# Baker's Doesn't *Source: Dragon Delves: Baker's Doesn't, p. 29* - ***An adventure for Level 3 characters.*** - *This adventure is designed to fill one or two sessions of play.* - *It can take place in any village with a nearby forest.* ![](/Rules/Source/adventures/dragon-delves-bakers-doesnt/img/022-02-001-chapter-two-splash.webp#center) ## Key Plot Points The following information is key to the adventure's story: - **Confectionery Conflagration.** The adventurers help a halfling confectioner named Edith Applegarth, whose shop is accidentally set ablaze by a gold dragon. Clues at the scene suggest the possible involvement of local baker Fill Flourforge, while an eyewitness saw the wyrmling flee into the forest. The characters might interrogate Fill or venture into the woods. - **Fill's Bakery.** Characters who visit Fill's bakery learn he has been raising the rambunctious wyrm ling, named Briochebane, in secret. The dragon went to the confectionery that morning intending to frighten Edith, accidentally started the fire, then fled into the forest. Fill doesn't know where Briochebane is. - **The Candy Cottage.** Searching for Briochebane in the woods leads the characters to a candy cottage where a hag named Uncle Nibblecheek has captured the wyrmling. In confronting the hag, the characters discover that Edith made a pact with the hag years ago, trading her younger brother for a lifetime supply of candy. ## Preparation Before running the adventure, prepare as follows: - **Step 1.** If you're running it for a single character, read the "Running for One Character" section. - **Step 2.** Read "Adventure Background". - **Step 3.** Familiarize yourself with the Key NPCs table below. The characters will interact with these individuals throughout the adventure. - **Step 4.** Bookmark the following stat blocks in the "Monster Manual" or on D&D Beyond: - [Animated Rug of Smothering](/Rules/Source/bestiary/construct/animated-rug-of-smothering-xmm.md) - [Bandit](/Rules/Source/bestiary/humanoid/bandit-xmm.md) - [Bugbear Warrior](/Rules/Source/bestiary/fey/bugbear-warrior-xmm.md) - [Cockatrice](/Rules/Source/bestiary/monstrosity/cockatrice-xmm.md) - [Commoner](/Rules/Source/bestiary/humanoid/commoner-xmm.md) - [Dryad](/Rules/Source/bestiary/fey/dryad-xmm.md) - [Goblin Warrior](/Rules/Source/bestiary/fey/goblin-warrior-xmm.md) - [Gold Dragon Wyrmling](/Rules/Source/bestiary/dragon/gold-dragon-wyrmling-xmm.md) - [Green Hag](/Rules/Source/bestiary/fey/green-hag-xmm.md) - [Mephit, Ice](/Rules/Source/bestiary/elemental/ice-mephit-xmm.md) - [Mummy](/Rules/Source/bestiary/undead/mummy-xmm.md) - [Ogre](/Rules/Source/bestiary/giant/ogre-xmm.md) - [Tough](/Rules/Source/bestiary/humanoid/tough-xmm.md) ## Running for One Character You can run this adventure for a single character of level 3. Ideally, that character should have proficiency in at least two of the following skills: - [Athletics](/Rules/Source/skills.md#Athletics) - [Deception](/Rules/Source/skills.md#Deception) - [History](/Rules/Source/skills.md#History) - [Insight](/Rules/Source/skills.md#Insight) - [Perception](/Rules/Source/skills.md#Perception) - [Persuasion](/Rules/Source/skills.md#Persuasion) - [Sleight of Hand](/Rules/Source/skills.md#Sleight%20of%20Hand) - [Stealth](/Rules/Source/skills.md#Stealth) The solo character gains the Blessing of the Lone Champion (see the introduction) to compensate for the lack of companions. **Key NPCs** | Name | Role | Stat Block | Location | |------|------|------------|----------| | Asger Applegarth | Lost halfling wanderer | [Commoner](/Rules/Source/bestiary/humanoid/commoner-xmm.md) (Small) | C15 | | Briochebane | Dragon [charmed](/Rules/Source/conditions.md#Charmed) by Uncle Nibblecheek | [Gold Dragon Wyrmling](/Rules/Source/bestiary/dragon/gold-dragon-wyrmling-xmm.md) | C10 | | Bubba Wugga | Animated doll | [Ogre](/Rules/Source/bestiary/giant/ogre-xmm.md) (with modifications) | C9 | | Edith Applegarth | Secretly wicked halfling confectioner | [Commoner](/Rules/Source/bestiary/humanoid/commoner-xmm.md) (Small, Neutral Evil) | "Rescuing Edith" | | Fill Flourforge | Dwarf baker and retired brigand | [Bandit](/Rules/Source/bestiary/humanoid/bandit-xmm.md) (Medium) | "Arrival at the Bakery" | | Uncle Nibblecheek | Sinister hag with a sweet tooth | [Green Hag](/Rules/Source/bestiary/fey/green-hag-xmm.md) | C10 | ^key-npcs ## Adventure Background A small, cozy stop along a well-traveled road, the village of Hubbleton is home to friendly folk who enjoy the bread and pastries prepared by Fill Flourforge. Unknown to these townsfolk, Fill uses dragon fire to bake his goods. When the unruly gold dragon wyrmling that Fill is raising goes missing the same day Hubbleton's newest confectionery goes up in smoke, the characters become embroiled in a fairy-tale plot that leads to the cottage of a hag with a detestable palate. Three confectioners who cross paths with the gold dragon wyrmling are baked into this adventure's plot. ### Edith Applegarth When she was a girl, Edith and her younger brother, Asger, wandered into the forest and became lost. Far from home, they discovered a trail of colorful candies, which they followed to a cottage tucked in the woods. Unknown to them, this was the home of Uncle Nibblecheek, an evil hag who delighted in devouring visitors to his cottage. Appearing to Edith and Asger as a kindly grandfather, Uncle Nibble cheek invited the children in. ![](/Rules/Source/adventures/dragon-delves-bakers-doesnt/img/023-02-002-edith-applegarth-npc.webp#center) Edith slowly saw through Uncle Nibblecheek's ruse and refused to fall prey to the hag's grisly appetite. A clever and selfish child, Edith made a pact with the hag, trading her little brother for all the candy she could ever want for herself. Impressed at Edith's wit and callous resolve, the hag accepted, and Edith departed the cottage alone. Edith never set foot in the cottage again and doesn't know what happened to her brother after she left. In truth, Uncle Nibblecheek turned Asger into a candy creature and forced him to work as a kitchen helper. Over many years, Edith has leveraged her pact with Uncle Nibblecheek into a booming business. Decades after their encounter, she still collects candy from the hag and sells it in confectioneries throughout the land. In exchange for a steady supply of candy for her shop, Edith sizes up customers as potential victims for the hag. Edith sends rubes and otherwise unpleasant folk on errands to the hag's cottage, which she falsely claims is owned by her older sister. To avoid drawing suspicion, Edith moves her shop to