of their own on another
in the command chain know the truth of their leader. A young creature. If players fight back and escape the guard they will
red dragon. be hunted down and eventually brought to court.
Their symbol is a gold coin that has been stained with blood. Hunting
If the players decide to run they should have set up a base or
Loading The Crates camp somewhere in the city. It could be a shop or sewer
This adventure starts off with the players loading crates. tunnel. The players cannot leave the city because they will be
caught by the guards on their way out.
You have taken a quest to load crates onto a cart. The crates
Ten times the amount of city guards as the party number will
are heavy and what's inside is unknown. The alleyway you work come to bring them to court. They block all entrances and
in is dusty and the city streets are your only source of light corner them before knocking the players unconscious
during the night. Your boss watches over you from the cart. through force or asking to come to court.

The players are lifting crates from a sewer tunnel and loading
Court room
them onto a cart with a large tarp attached to it. The courtroom is a large building. The players will need to
defend their case to prove they`re innocent. Because the city
The person who hired the players is an old member of the doesn't have full control over gangs and villainous groups the
red coin gang who was close to the boss and knows her true players will be allowed two days to collect evidence to bring
form. His name is Stilton Brew. He wants to steal his creation to court. If they don't return after two days they will become
back and remove it from the market to sell for himself. He is a wanted criminals. To collect evidence they will be given a
lanky half-elf, male who wears a brown coat covering his torn copy pen and ten pieces of paper.
clothes and scars.
Copy Pen
The players will need to make a DC 15 Strength (Athletics) Wondrous item, uncommon
for carrying the crates onto the cart. If failed the players will The copy pen can create a replica of what the user is seeing
get a warning from Mr. Brew repeating that they need to be on a piece of paper.
quiet in case anyone wakes up.
The players will need to prove they are not a part of the red
coin gang by taking evidence of the gang's hideout of the
illegal deeds they do inside. They can do this by using the
copy pen magic item and the paper they are given.
Gathering Evidence The goal is to have the highest number. Black cards count at
The players must now venture out into the city to collect +1 and red cards count as -1
evidence. As the players move through the city roll the table Magic item tent. An old short elvish lady invites the players
below until they eventually end up finding a red coin gang- into her purple tent. The tent is set up near the marketplace
related encounter. and is a magic item shop. If the players have any money they
Encounters can purchase items here they might use later in the one-shot
Roll (1d4) Encounter or if they have none they could trade their items for magic
1 Red coin gang
ones.
2 Street gambling If the players choose to trade instead of spending the DM can
3 Magic item tent decide what is a fair trade and what isn't.
4 Street kids This tent specializes in enchanted objects and scrolls.
However, there are only a few things within the price range of
the players (1cp-5gp).
If players wish they can increase the chance of finding the red
coin gang's hideout by rolling a DC 16 Intelligence Magic items
(Investigation) check if it's a success -1 to each 1d4 roll. Item Name Price
Enchanted Sword 5sp
Once you have rolled an encounter you cannot run it again.
Fire Resistant Cape 5gp
Street kids. The players encounter a gang of 4 teifling street Ring of Truth 5gp
kids, the kids are close to starving and haven't eaten in a day. Stray Spell Scroll 4gp
The kids will steal from the players, only those with a PP
above 12 will notice. Any gold up to a maximum of 10gp will Odd Skull 1cp
be taken and the kids will use the alleyways as their escape. If
the players have no money the kids will take something that
looks expensive. Red coin gang.
If the players try to chase after the kids they will need to The players notice a group of four humans with red coats and
make a DC 14 Dexterity (Acrobatics) check to slip through a red coin symbol on each shoulder entering an alleyway. If
the alleyway but still have the speed to catch up. the players follow it would seem the gang members
disappeared into thin air.
Street gambling. A group of merchants can be seen on the
side of the street squatting in a circle each holding cards and The small 10ft long by 5ft wide stone alleyway has multiple
a few coins. The merchants are gambling using a deck of bits of trash inside, from an old mirror with a bronze frame,
cards and if the players join they could win some side cash. piles of excrement mixed in with hay to make the smell go
away, and broken glass. The gang members are nowhere to be
Each player is given 5 cards out of a regular card deck. The
rest of the cards become a deck to be picked from. Red cards seen.
are negative and black cards are positive. During each turn,
players have the option to either In reality, the gang members used the mirror to escape. This
mirror is no ordinary mirror, it has been enchanted to create
Flop. Do nothing but add money to the pile (1cp or more a portal into the red coin gang's quarters. The mirror's glass
each time) is still in perfect shape and is very clean, along the sides of
Pass. Remove two cards of their choosing off their hand the mirror on the bronze frame are two small hidden buttons
and pass it to the next person (if they do this the person that can be noticed with a DC 10 Intelligence (Investigation)
next to them has to either flop or attack) check.
attack. Reveal all their cards and with it, everyone else The mirror portal can not be turned on without the correct
has to after them. pin being put in.
pick. Pick up a card from the deck. The buttons are both different. One is an X shape and the
other is an O. Below the mirror is the writing, Kisses, hugs,
and more kisses.
