TEXT:  
   
  
  2 
   
  Introduction 
  Magic Village for Sale is a Dungeons & Dragons 
  adventure designed to be completed in about 3-
  4 hours of play. The combat encounters have 
  been calculated to present a tough challenge to 
  four 4th level characters. They will present a 
  less difficult, though still enjoyable, challenge 
  to higher level characters or larger parties.  
  Not every loose end is tied up in the following 
  text, nor every possible action accounted for. 
  Be ready to improvise, and do so with 
  confidence!  
  Unless stated otherwise, assume NPCs have the 
  stats of a commoner.  
   
  Market Day  
  The adventure begins in the sleepy village of 
  Longsaddle, which would be a completely 
  unremarkable place if it wasn’t home to the 
  Harpells, a clan of powerful – if eccentric – 
  wizards. 
  Most of the time the Harpells only mix with 
  other spellcasters, but they have been known to 
  make use of ‘regular folk’ when they need 
  something and can’t be bothered to do it 
  themselves. 
   
   
  Read the following - 
  It is market day in Longsaddle, and there is a 
  friendly, almost festive atmosphere. People from 
  miles around have walked or ridden into the 
  village to shop for supplies and chat with old 
  friends. 
  Stalls offering meat, furs and farming tools line 
  the walls while a group of children laugh and 
  dance their way around a bronze statue of a 
  robed figure wearing an expression of extreme 
  self-satisfaction. 
  As you pass through the crowd, however, a 
  metallic grinding noise cuts through the happy 
  hubbub as the statue’s head swivels to look 
  right at you. The bronze face starts to move and 
  after a few experimental mumbles a young 
  man’s voice rings out. 
  “Ah, can you hear me? No, not the yokels - the 
  ones with the swords and armor and things. 
  Yes? Good. 
  “I – by which I mean Tristan Harpell, not great-
  uncle Humphrey here - have a need for some of 
  your type, and I expect that you probably have 
  a need for gold and other shiny things. It’s 
  nothing special, just a jaunt into the 
  countryside, really. In return I’ll supply you 
  with… oh, 200 gold apiece. 
  “Now, I expect you have questions, but we 
  Harpells are not in the habit of discussing 
  business in public so I won’t be answering any. 
  My colleague, Carter, will be with you 
  momentarily and I have supplied him with all 
  the information you could possibly want… ahh, 
  there he is now!” 
  Continued next page… 
  
  3 
   
  The statue raises its head skywards, and in the 
  silence that has fallen you can hear a soft 
  flapping noise. A small figure is descending on 
  the breeze, correcting its course with flicks 
  from two thin wings. As it gets closer you 
  realise that it isn’t a bird but rather a 
  construction of folded paper. 
  With a flurry of wing-beats it comes to a stop in 
  the air just above you, before folding itself up. 
  It drops and one of you reflexively grabs it. In 
  your hands you now hold what looks to be a 
  battered old map with ‘Cartographical 
  Assistant: Relief, Terrain, Range’ stenciled on 
  the cover. 
  “There we go. Anyway, I need to get this statue 
  back in the right pose or uncle Humphrey will 
  be frightfully grumpy with me. Toodeloo.” 
  With that, the head swivels back into its 
  original position and once again adopts a self-
  satisfied expression as silence falls over the 
  square. 
  The villagers have been living close to the 
  Harpells all their lives and take things like this 
  in their stride. If asked, they will explain that 
  Tristan Harpell is one of the younger and more 
  impulsive members of the family, and while he 
  is a bit arrogant he “doesn’t seem to be a bad 
  sort”. 
  Carter 
  When the adventurers first open the map, the 
  mottled brown pages appear to be completely 
  blank. However, after a couple of seconds a 
  message will begin scratching its way along the 
  paper in large, friendly letters. 
  It reads: “Hello there, friends! I am the 
  “Cartographical Assistant: Relief, Terrain, 
  Range” - though you can call me Carter if 
  that’s easier. I’m here to help you as much as I 
  can, so ask me anything you want!” 
  The enchanted map is aware of its 
  surroundings and can respond to what people 
  are saying. It has a very chipper and friendly 
  personality, and honestly wants to help in any 
  way it can. However, it does belong to Tristan 
  so will always work to achieve his goals, which 
  in this case are to get the adventurers to 
  complete the job he has for them. 
  The Mission 
  Carter will explain that Tristan recently 
  purchased the deeds to a village named 
  Silverleaf from his longtime rival and 
  occasional girlfriend, Freya Doomstaff. All he 
  wants the adventurers to do is go check the 
  place out and make sure everything is running 
  smoothly. 
  Of course, Silverleaf isn’t exactly a normal 
  village. It’s quite famous amongst Wizards in 
  the north due to the peculiar orchard that gives 
  the place its name. Within the orchard, an 
  ancient quirk of magic causes the trees to grow 
  leaves of pure silver. 
  While the village doesn’t produce a particularly 
  vast amount of silver - about as much as a 
  small mine - it is nevertheless a prestigious 
  possession. Freya signed a magically binding 
  contract as part of the deal, but Tristan is still 
  rather suspicious that she’s tricked him 
  somehow. Four weeks ago he sent his servant, 
  Darrak Dunhill, to check out the village and he 
  never returned. Tristan wants the party to 
  investigate, and deal with any issues. 
  Silverleaf is hidden in the hills to the east and 
  south of Longsaddle, and is virtually impossible 
  to find unless you already know where it is. 
  Fortunately, Carter can give directions and 
  sketch out an incredibly detailed map that 
  shows the adventurers precisely where to go. 
   
