Cloakmaster Jarvis

My Hand of Light group just finished running this adventure a couple weeks ago. It turned out to be a fairly long one, taking us several months to play.

My players took a really cool approach to overcoming some of the obstacles in it, too. For instance, there were enslaved minotaurs that the mithsanki controlled with magical collars. Instead of just killing the minotaurs, my players freed the minotaurs and then convinced them to help them. They ended up with two minotaur companions that helped them throughout more than half of the adventure. In the end, one of the minotaurs pledged fealty to Karn and is now an official "follower."

In retrospect, I designed this adventure to be too long. I actually cut out the entire section of the adventure that deals with the bugbear area. The players knew about it, but they forgot to ask about going there and I didn't remind them. 🙂 So, we just didn't run it. It's a cool little area, though. I may "recycle" it in the future for use at the table.

Note: Some names were changed due to copyright licenses. I'm not very clever, though, so I'm sure you can figure it out.

Overview: The heroes are tasked with the seemingly easy task of eliminating the leader of a local thieves' guild. However, it turns into a battle to end more than just thievery. The leader of the thieves' guild also heads a group of carnivorous mithsanki who raid different worlds, capturing humans and elves for use as cattle. The adventure leads the heroes to the astral plane where they must put an end to generations of foul enslavement and butchery.

This adventure is a dungeon crawl that features numerous opportunities for social interaction, traps, and ambush encounters. 

Creatures Encountered: minotaurs, brain eaters, mithsanki, gith hounds, zemmogoths

Levels: This adventure is designed for a party of 5 characters between 7th and 10th levels.


Cloakmaster Jarvis (21 downloads)

 

Trouble with Veneration

This is the adventure I designed for the Marmalade Dog 22 convention. It features various types of encounters: social interaction, stealth, combat, traps, and a tough final boss battle. The adventure is designed to run in a four-hour window.

I play tested the adventure with my Hand of Light group a month prior to the convention. The play test was invaluable to working out the kinks. I also learned that I needed to cut a lot of material if I wanted the convention groups to have a chance of finishing. I then DM'd this adventure three times during the convention. The first two groups of players seemed to enjoy it a lot. The last group of players was a little hard to read, but I think they liked it.

I had tons of fun running the adventure, especially the first two times. By the third time I ran the adventure, I think I was just tired from three days of gaming and staying up late, and I had also run it twice already. So, running it seemed less fun for me.

Overview: Yuan-ti are beginning to rebuild their ancient empire in Trallas. Their leader Soakosh has gathered many yuan-ti that had gone into hiding and is trying to complete the transformation to become an Anathema. Once he has done so, he can lead his people to dominate the region. The heroes are tasked with finding the source of evil in Trallas and putting an end to it. Victory is achieved by slaying Soakosh, either before or after he becomes an Anathema. When the heroes arrive in Trallas they have but a short time before Soakosh completes the ritual to become an Anathema.

Creatures Encountered: yuan-ti (several types, both from the Monster Manual and Volo's Guide to Monsters)

Levels: This adventure is designed for a party of 5 level-6 characters.


Trouble with Veneration - level 6 adventure (26 downloads)

 

Welcome to Waterdeep – HoL 1

This is the very first adventure that my Hand of the Light group ever ran back in January 2016. As I look at my notes in Word and my maps, I'll admit they aren't very high quality. But this is free stuff, so I offer it as-is. 🙂 It's also kind of a nostalgia thing -- for me, at least.

My goal with this adventure was to have a somewhat unique way to start a campaign (but not terribly so, I suppose) and to offer the players (all new to the group at the time) a variety of things to do. The adventure contains a little sleuthing, combats, a puzzle trap, and a riddle. I wanted to throw a bunch of different stuff at the players to see what they seemed to enjoy.

Now, there are five players currently in the Hand of Light group. However, when I first ran this adventure only one of my current players (Anna) was in the group at the time. I think I may just start posting all the adventures that group has ran, starting with this one. It'll be interesting to see how the quality of my notes and maps has improved (I hope).

Overview: The heroes meet up outside a tavern where they spot a cloaked figure dropping a piece of paper. It turns out to be a map leading to a secret meeting at night in the City of the Dead. This adventure introduces the basic campaign plot: take out the Shadow Thieves.

Creatures Encountered: kendu, kobolds, gray ooze, animated armor, and doppleganger

Levels: This adventure is designed for a party of 5 level-1 characters.


Welcome to Waterdeep - HoL 1 (33 downloads)

 

The Amulet of Mraphadyr

This is a cool side trek that my Hand of Light group finished running a few weeks ago. To the right are links to PDFs of the adventure and the maps to accompany it.

The campaign is set in Waterdeep, and the heroes had offended the Guild of Apothecaries and Physicians, one of the most wealthy and powerful guilds in the city. The guild (known as the GAP) had been making their lives generally unpleseant, but recently the GAP may have (or may not -- not even the players really know) arranged for some of the heroes' gnome alchemists to be arrested for selling illicit drugs. The group has some gnomes making healing potions for them and also selling them in the market for a profit...but that's a different story.

Anyway, the GAP basically makes a deal with the heroes. If they retrieve this magical Amulet of  Mraphadyr, the GAP will use its political connections to have the gnomes released.

The heroes go through the whole adventurer, get the amulet, and then decide NOT to give it to the guild. (This is the sort of twist that as a DM I love, because it just gives me more complications and trouble to throw at my poor players. Yar!)

 

 

Overview: The heroes are tasked with retrieving a magical amulet from its last known location, a swamp, in order to make peace with a powerful organization they have offended.

Creatures Encountered: plesiosaurus, lizardfolk, kobolds (yay!), trolls, "acidic" earth elemental, and a young black dragon.

Levels: This adventure is designed for a party of 5 characters, levels 8 through 11.


The Amulet of Mraphadyr (24 downloads)


The Amulet of Mraphadyr Maps (20 downloads)