D&D Encounters – Dark Legacy of Evard Week 3

I had the pleasure of stepping back into the role of Dungeon Master for Week 3 of the current D&D Encounters season. When the start time for the game rolled around, only one player had showed up, but five more came in the next few minutes and away we went!

Tonight’s group consisted of:

  • David (the brand-new 4e player from week 1) playing his drow hunter (the only character to have shown up in all three encounters so far)
  • Dan with his half-orc knight
  • Chris with his half-elf warpriest (his replacement character after I killed off his revenant in week 1)
  • Chris’s daughter Allison with the pre-generated human mage Jaren,
  • Two new Encounters players, starting with Nick and his pre-gen vampire Constanz (thanks to Wielding a Bohemian Ear Spoon for generating these!)
  • And finishing with Nick’s friend Ofir and his Bohemian Ear Spoon pre-gen blackguard Klaxu

The party members who had played last week (the hunter, warpriest and mage) had defended the armory, so this week we continued that story with the town guard captain begging the group to search Duponde for shadow monsters and to protect the panicking citizens.

To the skill challenge!

This was the first skill challenge of this Encounters season, and I think it was the first time most of the players had been in one. I tend to be a “don’t tell the players they’re in a skill challenge” kind of DM; I prefer to lay out the situation and ask them how they want to deal with it, asking for skill checks as appropriate.

The group came up with some creative skill uses (History to see if they remembered any maps of the city to help them figure out what areas might be vulnerable to attack; Athletics plus darkvision to climb onto a roof to look for trouble, Heal to help out injured townspeople). Sometimes I let this give someone else a +2 to their next roll, and sometimes I let it count as a skill check of its own.

Ultimately, this group had one of the most efficient skill challenges I’ve seen, in that they racked up three failures in a hurry! I believe they had only two successes (out of six) when they hit their third failure. Even though the adventure didn’t specifically call for it in this particular skill challenge (it did for the other branch skill challenge for this session), I gave out cards from the Despair Deck from the Shadowfell: Gloomwrought and Beyond box set whenever characters failed a skill check. I described it as the PC heading down an alley, seeing a horrible shadow apparition that quickly faded, and being freaked out by it. One ended up Craven, one Jittery and one Delusional.

Town Map - Dark Legacy of Evard Session 3, with grid

Town Map - Dark Session of Evard Session 3, no grid

Once the battle started, with the monsters getting a surprise round and the PCs not getting an attack bonus thanks to the failed skill challenge, the Craven PC (the hunter) spent the first round climbing onto the roof of a building. I felt that was appropriately Craven behavior, so I handed him a bonus point token.

I only had the Dusk Beasts visibly act during the surprise round. One of them charged the warpriest, one moved close to the front of the party, and one started coming around behind them. In the second round, the two Leeching Shadows revealed themselves, and one glued itself to the blackguard and literally stayed on him for the entire encounter (that shadow was the last enemy to go, because the blackguard failed four saves in a row). When the Shadow Bolter popped out from around a building and shot the warpriest in the gut, the group started worrying about a potential TPK.

The second and third rounds got better, though. Even though both the knight and the blackguard ended up unconscious, the party started taking care of the bad guys. A shadow minion dropped, and the Dusk Beasts started getting bloodied and finally dying. Once one dropped, the others fell in short order. The warpriest was planning to revive the blackguard, but when the blackguard’s player said “Halleluja!” the warpriest’s player said, “I’m sorry, I’m a priest of death and I can’t support that kind of thing – I’ll save the knight instead.” He was kidding, but I promised him a bonus point if he would actually do that because of his character, so he did. I later awarded him renown points for a Moment of Greatness there.

The Shadow Bolter was planning to flee, but the revived knight stepped in, hit him and slowed him, dashing that plan. A gang-up on the bad guy ensued, and the warpriest dropped the monster with non-lethal damage.

Once the blackguard finally shook off his shadow and the party squashed it, they turned to questioning the Bolter. This was some fun impromptu role playing (for me at least). The party wanted to know how the shadow man got to Duponde, who he worked for, etc. He was confused, though, because from his perspective Duponde and its people had invaded his land and he was just defending himself against the horrid light-bearers.

I really am enjoying DMing this season of Encounters. It’s a fun adventure so far, and I’ve got a fun group of players at the table. I’ll live with the every other week role I’m given (Andy, it’s only fair to let you run some of these – you’re an awesome DM!), but I can definitely see myself wanting to run this adventure for another group in the future in a home campaign.

