Two Choices
Two Choices is an adventure for 1st-level characters set in the fantasy realm of Elustra.
Before Play Begins
Before the game starts, ask each player to secretly pick one line from the Queen's Law (aka, the Girl Scout Law) and write it down on their character sheet in the space marked “Queen’s Law.” Alternately, you can ask them to each choose a different line from the law, so long as no one chooses the same line. You can even have them draw random lines out of a hat if you choose.
During the game, each player must attempt to put that line of the Law to good use. After the game, speak with each player and ask which line they chose, and how they used it. Not all lines are as easy to use as others, but the adventure offers ways for you to give them opportunities.
Additionally, have each girl introduce her character. Suggest that the girls write down the names of their companions on the back of their character sheets so they can refer to them by their characters’ names.
During the game, each player must attempt to put that line of the Law to good use. After the game, speak with each player and ask which line they chose, and how they used it. Not all lines are as easy to use as others, but the adventure offers ways for you to give them opportunities.
Additionally, have each girl introduce her character. Suggest that the girls write down the names of their companions on the back of their character sheets so they can refer to them by their characters’ names.
Troop Personalization
The players' characters are newly-minted members of the Queen’s Knights. To personalize the adventure for their specific troop, the name of their order should be taken from their troop crest. Additionally, their Matron Knight—the leader of their order—should be an NPC named after their troop leader. For example, the Order of the Shooting Star’s matron knight is Lady Jessica.
Note: In group settings, where you are running these scenarios for a group of girls from different troops, you can ignore this detail.
Note: In group settings, where you are running these scenarios for a group of girls from different troops, you can ignore this detail.
Beginning the Adventure
After the players have created their characters and learned the basics of the game and how dice work, their characters are brought together by their Matron Knight and asked to investigate some goings-on in the nearby village of Durant, on the outskirts of Piney Wood. They have two choices:
The girls’ knights can choose to investigate whichever of the two mysteries they wish to solve. If time permits, they can attempt a second after investigating the first.
- Brennan Tisdel, one of Durant’s shepherds, has sent a message to the Queen’s Knights asking for help. His flocks are being ravaged by a pack of wolves, and he’s at his wits end. He feels there is something sinister about the wolves, but he doesn’t mention much more than that in his message.
- Vander Wheatgrass, a Halfling miller in Durant, has reported that the stream that turns the wheel of his mill has suddenly and mysteriously dried up. He is requesting aid from the Queen’s Knights to find out why the stream has dried up so that he can continue to mill grain for the city’s bakers.
The girls’ knights can choose to investigate whichever of the two mysteries they wish to solve. If time permits, they can attempt a second after investigating the first.
Setting out from Twombly
No matter which lead the players decide to investigate, read or paraphrase the following text aloud:
It is a beautiful sunny day as you set out from the city of Twombly and ride east, towards the village of Durant. People wave to you as your ride by, sometimes cheering, for the Queen’s Knights are considered to be great heroes of the city. With a cool breeze at your backs, you easily complete the short ride to Durant.
Assuming they don’t do anything on the ride to the village, read the following text aloud when they reach Durant:
Durant is a large, bustling village. The smell of wood smoke is strong on the air as you ride through town. The townsfolk watch you curiously as you pass through the village, for it is rare to see so many of the Queen’s Knights all at the same time.
If the players ask for directions, either to Brennan Tisdel’s or Vander Wheatgrass, they can easily find someone willing to show them the way. Their guide makes small talk and asks the knights lots of questions about the city of Twombly, Queen Sunblade, their knightly order(s), and their professions (ie, classes).
If asked about the goings-on in Durant, their guide happily tells them what he knows:
It is a beautiful sunny day as you set out from the city of Twombly and ride east, towards the village of Durant. People wave to you as your ride by, sometimes cheering, for the Queen’s Knights are considered to be great heroes of the city. With a cool breeze at your backs, you easily complete the short ride to Durant.
