Dragon Delves: Death at Sunset

AdventureDrDe-DaS2024

Death at Sunset

  • An adventure for Level 1 characters.
  • This adventure is designed to fill one or two sessions of play.
  • It can take place in any heavily forested region.

If you start the characters at level 2, skip the gathering of samples from the redwood trees in the grove and move the characters directly to the entrance of the dragon's lair (area x).

Key Plot Points

The following information is key to this adventure's story:

  • Redwood Watch. Two council members of x, a village founded in the aftermath of an evil dragon's defeat, ask the characters to investigate the disappearance of villagers in the nearby redwood grove and learn more about a mysterious blight afflicting the trees.
  • Unnatural Corruption. The characters discover that the blight is unnatural. They may learn from grove denizens, including the missing elf council member, that a new dragon lurks nearby.
  • Green Dragon Wyrmling. The characters learn that the corruption's source is a green dragon wyrmling who hatched from the slain dragon's egg. The characters must confront and defeat the wyrmling in his mother's lair before he grows in power and threatens the village.

Preparation

Before running the adventure, prepare as follows:

  • Step 1. Read the "x" section (including "x" and "x").
  • Step 2. Familiarize yourself with the Key NPCs table below. The characters will interact with these individuals throughout the adventure.
  • Step 3. Familiarize yourself with the Village Green Rumors table in the "x" section. The characters should learn a new rumor each time they interact with the villagers until they've heard all the rumors.
  • Step 4. Bookmark the following stat blocks in the Monster Manual or on D&D Beyond:

Key NPCs

NameRoleStat BlockLocation
xLost elf council memberScout (Medium)x
Darrin, Jherris, Lyrienne, and RaynaElves forced into the dragon's serviceGuard (Medium)x
Fergus DeerbornElf village cookCommoner (Medium)"x"
xElf council memberPriest Acolyte (Medium)"x"
KaynenGuardian of the redwood groveDryadx
MarilissaSunset-Is-Nigh's devoted servantYuan-ti Malison (Type 1)x
xElf council memberNoble (Medium)"x"
Sunny LightpurseHalfling traveling merchantCommoner (Small)"x"
Sunset-Is-NighChild of Death-at-SunsetGreen Dragon Wyrmlingx

Adventure Background

Centuries ago, six quarreling elven families reconciled. Each family planted a redwood sapling in a circular grove to represent their newfound harmony. Decades later, after the saplings grew tall and mighty, an ancient green dragon dug a lair in the redwoods' roots, poisoning the grove and surrounding forest. The elves called the dragon x, for twilight was always when the dragon descended on her prey. The dragon adopted this name, reveling in the terror it inspired and bellowing it just before rampaging.

One hundred years ago, an elf warrior named Ethvarn and her allies slew Death-at-Sunset. Ethvarn died in the assault. The surviving elves pulled back from x, leaving only a few wardens in an outpost called x.

Over the past few months, the inhabitants of x, now a village, have noticed the forest's trees growing sickly. In the past month, five villagers have disappeared in the grove. The first was council member x. Four villagers then went searching for him, but none returned. Terrified and confused, the village's council has called for heroes to investigate.

Unbeknownst to the villagers, a green dragon wyrmling has hatched from an egg in Death-at-Sunset's lair. The wyrmling's presence has corrupted the forest and lured other evil creatures to the area; he has also captured the missing villagers and forced them to serve him. The characters must investigate the grove's corruption and defeat this wyrmling, who calls himself Sunset-Is-Nigh.

Redwood Watch

Redwood Watch is a village of about a hundred people who work primarily as hunters, trappers, lumberers, and artisans. Most are elves descended from the grove's six original families, but the village's peaceful ways and idyllic surroundings have also attracted humans, orcs, and a few goliaths and dragonborn.

The village consists of freestanding huts made from wood and leaves as well as large tree hollows that serve as homes and shops. A few hardy individuals have made their homes amid the forest's branches in tree houses that overlook the forest floor.

Owing to the village's multicultural heritage, all villagers know Common. The residents are close-knit; most consider themselves an extended family.

