The Farmers Crops

A one-shot for the cuter sides of rotting plants

The Farmers Crops

A cute oneshot for those being introduced to D&D, or want to play a lighter one-time story. This adventure is ideal for parties of level 1-3. Any monsters or tables listed in the adventure can be substituted to fit your campaign setting. Monster statistics for 5e can be found at the end of the document, as well as maps of the areas. Difficulty Checks are approximated, but not specified.

The Overall Plot

The party finds a farmer whose crops are dying. He enlists the party to help him hunt down a witch and make her stop poisoning his crops and animals. After making their way through the woods to her house, they discover she is in fact his wife and the two of them are in the midst of a heated argument.

Finding the Farm

The party wanders to the outskirts of a small town called Plortenbel. It's a small agricultural community, famous for nothing, but has everything you'd need to rejuivinate yourself from a long journey. The weather tends towards warm, low humidity, with warm rains every couple of weeks. Crime is low and often petty. Overall, a small town of little importance.

All over signposts are hastily drawn posters. The paper is old and wrinkled, sometimes ripped. It reads in common "Help Needed! Plants Dying! Plese come to house!" and has a poorly drawn map to guide you to the location.

Should they decide to investigate in town before following, they can find X things, and should they ask about adventure, whichever townsperson they ask will mention the Farmer Laithin, who has been having a bad bout with his crops and animals, and is in need of assitance.

1. The Outside of the Farm

The farm sits about a half-mile from the nearest wood. It is worn down and clearly in disarray. Inside their pens, the pigs, cows, and chickens all are sluggish, and the crops appear to all be dead. It is not a large farm, and looks to mostly serve whoever lives there and the few people in town the farmer could trade with.

Should the players investigate the animals, they find them docile, and unimpressed that the characters are there. They do nothing to approach the players, and will not attack. Read or paraphrase:

"The animals seem lethargic to the point of death. Their food is untouched, and they do not move as you walk by their pens."

If heavily provoked, they will attempt to move away, but are too sickly to respond to pokes, shouts, or other minor inconviences with anymore than a few grunts and some ruffling. A successful Nature or Animal Handling Check will reveal that they are most likely sick due to magical means, as they show no real physical signs of sickeness other than lethargy. A higher check can succeed in feeding them, but not changing their mood.

Should they investigate the crops, they will see that they are rotting on the vine. A successful Arcana check will reveal that these crops are wilting due to a magical presence. The magic cannot be broken by any spell or ritual.

2. The Porch

The porch of the house is also old and worn down. The wooden panels appear to be rotting (a decently high perception shows the roaches have also become recently lethargic). There are two small rocking chairs to the left of the door.

The door is plain, made of wood that looks like it came from the woods nearby. It has a rusted handle, and no knocker.

Laithin the Farmer

Should the party knock on the door, or do anything to engage with someone that could be in the house, Laithin will make an appearence. He is a human male of average height, with a slight potbelly and balding head. He will at first be shocked someone is visiting, but will then recognize the party appears to be adventurers and will ask for their assistance.

Laithin is a simple farmer, oftentimes confusing words, but wants to be as helpful as possible. He is very proud of his farm and his beautiful animals, often reffering to his pigs as 'good fat boys', his chickens as 'plucky gals' and his cows as 'large powerful heffers'. He will offer what little treasure he has to the players as reward, as well as some leftover hardboiled eggs for their troubles. Players who question him find out:

  • His crops have been slowly withering after he cursed a witch who lives in the woods and demanded she leave his house.
  • She was trying to add a paste to the slop for his pigs, and he dissaproved of her meddling.
  • The witch's name is Hermilda, and she is an herbalist. She spends most of her time in the town helping people with her salves and potions. Laithin doesn't understand how any of it works, and prefers to stick to the simple things he knows, like watering plants.
  • He doesn't need you to kill Hermilda, he just wants the adventurers to go convince her to stop attacking his crops and animals, because he's afraid to go into the woods alone, and doesn't want to leave his animals alone.
  • Laithin will draw the players a hasty map leading to the Witches hovel. It will be as messy as the flyers, and ultimately unhelpful.

