Aiding the Hammer
Adventure Briefing
There is a festival happening in a nearby town. Due to a recent surge in Otherwyld (fey) activity, the characters have been hired to escort the shipment of fireworks. Invisible pixies, an ambush, and dangerous weather will test the adventurer’s skills. To the Characters. You begin outside the city of Dondarian at an outdoor market. The mission: escort a cart for an upcoming festival. The trip will take about four days, ending in the town of Shelter Lake. Deliver the goods to Elder Kierie Bastinade for 50 gold each. The local baron has provided a wagon and driver.
Level Range: 1-2
Tags: Danger, Escort, Introductory Connections: Dondarian, Emerald Wood, The Red Keep Adventure, Shelter Lake
Monsters: Kobold, Magma Mephit, Pixie, Sprite
Free PDF: Ko-fi, DriveThru RPG
Tags: Danger, Escort, Introductory Connections: Dondarian, Emerald Wood, The Red Keep Adventure, Shelter Lake
Monsters: Kobold, Magma Mephit, Pixie, Sprite
Free PDF: Ko-fi, DriveThru RPG
The Caravan
An outdoor market located outside the city of Dondarian. The characters have a driver, horse, and wagon waiting for them near the road.
Read Aloud. Outside the city walls, you are among a colorful array of traveling merchants called the Caravan. There is a din of people and an earthy aroma of animals.
Jewel. (C/N, Female Ember)
Doesn’t have much to say. Rides atop a draft horse named Plod. In a conflict, Jewel will unhitch Plod and run. There is 1x inventory list and 16x bundles of fireworks in a tarp.
The Stowaway
A fugitive has stowed away under the cart. When the cart stops, her goal is to find a way out and avoid detection. Reena Shorebound. (C/G, Female Elvenari)
Fears being arrested for tax evasion and wants to escape through the woods. Commoner stat block with a dagger.
Investigation or Perception. Find Reena before the guards.
Consequences.
If the characters or guards don’t notice Reena, she will steal a bundle and flee when far enough away. If she is discovered, the guards may become suspicious of everyone.
A Touch of the Otherwyld
Invisible prank loving pixies begin to follow the wagon once outside of town. Their antics escalate if they are ignored. The fey folk hate violence and will avoid it at all costs. Encounter. Invisible pixies follow until satisfied or angered.
DC 16 Passive Perception or DC 13 Perception. Any performances amuse them, reducing the amount of pranks.
If ignored, the pixies grow bold. At camp, or while there is a distraction, roll 1d6 . They steal and hide that many bundles of fireworks in inconvenient places or to draw suspicion. If attacked, the pixies vanish for good and an invisible sprite named Thistle begins stalking the characters. DC 17 Perception or Survival. Thistle unhitches the cart at night, redirects Plod, and alters maps. The sprite will only attack if in danger and will steal fireworks whenever able.
Tinn & Rah
A kobold and a magma mephit are igniting a fiery tribute.
Read Aloud. With shaking hands, a rusty-scaled kobold levels a small bow, yelling obscenities in draconic.
There is a dragon nearby and Tinn wants to impress them. Rah. (N/E, Elemental Magma Mephit)
Wants to burn and can’t wait to burst!
Tinn & Rah (cont.)
DC 15 Perception. The duo tries to ambush at dusk with a 15 Stealth. Creatures with the Scent feature may sense them early.
If the wagon takes fire damage roll 1d6 . On a 1 or 2, a firework bundle ignites. See the Effect Table for the results.
The Storm
A sudden storm breaks and threatens to ruin the fireworks.
Read Aloud. The weather makes a startling shift, breezes becoming gusts as the gentle patter of rain can be heard. Within moments it is a heavy downpour.
Survival. Allow characters to roll escalating survival checks or used improvised skills and abilities to overcome the storm.
- Good cover from rain is difficult to find.
- The wind picks up the tarp and carries it away.
- Jewel is dismounted and Plod gets frightened.
If they fail, roll 1d8 to determine how many bundles are ruined.
Fellow Traveler
A traveling salesman wants to resupply in Dondarian. He knows what the group has and is willing to make a tempting offer.
Read Aloud. A covered wagon led by an old mule and an even older man rolls down the road, slowing to greet you.
