Overview In this adventure, there is no DM. Players will create one, two, or three characters and form a 5thlevel party. Sourcebooks are restricted to PHB 2024 and DMG 2024 only. Each player will then solo play through the adventure and post their results in this game thread. If we get a good response, I'll consider posting all five Example Adventures from the new DMG. Good luck and PM me if you have any questions or suggestions on how to make things more fun.
Psudo-DM The role of the Pseudo-DM starts with managing the three top posts of this thread. Post #1 lists the campaign and character creation rules. Post #2 is the adventure outline with each encounter. Post #3 documents lore, locations, NPCs, Item Shops.
Running each Encounter As a DMless campaign, you will be the DM and the players. Start each encounter by choosing the type of approach that benefits the characters, then roll initiative, then start rolling for each character and each monster's actions. You can roll in the adventure log or us the forum dice roller. Once the encounter is over, you can search the area to find a "coin stash" equal to 25 copper pieces per XP earned. Tracking XP and gp this way will give you the opportunity to buy magic items at the shops.
Choose your Approach Default Approach: Choose a distance of 30, 35, 40, 50, or 60 feet from your target(s) and roll initiative. Stealth Approach: Roll Stealth to set a DC. Each monster rolls Perception against your DC. Then, roll initiative (surprised means disadvantage) Distance Approach: Roll Perception against the monsters’ Stealth DC (10+Stealth). Choose a range as far as 120 feet. Then, roll initiative. Creative Approach: Come up with something different, and we’ll figure it out!
Roll Initiative Roll initiative for your characters and any monsters.
Be the DM and the Characters A DMless campaign means that you are in charge of both your characters and the monsters. This means that you get to choose the monster's motivations and strategies. We encourage fairness and to respect the dice rolls. Some players will roll in the campaign logs and then post to the thread and others will use the forum dice roller. Feel free to choose, remember you are the DM.
Party Size Choose your party size of one character, two characters, or three characters. I'm open to the idea of four characters but these adventures aren't that hard and it's actually more fun to push the limits of play by reducing the party size, you also get more XP and GP with fewer characters.
PHB 2024 and DMG 2024 You can consider this as a "playtest" campaign. It's a place where players can test out their builds and experiment and learn the new rules.
Character Creation Starting with 6,500 XP at 5th level (Alternatively, you can retain an exact XP amount from previous play) PHB 2024 and DMG 2024 rules only. 27 Point Buy Wealth, add background GP plus class GP or choose packages. Also add 4,900 gp or two potions of healing, two uncommon magic items, one rare magic item Crafting rules per PHB 2024 and DMG 2024
Posting You can find an example First Post #4 here For your first post, please include basic information for each character, a party or group name (if they have one), and an introduction to the characters.
First Character Name, Class, Origin Background, Origin Species, Optional info
Second Character Name, Class, Origin Background, Origin Species, Optional info
Third Character Name, Class, Origin Background, Origin Species, Optional info
Party name, group name, or organization name
A brief description of each character's background with specifics on how they met and formed a party.
Introduction As you gather in the bustling marketplace of the Free City of Greyhawk, your attention is drawn to a human merchant setting up a modest but tidy stall. His clothes are simple but well-kept, his manner mild and courteous, and he introduces himself with a friendly smile as Melchis. After sizing you up with a shrewd but respectful glance, he leans in with an enticing offer.
"Greetings, travelers! I’ve heard of your talents, and it just so happens that I’m in need of skilled escorts for a rather... lucrative expedition. You see, I’ve come across information about a lost temple hidden deep in the jungle, an ancient place that’s been forgotten for centuries. Rumor has it that it contains relics and artifacts of great value. I intend to find this place, secure a few treasures for trade, and bring them back to civilization."
Melchis straightens, his eyes gleaming with excitement. "I’ll make it worth your while—2,000 gold in trade bars, split evenly. Half paid once we reach the temple, and the rest upon our safe return. I may not be a warrior myself, but I do have a touch of magical talent that I can offer in support.”
He gestures vaguely to the well-worn satchel slung over his shoulder, hinting at hidden power without revealing much. With a confident smile, Melchis looks you over, awaiting your answer. Little do you know, his intentions are far from innocent, and the artifact he seeks—the Horns of the Beast—is rumored to be something far more dangerous than mere treasure.
The road to the jungle will be long, and the wilderness unforgiving, but the promise of gold and adventure is too alluring to ignore. Will you escort this mysterious merchant into the unknown, or uncover his true motives along the way?
Jeklea Bay Melchis hires a sturdy ship with a seasoned crew to take you south to the Amedio Jungle, where rumored treasures await. The journey stretches across days, with the crew diligently steering through calm and storm alike. As you enter Jeklea Bay, an eerie silence settles, broken suddenly by the splashing rise of Fishmen Warriors climbing aboard. The sailors, terrified, scatter below deck, while Melchis hides close-by, waiting to see if you need his aid.
All together or broken up into three waves Wave 1, 4x Sahuagins CR 1/2 (100 XP each) Wave 2, 2x Sahuagins CR 1/2 (100 XP each) ......and 1x Sahuagin Priestess CR 2 (450 XP) Wave 3, 1x Water Elemental CR 5 (1,800 XP) Jeklea Bay Rewards (2,850 XP, coin stash 715 gp, 2 sp)
Ten Days and 60 Miles Melchis guides you through the dense, steamy expanse of the jungle, his gaze fixed on reaching the distant lake shore. The jungle teems with life, from the chittering of small creatures scurrying through the underbrush to the watchful eyes of hidden predators. Vibrant birds and curious monkeys observe your passage with indifference. One more territorial beasts tests the party’s mettle.