D&D Encounters Dark Legacy of Evard – Week 2

My friendly local game store has set things up so that DMs are alternating weeks of running D&D Encounters this season, rather than having the same DM run the game every single week. That’s fine by me, although since I think I’ll probably want to run this adventure again someday, I’m preparing all of the encounters in MapTool. I’ll  be ready to go any week. As of this writing, I’m prepared through week 5.

But for week 2, I was a player rather than a DM. I threw together a character at the last minute – a dwarf warpriest named Gronk (I know that the table only had one leader last week and I thought a second might help). When I got to the table, we initially had a party of three leaders and three controllers. Okay…

Given that I’m not passionately invested in D&D Encounters as a player, I agreed to run a pre-generated character of a different role, so I ended up playing Brandis the paladin. One of the people who had brought a controller had a striker in reserve, so he switched to that, and off we went.

Week 2 of Dark Legacy of Evard was cool in that the players had a choice – they could either chase after a suspicious halfling who had tried to kill the captain of the guard, or they could try to get monsters out of the town armory so that the townsfolk could equip themselves against the evil onslaught of badness. Our group went with the armory.

The encounter itself turned out to be a fight against some spider swarms, deathjump spiders and shadow minions. I’m really enjoying the “meld with the target” ability of these shadow creatures – very spooky and flavorful. My paladin got the snot beat out of him, as was his job, but the two leaders in the party kept him coming back for more, and we ultimately defeated the enemies.

The new player from week 1 who was running a Hunter and who had only two healing surges after the first week’s combat managed to stay out of the melee and shoot things from afar this time, sustaining no damage. The party worked well as a group, and victory was achieved.

Even though I didn’t end up using the maps I had created for this encounter in MapTool (since I wasn’t DMing), I thought I’d share them here anyway, just in case anyone else would like to use them. There are two different maps – one for the armory and one for chasing the halfling through the woods. Each map is presented both with and without a grid and is formatted to a 50-pixel grid.

Halfling pursuit forest map - with grid

Halfling pursuit forest map - no grid

Armory with bridges map - with grid

Armory with bridges map - no grid

Reavers of Harkenwold Maps: The official versions

Well, I feel a little bit stupid now. I was so proud of the JPG maps that I created for the Reavers of Harkenwold adventure for use in MapTool or other virtual tabletop programs. They’re good-looking adaptations of the poster maps that came in the Dungeon Master Kit for use with the adventure. I put a fair amount of time into them, include the time to format them to a 50-pixel grid scale for sharing on my blog.

Then earlier this week I saw a link on the Dungeons and Dragons home page to maps from The Shadowfell: Gloomwrought and Beyond box set. Hey – that’s cool! I can use those maps for my game if I run any Shadowfell adventures. All I have to do is download them and resize them, and they’re good to go.

This got me thinking… if they had distributed maps for this box set, what about Reavers of Harkenwold from the DM Kit?

Yep. They have those maps, too.

Now, these are only available to D&D Insider subscribers, but I am such a subscriber. All the work I did to recreate those poster maps myself in MapTool was a bit of a waste – I could have just downloaded and resized the official, nice-looking versions from Wizards of the Coast directly.

The down side is that I feel like I wasted some time. The upside is twofold. First, I can redistribute the maps I drew myself on my blog, but I’m sure I’m not allowed to redistribute the official maps (you have to subscribe to DDI if you want those). Second, I discovered a whole BUNCH of official maps from other Wizards of the Coast adventures – Dungeon magazine adventures, Keep on the Shadowfell, Orcs of Stonefang Pass, etc. I can probably use those in future adventures.

For any of you DDI subscribers who want access to all of the official Wizards of the Coast maps, the gallery link is here. I guess when it comes to discovering this resource, better late than never!

Reavers of Harkenwold – complete MapTool file

Since I ended up putting all of my Reavers of Harkenwold maps into an easy-to-import format and since I had saved almost all of the MapTool monster tokens I had created for the adventure, I figured I might as well bring it all together in a complete MapTool campaign file.