Assuming they don’t do anything on the ride to the village, read the following text aloud when they reach Durant:
Durant is a large, bustling village. The smell of wood smoke is strong on the air as you ride through town. The townsfolk watch you curiously as you pass through the village, for it is rare to see so many of the Queen’s Knights all at the same time.
If the players ask for directions, either to Brennan Tisdel’s or Vander Wheatgrass, they can easily find someone willing to show them the way. Their guide makes small talk and asks the knights lots of questions about the city of Twombly, Queen Sunblade, their knightly order(s), and their professions (ie, classes).
If asked about the goings-on in Durant, their guide happily tells them what he knows:
- A pack of wolves has been stalking Brennan Tisdel’s sheep. The old shepherd is at his wit’s end.
- Vander Wheatgrass, a Halfling miller, is having trouble running his mill since the stream that powers its wheel has dried up. With all the wolves around, no one is willing to go into Piney Forest to see what has caused this to happen.
Other Encounters in Durant
The players may wish to explore the village of Durant. The following adventure seeds can be used or ignored at your whim. They may also be used to help one or more players fulfill their line from the Queen’s Law. Very little detail is provided, so you must attempt to improvise most of the interaction. Remember, time is short, and these tasks/encounters shouldn’t take very long.
It’s likely that some of these side tasks can relate to multiple lines from the Law, but it’s your decision. Allowing two girls with different lines from the law to take credit for the same encounter is perfectly acceptable.
Honest and Fair
Two villagers are having an argument over who is to use the communal oven. One of them has been waiting all morning to bake several loaves of bread, while the other has only just arrived, but only has a single loaf to bake.
To solve this dilemma, the girls may suggest that the two share the oven, since one of them only has a single loaf to bake, and it should fit in with the others’. It might also be suggested that the new arrival wait her turn.
Note: This can also apply to other lines of the Law, such as “make the world a better place” or “use resources wisely,” at your discretion.
Friendly and Helpful
A little girl’s cat has climbed up into a tree. Besides being a completely horrible stereotype, this is a good opportunity for the players to help out someone in need.
Alternately, the little girl’s dog could be stuck under a fence where he was trying to dig his way in (or out).
Considerate and Caring
A little boy has lost his mother in Durant’s busy marketplace. The players can help the crying child locate his mother, who thanks them profusely for helping her out.
Note: This can also apply to other lines of the Law, such as “friendly and helpful,” at your discretion.
Courageous and Strong
A small band of older boys (in the range of 12-13 years old) is picking on a smaller boy (probably 10 years old) in the street, calling him names and pushing him around. The small boy looks as if he’s about to cry, but he’s really trying to hold his tears back.
If confronted by the players, the older boys back down almost immediately. If the players point out why what the boys are doing is wrong, have the players make a DC 10 Persuasion check. If they succeed, the boys are properly shamed and won’t do it again. Intimidation will work, too, but the boys won’t learn anything from it (other than the Queen’s Knights are mean and scary).
Responsible for what I Say and Do
Pick a random player. As the players are moving through the village on horseback, a chicken comes running from an alley and into the street where it is promptly stepped on by the player’s horse. A few moments later, a young girl emerges from the alleyway and sees the chicken’s remains beneath the player’s horse. She breaks out in tears, as she just used her last silver piece to buy the chicken for her family’s supper.
The players should be understanding and compensate the girl for her trampled chicken. It’s also possible they might shrug off the responsibility, since they weren’t really doing anything wrong and it was an accident. In my opinion, though, that shouldn’t matter.
Respect Myself and Others
The players pass another group of Queen’s Knights, either in the village or on the road. The other knights are obviously tired and have been on a long journey. They can’t wait to get home to Twombly. The leader of the knights salutes the players as they pass by. Anyone who returns the salute can gain credit for respecting others.
Alternately, the players are verbally accosted by an old woman or man as they move through town. If they can deal with the offensive individual without resorting to name-calling or violence, they can also get credit for this line of the Law.
Respect Authority
As the players move through the village, a crowd begins to gather around them, following them along the street. The people are curious and excited to see so many of the Queen’s Knights in their village. However, the streets is quickly becoming clogged with people, making it difficult for other traffic to make it through.
