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88 DAoine Deighe

This document provides background information on the D'Aoine Deighe, a fey people who enjoy cold climates. It details how the gods began reclaiming power from mortals by harvesting souls after death and allowing reincarnation. It introduces the D'Aoine Deighe as relatives of the ancient D'Aroine people and describes how they came to inhabit cold lands. The encounter involves the PCs encountering D'Aoine Deighe and their frost wyvern mounts.

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100% found this document useful (1 vote)
206 views15 pages

88 DAoine Deighe

This document provides background information on the D'Aoine Deighe, a fey people who enjoy cold climates. It details how the gods began reclaiming power from mortals by harvesting souls after death and allowing reincarnation. It introduces the D'Aoine Deighe as relatives of the ancient D'Aroine people and describes how they came to inhabit cold lands. The encounter involves the PCs encountering D'Aoine Deighe and their frost wyvern mounts.

Uploaded by

volesprite
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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CREDITS

Designer: Dr. Michael LaBossiere


Cartographer: Dr. Michael LaBossiere
Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Cover Image/Art: Michael LaBossiere, Midjourney

Contents
Credits................................................................................. 1
Contents.............................................................................. 1
Introduction .......................................................................2
Background/History ...........................................................2
Getting the PCs Involved ..................................................................4
Map ..........................................................................................................4
Encounter ..............................................................................................4
NPCs......................................................................................................... 5
Magic Item ..........................................................................7
Frost Blood .........................................................................7
Conclusion ..........................................................................7
Hook? ..................................................................................7
Free Stuff! ...........................................................................8
Free Map Collections ..........................................................8
Free Rules ...........................................................................8
Free Encounters ..................................................................8
Free Encounters Collections...............................................8
Free Character Options ...................................................... 9
Stuff to Buy! .......................................................................... 9
Adventures ......................................................................... 9
Class & Character Options ................................................. 9
Karabeth Series.................................................................. 9
About the Author .............................................................. 10
Map ....................................................................................11
Free Encounters Listed by CR .............................................2

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 2022 by Dr. Michael C. LaBossiere and published under the Community Content Agreement for Dungeon Masters Guild.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technolog y, Inc. Free download at http://www.wolflair.com System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.

1
INTRODUCTION As Time engaged in its inevitable march, the gods
found themselves weakening and although their
This is the 88th in an ongoing series aimed to
home planes were supposed to be eternal, they
provide the overworked DM with ready-to run noticed changes that boded ill for the future. The gods
encounters. realized that they had given too much to the mortal
The PCs encounter the D’Aoine Deighe and their races and the material realm. Collectively, they
Frost Wyverns. Will it be chill or kill? The standard agreed to reclaim these gifts.
encounter involve two CR 6 creatures; but there is The gods first relied on the prayers of mortals,
also a CR 2 option. drawing back energy through these living (and
It includes a history/background for the encounter, unliving) conduits. While this helped, the gods knew
they needed much more. While the good gods
a map, and monster stats. The companion ZIP file
expressed some opposition to the idea, the gods
contains JPEG versions of the maps (with and without
decided to harvest the souls of the dead. As mortal
grid), the Word file of the encounter, and a Fantasy
beings died, their souls would go to the appropriate
Grounds Unity Module file. afterlife. The good and neutral gods generally allowed
the souls in their charge to enjoy 1,000 years of
BACKGROUND/HISTORY enjoyment before stripping them of their memories
and most of their soul energy. The souls were then
This background is from my current campaign returned to the material plane to be reborn. The evil
world; it can be modified or ignored as desired to fit gods varied considerably in how they treated the
your campaign. souls in their charged but were also required by
The D’Aoine Deighe are a fey people, distant divine agreement to send them back to the material
relatives of the D’Aroine. The D’Aroine were an plane within 1,000 years of their death. Certain
ancient proto-fey people, somewhat like modern exceptional souls, the gods agreed, could be
elves. They claimed to be the second mortal people transformed into divine or infernal beings to replace
(the Dersatti being the first) and named themselves the loses from the eternal wars. But careful watch
based on this claim: “D’Aroine” is derived from their was kept by the gods to ensure that none of them
words for “second people.” With a natural lifespan of cheated too much.
thousands of years and a general talent for magic, The gods also agreed that the reborn souls would
they spread across the ancient world and formed a have the freedom to make their moral choices anew,
relatively powerful and vast kingdom. The D’Aroine although the gods usually cheated a bit by allowing
were not fond of the cold climates, preferring the some residue of memory and personality to remain.
greener lands. In contrast, the D’Aoine Deighe But, for the most part, reincarnated souls had a fresh
delight in the beauty of ice and snow. In addition to start and, for example, the soul that had once been a
their fey nature, they also have a touch of the horrifying red dragon might become a noble paladin
elemental, and this enabled them to enjoy conditions in its next life.
that would freeze others. Because of this difference To ensure that the mortals did not learn of this, the
between them, the D’Aroine were happy to grant their gods agreed to allow reincarnation and magic for
cousins dominion over a cold kingdom. raising the dead to work—albeit with limitations.
While not as powerful as the D’Aroine, the D’Aoine While most mortals believe that the costly material
Deighe were among the early people of the world. In components were intended to deter the use of such
the ancient days when they were created, magic, this is only part of the truth. There are strict
metaphysical resources abounded and the gods were limits on what the gods can take from the mortal
generous, granting the mortal races great power and world—but they can accept almost any gift. So, the
long lives. New souls were created, and the material components for such spells are taken by the
population of the worlds grew. In those days, the gods and absorbed into their plane and beings.
distinctions between gods and mortals were less; the The first to learn the truth about how the gods were
gods walked among the mortals and the mortals using mortals was the Dersatti; a people of material
walked among the gods. But time changed this. consciousness and without souls. The benevolent
Dersatti saw this as a terrible betrayal of and a crime

