Skip to main content

Acute Adventures: The Horror of Kwaka

Greetings and salutations, dungeon masters and dungeoneers. This week, I'd like to introduce you all to a short project on A short series of adventures. Today's adventure uses vegepygmies, the monster discussed in this week's Musing Over Monsters article. Without further ado, onto my first Acute Adventure: The Horror of Kwaka. Let's roll.

The Horror of Kwaka

A tiny village nestled in the dense jungle of Iwanagig is locked in a state of horror as an already frightening monstrosity haunts them, returned to life with blight and brawn. This is a short adventure for player characters of levels 1-3 using the fifth edition Dungeons and Dragons rule set.

If you would prefer reading in .pdf format, here's a link to the .pdf.


  1. Molizuma: A dark-skinned human female with sharp bone earrings who leads the village of Kwaka. She will drive communication with any beings passing through Kwaka.
  2. Tlatonk: An ebony-skinned human male with vicious teeth marks and scars across his face and exposed chest. He is willing to help the party track the horror.
  3. The Horror: A massive tyrannosaurus covered in dull, crimson moss that emanates poisonous spores. Its skeletal ribs poke through its scales and its missing multiple teeth. Use a tyrannosaurus stat block with half the hit points for this creature.

Part I: Arriving in Kwaka

The party either hears about the horror plaguing the jungle around Kwaka and travels there, are natives, or happen upon Kwaka by accident. The villagers speak broken common and their own language, but plead with any strong-looking individuals that pass through the village. In Kwaka, the PCs can learn about the surrounding area and the horror. Use the following information as a guide:
  1. A local vegepygmy tribe constantly fights with the village over a source of rich, fresh water.
  2. A great reptilian beast patrols the spring now. The villagers have seen its tracks and fresh kills. Both are infected with a mold that “makes skin peel like bananas.”
  3. If the party can defeat the beast, the village will gift them a treasured, golden idol and their eternal thanks.

Part II: Tracking the Horror

To find the horror in Iwanagig, the party will need to complete four skill checks (examples below). If they fail a check, they face an encounter in the jungle. If all four encounters are found before a successful skill check is made, they happen upon a moldy trail leading to the horror.

Possible Checks

  • Investigation DC 10: Someone finds enormous tracks covered in red mold.
  • Survival DC 11: Someone discovers a freshly killed capybara covered in bloody mold.
  • Nature DC 12: Someone stumbles upon a trail of red mold that leads to a stream.
  • Perception DC 15: Someone sees trees rustling in the distance.

Encounters (d4)

  • 2d4 vegepygmies leap from the jungle foliage, sharpened sticks drawn!
  • 1d4 vegepygmies and 1 thorny set up an ambush for the party, waiting for the best moment to strike.
  • 1d4-1 party members stumble in a 20’ patch of quicksand! Every round, stuck PCs sink 5’. It takes two DC 14 Athletics or Acrobatics checks to escape.
  • The party discovers a lost child from Kwaka. They are starving and infected with russet mold disease.

Part III: Fighting the Horror

The PCs discover the horror near the spring, strangely resting near its bountiful banks. Tending to the creature’s wounds are 3 vegepygmies; 1 thorny stands guard. If any loud sound is made or the horror is attacked, it will awaken and assault the party.
  1. When the combat begins, the spring erupts, revealing itself to be a magical geyser, angered by battle near its waters. Steam sprays everywhere, dealing 1d4 fire damage to anyone within 20’ of the spring who fails a DC 12 Dexterity Saving Throw.
  2. If the horror falls, the vegepygmies attempt to retreat back to their lair.


If the PCs slay the horror, they can follow the vegepygmies’ trail back to their underground lair, a cavern covered in russet mold. Within, a vegepygmy chief rules, treasure taken from intrepid adventurers sits, and a cure to russet mold disease hides, held by the chief. This could be useful if the party encounters the child infected by russet mold disease. Surely the vegepygmy tribe will not be complacent with the defeat of their horror, and will seek revenge upon Kwaka if not taken out first.
Again, here's the .pdf link to The Horror of Kwaka.