a new town every few years. ### Fill Flourforge Fill Flourforge, a retired dwarf brigand, loves to bake. Fill's criminal career came to a halt when a gold dragon burned the rest of his band of thieves to a crisp during their botched attempt to steal from the dragon's hoard. Though Fill was the only survivor, the mission wasn't a total failure. The dwarf escaped the lair with his life, a small fortune, and one priceless reward: a gold dragon's egg. Rather than continue his banditry, Fill used the spoils from this heist to establish a bakery. In time, the egg hatched near the warmth of his oven. Fill named the wyrmling that emerged Briochebane and raised her as his ward. When the bakery first opened, Fill's desserts were met with mixed reception, but with the help of Briochebane, who became his new baking assistant, Fill's pastries have achieved local renown. This is especially true of his cinnamon rolls, which are toasted to perfection with dragon fire. Fill keeps Briochebane's existence secret. He worries that others would fear the dragon or, worse, try to trap or slay her. ### Uncle Nibblecheek In the woods outside Hubbleton stands the cottage of Uncle Nibblecheek, a green hag with a sinister sweet tooth. A trail of candy winds through a tangled forest to the sugary shack, luring gullible and peckish travelers who stray from the beaten path to the hag's doorstep. Visitors are always welcome. Once guests are inside, Uncle Nibblecheek treats them to an assortment of freshly baked delights, fattening them up and lulling them into sugar induced stupors. Then, aided by a menagerie of candy creatures and an arsenal of magical confectionery equipment, Uncle Nibblecheek transforms his victims into sugary treats and gobbles them up. ## Confectionery Conflagration To begin the adventure, read or paraphrase the following text aloud: > [!readaloud] > > A well-worn dirt road snakes through the village of Hubbleton, a community of crafters, farmers, and lumberjacks gathered in simple buildings amid a forested landscape. Locals are hardworking and polite, acknowledging you with a smile or a nod as you make your way through the village.As you round a corner, a plume of black smoke catches your eye! It rises from a squat log building near the edge of the woods. As flames engulf the wooden roof, the stench of burnt sugar fills the air, and a faint voice from inside cries, "Help! Help!" ^06c Hubbleton's newest confectionery has been set ablaze with its owner trapped inside. The fire was accidentally started by the wyrmling Briochebane. Fiercely protective of her guardian, Fill Flourforge, Briochebane misinterpreted his complaints about the candy store luring away customers as meaning Edith had threatened Fill. Briochebane meant to scare Edith into leaving Fill alone, but accidentally set fire to the confectionery. The panicking dragon fled into the woods. ### Confectionery Layout > [!gallery] > ![Map 2.1: Confectionery Conflagration](/Rules/Source/adventures/dragon-delves-bakers-doesnt/img/024-map-02-01-confectionery-conflagration-dm.webp#gallery) > ![Player Version](/Rules/Source/adventures/dragon-delves-bakers-doesnt/img/025-map-02-01-confectionery-conflagration-player.webp#gallery) The confectionery (shown on Map: Confectionary Conflagration) is a humble, 20-foot-square log cabin with a single floor and a sparse interior. It has two entrances, one in the front and another in the back, both of which are unlocked. The building contains no kitchen, as Edith sources her candy from Uncle Nibblecheek. ### Putting Out the Fire The fire reduces the confectionery to a pile of smoldering wreckage after 10 minutes unless the characters take action to extinguish it. The characters can put out the fire in the following ways: - **Bucket Brigade.** A character can take the [Influence](/Rules/Source/actions.md#Influence) action to rally townsfolk and make a DC 12 Charisma ([Intimidation](/Rules/Source/skills.md#Intimidation) or [Persuasion](/Rules/Source/skills.md#Persuasion)) check. On a success, the townsfolk form a bucket brigade. The group draws water from a nearby well and puts out the fire in 5 minutes. - **Magic.** Water created by the [Create or Destroy Water](/Rules/Source/spells/create-or-destroy-water-xphb.md) spell or a similar effect douses the flames. ### Rescuing Edith Once the characters have dealt with the fire, they can safely rescue Edith from the confectionery. A character who attempts to save Edith without first extinguishing the fire makes a DC 15 Dexterity saving throw, taking `dice:2d6|noform|noparens|avg|text(7)` (`2d6`) Fire damage on a failed save or half as much damage on a successful one. Once inside, a character searching for Edith finds the halfling woman cowering under a counter of once-smiling lollipops that have melted into grotesque, elongated faces. The character then can escort Edith from the confectionery (no ability check required). Edith (Small, Neutral Evil [Commoner](/Rules/Source/bestiary/humanoid/commoner-xmm.md)) is in her golden years. She wears spectacles and frumpy clothing and sports braided pigtails that suggest her youthful personality. Edith is Friendly toward her rescuers. If the characters don't move to rescue Edith, two heroic townsfolk brave the fire and retrieve the confectioner from the burning building. Regardless of whether townsfolk or the characters save Edith, her rescuers emerge to cheers from an audience of emotionally invested onlookers. ### After the Fire If the characters fought the fire, it was a minor setback for Edith's business; if not, her confectionery is destroyed. Either way, she approaches the characters after the event: > [!readaloud] > > Edith Applegarth stands in front of her smoking confectionery, its beams blackened by soot. "Oh dear, what an awful day! Who could have done such a rotten thing?" ^071 Edith's puzzlement is genuine. She doesn't know who or what caused the fire, but she's certain it wasn't her. If the characters played a part in her rescue, she thanks them for saving her life. Edith then asks the characters to find the culprit so she can report them to the proper authorities. In exchange for the party's services, Edith promises each character 10 GP and a batch of their favorite dessert, adding that she wishes she could offer more. Should they accept, Edith suggests they start by asking around or checking for signs of a break-in. In any case, Edith remains at the site to assess the damage and doesn't accompany them further. #### Gathering Clues The characters can glean the following clues in or around the ruined