2
against the mortal races and they acted in opposition to melt through the ice to gain access to air. They
to the gods. The gods, in turn, did their best to destroy became known as the Gufuhvalur.
the Dersatti. This had terrible and unforeseen Posing as concerned benefactors, the gods spoke
consequences which reverberate to this day. But this with Banrigh Uisge, the greatest sorcerer of the
is a tale for another telling. D’Aoine Deighe. They told her that the great cold was
While the gods allowed certain creatures, such as coming and that they would aid her in saving her
dragons, to retain their vast life spans, they decided people. Banrigh Uisge’s first attempt was forging the
they needed to solve the problem of these ancient Crown of Fire and Water. The hastily conceived plan
mortals, such as the D’Aroine and the D’Aoine was to bind fire and water elementals to serve as a
Deighe. While the prayers of such beings were valued magical means of providing endless warmth. Banrigh
by the gods, the power stripped from the souls of the Uisge abandoned this plan when she realized the
dead vastly exceeded what even a long-lived mortal suffering the bound creatures would endure.
could offer in prayer. So, the gods sowed strife among The gods then offered the D’Aoine Deighe their
these people to get them to kill each other. While this “solution”: the elemental ancestry of the D’Aoine
did provide something of a solution, the gods realized Deighe could be awakened and enhanced, allowing
that the problem would persist if the long-lived people them to survive the cold and thus remain in their
persisted in living so long. To solve this problem, the beloved lands. The D’Aoine Deighe agreed and were
gods applied various solutions. In some cases, the transformed. They soon learned the price of their
long-lived mortal people were exterminated by war, transformation was the loss of their ability to have
disease and other disasters inflicted by the gods. The children, which plunged them into depths of sadness
gods cursed the D’Aroine so that they could no longer and despair.
reproduce, thus spelling the doom of that people. When the gods inflicted what they called the
After dealing with the greatest of the ancient Mallacht Oighir on the fey, they needed a source for
peoples, the gods turned to those of more recent the cold. Eager to expand their influence in any
origins. Sometimes they were content to greatly manner onto the material realm, the demon lords
diminish the life spans of succeeding generations. In offered access to Thanatos and the Iron Wastes. The
such cases, an ancient could face the pain of seeing devils offered access to the frozen layer of Stygia. The
their great grandchildren dying of old age while they good gods were wary of this offer, but the gods
retained their youthful vigor. eventually accepted both, as well as using more
The D’Aoine Deighe had relatively small population benign sources of cold. The intent was to make all the
and were generally on good terms with the gods. As gods parties to the freezing and to dilute the effects of
with the D’Aroine, the gods decided that the solution any one source.
to their near immortality was to put an end to their While the Mallacht Oighir is a magical cold, it did
reproduction. The gods mostly did not understand the influence the climate around it, lowering the average
value of family to the mortals so it did not occur to temperature. While these lands were already cold,
them the enormity of the crimes they were the magical influence attracted and even created
committing. creatures affiliated with the cold.
In a typical divine act of needless complexity, the While they had become elemental creatures of the
gods decreed that a supernatural cold would fall upon cold, the D’Aoine Deighe still retained their desire for
the lands of the D’Aoine Deighe. The nature of the family. This desire became somewhat warped,
cold was such that few beings could survive within it. leading some of them to want to take control over the
Since the gods did not wish to destroy all the life in younger people and guide them. Banrigh Uisge
the area, they altered the inhabitants to allow them to realized that in their elemental state, they would be ill
endure the cold. For example, the giant eel like suited to understand the needs of these people,
predators of the sea were given resistance to the cold however noble their intentions. Banrigh Uisge feared,
and the ability to breath steam to melt through the ice. rightly, that their cold souls would turn to dominion.
These creatures became known as the Isfiskur. A The D’Aoine Deighe turned their efforts to creating
minor killer-whale like fey people were transformed a powerful fleet of magical vessels. They would sail to
to allow them to endure the cold and they were also conquer nearby kingdoms with their fleet and magic.
granted the ability to generate steam, to allow them Unfortunately for their dreams, their fleet depended

