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Dungeons On Demand

Bad
Apples
Tips for the Game Master
• This is your dungeon adventure. If you don’t like how some- • This adventure will work best when you take the time to read
thing works, change it. If you think an item or NPC from through the packet first, so you’re familiar with everything
your campaign world works better than an item or NPC that’s going on. Sometimes the monsters that lie in wait to
presented here, make the switch. If a puzzle is too hard or an ambush the party, traps that are hidden from sight, or the
encounter is too easy, drop some hints or add some monsters clues to a puzzle may be glossed over if you’re not prepared.
- do whatever is best for your game. You’re the master of your
gaming world, this packet is just a guide to help you. It will • The goal of each adventure is to give the party enough
present hints and opportunities for you to customize, but experience points to advance one level. This depends on a
ultimately everything is up to you. You don’t need permission lot of things however - the party needs to complete most of
to break the mold. the encounters and be of the appropriate size and level for
Bad Apples

that to work out. Ultimately, you might want to go without


• The encounters listed within this packet were designed by experience points altogether, and simply allow the players to
the book - but by the book isn’t always the most practical for advance to the next level once they’re finished the dungeon.
every party of adventurers. You may need to give a monster This means a lot less record-keeping on you part!
fewer hit points, fudge some dice rolls, or just plain ignore
some of the rules if you think an encounter is a risk of killing • The ultimate goal is to have fun! If you’re having fun while
the entire party. playing, then you’re playing correctly.

Copyright © 2016 Dan Coleman. This Dungeons on Demand product is published through the Open Gaming License. See the License section for complete details.

2
Contents
Background & Information............................................................................................................................... 4
Adventure Hooks................................................................................................................................................ 5
Overview Map.................................................................................................................................................... 6
Prelude................................................................................................................................................................. 7
Encounters........................................................................................................................................................... 8
Epilogue............................................................................................................................................................... 17
Appendix A: New Monsters & NPCs............................................................................................................... 18
License................................................................................................................................................................. 19

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Dungeons On Demand What is an Adventure Short? Adventure Background
An adventure short is a different format for Dungeons on Demand The party has arrived in [Town] to find it in the midst of
adventures. Each short is intended to supply enough content preparing for the harvest festival, the most important and
for a single gaming session. Unlike other Dungeons on Demand anticipated celebration of the year!
adventures, the encounters in an adventure short may not provide
enough experience for each player character to gain a level. Fewer Citizens and businesses are decorating their houses and shops
background details are provided, encouraging Game Masters to with all the trappings of the festival. Banners of cornhusks and
fully tailor an adventure short to their game worlds. twine adorn doorways. Pumpkins, carved with wicked faces, stare
from windowsills. Everywhere, children can be seen building
Bad Apples is designed for a party of 4 to 5 3rd-level adventurers. If strawmen and making costumes. Everything is in place… with
your game has more or fewer players, you can adjust the number of one exception. The delivery of this year’s cider from the remote
monsters present in each encounter to fit the proper difficulty. apple orchard is inexplicably late ! The cider is the most important
part of the festival; without it, the celebration simply will not be
the same.
···
Residents of [Town] are beginning to worry. Newton Tell, the
“The harvest festival without eccentric, middle-aged man that runs the cider mill, should have
the cider will be like fig puddin’ sent for help gathering apples for the cider by now. The festival is
just a few short weeks away, and it’ll take that long for the cider to
without the figs.” ferment to just the right flavor. To make matters worse, the roads
to the orchard have been overrun with bandits lately. Everyone
··· wants to get the cider delivered in time for the festival, but no one
wants to risk the trip there to get it.
Preparing to run Bad Apples Anxiety has reached the point where local authorities are
Consider the following when preparing to run the Bad Apples beginning to take matters into their own hands. They’re prepared
adventure short. to approach able-bodied men and women, those armed and
Character Level. This adventure short is designed for parties of willing to make the trek to the apple orchard, offering to pay upon
3rd to 4th level characters, and assumes there are four players in the returning with enough cider to ensure the festival goes off without
party. If you have more or fewer players, or if the characters are a hitch.
of a higher or lower level, you can alter the statistics or number
of monsters present in the combat encounters to adjust each
encounter’s difficulty.
Playing Time. It should take approximately 4 – 6 hours to Game Master Information
complete this adventure short. Playing time will vary, depending The following information and developments are important for
upon how many players you have and how quickly the party the Game Master to know before beginning play.
finishes the combat encounters. Newton Tell. The mill owner, Newton Tell, is dead, slain by
[Town]. It’s assumed that the party receives adventure hooks bandits days ago. The bandits considered his orchard to be an
for Bad Apples from NPCs in a city or town, referred to in the ideal hideout, and murdered the poor man while he was picking
adventure as [Town]. It’s up to the GM to fill in the details of the apples. His spirit rose as a poltergeist, left in anguish at the
unknown town, giving it a name and filling it with flavor and thought that [Town] will be without its beloved cider for the
NPCs. Alternatively, the GM can simply fill in with an already harvest festival. Now the poltergeist haunts the cider mill.
existing city or town in his or her game world for this location. The Orchard. Something else transpired when Newton Tell
Harvest Festival. The adventure revolves around retrieving was murdered. The entire orchard has been transformed into a
cider from a haunted orchard quickly to ensure it’s ready for the dismal place. A dark shroud hangs over it, making it gray and
upcoming harvest festival. The name of the festival, and when dreary even on the brightest of days. Some trees have uprooted
exactly it is set to take place, is up to you to decide. themselves, stalking the orchard and dropping malicious apple
NPCs. No named NPCs are provided in this adventure, though blights. The strawmen that decorated the orchard have come to
several are referenced. You might want to have a few names handy life, attacking all they see.
Bad Apples