confectionery. ![](/Rules/Source/adventures/dragon-delves-bakers-doesnt/img/026-02-003-fill-flourforge-npc.webp#center) ##### Burnt Roll A character who takes the [Search](/Rules/Source/actions.md#Search) action and succeeds on a DC 12 Wisdom ([Perception](/Rules/Source/skills.md#Perception)) check finds a half-eaten and slightly charred cinnamon roll in the grass behind the confectionery. Asking around town or taking a subsequent [Study](/Rules/Source/actions.md#Study) action and succeeding on a DC 12 Intelligence ([History](/Rules/Source/skills.md#History)) check reveals the roll was made at a local bakery owned by a dwarf named Fill Flourforge (see "Fill's Bakery"). ##### Family Portrait A character who searches the confectionery's interior (or its ashes, if it burned down) finds a scorched painting of Edith and her younger brother, Asger, when they were children. If the picture is returned to her, Edith sheds a tear and explains that, when she was a girl, her brother "disappeared into the woods and never came home." She doesn't elaborate. ##### Foul Play If pressed to name a possible suspect, Edith or another townsperson reluctantly suggests that Fill Flourforge, a local baker, might benefit from being the sole purveyor of sweets in town. ##### Unreliable Witness If the characters solicit eyewitness accounts from bystanders, a drunken human woman of dubious credibility claims she noticed a "golden lizard" fly into the woods after the fire broke out. This witness, named Peetra Sylver, then rants about the time she was abducted by troglodytes and nobody believed her. ### Next Steps Depending on the clues they collected, the characters might decide to investigate the bakery or head into the woods in pursuit of the creature that fled the fire. If the characters start with the bakery, see "Fill's Bakery"; if they start with the forest, jump ahead to "The Candy Cottage." ## Fill's Bakery Most of Hubbleton's residents buy their bread from Fill's bakery. Located near the center of town, this quaint, two-story establishment caters to hungry travelers and industrious locals. When not tending to customers, Fill usually can be found in the kitchen, experimenting with new recipes and preparing his shop's daily assortment of baked goods. ### Bakery Layout From the outside, the bakery (shown on Map: Fill's Bakery) resembles a giant loaf of bread. The ground floor contains the kitchen, pantry, and storefront. The upper floor has living quarters for Fill and his secret dragon sous-chef, Briochebane. ### Arrival at the Bakery When the characters enter the bakery, read or paraphrase the following text: > [!readaloud] > > A brass bell rings as you enter this charming bakery. Sunlight filters through small windows, illuminating an array of brightly colored sweets, flour-dusted loaves, and golden pastries neatly arranged on maple shelves. The scent of freshly baked bread fills the air.A dwarf with bushy eyebrows and a clean shaven face emerges from the kitchen with a tray of cinnamon rolls. "Good day," he says as he places the pastries on a shelf. "How can I help you?" ^07b Fill Flourforge (Medium [Bandit](/Rules/Source/bestiary/humanoid/bandit-xmm.md)) wears a flour-stained apron. He is Friendly and welcomes all customers warmly. Fill makes small talk with the characters as he tries to sell them baked treats (see "What's for Sale?"). If they tell Fill about the fire at Edith's confectionery, he seems visibly shocked. The baker fervently denies any accusations of arson and replies that plenty of customers can testify he was present at his bakery during the event. However, a character who listens to Fill's alibi and succeeds on a DC 15 Wisdom ([Insight](/Rules/Source/skills.md#Insight)) check discerns that he's withholding something. A character can pry more information from Fill by taking the [Influence](/Rules/Source/actions.md#Influence) action and making a DC 14 Charisma ([Intimidation](/Rules/Source/skills.md#Intimidation) or [Persuasion](/Rules/Source/skills.md#Persuasion)) check. On a success, Fill explains the full story (see "Dragon Dilemma"). A character who presents the half-eaten roll found outside the confectionery automatically succeeds on this check. On a failed check, Fill sticks to his story, but the characters can try again. ### What's for Sale? Fill makes an honest living selling breads and pastries. His offerings and their prices are summarized in the Baked Goods table below. **Baked Goods** | Item | Price | |------|-------| | Cinnamon roll | 1 SP (1 GP for a dozen) | | Sweet bread (with blue, pink, or yellow frosting) | 3 CP | | Loaf of bread | 2 CP | ^baked-goods ### Dragon Dilemma Once Fill believes he can trust the characters—or feels he has no other choice—he reveals the following information: - **Past Life.** Fill used to be a brigand. His last heist nearly cost him his life, but he escaped with a gold dragon egg and enough coin to fund his bakery and give up banditry altogether. - **Secret Ingredient.** Fill's pastries are toasted with dragon fire, a closely guarded secret ingredient produced by a gold dragon Fill is raising behind closed doors. In recent months, Fill has struggled to keep the growing dragon, whose name is Briochebane, hidden from the public. - **Missing Dragon.** After toasting this morning's rolls, Briochebane disappeared. Fill worries the dragon might be responsible for the confectionery fire. If that's the case, Fill vows to fund its reconstruction anonymously. #### Fill's Quest > [!gallery] > ![Map 2.2: Fills Bakery](/Rules/Source/adventures/dragon-delves-bakers-doesnt/img/027-map-02-02-fills-bakery-dm.webp#gallery) > ![Player Version](/Rules/Source/adventures/dragon-delves-bakers-doesnt/img/028-map-02-02-fills-bakery-player.webp#gallery) After imparting the information above, Fill beseeches the characters to find Briochebane and bring his ward home unharmed. He implores them not to slay the dragon—she's the only family he has. Upon Briochebane's safe return, Fill promises to reward the characters with 100 GP from his stashed loot from his former life of crime. If the characters accept, Fill tells them Briochebane likes to frolic and hunt in the woods east of town. He then hands the characters a sack containing three warm cinnamon rolls—Briochebane's favorite dessert—to coax the dragon into returning to the bakery. Fill stresses that the characters are not to eat the rolls, or the dragon might not heed their commands. If they want their own, Fill will give each character one free roll. If the characters refuse, Fill asks only that the characters not reveal the secrets he shared with