  
  4 
   
  Silverleaf 
  Read the following -  
  The journey to Silverleaf takes around three 
  days and leads you up into the hills and 
  through wild, beautiful woods. Carter guides 
  you cheerfully and efficiently, pointing out good 
  places to camp and where you can find the 
  most spectacular views. 
  Finally, at the crest of a tall hill, you spot the 
  village. Maybe a score or so houses nestle 
  within the valley below, and even from distance 
  you can see the shimmering gleam of the 
  celebrated orchard.  
  A DC 13 Perception check will allow 
  adventurers to be pretty certain that nothing is 
  moving within the village. 
  After a short walk they arrive at the edge of 
  Silverleaf. The village seems to be very 
  pleasant, with pretty, well-built cottages and 
  beautiful (if slightly unkempt) gardens. A DC 
  12 Nature check will reveal that there hasn’t 
  been any weeding or pruning in maybe a month 
  or so. 
  None of the cottages have their doors locked - 
  they appear to be completely normal, though 
  empty, homes. Most of them have the faint odor 
  of rot lingering in the stale air, but this can be 
  traced to spoiled food in pantries and kitchens 
  rather than anything sinister. The few books 
  inside are written in Elvish and mostly concern 
  gardening. 
  The Orchard 
  Eventually the adventurers will make their way 
  to the orchard that lies at the heart of the 
  village - 
  Before you is a sight that takes your breath 
  away. There are only a dozen trees in the 
  orchard, but above each of their thick black 
  trunks is a shimmering, shining mass of silver. 
  The morning breeze sends the leaves rippling 
  and each and every one twinkles with an 
  otherworldly beauty. 
  The orchard itself is maybe 60 ft. across and is 
  ringed by a low wall of grey stone. In front of 
  you is an iron gate swinging gently in breeze, 
  through which you can see a gravel path. A 
  wide-brimmed straw hat decorated with a pink 
  ribbon lies discarded in the middle of the path, 
  and off to its left is a rather weather-beaten 
  wicker picnic basket. 
  Somewhere in the trees a raven caws to itself, 
  but otherwise nothing stirs but the leaves.  
  After a moment you notice something else. In 
  the very middle of the orchard is a small table, 
  and though it is some distance away you can 
  see what appears to be a fountain of white 
  sparks rising from the surface. 
  See the map of the orchard at the end of this 
  document. 
  A DC 10 Nature check will reveal that the 
  Silverleaf trees resemble beeches. Any use of 
  Detect Magic will reveal the presence of strong 
  transmutation magic throughout the orchard. 
  If the adventurers enter the orchard, after a few 
  seconds they begin to feel a strange, tight 
  feeling throughout their bodies. The world 
  spins around them, and then everything goes 
  black… 
  