3
on the cooperation of Banrigh Uisge—she would need MAP
to bind elementals to the ships to allow them to The map shows a frozen area suitable for an
escape the ice and encounter with the D’Aoine Deighe.
reach the open
Snow will often be difficult terrain
water. In what the
(depending on the depth).
others saw as
Depending on where the encounter
betrayal, Banrigh
Uisge did call forth takes place, the stream might be
the elementals, but frozen all the way to the bottom.
commanded them to
trap the ships within
the ice. She then fled ENCOUNTER
the city with the The standard encounter consists
crown and her of a D’Aoine Deighe wyvern rider
daughter, Kella. (CR 6) and their wyvern (also CR 6).
Banrigh Uisge A much easier encounter can be
knew that her people made using a “civilian” D’Aoine
would overcome her Deighe (CR 2). The CR can be
and take the crown ramped up by adding more
unless she had aid, creatures.
so she made a deal with powerful elementals of fire Unless immediately attacked, the D’Aoine Deighe
and water. They routed elemental fire to an island, will not automatically be hostile. Their response to
causing the water around it to boil and making the encounter the PCs will be influenced by their purpose
area certain death for the D’Aoine Deighe. Banrigh in being in the area. If the D’Aoine Deighe are
Uisge was transformed into an elemental, allowing patrolling their land, they will warn the PCs of the
her to survive there, so she can guard the crown. Her dangers of the supernatural cold and encourage them
daughter, unable to survive there, took up a solitary to depart. If the PCs do not attack and do not seem to
life at the edge of the hot zone, keeping an eye out for pose a threat, the D’Aoine Deighe will allow them to
those who might enter the area. depart peacefully.
The cold D’Aoine Deighe do have the virtue of If the D’Aoine Deighe are scouting for magic or
patience and they see time differently from other useful creatures, they will approach the PCs
mortals. They have made various attempts to gain the peacefully and attempt to engage them in
crown, usually employing adventurers who come to conversation. If they discern that the PCs or their
the lands in search of some item of legend. items might prove useful, they will attempt to
The hardiest of the D’Aoine Deighe take short persuade the PCs to hand over these items or
journeys beyond their kingdom, typically to seek accompany them back to the D’Aoine Deighe city. If
magic or people who might be able to help them. the PCs resist, violence will ensue.
Since the D’Aoine Deighe are now often cold and If the PCs seem to lack useful items or not be useful
arrogant, they are inclined to simply take what and themselves, the D’Aoine Deighe will depart
who they wish, which can lead to conflict. This peacefully unless attacked. The D’Aoine Deighe are
encounter involves one (or more) D’Aoine Deighe and interested in items that might be relevant to their
their Frost Wyvern. plight, such as items relating to cold or
transformation. In terms of people, they are
GETTING THE PCS INVOLVED interested in those who know much about magic or
While the PCs might be seeking out the D’Aoine who are significant casters.
Deighe for a variety of reasons, this encounter is If combat ensues, the D’Aoine Deighe will usually
intended to be “random”: the PCs chance upon a start with their spells, tailoring to what they have
D’Aoine Deighe expedition. observed about the PCs. For example, if the PCs
mention that they are using magic to protect them
from the cold, then the D’Aoine Deighe will forgo

4
using cold spells unless they think the PCs’ protection on saving throws against spells and other magical
is weak enough to overcome. If their magic proves effects.
ineffective, they will turn to their weapons.
Innate Spellcasting. The d’aoine deighe's innate
Wyvern riders will make good use of their mounts,
spellcasting ability is Charisma (spell save DC 13, +5 to
using their flying speed to try to control the distance hit with spell attacks). It can innately cast the following
of the encounter. spells, requiring no material components:
If the PCs are defeated, the D’Aoine Deighe are At will: ray of frost
likely to spare them—they tend to see themselves in a 3/day each: ice knife
parental role relative to those they see as the younger 1/day each: pass without trace, sleet storm
people. The D’Aoine Deighe will attempt to flee if
things go badly for them; they are also willing to yield ACTIONS
if they believe the PCs will not simply murder them.
Longbow. Ranged Weapon Attack: +3 to hit, range 150
ft./600 ft., one target. Hit: 5 (1d8+1) piercing damage

NPCS
plus 1d6 Cold damage.

