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Published by knightquill, 2023-11-15 23:22:29

The Wild Beyond the Witchlight: Inside Slanty Tower

Expanded adventures for Chapter 2: Hither

INSIDE SLANTY TOWER the WILD BEYOND the WITCHLIGHT Expanded adventures for Chapter 2: Hither


2 | CREDITS SLANTY TOWER Credits Writing: Dan Kahn @FrictionlessDan Editor: Christopher Maher Cover Art: Nicole Mastrodomenico @nikodomeniko on Instagram. Cartography: Nicole Mastrodomenico @nikodomeniko on Instagram. Ettercap Art: Dr. Mapzo DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2021 by Daniel Kahn and published under the Community Content Agreement for Dungeon Masters Guild.


INTRODUCTION | 3 In the distant sky, you spot a great balloon made of patchwork material. It spins out of control as though punctured, causing the wicker basket that hangs from it to swing wildly. The balloon plunges towards the swampy ground in the direction of a lonely tower, approximately a mile away, obscured by fog. You can choose to skip the encounter with the harengon brigands detailed in the section ‘Reaching the Bottom’, saving this encounter for later in the chapter. A Nudge in the right Direction If you want to give the party more of an incentive to rescue Sir Talavar (a nudge in the right direction), you can have one or more characters be aware of his mission as part of their backstory or have them become aware of it during the Witchlight Carnival. If you want to make this part of a character’s backstory, you can make the character aware of Sir Talavar’s mission as part of the Warlock’s Quest. In this scenario, Madryck tells the character he knows of a faerie dragon knight named Sir Talavar who was looking into the situation, but has yet to report back. In the Witchlight Carnival, Kettlesteam or Ellywick Thumblestrum may tell the party to keep an eye out for Sir Talavar, a knight who was supposed to look into Zybilna’s disappearance. Alternatively, Diana Cloppington may mention to the party “find Sir Talavar,” but say nothing more due to her deal with Granny Nightshade. History of Slanty Tower Elmer was a hobgoblin who lived in Prismeer all his life. While Zybilna ruled Prismeer, Elmer worked as a handyman, tending to the o’-wells. Once Bavlorna took over Hither and corrupted the wells, Elmer was not only out of a job, but his tower began to slant and sink into the mire. Elmer sought out Bavlorna with the hope of at least getting some help with his home. Instead of helping Elmer fix his tower, Bavlorna transformed Elmer into an ettercap that could climb walls and had no need for a level surface to live in. Out of work and now a horrible monster, Elmer retreated back to what was now his slanty tower, occasionally catching haregon brigands or other swamp creatures to eat while hunting with his dog Wover. Running the Adventure The adventure begins when the party arrives at Slanty Tower. Slanty Tower has the following physical features. Black Brambles. The tower’s exterior is crumbling and covered in black brambles, making it very hazardous to climb. A character can physically climb the tower with a successful DC 15 Strength (Athletics) check, falling into a mess of muck and thorns, taking 2d6 piercing damage on a failure. You can add an additional d6 if the party is level 3 or higher. Windows. Upon close inspection the windows into the tower are covered with webs, heavily obscuring the interior. The windows have AC 13, 8 hit points, and immunity to poison and psychic damage. A window can be forced open with a successful DC 10 Strength check or a successful DC 13 Dexterity check using thieves’ tools. Ceilings. Ceilings are 10 feet high. Light. The rooms are typically lit as follows: • The first floor is brightly lit from sunlight through a large window. • The second floor is kept dark with the window shades drawn. • The third floor is brightly lit with light from a great, round window. • The fourth floor is dimly lit from sunlight obscured by a window shrouded (heavily obscured) with webs. Introduction One never quite knows what to expect when they enter the Feywild. When a hot air balloon flies across the sky and crashes into a tower tipping in the swampy ground, even the most epic heroes may wonder, “What in the world is going on?” In order to get to the bottom of it all, the heroes must first reach the top of Slanty Tower and save a faerie dragon knight with vital information about Prismeer. Will the heroes find a way to save him or lose themselves in the swamp? What's this all about? Chapter 2: Hither is the first portion of Prismeer described in The Wild Beyond the Witchlight. Each of the locations presented in this chapter can be explored quickly, outside of the village of Downfall. This is because the book tends to favor non-combat resolutions to encounters and these locations do not have maps to explore. This mini-adventure aims to revise the Slanty Tower location in order to create a small “dungeon” experience where characters can engage in some tactical combat (or find clever ways to avoid it). The book describes Slanty Tower as a leaning tower that is 50 feet tall and 20 feet in diameter and contains nothing but a spiraling set of stairs. This adventure creates a whimsical interior and story for the tower so the characters may engage more deeply with the location. This supplement presents the events that occur in Slanty Tower as an alternative to those detailed in The Wild Beyond the Witchlight. As always, it is up to you how much of the content you want to use. It’s perfectly fine to use some parts of this supplement while discarding others, or simply let the ideas presented here inspire new ideas of your own. This supplement assumes a party of 4-6 characters of 2nd level and presents scaling options for parties up to 4th level. Adventure Summary The party arrives at Slanty Tower after seeing a balloon crash. When Sir Talavar calls down to the party, he is snatched up by Elmer the ettercap, and brought into Slanty Tower. On the first floor of the tower, the party encounters a trap set by Elmer to deal with thieving harengons. On the second floor, the party encounters Elmer’s dog, Wover. On the third floor, the party finds important information pertaining to Elmer’s history and the o'-wells. On the fourth floor, the party encounters Elmer and must reason or fight with him to rescue Sir Talavar. Adventure Hooks The following adventure hooks can be used to entice the party to engage with this adventure. Follow the Action The party could naturally explore this location by simply following the action when they arrive in Hither. As described in The Wild Beyond the Witchlight, the party sees a swamp gas balloon crashing when they enter Hither. This balloon can be found at Slanty Tower, the first recommended location for the characters to visit, and the closest to the Queen’s Way, where the party enters Hither. If you want the party to naturally head towards Slanty Tower, you can read the revised description instead of the text provided under the section ‘Balloon Crash’ in the book so that they can see the tower from the Queen’s Way.


