A Wild Sheep ChaseA 4th/5th Level Adventure for Dungeons & Dragons 5E by u/TheRainyDaze Summary The party’s attempt to grab a rare afternoon of downtime is interrupted by a frantic sheep equipped with a Scroll of Speak to Animals and a fierce determination to get their attention. With the aid of some magic, the creature reveals itself to be no mere beast, but a wizard who fell victim to an embittered apprentice and a stolen Wand of True Polymorph. After two years imprisioned with nothing to eat but his own lawn, the ex-elf has escaped and is in dire need of aid. Transformed assassins are looking to grab themselves a mutton dinner, while the only object capable of restoring his opposable thumbs lies in the hands of his former pupil and current nemesis. Fortunately, the wooly wizard has found new allies he can rely on, right? Can the heroes put an end to Ahmed Noke’s transmutational tyranny and restore an innocent wizard to his true form? There’s only one way to find out... How to Use This Adventure The main text is divided into several distinct scenes, each covering a location, encounter or major plot point. These usually have several ways for the players to advance the story, but are by no means exhaustive. Other information, enemy stat blocks and notes are highlighed in grey boxes. This is followed by maps, detailed character descriptions and roleplaying notes. While it is possible to run the game on the fly, it is recommended that you read the adventure in its entirety before starting to play. Why come to us and not the authorities? Who would trust the word of a sheep over a respected and feared wizard? Scene 1: Baaaa-d News The game begins with the party idling away an afternoon. albeit with a slight hint of a bleat. The beast appears to be a regular sheep in every way fluffy white coat.and probably the key to his success . The sheep tries to get close to the most magically-gifted member of the party and waves the scroll at them. They might be enjoying a drink at a tavern.looked on. for example . Ahmed Noke. however. There is a sound of clattering hooves.actually polymorphed guards . nobles and merchants. If you want to plant seeds in advance. Shinebright snuck in. Should they use the scroll. you may wish to introduce the character of Noke through rumors or idle conversation with shopkeepers and innkeepers. He then rushed into town with the scroll clenched between his teeth. resting at their base of operations or simply walking down the street without a care in the world. elven-accented Common. all of them hear the sheep’s baaing instantly morphs into cultured. He was a wizard of no small talent. Shinebright’s Story Until two years ago Finethir Shinebright owned and worked out of a tower on the outskirts of town. With the wand representing his only chance of salvation. After establishing that the player can understand what it’s saying. he explains that he recognises them as adventurers and that he is in dire need of their aid. Specifically. it soon becomes clear that something quite odd is happening. Shinebright demanded to know what the boy was doing. Last night he felt hope for the first time in many months when Noke left his home without closing the door. a sheep bounds towards them. so unless the town the adventyre is set in boasts an extremely prestigious magical university it's extremely unlikely that anyone nearby can cast it. clutching the wand. made his way to an old bookshelf and stole the Scroll of Speak to Animals. surprised yelps and a frantic bleating. Why do you need the wand? Can’t any wizard turn you back? True Polymorph is a 9th level spell. All that is requires is that they be walking down the street in a town or city large enough to host a wizard. . one fateful night he ended from his meditative trance to find his apprentice. the sheep introduces itself as Finethir Shinebright. However.the sheep appears to nod and bleat enthusiastically. who view him with fear and awe. His most prized possession . black face. If a character says this out loud .to explain to other party members. which he used to work many wonders on behalf of local officials. Before the party can react.Adventure Hooks Answers to tricky questions Getting the players into this adventure is pretty straight-forward. but the only noise he could produce was an angry ‘baaaaah’. It was already too late. No matter where they are. He will attempt to tell his story. the wizard became a virtual prisoner in his own garden. curled horns .but it is carrying and elaborate scroll in its mouth. a wizard in dire need of aid.was an incredibly rare Wand of True Polymorph. but