The Council

Armin and two other elf council members lead Redwood Watch, though Armin is missing. The council members were among those who faced Death-at-Sunset a century ago, and the councilors' heroism is remembered to this day; the villagers share all the following information if the characters ask about the council members.

Armin Whisperwind

Armin (Medium Scout) left Redwood Watch to investigate reports of the grove's corruption a month ago. He never returned. The villagers worry something terrible befell him, saying the skilled elf tracker would never have abandoned Redwood Watch permanently. (The wyrmling is now forcing Armin to defend area x.)

Gwenhumara Goldmoss

Gwenhumara (Medium Priest Acolyte) is an elf healer who tended to the wounded after the battle against Death-at-Sunset. Recently, she's had nightmares of the dragon's return; she worries that the dragon's spirit lingers among the redwoods' roots. Gwenhumara happily heals characters who are injured, though she is too afraid to leave the village herself.

Selenar Woodwise

Selenar (Medium Noble) was among the elf warriors in Death-at-Sunset's lair when the ancient green dragon died, and he is erroneously convinced the forest's corruption isn't related to dragons. Selenar holds a deep reverence for nature and is anxious for the characters to identify the threat against the forest.

A Call for Heroes

When the adventure begins, the characters know the general history of Redwood Watch and its plight involving missing villagers. As soon as the characters enter the village, council members Selenar Woodwise and Gwenhumara Goldmoss approach them to provide more information about Redwood Watch's call for heroes.

Read or paraphrase the following:

The elves answer any questions as best they can.

The council members have little to offer as a reward, but the characters are welcome to keep any treasures found in the forest. Additionally, the council members offer the characters use of a room-size tree hollow furnished to house guests and point out x nearby.

Gathering Samples

After the elves have answered any questions the characters might have, Gwenhumara makes the following offer:

Gwenhumara needs one tree bark sample from each of the grove's redwoods to brew effective Antitoxins. The elf hands the characters six glass Vials with rubber stoppers to store the samples.

Once the characters have retrieved the samples, Gwenhumara can brew up to ten vials of Antitoxin each day. It's up to the characters how they'd like to distribute those Antitoxins among themselves.

If the characters explore Redwood Grove and collect the six samples for Gwenhumara, give them a reward of 100 XP each, or simply advance them to level 2. The characters should be level 2 before entering the dragon's lair.

Exploring Redwood Watch

Before the characters set off for x, they might wish to spend some time getting to know the villagers they're trying to help.

Village Green

Every evening, most of the villagers gather in the village green, a clearing at the center of Redwood Watch. There they share meals, socialize, play games, and even put on short plays.

Fergus's Grill

The elf cook Fergus Deerborn (Medium Commoner), an elegant man in constant motion, runs a small eatery out of the village green. Fergus creates simple yet tasty dishes from donated mushrooms, berries, lichens, herbs, rabbit, venison, and other forest bounties. Fergus's food is available to visitors for a small donation, as is the fine elven wine produced by the council-owned winery.

Rumors

When the characters interact with NPCs anywhere in Redwood Watch, villagers voice their concerns about recent local events. Roll on the Village Green Rumors table to determine which rumor an NPC shares. Roll again if the characters have already been told the resulting rumor, and stop rolling once the characters have been told all of them.

Village Green Rumors

1d6Rumor
1"Three bandits were robbing folks on the forest's edge a while back. I bet they're still hiding in the woods somewhere." [Partially true; the bandits are now dead. Their animated corpses are in area x.]
2"That dragon cursed these woods when she died. We need to leave before the curse kills us all!" [False; there is no curse on the forest.]
3"Don't wander the forest alone! Evil trees grow there now." [Partially true; the dragon's influence has encouraged the growth of many forest blights, including the Vine Blight and Twig Blight in area x.]
4"Remember Ethvarn, who died fighting x? No one ever found her sword, Leafwarden. It's probably still in the dragon's lair." [True; Leafwarden is in the dragon's hoard in area x.]
5"There's a strange man in the forest with green skin and hair made of leaves. I think he's a forest spirit!" [Partially true; a Dryad has moved into area x. He might help the characters.]
6"Dragons can come back from the dead as awful abominations made of animate bones. Death-at-Sunset was probably too wicked to die only once." [Partially true; dracoliches exist, but Death-at-Sunset isn't one.]

