TEXT: Contents 
  Contents
  1 
  Credits
  1 
  Introduction 
  About Dragon Drop Mini-Adventures 2 
  Adventure Background
  2 
  Customising the Adventure
  2 
  Derformem’s Menace
  Astral Caverns
  3 
  Astral Caverns Map
  4 
  License
  8 
  Credits 
  Designer:​ Robert Marriner-Dodds 
  Playtesters:​ ​Rolan, Felicyty Shadowhorn, 
  Seraphena, Bulgrum, Ramus, Roxies, 
  Telwar The Exile, Tiara, Synslayer, The 
  McGeelz Brothers. 
  Copyright © 2016 Dragon Turtle Games, published under the Open Game License 
  1 
  
  Dragon Drop 
  Mini-Adventures 
  Dragon Drop Mini-Adventures are created to 
  be easy to use mini-adventures that a DM can 
  simply drop into their campaign. Dragon Drop 
  Mini-Adventures can be played in 2-3 hours, 
  and with minimal tweaking can fit easily into 
  your campaign and setting. These 
  mini-adventures are designed to only require a 
  small amount of preplanning, aside from 
  reading the document. 
  ‘Deformem’s Menace’​ is designed for a party 
  of 4 3rd-level characters. If your party has 
  more or fewer members, you can appropriately 
  adjust the number of monsters present in each 
  encounter. 
  Adventure Background 
  The elite elven mercenary band, the ‘Black 
  Capes’, have gone rogue. 
  Led by the vicious spellsword 
  Horatio, the once noble elves have turned 
  to a life of banditry, kidnap and stamp 
  collecting. 
  The mercenaries have taken up 
  residence in the Astral Caverns, just 
  outside of the village of Deformem. 
  The humble people of Deformem 
  have had no option but to endure the 
  rowdy and violent elves loitering around 
  their village. 
  Customising the Adventure 
  By design, any part of the adventure can be 
  customised very easily to fit your setting and 
  campaign, however I’ve included a few simple 
  examples. 
  Locations 
  Deformem is such a small village that you 
  would be hard pressed to locate it on even the 
  most detailed maps, and as such, can be added 
  almost anywhere in almost any campaign 
  setting. 
  NPCs 
  Horatio can be replaced with a suitable NPC 
  already encountered by the party. The elf 
  mercenary may have previously been lying 
  about his profession in earlier encounters with 
  the party. 
  Difficulty 
  This is a ​medium​ difficulty encounter for four 
  3rd level characters. 
  Copyright © 2018 Dragon Turtle Games, published under the Open Game License 
  2 
  
  Deformem’s Menace 
  The mini-adventure begins with the party 
  approaching the small village of Deformem 
  “As you approach this small group of 
  buildings, something immediately catches 
  your eye. A group of scruffy, but well armed, 
  elves are harassing an elderly human woman.” 
  The elves, three ​Lord’s Spearmen ​(Appendix)​, 
  are mocking the elderly woman. The elves are 
  insisting that being younger than them, the 
  elderly woman should pay her respects to her 
  elders. 
  If the party attempt to intervene, the elves will 
  quickly shift their attention to the newcomers 
  “ ‘Now now, we were just having a little fun. 
  Why don’t you run along before you get 
  yourselves hurt.’ ” 
  It doesn’t take much for the elves to assault the 
  party. They are all itching for a fight and will 
  gladly take any indication that the party may 
  be aggressive as an excuse to draw their 
  weapons and attack. 
  If the party defeats the elves. ​The townsfolk 
  will tell the party what has been happening in 
  the village and will ask the players to rid them 
  of the Black Capes. They will happily point 
  the party towards the Astral Caverns where the 
  elves have made camp. 
  Astral Caverns 
  The Astral Caverns are so named for the 
  luminescent gemstones decorating the ceilings 
  of cave system. 
  The gemstones are worthless, and stop 
  giving off light when they are removed from 
  the rock. 
  Astral Cavern Features 
  The Astral Caverns have the following 
  features, unless otherwise noted in the 
  description for that area. 
  Ceilings.​ The Ceilings are 8 feet 
  high and dotted with ​luminescent​ gems.  
  Doors.​ Every door is unlocked, but 
  can be barred from either side. A DC 15 
  Strength check will break down any barred 
  door. 
  Floors.​ All floors are smooth stone 
  with a light splattering of gravel and 
  pebbles. 
  Copyright © 2018 Dragon Turtle Games, published under the Open Game License 
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  Copyright © 2018 Dragon Turtle Games, published under the Open Game License 
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  Outside 
   