shortly after he starts the sound of howling fills the air… Doesn’t Speak With Animals only last 10 minutes? The scroll uses a version of the spell modified by Shinebright and can last up to eight hours. A wax seal purports that it is a Scroll of Speak With Animals (Modified). possibly insane wizard. If the players are willing to listen. specialising in transmutation magic. he wants them to help take back an extremely powerful magical artifact from a dangerous. He was forced to graze on nothing but grass and buttercups while hungry wolves and other beasts . letting them take it should they reach for it. standing over him. and was searching desperately for the aura of magic that would indicate someone able to activate the spell when he found the party. potentially launching a chase scene. Shinebright knows his old home’s layout (see Scene 3) intimately.. In any case. They intend to capture Shinebright. Orc Challenge 2 (450 XP) Reckless. hulking figure that stands at least eight feet tall wearing a dirty brown cloak. . Which means he needs access to his old wand. Any mention of Shinebright's true nature is met with hollow. no matter how well the party tries to hide him. mirthless laughter. Guz is not a bright fellow. In a street. Actions Whirling Greatsword. he is also willing to offer bribes and promises of magical favours if that looks like the best option. Guz can choose to gain advantage on all melee weapon attacks for during his turn. Guz. The half-Orc. Combat Tactics He's accompanied by trio of collared wolves (MM p341) with strangely intelligent eyes and a shadowy. he settles for violently hammering on the door. The exact details of any battle that breaks out will depend on the location. He keeps the wand on him at all times and only leaves if he absolutely has to. while the cloaked figure will let its hood fall. The party will have to decide if they follow. Shinebright pleads with the party. Guz will simply attack without warning. tables and overturned chairs litter the floor. he reminds the party that in his true form he is a powerful and wealthy wizard and promises great rewards. and he will not take no for an answer. he is doomed. Crooks If the party is in public a huge Half-Orc swaggers towards them. and act intelligently. The wolves will follow him up. Guz is happy to charge into the front line and take on any heavy hitters alongside the Brown Bear. and is of great sent-ee-ment-all value to his master. The sheep explains that his former apprentice still dwells in his old home. demands that he be given "Master Noke's sheep. not kill him. If they’re feeling mercenary. If Guz captures him. in order to turn back into his original form Shinebright needs another dose of True Polymorph. All of the beasts still have an intelligent human mind contained within them. Hit: 10 (2d6+3) slashing damage. Noke still has many guards still working for him and eventually they will find him. If it takes place in an inn. two targets. but in return all attack rolls against him also have advantage until the start of his next turn. distracted or otherwise dealt with. reach 5ft. chaotic neutral Armor Class 14 (leather armour) Hit Points 67 (9d8 +27) Speed 30ft.Scene 2: Shepherds. Without their help. His trackers know that Shinebright is there. revealing that it is in fact a polymorphed Brown Bear (MM p319). While he would prefer to work through violence and intimidation. located just to the southeast of town. He is more than willing to commit to deals that he knows he can't actually fulfill." He says it escaped. he and his allies will set off for Noke's home. you may wish to have frightened passers-by form zones of difficult terrain. but he is very loyal and determined to complete his task. and is more than happy to describe it in endless detail. If they are in their base of operations or anywhere private. Meanwhile the Wolves will aim to cut round behind the party in a bid to grab Shinebright (use the statistics of a Pony (MM p325) but with INT and WIS scores of 18 and 14 respectively. STR DEX CON INT WIS CHA 16(+3) 12(+1) 17(+3) 8(-1) 11(+0) 8(+1) Skills Intimidation +2 Senses passive perception 10 Languages Common. pushing through the crowd without a care for angry yells left in his wake. Melee Weapon Attack: +5 to hit. Guz Medium half-orc. After the Dust has Settled Once Noke's goons have been defeaated. If he feels like he's not making progress. one a sitting room and one dining room/kitchen. The branches that form its base are roughly bowl-shaped. as well as the general detritus of the common men who occupy them. The rest is forms a garden with a welltrimmed lawn ringed bisected by a stone path. At night it is warmly lit by a series of enchanted lamps set in sconces. darting off betwen a gap in the bushes. of course. and functions as a bedroom for Noke. The track continues through sparse woodland for perhaps a mile without any sign of habitation. Noke's lust for fame and power slightly outweighs his fear of being unseated. Unless they know what to look for. The final. when Noke leaves he will take all of his remaining bodyguards with him and will be extremely quick to suspect the party of betrayal if there is any hint of a double-cross. These have been shaped and woven to create three thick platforms.’ the name of Shinebright’s ancestral home in a local dialect. Noke will use a charge of True Polymorph to transmute some nearby item into a Wyrmling that uses roughly the same stats as the Bed Dragon Wyrmling (see p5). Noke is naturally paranoid and Shinebright’s recent escape hasn’t exactly improved his outlook. and from the floor it’s possible to see flowers and small trees growing around its edge. and is accessible by another branch slope from the second platform. Should he be given enough time to cast it.Scene 3: The House in the Woods The path to Noke’s Tower cuts off from a main road a few miles out of town. Entry to the platform is provided by branches that grow to link it with the garden platform when the passphrase is spoken. One contains a combination library and lab. though not an impossible one. tallest platform is roughly 30ft above the ground. for the time being at least. Scattered beneath the platforms are two small huts. The lowest of these platforms is roughly 40ft across and sits about 10ft from the ground. Inside it is divided up in to three sections. a few of which are oversized. it may not have the same flavour and might need to have its resistences/vulnerabilities tweaked slightly. It is only about 15ft across. containing little beyond a wardrobe. have his wand to hand at all times. Shinebright fashioned his home from the living branches of four sturdy oak trees. apparently also fashioned from enchanted wood. The only obvious route up is a gentle slope formed of roots and branches that connects roughly with the main path. lucrative contract. It is about 20ft above the ground and is fully enclosed with branches with a roof of woven twigs. The bridge can be activated from both ends. Clever Girl.. It is a well-trodden route that soon begins to weave its way between tall oak trees Anyone who cares to examine the path for tracks will easily see the impression of many feet and paws. There are around a dozen evenly spaced. a large wooden bed and a cluttered dressing table. Untidy bookshelves line much of the outer walls and worktables are covered with stacks of inkspattered notes and complicated anatomical diagrams of various beasts and monsters. window-sized gaps. and a large outhouse. with a diameter of roughly 60ft. very skilled set of liars with a sufficiently devious plan and a good helping of luck may be able to tempt him with the offer of a particularly prestigious. . Depending on what it was made from. The huts contain one or two beds each. This means that a very. Even so. the party may be surprised bu the view that awaits them when Shinebright's old house appears through the treetops. The middle platform is the largest. Tree House Rather than stone or glass. as well as what appears to be a door at the point closest to the garden platform. This makes luring him away from the safety of his tower an extremely difficult task. The passphrase is ‘Mae Tref Cathode. with the most fresh sets appearing to match up with the group led by Guz. He will.. . If he notices the party as they approach he will order them to "return the sheep and in return I will not destroy you all. the over-used wand will crackle. If the party are in the main living ares he will crash through the ceiling and attack. Then the ruined mess of the thing that was Noke will sag. a babbling Noke will attempt to use the wandl on himself. he will reveal his reasons for hating Shinebright and boast disjointedly of his own achievements. Melee Weapon Attack: +6 to hit. never to move again. who is offensively weak but can buff up his allies dramatically. While riding the Wyrmling. . Three rounds after he runs away he burst from the roof of his bedroom riding the Bed Dragon Wyrmling. Combat Tactics The most important part of this fight is Noke. The two wolves will act intelligently. Once it becomes clear that the fight is lost. there is a pair of Wolves either sleeping or playing with an oversized pair