Pathstrayer

Shadows over the Pasture

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5 3 votes

Deep in the outskirts of town, an abandoned house lays dormant, a dark and ominous presence looming over the surrounding fields. But within its walls lies a secret that could change the fate of the entire town. A child, desperate and alone, pleads for your help to save his friend who is sick and dying. Little do you know, the cause of this illness lies in the shadows, waiting to be discovered. Will you rise to the challenge and uncover the mystery before it's too late? The fate of an innocent life and the safety of the town rests in your hands.

Quest Type: Combat

Encounter CR: 9

Playing time: 60 minutes

The party is summoned to a desperate child pleading for help, only to discover an abandoned house with a sick baby dragon that has been feeding on infected livestock, leading them to a choice between defending the dragon or helping the town defeat it. But the true challenge lies in uncovering the source of the infection before it’s too late, as the lives of countless innocents hang in the balance.

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Running this Quest

You can adjust any of the information below according to your campaign, preference or imagination. Feel free to experiment and let other visitors know what works for you in the comments below.

Act I

As you travel through the countryside, you come across a small farming town. The fields are green and lush, and the air is filled with the scent of freshly turned earth. The townsfolk go about their daily business, tending to their crops and animals. As you pass through the town, a small child approaches you, looking up at you with tear-filled eyes. ‘Please, can you help my friend?’ the child asks. ‘He’s very sick and I don’t know what to do.’

The child will refuse to answer any specific questions about their friend or what is wrong with them. He will answer some general questions if the party asks.

  • What’s wrong with your friend? He’s very sick. He’s been vomiting and has a high fever.
  • How long has he been sick? For a few days now. He’s getting worse every day.
  • Has he seen a healer or a doctor? No, I can’t take him to a healer or doctor….
  • Where is your friend now? He’s at his house. It’s not far from here. I can take you there.
  • Do you know what caused your friend’s illness? No, we don’t. We’ve been trying to figure it out, but we can’t.
  • Does anyone else in town have the same symptoms? I’m not sure. I haven’t heard of anyone else being sick, but maybe they’re just staying inside.
  • Do you think your friend is in danger? Yes, I do. He’s really sick, and we don’t know how to help him. That’s why I’m asking for your help.

If the party agrees to help, the child leads them to an abandoned house on the outskirts of town.

“The small child leads you through the quiet streets of the town, their eyes fixed on the ground. They seem lost in thought, but occasionally glance up at you to make sure you’re still following. As you leave the town behind, the child leads you down a narrow dirt path that winds its way through the fields. The path is overgrown with weeds and thorns, and the child moves with ease, ducking and weaving through the obstacles.

Make the party roll a Perception Check. When succeeding DC10 read:

As you make your way through the outskirts of town, you notice several dead animals lying by the roadside. They appear to have been killed recently, but there are no signs of struggle or predators around. There is a strange smell emanating from the corpses that you can’t quite identify.

When succeeding DC15 add the following:

You notice that the dead animals have strange lesions and markings on their skin. It looks as if something has been eating away at them from the inside out. You also notice some strange spores growing in the grass nearby.

Continue:

After several minutes of walking, you come to a clearing, where a small, run-down house stands. The child rushes ahead of you and flings open the door, beckoning you inside. As you enter the house, you see a small dragon curled up on the floor, its scales dull and its eyes closed. The air is thick with the smell of sickness, and you can hear the faint sound of guards approaching in the distance, likely searching for whatever creature attacked the livestock.

Make the party roll a Perception Check. When succeeding DC20 read:

You realize that the strange smell coming from the corpses is the same one you’re smelling at the abandoned house. You can’t quite put your finger on what it is, but it definitely doesn’t smell natural.

Continue:

You realize that time is running out, and you must act quickly to save the dragon and solve the mystery of its illness before it’s too late.”

The party is free to investigate the dragon and try to identify the cause of its sickness. 

  • Nature (DC 15): The party notices that the dragon’s breath smells like the farm animals it ate. This could suggest that the illness is related to something the animals ate, rather than being a magical illness.
  • Medicine (DC 20): The party can identify that the dragon is showing signs of food poisoning, which could suggest that the illness is related to something the dragon ate.
  • Survival (DC 18): The party finds traces of animal feed or other food in the area around the abandoned house. This could suggest that the dragon ate something from the farm or that was meant for the farm animals.
  • Investigation (DC 20): The party discovers traces of blood and animal parts in the abandoned house that the dragon could have eaten.
  • Perception (DC 15): The party sees that the dragon’s belly is swollen and distended, which could suggest that it ate something large or unusual.

By using these checks and guidelines, the party should be able to identify that the dragon’s illness is related to something it ate, which can then lead them to investigate the farm animals and prevent the spread of the illness.

Act II

As the party investigates the dragon’s illness and tries to figure out how to help it, they hear the sound of approaching guards outside. The party is startled by a loud knock on the door, interrupting their investigation of the sick baby dragon. They hear the sound of multiple voices outside, and a sense of urgency in their tone. As they make their way to the door, they can see through the window that a group of 10 armed guards has gathered outside, looking tense and ready for action. When they open the door, the guards demand to know if they’ve seen any creatures attacking the town’s livestock. They seem skeptical when the party tries to explain that they’re only there to help the dragon, and their weapons are at the ready.

