| 3x potion of cure poison | Cures poison and grants 2hp | 15g each |
| Golden Scepter head | Doesn't look like it does anything if it's not on top of a staff | 50g |
You may want to add a few more items to this list. I need to draw up a table
for items that salespeople like this can have.
The salesperson can also get you a room at the inn for 30g. It is big enough to
hold all of the party.
When players talk to the person at the bottom, they get a sad story about the
hoe-pocalypse that threatens the end of the village the person comes from.
Dwarves snuck up from underground and stole the hoe from him, making it
difficult to feed his hamlet. He asks the adventurers to go to the cavern the
dwarves live in and get them back. The players should eventually agree to do it,
and the NPC will progressively offer more and more gold as a reward. A charisma
check will get him to throw in some salted meat as a reward.
### The Story of Hol
The bartender previously ran a failing tavern, and was running out of hope and
money. One day, the bartender found a weird looking mug and found that it could
be used to talk with the gods. He eventually found a god named Hol. Hol offered
him the recipe for the strongest alcohol he could possibly make, for a price.
The bartender agreed without further thought and gained the ability to make
intensely strong alcohol, but lost his ability to negotiate permanently.
One day the local ombudsman got news of how strong the liquor was and decided to
enforce some obscure liquor control law to get the strength reduced. The bartender
refused to negotiate and it escalated into a situation where the bartender kicked
the ombudsman so hard that he flew into the wall. People started calling the
tavern "the place where the ombudsman flew" and that eventually evolved into the
name The Flying Ombudsman.
Business has been booming ever since.
## The Cave
The first part has 1 mechanical trap around the second corner, players will need
to work their way through it with low light or to grab a working torch off the
wall. The trap does 1d4 damage.
The tunnel opens into a guard station, the dwarf archers wait behind cover for
players to get in range of their shortbows. If they get within 10 feet of the
archers, they fall back to the room behind them to the left. The Archers have 6
hp and grant 100xp on defeat.
The room behind and to the left is a labratory that is very well-lit. Lots of
weird liquid in flasks, scientific equipment, etc. There is a Dwarf Grenadier
there and will attack you on sight. He throws alchemical grenades at range (1d6
damage, =6 -> random elemental effect), If the players get within melee range of
the Grenadier then he will use a poisoned dagger. If the guards retreated then
he will use them as meat shields. He has 25 hp. He drops 1d4 alchemical grenades
and also drops his poisoned dagger. He grants 300xp on defeat.
The bigger chamber is the dwarven living area. Plenty of beds to hide behind,
but there are 1d6 dwarves living in there. They attack on sight, but flee south
if their attack goes poorly. The dwarves each grant 100xp on defeat. There is a
chest in there that is actually a mimic. It drops an Amulet of Chest on defeat.
The room south is the home of Bubba the Bugbear, a hired goon of the dwarves.
Bubba and the remaining dwarves make their last stand here. Bubba grants 500xp
on defeat and has 30hp and 1d6+2 attack damage with his giant club.
The final room is the treasure room, which contains the stolen hoe, some other
farming equipment and 250 gold. After this the dungeon is cleared and players
gain experience from their journey, then go back to The Flying Ombudsman
victorious. The quest NPC will award them with however many gold they agreed to
and any items they also agreed to.
## Enemies
### Dwarf Archer
*Decent guard, horrible foresight*
- **Hit Points** 6
| STR | DEX | CON | INT | WIS | CHA |
| :---: | :---: | :---: | :---: | :---: | :---: |
| 0 | +1 | 0 | -2 | -2 | 0 |
- **Condition Immunities** drunk, groggy
- **Senses** Night-vision
- **Languages** Dwarf
- **Challenge** 2 (100xp)
***Keep-away.*** Will flee at the first sign of trouble.
#### Actions
***Crossbow.*** *Ranged Attack:* 1d4 damage
### Dwarf Grenadier
*Mad scientist, crazier inventions*
- **Hit Points** 25
| STR | DEX | CON | INT | WIS | CHA |
| :---: | :---: | :---: | :---: | :---: | :---: |
| 0 | +1 | -2 | +2 | 0 | +1 |
- **Condition Immunities** drunk, groggy
- **Senses** Night-vision
- **Languages** Dwarf
- **Challenge** 6 (300xp)
***Insane.*** Will do things that normal enemies would not.
#### Actions
***Alchemical Grenade.*** *Ranged Attack:* 1d6 damage plus elemental effect if
6 damage. See table for Alchemical Grenades.
