As I mentioned in last week’s post, I recently completed a home-brew D&D adventure, entitled “A Shadow in the Woods.” It wasn’t perfect, but I had a great time writing and running it, and I think my players enjoyed it too. As I did with my posts on my home-brew Star Wars:EOTE adventure, I’ll walkthrough what happened in a few posts before writing a concluding post with my thoughts on the process. And I’m all about transparency, so I’ll highlight a few of the parts I didn’t think worked out. Hope you enjoy.
This involved the same group as my A Great Upheaval sessions (see these posts for a walkthrough). We had Jon, a human cleric of Lathander; Rogar, a dragonborn ranger; Bark, a forest gnome rogue; and Adrian, a human warlock. They were joined by Lenore, a half-elven fighter (a new player to the group). We met at the great Killer Rabbit Comics and Games in Williston, VT.
After saving the day and uncovering hints of the giants unrest, the group set off into the wilderness. They ran into Lenore, who gladly joined them, partly for a taste of the excellent ale they received as a reward for their last adventure. The group got to a half-days’ march from the town of Red Hill when they decided to camp for the night [this is loosely set in the Forgotten Realms, but I really just wanted some connection to the previous adventure].
As the group was finishing off the last of the ale, shadows at the edge of their camp formed into a horrific giant humanoid toad-like being; what they would later learn is a Banderhob. It strode into camp, stepping on Bark, injuring him. The group rushed to attack. The Banderhob was too quick for them, biting Lenore and half-swallowing her and nearly killing Adrian with its claws. The group managed to free Lenore and inflict some damage, at which point the monster dropped something by their fire and strode off into the night.
The shaken and injured group decided to rest before following the monster, but they investigated the object that fell. It was a locket with a carving inside and an inscription, “to Lorana, the ‘princess’ of Red Hill, from Dad.”
The next morning they headed into town. On the outskirts, they came across the ruins of a farmhouse that looks like it had been smashed in; Rogar determined it was a recent attack. They moved on and arrived in the town, a small settlement that grew around a crossroads. The group first talked to Riben, a farmer who is the cousin of Lorana—he told them she had recently inherited a large farm just outside of town, but had disappeared (likely captured by a nearby bandit group). They interacted with other members of the town, including a tiefling inn owner (who told them of a witch in a nearby swamp), the priest, a snooty tavern owner, the mayor and the sheriff. They learned in their conversations that Lorana had planned to sell the farmland—which the townsfolk were upset about—and the sheriff had been tracking the bandits; he provided them some intel on their possible location. The group was urged to wait until the town’s sage, Fonken, returned from a trip.
A day or so after arriving in town [I waited till they seemed ready to move], in the evening, the group heard screaming. They joined the townsfolk rushing in its direction to find the Banderhob attacking a house with the family trapped inside. The group attacked; Lenore got half-swallowed again, and the group looked close to losing when a blue light shot out and hit the monster. The monster faded into shadow, and a gnome wizard (Fonken) walked out of the darkness. He urged the group to follow him to his tower to try and understand where the monster came from.
The group told him what they knew and showed him the locket. He determined it was a Banderhob, which is a monster summoned from the Shadowfell by a hag to go after a particular target. Fonken guessed that when it lost the locket it became confused on its targeting, and focused on the town. He sensed a greater tie to Shadowfell in this Banderhob than in others he’d encountered, and thought that even if it was killed it may keep respawning. The group had to either give it Lorana or get it to return to Shadowfell. He guessed there must be a portal somewhere nearby.
After comparing notes with Fonken, the group decided to pursue the bandits who kidnapped Lorana, then investigate the swamp to see if the witch may be involved with the Banderhob summoning. They took a long rest, and set out in the morning.
The group set out early in the morning for the half-days’ march to the bandit’s likely location. The town sheriff told them he suspected their hideout was at the end of a ravine off the main road, just before they would reach out an outlying settlement [I had prepared encounters in this settlement, including a bandit spy, but the group never went there]. The group found the ravine, and headed into the forest.
