Dungeons and Dragons
List of the previous D&D games played at Hobbits Hole Roleplaying Club
System D&D 5e
You are a retired adventurer. You have spent decades exploring the Forgotten Realms, making friends and enemies whilst achieving your goals. Now you have retired and are living an easy life with your family and friends in or near to the capital city.
What is your happily ever after? Maybe your reputation has won you a position of power in the city? Maybe you have met the love of your life, moved to the countryside and are raising a hoard of kids? Maybe you and your best friend are running a cozy pub? Maybe you are a successful merchant welcoming your first grandchild, so securing your dynasty? Or maybe you are just enjoying every pleasure life can give you?
But don't get too complacent... Just when you thought your biggest worry was your rapidly receding hairline or curbing your expensive vintage mead habit, you find out that not all happily ever afters are actually for ever.
You wake up with a pounding headache in a dingy room with a group of strangers. You try and hold onto the details of your dream but it's impossible. Your family, gone, your home, your life, your friends, your skills, all gone. Where are you? Who are these people? Nothing is left but a lingering sense of loss, the ache of arthritis in your knees and the knowledge that it will soon be time to fight... you just wish you could remember how.
Will the adventurers recover their memories? Will they figure out what the #*%! Is going on? Will they make it back to their happily ever afters? Will they root out evil and save the world? Well, maybe. But only after a nice of cup of tea and a custard creme.
It will be DnD 5e, Forgotten Realms. Players will create a character with a strong personality, race, class, history and family/friend connections. Players will start at level 1 with 27 point buy and some extra skills/feats. There will be fairly rapid levelling up as memories are recovered and as the retirees regain their strength.
There’s always been a reputation for mystery surrounding the Utalan Archipelago. Far from the normal nautical trade routes and prone to hull-shattering storms these tropical islands are not well understood by the outside world.
Protected by old and powerful elemental magics not to mention the capable warriors of their scattered temple monasteries the Utalans have retained a fierce independence in a hostile world.
It helps that the uncharted and often bizarre inland secrets of these isles, hidden away from the pristine beaches by thick jungle, serves as one of the last unexplored frontiers and swallows the foolhardy and the desperate whole.
Though the island’s flora and fauna are dangerous the varied local civilised races are friendly enough to locals; seeing most of them as more to danger to themselves than any threat. This is never more true than it is now, on the eve of the Seafire Festival. Hosted in the port town of Farkeep (the only town with a large foreign population) the streets are to be decked with colourful banners and food stalls. Centre stage however is the titular Rite of Seafire where a small pilgrimage to at least three of the six temple monasteries across the archipelago begins.
The rite purportedly brings great fortune to the locals, and promises some vague catastrophe if left incomplete.
The part of the Rite that draws the most attention though is a particular requirement it has of its pilgrims; at least one of them cannot be a native of the Utalan Archipelago.
For your own reasons, you have volunteered to be a part of this Seafire Rite, with a permission to travel as you will across the isles. Your goal is clear, but journeys like this are never simple even when everything goes to plan…
A D&D 5e campaign starting at 5th level with 27 point buy.
The Village of Hommlet often tops the best of lists for classic d&d modules.
It is also the starting module for The Temple of Elemental Evil, but was released individually a few years before TTOEE in 1979, written by the master himself, Gary Gygax.
The adventure is a classic approach with an ancient evil disrupting a sleepy village. Players use the Village of Hommlet as a hub to explore the surrounding areas and investigate the evil presence in a sandbox environment.
In a forgotten corner of the reams lies Mystvale, a rugged and isolated land amidst the mountains. The people of Mystvale are tough and self-sufficient, surviving and thriving there for centureies. But now strange and terrifying new threats are stalking their homeland, far beyond anything they have faced before, and threatening to destroy their way of life.
Their call for help has been heard.
Join the reconnaissance party, travel to Mystvale and assess the situation. This is your opportunity to gain experience, develop your talents and doo good in this world. A wide range of skills will be needed to handle the terrain, gain the trust of the locals, and understand the dangers.
The notice read “artisans with adventuring experience needed” to travel to new lands, help rebuild a town and explore perilous places.