  5 
   
  The Gravel Path 
  You don’t know how much time passes before 
  you wake up, but rather than the gravel path, 
  you find yourselves lying on what seems to be a 
  wide field of small boulders - each one or two 
  feet wide. 
  Green walls of thick foliage rise up to your left 
  and right, while a strange dome-like structure 
  lies a few hundred feet before you. In the 
  distance you can see impossibly huge trees 
  looming up to the sky, topped with silver 
  leaves. 
  A cold sensation runs through your bones as 
  you glance over your shoulders to see that the 
  gate you just walked through is now the height 
  of a castle tower, and hangs on a wall that 
  would put any fortress to shame. 
  The adventurers have all be shrunk, as have 
  any familiars or animal companions. A DC 13 
  Investigation check will let allow them to work 
  out that they are now about 1/60th of their 
  normal size - a scale of 5 ft. to 1 inch. 
  The path is now 120 ft. wide and the dome-
  shaped structure - actually the hat they saw 
  earlier - is around 180 ft. away. Carter will still 
  be on hand to help the adventurers, though he 
  has no more idea what’s going on than they do. 
  Ambush 
  A group of four bugbears (MM p33) are hiding 
  underneath the brim of the hat, preparing to 
  ambush the shrunken adventurers. 
  They wandered into the orchard about a week 
  ago and were shrunk, and have been surviving 
  by eating insects. Adventurers examining the 
  hat will be able to spot discarded carapaces 
  and mandibles littering the ground around it.  
  Spotting the hidden Bugbears will require a DC 
  16 Perception check. The creatures will attack 
  if it becomes obvious that they have been 
  spotted, or if the adventurers begin moving 
  away. Otherwise they will wait until the 
  adventurers pass close by and will attempt to 
  surprise them.  
  Small Things  
  The rules don’t change very much when the 
  adventurers are shrunk. All spell and weapon 
  ranges shrink down proportionally, so an 
  ability that would normally have a range of 60 
  ft. now has a range of 12 in. 
  To keep things from getting complicated, it may 
  be best to keep referring to distances as the 
  adventurers would perceive it - refer to a 
  Bugbear being 10 ft. away, for example, rather 
  than 2 in. 
  Grass counts as difficult terrain for shrunken 
  adventurers. No magic the adventurers possess 
  is powerful enough to restore them to their 
  original height. 
  Death from Above 
  At the end of the third round of combat, a voice 
  will ring out from the foliage to the west. 
  It says, “Get out of the open - it’s almost upon 
  you! Come here!” The voice is coming from a 
  young woman who appears to either be an elf 
  and is pointing up towards the sky. 
  Looking up, the adventurers will see the 
  silhouette of a bird descending quickly towards 
  them, talons outstretched. Roll initiative for the 
  raven (using the statistics of a roc, MM p260) 
  to see when it enters the battle. Initially it will 
  attack a bugbear, likely making short work of 
  it. 
  It should be clear that this is not a foe the party 
  can battle head-on. To the party, the raven 
  appears around 150 ft. long - and will probably 
  be devouring Bugbears with a single snap of its 
  beak. 
  The elven woman is named Saorse (soar-sha). 
  If the adventurers join her in the long grass 
  