The linked file (which was created in MapTool version 1.3.b66) contains:

  • A big map with all of the individual encounter maps on it (feel free to copy these to separate maps within MapTool if you prefer
  • One copy of each monster and NPC token that I created for the adventure (CTRL+C and CTRL+V will make more)
  • Complete stats and attack macros for all of the monsters on their tokens
  • A generic monster token and a generic player character token
  • Campaign macros for basic things like dice rolling and toggling conditions on and off the tokens

Now, I’ll admit that there are a few things it doesn’t contain

  • A couple of maps are not present, as I didn’t use them in my run-through of Reavers of Harkenwold
  • A couple of monsters are missing (I believe the underground goblin leader is one, and there may be a couple of others) – I simply failed to save them after I’d created them
  • Not every monster is quite as fleshed out as I’d like (senses, equipment, etc.) but they’re totally ready to use (they’ve got hit points, defenses and attack macros, which is the important stuff).

Note that this by no means replaces the adventure itself. If you want to run Reavers of Harkenwold, you still need to get your hands on a copy of the adventure (there’s no background information or even information about which monsters appear in which encounter). This is just a tool to help you run it online.

If you happen to run Reavers using this campaign file, I would LOVE to hear about it! I had a ton of fun with the adventure, and this file should let you pick it up and go (assuming you’ve at least read through the adventure so that you know what the plot is!).

Download the Reavers of Harkenwold MapTool campaign file here.

A player character turns to the dark side

I had an interesting session in the online D&D 4th Edition game I was running this evening. This is my main online campaign of the War of the Burning Sky that I’ve been running using MapTool and Skype most Friday nights since last July. It’s a great group of people, and tonight we had the whole group – the original five players plus the two new players we added over time when some of the original folks were unavailable.

The interesting part of the session was about a character who really didn’t get to do much during the session tonight. Fudrick the Gnome started off the campaign as a Shaman, but it became clear to Fudrick’s player at some point that Fudrick was really a darker character. So, when we hit someplace around level 9 and were reshuffling the lineup of players, I offered everyone the chance to significantly change their characters if they wished, and Fudrick decided to become a dark pact Warlock.

This was fine. Fudrick wasn’t evil exactly, but perhaps a bit more ethically flexible than the rest of the party. Hilarity ensued when the two new characters in the campaign were both lawful good and had to put up with Fudrick.

Fast forward to our previous session. The party was in a big city and had an audience with the king, after which they were taunted by the ambassador from their enemy country. Fudrick decided that he wanted to try to infiltrate the embassy from this enemy country, Ragesia, so he paid them a visit. No one was home when he first knocked, but he came back later, alone, and was invited inside.

He convinced the Ragesian ambassador that he wanted to switch sides, and so the ambassador had him go through some dark initiation rituals involving blood and chanting and so on (I think I did a pretty good job of improvising that part). He was welcomed into the fold and went to bed in the embassy.

Meanwhile, the rest of the party was attacked in their inn during the night by non-Ragesians and were more or less forced to flee the city. They made a rescue mission first, though – go get Fudrick. Some awesome stealth on the part of the naturally sneaky tiefling and naturally not-so-sneaky minotaur led the two of them to Fudrick’s room. They woke Fudrick up and got his stuff and started heading downstairs… whereupon Fudrick flubbed a Stealth check badly.

The three of them heard the bad guys stirring upstairs and decided to run. But then Fudrick decided to try a bluff – he wanted the bad guys to think he was on their side and chasing off intruders, so he yelled out that there were intruders in the house and took a shot at the tiefling and minotaur, intentionally missing – but bluffing well enough that the tiefling and minotaur (and the bad guys) believed he was really trying to kill them. They left, and the party left the city, with Fudrick in the welcoming arms of the bad guys. He’s an NPC now.

To be clear, I’m not punishing Fudrick’s player or anything like that. I talked to him between sessions to see how he wanted things to go, and he basically wanted to go with the flow. It was his decision during this session to bluff the bad guys into thinking he was still with them, having his allies run away. And he’s not necessarily a lost cause, either – after all, he’s ostensibly a double agent. But there’s that ritual and oath that he underwent…

In the end, Fudrick’s player will be creating another character to join the party, and Fudrick has the potential to become an interesting villain (with his alter ego provided by an accidental typo from another player, FUDKIRC). I didn’t expect the campaign to go in quite this direction, but I’m completely fine with it.

Have you had any experiences with PCs joining the bad guys? How did you handle it when it came up?

D&D Encounters Dark Legacy of Evard – Week 1

I’ve volunteered to run D&D Encounters for the Dark Legacy of Evard season that began today. I’ve only played one session of Encounters before, but the store owner, Jeff, was trying to recruit enough DMs so that we could run four tables per night and still be able to have DMs alternate weeks (so, eight DMs total). One encounter a week shouldn’t be too hard to prepare, so I gave it a go.

