Borderlands Quest: Dagger Danger is a Dungeons & Dragons adventure that introduces four or five new players to the game and teaches you, the Dungeon Master, how to run it for them. This short adventure is meant to take two hours to play.
Throughout the adventure, you'll find sidebar boxes like the one below with helpful information and tips on adventure presentation and rules.
Introducing Characters
To run this adventure, first present the character sheets to the players and read the read-aloud text below, which covers the basics of a character sheet.
You should use the premade characters available on D&D Beyond. If you're an experienced Dungeon Master, you might wish to make another group of level 1 characters for your players to claim on D&D Beyond.
Tips for Dungeon Masters
Here are some general tips for new Dungeon Masters.
Rule 0
Rule 0 of D&D is simple: Have fun. It's fine if everyone agrees to change the rules as long as doing so means the game is more fun for everyone.
Be Supportive
The players and the DM are all on the same team. DMs aren't playing against the characters. The DM wins when the players have fun and the story is exciting and memorable.
Use "Yes, and ..." or "No, but ..." Allow the players to succeed as much as possible and participate in the story. If they want to try something unexpected, try to say "yes" and work their ideas into the story. If you have to say "no" to an idea, suggest options that might work.
Use Your Imagination
Adventures are an outline for your game. Change or add anything that makes the game more fun. What does a monster smell like? That's up to you, or you can ask the players what they think!
NPCs Are Your Voice
While the players determine what their characters do, the DM controls the other characters in the game. Nonplayer characters (also known as NPCs) are a great tool for you to help the characters understand the game and the story, and to work information into the story smoothly.
Allow Alternatives
D&D is a game of fantasy where heroes use wits, skill, and determination to overcome obstacles. Sometimes those obstacles are defeated with weapons and spells, but characters can succeed in other ways. Communicating with monsters, tricking them or frightening them away, or avoiding a fight while cleverly sneaking past a challenge can be just as much fun.
Listen to Your Players
Encourage your players to speak to you, publicly or privately, if something in the game upsets them. Then respond appropriately. For instance, you can move past upsetting topics by quickly narrating a resolution to a scene and then moving on to the next part of the story.
Introducing the Adventure
Once the players have familiarized themselves with their characters, you're ready to introduce the game.
Starting the Adventure
Begin the adventure by reading the following to the players.
Let the players ask any questions they might have about the events leading up to their arrival. After you've answered their questions, continue to "Cave Entrance."
Kobold Lair Features
The cave has the following features:
Ceilings. The cave's ceilings are 10 feet high.
Environment. The cave has rough stone walls and a dirt floor. The floor is littered with gnawed animal bones and junk left by the kobolds.
Lighting. The cave is unlit, and its denizens rely on Darkvision or other means to see. Area descriptions assume the characters have a light source or other means of seeing in Darkness.
A1: Cave Entrance
When the characters examine the cave's entrance, read or paraphrase the following:
The characters can examine the entry of this cave to learn more about who passed through here and what might await them inside.
Searching the Area. No D20 Test is needed to learn that this entrance has not been traveled much recently. If a character takes the Search action and succeeds on a DC 15 Wisdom (Perception or Survival) check, they notice several human-sized boot tracks leading away from the cave, along with clawed tracks. A successful DC 10 Intelligence (Nature) check can identify these tracks as those of a small dragon. One pair of human-sized tracks and one pair of slightly larger unbooted tracks lead into the cave, although steps were taken to hide them. These fainter tracks indicate that two creatures walked into the cave: the human-sized creature about four days ago, and the bugbear just hours ago.
Studying the Cave Entrance. By shining a light or peering into the cave entrance, the characters can get a better look at the damp area. A character taking the Study action and succeeding on a DC 15 Intelligence (Investigation) check realizes the moisture isn't water: it's a greasy substance that might cause a person jumping into that area to slip when they land.
Crossing the Pit
A character with a Strength score of 10 or higher can jump over the pit if they get a running start of at least 10 feet. If they do this, however, they land on the greasy area (a trap laid down by the new master of these caves) and must succeed on a DC 10 Dexterity saving throw or slip on the grease and slide into the wall to the north of the pit, taking 3 (1d6) Bludgeoning damage and having the Prone condition until they stand up.
If a character attempts to cross the pit by climbing down into the pit or along the tunnel walls, they can do so without needing to make a D20 Test if they move at half speed, and they do not slip in the grease.
A2: Hidden Bugbear
When the first character crosses the pit, read or paraphrase the following:
The passageways lead to a cave blocked by a beaded curtain (x) and a cave containing mostly junk (x).