That's it! I hope you enjoyed the brief adventure. I'll be doing this every Wednesday, and who knows, perhaps next week shall continue the Horror of Kwaka...

Until next time, fare thee well!

Follow RJD20 on TwitterYouTube, and Facebook for more RPG content.


Most Popular Articles of the Week

My Take on Matthew Colville’s 5E Action Oriented Monsters

Soaring into a manifest zone on their airship, the Misty Tide, the party erupts into a pocket of the Elemental Plane of Fire high above a sea of bubbling lava. Surrounding them are hissing fire newts mounted upon burning birds, prepared to hijack the airship and release the fire elementals powering it. The airship’s captain screams, “Hold out! We’ll escape ‘ere in a minute, I’ll get us through!” In response, the fiery raiders attack, lead by a striking fire newt warlock. The combat begins, and she thrusts her molten scimitar into the broiling air. The blade soars between each party member, scorching them with ease before reforming in her hands. Later in the combat, she deftly descends atop her burning bird below the airship, narrowly avoiding a blast of eldritch energy. In the struggle’s final moments, she dismounts from her tiny phoenix in a whirl, leaping thirty feet to gouge one of the party members with her scimitar and deal tremendous damage. Ultimately, she fails; the rest of h…

The Case of Screen v. Screenless

It's Tuesday night. The companions of the Caught in Galen campaign are split across the community of Vorici’s Rest. My notes are laid bare before me for tonight’s session. Luna walks the stone halls of a temple, unknowingly moving closer to a beholder-like beast. Flux jogs toward the Azure Graveyard, the bloodstone he needed to dispose of tossed in a nearby alley. Roy stalks toward the Faded Ember Inn with Skraw before coming face-to-face with a humanoid made of twinkling stars and eyes like radiant suns. 
Meanwhile, Jason and Ignis harry two warforged desperate to detonate the necrombombs in the cemetery. From the shadows, Jason expertly twirls bolas at one of the warforged’s feet! I roll to save: 4! The table cheers. With his pact-formed longbow, Ignis rains eldritch blasts on the other warforged. The disabled warforged attempts to remove the bolas: 1! The table cheers. Jason rushes to the fleeing warforged, stepping between Ignis’s booming blasts. The on-the-ground warforged tri…

How to Begin a D&D Campaign

The world is created, the characters are made, and the starting location is set, but how do you begin a Dungeons & Dragons campaign? There are many lines to check off on your list. Is the starting point created? Are all the session zeros finished? Is the initial plot formulated? Is the opening scene ready to go? As I prepare for the start of my next D&D campaign, Caught in Galen, I’m going to help you or anyone else out there itching to begin a campaign correctly complete their pre-campaign checklist.
The D&D Campaign’s Starting Point Where will the campaign begin? This is a key question you should know before your players begin to make their characters that I dedicated an entire article to awhile back. Will the party explore the titanic ruins of a dragon empire on a jungle continent? Will they delve into the depths of the Subterrane in chase of a rogue celestial? Will they begin caught in a giant city of an inherently magical population? Know this before anything else. Y…

An Icewind Dale: Rime of the Frostmaiden Supplement - Abominable Adventures

Icewind Dale: Rime of the Frostmaiden hit the shelves on September 15, 2020. Wizards of the Coast’s summer 2020 adventure module encompasses the rise of a sinister threat around Faerun’s frozen northland civilization: Ten-Towns. Over the course of a Frostmaiden campaign, adventurers overcome burying blizzards, hunt a magical moose, and rid the snowy region of Auril the Frostmaiden and Goddess of Winter. Alongside the published module, a plethora of content creators have released and are continuing to release supplements to assist players and Dungeon Masters exploring Icewind Dale.
Abominable Adventures - An Encounter Guidebook in the Frozen Tundra is one such supplement.

Its creators kindly provided me with a review copy which I had a splendid time reading; outlined below is my review of it. This review includes a broad overview of the supplement, what I see as its best bit, and an area where it could be improved upon.

Before you make your decision on the buy, please take your time and …