them. Before they depart, the baker mentions that Briochebane is like good bread: crusty on the outside but soft on the inside. He reiterates his fervent request that the characters not harm her. ## The Candy Cottage ![](/Rules/Source/adventures/dragon-delves-bakers-doesnt/img/029-02-004-candy-cottage.webp#center) East of Hubbleton lies an untamed stretch of lofty trees teeming with wildlife. After setting fire to Edith's confectionery, Briochebane fled into the forest, where she caught the scent of a trail of candy and indulged her sweet tooth, but the trail led her into the clutches of the hag Uncle Nibblecheek. The characters' investigation leads them down the same path. Uncle Nibblecheek's cottage stands in a picturesque grove far from Hubbleton. ### Candy Trail When the characters enter the forest, read or paraphrase the following text: > [!readaloud] > > Beyond Hubbleton spreads a dense forest. Giant trees tower above. Woodland critters nest in these ancient trunks, and moss hangs from their limbs like long, green beards. The air feels crisp and fresh. After some brief wandering, you stumble on a trail dotted with colorful candies. The candy trail leads deeper into the forest. ^082 After following the trail for an hour, the characters arrive at Uncle Nibblecheek's candy cottage. ### Arriving at the Cottage When the characters reach the cottage, read or paraphrase the following text: > [!readaloud] > > The candy trail ends at a sprawling cottage deep in the woods. A medley of sweet aromas wafts from the structure, and a mélange of confections decorates its exterior: lollipops, taffy, truffles, and other bite-size delights. Colorful sheets of sugar glass form its windowpanes, planks of pink wafers line its front porch, and its roof is thatched with licorice.A squat peppermint tower topped with a swirl of thick icing rises from the back of the cottage. East of the cottage is a small red barn, and an outhouse stands near the edge of the forest to the north. Both are made from chocolate planks. ^084 Characters can freely devour the sweets that adorn the cottage. A consumed sweet is magically replaced after 10 minutes. A character who samples any of the confections on the cottage's exterior feels a strong desire to enter the cottage but can resist the temptation. > [!gallery] > ![Map 2.3: Candy Cottage](/Rules/Source/adventures/dragon-delves-bakers-doesnt/img/030-map-02-03-candy-cottage-dm.webp#gallery) > ![Player Version](/Rules/Source/adventures/dragon-delves-bakers-doesnt/img/031-map-02-03-candy-cottage-player.webp#gallery) ### Candy Creatures Some effects in the cottage can alter a creature's form, along with all nonmagical items it's wearing or carrying—turning them into animate candy. When a character is turned into animate candy, the text specifies the kind of candy. A creature in candy form doesn't age, but the transformation has no effect on its statistics. Candy armor is just as resilient as normal armor of its kind, and a candy weapon is just as lethal and sturdy as its ordinary counterpart. A candy creature reverts to its normal form if targeted by the [Greater Restoration](/Rules/Source/spells/greater-restoration-xphb.md) spell or if Uncle Nibblecheek dies. As a [Magic](/Rules/Source/actions.md#Magic) action, the hag can revert one creature he touches. If a candy creature is subjected to another effect that also would alter its target into candy, that creature isn't altered again but suffers all other consequences as normal. ### Cottage Features Unless otherwise specified, the cottage has the following features. #### Ceilings The cottage's ceilings are 10 feet high except in the tower (area C12), where the ceiling is 20 feet high. All ceilings are covered with a layer of sweet icing. #### Doors Doors throughout the cottage are thick bars of chocolate etched with wood grain designs. Each chocolate door is unlocked and as strong as a wooden door. #### Edible Objects With a few exceptions noted in the text, all objects in the cottage that belong to Uncle Nibblecheek are made of candy. These objects are as usable and resilient as their non-edible counterparts. #### Lighting Each room in the cottage is filled with [Bright Light](/Rules/Source/variant-rules/bright-light-xphb.md) from a magical gumball lamp. Consuming a gumball or removing it from the cottage extinguishes its light. ### Cottage Locations The following locations are keyed to Map: Candy Cottage. #### C1: Porch > [!readaloud] > > A covered porch, its planks composed of bright pink wafers, extends from the front of the cottage. The front door consists of matching slabs of chocolate sculpted to resemble wood. In front of the double door, a doormat made of fruit leather reads, "Please Wipe Your Feet." A candy rocking chair faces the forest. ^08d The doormat is an [Animated Rug of Smothering](/Rules/Source/bestiary/construct/animated-rug-of-smothering-xmm.md) made of soft candy. It attacks visitors who don't wipe their feet before entering the cottage. Otherwise, the rug remains motionless. #### C2: Foyer > [!readaloud] > > Candy aromas greet you in this modest foyer. Coats and cloaks hang just inside the threshold, above boots and shoes of different sizes. To the east is a sitting room filled with candy furniture. To the west lies a child's playroom. ^08f The garments and footwear belong to visitors who never left the cottage. #### C3: Bubba Wugga's Playroom > [!readaloud] > > Colorful toys litter this spacious playroom. A giant, empty cradle lies toppled on the floor. ^091 This playroom and its contents belong to Bubba Wugga, a sapient doll created by Uncle Nibble cheek. Bubba Wugga (see area C9) usually sleeps in the cradle, which is big enough to hold an ogre-size baby comfortably. ##### Toys The room boasts an impressive array of toys, many of which are larger than their typical counterparts: dress-up kits, figurines, prop weapons, and a rocking horse as big as a full-grown horse. Riding the rocking horse triggers a [Magic Mouth](/Rules/Source/spells/magic-mouth-xphb.md) spell that causes the horse to whinny and loudly exclaim, "Hot dog!" several times. ##### Treasure Amid the toys is a [Bag of Tricks](/Rules/Source/items/bag-of-tricks-xdmg.md) (gray). A character who takes the [Search](/Rules/Source/actions.md#Search) action and succeeds on a DC 13 Wisdom ([Perception](/Rules/Source/skills.md#Perception)) check finds the bag. #### C4: Sitting Room > [!readaloud] > > This room contains furniture made of candy, including a couch, two chairs, and a low table. Delicate candy teacups rest on white sugar doilies along the table's