  “Approaching the caverns, it’s almost 
  impossible not to admire the nature that has 
  sprung up around the surrounding area. Even 
  the large hole in the hillside doesn’t distract 
  from the natural beauty” 
   
  The hole in the hillside opens into a windy 
  tunnel, heading deep into ground. 
   
  1. Entrance Chamber 
   
  “A small pool of water lays in the east of this 
  chamber. Doors head north and east. Two 
  scruffy elves wielding rapiers are fencing in 
  the middle of the cavern. ” 
   
  There are four ​Lord’s Swordsman​ (Appendix)​ ​in 
  this room practicing their swordsmanship. If 
  they notice the party, they will demand to 
  know what they are doing here and insist that 
  they leave. 
   
  2. Uneven Cavern 
   
  “In the north of this cavern, a natural cliff 
  extends 10ft. above the ground, with rough 
  carved steps leading up to it.” 
   
  This chamber is empty, save for a small pouch 
  hidden under a cluster of rocks, DC 15 
  Perception (Investigation) check to find. 
  The pouch. ​The pouch contains 50gp 
  and 25sp. It was hidden here by one of the 
  elves, in the hope that his fellows would not 
  find it. 
   
  3. Dining Area 
   
  “The smell of fresh cooked meats fills this 
  chamber, coming from a pot hanging in a fire 
  to the north. In the south, two tables stand 
  between solid wood benches.” 
   
   
  Six ​Lord’s Spearmen ​(Appendix)​ ​are eating in 
  this room. All of them have their weapons to 
  hand. 
   
  Treasure. ​Between the three elves, they are 
  carrying a combined 5gp and 90sp, as well as a 
  Potion of Healing ​(PHB) 
   
  4. Sleeping Chamber 
   
  “Rough worn stairs lead up into this irregular 
  cavern. Four sets of bunk beds have been 
  shoddily assembled here and positioned near 
  the walls, leaving the center clear of furniture. 
  A female elf is here scolding a group of four 
  male elves.” 
   
  The female elf here is a ​Lord’s Swordsman 
  (Appendix). ​She is unhappy that the chain of 
  command has broken down since they became 
  bandits, and is attempting to reestablish herself 
  as a leader to the four ​Lord’s Spearmen 
  (Appendix)​. ​As soon as she sees the party, she 
  orders the spearmen to attack, which causes 
  some bickering and a leads to a very 
  disorganised assault. 
   
  Secret Door.​ ​The room to the north is only 
  accessible from an easily discovered secret 
  door given away by the heavily trod ground in 
  front of it. A DC 10 perception check can find 
  the hidden door. 
   
  5. Horatio’s Hideout  
   
  “A large fire dominates this room. In the 
  south, a wooden chest has been pushed up 
  against the wall. A tall and well groomed 
  elven man is warming his hands at the fire, 
  flanked by three younger and messier men.” 
   
  The Black Cape leader Horatio, a ​Lord’s 
  Officer ​(Appendix)​ ​has made this room his lair. 
  From here, he commands the Black Capes and 
  conducts schemes. 
   
   
   
  Copyright © 2018 Dragon Turtle Games, published under the Open Game License 
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  Horatio’s three bodyguards, all ​Lord’s 
  Swordsman (Appendix) ​join him here. 
  Treasure. ​The treasure chest contains 
  107gp, a set of fine silverware (50gp) and a 
  stamp collection (15gp) 
   
  6. Treasure Room  
   
  “A stagnant pool fills the south east of this 
  room. Two treasure chests are on opposite 
  sides of the room, with a pile of coins in the 
  north.” 
   
  This is the treasure room of the gang. Coins 
  are thrown haphazardly into the pile in the 
  north, and items of worth are placed in the 
  chest. Worthless items are given to the Mimic. 
   