The maximum amount of cards you can hold is 7, if you get
anymore then that then you need to pass The answer to opening the portal is pressing the X button, O
button, and then the X button. This is because of the clue
At the start of the game, each player must put in a minimum hugs and kisses that are used in cards and letters to express
of 1cp. those actions. Once the correct sequence is put in the portal
will activate.
Delivery track. This large room contains two carts that are
Red Coin Gang Quarters used to deliver the sastil. If players ended up here by a mirror
Here are some ways the players can get through the quarters. they will appear inside one of the carts. Outside of this room
are four red coin gang members who feed and take care of
Stealth. Sneak through using stealth checks to peek around the horses.
corners and note down what they see using the copy pen.
This 40ft long by 30ft wide room contains two carts that sit
Blend in. Steal the red coat off some gang low-rank gang next to each other on the middle of the west wall, a horse
members and blend in with the others using charisma stable is 10ft by 10ft in the south-east corner, a large mirror
checks. While doing so they will need to stealthfully use the that is big enough to fit a cart inside at the north end of this
copy pen to note down what they see. room. Next to the carts is a cave path that leads to the
barracks and Alchemy room, a path to the south leads to the
Storm through. The players can go through slashing and stored sastil.
dashing through each room until they eventually get enough
evidence to leave. DC 14, Dexterity (Stealth) for the players to sneak by.
The players should aim for 5+ pieces of evidence noted down. Alchemy room. This room is where the sastil drug would be
The more they have noted down the more likely they are to be made. The ingredients to make it are stored here but the
freed. However, they only have two days to get it. actual recipe is unknown. The room is 10ft by 5ft and has
been abandoned to collect dust ever since they lost their
The red coin gang's quarters are far from the city but using alchemist, Mr. Brew.
the portals they have managed to invade it. The gang's
quarters have been set up in a cave system in a large volcanic The room contains a large wooden desk that wraps around
mountain. The stone here is black and the temperatures are the west, north, and east wall. The desk holds collections of
barely manageable. viles and papers. A magically locked box sits in the east
corner of the desk, A mirror is propped up next to the
Roll a 1d20 to see where the players end up. entrance on the south wall.
Rooms The box can be opened using a spell or a DC 15, Intelligence
Roll(1d20) Room (Arcana) check. Inside is a shaved wolf tooth, a red dragon
1-4 Leaders lair scale, flour, and a bottle of holy water.
5-10 Barracks If players look through the papers they will notice that each
11-14 Cave entrance one is signed by Mr. brew the same person who hired them to
15-17 Blacksmith
move crates.
18 Alchemy room Blacksmith. This large room holds ten red coin gang
19 Delivery track members that work as blacksmiths forging cart parts,
weapons, vials, and anything their leader demands. The room
20 Stored sastil is 30ft by 30ft it has 5 clay ovens along its west and east wall
and a large anvil used by multiple blacksmiths to forge and
bend metal. along the north wall is a river made stone carved
Stored Sastil. This cave area is a storage room that contains into a slide-like shape, to the south wall are two cave paths
the remaining sastil the red coin gang has in their the left one leads to the alchemy room the other leads to the
possession. The ceiling of This room is 50ft tall, the rest of barracks.
the room is 20ft by 20ft. In this room is large piles of crates
stacked into a tower barely touching the ceiling, a mirror sits The entrance to this room is along the southeast corner. The
to the north of the room, and to the south is a cave path that mirror in this room is set up in between two clay ovens, if
leads to the Delivery track. players enter through here they will Immediately be noticed
and attacked.
If players have a PP above 12 they will notice a dead rat who
nibbled its way into the crates and ended up dying from it. DC 18, Dexterity (Stealth) to sneak past
Cave entrance. The cave entrance is a simple 10ft long 10ft
wide room that goes outside of the mountain. Outside the
mountain, the city is nowhere to be seen. The mountain is
made from ash and black stone. Two red coin gang members
stand guard facing toward the land. The guards won't be able
to notice the players because they are facing away from the
cave and enjoying a casual conversation. The path behind the
cave entrance leads to the barracks.
The mirror in this area is placed outside meaning the players Enchanted sword
will need to get past the guards weapons, uncommon
This sword has been enchanted with magic to make its blade
Barracks. The barracks are full of red coin gang members sharper and stronger than any common blade. +2 to any
sleeping from the missions they were just sent out on. The attack and damage roll.
room is 30ft long by 10ft wide and has three paths one along
its west and east walls and another along its south. In Fire Resistant cape
between those are bunk beds, 20 beds in total. wondrous items, rare
This cape gives the wearer the ability to be Fire Resistant
DC 12 Dexterity (Stealth) to slip past the sleeping gang when its back is facing towards an area of fire damage. The
members. user then takes half damage (rounded down).