4 | RUNNING THE ADVENTURE Slanty Tower Exterior When the party arrives at Slanty Tower, you can read the following text, instead of what is presented in the book: A crumbling stone tower rises out of the swamp, leaning at such an angle that it threatens to keel over. Black brambles surround its base and cling to the lower half, though someone or something has cut them away from the moisture-warped door. From the pinnacle of the tower, in a tangle of ropes and tattered fabric, hangs a large woven basket. It dangles nearly fifty feet above the surface of the swamp, near a window at an upper floor. As described in the book, upon arrival at Slanty Tower, Sir Talavar calls down to the party for assistance, explaining that he is trapped in a cage in the basket of the balloon. When Talavar calls down to the party for the first time, it alerts Elmer to his presence. Elmer was planning to deal with the balloon later in the day, but hearing that some food may have presented itself, he quickly opens the window and pulls Sir Talavar’s cage into the upstairs room. When this happens you can read the following: With blinding speed, the upper window of the tower suddenly opens. The shadowy form of a creature reaches out and plucks a silver birdcage from the balloon’s basket. A quick cry for help is cut short as the window slams closed as quickly as it opened. Characters who succeed on a DC 14 Wisdom (Perception) check are able to see enough of Elmer to take note of his features. A creature that hears or witnesses the description and succeeds on a DC 12 Intelligence (Nature) check identifies Elmer’s form as that of an ettercap and can relay the following information about ettercaps: • Ettercaps are bipedal creatures known for quickly snatching up and eating travelers. • Ettercaps have the ability to spin spider silk webs. Snakes. The book describes a potential encounter with some snakes that were following Sir Talavar from Downfall. You can omit these snakes from this adventure. Slanty Tower Interior Slanty Tower has four floors. Elmer spends most of his time on the fourth floor, while his dog, Wover, generally resides on the second floor. S1. First Floor (Mud Room) When the party enters the tower through the door on the ground floor, you can read the following: The floor of this round room tilts down sharply to the left, and nearly everything inside has fallen into a heap. Pipes jut out of the walls and down from the ceiling, some traveling straight through the floor. Affixed overhead to the piping on the spiral staircase is a bell-shaped piece, off of which dangles a thin chain. Supplies are littered along the periphery of the room, including what appear to be long wooden stilts. A few barrels of carrots are stationed prominently in the middle of the room, tied to one of the pipes to secure them in place. The first floor contains various pipes entering the room from the wall and ceiling. Some of them go into the floor, some of them dead-end into the room. There is a drain at the lowest part of the room through which water and sludge drain out. The barrel of carrots is rather conspicuous bait for a trap set by Elmer. A DC 12 Intelligence (Investigation) reveals that the ropes securing the barrels are made of spider silk. Trap. There is a tripwire near the barrel of carrots as Elmer is hoping to capture harengon brigands who have been stealing from his tower. The trap can be detected with a successful DC 16 Wisdom (Perception) check. Stepping into the square marked with a ‘T’ triggers the tripwire and causes acidic sludge to pour out of one of the pipes. Characters within the area marked ‘A’ on the map must succeed on a DC 12 Dexterity saving throw or take 2d6 acid damage and give off a nauseatingly sweet odor. Elmer’s dog Wover can track the smell for miles and hunt down harengons that break in and try to escape. Shower. The bell-shaped device by the stairs is a makeshift shower that Elmer uses to clean himself and flush the sludge out of the room. A creature can operate the shower with a DC 10 Intelligence check. If the check fails by more than 5, the shower breaks and causes the pipes to leak, rendering the shower useless. If Elmer discovers that his shower was broken, Charisma checks made to influence him are made with disadvantage. Successful use of the shower cures the user of any diseases or the effects of Marsh Gas (see Chapter 2). Treasure. This room contains a set of swamp stilts. Slanty Tower T Area S1 A