Upon further enquiry it turns out that a merchant company called the Onyx Enclave have a trade route between the mainland and various settlements on the Kings Cove, a little-known stretch of coastline a very long way away.
Concern has been raised about Larzetown which is one of the settlements. The Onyx Enclave are hiring skilled people like you to travel there and under the instruction of Admiral Pustulus Lork:
Help re-build the town.
Explore the surrounding area to determine whether there are any opportunities that the Onyx Enclave should avail themselves of.
Should the mission be completed and your alive at the end of it then you will be transported back to the mainland. It couldn’t be simpler.
You set sail on “The Singing Siren” for a four-week voyage to Larzetown. Our story begins as Larzetown comes into view and you wonder not for the first time what you have let yourself in for.
5e Ovion Office Is an odd mix 5e office based things, Eldritch horror, standard DND and Top ten things you should not know about FAX machines.(Ink not included). More Roleplay based game but all player driven so okay with fighting all the time. Starts at level 3 point buy or standard array for scores.
To my beloved Wife I do not know if you get this letter all I hope is that someone will find this and not make the same mistakes as I did.
1 day of this OFFICE Place ???
I was told about this by some odd looking man dress in a white coat and as you know we needed the gold.
So I took the offer, went into the mine to help him dig out more living space he needed there and this was fine till a odd buzzing sound.
The next thing I know I wake up chained to some kind of desk. Feeling groggy looking around in now what seem to be a prison I see others moving things of there desk. Some monster is barking some at me. I don't understand I reply and the monster lets out a grunt "Well look like this one will need some more onboard training power point sessions".
A woman elf next me put her frail hand on my shoulder, I turn to face her seeing a pleading look and a slow shake of her head...
SIR Weiser of Magn
Driven from lands farther north by more powerful dragons, a young white dragon named Cryovain has descended upon the Sword Mountains, claiming the snow-capped range as its domain. Typical of its kind, Cryovain is dim-witted and cruel. The dragon patrols the skies around Icespire Peak, surveying its territory while hunting for food and easy treasure. With each passing day, the dragon's domain grows as it ranges farther across the land, preying on anything it can catch with its claws or freeze to death with its icy breath. Sightings of the dragon are becoming more common, as are its attacks.
A crumbling fortress on the northeast spur of Icespire Peak serves as the dragon's lair. Cryovain seized the icy fortress from a tribe of savage orcs, killing the orc war chief and forcing the tribe's survivors to flee into the foothills and forests. Enraged by the death of their war chief, the orcs have called upon ancient allies—evil, shapechanging, half-orc spellcasters who bless and advise them. These half-orcs worship Talos, an evil god of storms, and many dwell in the dark depths of Neverwinter Wood. In stormy weather, they gather on remote hilltops to summon Gorthok the Thunder Boar, a primal entity that serves Talos. Like the god it serves, Gorthok delights in destruction.
The orcs aren't the only creatures thrown into upheaval by Cryovain's sudden arrival. A manticore driven from its mountaintop nest by the roaming white dragon has migrated to the foothills and begun terrorizing folk living on the outskirts of the mining town of Phandalin. Other monsters in the region have been similarly displaced.
The frontier town of Phandalin is built on the ruins of a much older settlement. Hundreds of years ago, the old Phandalin was a thriving human town whose people were firmly allied with neighboring dwarves and gnomes. Then an orc horde swept through the area and laid waste to the settlement, and Phandalin was abandoned for centuries.
In the last three or four years, settlers from the cities of Neverwinter and Waterdeep have begun the hard work of reclaiming the ruins of Phandalin. The new settlement is home now to farmers, woodcutters, fur traders, and prospectors drawn by stories of gold and platinum in the foothills of the Sword Mountains. The arrival of a white dragon threatens to destroy all that they've worked to rebuild.
‘The city of Raukirk used to be the capital of the wild nation of Velnaya. As monsters and evils lurked in the wooded lands it remained a beacon of light. That was 300 years ago now.
Raukirk simply vanished from all the maps one day, the roads missing and all rangers and magic unable to locate it.
Fortunately with its disappearance the encroaching beasts and other plagues on the land also seemed to recede.
