The Horn of
Plenty
A Level 4 Basic Rules Adventure from
Winghorn Press
W
hen a powerul magic iem is solen When he Concerns council reused o
rom a wealhy arming association, lisen, Ganz gahered a band o sruggling
he leaders urn o a band o reliable armers and sole he powerul iem. The group
and - mos imporanly - discree advenurers have since rereaed ino he Bubbling Groo, a
o rerieve i. cave sysem guarded by a pair o angry
Their journey akes hem ino a cave sysem Owlbears, and hope o repair he damage beore
lled wih sickness and ro, and hruss hem hey are orced ou. When he advenure begins
ino a debae over applying magical solutions o hey’ve been hiding or a enday.
practical problems. Where will heir loyalties Local scous have already racked Ganz and
all when orced o make a ough choice? his accomplices o he groo, bu he Concern is
What is this adventure? waiting or advenurers o lush hem ou.
A Basic Rules Advenure only uses he ree Basic
Beginning the Adventure
Rules published by Wizards o he Coas a: The Concern is keen o keep he Horn a secre,
dnd.wizards.com/articles/eaures/basicrules as hey ear ha many peasans will see hings
he same way as Ganz. They need ousiders who
This means ha you will always be able o
can discreely deal wih he problem, and as
access he sa blocks, magic iems and oher
such he advenurers may hear o he Concerns
rules used in his advenure, wihou needing o
need o aid hrough ravelling merchans,
own a specic book or supplemen. Any
message boards in nearby owns or by simply
creaures or iems no included in he Basic
wandering ino Camdell.
Rules will be included in he ex.
They are asked o mee over lunch wih he
THE HORN OF PLENTY is a shor advenure or
Maser Grower, a halling emale named Deidre
level our parties. I eaures social scenes,
Sprou, in he Growers Hall. The building is
dungeon exploration and comba.
raher grand and opulen, and hough hey
I also includes an ehical dilemma or he aren nobiliy he senior members are clearly
players - and heir characers - o ackle. wealhy landowners.
By deaul he advenure is se in he While enjoying he meal, Sprou oulines he
Forgoen Realms, bu his can easily be adaped basics o wha happened (see Background). She
o oher setings. does no reer o he Horn direcly, insead
Background describing is rough appearance - a huge goas
horn abou hree ee long and wo ee across. I
Around 100 years ago he Camdell Growers pressed or deails she asks he advenurers o
Concern acquired a Horn o Pleny - a powerul swear an oah no o reveal he Concerns secres
magic iem capable o magically conjuring up beore relaying he ull sory.
huge quantities o resh rui and vegeables.
A enday has passed since he he.
For many years hey used he Horn o
The Concern will pay 300gp o each
supplemen heir own production and make
advenurer i hey rerieve he Horn o Pleny.
hey pros, bu evenually he over-use ook is
Sprou is willing o raise his o a maximum o
oll. The Horn cracked and he ood ha hey
500gp i pushed.
drew rom i became inesed wih parasies and
ungus. Sprou and a small group o her ellow
Concern council members accompany he
Sripped o heir magical shorcu, he
advenurers o he cave, and wai ouside while
Concern realised hey had been relying oo
hey work.
much on he Horns magical powers and had
negleced heir own arms, causing a amine
ha devasaed he area.
The Bubbling Grotto
A group o our Scous wach over he cave rom
The Horn has been locked up in heir hall a disance o around 200 ., sticking o he
ever since, where i is used o each new reeline. Nobody has le or enered he cave
members an imporan lesson in hard work and since hey arrived here a enday ago.
he utiliy o aking he easy way ou.
The cave is se ino a craggy grey clif
However, one armer didn see hings he around 100 . high. The area around i is clear o
way ha he Concern did. rees and a wide pah has been worn in he grass
Ganz, a ormer hie who escaped a lie o around is enrance.
povery o buy his own arm, believes he The Owlbears have no been seen or around
Concern’s decision o hide he Horn is motivaed ve days, bu he scous could hear hem
by selshness and greed. He believes hey should hooting rom time o time and dared no
repair he device and provide ree ood o hose approach o investigae.
who need i.
ener in brigh ligh. The res o he room is
Optional Encounter: shrouded in darkness.
Darkmantle Raid Encounters
Four Bandis lurk in he shadows and shoo a
As hey ravel along he road o he cave he
any advenurers who ener. They stick o he
advenurers hear a crashing noise in he rees.
cover o he rocks (counting as ¾ cover) and hide
A group o Eigh Darkmanles lap drunkenly
where possible. Two Thugs aemp o inercep
hrough he air, bumping ino branches as
any advenurers as hey cross he bridge.
hey ry o reach he pary.