to use for the names of authority figures and commoners in Bandits. The bandits that came here to seek refuge have either
[Town], bandits, and other NPCs you may insert along the way. been slain by the creatures animated in the orchard, or have fled
Orchard Location. It’s assumed that the orchard is located in this place as quickly as they could.
a relatively remote area, close enough to [Town] that a trip there Alchemist. Newton Tell dabbled in alchemy, an occupation that
normally is manageable, but is now too far with the threat of benefitted from the solitude afforded by his life on the orchard.
bandits along the route. You can come up with a precise location There are a few people in town who know about Tell’s work
that best fits your campaign. Ideally, it should take at least a day outside of making cider. If you’re using the Sensitive Ingredients
for the party to travel between [Town] and the orchard. The adventure hook, the party is aware of this before they go to the
orchard is depicted and described in the adventure as occupying adventure site.
an area within a nearby wood.

4 Background & Information


“Here, here! A strong group of adventurers, this is just the sort of folk I
need. Listen well...”

Adventure Hooks
You can use the following adventure hooks in addition to any you Sensitive Ingredients
may come up with yourself. The italicized text after each hook can Newton Tell’s silence is troubling to a particular NPC in [Town].
be read aloud to the players as dialogue for an NPC delivering the The NPC is aware that Tell is an amateur alchemist, and had
hook to the party or party member. supplied some “sensitive” ingredients to him in the not too distant
past. The NPC is worried that anyone going to the mill will
Casks of Cider discover the poisonous reagents and will start snooping around
[Town] must have its cider for the harvest festival! The local town looking for their source. He or she is willing to pay the party
magistrate is offering a reward of 50 gold pieces per cask of cider 400 gold pieces to find out what’s happened to Tell, and return
delivered. It will take at least 10 casks to satisfy the town’s needs with these materials.
for the celebration.
“Look, the cider’s all well-and-good and all, but that wasn’t
“Here, here! A strong group of adventurers, this is just the sort the only thing the man did. I have it on good authority he
of folk I need. Listen well. The harvest festival is only a couple was, let’s say, a “budding,” alchemist, and I may or may not
of weeks away, and we haven’t heard high nor low from Mister have sold him a few ingredients that were, well, less than legal
Tell in months. His orchard isn’t far from here, and he should around here. I thought he may have just had a rat problem or
have sent word to the townsfolk for assistance harvesting the something, honest, I wouldn’t deal in poisons to a half-cocked
apples by now. It’s probably nothing, I’m sure, but there’s been man. Anyway, I know you’re understanding, but some folk
one too many bandit attacks along the road for me to just ‘round here might not be patient so as I could explain, and
dismiss it. Either, the man can’t get word to us because the if adventurers are heading there, well then there’s going to
roads aren’t safe or, well, he can’t get word to us for… other be noses in business where noses don’t belong. Wouldn’t take
reasons. We used nearly ten full casks of cider last year. If you’re a turn of a day for people to start looking my way and then
willing to head to the orchard and return with as many, I’ll people will start doing rash things. Let’s make this simple. I can
supply you with a wagon and two strong horses. I’ll pay you 50 pay you 400 gold if you find the poison I sold him and bring it
gold coins per cask . Do we have a deal?” back. Should be in a blue bottle marked “Adder Tongue.” If you
do find it… uh… don’t mix it up with any of your canteens.”
If the party accepts the offer, they’re given a wagon and two draft
horses as promised.