of dice on the lawn. taking 24 (7d6) piercing damage on a failed save. A Brown Bear is in the outhouse. fizz and malfunction with a loud bang. He will move to his bedroom as fast as he can and casts True Polymorph on his bed. darting around to attack casters and other weak targets while the bear blocks the path up towards Noke. Each creature in that area must make a DC13 Deterity Save. a beast that looks like a dragon carved from wood. orders and attempts at bribery. Noke will simply use Ray of Frost to slow down any party members trying to retreat. Noke will be in the central platform. he will order his men to attack.. chaotic neutral Armor Class 16 (natural armour) Hit Points 70 (10d8 +20) Speed 30ft. oozing meat will twitch and moan. simply trying to attack the closest target when it is not available. He will supplement his minions’ damage with Ray of Frost (PHB p271) but that’s about it. Stealth +5 Senses passive perception 12 Damage Vulnerabilities fire Languages Challenge 4 (1. A Messy End Should the Wyrmling be lost – either to damage or because Noke loses concentration – it will turn back into a a plain old bed.. However. which is the largest thing he can find. Should they refuse to return Shinebright despite his pleas. prioritise enemies that use fire against it. reach 5ft. fly 30ft. The Wyrmling is not that smart and will use its Splinter Breath as often as possible. locking the door behind him and retracting the bridge. intending to transmute his form into that of some monstrous creature. He will also ask if they killed ‘my man. working furiously on new spells.100 XP) Actions Bite. or a player simply gets too close to him. Once the Brown Bear emerges from the outhouse he will cast Enlarge/Reduce (PHB p237) on it in a bid to increase its damage. Bed Dragon Wyrmling Large dragon. Guz. climb 30ft. Desperate and unwilling to let his old master win. For a few moments the steaming. turning Noke into a misshapen pile of flesh. Splinter Breath (Recharge 5-6).. However. with billowing bedsheets for wings and a tail that ends in a soft pillow. however. It will. Noke will cast Haste (PHB p250) or Expeditious Retreat (PHB p238) flee into the central platform. or half as much damage on a successful one." If they talk.Showdown? When the party arrives at the compound. as he will focus on keeping up concentration. taking care of business. STR 19(+4) DEX CON INT WIS CHA 14(+2) 17(+3) 8(-1) 8(-1) 4(-3) Skills Perception +2. marking scores on a slate with claws. one targets.’ and be visibly upset if they have. Hit: 15 (2d10+4) piercing damage. the polymorphed guards are not likely to fight to the death and will flee once they fall below half health. The Bed Dragon Wyrmling send out a shower of wooden splinters in a 15-foot cone. While the chain of events set out in Scene 3 cover the most likely outcomes. A stealthy party may be able to steal the wand while Noke sleeps. . remember that nothing is not set in stone. Levitate Third level (three slots): Haste.Not Like This.. Will +4 Skills Arcana +6 Senses passive perception 12 Languages Common. STR DEX CON INT WIS CHA 9(-1) 14(+2) 16(+3) X(+X) 12(+1) 10(+0) Saving throws Int +5. Noke is a 7th level spellcaster.. First level (four slots): Expeditious Retreat. Thunderwave. however. let alone himself. Hit: 4 (1d4 + 2) piercing damage. but Ahmed Noke Medium Human. while a combination of lucky roles and inventive tactics may allow a player to disarm the wizard before he gets the chance to transmute his bed. Draconic Challenge 2 (450 XP) allow it to develop naturally. or range 20/60 ft. spell attacks +6 to hit). or Noke himself may feel honour-bound to warn them. Mending. is try to provide at least a hint of the dangers associated with the modified wand before the players try and use it. Dwarven. Actions Dagger. One thing that you must do. Neutral Evil Armor Class 12 Hit Points 35 (7d8) Speed 30ft. He has the following spells prepared: Cantrips (at will): Ray of Frost. Second level (three slots): Enlarge/Reduce. Spellcasting. The character descriptions at the back of the adventure should allow you work out how Noke and Shinebright may react when they come face-to-face. Melee or ranged weapon attack: +5 to hit. His spellcasting ability is Intelligence (spell save DC 14.. Message. Possibly it sparks unnaturally when a character touches it. Slow. drawing attention to the cracks running its length. Should this happen. one target. Prestidigitation. don’t force the story back towards the ‘ideal path’ presented above. reach 5 ft. Elven. Jump. Fourth level (one slot): Polymorph.. Before undergoing the risk of having