3x Ankylosaurus' CR 1/2 (100 XP each) Ten Days and 60 Miles Rewards (2,100 XP, coin stash 525 gp)
Twenty Days and 120 Miles Melchis guides you through the dense, steamy expanse of the jungle, his gaze fixed on reaching the distant lake shore. The jungle teems with life, from the chittering of small creatures scurrying through the underbrush to the watchful eyes of hidden predators. Vibrant birds and curious monkeys observe your passage with indifference. One more territorial beasts tests the party’s mettle.
1x Tyrannosaurus Rex' CR 8 (3,900 XP) Twenty Days and 120 Miles Rewards (3,900 XP, coin stash 975 gp)
Crocodile Sandpits At last, you reach the edge of the jungle, emerging onto the misty shoreline of a vast lake. Melchis guides you along the water’s edge, but soon dark clouds gather, and a steady drizzle turns into a relentless downpour. Days pass with no break in the rain, and the soft earth becomes treacherous, each step a struggle against the sinking mud. As the rain intensifies, the ground beneath you suddenly gives way, pulling you down into hidden sandpits. Struggling to escape, you claw at the slippery edges, only for the rain to mask the sound of something approaching.
Heavy Precipitations provides Lightly Obscured Each creature starts in a Quicksand Pit Roll 1d4 at start of round to sink that many feet, also add that number to Athletics DC 10 to escape 2x Giant Crocodiles CR 5 (1.800 XP each) Crocodile Sandpits Rewards (3,600 XP, coin stash 900 gp)
Temple of Baphomet After days of trudging through rain-soaked jungle and treacherous terrain, you finally arrive at the overgrown ruins Melchis has been so intent on finding. The ancient stone walls are cracked and covered in thick vines, remnants of some lost civilization. Despite the decay, a sense of dark energy lingers, radiating from the structure like a heartbeat. As you venture inside, the eerie silence is broken by the sound of heavy hooves on stone.
All together or broken up into waves of your choosing 6x Minotaurs CR 3 (700 XP each) Temple of Baphomet Rewards (4,200 XP, coin stash 1,050 gp)
Horns of the Beast In the dim light of the jungle ruin, you finally see it—the Horns of the Beast. Resting on a pedestal in the northwest corner, the jagged crown pulses with a dark, malevolent energy, crafted from twisted horns of demons and fierce wild animals. Even in its stillness, the artifact exudes a dangerous allure, tempting anyone who draws near. Without hesitation, Melchis rushes forward, his eyes alight with obsession. Ignoring any words of caution, he reaches out, seizing the artifact and placing it upon his head. For a brief moment, silence fills the room, followed by a pulse of infernal energy that ripples outward. Melchis’s body contorts and swells, his skin transforming into rough, scaly hide as he lets out a guttural, inhuman roar.
1x Hezrou' CR 8 (3,900 XP) Horns of the Beast Rewards (3,900 XP, coin stash 975 gp)
Temple Treasure Melchis has on his dead body a Bag of Holding containing twelve 5-pound gold trade bars (worth 250 GP each) and a Spell Scroll of Teleportation Circle. The scroll also contains the sigil sequence for a permanent teleportation circle. At the end of the adventure, each character earns a bonus 1,000 XP.
Identifying the Artifact The Horns of the Beast can be destroyed only by dropping it in the River Oceanus, which flows through the Upper Planes.
Melchis Melchis appears to the world as an unassuming human merchant with a mild, friendly demeanor. He dresses simply, keeps his tone courteous, and gives little hint of his darker intentions, which lie hidden beneath a mask of politeness. To anyone who interacts with him, Melchis seems like a harmless, wandering trader—one who values knowledge and treasures from forgotten civilizations.
The Free City of Greyhawk A sprawling, bustling metropolis at the heart of trade, culture, and intrigue in the world of Oerth. Known as the “Gem of the Flanaess,” it sits along the Selintan River, connecting it to many other lands and making it a hub of commerce. Its streets are alive with merchants from distant regions, peddling exotic goods and rare artifacts, while street performers, traders, and adventurers from every corner of the world fill the markets and taverns. You can buy any common, uncommon, rare, very rare magic item. With the right connections even legendary magic items can be found in Greyhawk.
The Amedio Jungle The jungle is a vast, ancient expanse of dense, tropical wilderness sprawling across the southwestern lands of the Flanaess. Steeped in mystery and danger, the jungle is a vibrant yet deadly place, filled with towering trees draped in vines, thick undergrowth, and tangled roots that make every step a challenge. Enormous ferns and vividly colored orchids bloom under the canopy, while streams and rivers snake through the forest floor, creating an environment as lush as it is humid.