As the centuries rolled past Velnaya recovered from the loss and Raukirk became just another legend as people enjoyed the newfound peace.
Now though, as foul creatures begin to be seen again in the woods, a freak wildfire has revealed a path where people are adamant there was not one just a day before. It leads to Raukirk.
Early investigators report the walls overgrown, and the city silent with the fate of its inhabitants a mystery.
You are among the earliest adventurers to be making the journey towards Raukirk.
Whether you are looking for treasure, hidden knowledge and answers or simply adventure (and Raukirk likely holds all three of these in abundance) you will be one of the first to attempt to explore this lost city… and its dangers.’
A D&D 5th edition adventure with challenging combat. Starting at level 3 (Point Buy).
Isle of the dreaded accursed
Game Master Richard C
Venue: Online Friday night
Players: Apo, Andrew W, Stig, Carol, Mark C, Dave H- New Players welcome
When the sea goddess Elvirath discovered that her high priest had become obsessed with necromancy, she unleashed her wrath.
Her once beautiful temple was desecrated, filled with hideous undead that used to be her most devout worshippers.
Ships founder on sharp rocks. Sailors are dying of foul plagues. Powerful creatures from the deep are surfacing again. It has to stop.
Somebody has to deliver the most valuable sacrifice Elvirath has ever received.
In 1981 a game called Castle Amber was released by TSR to be run with the Expert D&D set. In a nutshell the characters get stuck in a mysterious mansion and have to find their way out.
Castle Amber has been updated to 5th edition and is described as the perfect old-school “funhouse dungeon”. However, I can assure you that Pat Sharp will not be making an appearance!
Follow this link for further information about the game.
A mixture of Roleplaying and action, nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction.
Smugglers guide their ships to hidden coves, willing to slit the throat of anyone fool enough to cross their path.
Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger
It has been over a year and a half since they came. A largely peaceful world torn apart by invasion. Giants of all kinds despite their historic enmity joined in unexplained alliances catching all around them off guard. Within a few short weeks, villages were razed to the ground, towns overrun and cities were taken over with overlords and their minions keeping control.
Despite most means of defence being confiscated and enslavement being the norm, small pockets of defiance remain, desperately holding onto what is left of their freedoms in the hope of one day getting the chance to take back their world. This is where you find yourself. A small rag-tag team of resistance looking for supplies wherever possible and hoping for just a chance to put things right. Sometimes though, those chances come from the most unlikely of sources.
Some secrets are worth dying for
Feel the cold touch of death in this adventure for the world’s greatest roleplaying game.
In Icewind Dale, adventure is a dish best served cold.
Beneath the unyielding night sky, you stand before a towering glacier and recite an ancient rhyme, causing a crack to form in the great wall of ice. Beyond this yawning fissure, the Caves of Hunger await. And past this icy dungeon is a secret so old and terrifying that few dare speak of it. The mad wizards of the Arcane Brotherhood long to possess that which the god of winter’s wrath has so coldly preserved—as do you! What fantastic secrets and treasures are entombed in the sunless heart of the glacier, and what will their discovery mean for the denizens of Icewind Dale? Can you save Ten-Towns from the Frostmaiden’s everlasting night?
Icewind Dale: Rime of the Frostmaiden is a tale of dark terror that revisits the forlorn, flickering candlelights of civilization known as Ten-Towns and sheds light on the many bone-chilling locations that surround these frontier settlements.
Setting the scene: Some information that all of your characters will know: Places: In Icewind Dale there are Ten Towns around three lakes.
The lakes are Maer Dualdon, Lac Dinnshere, Redwater. The towns are Bremen, Bryn Shander, Caer Dineval, Caer-Koenig, Dougans Hole, Easthaven, Good Mead, Lonelywood, Targos, Termalaine.
Temperatures are -49 degrees Fahrenheit (-45 degrees Celsius). Minus 80 degrees with windchill.
Dim light during the day. Twilight extends from 10am – 2pm. Icewind Dale is then dark until the aurora or the full moon appears in the night sky.
Overland travel best by dogsled, Axe beak or on foot with snow shoes.
On nights of the new moon each town sacrifices either a person, food or warmth to Auril to try to appease her.