Laithin will hesitate telling the players that Hermilda is actually his wife, and they're just in the middle of a spat because he called her a witch (she's a druid, and she hates being called a witch). While he will not volunteer this information on his own, if asked directly how he knows Hermilda, he will become embarressed, and if pressed he will not hide the fact they are married. He will, however, become defensive about his use of language, saying "Witch, Druid, Sorceress...they all use magic, what's the difference!"

Laithin will only refuse to actually accompany the players into the woods, otherwise he will be as accomodating as his means allow him to be.

3. The Foyer

The foyer to Laithins house is plain, with a simple yellow rug covering some of the wood, and a rickety staircase across from the door. There is nothing else of note.

4. The Living Room

The living room is a bit sparse, with a few chairs, a table, a fireplace, and windows with some dusty curtains covering them. In the corner is a plant, that has wilted. A bookcase rests along the back wall, with only a couple of books on herbalism and animal rearing techniques. They appear quite dusty. Should they leaf through the books, they'll see some notes and dog ears for the ones concerning plants.

5. The Kitchen

The kitchen is, like most of the house, sparse. There are a few pots and pans and a couple plates--enough for Laithin and a few guests. Cabinets are haphazardly stacked with things, and dried foods. The ice box contains only hard boiled eggs.

6. The Storage Area

Mops, some farming tools. Small. Termites have gnawed away at the wood. A successful Perception check notices a loose floorboard, which can be opened to reveal 10 GP. Presumably the farmers savings.

7. The Upstairs Hallway

The upstairs is simple, with wooden floors and ratty carpeting. There are two bedrooms on opposite sides of the stairs.

8. The Master Bedroom

Small, cramped, and messy. There are clothes tossed over chairs, and the sheets fallen off the bed. There are two nightstands beside the bed and a dresser along the wall. A small chest is at the foot of the bed.

Inside the closet there are both mens and womens clothing. All of it is cloth and suited for harder laborious work.

The nightstands contain small doodles of herbs and recipies, or poor drawings of animals. The chest at the foot of the bed contains 10 silver pieces, a well-tailored suit, and a simple wedding dress.

9. The Guest Bedroom

The guest bedroom mimicks the layout of the master bedroom, but with only one bedside table, and no mess. The bed is nicely made, with what appears to be a hand-carved bedframe. There is nothing to be found in any drawers or under the bed. The room is a bit dusty, as it is rarely if ever used.

The Woods To The Witch

The woods are winding, and should include a bunch of traps and places to fall or get lost. The path is nearly non-existant, and so several checks should be made to ensure the players are able to follow Laithins poorly made map at all. Refer to the table below for encounter or trap ideas (though feel free to include some of your own), or create your own. As they get closer to the witchs hut, the forest becomes greener and more full of magic.

Encounter Ideas
1 Wolf Pack
2 Lone Wolf
3 Vine Blight
4 Pit Trap
5 Giant Toad
6 Stone Puzzle
7 Faerie Circle
8 Trickling Stream
9 Dryad

1. Wolf Pack

The wolf pack contains anywhere between 3-7 wolves, depending on player level. They will growl at the players menecingly before attacking.

Alternatively, the wolves could be growling at something beyond the players, or trying to protect a wounded member of their pack.

Loot from a wolf pack could include 3d10 gold, pelts (worth 10 silver each), claws, fangs, or other small trinkets.

2. Lone Wolf

The lone wolf is one that has either strayed too far from its pack or has always lived alone. It is hungry, fearful, and violent.

A pair of sunken eyes gleam at you from the brush. They are narrowed into near slits, and gleam with a hungered intensity that only desperate animals could have. As the wolf emerges, you see its fur is matted with blood and thorns, twisted into matted patches. It does not look like it wants to invite you to have a rousing discussion of politics.
Loot from a Lone Wolf could include 1d10 gold pieces, a pelt, fangs, claws, a talisman of a minor god, or other small trinkets.