One of the village guards approaches and calls for the crowd to disperse. The people in the crowd largely ignore him, regardless of the fact that he’s a guard. He becomes flustered and red in the face from shouting, and eventually looks at the players for help.
The proper response for the players is to ask the people to listen to the guard and clear the street, as he is an authority figure. The last thing they should do is showboat for the crowd and ignore the guard.
Use Resources Wisely
Passing through a field near the village of Durant, the players encounter a man who is about to chop down a tree for firewood. Not far from the man, the players can plainly see a fallen tree that would serve as firewood just as easily. If asked why he doesn’t use the dead tree, the man says that he fears there’s a poisonous snake living in it (there isn’t). It’s also quite dirty, with mud and the like caked on the bottom, and he doesn’t want to soil his clothes.
By confronting the man and convincing him to use the fallen tree for firewood, the players can get credit for this line of the Law.
Make the World a Better Place
To be honest, nearly any of the above incidents, if handled properly, can work towards making the world a better place. However, random acts of kindness can go a long way towards meeting the objective of this line of the Law. Some examples:
Be Faithful to my Sister Knights
This line doesn’t really require a single encounter. After all, a player who has selected this line of the Law can accomplish it by helping out the other player characters when they’re in need.
It’s likely that some of these side tasks can relate to multiple lines from the Law, but it’s your decision. Allowing two girls with different lines from the law to take credit for the same encounter is perfectly acceptable.
Honest and Fair
Two villagers are having an argument over who is to use the communal oven. One of them has been waiting all morning to bake several loaves of bread, while the other has only just arrived, but only has a single loaf to bake.
To solve this dilemma, the girls may suggest that the two share the oven, since one of them only has a single loaf to bake, and it should fit in with the others’. It might also be suggested that the new arrival wait her turn.
Note: This can also apply to other lines of the Law, such as “make the world a better place” or “use resources wisely,” at your discretion.
Friendly and Helpful
A little girl’s cat has climbed up into a tree. Besides being a completely horrible stereotype, this is a good opportunity for the players to help out someone in need.
Alternately, the little girl’s dog could be stuck under a fence where he was trying to dig his way in (or out).
Considerate and Caring
A little boy has lost his mother in Durant’s busy marketplace. The players can help the crying child locate his mother, who thanks them profusely for helping her out.
Note: This can also apply to other lines of the Law, such as “friendly and helpful,” at your discretion.
Courageous and Strong
A small band of older boys (in the range of 12-13 years old) is picking on a smaller boy (probably 10 years old) in the street, calling him names and pushing him around. The small boy looks as if he’s about to cry, but he’s really trying to hold his tears back.
If confronted by the players, the older boys back down almost immediately. If the players point out why what the boys are doing is wrong, have the players make a DC 10 Persuasion check. If they succeed, the boys are properly shamed and won’t do it again. Intimidation will work, too, but the boys won’t learn anything from it (other than the Queen’s Knights are mean and scary).
Responsible for what I Say and Do
Pick a random player. As the players are moving through the village on horseback, a chicken comes running from an alley and into the street where it is promptly stepped on by the player’s horse. A few moments later, a young girl emerges from the alleyway and sees the chicken’s remains beneath the player’s horse. She breaks out in tears, as she just used her last silver piece to buy the chicken for her family’s supper.
The players should be understanding and compensate the girl for her trampled chicken. It’s also possible they might shrug off the responsibility, since they weren’t really doing anything wrong and it was an accident. In my opinion, though, that shouldn’t matter.
Respect Myself and Others
The players pass another group of Queen’s Knights, either in the village or on the road. The other knights are obviously tired and have been on a long journey. They can’t wait to get home to Twombly. The leader of the knights salutes the players as they pass by. Anyone who returns the salute can gain credit for respecting others.
Alternately, the players are verbally accosted by an old woman or man as they move through town. If they can deal with the offensive individual without resorting to name-calling or violence, they can also get credit for this line of the Law.