He knows of the shipment, including the inventory sheet. He is willing to alter the document but has little skill. Miguel is a coward at heart and will flee if threatened or harassed. He offers 100 gold per bundle, buying up to three bundles.
Insight. Miguel will cut corners if it means making a profit. Elder Kierie will check the inventory sheet carefully and adjust the reward accordingly.
Reference Page
Rewards
Elder Kierie Bastinade. Based on the group’s success, Elder Bastinade will offer different rewards. No matter what, as long as some dry fireworks are delivered, Kierie will pay their rate. If all or most of the fireworks are delivered in perfect condition, Kierie will provide the party with a bundle for themselves and a free room at the Hanging Trout inn for the upcoming festivities. If the majority of the fireworks are missing or damaged, Kierie will provide a tongue-lashing and nothing else. Elder Kierie has a +3 to her Wisdom (Insight) or Intelligence (Investigation) checks to notice altered documents or lying.
NPCs
Jewel
C/N Female, Ember Driver
Jewel is a professional wagon driver who spends most of her life on the road. She has proficiency in Land Vehicles and a +5 in Animal Handling. Quiet and observant, she avoids danger and thinks adventuring is reckless, though she’d never say it aloud.
Roleplaying Jewel
Personality Trait. “ I like when it's just me and my horse.”
Ideal. “Self-sufficient. If you can do it alone, you’ve made it.”
Bond. “Do what you say you’re gonna do.”
Flaw. “I have a penchant for gambling, but I’m bad at it.”
Plod
N/G Male, Draft Horse
A loyal and hardworking horse, Plod is a reliable companion. If Speak with Animals is used, Plod reveals himself to be slightly smarter than the average horse and understands Common well. Roleplaying Plod
Personality Trait. “For an apple or a scratch, I’ll give ya a ride.”
Ideal. “Walking. It’s great to use my legs.”
Bond. “Having a rider makes it more interesting.”
Flaw. “I am brave, but I don’t always understand the danger.”
GM Advice
This adventure is designed as an introductory game with low stakes and mild consequences. It introduces players to the concept of roleplaying, skill checks, and persistent encounters without overwhelming them. For more experienced groups, consider increasing the number of creatures or add malevolent fey with harsher consequences. Vibe. Oregon Trail with a touch of the Otherwyld. A journey of odd challenges that teeter between fun and danger. Befriending the Fey. If characters attempt to befriend the pixies or sprite, they may succeed. These creatures are curious and good-natured and may assist if treated kindly. Continuing the Quest. This From the Village Vault leads into The Red Keep Adventure, a free full-length 5E Dungeons & Dragons campaign for levels 3-6.
Caravan Market Stock
Apple tarts (1 sp), caricature self portrait (30 sp), disguise kit (25 gp), forgery kit (15 gp), copper pots or kettles (1 sp), healer’s kit (5 gp), machine made quilts (5 sp), handmade quilts (3 gp)
Fireworks
If a bundle is set off unintentionally roll 1d6 . 1-2. The target explodes with a dazzling display of colors. Each creature within 30 feet must succeed on a Constitution saving throw or become blinded for 1 minute.
3-4. Thick black smoke spreads out from the target in a 30-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
5. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.
6. Another firework bundle goes off. Roll again.
Extra Pixie Pranks
The pixies love harmless fun, but some of their tricks are unintentionally dangerous. Every so often, choose one:
- Dangerous Distraction. A pixie loosens the harness on the cart or redirects Plod slightly off-course, causing an unexpected jolt. If the characters fail to notice, the cart tilts dangerously. DC 13 Dexterity saving throw to avoid a crash.
- Floating Gear. Random items become weightless for 1d6 hours. Weapons hover and backpacks drift if not held down.
- Dye Job. Characters wake up to find new and unusual hair colors. This effect lasts 1d4 days.
- Plod the Philosopher. For 24 hours, Plod the draft horse speaks Sylvan but only ponders existential horse questions. “What is a road? Are we not all pulling a cart through life?”
- Sticky Situation. Character’s hands become absurdly sticky for 1 hour. Anything they touch clings to their hands unless they succeed on a DC 12 Strength (Athletics) check to pry it off.
- Vanishing Supplies. A small object disappears. Hours later, it is stuffed inside a different bag or on the road ahead.
Maps


