Each time a darkmanle aacks a creaure I a leas hal o he gang are killed, he res
i is no already aached o, roll a d6. On a surrender.
resul o one i compleely misses is arge, They all come rom arming amilies who
slamming ino he ground and aking 1d6 have allen on hard times. Ganz old hem
bludgeoning damage. abou he Growers Concern keeping he Horn
I is obvious ha he creaures have or hemselves and agreed o help him seal i.
somehing wrong wih hem. Their srange Each o hem believes Ganz o be a hero.
and erratic behaviour is caused by consuming They were assigned o sop anyone rom
ood produced by he broken Horn o Pleny, coming ino he cave and sopping Ganz rom
causing hem o become inesed wih ungal repairing he horn. One o hem has a key o he
parasies. iron door leading o his workshop.
A DC10 Wisdom (Naure) check allows an The group was supposed o repor back
advenurer o conrm ha darkmanles never regularly, bu he nex chamber has become
normally leave heir suberranean lairs and inesed wih mould and ungus. The las
cerainly don aack prey during he day. member o heir group ener was killed wo days
ago, when a enacle dragged her of a sepping
sone and ino he waer.
1. The Owlbear Lair The entire group is hungry and hirsy. They
do no rus he waer in he sream.
A broad, arching cave wih a dusy sone loor. A
naural ramp curves up o he easern wall, 3. The Cave of Spores
rising o creae a small clif around 10. high. A domed chamber wih a so, loamy loor. I is
The chamber smells o ur and old mea, as li by wo small shas ha allow weak beams o
well as a scen ha any characer procien in sunligh in hrough he ceiling. To he eas
medicine will recognise as he odour o sickness. sands a pool o waer ed by a small waerall o
There are exis o he eas and norh. The he norh. I slowly lows ino a crack in he
sound o lowing waer can be heard o he eas. souhern wall.
Encounters The pool smells inensely o ro and decay.
The areas where he waer is lowing seem
Two Owlbears, one male and one emale, lie
relatively clear, bu he more sagnan pars are
amids he rocks. Unless he advenurers made
covered wih a hick lm o lh. Roen apples,
any loud noises hey are dozing. A DC15 Wisdom
poaoes and oher produce linger in he waer.
(Naure) check reveals ha hey look sickly.
An ironwork door o he norh blocks a
Crossing he chamber wihou waking he
passageway leading up o Ganzs Workshop. I
owlbears requires DC12 Dexeriy (Sealh) check
is locked, and can be opened wih a key held by
rom all advenurers. I he owlbears wake up
Ganzs allies or a DC13 Dexeriy check using
hey immediaely aack, hough boh are
Thieves Tools. A passage o he souh leads o
poisoned and have disadvanage on aack rolls.
he Owlbear Lair.
An advenurer examining an owlbear up
A passageway o he souhwes leads o he
close, alive or dead, may aemp a DC15 Wisdom
Thieves Rerea, bu i is on he ar side o he
(Medicine) check o deermine ha he creaures
waer and can only be reached by hree large
were poisoned by oul ood or waer.
sepping sones. Jumping rom sone o sone is
2. The Thieves Retreat rivial under normal circumsances, bu
A craggy cave biseced by a as-lowing sream, requires a DC10 Dexeriy (Ahletics or
wih he easern hal being doed wih large Acrobatics) check during comba.
rocks. A sone slab acs as a bridge he leads o Encounters
an exi on he norhern wall. Ten Viole Fungus are scaered abou he
A pair o li orches are propped up on he chamber. Four are in he pool, and six are on
wesern wall, illuminating any advenurers ha solid ground.
Shorly aer he advenurers ener he
chamber a large gas bubble emerges rom he
waer wih a plopping noise. As i disperses all
GANTZ
Medium humanoid (Human), Chaotic Good
advenurers wihin 10 . o he pool mus make
a DC14 Constiution save agains poison or begin Armor Class 15 (leather)
hallucinating. This save can be repeaed a he Hit Points 55 (10d8 + 10)
end o an advenurers urn, wih all efecs Speed 30 ft.
ending on successul save. STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 12 (+1) 12 (+1) 14 (+2) 16 (+3)
You may decide he naure o he
hallucinations yoursel or use he able below. Skills Deception +5, Insight +4, Perception +6,
A he beginning o each round roll a d6. On Persuasion +5, Sleight of Hand +5, Stealth +5
a resul o one, he pool emis anoher gas Senses passive Perception 16
bubble. Languages Common, Thieves’ Cant
Challenge 2 (400 XP)
4. Gantzs Workshop Cunning Action. On each of his turns, Gantz can use a
The pah rom he Cave o Spores climbs bonus action to take the Dash, Disengage, or Hide
upwards until i opens ono a wide, low- action.
ceilinged chamber. Sections o wall have been Sneak Attack (1/Turn). Gantz deals an extra 10 (3d6)
shaped ino shelves and sorage areas, bu he damage when he hits a target with a weapon attack and
has advantage on the attack roll, or when the target is
work seems o have been carried ou long ago. within 5 feet of an ally that isn't incapacitated and he
A sream runs along he easern portion o doesn't have disadvantage on the attack roll.
he room. Roen ood lies discarded along is ACTIONS
banks and a hick lm o scum has ormed a Multiattack. Gantz makes two Shortsword or Hand
he poin where i disappears ino he wall. Crossbow attacks.