The everlasting rime: It is said that Auril the Frostmaiden (the divine embodiment of winters fury) keeps Icewind Dale in a perpetual dark winter, something that is commonly referred to as the everlasting rime. No one knows why Auril is doing this or why the other gods do nothing. The everlasting rime has lasted so far for two years and is having a negative impact on the inhabitants in and around The Ten Towns.
Around the Ten Towns is wilderness:
To the north is the Sea of Moving Ice
To the east the Reghed Glacier and barbarian tribes
To the south the Spine of the World Mountains
To the west frozen tundra and more mountains.
Each of the Ten Towns has a governor (a.k.a Speaker).
There are four tribes (Bear, Elk, Tiger, Wolf) of Reghed Nomads that live on the Glacier.
There are two rival Goliath settlements in the Spine of the World Mountains (Skytower Shelter and Wyrmdoom Crag)
Shield Dwarves from Clan Battlehammer hail from the Dwarven valley at the foot of Kelvin’s Cairn where they mine for iron.
In the world of Skotar, where magic flows freely and the gods rise and fall on the belief of their followers, the Hatean Kingdom is in its final years.
The king is a sickly, weak-willed child and the cowardly nobility squabble over dwindling wealth while rarely dispatching any forces beyond their walls. The commoners toil on, relying on the sheer scale of their territory and the untamed lands at their borders to keep old rivals and newly independent states at bay, for now.
As winter looms, the duke of Fablehall caves to pressure to call freelance adventurers into a group to investigate why the nearby hamlet of Eulham has failed to deliver its annual harvest tithe. So close to Fablehall and far from any borders, not to mention home to a respectable sorcerer, Eulham is thought to be one of the sleepiest of town in all Skotar. It is here, in the Hatean Kingdoms’ breadbasket, that a new threat begins to stir.
The dark cannot be unheard.
A 5E campaign starting at Level 3. Characters are standard point buy, but receive a free feat at character creation (and gp equal to the max roll for a level 1 character for equipment)
Baldur's Gate: Descent into Avernus
Game Master Freddie
Venue: Glanville Hall Wednesday night
Players: Andrew, Jerrie, Marco, Chris, Richard T
It starts in the city of Baldur's Gate "as it slowly succumbs to the sway of corrupt powers and evil gods". The adventurers will go on a search for redemption as they descend into Avernus, the first layer of the Nine Hells, which is ruled by the Archdevil Zariel. Players will also have the option of wading into the Blood War.
With the disappearance of the archangel Avacyn from the shadow plane, humanity becomes the universal prey when the light fades and the moon rises.
Gavony is where humanity remains safest and strongest, but it also has more dead buried here than anywhere else and so is plagued by undead and geists.
In Stensia, where the sun never seems to break through the oddly coloured clouds, the vampire bloodlines rule and keep their "cattle" safe from any Werewolves or others that might endanger their food.
Kessig contains vast forests and is home to Werewolves.
Nephalia is a coastal province and home to a number of small-to-medium port towns. It is populated mainly by humans, gesits and vampires, all of whom seek business, secrets or solitude.
Avacyns wards have slowly been fading since her disappearance and once again humanity is left unprotected and is at the mercy of those that wish to hunt them.
The balance within the Shadow Land has shifted and is affecting other realms as the undead become stronger the chains around the undead outside of this realm are lifted.
The church of Avacyn sent word out requesting aid in finding Avacyn. Other realms have sent those they can in order to aid in bringing the balance back with this land.
The Innistrad moon is a massive portal to the Shadowfell plane. No one remembers what sinister entity constructed this link between planes, but the world of Innistrad was set to be consumed utterly by the Shadowfell. The deity that saved Innistrad from being swallowed up by the Shadowfell has similarly been lost to history.
This god could not close the immense portal, but managed to block off and imprison the portal at the cost of the deity’s life. The god’s corpse engulfs the portal as a massive desert of silver. The barrier of silver stops the Shadowfell from consuming the world, but does not block its influence entirely. You can see an imprint of the longforgotten god on the moon to this day – it’s the heron on the moon’s surface.