Setup

I got the adventure last Friday and gave the first chapter a read-through. The Encounters adventure comes with poster maps and tokens, but if you’ve been following my blog, you know that I love to run games using my projector setup and MapTool. So, I began creating maps in MapTool and programming up the monsters.

Players

For tonight’s session, we had six players, which meant that we were only going to run one table. I was the first DM there, so I was fortunate to be able to run my game. Four of the players were Encounters veterans, but two were not.

The first of these newcomers was my wife, Barbara! We’ve played D&D together many times over the past year and a half that I’ve been involved with the game, but this is the first time she’s participated in public play. Huzzah!

The second newcomer was David, a complete newcomer to D&D4e. He had played a little bit of D&D 3.0 years ago, but he was really coming to the game fresh. Excellent!

The story – SPOILERS AHEAD

Tonight’s session started off with the party introducing themselves to one another. They were on a weeks-long journey to take some messages from the leader of Fallcrest to far-off Sarthel. Some of the players decided that they were actual couriers while others were either guards or hangers-on. One was a Revenant who, it was decided, had been found by the party near the side of the road a few days prior with no memory of his previous life.

It was a quiet evening in the Old Owl Inn in the town of Duponde, and the adventurers were resting and waiting a few days for the bridges over the Nentir River to be repaired so that they could continue on toward Sarthel. They spent some time chatting with other travelers and locals about the spooky weather and hearing rumors about the ghost of the shadow wizard Evard whose grave is in Duponde. The innkeeper and a visiting scholar told them some of the tales, and the group eventually went to bed.

In the middle of the night, everyone woke up to a strange feeling of being pulled in odd directions, the temperature dropped, and lights began functioning poorly. A scream came from downstairs in the common room. The adventurers geared up and went down to investigate

The battle

They arrived to find the old bartender knocked out behind the bar while a quartet of gargoyles, animated incarnations of the statues that adorned the front of the inn, flew around the room wreaking havoc. Battle ensued.

The encounter map (no grid)

The Shade Executioner in the group snuck up behind one of the statues and grabbed it with his garrotte, nearly killing it outright. Our Half-Orc Knight waded into combat to challenge a pair of monsters. The Revenant Hexblade found himself on the wrong end of a gargoyle attack and was knocked to the ground and dazed – and bloodied. He fought back from the ground with his single action on his turn. Our Drow Hunter finished off the gargoyle that had been garrotted.

At the end of the round, a pair of shadow creatures emerged from the darkness and attacked. One of them melded into the shadow of the Knight, dealing him some necrotic damage, while the other melded with the prone Revenant, taking his hit points into negative territory, but not dropping him to unconsciousness yet (Revenants get to keep fighting until they fail a death saving throw).

These shadow creatures turned out to be pretty tough – hard to hit when they were melded with characters, and insubstantial unless hit with radiant damage (which no one in the party could deal). The gargoyles started dropping, but one of them ignored the Knight’s mark to go after the prone Revenant (who, remember, was at negative hit points, but still fighting) – and killed him outright. Negative bloodied value, dead-dead. (This is only the second time I’ve killed a PC as a dungeon master.)

Truly scared now, the remaining five party members did what they could to finish the fight quickly. Our Drow Hunter provoked an opportunity attack from a shadow (a hit – the first against him – bloodied the Hunter) and succeeded in dazing the monster. That shadow was soon finished off, but its partner came after the Drow and knocked him unconscious. The Knight had been brought back from unconsciousness by the Half-Elf Sentinel already, and then fell yet again to the shadows before the Sentinel eventually stabilized him.

Ultimately, our Shade Binder dealt the killing blow to the last shadow monster, and the survivors could catch their breath.

Thoughts

This was a brutal encounter. We lost one PC, although had it been anything other than a Revenant who kept fighting while at negative hit points, we might not have actually lost anyone. Two other PCs ended the fight unconscious, and one was bloodied. The Shade Binder somehow escaped the fight unscathed (my wife’s character, but I swear I didn’t go easy on her – she just stayed out of the way). The Drow Hunter (David, the first-time player) spent four healing surges at the end of the fight and now has a grand total of two remaining for the next three encounters. The Knight took a total of over 60 damage during the fight (hey, achievement!). Brutal, brutal, brutal.