Traveling Merchant

A traveling merchant named Sunny Lightpurse (Small Commoner) recently set up shop in Redwood Watch. Sunny is a golden-haired halfling with a perpetual smile that's true to her name. Each day in the village green, Sunny unpacks her wares from a heavily laden wagon. When not doing business, Sunny cheerily praises her two horses, Buttercup and Daisy, and chats with passersby.

Sunny's Wares

Sunny sells any goods from the Player's Handbook that cost 100 GP or less. However, she has a limited stock of certain items: four vials of Alchemist's Fire, one vial of Antitoxin, and four Potions of Healing.

Sunny's Generosity

Sunny is Friendly to patrons. She was once a merchant in a nearby city, but her soft spot for those in need meant she couldn't compete with more cutthroat merchants. As an Influence action, a character can ask Sunny to lower her prices. The character then makes a DC 10 Charisma (Persuasion) check. On a successful check, Sunny offers a 10 percent discount on all her goods.

Redwood Grove

Redwood Grove is three miles east of x. The characters can reach the grove in about an hour.

As shown on Map: Redwood Grove, Redwood Grove includes six redwoods. Each tree is around 300 feet tall.

Redwood Grove Features

The grove has the following features.

Haunted

Ever since Sunset-Is-Nigh hatched, the spirits of the elves who died fighting Death-at-Sunset have been restless. At night, harmless shadows flit strangely among the trees. The breeze carries whispers of "Beware, beware!" and "Her legacy returns!" An additional haunting is described in area x.

Light

Sunlight fills the grove with Bright Light during the day. At night, the tree canopy blocks any moonlight, leaving the grove in Darkness.

Stream

A small stream winds through the eastern side of the grove. The stream is five feet wide and only a few inches deep. However, draconic magic has tainted the water. A creature that drinks from the stream must succeed on a DC 12 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition for 1 hour.

Bark Samples

As a Utilize action, a character next to a redwood can harvest a bark sample using an empty Vial. The redwoods are in areas x, x, x, x, x, and x.

Redwood Grove Locations

The following locations are keyed to Map: Redwood Grove.

R1: Looming Redwood

R2: Sickly Redwood

R3: Dryad's Tree

This is Kaynen, a Dryad who made this tree his home just before Sunset-Is-Nigh hatched. Kaynen is initially Hostile toward the characters, assuming they are bandits and commanding the characters not to touch his tree. If the characters respect Kaynen's request, his attitude becomes Indifferent.

As an Influence action, a character can ask for Kaynen's help to heal the forest. The character makes a DC 12 Charisma (Persuasion) check. On a successful check, Kaynen becomes Friendly. He answers questions to the best of his ability and gladly allows the characters to harvest a tree bark sample.

The dryad has heard rumors that a dragon wyrmling lurks down in Death-at-Sunset's old lair (see "x"), and he suspects the wyrmling is to blame for the forest's corruption. If the characters haven't already expressed their intent to kill the wyrmling, Kaynen asks them to do so. Kaynen also warns the characters about a strange, angry elf who lurks around the lair's entrance (area x).

Slithering Spy

After the characters talk with Kaynen for a few minutes, a Venomous Snake slithers toward the tree, partially hidden by its roots. A character with a Passive Perception of 13+ notices the snake, which is a spy for Marilissa, the yuan-ti in area x. If the characters fight the snake, the snake attacks once before it tries to flee back through the lair's entrance (area x).

R4: Lair Entrance

This is the entrance to Death-at-Sunset's lair (see "x"). The missing elf council member, x (Medium Scout), and his Mastiff, Fletcher, hide here behind roots near the opening's northeast corner and watch the characters.