Borag, Wizard Sage Orc with the shield spell cantrips, Acid Splash, Frostbite, Mind Sliver, Toll the Dead, True Strike always prepared 1st, Evocation Savant Chromatic Orb, Magic Initiate Shield prepared 1st, False Life, Mage Armor, Magic Missile, Sleep, Thunderwave always prepared 2nd, Evocation Savant Scorching Ray prepared 2nd, Arcane Vigor, Misty Step prepared 3rd, Fireball, Haste Bracers of Defense, Cloak of Protection, Wand of Magic Missiles
Rak, Barbarian Guard Orc with a Greataxe Vicious Greataxe, Cloak of Protection, Periapt of Wound Closure.
--
The Orcs
As the dusk begins to set over the Free City of Greyhawk, an Orc Barbarian haggles with a merchant, "That not an Axe!" Melchis says, "My apologies good sir. I think you have the wrong merchant. My wares are not for sale, not here and not today." Rak the Barbarian demands, "I want magic Axe!" Borag interjects in Orcish, "Here is the weapon you desire." As he glances at Melchis with an apology, "I am so sorry for the rude manners of this Orc here. My name is Borag and I've studied in the Great Library with other Sages." Melchis tilts his head for and stares for a moment and then speaks, "You're hired! I love it. You're the leader and he's the dumb one! What a pair. This is going to be such a great quest. Oh and we're going to need rations and bedrolls. Oh and hiking equipment." Borag speaks up, "Excuse me, I don't know this fellow at all." Rak finally says something, "Me Rak. Nice to Mee Cha!"
This post has potentially manipulated dice roll results.
After spending some time buying mundane gear, rations, climbing equipment, the pair of Orcs meet Malchis at the docks where he hires a captain to take the party to Jeklea Bay. Days pass on the ship but on the 9th day monsters board the ship and attack
Wave 1 (Round 1) Rak says, "Stand back." and he begins to rage. With extra attack he has two attacks and if he hits he gets a cleave attack. Rak vicious greataxe, Attack: 10 Damage: 16, add frenzy damage 6 Rak vicious greataxe, Attack: 26 Damage: 22, Rak cleave, Attack: 9 Damage: 16,
Borag casts Sleep on two of the Sahuagins S3 Wisdom Save DC 15 vs 3 S4 Wisdom Save DC 15 vs 5
Rak says, "Stand back." and he begins to rage. With extra attack he has two attacks and if he hits he gets a cleave attack. Rak vicious greataxe, Attack: 10 Damage: 16, add frenzy damage 6 Rak vicious greataxe, Attack: 26 Damage: 22, Rak cleave, Attack: 9 Damage: 16,
Rak says, "Stand back." and he begins to rage. With extra attack he has two attacks and if he hits he gets a cleave attack. Rak vicious greataxe, Attack: 10 Damage: 16, add frenzy damage 6 Rak vicious greataxe, Attack: 26 Damage: 22, Rak cleave, Attack: 9 Damage: 16,
Frenzy Adv 27, 14, 22
S1 dies from 22 damage plus crit S2 dies from 22 damage S3 takes 16 damage. S3 (6/22)
Wave 1 (Round 2) S3 and S4 are incapacitated and must make saves to wake up S3 Wisdom Save DC 15 vs 12 S4 Wisdom Save DC 15 vs 13
Rak (50/50), S1 (22/22), Borag (37/37), Sahuagin Priestess SP1 (33/33), Sahuagin S5 (22/22), S6 (22/22), Water Elemental WE1 (114/114) Wave 2 (round 3) Rak continues his rage3, "The caster is mine!" Rak frenzy adv, vicious greataxe, Attack: 18 Damage: 27, add frenzy damage 5 Rak extra attack, vicious greataxe, Attack: 27 Damage: 32, Rak cleave, Attack: 11 Damage: 20, Rak uses Adrenaline Rush to gain 3 temps as a bonus action Borag says, "Ahh, I wonder how a water elemental likes the cold?" Borag chromatic orb from a 3rd level slot, Attack: 12 Damage: 22 cold Borag uses Adrenaline Rush to gain 3 temps as a bonus action
Wave 2 (round 3) Rak continues his rage3, "The caster is mine!" Rak frenzy adv, vicious greataxe, Attack: 19 Damage: 14, add frenzy damage 7 Rak extra attack, vicious greataxe, Attack: 19 Damage: 15,
SP1 takes 14, 7, 15, total 36 damage and dies.