3. Vine Blight

The ground beneath you seems to slither as you make your way forward, your footing becoming uneasy on the damp and twisted ground. You make a note to tread carefully.
Players can have a chance to roll perception (medium difficulty) before the vine blight attacks.

4. Pit Trap

The pit trap is a large pit covered by dirt and leaves. They can be shoddily or cleverly crafted, and are 10 to 20 feet deep. Checks to spot it or escape from it can range from easy to difficult, based on how well the pit has been crafted. The trap can serve as a simple annoyance to the players, or a more difficult puzzle by giving the pit some sort of gauridan that forces the players to answer riddles to get out, spikes at the bottom, or having the pit be coated in grease, etc.

5. Giant Toad

Massive, slimy toads blocks the players path. They will pay the adventurers no mind other than ribbiting menacingly on occassion, but will attack if provoked.

6. Stone Puzzle

This puzzle works best if the players have become lost. The players come to a glade with 9 perfectly smooth and round stones of equal size placed in a lopsided and disjointed circle around a small wooden sign. The sign reads 'repair the circle'. The players must arrange the stones into a circle around the sign, and then the sign will spin and point them in the right direction. The trick to the puzzle is that one of the stones has a small crack in it (thus making it 'incomplete'), and should not be included.

The crack can be detected by a medium difficulty perception check.

7. Faerie Circle

Faerie Circles can take on all manner of trickeries. They are usually marked by something on the ground, be it mushrooms, flowers, or lusher grass in the interior of the circle. Party members should have little trouble recognizing it, and basic information on faerie circles can be gathered with an easy arcana or history check. A few ideas for what the circle could do/contain are listed below:

What's Inside The Faerie Circle?
1 A chest that's secretly a mimic
2 A locked chest with fake treasure that dissapears after leaving the circle
3 every 5 feet in the circle they have to roll to keep from falling asleep
4 Faerie Dragons or Imps
5 A pit trap with spikes at the bottom
6 A mirror that reveals invisible things, and an invisible imp that will play pranks on them while in the circle
7 The circle casts an illusion that creates swarms of zombies going to attack the players
8 A giant rock in the center that is difficult (DC 25) to move. Underneath is a trap door. Inside the trap door is treasure equal to 50gp
9 Magic halluciongenic mushrooms that compell you to eat them
10 Shrinks the players when they get halfway into the circle, effect ends when they leave the circle

8. Trickling Stream

The players come across a small stream, about ten feet wide and a foot or two deep. There is a small wooden bridge overtop of it, which appears as just a plank of wood without any railings. The bridge has been enchanted to cause anyone who crosses it to fall into the river (a difficult dexterity check to stay on top of it every 5 feet). Nothing bad happens if they fall in, other than becoming soaked, as the river is not shallow enough to drown them. It's mostly just embarrasing. The magical presence around the bridge can be played up to cause the adventurers to become wary. For more danger, make the river deep enough and strong enough to carry off adventurers who fall in.

9. Dryad

The woods seem lively. The trees themselves appear alive, trunks curving like bodies in dance.
As the adventurers approach Hermilda's hut, dryads may appear to stop them. They are not openly hostile, and will begin by cautioning the players to turn away, as Hermilda values her privacy. Enough friendliness can persuade the dryad(s) to lead the players the rest of the way or let the players continue in pease, but rudeness or abrasiveness will cause them to attack. If no one in the party speak Elvish or Sylvan, they will be forced to attack them.

The Witches Hovel

From the outside, Hermilda's hovel looks like a giant tree. It has a door at the front, carved from the same wood as the rest of the tree, and windows on what would be the first and second stories. The branches extend outwards, creating a walkway up to the front door, and distinct areas for various herbs to be grown. It is aromatic, and gives a sense of calmness to those around it.

There are no traps around the tree, and can be approached without difficulty. It is not easily climbed. All the windows are locked and are extremely difficult to break into, as they are fortified with magic.