“Open up!” one of the guards shouts. “We’re looking for a dangerous creature that’s been attacking the town’s livestock. We have reason to believe it’s hiding in this house.” The child looks scared and distressed as the guards approach the house. They begin pleading with the party to defend the dragon, as they are afraid the guards will harm it. “Please don’t let them hurt my friend,” the child says, tears streaming down their face. “You’re the only ones who can help.” The child looks up at you with pleading eyes.

If the party tries to reason with the guards or explain that the creature they’re looking for is actually the dragon they’re trying to help, the guards refuse to listen. They’re determined to eliminate the threat and protect the town.

Decision

At this point, the party must make a decision. They can either try to defend the dragon against the guards or assist the guards in taking it down. Regardless of which path the party chooses, the dragon will ultimately succumb to its illness.

If the party decides to defend the sick baby dragon against the guards, they’re in for a difficult battle. The guards are well-trained and well-armed, and they won’t give up without a fight. The party will need to use all their skills and resources to overcome the guards’ advantage and protect the dragon. It’s a tense and emotional moment, as the party fights for what they believe is right, even though the odds are against them.

As the battle comes to an end, the baby black dragon slumps to the ground, its body wracked with spasms. The party can see the dragon’s breathing has become labored, and it appears to be in great distress. The infection it had contracted has taken hold, and the dragon’s body begins to convulse violently. With a final shudder, the dragon lets out a pitiful cry before falling still”

If the party decides to assist the guards in taking down the sick baby dragon, they’ll need to confront the creature they’ve been trying to help. It’s a heartbreaking and emotional moment, as they realize that the innocent creature they’ve been caring for is the cause of all the trouble. The dragon seems scared and confused, and it’s clear that it doesn’t understand the danger it’s posed to the town. The party will need to put their emotions aside and focus on the task at hand, as they face off against the creature they’ve grown attached to. The quest will be completed upon defeating the dragon and the guards will thank the party for their help, and escort the child back to town.

Player Options

The child is devastated but grateful for the party’s efforts to help. If the party chooses to bury the dragon, they will find a valuable treasure hoard hidden nearby as a reward for their kindness. If they leave the dragon’s body, it will attract scavengers and potentially cause further harm to the local ecosystem.

  • If the party investigate the cause of the baby dragon’s illness, they can make a Medicine check (DC 15) to recognize the symptoms as consistent with an unknown illness that infects livestock.
  • If they make a Nature check (DC 20), they might be able to track the source of the infection back to a nearby farm that has also experienced livestock deaths.
  • Alternatively, the party can speak with the child and try to gather more information about where the dragon has been getting its food.
  • Once the party has identified the source of the illness, they can decide to warn the town or keep the information to themselves. If they warn the town, they will have to convince the authorities to take action and quarantine any infected livestock. This can be accomplished through a Persuasion check (DC 20) or by providing evidence of the infected livestock. If the party chooses to keep the information to themselves, they risk the possibility of the illness spreading and potentially harming innocent people.
Risks and Rewards

Depending upon the size and level of the party, there is an equivalent number of guards to make this a very challenging fight. The party risk their lives or their possessions if captured. If the party buries the dragon they find its hoard. As the DM you can finetune this to fit your needs, but a typical hoard could include a magical item such as a potion of healing, a bag of holding, a ring of protection, a wand of fireball, etc.

Monsters & NPC's

Homebrew

Guard

Medium Humanoid (Any Race), Any Alignment

Armor class 16 (chain mail)
Hit points 45 (7d8 + 14)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3)
13 (+1)
14 (+2)
10 (+0)
11 (+0)
10 (+0)

Skills Perception +2
Senses passive Perception17
Languages Any one language (usually Common)
Challenge 1 (200 XP)

Actions

Multiattack. The guard makes two melee attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, reach 100/400 ft., one target. Hit: (1d10) piercing damage.

Homebrew

Baby Black Dragon

Medium Dragon, Chaotic Evil

Armor class 17 (natural armor)
Hit points 52 (8d8 + 16)
Speed 30 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA
17 (+3)
14 (+2)
15 (+2)
2 (-4)
10 (+0)
7 (-2)

Damage Immunities Acid
Senses blindsight 30 ft., darvision 120 ft., passive Perception10
Languages understands Draconic but can’t speak
Challenge 2 (450 XP)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 + 3) piercing damage plus (1d6) acid damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.

Acid Breath (Recharge 5-6). The dragon exhales acid in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking (2d6) acid damage on a failed save, or half as much damage on a successful one.

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DM Chris
DM Chris
1 year ago
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Great time with this one! Thanks for writing this!

Stefano Fontana
Stefano Fontana
1 year ago
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Such a great side quest. Played with my group just last night and we don’t get to play often. This was such a fun way to spend our time! Definitely recommend.

Pasquale
Pasquale
1 year ago
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Awesome campaign, would definitely play again!

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