  6 
   
  they will be safe from the Raven. Saorse uses 
  the statistics of a scout (MM p349). 
  Basket Village 
  If the adventurers join her, Saorse will ask 
  them to accompany her to ‘The Basket’, 
  explaining that it isn’t safe on the path. Should 
  the adventurers refuse to follow, she will be 
  frustrated and will try to convince them, but 
  will ultimately leave them alone. 
  If they follow her, Saorse will lead them 
  through the towering grass until they emerge at 
  the base of a tall wall seemingly woven from 
  strands of wood each as thick as her arm. She 
  turns, announcing, “We’re here!” 
  She lets out a whistle and a few moments later 
  a rope drops down from above, allowing her 
  and the adventurers to climb into the picnic 
  basket that the shrunken orchard workers now 
  call home. A cloth covers the top of the basket, 
  appearing to the adventurers as thick canvas. 
  Entry is via a small rip in the cloth. 
  Inside the Basket 
  Around 30 wood elves are packed into the 
  confines of the basket, which also contains 
  several large chunks of extremely stale bread. 
  The workers have actually turned the bread 
  into furniture and dwellings, and have also 
  made good use of giant blades of grass and 
  flower petals for various implements. 
  Once inside, Saorse will finally relax enough to 
  answer questions. She is one of the workers 
  that tended the Silverleaf trees and has been 
  stuck here for almost a month with her 
  colleagues. 
  The trouble began when Freya Doomstaff, 
  former owner of the village, began working on 
  some magic at the table in the center of the 
  orchard. A number of the workers were having 
  a picnic lunch at the time, while others were 
  tending to various tasks around the orchard.  
  There was a flash of light and then darkness. 
  When they awoke they were all shrunken to the 
  size they are now, with most of them close to 
  the picnic basket. A number of other shrunken 
  elves made their way to the basket over the 
  following days, but they fear that many were 
  consumed by the raven or other creatures. 
  They don’t dare venture too far from the basket, 
  as various insects and other animals that stalk 
  through the grass. The raven is especially 
  deadly and attacks anyone who strays out into 
  the open for too long. Things got even worse 
  when the Bugbears arrived. 
  Saorse thinks the adventurers seem very 
  capable and she hopes they can save her and 
  her fellow workers. If they want to solve the 
  mystery of what’s going on, they should 
  probably head to the table at the center of the 
  orchard and whatever it way that Freya was 
  working on.  
  Dangerous Decisions 
  The table is at the end of the path, but the 
  direct route is very exposed and therefore 
  dangerous. 
  Going through the grass would be safer, but 
  they need to figure out some way of crossing 
  the stream without being picked off by the 
  raven. Saorse thinks there must be some other 
  way across, but hasn’t been able to carry out 
  any reconnaissance. 
  If the adventurers think to ask him, Carter will 
  explain that he can help them navigate their 
  way across the orchard. He shows them that a 
  branch has fallen across the stream and may 
  prove an easier path. 
  Saorse is not a hardened adventurer but may 
  accompany the party if persuaded to, especially 
  if they’re comparatively small in number. 
  Orchard Encounters 
  If the adventurers choose to follow the path, 
  then the raven will eventually swoop and 
  probably kill one of them. If they choose to set 
  out through the grass, there is a good chance 
  they will become lost (see “Becoming Lost” in 
  
  7 
   
  the DMG). If they ask Carter to navigate for 
  them, they will not become lost. 
  As they cross the orchard (whether on the path 
  or through the grass), the adventurers may run 
  into one or more of the following encounters.  
  The Ring 
  As you push forward you catch the glint of 
  something shining up ahead. A huge band of 
  golden metal is lying half-buried in the soil, 
  with three giant emeralds are embedded in it. 
  This gold ring was lost by one of the orchard 
  workers, and though it will almost certainly be 
  too heavy for the adventurers to take with them 
  Carter can remember where it is and allow 
  them to find it once they’ve been restored to full 
  size. 
  The words “For my darling Niamh” are 
  engraved on the inside of the ring in a flowing 
  Elvish script. 
  The ring is worth around 150gp, but it can be 
  returned to its owner - one of the workers - for 
  a reward of 30gp.  
  Rabbit Burrow 
  For most of the day the weather overhead has 
  been fine, but as one of the rare clouds passes 
  you begin to hear a loud thudding noise 
  drawing closer and closer. Suddenly, droplets 
  of water the size of your fist begin hammering 
  down all around you as a shower of rain 
  erupts. 
  You look around for cover, but the only option 
  in sight is a wide hole in the ground over to 
  your right. 
  The large rain droplets are dangerous. Every 
  round the adventurers remain in the open, they 
  must make a DC 10 Dexterity saving throw or 
  suffer 1d4 stun damage. If they are on the 
  path, they will need to make a DC 15 
  Dexterity save.  
  The hole leads to a tunnel that slopes gently 
  downwards. A DC 10 Nature check will allow 
  them to identify it is a rabbit burrow. 
  Should anyone enter the burrow they will hear 
  a low growling noise. If they get any closer a 
  giant rabbit (see Monster Stats at the end of 
  the book) will leap up the tunnel and attack. 
  An adventurer making a DC 12 Animal 
  Handling or Nature check will realise that the 
  rabbit is a female, and its unusual aggression 
  probably indicates that it has young in the 
  burrow. If the party retreats the Giant Rabbit 
  will not pursue them. If they defeat the rabbit 
  and enter the tunnel they will find half a dozen 
  baby rabbits, who are defenceless. 
  The shower ends after five minutes or so. 
  The Bottle 
  As the adventurers make their way towards the 
  table they begin to hear the soft sound of 
  singing. Very, very bad singing. A DC 10 
  Perception check will allow them to follow the 
  sound back to its source - a green glass bottle 
  labelled ‘Oakham’s Scrumpy Cider’ which lies 
  on its side. 
  Inside the bottle is a grey-haired human 
  wearing tattered leather armor, half-submerged 
  in the small amount of liquid that hasn’t yet 
  spilled out and singing tunelessly to himself. 
  The entire area reeks of cider. 
  The human is Tristan’s servant, Darrak 
  Dunhill. He wandered into the orchard much 
  as the adventurers did, fleeing from the 
  Bugbears and aimlessly wandering until he 
  found the bottle of cider. He managed to hack 
  his way through the cork and has been 
  drinking ever since. 
  Dunhill will drunkenly regale the party with 
  stories of his terrible time spent in the orchard 
  