Adventure Hooks 5
Dungeons On Demand
Bad Apples

1 square = 5 feet

Hostile Creature(s) Plot Driver Treasure Puzzle

6 Overview Map
Prelude: Beginning the Adventure Approaching the Orchard
The orchard is gated off, approached by a path leading west
through the woods. When the party first comes upon the orchard,
Heading to the Orchard
you can read the following aloud to the players.
Once the party is aware of the situation, and has investigated
as much as they can in [Town], they can head to the orchard
The path you’re traveling eases a bit, and it eventually yields to
to find out what has happened to Newton Tell and the delayed
a clearing. You see the orchard, just beyond a wooden bridge,
delivery of cider.
which crosses a small stream that cuts through the forest. You
can immediately tell something is wrong. A pall hangs over this
Bring a Wagon! place, like a dark curtain covering a painting. A wind picks up
If the party attempts to leave for the mill without a wagon in tow, to make the trees sway. A pair of crows fly overhead, landing on
a concerned citizen will inform them that they’ll need something the orchard’s rickety fence.
to help carry the casks of cider back . Locals know Newton Tell
owns a wagon, but there’s no telling what’s become of it or him. If When the party reaches this point you can begin the adventure at
you’re using the Casks of Cider adventure hook, the party is issued Area A.
a wagon and a pair of draft horses. Otherwise, these items can be
acquired for their listed prices in the PHB from local vendors.
� Gossip �
Optional Encounter: Bandits on the Way
At your discretion, a group of bandits can ambush the party as You can use the following lines of dialogue for various NPCs
they travel further from [Town] and draw closer to the orchard. in [Town] regarding the events at hand.
You can use the following hostile creatures and read aloud text for
the encounter. Regarding the missing cider…
“The harvest festival won’t be the same without the cider! Each
Hostile Creatures: bandits year the man at the mill invites us to the orchard to pick apples—
6 bandits (MM pg. 343) 150 XP oh the place is all done up with strawmen and pumpkins, with
1 bandit captain (MM pg. 344) 450 XP apples everywhere, it’s so lovely. Whatever is holding up Mister
Tell has got me worried.”
Autumn has painted the woods in yellows, browns, and
oranges, the forest canopy bursting with color as leaves around Regarding the harvest festival…
you casually float to the ground. Detritus on the ground gives a “You must be new ‘round these parts, I’m guessin’? The harvest
satisfying snap beneath your boots as you trod over it. festival is only the biggest to-do this place sees all year. Games,
dancin’, costumes, and all the food you could eat. ‘Course
A high-pitched whiz grabs your attention, as something pourin’ the cider is the main event, which is why everyone’s in
suddenly rockets past you. Your head turns to see a crossbow such a mood of late. The harvest festival without the cider will
bolt buried into the trunk of a tree behind you. From up ahead be like fig puddin’ without the figs.”
a man wearing leather armor and holding a crossbow steps out
onto the path from behind the foliage.
Regarding Newton Tell…
“I ain’t hadta miss, ya know,” he says, revealing a mouth with “You mean the man that lives on the orchard? He’s a… funny
a checkerboard smile. “Now put down yer arms and anything little man, to put it politely. Not terribly old, but up there in
of value on the ground in front of yous, or else my pals here’ll years and perhaps a little off his rocker already—but who am I
show ya how good a shot we really is.” to judge? The man makes a good drink and I can’t blame him
for being a little off, especially considerin’ he lives by himself
Another bandit steps out from behind the brush, then another, most of the year without another soul to keep him company.”
and another…
“Yeah, I know the old coot that lives by himself in the cider mill.
The bandits only intend to rob the party, but if the players Rumor is he’s a bit of a wizard or something, all the better he stays
respond aggressively, they’ll attack them. These bandits have fled where he’s at. Only good thing he does is bring the cider round
the orchard though, and are cowards. If any are reduced to half once a year for the festival, and he hasn’t even done that yet.”
their total hit points or fewer, they’ll attempt to flee. If captured
and interrogated, the bandits tell the party the orchard they’re Regarding the bandits…
traveling to is haunted, though they do not admit to murdering “Yeah, it’s true, and you adventurin’ folks best be warned about
Newton Tell. it too. Cutthroats be livin’ in the woods, raidin’ travelers and
makin’ off with their valuables. The bandits have already knifed
Each bandit carries 3 electrum pieces. The bandit captain has 6 a share of those without their wits who tried to fend ‘em off. If
gold pieces and 12 electrum pieces. you run into any of these scoundrels, best give ‘em your coins
and leave with your lives, if you ask me.”

Prelude: Beginning the Adventure 7


Dungeons On Demand Area A: The Bridge
The bridge spanning the forest stream is decorated for the festival,
decked with banners made from cornhusks and sporting four
strawmen. You can read the following aloud to the players when
they arrive here.

The dismal orchard has been festooned with the trappings


of the harvest festival. Cornhusk banners, and pumpkins
carved with faces litter the place, but somehow only add to
the orchard’s dreariness instead of bringing any mirth. Hung
along the fence and propped up along the sides of the bridge are
strawmen, nothing more than clothing stuffed with straw, and
faces painted on burlap sacks.

Three of the four strawmen on the bridge are animated creatures


with the same statistics as scarecrows, though they are standing
perfectly still so as to appear inanimate. The strawmen converge
and attack any party member that crosses the bridge (see Combat).

Stream
The stream carves a trench about 5 feet beneath the bridge. The
stream is about 10 feet wide at its widest, and 6 feet deep at its Combat
deepest. The water is bitterly cold. When the strawmen attack the party members, you can read the
following aloud to the players.
Hostile Creatures: animated strawmen
3 scarecrows (MM pg. 268) 600 XP Suddenly, one of the strawmen on the bridge turns to face you;
its body is driven by some malign force. Though its painted face
is unmoving, it seems to stare at you for the briefest of moments,
sizing you up, and then lashes out with its heavy limb!
Watery Grave
Tucked beneath the bridge are a pair of human corpses. If the
The strawmen surprise the party members unless they are
party members do not cross the bridge right away, they can
expecting them to attack. Each round, one strawman will attempt
discover the bodies if they search underneath it (no check
to paralyze a party member with its terrifying glare while the
required). If the party does not investigate, a party member with
other two engage the others with their multiattack.
a passive Perception score of 16 or higher can spot the corpses
barely edging out from beneath the bridge.
If a strawman happens to take fire damage, it bursts into flames
and tries to extinguish itself in the stream below on the next
Each corpse is outfitted in leather armor, each appearing to
round. If a burning strawman cannot escape the bridge, there is a
have been raked to death by the claws of some animal. Closer
50% chance each round that it sets the bridge on fire.
examination reveals bits of straw tatters stuck in their clothing
and around their wounds.
The strawmen fight until slain.
If the party members spend any longer than 5 minutes examining
the corpses, the strawmen jump down from the bridge and attack
them (see Combat).
Bad Apples

8 Encounters
Area B: East Orchard
If the party chooses to examine the orchard before heading into
the mill, they can enter these areas through the gates provided
along the wooden fence that runs throughout. If the party enters
the east part of the orchard, you can read the following aloud to
the players.