Rak cleave, Attack: 10 Damage: 21,
Cleave Frenzy adv 10
Borag says, "Ahh, I wonder how a water elemental likes the cold?" Borag chromatic orb from a 3rd level slot, Attack: 24 Damage: 17 cold
WE1 takes 17 cold damage and freezes, movement becomes 10 feet. WE1 (97/114)
Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
Rak (50/50), S1 (22/22), Borag (37/37), SP1 (dead), Sahuagin S5 (22/22), S6 (22/22), Water Elemental WE1 (97/114)
Wave 2 (round 3, continued) S5 bite Attack: 21 Damage: 5 S5 spear Attack: 13 Damage: 6 S6 bite Attack: 22 Damage: 2 S6 spear Attack: 23 Damage: 8 WE1 will dash for 20 feet but is too far away to attack
Rak (44/50), Borag (37/37, 3 temps), Sahuagin S5 (1/22), S6 (22/22), Water Elemental WE1 (97/114)
Wave 2 (round 4) Borag shouts, "Rak, get the big one! Big One!" Rak provokes two attacks of opportunity from S5 and S6 S5 spear Attack: 20 Damage: 2 S6 spear Attack: 20 Damage: 3
Rak rage4, frenzy adv, vicious greataxe, Attack: 26 Damage: 13, add frenzy damage 8 Rak extra attack, vicious greataxe, Attack: 18 Damage: 23, Rak cleave, Attack: 21 Damage: 10, Rak uses Adrenaline Rush to gain 3 temps as a bonus action
Borag pulls out his wand of magic missiles and unleashes a 6th level spell sending eight missiles at WE1, 4, 4, 4, 5, 5, 2, 2, 2
Wave 2 (round 4) Borag shouts, "Rak, get the big one! Big One!" Rak provokes two attacks of opportunity from S5 and S6 S5 spear Attack: 9 Damage: 6 S6 spear Attack: 21 Damage: 9
Rak takes half of 9 (4) damage, 3 temps and 1 real damage. Rak (43/50)
Rak rage4, frenzy adv, vicious greataxe, Attack: 17 Damage: 15, add frenzy damage 6 Rak extra attack, vicious greataxe, Attack: 22 Damage: 23,
WE1 takes 15, 6, 23, total 44 damage. WE1 (53/114)
Borag pulls out his wand of magic missiles and unleashes a 6th level spell sending eight missiles at WE1, 2, 5, 4, 3, 5, 2, 3, 5
WE1 takes 29 force damage. WE1 (24/114)
Wave 2 (round 4, continued) With no defender, S5 and S6 target the wizard, S5 bite Attack: 6 Damage: 4 S5 spear Attack: 23 Damage: 7 S6 bite Attack: 11 Damage: 5 S6 spear Attack: 21 Damage: 4
WE1 adv from frenzy slam1, Attack: 19 Damage: 16 WE1 adv from frenzy slam2, Attack: 20 Damage: 12
Wave 2 (round 5) Rak uses Adrenaline Rush to gain 3 temps as a bonus action Rak rage5, frenzy adv, vicious greataxe, Attack: 19 Damage: 13, add frenzy damage 8 Rak extra attack, vicious greataxe, Attack: 18 Damage: 25,
Borag uses Adrenaline Rush to gain 3 temps as a bonus action Borag casts thunderwave from a 3rd level slot, hitting B5 and B6 for 17 B5 Constitution Save DC 15 vs 18 B6 Constitution Save DC 15 vs 17
Wave 2 (round 5) Rak uses Adrenaline Rush to gain 3 temps as a bonus action Rak rage5, frenzy adv, vicious greataxe, Attack: 19 Damage: 13, add frenzy damage 8 Rak extra attack, vicious greataxe, Attack: 18 Damage: 25,
WE1 takes 13, 8, 25, total 46 damage and dies.
Borag casts thunderwave from a 3rd level slot, hitting B5 and B6 for 17 B5 Constitution Save DC 15 vs 18 B6 Constitution Save DC 15 vs 17
Both successfully save but take half of 17 (8) SG5 dies SG6 takes 8 damage. SG6 (14/22)
This post has potentially manipulated dice roll results.
From the shores of the bay, Melchis and the Orcs wave goodbye as the captain and crew sail away. Melchis says, "That was the easy part. Now we have to traverse the jungle and find a lost temple that I can only hope will be there. But if my source is correct, not only will it be there but it will be untouched by anyone for centuries."
Ten Days and 60 Miles Rak init 25, Borag init 18, Ankylosaurus A1 init 11, A2 init 12, A3 init 4
Ten Days and 60 Miles Rak init 19, Borag init 11, Ankylosaurus A1 init 16, A2 init 18, A3 init 14
Rak (50/50), A1 (68/68), A2 (68/68), A3 (68/68), Borag (37/37)
Round 1 Rak says, "Stand back. Looks like dino for dinner." Rak uses Adrenaline Rush to gain 3 temps as a bonus action Rak rage1, frenzy adv, vicious greataxe, Attack: 21 Damage: 21, add frenzy damage 8 Rak extra attack, vicious greataxe, Attack: 26 Damage: Unable to parse dice roll. Rak cleave, vicious greataxe, Attack: 15 Damage: 12
A1 tail, Attack: 20 Damage: 16, on hit Strength Save DC 14 or prone A2 tail, Attack: 26 Damage: 17, on hit Strength Save DC 14 or prone A3 tail, Attack: 24 Damage: 22, on hit Strength Save DC 14 or prone
Borag uses Adrenaline Rush to gain 3 temps as a bonus action Borag says, "Let's end this fast, fireball!" managing to hit the jungle but miss Rak, 25 fire damage on save half 12 A1 Dexterity Save DC 15 vs 10 A2 Dexterity Save DC 15 vs 7 A3 Dexterity Save DC 15 vs 20
A1 tail, Attack: 26 Damage: 18, on hit Strength Save DC 14 or prone A2 tail, Attack: 16 Damage: 19, on hit Strength Save DC 14 or prone A3 tail, Attack: 24 Damage: 13, on hit Strength Save DC 14 or prone
Rak takes half of 18 (9), half of 19 (9), half of 13 (6), total 24. Losing 3 temps and 21 real damage. Rak (29/50) Rak adv Strength Save1 DC 14 vs 22 Rak adv Strength Save2 DC 14 vs 16 Rak adv Strength Save3 DC 14 vs 25
Borag uses Adrenaline Rush to gain 3 temps as a bonus action Borag says, "Let's end this fast, fireball!" managing to hit the jungle but miss Rak, 25 fire damage on save half 12 A1 Dexterity Save DC 15 vs 4 A2 Dexterity Save DC 15 vs 12 A3 Dexterity Save DC 15 vs 1
Round 2 Rak rage2, frenzy adv, vicious greataxe, Attack: 25 Damage: 25, add frenzy damage 9 Rak extra attack, vicious greataxe, Attack: 21 Damage: 13 Rak cleave, vicious greataxe, Attack: 26 Damage: 19
A1 tail, Attack: 13 Damage: 15, on hit Strength Save DC 14 or prone A2 tail, Attack: 21 Damage: 15, on hit Strength Save DC 14 or prone A3 tail, Attack: 24 Damage: 10, on hit Strength Save DC 14 or prone
Borag casts thunderwave from a 3rd level slot 19 thunder damage on save half 9 A2 Constitution Save DC 15 vs 11 A3 Constitution Save DC 15 vs 22
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Horns of the Beast (Adventure Example DMG 2024)
Overview
In this adventure, there is no DM. Players will create one, two, or three characters and form a 5th level party. Sourcebooks are restricted to PHB 2024 and DMG 2024 only. Each player will then solo play through the adventure and post their results in this game thread. If we get a good response, I'll consider posting all five Example Adventures from the new DMG. Good luck and PM me if you have any questions or suggestions on how to make things more fun.