  8 
   
  without providing much in the way of 
  information. Days of constant drinking have left 
  him barely able to stand, let alone walk, and 
  sobering him up requires a full day of resting or 
  magic (such as Lay on Hands or Lesser 
  Restoration). 
  While the adventurers talk to Dunhill, the 
  presence of so much prey in one place will 
  attract the attention of a giant constrictor 
  snake (MM p324). If none of the adventurers 
  come out to fight it the beast will try and crush 
  the bottle (which has AC 10 and 30 HP) using 
  a Constrict attack. It will break off the attack to 
  go for any creatures it can actually reach, but if 
  the bottle smashes every creature inside takes 
  2d8 slashing damage. 
  Darrak Dunhill 
  If the adventurers sober up Dunhill he will 
  revert to his usual taciturn, serious-minded 
  self. He is more than happy to join the 
  adventurers, especially if he learns that Carter 
  is with them. Dunhill has the statistics of a 
  thug (MM p350).  
  Crossing the Stream 
  There are three plausible ways for the 
  adventurers to cross the stream that runs 
  through the orchard - the bridge, the fallen log 
  or swimming/rafting across. 
  The Bridge 
  The footbridge over the stream is a simple 
  construction of wooden planks. To the party, it 
  appears around 180 ft. long and sits 120 ft. 
  above the surface of the stream. 
  Crossing the bridge is easy, but runs the risk of 
  attracting the raven. If the adventurers wish to 
  sneak across they must each make a Stealth 
  check opposed by a Perception check from the 
  raven. 
  The first adventurer to fail this check must 
  make a DC 21 Dexterity save or be grabbed by 
  the raven as it swoops past, taking 4d6 + 9 
  slashing damage and being restrained. If this 
  happens have the adventurers roll initiative. 
  The raven will not attack anybody else, but will 
  simply try to take its prey back to its nest, 
  flying 20 in. (equivalent of 120 ft.) away from 
  the bridge at the end of each turn. 
  Escaping the grapple requires a DC 19 
  Athletics or Acrobatics check. If the raven to 
  takes 30 damage in a single turn, the 
  adventurer is dropped. 
  A Fallen Branch 
  A branch has fallen across the stream a few 
  feet west of the bridge. Twigs and silver leaves 
  provide a good amount of cover, but a small 
  colony of spiders has infested the fallen branch. 
  A web is strung between two twigs on the most 
  obvious path, and spotting it requires a 
  successful DC 14 Perception check. 
  Three giant spiders (MM p328) and two giant 
  wolf spiders (MM p330) are lurking in the 
  shadows and will attack the adventurers as 
  they try to cross. As they are only after a meal, 
  wounded spiders will attempt to flee rather 
  than fight to the death.  
  Swimming or Rafting  
  The adventurers may also choose to take a 
  more direct route to crossing the stream, 
  fashioning a raft from twigs or a fallen 
  Silverleaf, or even just trying to swim. 
  The stream is 180 ft. across, as seen by the 
  shrunken adventurers. It isn’t flowing 
  particularly quickly, but is certainly more than 
  deep enough to drown anybody. If they choose 
  to swim, using the swimming rules in the DMG 
  p116-117. 
  Building a functional raft will take a DC 12 
  Survival check.  
  When the adventurers attempt to cross they 
  will be attacked by three giant toads (MM 
  p329) who are lurking in some reads on the 
  near bank. They will attempt to swallow their 
  targets before diving back into the water. 
  