A few crow caws ring through the air as you enter the orchard,
and you are met with the sight of a handful of the black birds
flapping away from the apple trees. Other than that, it’s silent.
Lined up in meticulously kept rows are the trees, orange and red
apples hanging from the branches, waiting to be picked. There’s a
stuffed strawman propped up against a couple of trees, and many
have a couple of wooden pales placed at their bases. Another gale
of wind causes the trees to dance, and a few more crows land
nearby to peck at the apples that have fallen to the ground.

The crows may appear menacing, but they’re not a threat to the
party. The strawmen are also inanimate (though the party may
be suspicious of them if they encountered the strawmen on the
bridge in Area A).
It doesn’t take you long before you exhume the corpse of a portly,
The bandits attacked and murdered Newton Tell in this part older fellow, wearing a dirty, patched robe drenched in his own
of the orchard, burying the late cider-maker’s body beneath blood. Judging by his appearance, it’s safe to say this was the man
the apple tree marked by the plot icon on the area map (see that lived in the mill, and his death explains why he hasn’t made
Suspicious Mound). his way to town for the festival.

Apple Trees If examined, Newton Tell’s chest bears multiple wounds from
The apple trees can provide cover to a creature that interposes crossbow bolts. The bandits made sure to rob the cider-maker
them between itself and another, but they’re not so large that they of his coins, but left other items of value on his person (see The
obstruct movement or create difficult terrain. The trees are full of Cider-Maker’s Corpse).
ripe apples.
Magic Detection
A player casting detect magic on the area occupied by the
Suspicious Mound suspicious mound of soil detects a man-sized aura of conjuration
After the bandits murdered Newton Tell, they haphazardly magic emanating from the ground a few inches beneath it.
buried his body at the base of the apple tree he was picking. Tell
overturned his wheelbarrow during the fracas, causing apples to
scatter around the ground. If the party inspects this area, you can The Cider-Maker’s Corpse
read the following aloud to the players. Newton Tell’s corpse is wearing a torn and bloodied robe of useful
items with 2d4 patches remaining in addition to the ones that
A wheelbarrow sits on its side at the base of the last apple tree come standard with the robe. Additionally, there’s a brass key in
in this part of the orchard. Dozens of apples litter the ground one of his pockets, which the bandits overlooked when they rifled
around it, some of them mushed with boot prints. Half a dozen through them. The key unlocks the footlocker in the bedroom
crows stand around it, pecking at the apples, but fly away and inside the mill (Area G) (see Locked Footlocker in that area’s
caw angrily at you as you advance. It looks like the apples description).
belonged to the tree the wheelbarrow is nearby, as most of its
limbs are bare of the fruit. You also notice that the soil around
the tree’s base is overturned, with a suspicious mound bulging up
from the ground a few inches beside it.

If the party inspects the apples, characters succeeding on a DC13


Wisdom (Perception) check notice dried bloodstains on the
apples and on the cart itself (the blood can only be found if a
character actively inspects either, otherwise it’s mistaken for the
color of the apple peel). If a party member digs up the suspicious
mound of soil, you can read the following aloud to the players:

Encounters 9
Dungeons On Demand Area C: North Orchard
Bandit corpses litter this part of the orchard, each mysteriously
accompanied by apples that lie on the ground around them.
When the party enters this area, you can read the following aloud
to the players.

The crisp autumn air carries a foul scent upon it, and you can
immediately see its source as you enter this orchard. Scattered
on the ground are the bodies of several bandits, each bloodied
and lifeless, and lying among a handful of apples that have
inexplicably fallen around them. The trees in the orchard sway
with the wind as you approach. A few strawmen propped
against their trunks stare unwaveringly in your direction.

Bandit Corpses
The strawmen in this area are inanimate (though the party may
be suspicious of them if they encountered the strawmen on the
bridge in Area A). If inspected, a character that succeeds on a
DC 12 Wisdom (Medicine) check can determine that each of the
bandits was killed by some kind of blunt-force trauma. However,
anyone inspecting the bodies also notices bite marks along their
limbs and gouged into their leather armor. There is a total of five
bandit corpses, and each corpse has an average of 9 electrum
pieces stashed upon it, as well as the equipment listed for a bandit
Combat
(MM pg. 343) lying on the ground nearby.
The awakened apple trees remain motionless until a party
member approaches within 20 feet of their location, at which
Awakened Apple Trees point they move to attack. The party is surprised unless they’re
A pair of awakened apple trees guard this part of the orchard,
somehow aware, or on guard against the trees. When the trees
which viciously attacked and killed the bandits here. Many of
attack, you can read the following aloud to the players:
their apples fell from the limbs of the attacking trees during their
assault. The trees appear to be regular apple trees, however, and
Suddenly, two of the trees uproot themselves with an awful
cannot be distinguished from the others when the party first
creaking sound. Their bark twists and contorts to display
enters this area (see Combat).
angry visages, as each gives a terrible howl that rings
throughout the orchard!
Apple Trees
The apple trees can provide cover to a creature that interposes Each round, each apple tree uses a bonus action to shake 1d3 apple
them between itself and another, but they’re not so large that they blights (Appendix A) from its branches. The apple blights can take
obstruct movement or create difficult terrain. The trees are full of their turns during the same initiative count. When this occurs for
ripe apples. the first time, you can read the following aloud to the players:

Hostile Creatures: awakened apple trees The tree stops for a moment, shaking its branches vigorously.
2 awakened trees* (MM pg. 317) 900 XP
Several apples fall from its limbs, hitting the ground with a
2+ apple blights** (Appendix A) 20+ XP
bounce. Each apple turns of its own will, propelled by some
*The awakened trees cannot be distinguished from other apple dark force. They begin to bounce of their own accord in your
trees in the orchard. direction, each revealing a mouthful of gnashing teeth!
**The apple blights are carried by the awakened apple trees.
More join combat each round (see Combat). The trees fight until slain, at which point they slough to the
ground and wilt rapidly. When both trees are slain, the remaining
Bad Apples

apple blights turn black with rot and die.