The west entrance leads to the cave entrance, the east leads Ring of truth
to the leaders lair and the south leads to the blacksmith. Rings, common
Mostly used during investigations this ring can make any
The mirror in this room is placed under a bed so if more than user's charisma go up +4 for two days. After two days the ring
three players go through it could wake up a gang member or is a normal ring worth 5cp.
two from the sound of a bed breaking.
Stray spell scroll
Leaders lair. The leader's lair can only be opened by hire ups Scrolls, uncommon
or in other words those who know the ingredients used to These scrolls are used to train sorcerers and other magic
create sastil, the door to this room has multiple carvings of users for when their spells go wrong. The scroll can be used
items. These items are wolf tooth, shaved wolf tooth, red one time per day. When opened and aimed at a target the
dragon wing, red dragon scale, eggs, flour, milk, a bottle of scroll sends a random level one sorcerer spell of the DMs
water, bottle of holy water, red beetle juice. choosing.
The mirror to this room is placed on the outside of the Odd Skull
leader's lair. wondrous items, common
This skull is shaped unlike any creature seen. It looks human
If shaved wolf tooth, red dragon scale, a bottle of holy water, until it gets to the mouth. It forms into an octopus-like shape
and flour are pressed the door will open leading to the young with finger bones attached to it.
red dragon.
Sastil
The room it leads to is very big 100ft wide by 100ft long. The wondrous items, uncommon
room has been carved out using the dragon's breath weapon. This red powder is a strong drug that takes up most of the
drug market. It's consumed through eating it. Once eaten the
The door opens leading to a dark room, what's inside is user will have strange hallucinations that mix in reality with
unknown. As you enter the door shuts behind you and you feel their dreams.
you are being watched the room suddenly lights up from
natural yellow crystals along the walls and a large red dragon
tower over you. I wasn't expecting guests, who are you? City guard
Medium humanoid (any race), Lawful good
This young red dragon is the leader of the red coin gang and
is willing to kill to get what it wants. Which is its own drug Armor Class 12
empire. During the battle, the dragon will climb along walls Hit Points 20(2d10 + 1)
to avoid swords and if it gets low on health it will use its fire Speed 30ft.
breath attack on a collection of gravel the will reveal its
escape. STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 11 (+0) 10 (+0) 11 (+0)
Presenting Evidence
After the players have collected evidence using the copy pen Senses passive Perception 12
and noting it down on paper they will need to bring it to the Languages Common
court. If they have less than three papers they will barely get Challenge 1/8 (25 XP)
past the trial, if they have none they will be jailed. If they have
more than five they will get away and be given 20gp for the Actions
trouble they had to go through. Spear. Melee Weapon Attack: +3 to hit, reach 5ft.,
one target. Hit 5 (1d8 + 2)
Magic Items and Stat Spear. Ranged Weapon Attack: +3 to hit, reach
Blocks 20/60ft., one target. Hit 6 (1d8 + 3)
Red coin gang member Young Red Dragon
Medium humanoid (any race), any non-lawful Large dragon, chaotic evil
alignment
Armor Class 18 (Natural Armor)
Armor Class 15 (Studded Leather) Hit Points 178 (17d10+85)
Hit Points 45(4d12 + 5) Speed 40 ft., climb 40 ft., fly 80 ft.
Speed 30ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
Damage Immunities Fire
Saving Throws Str +4, Dex +5, Wis +2 Senses Blindsight 30 Ft., Darkvision 120 Ft.,
Senses passive Perception 10 passive Perception 18
Languages Draconic, Common Languages Common, Draconic
Challenge 2 (450 XP) Challenge 10 (5,900 XP)
Skills Athletics +4, Deception +4 Skills Perception +8, Stealth +4
Saving Throws Dex +4, Con +9, Wis +4, Cha +8
Actions
Scimitar. Melee Weapon Attack: +5 to hit, reach
Actions
5ft., one target. Hit 6 (1d6 + 3) Multiattack. The dragon makes three attacks: one
with its bite and two with its claws.
Dagger. Melee Weapon Attack: + 5 to hit, reach 5ft,
one target. Hit 4 (2d4) Bite. Melee Weapon Attack: + 10 to hit, reach 5ft,
one target. Hit (2d10 + 6) + (1d6)fire damage.
Reactions Claw. Melee Weapon Attack: + 10 to hit, reach 5ft,
Parry. The red coin gang member adds 2 to its AC one target. Hit (2d6 + 6).
against one melee attack that would hit it. To do so, Fire Breath (Recharge 5-6). The dragon exhales fire
it must see the attacker and be wielding a melee in a 30-foot cone. Each creature in that area must
weapon. make a DC 17 Dexterity saving throw, taking 56
(16d6) fire damage on a failed save, or half as much
damage on a successful one.

Credits
Cover image: GM binder
Image used on page 1: Etsy
Image used on page 3: PNGwing
Writing: Jacob Scott, @-the-king-of-cheesecake-

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