Dungeons & Dragons

System D&D 5e

Original Adventures Reincarnated #5: Castle Amber

Game Master Andrew

Venue: Glanville Hall Wednesday night

Players: Freddie. Julia D. Richard C. Richard T

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.

Ghosts of Saltmire

Game Master Calum

Venue: Glanville Hall Wednesday night

Players: Bruce, Jason J, Jerrie S, Simon H

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


Game Master Marco

Venue: Glanville Hall Wednesday night

Players: Andy D, George, Mohit, Stig

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.

Rime of the Frostmaiden

Game Master Andrew W


Players: Apo, Rich, Stig, Bruce, Mark C, George

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.

The Spoken Night

Game Master George

Venue: Glanville Hall Wednesday night

Players: Adi, Carol, Noah, Stig, Callum

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.

Baldur's Gate: Descent into Avernus

Shadow plane

Game Master Richard

Venue: Glanville Hall Wednesday night

Players: Calum, George, Stig, Simon H

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.


Game Master Richard

Venue: Glanville Hall Wednesday night

Players: Mark, Atilla, Neil

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.

The legend of The Moon Underwater

Game Master Jerrie S

Venue: Glanville Hall Wednesday night

Rotation: July to September

Players: Marco, Rich, Shorty, Bruce

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

Isle of dread

Game Master Andy Wright

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.

d&d 3.5

System D&D 4e

Thunderspire Labryinth

Game Master Paul S

Paul takes on the WotC Thunderspire Labyrinth module for 4th Edition D&D

D&D 4e