As a Search action, a character can examine the ground around the lair entrance and make a DC 14 Wisdom (Perception) check. On a successful check, the character finds Armin's boot prints and Fletcher's paw prints. If Armin perceives the characters discovering his trail, or if the characters try to enter the lair, he fights them.

Helping Armin

Sunset-Is-Nigh captured Armin a month ago when the elf entered the grove to study its corruption. The wyrmling spent days tormenting Armin until the desperate elf agreed to drive away anyone who approaches the lair.

Armin desperately wants to escape and warn his village about the grove's corruption, but Sunset-Is-Nigh has convinced him that the wyrmling will murder all the villagers if Armin tries to escape the forest. Armin is Hostile toward all who approach.

As an Influence action, a character can try to convince Armin that the characters are strong enough to defeat Sunset-Is-Nigh. The character makes a DC 13 Charisma (Persuasion) check. On a success, Armin stops fighting, and his attitude becomes Friendly. Armin won't confront the wyrmling, and he asks the characters to escort him back to the village. Armin knows the other elves were taken into the lair but doesn't know their fate, as he isn't allowed into the lair.

Development

If the characters bring Armin back to Redwood Watch, the elf receives a teary, grateful welcome. The other council members are happy beyond words to have their companion back, and a joyous celebration ensues that night in the village green. If the characters don't attend, they receive profuse thanks the next time they return to Redwood Watch.

R5: Muddy Bog

The stream running through the grove has made this area thick with stinking, poisonous mud. The mud is Difficult Terrain. A creature that ends its turn in the mud must succeed on a DC 10 Constitution saving throw or have the Poisoned condition until the start of its next turn.

Three Mud Mephits hide in the mud, drawn here by the dragon's latent evil magic. The mephits stay hidden until at least one character enters the mud, then they ambush the characters. If two mephits are destroyed, the third tries to escape.

R6: Centipede Nest

The forest's corruption has attracted a nest of deadly centipedes that hide in the tree's bark. When a character moves next to the tree, a Swarm of Insects (centipedes) and a Giant Centipede skitter from behind the bark and roots to fight the characters.

R7: Gruesome Camp

The three corpses here are actually Zombies animated by the corrupted forest's foul energies. The zombies attack when a character moves within 5 feet of one of the zombies or when a character tries to take a tree bark sample from the redwood.

As a Search action, a character within 10 feet of a zombie can assess the body and make a DC 14 Wisdom (Medicine) check. On a success, the character determines that the zombies originally died from drinking the poisoned water in the nearby stream.

If the characters were told the first rumor on the Village Green Rumors table, they can surmise that these zombies were formerly the bandits who were robbing folks on the forest's edge.

Mysterious Footprints

As a Search action, a character can search the camp and make a DC 12 Wisdom (Survival) check. On a success, the character finds boot prints and large canine paw prints circling the area. These are prints from x and his mastiff, now found in area x.

Treasure

Characters who search the bodies find the following items:

R8: Burial Mound

This is the ceremonial burial mound of the thirty-four elves who died in the battle against x a century ago, including the elves' leader, Ethvarn.

Ever since Sunset-Is-Nigh hatched, the spirits of these elves have become restless, haunting the grove with forewarnings of coming doom. During the day, the characters feel a strange, unexplained feeling of foreboding here.

Haunted Mound

At night, ghostly images of dead elf warriors wielding tall spears appear, fading in and out of existence, some uttering cryptic warnings in Common and Elvish. Foremost among the images is Ethvarn, an androgynous elf wearing gleaming plate mail and an empty scabbard.

Vision of the Past

The first time a character stays in this area longer than 1 minute at night, the character must succeed on a DC 12 Wisdom saving throw or have the Unconscious condition for 1 hour. During that hour, the character can't be woken using magical or mundane means. The character dreams of the battle in which these elf warriors died; before succumbing to her wounds, Death-at-Sunset unleashed her poisonous breath on dozens of elves, who died painful, choking deaths in her tunnels. Before waking, a dreaming character perceives a final image of the dragon's enormous corpse filling an underground cavern.