Psudo-DM
The role of the Pseudo-DM starts with managing the three top posts of this thread. Post #1 lists the campaign and character creation rules. Post #2 is the adventure outline with each encounter. Post #3 documents lore, locations, NPCs, Item Shops.
Running each Encounter
As a DMless campaign, you will be the DM and the players. Start each encounter by choosing the type of approach that benefits the characters, then roll initiative, then start rolling for each character and each monster's actions. You can roll in the adventure log or us the forum dice roller. Once the encounter is over, you can search the area to find a "coin stash" equal to 25 copper pieces per XP earned. Tracking XP and gp this way will give you the opportunity to buy magic items at the shops.
Choose your Approach
Default Approach: Choose a distance of 30, 35, 40, 50, or 60 feet from your target(s) and roll initiative.
Stealth Approach: Roll Stealth to set a DC. Each monster rolls Perception against your DC. Then, roll initiative (surprised means disadvantage)
Distance Approach: Roll Perception against the monsters’ Stealth DC (10+Stealth). Choose a range as far as 120 feet. Then, roll initiative.
Creative Approach: Come up with something different, and we’ll figure it out!
Roll Initiative
Roll initiative for your characters and any monsters.
Be the DM and the Characters
A DMless campaign means that you are in charge of both your characters and the monsters. This means that you get to choose the monster's motivations and strategies. We encourage fairness and to respect the dice rolls. Some players will roll in the campaign logs and then post to the thread and others will use the forum dice roller. Feel free to choose, remember you are the DM.
Party Size
Choose your party size of one character, two characters, or three characters. I'm open to the idea of four characters but these adventures aren't that hard and it's actually more fun to push the limits of play by reducing the party size, you also get more XP and GP with fewer characters.
PHB 2024 and DMG 2024
You can consider this as a "playtest" campaign. It's a place where players can test out their builds and experiment and learn the new rules.
Character Creation
Starting with 6,500 XP at 5th level (Alternatively, you can retain an exact XP amount from previous play)
PHB 2024 and DMG 2024 rules only.
27 Point Buy
Wealth, add background GP plus class GP or choose packages. Also add 4,900 gp or two potions of healing, two uncommon magic items, one rare magic item
Crafting rules per PHB 2024 and DMG 2024
Posting
You can find an example First Post #4 here
For your first post, please include basic information for each character, a party or group name (if they have one), and an introduction to the characters.
PM me if you need a join link.
The Winged God
Introduction
As you gather in the bustling marketplace of the Free City of Greyhawk, your attention is drawn to a human merchant setting up a modest but tidy stall. His clothes are simple but well-kept, his manner mild and courteous, and he introduces himself with a friendly smile as Melchis. After sizing you up with a shrewd but respectful glance, he leans in with an enticing offer.
"Greetings, travelers! I’ve heard of your talents, and it just so happens that I’m in need of skilled escorts for a rather... lucrative expedition. You see, I’ve come across information about a lost temple hidden deep in the jungle, an ancient place that’s been forgotten for centuries. Rumor has it that it contains relics and artifacts of great value. I intend to find this place, secure a few treasures for trade, and bring them back to civilization."
Melchis straightens, his eyes gleaming with excitement. "I’ll make it worth your while—2,000 gold in trade bars, split evenly. Half paid once we reach the temple, and the rest upon our safe return. I may not be a warrior myself, but I do have a touch of magical talent that I can offer in support.”
He gestures vaguely to the well-worn satchel slung over his shoulder, hinting at hidden power without revealing much. With a confident smile, Melchis looks you over, awaiting your answer. Little do you know, his intentions are far from innocent, and the artifact he seeks—the Horns of the Beast—is rumored to be something far more dangerous than mere treasure.
The road to the jungle will be long, and the wilderness unforgiving, but the promise of gold and adventure is too alluring to ignore. Will you escort this mysterious merchant into the unknown, or uncover his true motives along the way?