In talking to the players who had played D&D Encounters before, it sounded like the only similarly tough first session was Dark Sun (which I had read about, and I understand that Dark Sun was supposed to be vicious). This felt like a pretty random battle, but man, was it tough. I guess the Shadowfell is meant to be an unhospitable place.

All that said, I think that this party’s particular makeup was not well suited to this encounter. We had multiple controllers, but there were no minions. We had only one defender, and he took a ton of punishment. We had only one leader, and extra healing would have been really helpful (rest in peace, Revenant). And of course, we had no divine characters, so no one could deal radiant damage. A cleric would have rocked against those shadow creatures, but the party had to slog it out the hard way, dealing with the insubstantiality of the shadows.

Wrap-up

All that said, the players legitimately seemed to have a good time, and the newcomer said that he plans to come back next week, bringing a friend. I had fun running the encounter, and I’m looking forward to the next one. I already have set up the first three encounters in MapTool, and I hope to get all 13 in there over the next few weeks. The adventure looks like a lot of fun, and I could definitely see running it again for a home campaign.

The encounter map, with a grid

Reavers of Harkenwold Maps

Edit: This post was updated on 5/14/2011 to change the maps to a 50 pixel per inch scale and to provide gridless versions of the maps (which, frankly, are the better choice for dragging into MapTool or Fantasy Grounds or whatever you use). Also, if you want the full MapTool file for this adventure, go here.

I ran the Reavers of Harkenwold adventure from the Dungeon Master’s Kit using MapTool over the past few months and had a great time with it. In the process, I needed to create MapTool versions of these maps, and I thought that others who are running the adventure using online tools might be able to make use of them. Enjoy!

Each map can be clicked for a larger version, and the printable PDF links for each map will bring you to a version that is formatted in printable one-inch square scale

Main overland map (printable PDF)

Road with wagon (printable PDF)

Toadwallow Caverns (printable PDF)


Ring of Stones (printable PDF)

Underground Lab (printable PDF)


Iron Keep main level (printable PDF)


Iron Keep second and third floors (printable PDF)

Third Floor

Review: Reavers of Harkenwold

Last week, I finished running my family campaign (my wife, her brother, and his wife) through the adventure from the Dungeon Master’s Kit, Reavers of Harkenwold.

I should start with a big, public “thank you” to Jeff, the owner of my friendly local game store, Enchanted Grounds, for loaning me the adventure from the store copy of the DM Kit, gratis. I had no need for the DM Kit book (I already have the Dungeon Master Guides 1 and 2) nor the tokens (I use my MapTool / projector setup for gaming), so I just couldn’t justify spending the money on the entire DM Kit just for the adventure. Jeff loaned it to me on the spot. Great guy, great store!

The Reavers of Harkenwold adventure is, in a word, excellent. It is presented in two separate magazine-type books. The first begins with a thorough overview of the plot of the adventure in both a super-brief format (here are the three or four major points of the plot) as well as a longer format for book 1 that goes over the flow of that section. It continues with some possible adventure hooks, detailed descriptions of the locations the PCs might visit in the adventure (complete with names of shops in towns and so on), and then descriptions of the non-player characters that the party might meet (including their motivations and role-playing tips for the most important NPCs). It then moves into the various encounters that the PCs may meet. Book 2 starts with the plot overview for that book, and then the encounters.

SPOILERS AHEAD. If you plan to play this adventure as a PC and you want to be surprised, I suggest you stop reading now.

The plot is straightforward, in a good way: Free a region of innocents from an evil outside army that has taken over. The players need to gather allies, fight in a large military battle, then infiltrate a keep. Book 1 contains the background material and the allies-gathering, while book 2 has the big battle and the keep.

I ran the game using MapTool online for a party of three PCs. My players were a level above the recommended range for the adventure, so I mostly left the numbers alone (higher-level PCs, but fewer of them than recommended), and it worked out okay. The only encounter that was TOO brutal, in my opinion, was Encounter D4: Yisarn’s Lair from the end of the first book. I removed the traps and one of the monsters from that battle and it was STILL too hard (the players retreated and came back the next day with an elf ally).