  The pool of water is occupied by a single 
  Water Weird (MM)​. The chest in the west is 
  also a ​Mimic (MM)​.  
  The gang are aware of both of these creatures, 
  and steer clear of their reach while using this 
  chamber. 
   
  Treasure. ​The chest contains a pair of Fine 
  Ivory Dice worth 35gp, two ​potions of healing 
  (PHB) ​a Silk Cloak worth 50gp, and two 
  sapphire rings, each worth 25gp. 
   
  The pile of coins in the north contains 2600cp, 
  1800sp, 50gp, and several small stones. 
   
   
   
   
   
   
  Copyright © 2018 Dragon Turtle Games, published under the Open Game License 
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  Appendix 
   
  Lord’s Spearman 
  Medium humanoid (any), lawful evil 
  Armor Class​ 15 (chain shirt) 
  Hit Points​ 12 (3d8 - 1) 
  Speed​ 30 ft. 
  STR ​+2​ DEX ​+0​ CON ​-1​ INT ​+0​ WIS ​+0​ CHA​ +1 
  Skills​ Perception +2, Acrobatics +4 
  Senses​ Passive Perception 10 
  Languages​ Common 
  Challenge ​1/4 (50 XP) 
  ACTIONS 
  Spear​. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. ​Hit​: 6 (1d6 + 2) piercing damage. 
   
  Lord’s Swordsman 
  Medium humanoid (any), chaotic evil 
  Armor Class​ 15 (chain shirt) 
  Hit Points​ 29 (5d8 + 7) 
  Speed​ 30 ft. 
  STR ​+2​ DEX ​+2​ CON ​+0​ INT ​+2​ WIS ​+0​ CHA​ -2 
  Senses​ Passive Perception 10 
  Languages​ Common 
  Challenge​ 1/2 (100 XP) 
  Pack Tactics​. The Swordsman has advantage on 
  attack rolls against a creature if at least one of his 
  allies is within 5 feet of the creature and the ally 
  isn’t incapacitated. 
  ACTIONS 
  Dagger​. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. ​Hit​: 4 (1d4 + 2) piercing damage. 
  Shortsword​. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. ​Hit​: 6 (1d6 + 2) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Lord’s Officer 
  Medium humanoid (high elf), lawful evil 
  Armor Class​ 16 (chain shirt) 
  Hit Points​ 28 (5d8 - 2) 
  Speed​ 30 ft. 
  STR ​+0​ DEX ​+2​ CON ​-2​ INT ​+1​ WIS ​+1​ CHA​ +1 
  Skills​ Perception +3, Acrobatics +4 
  Condition Immunities ​Charmed 
  Senses​ Passive Perception 10 
  Languages​ Common, Elvish, Dwarven 
  Challenge ​1 (200 XP) 
  Innate Spellcasting​. As High Elves, The Officer 
  can innately cast a single cantrip. The Officer’s 
  spellcasting ability is Intelligence (spell save DC 
  11). They can innately cast the following spell, 
  requiring no material components: 
  At will: ​Fire Bolt 
  ACTIONS 
  Multiattack. ​The Officer makes two melee attacks. 
  Rapier​. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. ​Hit​: 6 (1d6 + 2) slashing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Copyright © 2018 Dragon Turtle Games, published under the Open Game License 
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  License 
   
  Copyright 2018, Dragon Turtle Games.; 
  Author Robert Marriner-Dodds 
  Published under Open Game License. 
   
  Open Game License v 1.0a Copyright 
  2000, Wizards of the Coast, LLC. 
  System Reference Document 5.1 
  Copyright 2016, Wizards of the Coast, 
  Inc.; Authors Mike Mearls, Jeremy 
  Crawford, Chris Perkins, Rodney 
  Thompson, Peter Lee, James Wyatt, 
  Robert J. Schwalb, Bruce R. Cordell, Chris 
  Sims, and Steve Townshend, based on 
  original material by E. Gary Gygax and 
  Dave Arneson. 
   
   
   
  Copyright © 2018 Dragon Turtle Games, published under the Open Game License 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Dragon Turtle/Deformems Menace.pdf