Hermilda

Hermilda will answer the front door or a window if the adventurers knock on them. She is a human woman with short, hand-cut hair, earthen robes and smile lines. She will be friendly and invite the players inside, asking them what they are here for and offering them food or drink, or remedies to help cure any ailments they procured on the way there.

Hermilda usually is an herbalist for the village, and has removed herself to the woods for when she wants to be alone and study plants and healing methods more solitarily. She is a kind woman, and in good standing with most people.

She will become cold and standoffish as soon as Laithin is mentioned, and will not hide the fact that they are married. She will openly explain that she will not return or stop cursing the crops until he apologizes for calling her a witch. She hates when he calls her a witch, as she is a druid and finds it rude that he would not take the time to remember that.

Should the adventurers press the issue, she will insist they leave and will not invite them back inside.

1. The Living Room

Hermilda's living room is cluttered, with not enough seats for everyone to sit in one. All the furniture grows out of the ground and walls, as if from the tree itself, and is unmoveable, but comfortable, seeming to form to fit whoever is sitting in it. Books, vials, magical components, and loose pieces of paper sketched with formulas litter the drawers, floor, and table. Dried herbs hang from the ceiling and across the walls. It is incredibly cozy, if a tad cramped. It is clear the house is not designed for more than one or two people at a time.

2. The Kitchen

Stairs divide the kitchen from the living room. The kitchen follows the same furniture pattern as the living room--the counters and sink seem to be carved from the tree itself. Most of the supplies look alchemical, having far more bottles and vials for potions than plates for food. There are dried herbs and fish hanging in the cabinets, along with some dried grains and other magical components. The components are exceptionally organized. A tea kettle is warm on the stove, and is lit and kept warm by magical means.

3. The Upstairs

Up the stairs there is a single room, with a bed and dresser. Small woodlen animals appear to have taken refuge here. They are not shy to the adventurers, and pay them little mind. Hermilda only sleeps up here, and spends most of her time either downstairs or out in the woods.

Endings

The end of this journey can end a few ways, depending on what the adventurers choose to do.

Reunite The Lovers

The players can use whatever skills or tactics they want to convince Hermilda and Laithin to put aside their feud and love each other again. Hermilda will only do this if Laithin apologizes sincerely, as she is fed up with him being insensitive. Laithin will be fairly easy to convince that he was in the wrong, and he should stop calling his wife a witch.

Convince Hermilda to Leave The Crops Alone

Hermilda can be convinced that even though she needs more time apart from her husband (or doesn't want to be with him at all, if you choose), that's no reason he should lose his livlihood.

Kill One of Them

Death could always solve the dispute, in the most short-term kind of solution. This could have any kind of consequence, from the one left alive being so distraught that the players are given no reward, to them being marked as murderers and hunted throughout the rest of the land that they are fated to explore.

Laithin and Hermildas abilities and statistics are detailed at the end of the document for such an occassion.

Rewards

The rewards for completing the quest should be minor, as Hermilda and Laithin live simply, and do not have too much to offer. They can offer a couple trinkets, in addition to some minor common gemstones and no more than 2d10 gold pieces.

Trinkets
1 Seeds that will grow in any soil
2 An arrow that never breaks
3 A flask that always smells slightly of gin
4 A black rabbits foot on the end of a very small chain
5 A set of brushes made of horse hair
6 An embroidered hankerchief
7 Fertalizer
8 An old nightcap with a tiny hole in it that when worn is just a tad too small
9 Shoes that never get wet
10 A toy wooden solider that, when placed on a table of the same wood, dances
11 A set of rigged bone dice
12 A pigs foot
13 A dozen eggs
14 A pouch full of aromatic herbs
15 Flint
16 A wooden carving of a cow that moos if it touches moonlight
17 A pocket notebook with doodles inside
18 A recipe book for different soups
19 A fancy pair of trousers
20 A pair of glass eyes that, when set down, always point in different directions.

