Dangers in the Wilds
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THE WILDS
These are the areas which are untamed by civilisation. Only the brave or the desperate spend any amount of time there because the creatures have their own eco system¸ one that demands decisive actions to either eat or avoid being eaten. Explorers seek to find rare and exotic ingredients of value¸ and envoys a way to make up for lost time.
Five compelling wilderness-themed stories.
Each one-page module tells a unique story¸ carefully crafted and crammed with all the information needed to run the adventure.
The five Adventure Modules:
DECEPTIVE MOORS
A wizard will pay with money or potions if the party can retrieve three sleeves of flowers (approximately six of each) from the wilds; The Dancing Lilac¸ The Swiftfellow and the Bubbling Bluegrass. She will supply the leather sleeves to hold the precious cargo and a basic map of landmarks to follow.
REDEMPTION TRAIL
The young chief of a barbarian tribe needs closure on the death of his father and will share some of the spoils if the party will accompany him and find the Mighty Tusk Shell. Not only did it devour his father and two veteran fighters¸ but it also swallowed some valuable artefacts that are sacred to the tribe.
SAVING CASPERINA
Casperina is the healer of the village¸ but after attempting to save a traveller¸ a dangerous fungus infected her. No known spell can stop its progress¸ but a druid's grove to the North might be able to help. Now the village is praying that she can make the dangerous journey through the perilous High Hills.
THE WAY OF EROGEN REY
Erogen Rey¸ an aged mystic of high renown has a shack bristling with strange wonders and trinkets. He is always careful who he shares his secrets with and is keen to test their true intentions as well as their potential. Will the Party be worthy of the Erogen Rey way?
DREAD NIGHT
It falls fast and without warning. Some dates cannot be quantified. Perhaps a powerful curse was uttered¸ or the Gods felt wronged¸ or a hellish entity is devouring a powerful sacrifice. What is certain is that no one is safe tonight.
Each module includes: 3-4 hours of action. Background to the scenario.
Environment and Locations to visit within the area.
NPCs to interact with.
Stat blocks and abilities for the creature encounters featured in the adventure.
Encounters suitable for low (1-4)¸ mid (5-8)¸ High (9-12) and Epic (13+) level parties.
Rewards specific to the module for successfully completing the scenario.
Bonus material: DM Notes providing further information on the background and the outcome of each adventure Tables for a twenty additional Magical Items¸ and twenty Treasures¸ that can be used by the DM as needed.
This book contains: 18 unique encounters.
21 locations to explore¸ gather info or resolve an issue.
12 module-specific rewards¸ and 40 wilderness-themed treasures.