edge. A candy teakettle hangs in the hearth over a crackling fire, whistling gently. ^095 Uncle Nibblecheek occasionally entertains guests in this sitting room. ##### Secret Trapdoor In the northeast corner, a trapdoor is cleverly hidden in the floor. Any character who takes 1 minute to search the room for secret doors finds the trapdoor with a successful DC 15 Wisdom ([Perception](/Rules/Source/skills.md#Perception)) check. The trapdoor pulls open to reveal a candy ladder that descends to the dungeon (area C15). #### C5: Taffy Factory > [!readaloud] > > Rhythmic, rubbery slapping sounds fill this noisy room. Two burly, fur-covered humanoids wearing gloves and hairnets heap globs of a gum-like substance into a contraption at the back of the room. The machine's frenzied mechanical arms stretch and twist the brightly colored substance into ropes of taffy. Meanwhile, a third worker snips the taffy, wraps it, and sorts it by flavor into one of three buckets. ^098 Three [Bugbear Warriors](/Rules/Source/bestiary/fey/bugbear-warrior-xmm.md) make taffy in this room. The bugbears work for Uncle Nibblecheek and are Hostile toward intruders. In combat, they attempt to shove characters into the taffy puller (described below). A character can take the [Influence](/Rules/Source/actions.md#Influence) action and make a DC 12 Charisma ([Deception](/Rules/Source/skills.md#Deception)) check to try to fool the bugbears into thinking the character is a guest of Uncle Nibblecheek. Bugbears fooled into believing this lie become Indifferent toward that character. ##### Taffy Inside each of the three candy buckets are one hundred wrapped pieces of saltwater taffy. The characters can use the taffy to appease Bubba Wugga (see area C9). A large blob of unstretched, unwrapped taffy lies on the floor by the window on the west wall. A creature that enters a square shared by this blob of taffy for the first time on a turn or that ends its turn there must succeed on a DC 10 Dexterity saving throw or have the [Restrained](/Rules/Source/conditions.md#Restrained) condition until the end of its next turn. ##### Taffy Puller Standing against the north wall is a candy contraption that magically stretches its contents into saltwater taffy. Any creature that starts its turn in the space occupied by the taffy puller's arms must succeed on a DC 15 Strength saving throw or take `dice:2d8|noform|noparens|avg|text(9)` (`2d8`) Bludgeoning damage and be altered into a candy creature (see "Candy Creatures"). In this state, the creature has a soft, slightly elastic taffy form. #### C6: Trapped Hallway > [!readaloud] > > Peppermint-flecked tiles checker the floor of this long hallway, which has been generously sprinkled with flour. ^09c A pressure plate spans the width of the hall near its midpoint, as denoted on the map. Any character who searches the floor for traps and succeeds on a DC 15 Wisdom ([Perception](/Rules/Source/skills.md#Perception)) check notices the pressure plate. When a creature steps on the pressure plate, a 5-foot-long, 10-foot-wide wooden rolling pin falls from the ceiling at the north end of the hall and rolls the length of the hallway, flattening creatures in its path. Each creature in the hallway must succeed on a DC 15 Dexterity saving throw or take `dice:2d6|noform|noparens|avg|text(7)` (`2d6`) Bludgeoning damage, have the [Prone](/Rules/Source/conditions.md#Prone) condition, and be altered into a candy creature (see "Candy Creatures"). While candied, the creature has a flat gingerbread form. The rolling pin stops at the south end of the hall. #### C7: Candied Apple Orchard > [!readaloud] > > Nestled in this courtyard are four trees with peppermint bark. Candied apples dangle from their delicate white branches. A four-foot-high wall made of bubblegum bricks blocks off an opening to the south. ^09e Natural light fills this courtyard. Scaling the low wall is easy but costs an extra 5 feet of movement. Three candy [Dryads](/Rules/Source/bestiary/fey/dryad-xmm.md) (see "Candy Creatures") hide within the trees, watching for interlopers. A character who surveys the trees and succeeds on a DC 16 Wisdom ([Perception](/Rules/Source/skills.md#Perception)) check notices a dryad. ##### Candied Apples If the characters attempt to pick any of the candied apples, one candy dryad ceases hiding and issues the following warning in Elvish: > [!readaloud] > > "Halt! These candied apples are reserved for children and the beasts of the wild. Stay your hand, or face nature's wrath." ^0a0 Each day, the trees in this area magically sprout `dice:1d10|noform|noparens|avg` (`1d10`) crisp apples coated in a brittle, sugary shell. The apples' stems are candy sticks that facilitate consumption. The characters can use these candied apples to appease Bubba Wugga (see area C9). The dryads fight characters who ignore their command, but they allow children and animals to freely partake of the apples. Characters who wish to avoid a fight can obtain apples through a variety of clever means: - By shape-shifting into a woodland animal - By freeing Asger, a child trapped in the dungeon (area C15), and asking him for help - By succeeding on DC 15 Dexterity ([Sleight of Hand](/Rules/Source/skills.md#Sleight%20of%20Hand)) checks, with one apple pilfered per success - By recruiting a woodland critter from the surrounding forest using the [Speak with Animals](/Rules/Source/spells/speak-with-animals-xphb.md) spell or by making a successful DC 15 Wisdom ([Animal Handling](/Rules/Source/skills.md#Animal%20Handling)) check #### C8: Chocatrice Barn > [!readaloud] > > Eight chocolate statues are situated throughout this rustic barn. The statues depict humanoids with agonized expressions. Four mangy, cocoa-feathered birds bob about the statues, squawking and pecking at the chocolate figures. A nest made of white, shredded dough sits on the ground behind the northernmost statue. ^0a2 Four chocatrices dwell in this barn and attack intruders on sight. Each one uses the [Cockatrice](/Rules/Source/bestiary/monstrosity/cockatrice-xmm.md) stat block, but a creature who gains the [Petrified](/Rules/Source/conditions.md#Petrified) condition from its Petrifying Bite turns to chocolate instead of stone. ##### Chocolate Eggs A nest of shredded phyllo dough behind the northernmost statue contains a clutch of six crème-filled chocolate eggs, which the characters can use to appease Bubba Wugga (see area C9). ##### Statues The statues are the chocolate remains of hikers, hunters, lumberjacks, and other hapless travelers. Each is riddled with tiny holes from the chocatrices' beaks; a