  9 
   
  Freya’s Table 
  Read the following -  
  The dark form of the table looms up ahead of 
  you, and as you push your way towards one of 
  the legs you realise that the grass directly 
  underneath the table has been trimmed to 
  create a wide, circular clearing. 
  Sitting cross-legged on top of a large book in 
  the very center is a short - even under the 
  current circumstances - dark-haired young 
  woman wearing rather worn robes. She smiles 
  at you and waves cheerfully. 
  “Oh, hullo! I knew old Tristan would send 
  someone along eventually… Took you long 
  enough though - it’s been ages since I sent 
  those sparks up!” 
  The tiny woman is Freya Doomstaff. The 
  bubbly, ever-optimistic Wizard is actually quite 
  lonely and talkative after several weeks of 
  isolation - she could never keep a secret 
  anyway - so happily explains what has caused 
  their current problems. If Carter is revealed she 
  will greet him as an old friend. 
  Freya’s Scheme 
  As Tristan suspected, Freya was planning to 
  dupe him when she sold him the village. The 
  magic contract she signed specified that she 
  would "not remove the Silverleaf trees from the 
  ground they are planted in". To get around this, 
  she was planning to cast a shrinking spell to 
  shrink the entire walled orchard (and a big 
  scoop of ground underneath), which she would 
  then carry to another secret spot and restore. 
  That way Tristan's purchase would be 
  worthless. 
  She cheerfully assures the adventurers that 
  she wasn’t motivated by greed, but simply 
  wanted to irritate Tristan. 
  In any case, she carefully constructed the spell 
  so that it would not affect humanoids. But 
  something went wrong while she was working 
  on it and the spell went off with the exact 
  opposite effect. She’s been stuck here for a 
  month, though thanks to some protective 
  wards and a handful of Unseen Servants that 
  act as cooks and gardeners she hasn’t suffered 
  all that much.  
  A Lack of Focus 
  Now, Freya would love to just turn the spell off, 
  but she can’t. It’s being channeled through her 
  crystal orb focus (which wasn’t shrunk) and 
  she isn’t sure that in her current state she can 
  summon up the power to interact with it. The 
  only way to get everyone back to their normal 
  size is to destroy the focus itself. 
  This, she explains, is easier said than done. 
  The raven that has been plaguing the 
  adventurers all day took a liking to the shiny 
  crystal orb several days ago and has stolen it, 
  leaving the arcane focus in its nest in a nearby 
  tree. 
  If the party wants to wield a weapon bigger 
  than a cocktail stick ever again, they’ll need to 
  climb up there and destroy the crystal orb. 
  Fortunately, Freya had a few material 
  components in her pouch and has brewed up 
  enough Potion of Spider Climb for the entire 
  party, as well as one Potion of Invisibility. She 
  used a seed pod as a cauldron to prepare the 
  potions, but she has no containers to carry the 
  liquid in. 
  Freya is more than happy to let the adventurers 
  stay the night if they wish to have a long rest 
  and prepare for the trials ahead. She will not 
  accompany the party on their trip, explaining 
  that without her focus and with limited 
  components on hand her spellcasting abilities 
  are extremely limited. 
   
   
  