Melchis hires a sturdy ship with a seasoned crew to take you south to the Amedio Jungle, where rumored treasures await. The journey stretches across days, with the crew diligently steering through calm and storm alike. As you enter Jeklea Bay, an eerie silence settles, broken suddenly by the splashing rise of Fishmen Warriors climbing aboard. The sailors, terrified, scatter below deck, while Melchis hides close-by, waiting to see if you need his aid.
Wave 1, 4x Sahuagins CR 1/2 (100 XP each)
Wave 2, 2x Sahuagins CR 1/2 (100 XP each)
......and 1x Sahuagin Priestess CR 2 (450 XP)
Wave 3, 1x Water Elemental CR 5 (1,800 XP)
Jeklea Bay Rewards (2,850 XP, coin stash 715 gp, 2 sp)
Melchis guides you through the dense, steamy expanse of the jungle, his gaze fixed on reaching the distant lake shore. The jungle teems with life, from the chittering of small creatures scurrying through the underbrush to the watchful eyes of hidden predators. Vibrant birds and curious monkeys observe your passage with indifference. One more territorial beasts tests the party’s mettle.
Ten Days and 60 Miles Rewards (2,100 XP, coin stash 525 gp)
Melchis guides you through the dense, steamy expanse of the jungle, his gaze fixed on reaching the distant lake shore. The jungle teems with life, from the chittering of small creatures scurrying through the underbrush to the watchful eyes of hidden predators. Vibrant birds and curious monkeys observe your passage with indifference. One more territorial beasts tests the party’s mettle.
Twenty Days and 120 Miles Rewards (3,900 XP, coin stash 975 gp)
At last, you reach the edge of the jungle, emerging onto the misty shoreline of a vast lake. Melchis guides you along the water’s edge, but soon dark clouds gather, and a steady drizzle turns into a relentless downpour. Days pass with no break in the rain, and the soft earth becomes treacherous, each step a struggle against the sinking mud. As the rain intensifies, the ground beneath you suddenly gives way, pulling you down into hidden sandpits. Struggling to escape, you claw at the slippery edges, only for the rain to mask the sound of something approaching.
Each creature starts in a Quicksand Pit
Roll 1d4 at start of round to sink that many feet, also add that number to Athletics DC 10 to escape
2x Giant Crocodiles CR 5 (1.800 XP each)
Crocodile Sandpits Rewards (3,600 XP, coin stash 900 gp)
After days of trudging through rain-soaked jungle and treacherous terrain, you finally arrive at the overgrown ruins Melchis has been so intent on finding. The ancient stone walls are cracked and covered in thick vines, remnants of some lost civilization. Despite the decay, a sense of dark energy lingers, radiating from the structure like a heartbeat. As you venture inside, the eerie silence is broken by the sound of heavy hooves on stone.
6x Minotaurs CR 3 (700 XP each)
Temple of Baphomet Rewards (4,200 XP, coin stash 1,050 gp)
In the dim light of the jungle ruin, you finally see it—the Horns of the Beast. Resting on a pedestal in the northwest corner, the jagged crown pulses with a dark, malevolent energy, crafted from twisted horns of demons and fierce wild animals. Even in its stillness, the artifact exudes a dangerous allure, tempting anyone who draws near. Without hesitation, Melchis rushes forward, his eyes alight with obsession. Ignoring any words of caution, he reaches out, seizing the artifact and placing it upon his head. For a brief moment, silence fills the room, followed by a pulse of infernal energy that ripples outward. Melchis’s body contorts and swells, his skin transforming into rough, scaly hide as he lets out a guttural, inhuman roar.
Horns of the Beast Rewards (3,900 XP, coin stash 975 gp)
Temple Treasure
Melchis has on his dead body a Bag of Holding containing twelve 5-pound gold trade bars (worth 250 GP each) and a Spell Scroll of Teleportation Circle. The scroll also contains the sigil sequence for a permanent teleportation circle. At the end of the adventure, each character earns a bonus 1,000 XP.
Identifying the Artifact
The Horns of the Beast can be destroyed only by dropping it in the River Oceanus, which flows through the Upper Planes.
Melchis
Melchis appears to the world as an unassuming human merchant with a mild, friendly demeanor. He dresses simply, keeps his tone courteous, and gives little hint of his darker intentions, which lie hidden beneath a mask of politeness. To anyone who interacts with him, Melchis seems like a harmless, wandering trader—one who values knowledge and treasures from forgotten civilizations.
The Free City of Greyhawk
A sprawling, bustling metropolis at the heart of trade, culture, and intrigue in the world of Oerth. Known as the “Gem of the Flanaess,” it sits along the Selintan River, connecting it to many other lands and making it a hub of commerce. Its streets are alive with merchants from distant regions, peddling exotic goods and rare artifacts, while street performers, traders, and adventurers from every corner of the world fill the markets and taverns. You can buy any common, uncommon, rare, very rare magic item. With the right connections even legendary magic items can be found in Greyhawk.