To he rear o he chamber sand several li Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage.
orches. Behind hem he advenurers can see
Hand Crossbow. Ranged Weapon Attack: +5 to hit,
wha appears o be a mass o rui and range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing
vegeables suspended in he air. This is acually damage.
a Gelatinous Cube ha Ganz has been using as
a es subjec or he ood produced by he Horn.
One o he sone slabs se ino he wesern The hie has jus compleed his repairs. He
wall is li wih several candles. I holds a number appears o be calm and relaxed, hough a DC15
o hick books and arcane ools, as well as he Wisdom (Insigh) check will reveal a glin o
Horn o Pleny. madness in his eyes.
Any advenurer wih knowledge o alchemy Ganz is happy o cha o he advenurers.
or procien in Arcana would recognise ha He rmly believes ha he is in he righ and is
boh books and ools are very expensive, conden ha he can alk hem round o his
estimating heir cos a around 500gp. way o hinking. He admis o being a hie
Encounters beore becoming a armer, and claims ha his
Ganz sis by he Horn. He wears brass-rimmed entire lie has been a sruggle agains he selsh,
goggles on his head, which advenurers may inconsiderae elie - like he leaders o he
recognise as Goggles o Nigh. Growers Concern.
D6 Hallucination Penaly
Any non-poisoned advenurers are Does no rea non-poisoned advenurers as allies
1 changelings, mimics or some oher kind o or he purposes o sneak aack, ec, and canno
imposor willingly be he arge o heir spells and abilities.
2 The waer in he pool is solid ground None
3 The growhs o viole ungus are some Canno willingly aack or harm viole ungus
riend, loved one or ally
4 They are sood on he ceiling Mus pass a DC14 Wisdom save beore moving
5 Their weapon or spellcasting ocus has Mus drop heir main weapon or spellcasting ocus
ransormed ino a dangerous creaure.
6 Their eeh, ngernails and horns (i All aack rolls, skill checks and saving hrows are
applicable) are alling ou made wih disadvanage
I questioned abou he roen ood being
dumped in he sream, Ganz admis ha he Horn of Plenty (Damaged)
didn wan o boher esting he obviously
spoiled ood on his cube. WONDROUS ITEM, LEGENDARY
He will allow an advenurer o examine he This wondrous iem has en charges. While
repaired horn, hough he is paranoid and wary holding he Horn o Pleny you may expend
o any ricks. one charge o produce enough rui and
A DC 13 Inelligence (Arcana) check reveals vegeables o eel 50 people or one day.
ha a crack running across he rim o he horn The Horn o Pleny regains all spen charges
has indeed been repaired, bu i is unclear a dawn.
wheher he work will hold or long. A resul o Deec: Each time he Horn o Pleny is used roll
16 or more allows hem o estimae ha he horn a D100. On he resul o a 1, he Horn o Pleny
has a roughly 1% chance o permanenly ailing explodes, showering roen rui and vegeables
each time is used. wihin a 10 f. radius.
I a gh breaks ou Ganz extinguishes he
I he advenurers side wih Ganz and
candles on his desk, kicks over he orch and
suppor his use o he Horn he Growers
dons his goggles o nigh. Wih no re o hold i
Concern reuse o pay (obviously). Ganz reely
back he gelatinous cube aacks.
supplies ood o anyone who needs i, bu wihin
Ganz knows how he gelatinous cube acs a ew monhs i ails. Wheher his causes unres
and ries o avoid being is closes arge. He or oher consequences is up o he GM.
ocuses his aacks on creaures who canno see
I he advenurers aemp o broker a
in he dark, which provides him wih advanage.
compromise beween Ganz and he Growers
Completing the Concern hey will need o hink up a persuasive
argumen ha can bring boh sides o he able.
Adventure This may include a provision or he Horn o be
The advenure can nish in several diferen used in emergencies only - hough who denes
ways, depending who he pary chooses o an emergency will be a conroversial issue.
suppor and wha hey do wih he Horn. A ew Any oher resuls will require some
more likely scenarios are described below. improvisation rom he GM.
I he advenurers fnish heir job and
hand back he damaged Horn he Growers
Concern happily pays hem. I Ganz remains
alive hey speak wih wih passes or local law
enorcemen and hand him over or a lenghy
prison senence, while any surviving armers
are ned and sen home.
Credits & Legal
Author: R.M. Jansen-Parkes
Art: Supplied by Adobe Stock Images. Cover by
Grandfailure.
Maps: Designed by R.M. Jansen-Parkes using
Campaign Cartographer 3
Playtesters: Lauren Jansen-Parkes, Fran Lane, Dr. Emily
Temple, and the folks at Spaghetti ConJunction 3A
Legal: DUNGEONS & DRAGONS, D&D, Wizards of the
Coast, Forgotten Realms, Ravenloft, Eberron, the dragon
ampersand, Ravnica and 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.
This work contains material that is copyright Wizards of
the Coast and/or other authors. Such material is used
with permission under the Community Content
Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2019
by R.M. Jansen-Parkes and published under the
Community Content Agreement for Dungeon Masters
Guild. WINGHORNPRESS.COM