Respect Authority
As the players move through the village, a crowd begins to gather around them, following them along the street. The people are curious and excited to see so many of the Queen’s Knights in their village. However, the streets is quickly becoming clogged with people, making it difficult for other traffic to make it through.
One of the village guards approaches and calls for the crowd to disperse. The people in the crowd largely ignore him, regardless of the fact that he’s a guard. He becomes flustered and red in the face from shouting, and eventually looks at the players for help.
The proper response for the players is to ask the people to listen to the guard and clear the street, as he is an authority figure. The last thing they should do is showboat for the crowd and ignore the guard.
Use Resources Wisely
Passing through a field near the village of Durant, the players encounter a man who is about to chop down a tree for firewood. Not far from the man, the players can plainly see a fallen tree that would serve as firewood just as easily. If asked why he doesn’t use the dead tree, the man says that he fears there’s a poisonous snake living in it (there isn’t). It’s also quite dirty, with mud and the like caked on the bottom, and he doesn’t want to soil his clothes.
By confronting the man and convincing him to use the fallen tree for firewood, the players can get credit for this line of the Law.
Make the World a Better Place
To be honest, nearly any of the above incidents, if handled properly, can work towards making the world a better place. However, random acts of kindness can go a long way towards meeting the objective of this line of the Law. Some examples:
- The players pass a homeless man and offer him coin, food, or clothing.
- Allow and/or help an old woman or man to cross the road.
- A man’s wagon has broken down on the side of the road. In fact, he’s got a cart full of food and clothing for the orphanage in Twombly. The players can take the time to help him fix his wagon’s wheel and make a world of difference.
- Etc.
Be Faithful to my Sister Knights
This line doesn’t really require a single encounter. After all, a player who has selected this line of the Law can accomplish it by helping out the other player characters when they’re in need.
The Big, Bad Wolf – Brennan Tisdel
The Big, Bad Wolf is the first of two tasks. Brennan Tisdel, one of Durant’s shepherds, has sent a message to the Queen’s Knights asking for help. His flocks are being ravaged by a pack of wolves, and he’s at his wits end. He feels there is something sinister about the wolves, but he doesn’t mention much more than that in his message.
Brennan Tisdel’s Cottage
The players arrive at Brennan Tisdel’s cottage without incident. Read or paraphrase the following text aloud:
As you approach the small cottage, you can smell green grass mixed with the scent of animals. Several paddocks occupied by freshly-shorn sheep can be seen to the side of the cottage, and you can hear the animals bleating. The front door of the cottage opens and a middle-aged man wearing work clothes steps out to greet you. He has dark hair, squinting blue eyes, and weathered skin. You assume this must be Brennan Tisdel.
Brennan addresses the players properly and tells his story in a low-class English accent:
“The past couple weeks, there’s been wolves killing my sheep. This is the first time wolves have dared come out of Piney Forest to attack my flock, and they won’t stop until all my sheep are dead. If you could find it in your hearts to save my livelihood—and my sheep—I’d be most obliged.”
Some facts Brennan can share about the wolves attacking the sheep include:
As you approach the small cottage, you can smell green grass mixed with the scent of animals. Several paddocks occupied by freshly-shorn sheep can be seen to the side of the cottage, and you can hear the animals bleating. The front door of the cottage opens and a middle-aged man wearing work clothes steps out to greet you. He has dark hair, squinting blue eyes, and weathered skin. You assume this must be Brennan Tisdel.
Brennan addresses the players properly and tells his story in a low-class English accent:
“The past couple weeks, there’s been wolves killing my sheep. This is the first time wolves have dared come out of Piney Forest to attack my flock, and they won’t stop until all my sheep are dead. If you could find it in your hearts to save my livelihood—and my sheep—I’d be most obliged.”
Some facts Brennan can share about the wolves attacking the sheep include:
- The wolves only attack at night, usually in the wee hours of the morning.
- They’re very quiet. The wolves don’t usually howl or bark until they’ve made a kill, but by then it’s too late.
- Brennan has seen the wolves once or twice. He says they look to be thin and sickly, except for one. “There’s a great big one, black as night, with glowing red eyes! He must be the alpha. He doesn’t look thin or sickly at all, not like the others.”
