One Shots
1 Hr Sessions Drafts
"The Iron Path"
Adventure Overview
The blacksmith Torg hires the adventurers to gather iron ore from a recently abandoned mine. They’ll face bandits, navigate traps, mine for ore, and survive a ferocious owlbear and a pack of wolves on their return trip.
Mystic Shard One-Shot Adventure: "The Iron Path"
Adventure Overview
The blacksmith Torg hires the adventurers to gather iron ore from a recently abandoned mine. They’ll face bandits, navigate traps, mine for ore, and survive a ferocious owlbear and a pack of wolves on their return trip..
Duration: 1 hour
Party Level: 1-3
Setup and Hooks
Torg, a burly blacksmith with a thick mustache and a booming laugh, calls out to the party in the local tavern.
"Adventurers, I’ve a job for you! The mine's too dangerous for me, but you lot look capable enough. Bring me back saddlebags full of iron ore, and I’ll make it worth your while—50 gold, split among the lot of ya. You’ll need these tools and my trusty mule, Rosie, to haul the load."
Preparation
Before heading out, the party can shop for supplies in the village. Allow them 10–15 minutes to purchase gear. Torg provides mining tools and Rosie, the mule, free of charge.
Encounters
1. The Bandit Ambush (15 minutes)
As the party travels up the 3-mile hilly road to the mine, they are ambushed by 3 human bandits.
Tactics:
The bandits try to demand a toll (“Hand over your gold and the mule, or else!”) but attack if refused.
One bandit fights aggressively while the other two use cover and ranged attacks.
Bandit Stat Block: Use the Bandit stat block from the Basic Rules.
HP: 11 each
AC: 12 (Leather armor)
Loot: 20 gold total, medium-quality weapons (sellable for 5 gold each).
2. The Mine Entrance Trap (10 minutes)
When the party reaches the mine, they notice it’s eerily quiet. If they investigate the entrance, a trap is triggered:
Trap Option 1: A swinging log trap (DC 13 Dexterity saving throw; 2d6 bludgeoning damage).
Trap Option 2: A tripwire triggers a small rockslide (DC 12 Dexterity saving throw to avoid; 1d8 bludgeoning damage, area is difficult terrain).
Allow the party to attempt a Perception or Investigation check (DC 12) to spot the trap and disable it.
3. Mining the Ore and Awakening the Owlbear (15 minutes)
The party ventures 2 miles into the mine and uses Torg’s tools to gather iron ore. As they work, the noise disturbs an angry Owlbear that has made its lair in a nearby cavern.
Owlbear Stat Block:
HP: 59
AC: 13 (Natural armor)
Multiattack: Beak +7 to hit, 1d10+5 piercing damage; Claws +7 to hit, 2d8+5 slashing damage.
Tactics:
The owlbear charges the loudest party member, targeting whoever is mining. It fights until reduced to 15 HP, at which point it retreats if the party allows it.
Loot Opportunity: The party can skin the owlbear (DC 13 Survival check) for its pelt (worth 50 gold), claws (5 gold each), and/or meat (not valuable but edible).
4. The Wolf Pack Attack (10 minutes)
As the party returns with the ore-laden mule, they are attacked by 4 wolves on the road.
Wolf Stat Block: Use the Wolf stat block from the Basic Rules.
HP: 11 each
AC: 13
Pack Tactics: Wolves have advantage on attacks if an ally is within 5 feet of the target.
Tactics:
The wolves attempt to take down the mule first to get to the ore and meat. They scatter if two or more are killed.
Conclusion (5 minutes)
The party arrives back in town, triumphant. Torg greets them, inspects the ore, and pays them their reward:
50 gold (split among the party).
Bonus: If the party brought back the owlbear pelt, Torg offers to craft it into something special for a discount in the future.
Roleplaying Moment: Torg might also laugh about their encounter with Rosie (“Good ol’ Rosie kept her cool, eh? Tougher than she looks!”) and promises to tell everyone in the village about the party’s bravery.
Adjustments for Time
If running short on time, skip the mine entrance trap or make the wolf encounter shorter.
If you have extra time, add a small side room in the mine with minor loot (e.g., gems worth 25 gold).
Enjoy the adventure! Would you like any additional details or tweaks?