Monster Stats


Wolf

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 11(2d8 +2)
  • Speed 40ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 3 (-4) 14 (+2) 12 (+1) 6 (-2)

  • Condition Immunities None
  • Senses passive Perception
  • Languages None
  • Challenge 1/4 (50 XP)

Keen Hearing and Smell: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics: The wolf has advantage on an Attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Actions

Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


Lone Wolf

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 75(10d10 +20)
  • Speed 50ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+3) 3 (-4) 12 (+1) 7 (-2)

  • Condition Immunities None
  • Senses passive Perception
  • Languages None
  • Challenge 3 (200 XP)

Keen Hearing and Smell: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Maul Melee Weapon Attack: +6 to hit, one target. Hit: 12 (2d8 +3) slashing damage.


Giant Toad

Large Beast, Unaligned


  • Armor Class 11
  • Hit Points 39(6d6 +6)
  • Speed 20 ft., swim 40ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 13 (+1) 2 (-4) 10 (+0) 3 (-4)

  • Senses Darkvision 30 ft., passive perception 10
  • Languages None
  • Challenge 1 (200 XP)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is Grappled (escape DC 13). Until this grapple ends, the target is Restrained, and the toad can't bite another target.

Swallow. *The toad makes one bite Attack against a Medium or smaller target it is Grappling. If the Attack hits, the target is swallowed, and the grapple ends. The swallowed target is Blinded and Restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone.


Vine Blight

Medium plant, neutral evil


  • Armor Class 12
  • Hit Points 26(4d8 + 4)
  • Speed 10ft.

STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 14 (+2) 5 (-3) 10 (+0) 3 (-4)

  • Skills Stealth +1
  • Condition Immunities blinded, deafened
  • Senses blindsight 60 ft
  • Languages Common
  • Challenge 1/2 (100 XP)

False Appearence. While the blight remains motionless, it is indistinguishable from a tangle of vines.

Actions

Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12) . Until this grapple ends, the target is restrained, and the blight can’t constrict another target.

Entangling Plants (recharge 5-6). *Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight’s choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing it self or another entangled creature within reach on a success.



Dryad

Medium Fey Neutral


  • Armor Class 11
  • Hit Points 22(5d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4)

  • Skills Perception +4, Stealth +5
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Elvish, Sylvan
  • Challenge 1 (200 XP)

Innate Spellcasting. The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following Spells, requiring no material components:

At will: Druidcraft

3/day each: Entangle, Goodberry

1/day each: Barkskin, Pass without Trace, Shillelagh

Magic Resistance: The dryad has advantage on saving throws against Spells and other magical effects.

Speak with Beasts and Plants: The dryad can communicate with Beasts and Plants as if they shared a Language.

Tree Stride: Once on her turn, the dryad can use 10 ft. of her Movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger.

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1 d4) bludgeoning damage.

Club (with shillelagh): Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Fey Charm: The dryad Targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically Charmed. The Charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a Bonus Action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. The dryad can have no more than one humanoid and up to three Beasts Charmed at a time.



Hermilda

Medium Human


  • Armor Class 11 (16 with barkskin)
  • Hit Points 27(5d8 + 5)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+3) 11 (+0)

  • Skills Medicine +4, Nature +3, Perception +4
  • Senses passive Perception 14
  • Languages Common, Elvish, Druidic
  • Challenge 2 (450 XP)

Spellcasting: Hermilda is a 4th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following druid spells prepared: Cantrips: druidcraft, produce flame, shillelagh 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave 2nd level (3 slots): animal messenger, barkskin

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.


Laithin

Medium Human


  • Armor Class 15
  • Hit Points 36(8d8 + 6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 13 (+1) 12 (+1) 10 (+0) 11 (+1)

  • Senses passive Perception 10
  • Languages Common
  • Challenge 2 (450 XP)

Actions

Multiattack. Laithin makes two attacks, one with his spear and one with his hoe.

Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Hoe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Campaign created by Amanda Asofsky, made with the Homebrewery

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