10 Encounters
Area D: South Orchard
Several bandit corpses occupy this southern portion of the
orchard, lying around an uprooted and hacked up apple tree.
When the party first arrives in this area, you can read the
following aloud to the players.

Six bandit corpses lie motionless around a fallen apple tree.


Their bodies appear broken and battered. They’ve been dead for
a couple of days at least, as the crows that plague the orchard
have pecked off bits of flesh and the occasional eyebrow from
the bunch. The apple tree is an odd sight; it wasn’t hacked down
with an axe, but rather, appears to have been uprooted from its
plot. A bevy of crossbow bolts is lodged across its trunk. It’s all a
chilling sight amid the festive decorations in the orchard.

If the party attempts to inspect the bandits’ bodies before they’ve


appeased Newton Tell’s poltergeist in the cider mill (Area G),
the late orchard keeper manifests in a rage (see Troubled Spirit)
and raises the corpses as zombies. If the poltergeist has been As it shouts at you, each of the six corpses on the ground stagger
appeased, then the party can inspect this area and loot the corpses to their feet. They hold their hands out in front of them, their
without an encounter. eyes glazed and jaws slacked, as they lumber towards you.

Bandit Corpses The corpses rise as zombies and attack the party immediately (see
The dead bandit bodies are severely bruised and beginning to Combat).
reek. A character who succeeds on a DC 13 Wisdom (Medicine)
check determines that they were killed by some kind of blunt
force trauma. Each corpse has an average of 8 electrum pieces on Combat
it, as well as the equipment listed for a bandit (MM pg. 343) lying Neither the party nor the zombies are surprised. Each zombie
on the ground nearby. attacks the closest party member each round with its slam, and
fights until slain. When all of the zombies are slain, you can read
Apple Trees the following aloud to the party.
The apple trees can provide cover to a creature that interposes
them between itself and another, but they’re not so large that they The last of the undead falls back to the earth in a meaty slump.
obstruct movement or create difficult terrain. The trees are full of You take a couple of moments to catch your breath as the
ripe apples. sounds of combat fade back into the wind and the occasional
crow’s caw. The black birds have all flocked around you, dozens
Hostile Creatures: bandit zombies of them taking up residence on the nearby trees.
6 zombies* (MM pg. 316) 300 XP
The crows wait for the party to leave, and then continue pecking
*The corpses in this area only rise as zombies if the party has at the bandit corpses.
not yet appeased the spirit of Newton Tell in Area G. Otherwise,
they remain inanimate and no hostile creatures are present.

Troubled Spirit
If the party has yet to quell the poltergeist of Newton Tell inside
the cider mill, they also encounter it here. The spirit manifests if
the party attempts to inspect any of the bandit corpses near the
fallen apple tree in this area. When this occurs, you can read the
following aloud to the party:

A low-pitched moan fills the area, as the trees and strawmen


here all lean away from a central point where a ghostly figure
appears. It’s the form of a man, fat and bespectacled, with a
twisted face and pupil-less eyes.

“NOOOOOO,” it moans with a voice from beyond this world,


“MORE THIEVES! NOOOOOOO MORE THIEEEEEVES! I
HAAAAAVE WORK TO DOOOOOOOO! THE HARVEST!
THE HARRRRRRRVEST!”

Encounters 11
Dungeons On Demand Area E: Outbuilding
The mill’s outbuilding was used by Newton Tell to store casks of
cider as well as serve as a stall for his draft horse, Jasper. When
the party approaches the entrance to the outbuilding for the first
time, you can read the following aloud to the players:

Several buildings stand beside the main part of the mill. This
is the largest among them. From beyond the set of wooden
double doors, you can hear the sound of furious neighing and
stomping within.

Jasper has eaten all of the food available to him and is half starved,
left in his stall for days since Tell’s murder. The happenings in the
orchard have rattled him as well, causing the horse to buck and
whinny when he hears the party approaching.

When the party enters the outbuilding, you can read the following
aloud to the players:

The doors open to reveal a dark shed, ripe with the smell of
horse. A chestnut colored stallion whinnies and kicks at his
stall in front you. Something’s spooked him and, judging by the
damage he’s done to the stall, he’s been in this condition for a Jasper
little while now. Next to the horse stall is small wagon stationed Jasper is hungry, frightened of the party, and extremely reckless.
against the wall, and beside that are a handful of wooden He kicks his stall and neighs angrily the entire time the party is
barrels, bales of hay, and discarded, rotting apple cores. present in the outbuilding. Jasper is locked in the stall, which the
characters can unlock from their side. A character can interact
Barrels with the horse without unlocking the stall, however.
Nine barrels have been placed along the side of the far wall in
the outbuilding. Six are empty, but a character searching inside A character that succeeds on a DC 13 Wisdom (Insight) check
of them see’s that their insides are stained dark and have a faint, can determine, based on the state of his stall that the horse is
sweet odor. Three of the barrels have been filled with cider that hungry . Inside a character can see a few straws of hay and the
Newton Tell set to ferment about a week ago, before he was remains of apples on the ground. Jasper’s water basin is nearly
murdered. There are lids and tools nearby so that the party can empty, and the stall is soiled with his droppings.
seal any of the barrels if they want to. The party can use the
barrels here to hold any cider they make in Area G. A character can calm Jasper by approaching the horse and
succeeding on a DC 15 Wisdom (Animal Handling) check.
Wagon Jasper bucks at any character’s approach and will kick a character
The wagon in the outbuilding is already rigged to be pulled by attempting such a check if the check result fails by 5 or more.
Jasper. It’s large enough to hold up to 12 filled barrels of cider at The check’s DC is reduced to 13 if the character feeds Jasper first;
a time. Jasper is strong enough to carry that much, but not much Jasper will eat any of the apples from the orchard, some hay, or
more. When Newton Tell would make the trip to [Town], he’d fill even some of their rations. You can use the statistics for a draft
the wagon completely and walk alongside the horse. horse (MM pg. 321) to represent Jasper.