***Poisoned Dagger.*** *Melee Attack:* 1d4 damage. On hit player must roll for
constitution. If the check fails they get _disadvantage_ for their throws the
next 1d3 turns.
### Dwarf
*Underground folk that love digging*
**Hit Points** 6
| STR | DEX | CON | INT | WIS | CHA |
| :---: | :---: | :---: | :---: | :---: | :---: |
| 0 | +1 | 0 | -2 | -2 | 0 |
- **Condition Immunities** drunk, groggy
- **Senses** Night-vision
- **Languages** Dwarf
- **Challenge** 2 (100xp)
***Short and Stout.*** Easily able to hit enemies below the belt.
#### Actions
***Dagger.*** *Melee Attack:* 1d4 damage
### Mimic
*Just an ordinary chest, don't question it*
- **Hit Points** 14
| STR | DEX | CON | INT | WIS | CHA |
| :---: | :---: | :---: | :---: | :---: | :---: |
| 0 | 0 | -2 | 0 | 0 | -1 |
- **Condition Immunities** burn, poison
- **Languages** None
- **Challenge** 5 (250xp)
***Unsuspicious.*** Come on, the chest wouldn't be alive, would it?
#### Actions
***Omnomnom*** *Melee Attack:* 1d6 piercing damage, gets advantage if the player
tries to open the chest.
### Bubba the Bugbear
*From Bubba with Love*
- **Hit Points** 30
| STR | DEX | CON | INT | WIS | CHA |
| :---: | :---: | :---: | :---: | :---: | :---: |
| +2 | +2 | +1 | -2 | 0 | -1 |
- **Condition Immunities** blinded
- **Languages** Dwarf
- **Challenge** 10 (500xp)
***Unreasonable.*** Does not respond well to trickery.
#### Actions
***Whomp.*** *Melee Attack:* 1d6+2 damage, piercing if the player fails a
constitution check.
## Items
These are the unique items specific to this quest.
### Mug of Grog
A wooden/iron mug full of the barkeep's grog. Consuming it gives you the
following stat boosts for 3 turns:
| STR | DEX | CON | INT | WIS | CHA |
| :---: | :---: | :---: | :---: | :---: | :---: |
| +0 | -1 | +0 | -1 | -1 | +3 |
This bonus does not stack. When you drink the grog, you keep the mug and can use
it to bludgeon people for normal attack damage. It can also be used as a tool to
check for traps.
Does not sell, purchasable for 5g.
### Golden Scepter Head
A golden scepter head that looks like The Grand Nagus from Star Trek. It has no
effect outside of when it's put on a staff. When it is on a staff it gives you
25% more gold when you collect gold from places. This has 5 charges and cannot
be refreshed.
Sells for 50g, purchases for 50g.
### Alchemical Grenades
Standard grenades that look like they are made out of wood, metal, insanity and
magic. They do d6 damage normally, but when you crit with one it also causes one
of the following status effects (roll a d4):
#### Alchemical Effects
| Roll | Effect |
| :----: | :------------- |
| 1 | Acid makes the entity take off their armor |
| 2 | The entity rolls a constitution check, if it fails they get poisoned and need to roll for constitution before every action, passing removes the poison, failing makes them not have any action. |
| 3 | The entity is burned for 1d4 damage every turn they fail a constitution check. |
| 4 | The entity is stunned for 1d3 turns. |
Sells for 25g each, unpurchaseable.
### Poisoned Dagger
A standard dagger that gives no distinct bonuses. However when you use it as a
normal dagger, you need to roll for constitution in addition to rolling for
strength. If you fail the constitution check (but pass the strength check), you
get poisoned from the poison streaking out of the dagger.