A Horse Quest


Adventure Briefing


Hans Goodbower is a young teenager, and has fallen into a deep forest ravine. His arm is pinned beneath a boulder. Bruyn, his loyal horse, is the only one who knows Hans’s location, but the villagers of Dondarian fail to understand his desperate calls for help. The clock is ticking as hurtcaps seek to change Hans into an evil fey inside the Otherwyld.

Level Range: 2-3
Tags: Feywild, Lost, Urgency   Connections: Dondarian, Emerald Wood, Hans Goodbower, The Otherwyld
Monsters: Dryad, Hurtcap, Warhorse, Wolf
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Horse Chatter


Bruyn. (N/G, Male, Horse)
Hans Goodbower was out for a peaceful ride in the Emerald Wood when something spooked Bruyn, causing Hans to become pinned. In response, powerful magic sparked in the horse and Bruyn bolted back to find help. Bruyn has the stats of a warhorse and is awakened.  
Read Aloud. A dusty brown horse with flaring nostrils, stamps and snorts, nudging at passersbys with wild eyes.
  • Bruyn has been awakened, connecting with the god Benikio (hunt, shapeshifting, wild animals).
  • Bruyn cannot speak Common but understands it perfectly.
  • Bruyn saw bloody “gnomes” in the woods as he ran back.
  • Bruyn considers himself an excellent tracker.
  Roleplaying Bruyn
Personality Trait. “I’m proud of my ability to pick up a trail.”
Ideal. “Kindness. If someone shows me love I return it.”
Bond. “Hans is my boy. We discover the world together.”
Flaw. “When I get excited I like to make a ruckus.”


The Otherwyld


The characters cross into the Otherwyld after entering the woods. There’s no path back and time becomes distorted. DC 13 Arcana or Survival. This is another realm entirely.  
    Help. Bruyn provides the Help action on Survival checks.
  Traveling. Every hour, one character must succeed on a DC 13 Wisdom (Survival) check to stay on track. Failure means an extra day passes in the real world and Hans has +1 point toward changing. See Transformation Ritual in “Finding the Path.” Tracking Hans should take approximately 6-8 hours. In “Missing Mat Thompson,” failed checks mean Mat may die. For each failed Survival check so far 1d6 .  
  • 1-3 Mat has died of his wounds.
  • 4-6 Mat is hanging on and hiding.


Sassy Squirrels


Three squirrels, Jezza, Flapmat, & Thornton, are on edge, having seen small men carrying screaming people.  
Read Aloud. Three bushy-tailed red squirrels twitch nervously on a low branch. Bruyn neighs at them.
  • Bruyn can communicate with the squirrels.
  • The squirrels want attention more than to help.
  • They describe small men and ‘cruel hands.’
  • A man was tied and a woman was yelling.

Missing Mat Thompson


Sarah and Mat were sleeping when they were suddenly some-where else. They were attacked, Sarah was cut on her arm, and Mat was dragged off. Despite her wound, Sarah managed to injure one of their assailants and has been tracking them for two days. She has a dagger she took and can describe the “gnomes.”  
Read Aloud. A woman stumbles through the trees, blood staining her sleeve. She steadies herself and calls out, “Mat! I’m coming!” Her voice is strained but fierce.
 
  • Sarah & Mat have commoner stat blocks and are both at 1 hp.
  Encounter. The trail leads to 5x wolves who are eating the injured (now dead) hurtcap and have Mat cornered if he is still alive. The wolves are just as confused as everyone else as to how they got here.  
    DC 16 Animal Handling. Disperses the wolves peacefully.


Lost in the Woods


There is a dryad grove nearby and the dryads love mortal animals, especially city animals, such as horses.   Encounter. 3x dryads in the form of plant-like horses wander out of the trees. They approach Bruyn with cautious excitement.  
  • Bruyn is a good horse. They want him to join them.
  • Coax, don’t take. They are hesitant but persistent.
  • If their words fail, they will use charm magic.
  The dryads wish to draw Bruyn into the Otherwyld, offering glimpses of a world where he belongs. If characters spend extra time dealing with the dryads or lose the trail during this interaction, Hans’ transformation trigger increases by +1.  
    Animal Handling or Persuasion. Try to keep Bruyn focused.


Finding the Path


Encounter. 2x hurtcaps are merging Hans with the Otherwyld. One performs the ritual, while the other attacks. If capable, the second hurtcap may add its magic to speed the process along. Both hurtcaps have activated their Death Prophet ability.  
Read Aloud. Thick roots twist through the damp earth, leading to a mushroom-filled clearing beside a dark lake.
  Living Land. The area is slippery and considered difficult terrain. Each round, characters must make a DC 13 Dexterity saving throw or be restrained by vines. A character may use an action to escape or free someone else.   Transformation Ritual
Hans begins with 0 transformation points. Reaching 10 total points turns Hans into a tree and a hurtcap emerges from his place. If changed, Han’s transformation is permanent, but can be reversed by greater restoration or wish if performed within one week.   Transformation Triggers
  • Each failed Wisdom (Survival) check adds +1 point.
  • Each round the ritual remains undisturbed adds +1 point.
  • Each time the second hurtcap aids the ritual adds +1 point.