If Jasper is successfully calmed, he allows himself to be ridden


by any of the party members, and can help return the wagon to
[Town] with cider if needed.

If a character unlocks the stall before calming Jasper, he runs out


of his stall and the outbuilding entirely, jumping the fence of the
Bad Apples

orchard if necessary to escape.

12 Encounters
Area F: Storage Sheds
Three buildings occupy the western side of the cider mill: a dry
store, an apple store, and a shed.

Dry Store

When the party enters this area for the first time, you can read the
following aloud to the players:

Several crates sit in this unimposing shed. Most have their lids
removed and placed on the floor, giving you the impression
someone’s been rifling through their contents recently.

Crates
The crates contain dry goods Newton Tell stored here. Most of
them are full of sacks of sugar, which he used to sweeten his cider.
There’s also a couple of crates with dried foods, which the bandits
filched from as they raided the orchard. The remainder contain
glass bottles and corks, and additional pieces of milling equipment.

Apple Store

When the party enters this area for the first time, you can read the
following aloud to the players:
Hostile Creatures: terrors in the shed
1 ochre jelly* (MM pg. 243) 450 XP
About half a dozen crates are lined against the far wall of this
12 apple blights* (Appendix A) 120 XP
shed; each is filled to the brim with red apples. One such crate
has been tipped over and many of the apples are scattered *The monsters in this area are mistaken for ordinary apples and
about the floor. A single barrel has been placed in the corner cider unless inspected or disturbed.
of the shed as well. Its lid is missing and it appears to be filled
with cider – the ochre liquid is trickling out from its base to
cover much of the floor. Combat
If the characters have already encountered the apple blights in
Cider Barrel Area C, they may be suspicious of the apples here. Otherwise, any
The liquid in the barrel is not cider, but actually an ochre jelly that attack by the monsters surprises the party.
was the result of one of Newton Tell’s experiments to combine his
cider with alchemy. Tell realized he had made a bad batch, but The apple blights bounce out of the crates to attack with their bite.
decided to save it anyway to test further at a later date. The ochre The ochre jelly oozes up the side of the wall, attacking characters
jelly has only recently developed sentience and its acidic makeup with its pseudopod. The monsters will pursue characters that leave
is slowly eating away at the barrel. the shed if they can. All of the monsters here fight until slain.

The party mistakes the barrel’s contents for cider unless they Storage Shed
inspect it. A character who succeeds on a DC 10 Intelligence
(Investigation) check realizes it’s not cider at all, and those who When the party enters this area for the first time, you can read the
pass a DC 12 Wisdom (Perception) check discover the liquid is following aloud to the players:
slowly eating away at the wooden barrel and planks in the floor.
The inside of this shed is revealed to hold a couple of yellow-
If the jelly is disturbed, or if the apple blights in the area attack painted wheelbarrows and an array ocrates, jugs, shovels, and
(see below) the ooze flows out of the barrel entirely and attacks buckets stored within.
the party (see Combat).
Magic Detection
Apple Blights A player casting detect magic in this area detects an aura of
Many of the apples in the room are actually apple blights, conjuration magic emanating from one of the jugs in the shed
transformed by Netwon Tell’s poltergeist in its wrath. They’re (marked by the treasure icon on the area map).
waiting, motionlessly, in this room and, are indistinguishable
from normal apples. The blights attack if the party starts
rummaging through the apple crates or if the ochre jelly in the Alchemy Jug
area attacks (see above). If a party member picks up an apple, The jug marked by the treasure icon on the area map is actually
there’s a 25% chance the apple grabbed is actually an apple blight. an alchemy jug, but instead of producing beer, the jug produces
alcoholic cider.
Encounters 13
Dungeons On Demand Area G: The Cider Mill
The orchard’s cider mill also served as the home of the late
Newton Tell, a place where he did his work, took his meals, slept,
and dabbled in his experiments. Tell’s poltergeist is always here
whenever the party arrives. Though the poltergeist is invisible
here, its presence is obvious. The poltergeist moans horrifically,
and uses its telekinetic abilities to suspend objects in the mill in a
haunting fashion.

When the party first enters this area, you can read the following
aloud to the players:

Wooden crates, glass bottles, barrels, and several dozen apples


swirl in the open air of the mill, suspended by some force. A
terrible, lamenting moan reverberates throughout the entire
place. It continues for a moment until it is punctuated by an
ear-shattering shriek, after which, all of the floating items fall
abruptly to the ground and the mill is filled with silence.