the spall performed on him. reveal that the modifications have left the wand extremely unreliable. the party give word to his old college. At the sight of his former apprentice's ruined corpse. These can be cast by anybody with a spellcasting ability who has spent at least one hour attuning to the wand. a quick search of the central platform will allow them to find another Scroll of Speak with Animals. The target can make a saving throw against this effect in the same way they would against a regular casting of True Polymorph. Shinebright will ask that if he does die. If they fail by five or less. In any case. Anyone proficient in Arcana can tell that it has been modified so it can be used more often. This destroys the wand. He will. and cannot actually pay any financial reward. . the spell casts normally and the DC needed to use it permenantly increases by 1. Shinebright congratulates the party heartily. Each time a charge is used the user must pass a DC 17 Intelligence (Arcana) check. or loot to their hearts’ content. Consequences If the party decides to go ahead with the spell and it succeeds. as Noke was virtually bankrupt and had sold most items to pay for research materials and guards. this wand holds 1d4-1 charges of True Polymorph. In order to increase the amount of times the spell has been case. trouble when the local nobles try to pay Noke a visit and find him missing… If the party refuse to perform the spell. If the players wish they can also take the entire tower complex as their own. which he wears until he is transformed back to his natural shape.000gp.Scene 4: Big Choices Should the players recover the wand it becomes immediately obvious that it is damaged. Shinebright dies permanently. with a minimum of 1. in addition to the above consequences the wand explodes violently. however. He will take back his old home and work towards a way to remove his curse. dealing 1d12 force damage to all creatures within 10 ft for each charge remaining in the wand. the wand appears to have been fitted with a bulbous. He will have to be reminded of anything he actually promised them while he was still a sheep. be willing to perform transmutations of up to 5th level for them. promising to work towards returning them to their natural shapes. If the party decides to go ahead with the spell and it fails. If inspected with a DC 15 Intelligence (Arcana) check. He will also take in any polymorphed guards who fled. he is also open to persuasion if the party try to talk him out of it. though this may cause This transformation cannot be undone by any spell lower than 9th level and cannot be cancelled by ending concentration. thin twig taken from an oak tree. If they fail by more than five. not returning to its original form. with valuables restricted to expensive lab equipment and arcane paraphernalia estimated to be worth around 1. however. The party is free to honour his final wish and leave the tower more-or-less intact. but overuse has rendered it extremely unreliable. he heads to the bedroom and slips on one of his old robes. However. Shinebright is willing to risk his own death in order to be turned back into an elf. Shinebright will acknowledge that he owes the party a large debt. Modified Wand of True Polymorph Formed of a long. Shinebright accepts but will not give up his hopes entirely. If they wish to speak to Shinebright. The amount of charges resets at dawn each day. organs and facial features that is unable to act and dies once 1d4 rounds have passed. rune-inscribed iron band and has cracks running along its length. the spell will transmute the target into a hideous lump of seemingly random limbs. Shinebright may even undergo some realisation of how poorly he treated his former apprentice and turn somber despite his triumph. The tower is surprisingly empty of anything of benefit to non-transmuters. charging just ehough to cover the components. Though he will be upset with them. If they succeed. Key Characteristics: . With expenses rising and determined to exceed the fame of his former master. Noke is keen to take on even grander projects. his achievements and his study of the arcane.Determined to prove his brilliance . Still.Paranoid of losing the wand . He favours loose blue robes and almost always wears slippers.Desperately wants his wand back Ahmed Noke The youngest child of a blacksmith.but from the Wand of True Polymorph he wielded. bookish intellectualism. He finally cracked on the night of his 40th birthday. He is paranoid that someone will attack him as he attacked Shinebright and rarely sleeps. he is generally goodhearted. even