Refrence Page



Rewards


Hurtcaps. They leave behind filthy tunics and wicked daggers.   Mat and Sarah. If Mat is saved, and Sarah is still alive, she will gift characters a luck stone, her most cherished heirloom.   Returning Hans. If Hans is safely brought back to the city of Dondarian, Baron Druceff will provide a 500 gold reward.   Bruyn. The loyal horse pledges a life debt to the group and may become an animal companion or mount for cavaliers, druids, paladins, or rangers.


The Otherwyld


The Otherwyld offers both danger and enlightenment, guided by the capricious hand of a strange god’s game.   Located primarily within the southern stretches of the Westlands in Pathriam, this magical domain defies easy categor-ization. With the Tempus Nova rainforest at its heart, the Otherwyld is filled with sentient flora, mystical beings, and phenomena that challenge the boundaries of understanding.   The mysterious influence of the goddess Dipthi (chance, fey, gnomes, goblins, mischief) alters the area on her whim. The ever-changing rules for the game of Dukkerin shape the social structures and behaviors of its inhabitants, making every visit a unique experience.   Dukkerin. The current game of Dukkerin has been deciphered as “Find the Moon.” Five years ago the largest moon vanished after a lunar eclipse, making nights exceptionally dark. There has since been verification the moon is invisible, not gone.


GM Advice


This quest is meant to catch players off guard. It begins grounded and familiar: a lost rider in the woods and a horse seeking help. The shift into the Otherwyld should feel sudden and odd, marking a clear turn from the ordinary.   Characters who can speak with animals or have fey origins may find unexpected advantages throughout the adventure.   If your campaign is set in Dromaria, note that exiting the Otherwyld through the Tempus Nova forest may strand the characters within the country of Belwin. If you need a way to return them to the Southern Tritos Dominion, the dryads offer a natural solution using transport via plants to send them back.   If you’d prefer to avoid using a child character, you can always age Hans up. The rescue still works with an older target, and the stakes remain intact. The goal is still a rescue under growing threat. If Hans is saved, keep him safe afterward.

  Hurtcap Roll Initiative
Small Fey, Chaotic Evil
Armor Class 13 (Natural Armor)
Hit Points 39 (6d6 + 18)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4)
12 (+1)
16 (+3)
14 (+2)
12 (+1)
10 (-)
Skills Athletics +7, Investigation +6
Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Sylvan
Proficiency Bonus +3
Death Prophet. If a hurtcap witnesses the death of another hurtcap, it consumes the misery of the dying creature, invigorating itself and gaining glimpses into the future. For the next 8 hours the hurtcap has advantage on all attack rolls, saving throws, and skill checks.  

Power through Misery. Whenever a hurtcap successfully hits with a bite attack, they gain +4 to their AC and +2 to saving throws until the end of their next turn.


Actions
Multiattack. The hurtcap makes two attacks with any combination of either its bite or dagger.   Bite. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 8 ( 1d4+4 ) piercing damage.   Wicked Daggers. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/40 ft., one target. Hit: 13 ( 2d4+4 ) slashing damage.  
    Description. Hurtcaps could almost be mistaken for gnomes if not for their aggressive, forward-leaning postures and vicious rows of fangs. They prefer to deploy daggers to do their dirty work, equally adept at wielding them in close combat or throwing them from a distance. Always carrying several blades, they know some small woodcraft like other caps, but mostly use it to lure in unwitting prey, prying out what they need and feeding on what remains.   History. Hurtcaps are cruel and cunning Otherwyld creations of Dipthi. They play the game of Dukkerin for keeps and are infamous for playing dirty. With a firm belief in superstition and future sight, they bleed others in hope of receiving hints and insight into the current round of Dukkerin that no one else can. This insight is gained by inflicting as much pain as possible on an innocent not involved in the game, dragging victims into a nightmarish world of sinister fey.   Tactics. Hurtcaps prefer to work in pairs or trios to cast a wider net for victims and to quicken the mysterious knowledge granted to them from the pain they deliver. However, they are constantly backbiting and attempting to betray one another in order to be the first to victory.   They focus on causing pain and extracting information. Using their strength to their advantage, they try to attack targets from beneath cover or drag smaller folk away to murder at their leisure.


Maps


Emerald Wood - Ravine Battle Map

Ravine Map

Otherwyld - Mushroom Glade Battle Map

Otherwyld Mushroom Glade


Written by Chuck & Drew

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