- So far, Brennan has lost 16 sheep over the past two weeks. He only has 17 sheep left, but he won’t buy more until the wolves have been taken care of.
What to Do?
There are two obvious courses of action the players can take:
Either plan works, and the players may devise other plans of their own. Tracking the wolves from the site of their latest kill requires the players to succeed on a DC 12 Survival, Perception, or Investigation check. If this roll fails, feel free to give the players some clues, such as distant howling.
In any case, when encountered there is one wolf for each of the players, as well as Snarl, the Worg alpha.
- Stay the night at the farm and try to catch the wolves in the act; or
- Try to track the wolves to their lair and deal with them during the day.
Either plan works, and the players may devise other plans of their own. Tracking the wolves from the site of their latest kill requires the players to succeed on a DC 12 Survival, Perception, or Investigation check. If this roll fails, feel free to give the players some clues, such as distant howling.
In any case, when encountered there is one wolf for each of the players, as well as Snarl, the Worg alpha.
The Wolf Den
The pack has a den about a mile into Piney Forest. The wolves have been brazen in their attacks, and their paw prints are easy to find and follow (requiring a DC 12 Survival, Perception, or Investigation check, and the players have advantage on this roll).
If the players make it to the wolves’ den, read or paraphrase the following text aloud:
The tracks lead you to a shallow cave in the side of a pine-covered hillock. The air here is strong with a sickly smell, and it is eerily silent. Several thin, emaciated wolves lounge around the cave, seemingly exhausted.
If the players wish to approach the den silently in an attempt to surprise the wolves, each of them must succeed on a DC 13 Stealth check. If they fail, the wolves hear them coming. Read or paraphrase the following text aloud:
The wolves notice you coming. They slowly rise to their feet and begin to snarl in your direction. As they do so, the largest, blackest wolf you’ve ever seen emerges from the den. Its glowing red eyes appraise you with wicked intellect before it barks an order to its pack.
The wolves fight as best they can, and Snarl picks whichever PC seems to be the strongest to attack first.
Note: If Snarl seems too tough for the players, consider dropping his hit points slightly.
If the players make it to the wolves’ den, read or paraphrase the following text aloud:
The tracks lead you to a shallow cave in the side of a pine-covered hillock. The air here is strong with a sickly smell, and it is eerily silent. Several thin, emaciated wolves lounge around the cave, seemingly exhausted.
If the players wish to approach the den silently in an attempt to surprise the wolves, each of them must succeed on a DC 13 Stealth check. If they fail, the wolves hear them coming. Read or paraphrase the following text aloud:
The wolves notice you coming. They slowly rise to their feet and begin to snarl in your direction. As they do so, the largest, blackest wolf you’ve ever seen emerges from the den. Its glowing red eyes appraise you with wicked intellect before it barks an order to its pack.
The wolves fight as best they can, and Snarl picks whichever PC seems to be the strongest to attack first.
Note: If Snarl seems too tough for the players, consider dropping his hit points slightly.
Snarl's Secret
Snarl was sent from Thaggis to cause trouble in Elustra. He is a special Worg that can bewitch other wolves and force them to do his bidding. He defeated the original pack alpha and took over, and has been feeding off the life force of the remaining wolves ever since. He supplements his diet with sheep, only giving the other wolves scraps so they don’t die outright.
The wolves of the pack are weak, and this is reflected in their stat block. Snarl, on the other hand, is much stronger. When one of his wolves dies, he drains the last remaining life from it and gains 2 temporary hit points. When this happens, it appears as if a grey, wolf-shaped cloud of vapor emerges from the corpse and is inhaled by Snarl, who seems suddenly stronger for it.
The wolves of the pack are weak, and this is reflected in their stat block. Snarl, on the other hand, is much stronger. When one of his wolves dies, he drains the last remaining life from it and gains 2 temporary hit points. When this happens, it appears as if a grey, wolf-shaped cloud of vapor emerges from the corpse and is inhaled by Snarl, who seems suddenly stronger for it.