RUNNING THE ADVENTURE | 5 S2. Second Floor (Lounge) When the party enters this room, you can read the following: Closed blinds block all but a few shafts of light, bathing the room in darkness. If the party has characters able to see in the dark or if they are holding a light source, you can add the following: This space would be quite cozy if not for the awkward slant. A plush sofa, colorful bookshelf, and blankets are positioned around the exterior of the room. Paintings decorate the walls, strangely hung but well cared for. The rugs, a victim of the tilt, pool near the top of the stairs. Upon close inspection, the paintings depict a hobgoblin with a dog companion. These images are of Elmer and his dog before their transformations. Hiding invisibly in the darkness of this room (using his shadow blend feature) is Elmer’s dog, Wover (a shadow mastiff). The dog attacks creatures that try to go upstairs, particularly targeting those that smell like the nauseatingly sweet odor from the trap on the first floor. All creatures (except those with a passive Perception of 21 or greater) are surprised when Wover strikes. Blinds. A creature can use an action to open the blinds, letting sunlight into the room. If this happens, the dog remains cowering in the shadows and does not attack. If the blinds are opened at any point after Wover has been revealed, he immediately retreats upstairs and whimpers on the fourth floor (area S4). Webbed Furniture. Close inspection of the back or feet of the furniture sitting on the upslope side of the room reveals they have been secured in place by webs. A DC 14 Wisdom (Perception) check reveals this fact from a distance. Books. Characters who investigate Elmer's bookshelf uncover the following books of interest: • Hunting Wabbits, a Guide to Dealing with Hostile Hares. This book details tips on how to be very, very quiet when hunting in the Feywild. • Hydrology in the Feywild. A dry read about calculating groundwater flow rates based on various soil types. • Moose Snakes and Me. A series about a boy who becomes friends with a prophetic antlered serpent. Scaling. If the party is level 3 or greater Wover is a shadow mastiff alpha. S3. Third Floor (Kitchen) When the party enters this room, you can read the following: Lit with natural light from a great window, this room is clearly a kitchen and workspace combined. The space appears well lived-in, with signs of recent use, despite the steep angle and oven door hanging oddly open at the top of the slope. Across the room, a table is accompanied by a single chair and dressed with a bright tablecloth. Atop it lies an intricate water flask connected to piping that disappears behind the upward staircase. At the lower end of the room, a workbench is strewn with tools and handwritten documents. This room is a combination of a kitchen and a workroom. A search of the documents reveals a crude map of Hither indicating the location of each o'-well with various notes scribbled about. A DC 12 Intelligence (Nature) check reveals the following information: • Many of the documents are geological logs for each of the o'-wells scattered around Hither. • The well papers detail Elmer’s o’-well observations and maintenance schedules for the past 10 years. It looks like in the past year his notes stop shortly after indicating that he believes Bavlorna’s practices have been making the wells unmaintainable with his single decanter of endless water. While the command word “Geyser” is able to purify the water in an o’-well and prevent the level from fluctuating, the benefits only last about a day. The most recent notes mention that he intended to take up the issue with Bavlorna. • There are schematics for an 8-foot-square wooden raft. Notes lament this raft was lost in the swamp. • A character closely examining the logs who succeeds on a DC 15 Intelligence (Investigation) check discovers that the o'-well closest to a large tree stump (Brigands' Tollway) connects to the tree trunk’s interior via a natural tunnel (see Within Brigands' Tollway). Decanter. The flask connected to the piping is a decanter of endless water, which can be detached from the piping. This decanter provides fresh water for the shower on the first floor. Elmer knows that the command word “Geyser” can be used to cure an o’-well for 24 hours, purifying its water and preventing the level from fluctuating. If characters encounter a gushing o’-well and cure it this way, they are given any trinkets discovered by the will-o’-wisps. Area S2 Area S3