Death-at-Sunset's Lair

Sunset-Is-Nigh has made his home in the lair of his dead mother, Death-at-Sunset.

Lair Features

The lair has the following features.

Ceilings

The ceilings in areas xx and x are 40 feet tall. The ceiling in the corpse chamber (area x), where the wyrmling has made his home, is 60 feet tall.

Light

The lair is shrouded in Darkness. Area descriptions assume characters can see in the dark or have a light source.

Tracking

The wyrmling's tracks are distinctive; as a Search action, any character can look for tracks and make a DC 13 Wisdom (Survival) check. On a successful check, the character finds the wyrmling's trail to and from area x.

Walls

The lair's walls are made of soft earth and thick tree roots.

Lair Locations

The following locations are keyed to Map: Death at Sunset's Lair.

L1: Guarded Tunnel

Hiding in an alcove along the northwest wall are four elves (Medium Guards) from Redwood Watch: Darrin, Jherris, Lyrienne, and Rayna. The elves are Hostile toward the characters. As soon as the characters venture more than 10 feet into this area, the elves begin combat, screaming at the characters to leave and never return.

Helping the Elves

After x went missing, each elf separately ventured into the grove to search for the council member. Each met the same fate as Armin: Sunset-Is-Nigh captured them, tormented them, and forced them to serve as lair guardians. Sunset-Is-Nigh has convinced the elves that his mother's ghost will murder them if they try to escape. The wyrmling has also threatened violence against the villagers if the elves disobey him.

As an Influence action, a character can tell the elves the wyrmling will soon fall or that there's no dragon ghost and make a DC 14 Charisma (Persuasion) check. On a successful check, the elves stop fighting and become Friendly. If they become Friendly, the elves return to Redwood Watch. Before leaving, Jherris tells the characters about a vial of Acid he has hidden in his bedroll (see "Treasure" below).

Downward Slope

To the southwest, the cavern slopes 20 feet steeply downward toward the chamber with Death-at-Sunset's corpse (area x). This sloping area is Difficult Terrain.

Treasure

In the northwest alcove are the elves' stinking bedrolls and meager food supplies. Hidden in Jherris's bedroll is a vial of Acid. He had been working up the courage to throw the Acid at the wyrmling.

Development

If the elves return to Redwood Watch, they are warmly welcomed home. The villagers celebrate the elves that night in the village green. If the characters don't attend, they receive profuse thanks the next time they return to Redwood Watch.

L2: Snake Pit

This pit is home to the snake pets of Marilissa, the yuan-ti in area L3. The pit contains two Giant Venomous Snakes, one Constrictor Snake, and six Venomous Snakes. The snakes don't leave the pit on their own and fight any character who enters it.

Pit Edges

The edges of the pit slope sharply downward and are Difficult Terrain. The pit is 3 feet deep.

L3: Marilissa's Quarters

This is Marilissa, a Yuan-ti Malison (Type 1), and a Venomous Snake pet she named Robby.

Marilissa was passing through the grove when Sunset-Is-Nigh hatched five years ago. Feeling draconic magic seep into the forest, Marilissa believed she was destined to serve the wyrmling and the terrible beast he will inevitably become. She is the wyrmling's most dedicated servant.

Dealing with Marilissa

If the characters arrive in this area and haven't killed Sunset-Is-Nigh, Marilissa is Indifferent toward them and asks them why they're here. If the characters express any ill intent toward the wyrmling, Marilissa and her pet become Hostile and engage them in combat. Marilissa fights to the death to protect the wyrmling.

As an Influence action, a character can lie to Marilissa about their purpose and make a DC 12 Charisma (Deception) check. On a successful check, Marilissa believes the characters aren't here to harm the wyrmling. She lets the characters pass unharmed, although if she notices the characters fighting any other lair denizens, Marilissa enters the fray against them.

If the characters tell her they have killed the wyrmling, Marilissa forgoes any conversation. She tells the characters she'll savor killing them as retribution and begins combat.