Snarl, Wicked Worg |
Sickly Wolves |
Large monstrosity, neutral evil
AC 13 (natural armor) HP 44 Spd 50 ft. Str 16 (+3) Dex 13 (+1) Con 13 (+1) Int 7 (-2) Wis 11 (+0) Cha 8 (-1) Skills Perception +4 Senses Darkvision 60’, passive Perception 14 Languages Goblin, Worg Challenge ½ (100 xp) Abilities Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. Drain Life Force. When one of Snarl’s pack members is knocked to 0 hit points, he can absorb their life force as a free action, granting him 2 temporary hit points. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. |
Medium beast, unaligned
AC 13 (natural armor) HP 7 Spd 40 ft. Str 12 (+1) Dex 15 (+2) Con 8 (-1) Int 3 (-4) Wis 12 (+1) Cha 6 (-2) Skills Perception +3, Stealth +4 Senses Passive Perception 13 Languages None Challenge ¼ (50 xp) Abilities Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. |
Wrapping Things Up
If the players can defeat Snarl and his pack, the attacks on Brennan’s sheep will end. Brennan takes the players’ word for it that the wolves are dead—he’s not about to ask them for proof. Of course, if they provide proof without being asked, he’ll be all the more pleased. He offers them 1 gold piece each for their trouble (as a “donation” to their order).
Not a Drop to Drink – Vander Wheatgrass
Not a Drop to Drink is the second of two tasks. Vander Wheatgrass, a Halfling miller in Durant, has reported that the stream that turns the wheel of his mill has suddenly and mysteriously dried up. He is requesting aid from the Queen’s Knights to find out why the stream has dried up so that he can continue to mill grain for Twombly’s bakers.
Wheatgrass's Mill
With the help of their guide, the players arrive at Wheatgrass's Mill. Read or paraphrase the following text aloud when they do so:
You see a finely-constructed mill ahead of you. The doors and windows are short and round, and appear to be constructed for Halflings. As you approach, it occurs to you that the mill’s water wheel isn’t turning. There must have been a stream turning the wheel at some point, but it appears to have dried up. Several Halflings stand about the mill’s entrance looking bored.
When the players ride up, the Halflings (Vander’s workers) perk up and begin to talk amongst themselves, speculating on whether or not the players have come to help Vander or not, and whether or not they’ll be able to. Allow the players to speak with the Halflings briefly if they wish to, then read or paraphrase the following text aloud:
The mill door opens and out comes an older Halfling dressed in coveralls. “Alright, alright, what’s this about, then?” he asks the other Halflings. “I told you all, there’s no work today. Come back tomorrow. Now shove off!” At that point, he notices you and turns beet-red from embarrassment. He’s about three feet tall, plump, with reddish-brown hair and big brown eyes.
Vander shoos the other Halflings away, saying something about “talking business with the ladies,” before addressing them directly:
“Begging your pardon, my ladies,” Vander says. “I’ve been in such an awful state since the stream dried up. It happened sudden-like, just last week. I was planning to go investigate, but with all the wolves in Piney Forest these days… well, I suppose I’m not as brave as I could be. Mayhap you’ll be willing to do what I cannot?”
Vander can provide some facts about the dried-up stream and mill:
You see a finely-constructed mill ahead of you. The doors and windows are short and round, and appear to be constructed for Halflings. As you approach, it occurs to you that the mill’s water wheel isn’t turning. There must have been a stream turning the wheel at some point, but it appears to have dried up. Several Halflings stand about the mill’s entrance looking bored.
When the players ride up, the Halflings (Vander’s workers) perk up and begin to talk amongst themselves, speculating on whether or not the players have come to help Vander or not, and whether or not they’ll be able to. Allow the players to speak with the Halflings briefly if they wish to, then read or paraphrase the following text aloud:
The mill door opens and out comes an older Halfling dressed in coveralls. “Alright, alright, what’s this about, then?” he asks the other Halflings. “I told you all, there’s no work today. Come back tomorrow. Now shove off!” At that point, he notices you and turns beet-red from embarrassment. He’s about three feet tall, plump, with reddish-brown hair and big brown eyes.