These are the NPC stats. Shortsword. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 4 (1d6+1) piercing plus 1d6 Cold
damage.
  Unarmed Strike. Melee Weapon Attack: +2 to hit, reach
Medium elemental (fey), lawful neutral
5 ft., one creature. Hit: 1 bludgeoning plus 1d6 Cold
Armor Class 16 (chain shirt, shield) damage.
Hit Points 39 (6d8+12)
Speed 30 ft. Description: The D’Aoine Deighe are sometimes
mistaken for a form of elven undead due to their
STR DEX CON INT WIS CHA resemblance to elves and their cold aura, pale blue
10 (+0) 12 (+1) 14 (+2) 14 (+2) 14 (+2) 16 (+3) skin, and oddly blue eyes. They are, however, fey
elementals. While they can be of any alignment, their
Skills Perception +4, Stealth +3, Survival +4 culture now tends towards Lawful Neutral to Lawful
Damage Vulnerabilities fire Evil. In combat, they will make use of their innate spell
Damage Immunities cold, poison casting and follow up with melee or ranged weapon
Condition Immunities poisoned attacks as needed.
Senses darkvision 60 ft., passive Perception 14
Languages Aquan, Common, Elvish, Sylvan
Challenge 2 (450 XP)

Fey Ancestry. The creature has advantage on saving    
throws against being charmed, and magic can't put the Medium elemental (fey), lawful evil
creature to sleep.
Armor Class 17 (chain shirt, shield)
Frozen Body. A creature that touches the D’aoine Hit Points 90 (12d8+36)
Deighe or hits it with a melee attack while within 5 feet Speed 30 ft.
of it takes 5 (1d10) cold damage.
STR DEX CON INT WIS CHA
Frozen Weapons. When the D’aoine Deighe hits with a 10 (+0) 16 (+3) 16 (+3) 14 (+2) 14 (+2) 18 (+4)
metal melee weapon, it deals an extra 3 (1d6) cold
damage (included in the attack). Saving Throws Con +6, Cha +7
Skills Perception +5, Stealth +6, Survival +5
Ice Imbuement . As a bonus action, a D’aoine Deighe Damage Vulnerabilities fire
can imbue a single projectile or thrown weapon to Damage Immunities cold, poison
inflict an extra 3 (1d6) cold damage on a successful Condition Immunities poisoned
attack. The effect ceases upon the completion of an Senses darkvision 60 ft., passive Perception 15
attack or the end of the D’aoine Deighe's turn. Languages Aquan, Common, Elvish, Sylvan
Challenge 6 (2,300 XP)
Magic Resistance. The Daoine Deighe has advantage

5
Fey Ancestry. The creature has advantage on saving Description: The D’Aoine Deighe Wyvern Rider is one
throws against being charmed, and magic can't put the of the elite soldiers of their civilization. They are
creature to sleep. assigned to dangerous missions, such as capturing
magic items or outsiders that might prove useful to
Frozen Body. A creature that touches the Daoine their people. While they can be any alignment, they
Deighe or hits it with a melee attack while within 5 feet tend towards Lawful Evil: devoted to their people,
of it takes 5 (1d10) cold damage. obedient to their superiors, but willing to do anything
they believe will advance the goals of their culture.
Frozen Weapons. When the Daoine Deighe hits with a They will typically open combat with their spells, using
metal melee weapon, it deals an extra 3 (1d6) cold their wyvern mounts to control the engagement. If
damage (included in the attack). fighting in a cold region (which will almost always be
the case) they will assume that their foes are probably
Ice Imbuement. As a bonus action, a Daoine Deighe can prepared for cold damage and will use fire spells. If the
imbue a single projectile or thrown weapon to inflict an fire proves ineffective, they will test their cold spells. If
extra 3 (1d6) cold damage on a successful attack. The those do not work, they will resort to their weapons. A
effect ceases upon the completion of an attack or the rider will often have 1d6 vials of Frost Blood; it can
end of the Daoine Deighe's turn. sometimes be found seeping from the ground in their
frozen lands.
Magic Resistance. The Daoine Deighe has advantage
on saving throws against spells and other magical
effects.