few are missing fingers and toes. #### C9: Bubba Wugga ![](/Rules/Source/adventures/dragon-delves-bakers-doesnt/img/032-02-005-bubba-wugga-npc.webp#center) > [!readaloud] > > A giant, diapered baby doll sits in front of a double door made of hinged chocolate bars. Even while seated, the doll is more than seven feet tall. It grasps a menacing-looking lollipop, and a single cyclopic eye peers out of the doll's face. It gazes in your direction. "Sowwy," booms the one-eyed doll smugly. "Kitchen's cwosed." ^0a6 The doll, Bubba Wugga, is positioned in front of the double door and refuses to let visitors enter the kitchen (area C10), per Uncle Nibblecheek's instructions. Bubba Wugga is a Construct that knows Common and Elvish; it otherwise uses the [Ogre](/Rules/Source/bestiary/giant/ogre-xmm.md) stat block. It wields a lollipop-shaped [Greatclub](/Rules/Source/items/greatclub-xphb.md) and succeeds automatically on saving throws against spells that compel it to disobey Uncle Nibblecheek's orders. If Bubba Wugga defeats the characters in combat, they awaken as prisoners in the dungeon (area C15) with 1 Hit Points;Hit Point each. Only candy can make Bubba Wugga ignore the hag's instructions. To convince the doll to stand aside, the characters must bring it three different candies from elsewhere in the cottage. Bubba Wugga gladly tells the characters its favorite candies and where to find them, as outlined in the Bubba Wugga's Favorite Candies table. The doll doesn't accept any substitutions. Upon receiving the candies, Bubba Wugga gathers its spoils, squeezes its way past the characters, and retires to its playroom (area C3), carefully stepping over the pressure plate in the hall (area C6). **Bubba Wugga's Favorite Candies** | Candy | Location | |-------|----------| | Candied apple | Candied apple orchard (area C7) | | Chocolate egg | Chocatrice barn (area C8) | | Gingerbread | Striped dungeon (area C15) | | Gummy pillow | Gummy mummy's tomb (area C14) | | Saltwater taffy | Taffy factory (area C5) | ^bubba-wuggas-favorite-candies #### C10: Candy Kitchen > [!readaloud] > > A toothless hag resembling a ghastly, green-skinned old man in a stained baking apron dashes between pots of boiling sugar and cluttered countertops. Chocolate toads, glittery jars of still-fluttering gossamer wings, and other bizarre-looking ingredients crowd the work surfaces. In the southwest corner, a staircase made of chocolate planks leads downward.The kitchen's main feature is a massive, wood-fired, metal oven festooned with rubies. Its hinged door is open, revealing roaring flames. ^0a8 > [!readaloud] > > Curled atop the oven lies a gold dragon the size of a large dog. The dragon's eyes look cloudy and white.The hag senses your intrusion, whips around, and says, "Hey! Who let you in here?" ^0a9 Uncle Nibblecheek, an irritable [Green Hag](/Rules/Source/bestiary/fey/green-hag-xmm.md), works in this busy kitchen. The hag is initially Indifferent toward the characters but can't abide guests in his kitchen; the longer they linger here, the more irritable he becomes until his attitude shifts to Hostile. If the characters fight Uncle Nibblecheek, he claps his hands and commands the dragon wyrmling to defend him (see "Briochebane" below). The hag then fights until [Bloodied](/Rules/Source/conditions.md#Bloodied), at which point he bargains for his life (see "Parleying with the Hag"). If Uncle Nibblecheek is slain, all creatures candied by his magic (see "Candied Creatures") revert to their former forms. Fighting both the dragon and the hag might not end in the characters' favor. If the characters are defeated, they wake up imprisoned in the dungeon (area C15), each with 1 [Hit Point](/Rules/Source/variant-rules/hit-points-xphb.md). ##### Briochebane Briochebane, Fill's trusted ward and baking companion, is a [Gold Dragon Wyrmling](/Rules/Source/bestiary/dragon/gold-dragon-wyrmling-xmm.md) that knows Common and Dwarvish. When she came upon the cottage, Uncle Nibblecheek tricked her into eating a magic pastry that makes her obedient; Briochebane has the [Charmed](/Rules/Source/conditions.md#Charmed) condition. Until this condition ends, the wyrmling regards the hag as her ally and obeys Uncle Nibble cheek. A character who takes the [Search](/Rules/Source/actions.md#Search) action to observe the wyrmling and succeeds on a DC 13 Wisdom ([Insight](/Rules/Source/skills.md#Insight)) check recognizes she has been Charmed. The party can end the Charmed condition on the wyrmling in the following ways: - **Cinnamon Bribe.** Taking the [Utilize](/Rules/Source/actions.md#Utilize) action to present Briochebane with a cinnamon roll from Fill's bakery immediately ends the Charmed condition on the wyrmling. After devouring the roll as an action, Briochebane thanks the characters, whom she now regards as friends. She then fights Uncle Nibblecheek with vengeful glee. - **Damaging the Dragon.** Whenever Briochebane takes damage, she makes a DC 15 Wisdom saving throw. On a success, the condition on her ends. - **Nibblecheek's Demise.** Slaying the hag ends the Charmed condition on the wyrmling. ##### Kitchen Equipment The baking utensils, cookware, and oven are all made of polished metal, not candy. A creature that enters the oven for the first time on a turn or starts its turn there takes `dice:2d10|noform|noparens|avg|text(11)` (`2d10`) Fire damage. If this damage reduces Uncle Nibblecheek to 0 [Hit Points](/Rules/Source/variant-rules/hit-points-xphb.md), he melts into a puddle of candy, lamenting "I'm melting!" as he gradually dissolves. ##### Parleying with the Hag A character who finds the hag's dentures in the tower (area C12) can use them to ransom the dragon wyrmling. If a character takes the [Influence](/Rules/Source/actions.md#Influence) action to present the dentures and succeeds on a DC 15 Charisma ([Persuasion](/Rules/Source/skills.md#Persuasion)) check, Uncle Nibblecheek grudgingly surrenders the wyrmling to the characters and tells them how to break his magical hold over the wyrmling. At the DM's discretion, the characters might be able to offer something else in the dentures' place, such as a secret family recipe, one of Fill's delectable cinnamon rolls, or Uncle Nibblecheek's life (if the hag is Bloodied). As part of the bargain, Uncle Nibblecheek returns any candy creatures in the party to their original forms. If the characters rescued Asger from the dungeon (area C15), Uncle Nibblecheek extends this courtesy to him as well, severing Edith's pact with the hag. The hag then tells the party to scram. ##### Treasure One hundred fake rubies