Trouble at the Watering Hole (5e Quest)

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This content deviates from 5th Edition standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th Edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This quest is designed for the Level Zero (5e Variant Rule).

Adventure Background[edit]

In a small hamlet, people are generally left alone and feel safe. Occasionally, an issue occurs when beasts aren't kept under control.


The local watering hole that serves the whole hamlet isn't able to be accessed by people because of some snakes that are surrounding it.


  • Players may be asked to go get rid of the snakes surrounding the well for a reward.
  • Players may feel inspired to go help because it's the right thing to do.
  • Players may need to remove the snakes because they need the water for themselves.
  • Players may have to rescue someone who fell in the well, but first, need to kill the snakes.


The well can be located anywhere in the town. The area should have 15 feet of clearance around the well though.


The area around the well is simply dirt. Players shouldn't have any issue with movement unless it is raining or there is snow. The well is a pretty sturdy structure and may be climbed down (DC 5 Athletics for the first 20 feet. After this, the rocks get pretty slippery and the climb is harder (DC 15 Athletics). The bottom of the well is 100 feet down. Creatures that fall take 1d6 damage for every ten feet they fall.


There are five snakes inhabiting the well. They stay close to the well, snaking and slithering around it individually. Anyone that advances within ten feet of the well is attacked by the snakes. They attack the first creature that enters the area unless attacked; then a snake will attack whoever hit it last. They stand their ground and fight till death.


If characters begin to fall or be poisoned, locals may intervene and try to help.
A druid of the area may catch rumours of this act and make the players sworn enemies for this against the natural world.


The local leader offers each player 5 GP. If an armour smith is local, the players may be rewarded a simple weapon worth less than 5 GP for each of them. And an innkeeper or local will offer a roof and meals for one week.


Combat Awards
Creature XP per Creature
Poisonous Snakes 25
Non-Combat Awards
Task or Accomplishment XP per Character
Undamaged Well 10
Help from Locals -1 per local

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