They first came on a giant elk blocking their path. After Bark respectfully communicated it via his speak with animals spell, it moved on [this was a random encounter, but the group thought it had some greater meaning]. The group then found a half-elf ranger eating lunch by a campsite. After talking with him they realized he was with the Harpers; he liked the rugged nature of this area, and wanted to make sure the bandit activity didn’t threaten the townsfolk; he also worried about it necessitating greater government involvement. The ranger asked the group to collect some intelligence on the bandits, and he would meet them back in Red Hill to pay them.
The group continued on, encountering various crude signs warning of great danger ahead. They came to a clearing with three hills in it, and climbed to the highest, where they found a tunnel into the hill [I designed the bandit camp as a dungeon crossing three hills, with an entrance in each hill]. Adrian turned invisible and went in to investigate. He found two goblins sleeping in the entryway, and started to go further when he made a noise and woke them up, although he managed to escape before they found him.
Jon then decided to call down to the goblins and ask if they had the woman [as I noted last week, I did not expect this]. The group heard a commotion, then an orcish voice called up and asked them to surrender. The group tried to negotiate with the bandits, but eventually the orcs and goblins charged.
Out of the tunnel came conventional orcs and goblins, but also two Nurtured Ones of Yurtus, a diseased orc that explodes when killed, sickening all those around. The group quickly dispatched with the attackers, although Bark and Jon were covered in orc goo. They then entered into the tunnel.
The main entryway had doors in each corner, and the group went to the left. They came first to what looked like a gaming room—a type of billiards table and boxing gear were in there—that was empty. The next room was a banquet room that was also empty, although as they started to leave the shepherd in the tapestry started talking to them. It gave no useful information, but they had a pleasant conversation. They then came on a pantry that was suffering from reverse gravity; Lenore flew to the ceiling, and had to struggle to get back out.
After these odd encounters, the group found some of the bandits. A room full of alchemical supplies and acrid dust housed several kobolds and a human mage. The group attacked. They handled themselves well, although Rogar became seriously hurt when the mage and kobolds ganged up on him. Several of the group also started hallucinating; Lenore thought she was giant, and Jon thought he was in a different room. The realized the bandits were creating hallucinogens in the room, which affected them in the combat [I adapted some of the DMG’s random dungeon effects to create the drug’s effects].
The group then climbed a set of stairs, with a tapestry on the wall. Bark was intrigued, so he stopped to look and see if it would talk. Unfortunately, looking at the tapestry triggered a trap [from a roll on the DMG’s dungeon trap table] and the stairs opened up; Bark and Rogar fell into a pit of spikes. Bark managed to grab the wall, but Rogar tumbled down, taking serious damage.
The group pressed on, and came into what looked at one point to be a large throne room. In there was a human man, a hobgoblin, and several assorted human and goblinoid thugs. Sitting by the man, drinking wine, was a woman. They realized this was Lorana, and after talking with the group (the bandit leader was friendly) realized she wasn’t kidnapped. The bandits tried to mug her while she was in the woods, but she proved a powerful fighter and they invited her back to their hideout for a feast.
With Jon taking the lead—despite his low charisma—the group convinced Lorana to come back with them to stop the attacks on the town. The bandits tried to get the group to put a magical listening device in the sherriff’s office, but they refused, so he let them go if they promised not to tell where they were hiding [this was a kind of social interaction deadlock, and I didn’t want to drag it out].
The group returned to town late at night, when a group of men surrounded them. They found out this was a group from the Lord’s Alliance. The men told the adventurers that Lorana’s potential buyers were the Zhentarim; the Lord’s Alliance wanted to stop this group from gaining a base in this area so they asked Riben (a new recruit) to deal with her. He decided to have the witch in the swamp summon the Banderhob so he didn’t have to kill her himself.
The Lord’s Alliance hadn’t intended for so much carnage (even if they did want Lorana) dead, and were willing to negotiate with the group. Bark suggested the Alliance buy Lorana’s farm, so she was able to still profit but the Zhentarim were kept out. They agreed, and slunk back into the shadows [this was another kind of failed encounter, as I didn’t do enough work on it]
Tune in next week for the adventure’s conclusion…