"The Copper Horn Delivery"
Adventure Overview
The adventurers are hired by Lisa, the guild hall counterperson in the halfling fishing village of Tumblewharf. Their mission: escort a caravan containing 1,000 gold and three unknown magic items to the Dwarven Citadel 50 miles north. Along the road, they will face six encounters with goblins and a final showdown with a bugbear at the central trading fork.
Mystic Shard One-Shot Adventure: "The Copper Horn Delivery"
Adventure Overview
The adventurers are hired by Lisa, the guild hall counterperson in the halfling fishing village of Tumblewharf. Their mission: escort a caravan containing 1,000 gold and three unknown magic items to the Dwarven Citadel 50 miles north. Along the road, they will face six encounters with goblins and a final showdown with a bugbear at the central trading fork.
Duration: 1 hour
Party Level: 1-3
Setup
Starting Location: Tumble wharf (a quaint halfling fishing village).
NPC: Lisa (Friendly Guild Clerk)
Description: A halfling with curly brown hair, round glasses, and an overly polite demeanor.
Personality: Cheerful, optimistic, and always offers cookies to visitors.
Dialogue Hook: "I’d send this with our usual couriers, but word on the road is that goblins are causing trouble. You all look strong enough to handle them!"
Mission Details:
Escort a wagon carrying 1,000 gold and three magic items (players don’t know the contents).
The wagon is pulled by two draft horses (AC 10, HP 19 each).
The chest in the wagon is protected by a magical lock: DC 20 Arcana to identify it, or DC 25 Thieves' Tools to pick it (failure triggers a necrotic bite trap: 3d6 damage).
The proper key is with Feltor, the manager of the Copper Horn Guild Hall in the Dwarven Citadel.
Reward: 30 gold each upon successful delivery.
Encounters
The road north has six goblin ambushes (adjust the pacing for time as needed) and one climactic bugbear encounter. The players must defend the wagon from attack while traveling to their destination.
Encounter 1-6: Goblin Ambushes
Location: Forested stretches along the road.
Setup: Each encounter involves 4 Goblins (MM, p. 166) hiding in the woods, aiming to ambush the wagon.
Goblin Tactics:
Goblins use Nimble Escape to hide and take cover after attacking.
2 goblins fire shortbows from range, while 2 charge in with scimitars.
Focus attacks on the wagon horses to try and stop the caravan.
Goblin Stat Block (MM, p. 166):
AC: 15 (leather armor, shield)
HP: 7
Speed: 30 ft.
Scimitar: Melee, +4 to hit, 1d6+2 slashing damage.
Shortbow: Ranged, +4 to hit, 1d6+2 piercing damage.
Treasure (Optional):
Each encounter: 1d6 silver pieces per goblin.
Final Encounter: Bugbear Boss at the Fork
Location: A fork in the road with a weathered wooden sign pointing north to the Dwarven Citadel and east to a ruined tower.
Setup: The bugbear, Kragmar the Crusher, leads the goblins in this area. He’s hiding near the sign, waiting to ambush.
Kragmar's Stats: Same as a regular Bugbear (MM, p. 33), but he deals double damage with melee attacks.
AC: 16 (hide armor, shield)
HP: 30
Morningstar: Melee, +4 to hit, 2d8+2 piercing damage (double damage for this encounter).
Javelin: Ranged, +4 to hit, 1d6+2 piercing damage.
Tactics:
Kragmar taunts the players: “That wagon looks heavy! Leave it here, and I might let you live!”
He focuses on the strongest-looking PC first, using surprise if possible.
Treasure:
A pouch with 15 gold and a crude map of the area (showing goblin hideouts).
Arrival at the Dwarven Citadel
Description: A towering wall of polished stone with massive iron gates engraved with the sigil of the Copper Horn Guild (a stylized ram’s head). Guards inspect the caravan and direct the players to the guild hall.
NPC: Feltor (Copper Horn Guild Manager):
A gruff but fair dwarf with a thick gray beard. He takes the chest, unlocks it, and ensures the contents are intact.
Dialogue Hook: “Well done! Everything’s here. Here’s your reward—30 gold each. If you’re ever in need of work, we could use a capable crew like yours again.”
Ending
The players receive their gold and enjoy the satisfaction of a successful mission. If time permits, they can explore the Dwarven Citadel or roleplay their interactions with Feltor and the guild.
Let me know if you need maps, handouts, or other materials!