6 | RUNNING THE ADVENTURE S4. Fourth Floor (Bedroom) When the characters enter this room, you can read the following: Cloudy light filters into the room through four small windows, each obscured with a layer of webs. The webbing dominates the space, covering most walls and supporting a large bed at the top of the slope. Entangled within is a silver birdcage, and within a purple faerie dragon who struggles against its bonds. Outside the far window, you can make out the diffused colors of the crashed balloon. When the party enters the room, Sir Talavar is webbed up (restrained) until Elmer decides what to do with him. Realizing that Sir Talavar would make a better bargaining chip with Bavlorna than food, Elmer is considering bringing Sir Talavar to Bavlorna to try to get her to reverse his curse. If the party’s ascent of the tower was fairly quiet, Elmer is organizing things that fell off the wall when the balloon struck his tower and whirls around when they enter demanding they explain their intrusion. If the party engaged in combat with the dog Wover, or otherwise made a lot of noise, Elmer hides on the ceiling of this room waiting to strike the invaders. Characters are surprised when he attacks unless they have a passive Perception of 14 or greater. In combat, he uses his web action to target as many characters as possible and then attempts to restrain another character with his web garrote attack before proceeding with negotiations. Elmer is an ettercap with an Intelligence score of 10 and speaks Common, Goblin, and Sylvan. Elmer’s Curse. Bavlorna enacted the curse by cutting off both of Elmer’s thumbs. These are stored in the frog’s mouth in B19 of Bavlorna’s Cottage along with the other “Lost Things”. Elmer may speculate, but does not know that reuniting with his severed thumbs will end his curse, and even if it did, he does not know precisely where Bavlorna might be keeping them. Negotiations. If the party offers to retrieve his thumbs, Elmer may allow them to take Sir Tavalar without a fight. He can be persuaded with a DC 14 Charisma (Persuasion) check to release Sir Tavalar this way. On a failure, Elmer is willing to release Sir Talavar only after the party returns with his thumbs. If the check fails by more than 5, Elmer doesn’t believe the party has his best interests at heart and insists on following through with his plan, fighting the party if they try to stop him. Treasure. A search of Elmer's room yields six malachite gems worth 10 gp each. Scaling. If the party is level 3 or greater, Elmer has 72 hit points. If the party is level 4, once per round, Elmer can use his web attack immediately after another creature’s turn (similar to a legendary action). Conclusion Rescuing Sir Talavar. If the party rescues Sir Talavar through negotiation or combat, Sir Talavar is grateful. Due to the abjuration magic protecting the cage, attempts at breaking him free are fruitless, and the party must find a way to open it. As described in the book, Sir Talavar may recommend heading to Telemy Hill to find Jingle Jangle. If you think this is too convenient for Sir Talavar to know where the key is located, you can have him instead suggest that the party seek out a wise antlered serpent, known as the Watcher, who lives in a pool in the northeast corner of Hither. The continuation of this scenario is detailed in the adventure "The Watcher's Pool". Resolution with Elmer. If the party peacefully dealt with Elmer, he requests that they find a way to remove his curse, or at the very least get revenge on Bavlorna. At your discretion, Elmer may be aware of a creature that could provide some direction or help, a wise antlered serpent, known as the Watcher, who lives in a pool in the northeast corner of Hither. The continuation of this scenario is detailed in "The Watcher's Pool". If the party is able to lift his curse, Elmer will gladly serve as a guide from Hither to Thither. Sir Talavar Captured. If the party does not reach a peaceful resolution with Elmer and does not rescue Sir Talavar, Elmer brings him to Bavlorna in Downfall. If Sir Talavar is returned to Downfall and handed over to Bavlorna, the characters can find him in area B5, still locked in the silver birdcage. Bavlorna rewards Elmer by lifting his curse, but does nothing to help his tower. Party defeated. Instead of killing the party, Elmer knocks them unconscious and gives them to Bavlorna along with Sir Talavar. Characters wake up in cages outside of Bavlorna's cottage (area B14). Troubleshooting If the party chooses not to save Sir Talavar and skips Slanty Tower, you can have Jingle Jangle suggest Elmer as a potential guide instead of -- or in addition to -- Clapperclaw. Alternatively, if the party has reason to infiltrate Brigands’ Tollway (see Within Brigands' Tollway), Jingle Jangle or another NPC may suggest the party seek out Elmer, who has lived in Hither for a long time and knows his way around better than anyone. In this scenario, Elmer knows about a secret entrance into Brigands’ Tollway through an o’-well. Area S4


