The small town of Duponde has a haunting legacy, for they claim to hold the final resting place of the infamous mage known as Evard! It is said that whoever disrupts his slumber will be cursed with an endless . Will the sleepy plot of land be consumed by shadow or will the light find a way to liberate the encroaching darkness?
Journey into the darkness with this adventure, previously available to 4th Edition D&D Encounters, converted to 5th Edition through the DM’s Guild. Inside of this document, you’ll find a variety of monsters and some alternate mechanics for running this adventure in Dungeons & Dragons 5th Edition. In addition, a blurb is included on the Forgotten Realms, Eberron and Ravenloft settings.
Author’s Note: Here it is! One of my favorite adventures from running stuff in the D&D Encounters program, now in 5th Edition! Or rather, here’s some conversion notes so you can play this nicely crafted ghost story. Also, you will require THIS ADVENTURE in order to use my conversion notes to the fullest. Enjoy. Also, this was my way to close out the summer and welcome the autumn! Enjoy! On that note, more updates for other products coming soon. In addition, keep on the look out for more gothic and gaslamp posts on this blog!!
A familiar face comes into view as patrons briefly part into a narrow opening, it’s a cloaked humanoid with a strange helmet! The creature gets up from a meditative stance, acknowledging your presence. His relaxed and idle stance changes into a beckoning yet inviting gesture.
“Ah, Zam’Dul has not forgotten you, traveler! Many of my old wares are gone… The rest? Well, a bored mind tries to see what can be done with spare parts. You’ll see some older oddities as well as some new creations. Please, relax and observe what the shop has to offer! Never be afraid to ask questions, Zam’Dul knows all!”
He lifts a curtain beyond his little stand to reveal a massive archive of the wonderful and weird, seemingly infinite space is filled with encased treasures and incredible artifacts. The helmed monk shuffles to a counter, seemingly observing you wherever you go.
Author’s Note: These were always fun to do! Also, I’ve been messing around with some of my magic items. Some needed a fair bit of overhaul, while others weren’t developed enough. Plus, I have a few ideas I’ve been kicking around in general. So, let’s get shopping! (Or something!) Keep an eye out for the Tomb of Annihilation nods, for any gamers eager to run the major adventure book for Fall 2017. Also, this post was made in support of the November 2017 RPG Carnival with the theme “The Past, Revisited“. Check out the post and its contributors!
UPDATE: You can get the updated version of this via DM’s Guild! Zoanthropes – A Collection of Werebeasts is available now! Please, support the blog via DM’s Guild!
What was covered by our resident archivist was only a sampling of the many were-creatures that torment civilization. Many more threaten to bring ruination to all those who threaten their claimed territory. Woe to those who encounter such fearsome foes, even if they are completely prepared for what lies ahead.
The werebeast, lycanthrope or zoanthrope is a monstrosity born from something dark and primal within us. It is awakened through dark pacts, wicked curses, magical plagues or even an act so vile that your own living realm changes you in response. No matter the origin, such creatures remain a danger to all those around them, even the lycanthropes that aren’t inherent advocates of pure evil. Raw and unrestrained emotion can lead to massive destruction if left unchecked and the were-beast is indeed freed and passionate anger incarnate.
AUTHOR’S NOTE: I didn’t finish everything I wanted to do, so I figured I’d expand upon it here. With that, here’s a few more creatures at your disposal, including an update of my werebat from last year! Plus, a whole bunch of inspirations have lead to some cool new creatures.
Made by Doctor Necrotic, for Doctor Necrotic Media. Ravenloft and related content are properties of TSR Inc/Wizards of the Coast/Hasbro. Special Thanks to James Introcaso
EDIT 2019: Some of the math on these is wonky. I’ll get around to fixing them, perhaps for an even larger science-fantasy masterpost or the like! STAY TUNED!!
Here is a complete list of monsters and hazards from the module, in alphabetical order. I figured this post would be useful, since I separated monsters into tons of categories to make conversion easier. So, here’s a handy list of creatures from the module. This post could be used in tandem with Part 5 for running the module in 5E!
NOTE: This does not include the optional new monsters I added to the adventure. Those can be found here. This is meant as an index for pre-existing monsters converted over.
“I want to go somewhere nicer, like The Tomb of Horrors…”
There is much more to the Barrier Peaks than a romp against alien monsters. The mechanics and workings of the downed ship are far more complex. Access cards, radioactive hallways, infested hives, among other things await our heroes as they make an… Expedition to Barrier Peaks!
Author’s Note: This is probably the longest post in this series. It’s a bunch of notes on running the module itself, as well as the technological artifacts you’ll find. The cards are in the first part, as they don’t really have much mechanical depth aside from a McGuffin.
“Two of our party members died, but check out this shiny ray gun!”
“It looked like some sort of badger-like animal, until I noticed the eight legs! Each of them had barb-like claws attached. As the creature faced us, its jaws dettached and let out the most horrid of shrieks. It pounced upon and tore apart the bardic minstrel in moments before we managed to put it down. What other twisted beasts dwell here?”
-A survivor’s brief encounter with the Aurumvorax
Beyond machines and flora, countless species of fauna populate the strange wreckage. Whether they’re organic forms from realms unknown or mutated experiments gone horribly wrong, their alien nature and ferocious abilities make them formidable foes to fight off.
Author’s Note: Beyond some easy to convert monsters using the monster manual, here’s a helping of monsters and beasts that roam the downed ship. Some of these were pretty easy to tackle, considering many of them had been ported over to other systems (beyond the Next playtest) such as Pathfinder. Stay tuned for my take on pre existing monsters as well as adding new monsters to the ship!
A bane among their compatriots and a blessing all the same. The Practical Joker is a master of mischief and mayhem. Perhaps they’re creators of comedy, perhaps their sheer power of annoyance is a weapon all its own. Either way, it’s not likely they’ll be trusted by many people and for good reason.
This isn’t to say these cheery pranksters are forces for antagonism. On the other hand, many are quart jesters or comical folk in general. Many travel around, hoping to bring amusement… usually at someone’s expense. Assuming they have a sense of humor, they’re often in on the joke. However, some practical jokers take their craft too far. They become malicious, seeing downright sadistic acts as comical. These people become feared as villains in their own right.
Author’s Note: The Muscle Wizard didn’t turn out how I had hoped. It was a one shot joke based on a one shot joke anyway, so no harm done. Also, this sub-class is built around the idea of manipulating enemies and making light of a situation. This archetype is not intended for more serious games. Likewise, this archetype shouldn’t be used as an excuse to troll your fellow players. That’s a reason why Kender tend to be banned at a lot of tables. Also, better late than never, right?