worth 1 GP each decorate the oven's exterior. It takes one character 10 minutes to pry all these "gems" from the oven's surface. #### C11: Pantry > [!readaloud] > > Shelves of baking ingredients line the walls of this well-stocked pantry. ^0af The supplies in this pantry include a pristine set of Cook's Utensils, a chef's hat, and ten bags of flour. A patch of [green slime](/Rules/Source/traps-hazards/green-slime-xdmg.md) (see the "Dungeon Master's Guide") is packed within a jar labeled "Granny's Sourdough Starter." ##### Treasure A thorough search of the pantry takes 1 minute and yields a pouch containing [Dust of Disappearance](/Rules/Source/items/dust-of-disappearance-xdmg.md). #### C12: Tower > [!readaloud] > > Curved bookshelves made of rock candy line the interior wall of this tower. Other furnishings include a comfortable chair, an end table, and an ornate claw-footed desk, all carved from dark chocolate. A pair of dentures is clamped around a half-eaten candied apple on the end table. A crooked broom leans against the desk, and an open storybook rests atop it. ^0b2 The shelves contain books on cooking and baking, all written in Elvish and made of candy. Licking the spine of a book imparts a taste of the knowledge within, while consuming the tome altogether results in a sugar rush followed by mild cramps and gas. ##### Hag's Dentures Uncle Nibblecheek's dentures popped out while he was eating the candied apple on the end table. The hag was summoned elsewhere before he could free his teeth from the sticky treat. Removing the dentures from the apple requires a [Utilize](/Rules/Source/actions.md#Utilize) action and a successful DC 10 Strength ([Athletics](/Rules/Source/skills.md#Athletics)) check. ##### Storybook The storybook on the desk describes Edith's pact with Uncle Nibblecheek (see "Adventure Background"). It presents Edith's life as a fairy tale, highlighting important events with illustrations geared toward children. Characters who peruse the book learn that Edith visited the cottage when she was a girl, betrayed her brother, and struck a partnership with the hag. The last few pages of the book are blank because Edith's story isn't over. At the end of the adventure, the book magically completes its final pages to reflect the fates of the confectioner and her long-lost brother. ##### Treasure The broom leaning against the desk is a [Baba Yaga's Dancing Broom](/Rules/Source/items/baba-yagas-dancing-broom-xdmg.md). Stashed in the desk drawer is a rolled-up [Spell Scroll](/Rules/Source/items/spell-scroll-xdmg.md) of [Greater Restoration](/Rules/Source/spells/greater-restoration-xphb.md). #### C13: Outhouse > [!readaloud] > > An unsettlingly fragrant outhouse abuts the woods behind the cottage. ^0b7 The outhouse is built from chocolate planks. Inside the outhouse is a battered Spellbook and a chocolate seat above a shallow pit. ##### Treasure The Spellbook has several pages torn out of it. Written on the remaining pages are the following spells: [Alarm](/Rules/Source/spells/alarm-xphb.md), [Disguise Self](/Rules/Source/spells/disguise-self-xphb.md), [Knock](/Rules/Source/spells/knock-xphb.md), [Spider Climb](/Rules/Source/spells/spider-climb-xphb.md), and [Stinking Cloud](/Rules/Source/spells/stinking-cloud-xphb.md). #### C14: Gummy Mummy's Tomb > [!readaloud] > > This tomb contains a sarcophagus made of hard candy. Two statues formed of crystalline sugar and coconut stand on either side of the sarcophagus amid a trove of gold coins and other precious objects. An inscription on the wall above the sarcophagus reads, "May death curse all who interrupt my rest." ^0ba This tomb honors a selfish prince cursed by Uncle Nibblecheek. Now a gummy [Mummy](/Rules/Source/bestiary/undead/mummy-xmm.md), the prince lies within the sarcophagus, guarded by two coconut [Ice Mephits](/Rules/Source/bestiary/elemental/ice-mephit-xmm.md). A character can lift or push aside the sarcophagus lid with a successful DC 15 Strength ([Athletics](/Rules/Source/skills.md#Athletics)) check. If the characters disturb the sarcophagus or the treasure, the gummy prince emerges from his sarcophagus and engages the characters in combat. The mephits join the fray. ##### Candy Curse A character who steals any of the prince's treasure must succeed on a DC 15 Wisdom saving throw or be altered into a candy creature (see "Candy Creatures"). In this form, the character has a translucent gummy body. ##### Fake Treasure At first glance, the treasure appears to comprise hundreds of gold coins, jewelry, and other expensive gifts, but all are confection counterfeits—chocolate discs wrapped in foil, geometric sugar crystals, and deceptively crafted cakes with painted fondant. A character who takes the [Study](/Rules/Source/actions.md#Study) action to examine the treasure discerns it is fake. ##### Gummy Pillow Inside the sarcophagus is a life-size gummy pillow, which the characters can use to appease Bubba Wugga (see area C9). #### C15: Striped Dungeon ![](/Rules/Source/adventures/dragon-delves-bakers-doesnt/img/033-02-006-gingerbread-people.webp#center) > [!readaloud] > > Candy cages hang from the ceiling of this sugar-glazed dungeon with striped walls. A boy made of pink bubble gum occupies one of the cages, humming an upbeat tune to himself. In another cage, a remarkably large human skeleton loosely grips a hefty axe. Between the cages stand four gingerbread people—each six feet tall and armed with a rolling pin. ^0bf A candy ladder in the southeast corner of the room leads to a visible trapdoor in the 10-foot-high ceiling. The trapdoor pushes open easily, revealing the sitting room (area C4) above. The four gingerbread people Chaotic Evil [Toughs](/Rules/Source/bestiary/humanoid/tough-xmm.md) armed with rolling pins that function as Maces) attack intruders on sight. The gingerbread people know Common and Elvish. ##### Gingerbread Defeated gingerbread people crumble into chunks of inanimate gingerbread, which the characters can use to appease Bubba Wugga (see area C9). ##### Candy Cages Eight cages hang from the ceiling, suspended by licorice ropes and dangling 2 feet above the floor. Candy canes as hard as iron form the cages' red-and-white-striped bars. Each cage is big enough to confine one Medium creature and features a hinged door fitted with a complex lock of good quality (1 minute to pick, DC 15). A check to pick the lock is made with [Disadvantage](/Rules/Source/variant-rules/disadvantage-xphb.md) if the character is inside the cage. If the check fails, the character can try again. The cage doors are comparable to stone doors for the purpose of breaking or forcing them open. ##### Prisoners Two cages are occupied, though one of the prisoners is skeletal and clearly dead. Asger Applegarth is an exuberant halfling (Small [Commoner](/Rules/Source/bestiary/humanoid/commoner-xmm.md)) who is candied (see "Candy Creatures") and sits in one of the cages, appearing like soft pink bubble gum. Asger was candied by the hag decades ago and hasn't aged a day since. Asger is Friendly toward the characters. When he notices them, he politely asks them to set him free. If the characters are kind to Asger, he imparts the following information: - **Asger's Story.