There is plenty of information in Reavers of Harkenwold for a party that loves role-playing to really get into the world and its people and their problems. However, that is not the kind of group that I have. My PCs prefer to get into fights and kill bad guys, and this adventure worked just fine for them, too. The order that they ran into the encounters was:

  • E1: Ilyana’s Plight
  • A little role-playing with Reithann, leading to Tor’s Hold
  • T1-T2-T3: The bullywug caverns
  • A little role-playing at Tor’s Hold, then on to the D1 to meet the Woodsinger Elves
  • D2-D3-D4: Liberating the underground lair for the elves
  • D4 again: The party retreated the first time and got a Woodsinger Elf to help them the second time (I made up a simple companion character)
  • E4: Hunted! on the way to Albridge
  • A little role-playing, leading into B1: Battle Plans
  • B2-B3-B4: The Battle of Albridge (Nazin fled when his minions dropped, and just barely got away, even with his action point)
  • Some role-playing to visit Old Kellar in Harken to learn about the Keep, then back to Albridge to talk to Dar Gremath about plans, then back to Harken for the infiltration
  • K1: Infiltrating the Keep. The PCs decided to pretend that one of the PCs was the sister of a Harkenwolder who had joined the Iron Circle and died in the Battle of Albridge, and she had been sent to collect his personal effects from his barracks. I ran this as the “Iron  Circle Poseurs” version of the challenge, more or less, and they succeeded (barely).
  • The party was escorted to the barracks in room 6, where they killed their escorts, went into the empty banquet hall (room 5) and then into the kitchen (room 15) where the servants tried to help.
  • K5: The Great Tower entrance
  • K7: Lord’s Chambers
  • K6: Gaol (after Nazin had already been defeated; the PCs produced Nazin’s head and I had the Mage therefore flee

So, I never ran E2, E3, K2, K3 or K4, and that was absolutely fine. It was refreshing to me that the adventure had more encounters than were required – it made me feel okay about not using all of them.

My players had a good time with the adventure, although they’re rather easy to please – let them kick some butt, and they’re happy. I think a party that likes more plot and role-playing and opportunities for creativity could also get a lot out of this adventure. The back story and information about all of the people and places is really well presented, and I think DMs can find a lot to make use of.

Free encounter (with map and monsters): Steeder Breeder

I had fun posting a full adventure here last week, so I thought I would follow it up by posting a single encounter that I ran in a recent home game.

The encounter is called Steeder Breeder, and it is inspired by the monsters of the Advanced Dungeons and Dragons module “The Gates of Firestorm Peak.” I adapted parts of that adventure for use in my Dungeons and Dragons 4th Edition home campaign, including this encounter.

The encounter pits the players against a duergar spider master and his beasts – giant riding spiders called Steeders, along with young versions of those creatures. Full stats for the monsters are included in the adventure, along with an encounter map.

Please let me know any feedback you have on this encounter, the map or the monsters. Should I continue publishing this sort of thing in the future?

Download the full encounter here.

Monster: Duergar Spider Master

Map: Steeder Breeder encounter

Free D&D4e Adventure: The Staff of Suha (aka The Stolen Staff)

Edit 9/8/2011: I’ve updated this adventure; the new version is called The Stolen Staff, but it’s the same adventure. You can find more about it with updated maps at this link.

 

At Genghis Con this past weekend, I ran two Living Forgotten Realms games. One of them was a MyRealms game that was an adaptation of a non-Realms home game I had run a few months ago. The updated version ended up being a lot of fun to run, so I’ve cleaned it up and posted it here as an ordinary adventure for the world to use.

Download the full adventure here.

The adventure is called the Staff of Suha (edit: now The Stolen Staff). It’s a pretty straightforward delve, aimed at characters of around 5th level (give or take a level or two).

The party is summoned to the manor home of a minor noble named Charles Suha for a job. Charles explains that a family heirloom, the titular staff, was stolen three nights ago by what appeared to be a band of orcs. He asks the party to track the orcs down and recover the staff. Doing so requires that the PCs infiltrate the orc stronghold and fight their leader, Grak.

The PDF above has all of the details of the adventure, monsters, maps, etc. If you want bigger maps for use in a game table program, those are below. And if you want the MapTool file that I used to actually run the game, you can download that here (note that it is built using MapTool version 1.3b66).

I’d really appreciate feedback on this adventure. I’ve never shared a complete adventure before, and I’m curious to see what other people think. Any feedback, positive or negative, is very welcome.

And if you end up actually USING this adventure, please tell me how it goes at your table!

Overview map

Guard tower / Garbage pit

Temple

Grak’s Chamber