Hidden Bugbear
Lugga, a Bugbear Warrior, hides in the shadows of the nook. She moves into the hallway and attacks when the first character enters the greasy area. If the character(s) who crossed the pit first have a Passive Perception of 16 or higher, they are not Surprised. Otherwise, they are Surprised. Roll initiative!
Dealing with Lugga
Although Lugga attacks initially, she is not unreasonable and can be reasoned with, as outlined below. She was kicked out of her clan for arguing with the leader, and she came here searching for other bugbears.
Fighting with Lugga. Lugga is Hostile and attacks. She continues attacking until she is defeated, she is Bloodied, or a character takes the Influence action and succeeds on a DC 10 Charisma (Persuasion or Intimidation) check. At that point, carry on using "Talking with Lugga."
Talking with Lugga. Lugga surrenders if she is Bloodied. Alternatively, she stops attacking if a character succeeds on the Persuasion or Intimidation check to make her Indifferent.
Whether she surrenders or stops attacking, Lugga tells the characters her story. She adds the following information if a character takes the Influence action again and succeeds a DC 15 Charisma (Persuasion) check to make her Friendly:
Lugga heard strange moaning sounds to the west, behind the beaded curtain.
She also heard weapons clanging down the hallways to the southeast, but no talking or shouting like you might hear in typical combat.
Lugga just wants to leave this cave and find some friends.
If Lugga is Friendly, the characters can convince her to come with back to the keep after this adventure.
A3: Kobold Zombies
When the characters push past the beaded curtain into the room west of the passageway, read or paraphrase the following:
These four kobold Zombies were magically animated and then discarded here by Groth the Wicked, a necromancer and alchemist. The zombies sense the characters when they enter the room, and they say "Brains" in the Draconic language. They fight until the characters defeat them, after which they're dead for good.
Treasure
Two Potions of Healing were hidden by Groth the Wicked in the trash in this room.
A4: The Treasure Fights Back
When the characters first see this room, read or paraphrase the following:
This room contains discarded junk from previous residents.
Animated Swords
The four Animated Flying Swords remain motionless on the floor until a character approaches them or touches one. When that happens, the swords rise and attack.
Groth Enters
Groth the Wicked (Cultist) is in the next room, examining the Zorn family dagger. When he hears combat in this area, he enters the initiative order and comes into the room on the second round to attack. He fights until he is dead.
Treasure
One of the animated swords retains a small amount of magic after being defeated, giving the characters access to a +1 Shortsword. Groth carries the Zorn family dagger.
A5: Groth the Wicked's Experiment
The characters likely enter this room after dealing with Groth in the previous cave. When they enter this room, read or paraphrase the following:
This makeshift laboratory has been Groth's center of experimentation for the last week.
Alchemical Experiment
Groth is attempting to make a potion that makes the drinker resistant to Necrotic damage. His work was interrupted by the characters, and now the experiment is dangerous. The experiment explodes in three rounds unless the characters add the final ingredient to the mix: a sprig of wolfsbane. A character must take the Study action and succeed on a DC 15 Intelligence (Arcana or Nature) check to know how to proceed. If the experiment explodes, each creature in room takes 7 (2d6) Acid damage. If the characters add wolfsbane, they complete the potion successfully (see "Treasure" below).
Gnome Prisoner
Groth kept this gnome named Gooster (Commoner) as a prisoner, planning to use him as a test subject for the experiments. To free him, the character must take the Utilize action and succeed on a DC 15 Dexterity (Sleight of Hand) check using Thieves' Tools to unlock the restraints. A character can also use an action and succeed on a DC 15 Strength (Athletics) check to break the chains. The chains have a 10 AC, 15 Hit Points, and a damage threshold of 5.
Treasure
Groth's workshop contains 100 GP. If the characters successfully finish the alchemical project Groth started, they have a Potion of Necrotic Resistance. Gooster additionally gives the group 20 GP for rescuing him.
Conclusion
If the characters succeed in their mission, they can return to the Keep on the Borderlands with the Zorn family dagger. Quintanna Zorn eventually meets them at the Traveler's Inn to pay their reward for the dagger.
Credits
Project Lead:. Chris Tulach
Designer:. Shawn Merwin
Editor:. Sadie Lowry
Graphic Designer:. Rich Lescouflair
Cover Illustrator:. Luca Bancone
Interior Illustrators:. John Grello, Dario Jelusic, Brian Valeza