The party can explore the main portion of the mill, or they can
investigate Tell’s study or bedroom (accessible from adjacent
alcoves). The poltergeist will remain invisible and out of their way,
unless it’s provoked to attack (see Netwon Tell’s Poltergeist).
The Mill
Newton Tell’s Poltergeist
The poltergeist that haunts the mill is invisible, enraged, and As the party explores the main portion of the mill, you can read
mournful. It assumes that the party members are more bandits, the following aloud to the players:
but gives them the benefit of the doubt for a moment while sizing
them up. If the party states aloud to the poltergeist that they’ve The main portion of the mill is an unkempt, open area
come to the orchard to make cider for the harvest festival, it will dominated by a large piece of machinery against the far wall.
not manifest to attack them unless otherwise prompted. If the Adjacent rooms are visible from alcoves along the side walls.
party does not address the poltergeist, but appears to be at the
mill to make cider, it lets them be as well. If the party attempts A character proficient with brewer’s supplies recognizes the
to take anything from the mill, especially from the study or machinery as the cider press, and understands how to operate it.
bedroom, the poltergeist fills the entire area with its awful
moaning and attacks (see Combat). Barrels of Cider
There are three filled barrels of cider in this room. The
Hostile Creatures: Newton Tell’s poltergeist poltergeist never uses these as ammunition for its telekinetic
1 poltergeist* (MM pg. 279) 450 XP thrust action, and immediately attacks the party if any of these
barrels is destroyed.
*The poltergeist is invisible.

Cider Press
The biggest piece of equipment in the room is the cider press
Combat
against the western wall. A basin is built into one side of the
If the poltergeist is provoked to attack, it uses its forceful slam and
press where an operator can add apples and sugar, and a series of
then immediately resumes its chilling moan. Unless the party has
spigots extend from the other side, from which extracted juice can
a way of seeing invisible creatures, they’re surprised.
be poured.
During combat, the loose equipment and apples in the mill are
Three levers on the press have the following operations:
Bad Apples

all telekinetically suspended in the air again. Each round after its
first, the poltergeist uses its telekinetic thrust to propel one of the
• Press
heavier objects at a character, pushing him or her into a wall or
• Mix
hard object. It only uses this ability to move the character away
• Pour
from his personal study or bedroom.
The party will need to use the press if they want to return to [Town]
The poltergeist fights until slain. However, if the party flees the
with the necessary amount of cider (see Cider Making, below).
mill, it will not pursue them. And, because the poltergeist is in a
state of such confusion, if the party returns at a later time it does
not recognize them, and once again gives them the benefit of the
doubt before attacking them.

14 Encounters
Tell’s Notes If the poltergeist sees the party taking the steps to complete the
Being quite absent-minded, Newton Tell developed the habit of needed casks of cider, it leaves them be, even if they explore or
leaving notes to remind himself of what needed to be done. Many take things from the other areas of the mill.
of his notes can be found throughout the mill. Nailed to one
side of the press are a series of notes explaining the ingredients Bedroom
necessary to make cider and the general process. It also includes
an alchemical formula he had been experimenting with. A party When the party enters this area for the first time, you can read the
member inspecting the press finds these by the levers; you can following aloud to the party:
give the player the handout G01 – Notes on the Cider Press.
A modest bedroom has been set up in this area of the mill. An
unmade bed resides in the corner, joined by an end table and
Cider Making footlocker. A small table, dresser, and bookshelf are also in here,
If the party wants to bring back enough cider for [Town], they each showing signs that their owner is messy and unorganized
must work together to make at least four barrels worth themselves (they are covered with papers, loose clothing, and trash).
(assuming they’ve collected the three barrels in this area and the
three in the outbuilding at Area E). The bookshelf contains mostly uninteresting titles related to types
of apples, soil, and weather.
The cider press can be used to make enough cider to fill the rest
of the casks needed. The party can use the notes to deduce the Tell’s Notes
process. For each cask of cider needed the party must: More of Tell’s Notes are in this room. A party member inspecting
the table discovers notes regarding Tell’s preparations for the
1. Collect eight crates of apples. Several crates are available harvest festival; you can give the player the handout G02 – Notes
in the apple store of Area F and the party is able to on the Bedroom Table.
collect the rest from the orchard.
2. Put the apples into the press and then run it to create Magic Detection
a juice. Before the juice is emptied, they should add A player that casts detect magic in the room detects five small
one pound of sugar (about 1/8 of a sack) and mix it in. auras of magic emanating from the locked footlocker at the end of
The sugar can be collected from the dry store in Area the bed. One is an aura of evocation, two are of conjuration, and
F (there is more than enough there to make what the two are of transmutation.
party needs).
3. Once mixed, the juice must be emptied into a barrel,
filled to the brim and then sealed immediately. It’s
important that the seal is air tight to allow fermentation
to begin. The party can find empty barrels in the
outbuilding in Area E.