Innate Spellcasting. The wyvern rider's innate  


spellcasting ability is Charisma (spell save DC 15, +7 to Large dragon, unaligned
hit with spell attacks). It can innately cast the following
spells, requiring no material components: Armor Class 14 (natural armor)
At will: ray of frost Hit Points 123 (13d10+52)
3/day each: ice knife Speed 20 ft., fly 80 ft.
1/day each: pass without trace, sleet storm
STR DEX CON INT WIS CHA
Spellcasting. The wyvern rider is a 9th-level spellcaster. 19 (+4) 10 (+0) 18 (+4) 5 (-3) 12 (+1) 7 (-2)
Its spellcasting ability is Charisma (spell save DC 15, +7
Skills Perception +4
to hit with spell attacks). The wyvern rider has the
following Wizard spells prepared: Damage Resistances cold
Cantrips (At will): fire bolt, light, prestidigitation, Senses darkvision 60 ft., passive Perception 14
shocking grasp Languages
1st level (4 slots): burning hands, false life, feather fall, Challenge 6 (2,300 XP)
magic missile
Ice Walk. The frost wyvern can move across and climb
2nd level (3 slots): levitate, scorching ray
icy surfaces without needing to make an ability check.
3rd level (3 slots): fireball, fly, protection from energy
Additionally, difficult terrain composed of ice or snow
4th level (3 slots): ice storm, wall of fire
doesn't cost it extra movement.
5th level (1 slot): cone of cold

ACTIONS ACTIONS
Multiattack. The frost wyvern makes two attacks. one
Longbow. Ranged Weapon Attack: +6 to hit, range 150
with its bite and one with its stinger. While flying, it can
ft./600 ft., one target. Hit: 7 (1d8+3) piercing damage
use its claws in place of one other attack.
plus 1d6 Cold damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Shortsword. Melee Weapon Attack: +6 to hit, reach 5
creature. Hit: 11 (2d6+4) piercing damage. reach 10 ft.
ft., one target. Hit: 6 (1d6+3) piercing damage plus 1d6
Cold damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 13 (2d8+4) slashing damage.
Unarmed Strike. Melee Weapon Attack: +3 to hit, reach
5 ft., one creature. Hit: 1 bludgeoning damage plus 1d6
Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Cold damage.
creature. Hit: 11 (2d6+4) piercing damage. The target
must make a DC 15 Constitution saving throw, taking

6
11 (3d6) poison damage on a failed save, or half as As an action, you can apply a vial of Frost Blood to
much damage on a successful one. a weapon. For one minute, the weapon will do an
additional 1d6 cold damage. If you roll a 1 on your
Frost Breath (Recharge 5-6). The frost wyvern exhales
Attack during this time, a non-magical metal weapon
an icy blast in a 30-foot cone. Each creature in that area
will shatter.
must make a DC 15 Constitution saving throw, taking
45 (10d8) cold damage on a failed save, or half as much As an Action, you can splash the Frost Blood from
damage on a successful one. a vial onto a creature within 5 feet of you or throw
the vial up to 20 feet, shattering it on impact. In
Description: The Frost Wyverns originated as “normal” either case, make a ranged Attack against a creature
wyverns but were changed by the gods to survive in the or object, treating the Frost Blood as an Improvised
cold inflicted upon the D’Aoine Deighe. While the frost
Weapon. On a hit, the target takes 3d6 cold damage.
wyvern is usually a savage predator, the D’Aoine
Deighe have mastered the art of training them to be If you have a breath weapon that does cold
loyal mounts. Frost Wyverns love the taste of Frost damage, you can consume a vial of Frost Blood and
Blood and wyvern riders usually carry some as a special the next time you use your breath weapon it will do
treat for their mounts. an additional die of damage. If you do not use your
breath weapon within one hour of consuming the
vial, the effect is lost. White Dragons find the taste
Frost Blood to be exquisite and often addictive.

MAGIC ITEM CONCLUSION


FROST BLOOD The encounter ends when the PCs defeat the
D’Aoine Deighe, flee, or are themselves defeated.
Potion, Uncommon
Originating in Thanatos, the Iron Wastes and
Stygia, Frost Blood is a supernaturally cold liquid.
It’s frosty blue color and being the thickness of blood HOOK?
gives it its name. Because of its properties, it is If the PCs are captured by the D’Aoine Deighe or
coveted by white dragons and sought by casters who agree to go with them, they can end up in their
focus on cold spells. Adventurers also find it useful. frozen city of Baile Reota. There they might be
To preserve its cold and protect most who would honored guests or mere experimental subjects. The
use it, Frost Blood is stored in special vials. The PCs might be rescued or assisted by good aligned
vials can be D’Aoine Deighe who are opposed to the
reused unless use and misuse of people.
they are
damaged or
destroyed. A
vial of Frost
Blood can be
used in one of
several ways.
As part of
casting a spell
that causes cold
damage, you
can expend a
vial of Frost
Blood to
increase the
cold damage by one additional die.