This explains the seemingly paradoxical nature of Innistrad’s moon: the portal to the Shadowfell inside of the moon empowers evil creatures, while the outside surface of silver empowers good. A full moon is when the portal to the Shadowfell is largest and is consequently when werewolves are strongest, yet blessed silver from the moon is the most effective at defeating them.
The archangel Avacyn, the central figure of the Church of Avacyn and the main conduit of holy magic on the plane, hasn’t been seen over the last few seasons, and her absence shows.
Since Avacyn has disappeared, prayers have not spared remote villages from werewolf attacks as they once did. Holy symbols have not stopped vampires from preying on travelers in the high mountain passes.
The dead are not protected from tampering by ghoulcallers and flesh-animating alchemists called Skaberen. With the power of holy magic waning, humanity is being pushed into a corner by an encroaching darkness that threatens to consume them.
After years of peace, and blissful normality, you begin to hear tales from the sea. Tides are no longer to be trusted and large ships are going missing. Stories are told of these strange events pointing to all manner of ungodly evil. Demons, dragons and even the Kraken himself are being blamed.
On the evening of the summer solstice, two moons rise instead of one. Sudden rumours of a great evil are being whispered across the realm and its presence is being felt throughout the land. Even as far as where you now dwell has seen leagues of undead, plagues of locusts and raging forest fires. To you, these strange events are no coincidence.
Many years after your legendary actions, you are one of a select group of heroes who find yourselves drawn to a distant tavern called ‘The Moon Underwater’. It seems that retirement will have to wait as you are asked to put on your armour and sharpen your blades and call upon your patrons once again.
DND E5, Starting Level 10, ending level 17ish (I ask that you use a character you have played and loved from any genre but build in E5.)
Dungeon of the Mad Mind
Game Master Sam M
Waterdeep: Dungeon of the Mad Mage is an adventure module for the 5th edition of the Dungeons & Dragons fantasy role-playing game. It is the second part of the Waterdeep storyline and follows the first adventure, Waterdeep: Dragon Heist.
Into The Abyss
Game Master Sam M
The Isle of Dread is the first D&D wilderness adventure published by TSR Hobbies back in 1980, and was designed as an instructional module to help novice Dungeon Masters design their own wilderness adventures.
Game Master Fred
Ravenloft is a fictional place, a campaign setting for the Dungeons & Dragons roleplaying game. It is an alternate time-space existence known as a pocket dimension or demiplane, called the Demiplane of Dread, which consists of a collection of land pieces called "domains", brought together by a mysterious force known only as the Dark Powers.
Each domain is tailored to and mystically ruled by a being called a Darklord who is forever trapped and surrounded by magical mists surrounding the domain.
Strahd Von Zarovich, a vampire in the original AD&D Ravenloft I6 module 1983, became the first Darklord, both ruler and prisoner of his own personal domain of Barovia. How Count Von Zarovich became the darklord of Barovia was detailed in the novel, I, Strahd: The Memoirs of a Vampire. As originally established in the Ravenloft: Realm of Terror boxed set known as "the Black Box" released in 1990,
The Ravenloft campaign setting was located in the Ethereal Plane. As a physical manifestation of that plane, lands, monsters and even people were created out of the mysterious mists, and the realm acted as a prison where one could enter or be transported, but means of escape were few. Other Ravenloft Domains and Darklords were eventually added in various AD&D 2nd edition (and then later in 3rd edition) products establishing a core continent attached around Barovia which could be traveled to by others if their respective lords allowed entering or leaving their borders; while some Domains remained isolated in the mists and were referred to as Islands.
System D&D Basic
The Isle of Dread is the first D&D wilderness adventure published by TSR Hobbies back in 1980, and was designed as an instructional module to help novice Dungeon Masters design their own wilderness adventures.
System D&D 3.5
The Danger of Dwarves
Game Master Stig
Set in Stig's homegrown world full of conflicts with roving band of Maurauders.
Investigators have been sent to locate and retrieve the "Eye of Hope" which has not been located yet.
Currently the party are on a mission for Lord Charles to collect some Armour from Dark Dwarves from their mountainous home.
System D&D 4e
Game Master Paul S
Paul takes on the WotC Thunderspire Labyrinth module for 4th Edition D&D