Encounters 15
Dungeons On Demand Study
Locked Footlocker
The footlocker at the end of the bed is locked. A character with When the party enters this area for the first time, you can read the
thieves’ tools can pick the lock with a successful DC 20 Dexterity following aloud to the party:
(Sleight of Hand) check. The lock can be opened with the key
found on Newton Tell’s corpse if they unearthed it in Area B and The light of a dying candle spills out from this room. It’s
searched the body (see The Cider Maker’s Corpse in that area’s sitting on a desk in the corner, which is also covered by an
description). The lock can be opened forcibly by a successful DC assortment of glass bottles, tubes, a mortar and pestle, and
22 Strength check. If a check fails by 5 or more, however, there’s a several pages of parchment.
20% chance that 1d3 of the bottles of cider inside are destroyed.
Pinned Notes
Inside the footlocker is a bag containing 16 silver pieces, 53 A final set of Tell’s notes can be found here. A party member
electrum pieces, and 8 gold pieces. There are also five bottles inspecting the desk discovers notes cataloguing a few of Tell’s
containing an amber liquid, each bears a label with something recent alchemical experiments with his cider; you can give the
scribbled on it. The bottles can be uncorked, and they smell and player the handout G03 – Notes on the Study Desk.
taste like sweet cider if sampled. These are bottles of cider that
Newton Tell has successfully imbued with alchemical effects, Newton Tell’s Supplies
creating magical potions. Drinking the contents of one has an On the desk in the study is a mishmash of alchemical equipment,
effect similar to a potion as noted below. An identify spell gives enough to count as alchemist’s supplies if a party member wishes
the effect of each based on its label. to claim them. There’s also two corked bottles of alcoholic cider.
• Labeled with an arrow pointing down (potion of growth)
(this bottle has been mislabeled). Adder Tongue
• Labeled with an arrow pointing up (potion of Among the supplies on the desk is a blue bottle labeled “Adder
diminution) (this bottle has been mislabeled). Tongue.” The bottle is uncorked and it’s empty. If you’re using the
Sensitive Ingredients adventure hook, the empty bottle is enough
• Labeled with a drawing of a flame (potion of fire breath).
to satisfy the NPC that asked the characters to retrieve the bottle.
• Labeled with a plus symbol (potion of healing)
• Labeled with an X (potion of poison)

Note that the labels on the potions of growth and diminution have
been swapped in Tell’s absentmindedness.
Bad Apples

16 Encounters
Epilogue
The following epilogues are provided, depending on the party’s If the party returns to town without any cider…
success. If the party returns to [Town] without any casks of cider, possibly
because they were forced to flee, authorities offer any assistance
The party returns with 10 or more casks of cider… they can in taking back the orchard and mill. If the party agrees
If the party returns to [Town] with at least 10 casks of cider – to return to the orchard to get the needed cider, they are given a
enough to fill their needs for the harvest festival – you can read company of four guards (MM pg. 347) to assist them.
the following aloud to the players as an epilogue to the adventure.
If the party cannot, or is unwilling to return to retrieve the needed
You’ve returned to town with the cider in tow, and in so doing cider, you can read the following aloud to the players as an
you’ve returned as heroes. People of all ages come up to you epilogue to the adventure.
to thank and praise you; you’d never think cider could bring
such glory. There are only a couple of weeks left before the The weeks passing before the harvest festival are a dismal
festival, but it’s long enough for the cider to ferment, and for affair. Despite the town’s best efforts to remain cheery, the lack
you to revel in your newfound fame. of the vaunted cider leaves everyone empty and sour. You can
feel the townsfolk’s eyes upon you, labeling you forever as the
Something grabs your attention in the sky, just for a moment. ones that failed them.
You can’t be sure, but just for a moment you could have
sworn you saw the ghostly image of a portly, older gentleman,
winking at you as he takes a swig from a cup and wipes his
mouth on a patched robe he’s wearing.

You can award each party member 200 XP for completing this
task. If the party was offered a reward for the cider’s retrieval, they
are given it in a special ceremony during the festival.

If the party returns with fewer than 10 casks of cider…


If the party returns to [Town] with fewer than 10 casks of cider,
authorities there are happy at their success, but urge them to
return to the orchard to retrieve or make the remaining cider
necessary for the harvest festival. They mourn the loss of Newton
Tell, but will begin looking for another to replace him.

If the party cannot, or is unwilling to return to retrieve the needed


cider, you can read the following aloud to the players as an
epilogue to the adventure.

Some cider is better than no cider, you suppose, but the weeks
that pass until the festival are met with pleas for you to return
to the orchard to retrieve what is needed. However, the days
come and go until the festival is upon you. Sure, there’s some
life to it, but inevitably, the cider runs dry before the festival
ends, and a feeling of undeniable emptiness fills the air. People
retire to their houses early and irritated. Better luck next year.

You can award each party member 15 XP for each cask of cider
they returned with. If the party was offered a reward for the
cider’s retrieval, they are given it by the proper authorities.

Epilogue 17
Dungeons On Demand Appendix A: New Monsters & NPCs

APPLE BLIGHT
Tiny monstrosity, neutral evil

Armor Class: 11
Hit Points: 2 (1d4)
Speed: 15 ft.

STR DEX CON INT WIS CHA


6 (-2) 12 (+1) 11 (+0) 4 (-3) 8 (-1) 4 (-3)

Condition Immunities: blinded, deafened


Senses: blindsight 60 ft. (blind beyond this radius)
Languages: -
Challenge: 0 (10 XP

False Appearance. While the blight remains motionless, it is


indistinguishable from an apple.

Actions
Bite. Melee Weapon Attack. +0 to hit, reach 5 ft., one target. Hit: 1
piercing damage.  
Bad Apples

18 Appendix A: New Monsters & NPCs


OPEN GAME LICENSE Version 1.0a
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License 19
Dungeons On Demand
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15. COPYRIGHT NOTICE

Open Game License v 1.0a


Copyright 2000, Wizards of the Coast, Inc.

System Reference Document 5.0


Copyright 2016, Wizards of the Coast, Inc.; Authors Mike
Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
Chris Sims, and Steve Townshend, based on original mate-
Bad Apples

rial by E. Gary Gygax and Dave Arneson.

Bad Apples
Copyright © 2016 Dan Coleman

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20 License

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