  10 
   
  Climbing the Tree 
  If the party travel to the Raven’s tree, read the 
  following -  
  You find yourselves standing at the base of the 
  tree Freya pointed out to you, which looms 
  impossibly tall and seems to stretch up to the 
  sky itself. Among the glinting beauty of the 
  Silverleaves you can make out the mass of 
  twigs that marks the raven’s nest, resting mid-
  way along a black-barked branch. 
  The branch with the raven’s nest is around 600 
  ft. off the ground for the shrunken adventurers. 
  If they are not using magic, the climb requires 
  a successful DC 15 Athletics check. 
  Once they get about 300 ft. up a high-pitched 
  buzzing fills the air as a giant wasp (MM p329) 
  swoops around the party and attempts to 
  attack the smallest target with its stinger. If the 
  wasp is killed by anything other than fire or 
  cold damage it will release a cloud of 
  pheromones as it expires, and at the start of 
  the next round seven giant wasps will attack. 
  Crystal Orb 
  Once the adventurers get to the branch it’s up 
  to them to work out a plan - and for you to 
  adjudicate it. The raven can be distracted with 
  potential prey, frightened by illusions of even 
  larger predators or simply sneaked past 
  (especially if the adventurers Spider Climb 
  along the bottom of the branch). 
  The crystal orb is 10’ across and has AC 14 
  and 40 hp. It is immune to poison and psychic 
  damage and vulnerable to bludgeoning and 
  force damage.  
  Dropping it from the nest will be enough to 
  smash it. Rolling the orb out of the nest 
  requires a DC 20 Athletics check (and see 
  “Working Together” in the PHB p175). A PC can 
  make three attempts before requiring a short 
  rest.   
  Should the adventurers decide to engage the 
  raven in combat, it will be driven off 
  permanently if reduced to half health. Use the 
  stats for a roc (MM p260). 
  The moment that the crystal orb breaks so does 
  the spell. Everyone returns to their full size - 
  including a lot of orchard workers who find 
  themselves covered in bits of wicker basket. 
  Conclusion 
  Once they have recovered their wits the orchard 
  workers will crowd around Freya, demanding to 
  know what happened and how she plans to 
  compensate them. The mischievous wizard 
  explains that they’ll have to take up all their 
  complaints with the village’s new owner, 
  Tristan Harpell. 
  Freya will then wander over to the party and 
  thank them for helping her get out of a bind. 
  She hands them a Silverleaf engraved with a 
  ‘D’, and explains that it can be redeemed for 
  one favour from the Doomstaff family. 
  With their tasks completed, the adventurers 
  can return to Longsaddle with Darrak (who 
  may be extremely drunk and have just 
  exploded his way out of a bottle if the 
  adventurers didn’t encounter him) to collect 
  their reward, which will be delivered to them in 
  The Gambling Golem, the local festhall. Tristan 
  might even show up to thank them in person – 
  though they shouldn’t count on it… 
  
  11 
   
  Monster Stats 
  Giant Rabbit 
  Huge Beast, Unaligned 
  Armour Class 14 (natural armor) 
  Hit Points 55 (10d10 + 30) 
  Speed 30 ft., burrow 20 ft. 
  STR 
  18 (+4) 
  DEX 
  14 (+2) 
  CON 
  17 (+3) 
  INT 
  3 (-3) 
  WIS 
  12 (+1) 
  CHA 
  4 (-3) 
  Senses darkvision 60 ft., passive Perception 
  11 
  Languages - 
  Challenge 3 (700 XP) 
  Leap. The Giant Rabbit’s long jump is 30 ft. 
  and its high jump is 20 ft. from a standing 
  start. 
  Actions  
  Multiattack. The Giant Rabbit makes one bite 
  attack and one claw attack, or four rabbit kick 
  attacks. 
  Bite. Melee Weapon attack. +6 to hit, one 
  creature. Hit: 15 (2d10+4) bludgeoning 
  damage. 
  Claw. Melee Weapon attack. +6 to hit, one 
  creature. Hit: 13 (2d8+4) slashing damage and 
  the target is grappled (escape DC 14). While 
  grappled the target is restrained and the Giant 
  Rabbit cannot use its claw attack. 
  Rabbit kick. Melee Weapon attack. +6 to hit, 
  one grappled creature. Hit: 9 (2d4+4) 
  bludgeoning damage. 
  Credits & Legals 
  Design: Richard Jansen-Parkes & M.T. Black. 
  Acknowledgement: The authors would like to 
  acknowledge the influence of Paul Hancock. 
  DUNGEONS & DRAGONS, D&D, Wizards of the 
  Coast, Forgotten Realms, the dragon 
  ampersand, Player’s Handbook, Monster 
  Manual, Dungeon Master’s Guide, D&D 
  Adventurers League, all other Wizards of the 
  Coast product names, and their respective 
  logos are trademarks of Wizards of the Coast in 
  the USA and other countries. All characters 
  and their distinctive likenesses are property of 
  Wizards of the Coast. This material is protected 
  under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use 
  of the material or artwork contained herein is 
  prohibited without the express written 
  permission of Wizards of the Coast.   
   
   
  
  12 
   
   
  ’
  1000’ 
  North 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/M.T. Black/Lvl 4-Magic_Village_for_Sale.pdf