** Asger and his sister, Edith, happened on this cottage long ago. He thinks Uncle Nibblecheek adopted him but misses his sister. (Asger doesn't know about Edith's pact with the hag.) - **Cottage Owner.** The cottage belongs to a mean old man who eats nothing but candy and the people he turns into candy. The hag lost his teeth a long time ago and can't eat anything without his dentures, which he misplaces frequently. - **Kitchen Helper.** Until recently, Uncle Nibblecheek forced Asger to work as his kitchen helper, but after a string of baking bungles, the hag locked him up here. Asger fears he's being replaced and soon will be eaten. - **Skeleton.** Asger doesn't know the identity of the skeletal prisoner in the other cage, whom he has nicknamed "Mr. Jellybean." After imparting this information, Asger offers to accompany the characters on their quest. Asger knows the cottage well and can point the characters to any of its rooms, though he sometimes forgets about the creatures in them. During combat, Asger hides and cheers for the characters from a safe distance. If the characters decline Asger's offer, he heads to Bubba Wugga's playroom (area C3), where he remains for the rest of the adventure. ##### Treasure Mr. Jellybean holds a [+1 Greataxe](/Rules/Source/items/1-weapon-xdmg.md). ## Conclusion How the adventure concludes depends on the characters' actions. ### Uncle Nibblecheek's Revenge If Uncle Nibblecheek survives the adventure and the characters dealt significant damage to his cottage or minions, the hag retaliates by hiring a gang of eight [Goblin Warriors](/Rules/Source/bestiary/fey/goblin-warrior-xmm.md) to kill the characters. These goblins stalk the characters for several days before carrying out their mission. The goblins are cowards, however, and cease fighting if the battle turns against them. If he learns of the goblins' failure, Uncle Nibble cheek closes up his cottage and travels deep into the forest, where he meets with the other two members of his hag coven. Together, they plot the characters' downfall. ### Asger and Edith If the characters rescue Asger, they might decide to reunite him with Edith or try find him a new home. Possible endings for Asger include the following: - **Finding Asger a New Home.** If the characters inform Fill about Asger, the dwarf baker offers to adopt him. Along with Briochebane, the three make for an unlikely family, but they live happily ever after, nonetheless. - **Reuniting Asger with Edith.** If the characters return Asger to Edith, the elderly confectioner crumples at the sight of her brother, who hasn't aged a day since they wandered into the woods together. Teary-eyed and filled with remorse, she renounces her evil ways and vows to make up for lost time. Edith makes good on her promise. - **Other Endings.** If the characters didn't encounter Asger in the cottage, he either frees himself by squeezing between the bars of his cage or returns to working as Uncle Nibblecheek's kitchen helper, depending on whether the hag is alive or dead. If the characters confront Edith about her crimes without Asger present, she confesses. Burdened with years of guilt, the confectioner turns herself in to the local authorities and never reopens her shop. Otherwise, Edith pays the characters, reports Briochebane and Fill to the authorities, packs up her business, and moves to the next town. ### Fill's Reward ![](/Rules/Source/adventures/dragon-delves-bakers-doesnt/img/034-02-007-happy-briochebane-npc.webp#center) Assuming the characters free Briochebane from the hag, the dragon accompanies the characters back to Fill's bakery without being spotted. The wyrmling apologizes profusely for setting Edith's confectionery on fire and is wracked with guilt for putting Edith in danger. If Briochebane comes into contact with Edith, the wyrmling apologizes to her too. Fill admonishes the dragon on her return, but their reunion is joyous nevertheless. Fill rewards the characters with a box of warm pastries and 100 GP in a pouch. If informed about Edith's unsavory deeds, Fill rescinds his earlier offer to pay for the damage to her confectionery. If the characters report Fill or his ward for the fire at the confectionery, Fill tries to persuade Briochebane to flee Hubbleton, but Briochebane insists on staying to make amends. The characters forfeit their reward; the same is true if the characters return to Fill empty-handed. ## History of Gold Dragons AURIX DARASTRIX > [!readaloud] > > Originally wingless and serpentine, the look of gold dragons has varied more than any other dragon kind over D&D's history. Their appearance in the 2025 "Monster Manual" is an intentional nod to their original appearance. ^0c9 ![Council of Wyrms (1994)](/Rules/Source/adventures/dragon-delves-bakers-doesnt/img/035-02-009-gold-dragon-with-staff.webp#center) ![Monstrous Manual (1993)](/Rules/Source/adventures/dragon-delves-bakers-doesnt/img/036-02-010-gold-dragon-1993.webp#center) ![Monster Manual (1977)](/Rules/Source/adventures/dragon-delves-bakers-doesnt/img/037-02-011-gold-dragon-1977.webp#center) ![Draconomicon (2003)](/Rules/Source/adventures/dragon-delves-bakers-doesnt/img/038-02-012-gold-dragon-draconomicon.webp#center) ![Commander Legends: Battle for Baldur's Gate (2022)](/Rules/Source/adventures/dragon-delves-bakers-doesnt/img/039-02-013-gold-dragon-mtg.webp#center) ![Draconomicon (2003)](/Rules/Source/adventures/dragon-delves-bakers-doesnt/img/040-02-014-gold-dragon-anatomy.webp#center) ![Monster Manual 2 (2009)](/Rules/Source/adventures/dragon-delves-bakers-doesnt/img/041-02-015-gold-dragon-2008.webp#center) ![Monster Manual (2014)](/Rules/Source/adventures/dragon-delves-bakers-doesnt/img/042-02-016-gold-dragon-2014.webp#center) ![Concept Art (2023)](/Rules/Source/adventures/dragon-delves-bakers-doesnt/img/043-02-017-gold-dragon-2023.webp#center) ![Monster Manual (2025)](/Rules/Source/adventures/dragon-delves-bakers-doesnt/img/044-02-018-gold-dragon-2025.webp#center)