Vander shoos the other Halflings away, saying something about “talking business with the ladies,” before addressing them directly:
“Begging your pardon, my ladies,” Vander says. “I’ve been in such an awful state since the stream dried up. It happened sudden-like, just last week. I was planning to go investigate, but with all the wolves in Piney Forest these days… well, I suppose I’m not as brave as I could be. Mayhap you’ll be willing to do what I cannot?”
Vander can provide some facts about the dried-up stream and mill:
- It’s been about a week since the stream dried up.
- Prior to the stream drying up, Melvin—Vander’s son—noticed that the water seemed tainted somehow and the water had an unhealthy stench to it.
- The stream originates from somewhere in Piney Forest. The dried-up stream bed is easy enough to follow (no roll required).
- Vander has a load of grain that he’s been contracted to mill for the city’s Baking Guild. If he can’t mill it into flour, they’ll take their business elsewhere.
What to Do?
The players may wish to investigate the dried up streambed. If they do, allow them to make Perception checks (DC 12). Success indicates that they find an unhealthy-smelling residue on the mill wheel and coating some of the rocks on the streambed.
Identifying the residue is relatively simple, as it smells like poop. Identifying the type of poop requires a DC 20 Knowledge (Nature) check. If successful, the players can determine it probably came from goblins.
The most obvious course of action for the players to take is to follow the dried up stream to its source in the Piney Forest.
Identifying the residue is relatively simple, as it smells like poop. Identifying the type of poop requires a DC 20 Knowledge (Nature) check. If successful, the players can determine it probably came from goblins.
The most obvious course of action for the players to take is to follow the dried up stream to its source in the Piney Forest.
The Naiad’s Glade
The players can follow the dry stream bed for about a mile before it disappears into Piney Wood. They can continue following it into the forest, where it winds beneath the trees. Eventually, they come across a small glade in the wilderness.
Read or paraphrase the following text aloud:
The thick trees and underbrush give way to a small glade. The air here is light and fragrant, and beams of sunlight filter in from the forest canopy. In the glade’s center is a small lake, only somewhat larger than a pond. The dried-up stream ends at the edge of the lake. You notice that another streambed once fed into the lake on its other shore, but it seems to have dried up, too.
As the players investigate, the water in the lake begins to swirl. Read or paraphrase the following text aloud:
You hear a soft gurgling from the lake and see bubbles beginning to form on its surface. Suddenly, a lovely woman rises from the water. Her blue skin is flecked by what appears to be fish scales, and her eyes are the color of the water that surrounds her.
This is Cyrene, a forest Naiad who lives in the lake. She is suspicious of the players, but will speak to them if they seem friendly. If they attack her or appear to be hostile, Cyrene returns to the bottom of the lake unless they can convince her to reemerge.
Cyrene knows the following information, and she's happy to share it with polite people who seem willing to help:
Read or paraphrase the following text aloud:
The thick trees and underbrush give way to a small glade. The air here is light and fragrant, and beams of sunlight filter in from the forest canopy. In the glade’s center is a small lake, only somewhat larger than a pond. The dried-up stream ends at the edge of the lake. You notice that another streambed once fed into the lake on its other shore, but it seems to have dried up, too.
As the players investigate, the water in the lake begins to swirl. Read or paraphrase the following text aloud:
You hear a soft gurgling from the lake and see bubbles beginning to form on its surface. Suddenly, a lovely woman rises from the water. Her blue skin is flecked by what appears to be fish scales, and her eyes are the color of the water that surrounds her.
This is Cyrene, a forest Naiad who lives in the lake. She is suspicious of the players, but will speak to them if they seem friendly. If they attack her or appear to be hostile, Cyrene returns to the bottom of the lake unless they can convince her to reemerge.
Cyrene knows the following information, and she's happy to share it with polite people who seem willing to help:
- Cyrene used her magic to dry up the streams running to and from her lake because the water flowing in had become polluted by a group of goblins.