The Amedio Jungle
The jungle is a vast, ancient expanse of dense, tropical wilderness sprawling across the southwestern lands of the Flanaess. Steeped in mystery and danger, the jungle is a vibrant yet deadly place, filled with towering trees draped in vines, thick undergrowth, and tangled roots that make every step a challenge. Enormous ferns and vividly colored orchids bloom under the canopy, while streams and rivers snake through the forest floor, creating an environment as lush as it is humid.
cantrips, Acid Splash, Frostbite, Mind Sliver, Toll the Dead, True Strike
always prepared 1st, Evocation Savant Chromatic Orb, Magic Initiate Shield
prepared 1st, False Life, Mage Armor, Magic Missile, Sleep, Thunderwave
always prepared 2nd, Evocation Savant Scorching Ray
prepared 2nd, Arcane Vigor, Misty Step
prepared 3rd, Fireball, Haste
Bracers of Defense, Cloak of Protection, Wand of Magic Missiles
Vicious Greataxe, Cloak of Protection, Periapt of Wound Closure.
After spending some time buying mundane gear, rations, climbing equipment, the pair of Orcs meet Malchis at the docks where he hires a captain to take the party to Jeklea Bay. Days pass on the ship but on the 9th day monsters board the ship and attack
Jeklea Bay
Borag init 19, Rak init 21, Sahuagin S1 init 20, S2 init 3, S3 init 15, S4 init 18
Rak (50/50), S1 (22/22), Borag (37/37), S4 (22/22), S3 (22/22), S2 (22/22)
Wave 1 (Round 1)
Rak says, "Stand back." and he begins to rage. With extra attack he has two attacks and if he hits he gets a cleave attack.
Rak vicious greataxe, Attack: 10 Damage: 16, add frenzy damage 6
Rak vicious greataxe, Attack: 26 Damage: 22,
Rak cleave, Attack: 9 Damage: 16,
Borag casts Sleep on two of the Sahuagins
S3 Wisdom Save DC 15 vs 3
S4 Wisdom Save DC 15 vs 5
Frenzy Adv 27, 14, 22
S1 dies from 22 damage plus crit
S2 dies from 22 damage
S3 takes 16 damage. S3 (6/22)
Wave 1 (Round 2)
S3 and S4 are incapacitated and must make saves to wake up
S3 Wisdom Save DC 15 vs 12
S4 Wisdom Save DC 15 vs 13
Wave1 (end of round 1)
S3 abd S4 both fall asleep
Wave 1 (round 2)
Rak rage2 frenzy adv hit will crit target S4, 20, damage 51
Borag casts mage armor from a scroll
Rak extra attack rage2 frenzy adv hit will crit target S3, 24, damage 50
Wave 2 (round 3)
Everything else comes aboard
Init d20 rolls 10, 6, 7, 6
Rak (50/50), S1 (22/22), Borag (37/37), Sahuagin Priestess SP1 (33/33), Sahuagin S5 (22/22), S6 (22/22), Water Elemental WE1 (114/114)
Wave 2 (round 3)
Rak continues his rage3, "The caster is mine!"
Rak frenzy adv, vicious greataxe, Attack: 18 Damage: 27, add frenzy damage 5
Rak extra attack, vicious greataxe, Attack: 27 Damage: 32,
Rak cleave, Attack: 11 Damage: 20,
Rak uses Adrenaline Rush to gain 3 temps as a bonus action
Borag says, "Ahh, I wonder how a water elemental likes the cold?"
Borag chromatic orb from a 3rd level slot, Attack: 12 Damage: 22 cold
Borag uses Adrenaline Rush to gain 3 temps as a bonus action
SP1 takes 14, 7, 15, total 36 damage and dies.
Cleave Frenzy adv 10
WE1 takes 17 cold damage and freezes, movement becomes 10 feet. WE1 (97/114)
Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
Rak (50/50), S1 (22/22), Borag (37/37), SP1 (dead), Sahuagin S5 (22/22), S6 (22/22), Water Elemental WE1 (97/114)
Wave 2 (round 3, continued)
S5 bite Attack: 21 Damage: 5
S5 spear Attack: 13 Damage: 6
S6 bite Attack: 22 Damage: 2
S6 spear Attack: 23 Damage: 8
WE1 will dash for 20 feet but is too far away to attack
Rak takes 5, 8, 5, total 18 damage, half due to resistance to piercing (9). Takes off 3 temps and 6 real damage. Rak (44/50)
S5 is hit for 21 damage. S5 (1/22)
Rak (44/50), Borag (37/37, 3 temps), Sahuagin S5 (1/22), S6 (22/22), Water Elemental WE1 (97/114)
Wave 2 (round 4)
Borag shouts, "Rak, get the big one! Big One!"