if this means pushing the wand to its very limits. Instead. Despite his flaws. Though Noke hero-worshipped the legendary Shinebright. expected to cook. Noke began to set himself up as a master wizard. but a lot about grass. saying he was too young. Once upon a time the local nobles. no matter his form the former elven wizard manages to exude an air of fussy. Assuming he notices them and it doesn’t inconvenience him too much he will try to help others where possible. more bestial forms. Shinebright would explain that his was how he had been taught. self-obsessed and filled with an inflated sense of his own ego. when Shinebright ignored his request to advance his studies. Two years as a sheep have taught him very little about humility.Characters Finethir Shinebright Arrogant. but found college didn’t challenge his abilities. though he will loudly complain of their inability to grasp concepts as simple as poly-planal transweave theory. Shinebright is a willow-thin high elf with straw-coloured hair and an extremely long nose. A master of transmutation. awe and grudging admiration. Shinebright will talk at length about himself. and didn’t seem to register Noke’s claims that. Left to his own devices. If he returns to his natural form. He left home at just 14 to study the wonders of arcane transmutation. snobbish and self-absorbed . However. Noke began to realise that much of Shinebright’s acclaim came not from his own abilities .Arrogant. a combination of guilt and suddenly unstoppered ambition spelled bad news for his mental state.Incapable of reading social situations .Kind at heart . who agreed to take him on as an apprentice. He has a nervous habit of gently pinching his left earlobe when under stress. as a human. he would regularly be called upon to carry out grand tasks such as clearing blocked roads by turning massive boulders into rabbits. the years dragged on and on without any change in their relationship. Key Characteristics: . which have been badly altered and drag along the floor. he abandoned his scholarship and travelled to visit Shinebright.On the edge of madness . many of whom he has transmuted into stronger. This paranoia has led him to invest in a troop of guards. Decades passed and still the master transmuter treated him like a child. clean and recite answers by rote. dusky-skinned middle-aged man with untidy salt-and-pepper hair. After polymorphing his master. Finethir Shinebright is one of the people worst suited to be transformed into a sheep. At the same time. He wears Shinebright’s old blue robes. merchants and arcanists spoke the name of Finethir Shinebright with respect. however. Ahmed is a relatively short. He shows a staggering inability to notice anybody's needs or desires and is perfectly capable of ruining friendships or professional relationships completely by accident.Still burns with anger for Shinebright .extensive as they were . When Noke pressed him on it. he couldn’t spare a century to serve out an apprenticeship. Noke has always been fascinated by the transitory properties different materials could adopt metal that was soft as treacle one moment could be hard as stone the next. In person he stands well over six feet tall.Tries to emulate Noke by using long words .and owes him unswerving devotion. Any feedback on this adventure or any adventures you'd like to see can be sent as a message to u/TheRainyDaze on Reddit or to [email protected] & Dragons is the property of Wizards of the Coast.who genuinely doesn’t care what a creature looks like on the outside .Works through violence and intimidation .Guz A hulking brute of a half-orc.com). His hair is woven into a single plait that reaches to the small of his back. . Though to most outside observers he may appear wholly reprehensible. complicated words he has picked up from Noke . He is also fond of trying to use long. wears tattered but clean leather armour and wields an enormous greatsword that he is more than capable of wielding with a single hand.Cover image taken from animation created by Blizzard Entertainmant. Guz views violence and intimidation as the only sensible methods for achieving his goals and assumes that most people feel the same way.Incredibly loyal to Noke .pyromancers. -Map created using Pyromancer's Dungeon Painter (www. Guz isn’t particularly intelligent and can be easily confused by quick-talking foes. though this usually just makes him angrier.Not very intelligent Credits and Acknowledgments . he is incredibly loyal to Noke .though the extent to which he actually understands what they mean is up for debate.com . Key Characteristics: .