- The goblins have made a small camp to the north, along the shores of the stream. Cyrene hoped they would leave when she made the stream dry up, but they don’t seem to care.
- If the players can defeat the goblins, or otherwise scare them away, she will be happy to bring the stream back.
- She doesn’t know how many goblins there are, but she assumes they must be up to no good.
Dealing with the Goblins
The players can follow the northern streambed and locate the goblin camp. It isn’t particularly difficult, as the goblins have been trashing the forest around their camp. As the players draw close to the goblin camp, read or paraphrase the following text aloud:
The forest air begins to smell of waste and garbage, and the trees and plants nearest to the dried up stream appear to be withering. Other trees have been hacked apart, and the grasses, ferns, and flowers that once grew here have been trampled into the mud.
When they locate the goblin camp, read or paraphrase the following text aloud:
You see a camp with several small tents and a large fire pit. The ground is strewn with garbage, waste, and refuse, and gnawed bones are littered about. Two goblins sit near the fire, talking quietly in their ugly language as they roast something at the end of a stick. You can hear snoring from the other tents, indicating there are more goblins sleeping inside them.
The players can either approach the goblins or they can plan an attack. Either way, the goblins aren’t about to give up without a fight, though they may be intimidated enough by a group of armed and armored Elustran knights to return to Thaggis. Grumz, their leader, can be browbeaten into leaving if one of the players succeeds at a DC 14 Intimidate check.
The forest air begins to smell of waste and garbage, and the trees and plants nearest to the dried up stream appear to be withering. Other trees have been hacked apart, and the grasses, ferns, and flowers that once grew here have been trampled into the mud.
When they locate the goblin camp, read or paraphrase the following text aloud:
You see a camp with several small tents and a large fire pit. The ground is strewn with garbage, waste, and refuse, and gnawed bones are littered about. Two goblins sit near the fire, talking quietly in their ugly language as they roast something at the end of a stick. You can hear snoring from the other tents, indicating there are more goblins sleeping inside them.
The players can either approach the goblins or they can plan an attack. Either way, the goblins aren’t about to give up without a fight, though they may be intimidated enough by a group of armed and armored Elustran knights to return to Thaggis. Grumz, their leader, can be browbeaten into leaving if one of the players succeeds at a DC 14 Intimidate check.
Why are the Goblins Here?
The goblins were originally sent to escort Snarl, the Worg, from Thaggis. Once they’d completed their mission, they decided to relax a bit and have some fun by destroying part of the forest. They’re not interested in dying, but if they think they can get away with attacking the players, they will.
There is one goblin in the band for each player character, plus Grumz, their leader.
There is one goblin in the band for each player character, plus Grumz, their leader.
Grumz, Goblin BossSmall humanoid (goblinoid), neutral evil
AC 17 (chain shirt, shield) HP 21 Spd 30 ft. Str 10 (+0) Dex 14 (+2) Con 10 (+0) Int 10 (+0) Wis 8 (-1) Cha 10 (+0) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1 (200 xp) Abilities Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Multiattack. The goblin makes two attacks with its scimitar. The second attack has disadvantage. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. Reaction Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead. |
GoblinsSmall humanoid (goblinoid), neutral evil
AC 15 (leather armor) HP 7 Spd 30 ft. Str 8 (-1) Dex 14 (+2) Con 10 (+0) Int 10 (+0) Wis 8 (-1) Cha 8 (-1) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge ¼ (50 xp) Abilities Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage. |
Wrapping Things Up
With the goblins defeated or scared off, the players can return to both Cyrene and Vander. Cyrene happily uses her magic to bring the stream back, and by the time the players have returned to the mill, Vander and the other Halflings are hard at work. Vander gives the players 1 gold piece each, as well as a large sack of “the finest flour in Elustra” for them to take back home.
Player Rewards
Once the players complete one (or maybe even both) of these adventures, reward them each with 150 experience points for each quest they were able to complete. Next, go around the table and ask each player which line of the Queen's Law they chose, and how they were able to utilize it during the story. For each player who can cite an example, award them one Inspiration point.