Rak provokes two attacks of opportunity from S5 and S6
S5 spear Attack: 20 Damage: 2
S6 spear Attack: 20 Damage: 3
Rak rage4, frenzy adv, vicious greataxe, Attack: 26 Damage: 13, add frenzy damage 8
Rak extra attack, vicious greataxe, Attack: 18 Damage: 23,
Rak cleave, Attack: 21 Damage: 10,
Rak uses Adrenaline Rush to gain 3 temps as a bonus action
Borag pulls out his wand of magic missiles and unleashes a 6th level spell sending eight missiles at WE1, 4, 4, 4, 5, 5, 2, 2, 2
Rak takes half of 9 (4) damage, 3 temps and 1 real damage. Rak (43/50)
WE1 takes 15, 6, 23, total 44 damage. WE1 (53/114)
WE1 takes 29 force damage. WE1 (24/114)
Wave 2 (round 4, continued)
With no defender, S5 and S6 target the wizard,
S5 bite Attack: 6 Damage: 4
S5 spear Attack: 23 Damage: 7
S6 bite Attack: 11 Damage: 5
S6 spear Attack: 21 Damage: 4
WE1 adv from frenzy slam1, Attack: 19 Damage: 16
WE1 adv from frenzy slam2, Attack: 20 Damage: 12
Borag takes 7 from a crit, 3 temps and 4 real damage. Borag (33/37)
Borag uses reaction spell shield from a daily slot, AC 18 becomes AC 23
Rak takes 16, 12, total 28 damage, half (14) due to rage. Rak (29/50)
Rak (29/50), Borag (33/37), Sahuagin S5 (1/22), S6 (22/22), Water Elemental WE1 (24/114)
Wave 2 (round 5)
Rak uses Adrenaline Rush to gain 3 temps as a bonus action
Rak rage5, frenzy adv, vicious greataxe, Attack: 19 Damage: 13, add frenzy damage 8
Rak extra attack, vicious greataxe, Attack: 18 Damage: 25,
Borag uses Adrenaline Rush to gain 3 temps as a bonus action
Borag casts thunderwave from a 3rd level slot, hitting B5 and B6 for 17
B5 Constitution Save DC 15 vs 18
B6 Constitution Save DC 15 vs 17
S5 bite Attack: 14 Damage: 5
S5 spear Attack: 15 Damage: 8
S6 bite Attack: 16 Damage: 2
S6 spear Attack: 20 Damage: 4
WE1 takes 13, 8, 25, total 46 damage and dies.
Both successfully save but take half of 17 (8)
SG5 dies
SG6 takes 8 damage. SG6 (14/22)
Borag casts shield form a 1st level slot, AC 18 becomes AC 23
Wave 2 (round 6)
Rak rage6, frenzy adv, vicious greataxe, Attack: 24 Damage: 17, add frenzy damage 9
Rak extra attack, vicious greataxe, Attack: 25 Damage: 22,
Borag casts magic missile from a 2nd level slot, four missiles hit for, 2, 5, 2, 3
Melchis congratulates the team. "It's quite impressive seeing you two in action. I'm quite sure that we will have more encounters like that one."
Jeklea Bay Rewards
2,850 XP (1425 XP each)
From the shores of the bay, Melchis and the Orcs wave goodbye as the captain and crew sail away. Melchis says, "That was the easy part. Now we have to traverse the jungle and find a lost temple that I can only hope will be there. But if my source is correct, not only will it be there but it will be untouched by anyone for centuries."
Ten Days and 60 Miles
Rak init 25, Borag init 18, Ankylosaurus A1 init 11, A2 init 12, A3 init 4
Rak (50/50), A1 (68/68), A2 (68/68), A3 (68/68), Borag (37/37)
Round 1
Rak says, "Stand back. Looks like dino for dinner."
Rak uses Adrenaline Rush to gain 3 temps as a bonus action
Rak rage1, frenzy adv, vicious greataxe, Attack: 21 Damage: 21, add frenzy damage 8
Rak extra attack, vicious greataxe, Attack: 26 Damage: Unable to parse dice roll.
Rak cleave, vicious greataxe, Attack: 15 Damage: 12
A1 tail, Attack: 20 Damage: 16, on hit Strength Save DC 14 or prone
A2 tail, Attack: 26 Damage: 17, on hit Strength Save DC 14 or prone
A3 tail, Attack: 24 Damage: 22, on hit Strength Save DC 14 or prone
Borag uses Adrenaline Rush to gain 3 temps as a bonus action
Borag says, "Let's end this fast, fireball!" managing to hit the jungle but miss Rak, 25 fire damage on save half 12
A1 Dexterity Save DC 15 vs 10
A2 Dexterity Save DC 15 vs 7
A3 Dexterity Save DC 15 vs 20
Rak (50/50, 3 temps), A1 (68/68), A2 (68/68), A3 (68/68), Borag (37/37, 3 temps)
A1 takes 27, 6, 18, total 51 damage. A1 (17/68)
A2 takes 17 damage. A2 (51/68)
Rak takes half of 18 (9), half of 19 (9), half of 13 (6), total 24. Losing 3 temps and 21 real damage. Rak (29/50)
Rak adv Strength Save1 DC 14 vs 22
Rak adv Strength Save2 DC 14 vs 16
Rak adv Strength Save3 DC 14 vs 25
A1 takes 25 damage and dies.
A2 takes 25 damage. A2 (26/68)
A3 takes 25 damage. A3 (43/68)
Round 2
Rak rage2, frenzy adv, vicious greataxe, Attack: 25 Damage: 25, add frenzy damage 9
Rak extra attack, vicious greataxe, Attack: 21 Damage: 13
Rak cleave, vicious greataxe, Attack: 26 Damage: 19
A1 tail, Attack: 13 Damage: 15, on hit Strength Save DC 14 or prone
A2 tail, Attack: 21 Damage: 15, on hit Strength Save DC 14 or prone
A3 tail, Attack: 24 Damage: 10, on hit Strength Save DC 14 or prone
Borag casts thunderwave from a 3rd level slot 19 thunder damage on save half 9
A2 Constitution Save DC 15 vs 11
A3 Constitution Save DC 15 vs 22