7
FREE STUFF! Mike’s Free Encounter #31 Fallen Desert Outpost
Mike’s Free Encounter #32: Ancient Aqueduct
I regularly make free D&D stuff available, including map Mike’s Free Encounter #33: Tomb of the Desiccated
collections and encounters. Mike's Free Encounter #34: The Bath of Pelthonus
Mike’s Free Encounter #35: Windchime
Mike’s Free Encounter #36: Molodus
FREE MAP COLLECTIONS Mike’s Free Encounter #37: The Pool of Pelthonus
Mike's Free Maps Collection #1 Mike’s Free Encounter #38: Sea Tiger Island
Mike's Free Maps Collection #2 Mike’s Free Encounter #39: Sanguinem Volant
Mike's Free Maps Collection #3 Mike’s Free Encounter #40: Gladiomortuus
Mike's Free Maps Collection #4 Mike’s Free Encounter #41: A Princess Met on the Road
Mike's Free Maps Collection #5 Mike’s Free Encounter #42: College of the Damned
Mike’s Free Maps Collection #6 Mike’s Free Encounter #43: Necrokyrie
Mike’s Free Maps Collection #7 Mike’s Free Encounter #44: Cornu Umbra
Mike’s Free Maps Collection #8 Mike’s Free Enounter #45 Serutani Tomb
Mike’s Free Maps Collection #9 Mike’s Free Encounter #46: Tiger Canon
Mike’s Free Maps Collection #10 Mike’s Free Encounter #47: The Deluded Djinni
Mike’s Free Maps Collection #11 Mike’s Free Encounter #48: Druid of the Moonlit Web
Mike’s Free Maps Collection #12 Mike’s Free Encounter #49: Quillbones
Mike’s Free Maps Collection #13 Mike’s Free Encounter #50: Bonerunners
Mike’s Free Maps Collection #14 Mike’s Free Encounter #51: Welg
Mike’s Free Maps Collection #15 Mike’s Free Encounter #52: Osfranger
Mike’s Free Maps Collection #16 Mike’s Free Encounter #53 Cross Cat
Mike’s Free Maps Collection #17 Mike's Free Encounter #54: Musiksalskare
Mike’s Free Encounter #55: Truthsayer
Mike’s Free Encounter #56: Warewolf
FREE RULES Mike’s Free Encounter #57 Ghost of Water
Mob Rules Mike’s Free Encounter #58 Bone Shaper
Interrogation Mike’s Free Encounter #59 Legacy of Medusa
Mike’s Free Ecounter #60: Calsh Stoneworks
Mike’s Free Encounter #61: Sleeper in the Well
Mike’s Free Encounter #62: Krympt Jätte
FREE ENCOUNTERS Mike’s Free Encounter #63: Ghost Tears
Mike’s Free Encounter #64: Rebel Mummy
Mike's Free Encounter #1: Necromancer's Stash Mike’s Free Encounter #65: Dealing Doppelganger
Mike’s Free Encounters #2: Worg Riders Mike’s Free Encounter #66: Of Sheers, Weagles and Spakes
Mike’s Free Encounter #3: Haunted Stones Mike’s Free Encounter #67: Sky Piercer
Mike’s Free Encounter #4: Kobold Emissary Mike’s Free Encounter #68: Skeletal Scholar
Mike’s Free Encounter #5: Gnark Horse Mike’s Free Encounter #69: Will & Theo’s Lost Lute
Mike’s Free Encounter #6: Ghost of Kella Thar Mike’s Free Encounter #70: Puddle Lurker
Mike’s Free Encounter #7: Capraemortu Mike’s Free Encounter #71: Ghoul Town
Mike’s Free Encounter #8: Bonewalkers Mike’s Free Encounter #72: Clock Dogs
Mike’s Free Encounter #9: Alena Trel the Eye Piercer Mike’s Free Encounter #73: Chronocats
Mike’s Free Encounter #10: The Bog Witch Mike’s Free Encounter #74: T(entacle)-Rex
Mike’s Free Encounter #11: Shadow Fang Gnolls Mike’s Free Encounter #75: Necrosaurus
Mike’s Free Encounter #12: Shadowed Fields Mikes-Free-Encounter #76: Duinfitheach
Mike’s Free Encounter #13: River Pirates Mike’s Free Encounter #77 Last Inn
Mike’s Free Encounter #14: Bad Mercenaries Mike’s Free Encounter #78: Mokule(Shipbreaker)
Mike’s Free Encounter #15: Dwarven Guard Post Mike’s Free Ecnounter #79: Stone Heart Dwarves
Mike’s Free Encounter #16 Necrolossi Mike’s Free Encounter #80: Wraith of the Apostate
Mike’s Free Encounter #17: Frostcursed Guard Post Mike’s Free Encounter #81: Basilisks of the Golden Dome
Mike’s Free Encounter #18: Death Captain Mike’s Free Encounter #82: Sea Devil
Mike’s Free Encounter #19: Corporagelida Mike’s Free Encounter #83: Mortuusbalena
Mike’s Free Encounter #20: Frostcursed Headless Mike’s Free Encounter #84 Crater Bay
Mike’s Free Encounter # 21: Frostcursed Forge Mike’s Free Encounter #85:Memories of the D’Aroine
Mike’s Free Encounter #22: Frostcursed Docks Mike’s Free Encounter #86: Airioch
Mike’s Free Encounter #23: Frostcursed River Diamond Mike’s Free Encounter #87: Tomb Remnants
Mike’s Free Encounter #24:Dividuicorporis
Mike’s Free Encounter #25: Frostcursed Queen
Mike’s Free Encounter #26: Cult of the Bat FREE ENCOUNTERS COLLECTIONS
Mike’s Free Encounter #27: Burning Beasts Mike’s Free Encounters #1-10 (pay what you want)
Mike’s Free Encounter #28: Sting of Drenlak Mike’s Free Encounters #1-20 (pay what you want)
Mike’s Free Encounter #29: Sand Gnark Horse Mike’s Free Encounters #21-30 (pay what you want)
Mike’s Free Encounter #30 Ghul Caravan Mike’s Free Encounters #31-40 (Pay what you want)
Mike’s Free Encounters #41-50 (Pay what you want)
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Mike’s Free Encounters #61-70 (Pay what you want)
Mike’s Free Encounter #71-80 (Pay what you want)