Wover MAGIC ITEMS | 7 Magic Items Decanter of Endless Water Wondrous item, uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: • "Stream" produces 1 gallon of water. • "Fountain" produces 5 gallons of water. • "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. Adventuring Gear Swamp Stilts Adventuring gear A small or medium creature using both hands and feet to operate them gains a walking speed on stilts of 30 feet, and this movement is not reduced by mud or water. Creatures Elmer (Modified Ettercap) Medium Monstrosity, Lawful Neutral Armor Class 13 (natural armor) Hit Points 44 (8d8 + 8) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 9 (-1) Skills Perception +3, Stealth +4, Survival +3 Senses darkvision 60 ft., passive Perception 13 Languages Common, Goblin, Sylvan Challenge 2 (450 XP) Proficiency Bonus +2 Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web. Web Walker. The ettercap ignores movement restrictions caused by webbing. Actions Multiattack. The ettercap makes two attacks: one with its bite and one with its web garotte. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Web Garrote. Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or Small creature against which the ettercap has advantage on the attack roll. Hit: 4 (1d4 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target can’t breathe, and the ettercap has advantage on attack rolls against it. Web (Recharge 5–6). Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.


8 | CREATURES Wover (Shadow Mastiff) Medium Monstrosity, Typically Good Boy Armor Class 12 Hit Points 33 (6d8 + 6) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 13 (+1) 5 (-3) 12 (+1) 5 (-3) Skills Perception +3, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks while in dim light or darkness Senses darkvision 60 ft. passive Perception 13 Languages -- Challenge 2 (450 XP) Proficiency Bonus +2 Ethereal Awareness. The shadow mastiff can see ethereal creatures and objects. Keen Hearing and Smell. The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. Sunlight Weakness. While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Bonus Actions Shadow Blend. While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated. Wover (Shadow Mastiff Alpha) Medium Monstrosity, Typically Good Boy Armor Class 12 Hit Points 42 (6d8 + 6) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 13 (+1) 5 (-3) 12 (+1) 5 (-3) Skills Perception +3, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks while in dim light or darkness Senses darkvision 60 ft. passive Perception 13 Languages -- Challenge 2 (450 XP) Proficiency Bonus +2 Ethereal Awareness. The shadow mastiff can see ethereal creatures and objects. Keen Hearing and Smell. The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. Sunlight Weakness. While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Terrifying Howl. The shadow mastiff howls. Any beast or humanoid within 300 feet of the mastiff and able to hear its howl must succeed on a DC 11 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to any shadow mastiff’s Terrifying Howl for the next 24 hours. Bonus Actions Shadow Blend. While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.


Icewind Dale: Rime of the Frostmaiden Out of the Abyss Tomb of Annihilation Curse of Strahd The Wild Beyond the Witchlight Dan Kahn Adventure I hope you’ve enjoyed the content in this supplement. If you find any errors, have a good idea, or just want to get in touch, you can reach out to Dan Kahn at [email protected]. More from Dan Kahn on DMsGuild: Wild Beyond the Witchlight - Witchlight Carnival Expanded Wild Beyond the Witchlight - Hither Bundle Wild Beyond the Witchlight - Thither Bundle Rime of the Frostmaiden - Ythryn Towers of Magic Bundle Rime of the Frostmaiden - Adventure Bundle 1 Rime of the Frostmaiden - Evermelt Rime of the Frostmaiden - Revel's End Prison Break Tomb of Annihilation - Complete DM's Bundle Out of the Abyss - 'The Fall of Cyrog' Candlekeep Mysteries Bookend - Curse on Beregost Curse of Strahd - Adventure Bundle


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