Our nineteenth downloadable GM-SS Dungeons and Dragons One Shot Adventure – a thrilling chase through an enchanted forest!
Whether it’s for a one-shot adventure, starting a longer story, or just another day in your players’ lives, we hope this adventure module will inspire all you DMs and GMs out there. Our nineteenth adventure arrives on time for Halloween and sees your players being chased by an army of goblins through an enchanted forest. It’s stressful, its frightening and just a bit deadly. Enjoy!
RPG: D&D 5e
Number of players: 4 or less recommended
Recommended level: 4-6
Duration: long (3-8 hours)
Difficulty: medium, with many chances for the GM to make it more difficult
For your campaign: Both the time and difficulty of the adventure can be easily adjusted on the fly
This Adventure Module contains:
The story of an all night chase through an enchanted wood
Flexible adventure length through modular encounter design
Builds for eight new enemies / monsters
A table for rolling encounters in a dark wood
Several high detail maps to be used in an online tabletop such as Roll20
It was supposed to be a simple campaign to boost the popularity of Darragh of Kelm, Prince Regent of the realm. Darragh came to power due to his father’s recent sickness and although he was gifted with the sword, the citizens of Kelm did not put much faith in the spoiled little princeling, who has built himself a reputation as an incorrigible womanizer and braggard. Seeing as there had not been any wars to earn a name for himself in recent years, Darragh thought it a great idea to take the King’s cavalry to “clean out” Kelm’s wild hinterland. The locals have petitioned the Prince for a while now, warning that the bands of Goblins nesting in its ancient forest “Clara” have grown more aggressive. Rumours of them amassing an army have been spreading like wildfire. As a show of force, the Prince mobilized his knights to camp outside Clara. First scout reports confirmed the rumours, warning of a small warband of goblins moving in on the camp and arriving in about 7 days’ time. Not further questioning the Goblins’ possible motivation, Darragh ordered his knights to secure the camp and wait for the Goblins to arrive. As a concession to his spymaster, he also sent out a small scout team to keep an eye on the warband’s advance. At that point, he probably didn’t realize, that the kingdom’s survival would depend on them completing their mission.
In this 3 – 8-hour adventure, a party of 4th to 5th level characters is hired to spy on an encroaching Goblin warband. Yet, before they can even begin their assignment, they make a horrible discovery. Kelm’s survival now depends on bringing this knowledge back to Darragh through a deadly “Deep Night Chase”.
Notes for the GM / DM
To increase the adventure’s difficulty (or to fit it into an existing campaign), the goblins can be substituted for any kind of encroaching army. For a horror spin on the story, use an army of the undead led by a necromancer.
The duration of the adventure can be adjusted easily by just adding or leaving out any of the encounters featured in the document
The GM will have to scale the difficulty of the adventure on the fly, by correcting the number of enemies per encounter.