FREE CHARACTER OPTIONS


Seven Tribes of Comosh

STUFF TO BUY!
I also sell stuff for D&D.

ADVENTURES
Arrogo's Tomb
Belmey (pay what you want)
Broken Mine 5E
Dragon Hunt
Tower of Zakelana

CLASS & CHARACTER OPTIONS


Boot Dagger Booter (pay what you want)
Circle of Ash (pay what you want)
Flame Touched (pay what you want)
Legacy of the Frostcursed (pay what you want)

KARABETH SERIES
K1 Trip to Town (pay what you want)
K1.5 Where the Dead Speak (pay what you want)
K2 Lelathon Village (Pay what you want)

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ABOUT THE AUTHOR
Dr. Michael LaBossiere is a gamer/runner from
Maine who went to school in Ohio and ended up a
philosophy professor in Florida.
While acquiring his doctorate in philosophy at Ohio
State University, he earned his ramen noodle money
by writing for
Chaosium, GDW, R.
Talsorian Games, and
TSR. After graduate
school, he became a
philosophy professor at
Florida A&M
University. His first
philosophy book, What
Don't You Know?, was published in 2008. He
continues to write philosophy and gaming material.
He is also a blogger, but these days who isn't?
When not writing, he enjoys running, gaming and
the martial arts. Thanks to a quadriceps tendon tear
in 2009, he was out of running for a while, but
returned to the trails and wrote a book about it, Of
Tendon & Trail. He can be contacted at
ontologist@aol.com.