L4: Root Cellar

A Vine Blight and a Twig Blight remain motionless here until a character ventures more than 10 feet into this area. The blights then advance toward the characters and fight to the death.

L5: Centipede Infestation

Two Swarms of Insects (centipedes) and two Giant Centipedes crawl across these walls. The insects fight any creature that moves within 5 feet of the north or south wall in this area.

L6: Corpse Chamber

Sunset-Is-Nigh, the Green Dragon Wyrmling who hatched from Death-at-Sunset's egg, lives in this chamber. The wyrmling skitters through his mother's skeleton, trying to lure the characters into the poisonous miasma that hangs in the air. As soon as a character enters the miasma, the wyrmling starts combat. If Marilissa, the yuan-ti in area L3, notices battle here, she comes to help Sunset-Is-Nigh, arriving at the end of the third round of combat.

Roleplaying Sunset-Is-Nigh

The wyrmling, whose name proudly references his mother's, is a cruel, arrogant, entitled creature. Sunset-Is-Nigh intends to one day eclipse his mother's legacy. The fact that the wyrmling has convinced the captive elves of his fearsomeness has only fed his ego.

At every opportunity, Sunset-Is-Nigh taunts the characters in Draconic, calling them weaklings and false heroes who will never defeat him. The wyrmling insists he is a mighty dragon who will conquer everything the characters hold dear.

Sickening Miasma

Although Death-at-Sunset is long dead, the powerful magic she radiated still hangs in this chamber as a poisonous miasma that stretches to the ceiling. The dotted line on the map shows the miasma's area. A creature that enters the miasma for the first time on a turn or starts its turn there must succeed on a DC 12 Constitution saving throw or have the Poisoned condition until the start of its next turn.

Skeleton

Death-at-Sunset's skeleton is enormous and difficult to traverse. Areas with bones in them are Difficult Terrain.

Treasure

The elves of Redwood Grove confiscated Death-at-Sunset's hoard a century ago, selling pieces to pay for the costs of restoring the destroyed forest and distributing the remainder among the folk living in the forest. However, a trail of coins leads west into a small alcove (area x), where Sunset-Is-Nigh has carved a repository for his own growing hoard. A character who spends 1 minute can collect the trail of coins, which amount to 6 GP, 37 SP, and 30 CP.

L7: Wyrmling's Hoard

Sunset-Is-Nigh keeps the treasure he accumulated through theft and tributes here.

Treasure

The hoard contains the following treasure:

Leafwarden

At the center of the wyrmling's hoard is Leafwarden, the sword of the elf warrior Ethvarn. The sword was embedded in Death-at-Sunset's flesh when the dragon was slain, and the elves never found it. Leafwarden is a Dragon Slayer (Longsword).

Conclusion

When the characters defeat Sunset-Is-Nigh, the villagers in x are overjoyed. The council hosts a party in the village green in the characters' honor. If the characters rescued Armin from Redwood Grove or the other elves from the dragon's lair, they are in attendance and lead cheers and songs about the characters' heroics. The council members offer the village's hospitality to the characters for as long as they wish.

With Sunset-Is-Nigh defeated, the corruption lifts from the forest. x spirits quiet, and its stream is no longer poisoned. The blighted trees and foliage heal, and any surviving wicked creatures disperse.

If the characters retrieved the sword Leafwarden, the council members insist the characters keep it as a token of the village's gratitude and a reminder of their impressive deed.

If the characters defeat the dragon, each of them earns an additional 400 XP, or you can simply advance them to level 3.

History of Green Dragons

ACHUAK DARASTRIX

[image: Dragons of Dreams (1985)]

[image: Monstrous Manual (1993)]

[image: Monster Manual (1977)]

[image: Draconomicon (2003)]

[image: Adventures in the Forgotten Realms (2021)]

[image: Draconomicon (2003)]

[image: Monster Manual (2008)]

[image: Monster Manual (2014)]

[image: Concept Art (2023)]

[image: Concept Art (2023)]

[image: Monster Manual (2025)]