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MAP

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FREE ENCOUNTERS LISTED BY CR
Minimum
Encounter CR
Mike's Free Encounter #1: Necromancer's Stash 0.25
Mike’s Free Encounter #3: Haunted Stones 0.25
Mike’s Free Encounter #4: Kobold Emissary 0.25
Mike’s Free Encounter #52: Osfranger 0.25
Mike’s Free Encounter #63: Ghost Tears 0.25
Mike’s Free Encounter #66: Of Sheers, Weagles and Spakes 0.25
Mike’s Free Encounters #2: Worg Riders 0.50
Mike’s Free Encounter #13: River Pirates 0.50
Mike’s Free Encounter #14: Bad Mercenaries 0.50
Mike’s Free Encounter #27: Burning Beasts 0.50
Mike’s Free Encounter #36: Molodus 0.50
Mike’s Free Encounter #49: Quillbones 0.50
Mike’s Free Encounter #50: Bonerunners 0.50
Mike’s Free Encounter #53 Cross Cat 0.50
Mike’s Free Encounter #67: Sky Piercer 0.50
Mike’s Free Encounter #7: Capraemortu 1.00
Mike’s Free Encounter #11: Shadow Fang Gnolls 1.00
Mike’s Free Encounter #17: Frostcursed Guard Post 1.00
Mike’s Free Encounter #24:Dividuicorporis 1.00
Mike’s Free Encounter #39: Sanguinem Volant 1.00
Mike’s Free Encounter #70: Puddle Lurker 1.00
Mikes-Free-Encounter #76: Duinfitheach 1.00
Mike's Free Encounters #86: Airioch 1.00
Mike’s Free Encounter #8: Bonewalkers 2.00
Mike’s Free Encounter #15: Dwarven Guard Post 2.00
Mike’s Free Encounter #30 Ghul Caravan 2.00
Mike’s Free Encounter #35: Windchime 2.00
Mike’s Free Encounter #41: A Princess Met on the Road 2.00
Mike’s Free Encounter #48: Druid of the Moonlit Web 2.00
Mike’s Free Encounter #55: Truthsayer 2.00
Mike’s Free Encounter #57 Ghost of Water 2.00
Mike’s Free Encounter #61: Sleeper in the Well 2.00
Mike’s Free Encounter #68: Skeletal Scholar 2.00
Mike’s Free Encounter #71: Ghoul Town 2.00
Mike’s Free Ecnounter #79: Stone Heart Dwarves 2.00
Mike’s Free Encounter #87: Tomb Remnants 2
Mike’s Free Encounter #5: Gnark Horse 3.00
Mike’s Free Encounter #22: Frostcursed Docks 3.00
Mike’s Free Encounter #31 Fallen Desert Outpost 3.00
Mike’s Free Encounter #33: Tomb of the Desiccated 3.00
Mike's Free Encounter #34: The Bath of Pelthonus 3.00
Mike’s Free Encounter #37: The Pool of Pelthonus 3.00
Mike’s Free Encounter #38: Sea Tiger Island 3.00
Mike’s Free Enounter #45 Serutani Tomb 3.00
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Mike's Free Encounter #54: Musiksalskare 3.00
Mike’s Free Encounter #58 Bone Shaper 3.00
Mike’s Free Encounter #59 Legacy of Medusa 3.00
Mike’s Free Encounter #64: Rebel Mummy 3.00
Mike’s Free Encounter #65: Dealing Doppelganger 3.00
Mike’s Free Encounter #69: Will & Theo’s Lost Lute 3.00
Mike’s Free Encounter #77 Last Inn 3.00
Mike’s Free Encounter #12: Shadowed Fields 4.00
Mike’s Free Encounter #20: Frostcursed Headless 4.00
Mike’s Free Encounter #28: Sting of Drenlak 4.00
Mike’s Free Encounter #29: Sand Gnark Horse 4.00
Mike’s Free Encounter #51: Welg 4.00
Mike’s Free Encounter #56: Warewolf 4.00
Mike’s Free Ecounter #60: Calsh Stoneworks 4.00
Mike’s Free Encounter #62: Krympt Jätte 4.00
Mike’s Free Encounter #78: Mokule(Shipbreaker) 4.00
Mike’s Free Encounter #82: Sea Devil 4.00
Mike’s Free Encounter #9: Alena Trel the Eye Piercer 5.00
Mike’s Free Encounter #42: College of the Damned 5.00
Mike’s Free Encounter #44: Cornu Umbra 5.00
Mike’s Free Encounter #46: Tiger Canon 5.00
Mike’s Free Encounter # 21: Frostcursed Forge 6.00
Mike’s Free Encounter #23: Frostcursed River Diamond 6.00
Mike’s Free Encounter #80: Wraith of the Apostate 6.00
Mike’s Free Encounter #88: D’Aoine Deighe 6
Mike’s Free Encounter #10: The Bog Witch 7.00
Mike’s Free Encounter #18: Death Captain 7.00
Mike’s Free Encounter #81: Basilisks of the Golden Dome 7.00
Mike’s Free Encounter #16 Necrolossi 8.00
Mike’s Free Encounter #40: Gladiomortuus 8.00
Mike’s Free Encounter #73: Chronocats 8.00
Mike’s Free Encounter #74: T(entacle)-Rex 8.00
Mike’s Free Encounter #75: Necrosaurus 8.00
Mike’s Free Encounter #6: Ghost of Kella Thar 9.00
Mike’s Free Encounter #19: Corporagelida 9.00
Mike’s Free Encounter #83: Mortuusbalena 9.00
Mike’s Free Encounter #84 Crater Bay 9.00
Mike’s Free Encounter #32: Ancient Aqueduct 10.00
Mike’s Free Encounter #85 Memories of the D’Aroine 10.00
Mike’s Free Encounter #47: The Deluded Djinni 11.00
Mike’s Free Encounter #72: Clock Dogs 11.00
Mike’s Free Encounter #43: Necrokyrie 12.00
Mike’s Free Encounter #25: Frostcursed Queen 13.00
Mike’s Free Encounter #26: Cult of the Bat 13.00

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