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Burning Plague

The Burning Plague is a Dungeons & Dragons adventure set in the mining community of Duvik's Pass, where a mysterious sickness threatens the town. Adventurers must explore the mines to uncover the source of the plague, facing various encounters and monsters along the way. The adventure requires components from multiple D&D board games and includes specific rules for gameplay and victory conditions.

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0% found this document useful (0 votes)
74 views6 pages

Burning Plague

The Burning Plague is a Dungeons & Dragons adventure set in the mining community of Duvik's Pass, where a mysterious sickness threatens the town. Adventurers must explore the mines to uncover the source of the plague, facing various encounters and monsters along the way. The adventure requires components from multiple D&D board games and includes specific rules for gameplay and victory conditions.

Uploaded by

JA
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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DUNGEONS & DRAGONS ADVENTURE SYSTEM:

THE BURNING PLAGUE


Based on the D&D module by Miguel Duran
Adapted by Gregory Leeson

Introduction
A sickness has come unto the simple mining community of Encounter Deck
Duvik’s Pass, poisoning their wells and blighting their crops. Construct the Encounter Deck using the following cards:
With the pestilence leaving the strongest of the town’s guard A Gap in the Armor (WoA 51) Spotted (WoA 77)
a few short days away from death, the burden of descending Bad Luck (WoA 52) Thief in the Dark (WoA 78)
Bloodlust (WoA 53) Wandering Monster (WoA 81)
into the mines and purging the wellspring of whatever evil Cage (WoA 54) Blending Bomb (WoA 83)
has settled there falls to an intrepid band of adventurers. Wrath of the Enemy (WoA 58) Bull’s Eye (WoA 84)
Will you prevail within the depths of Duvik’s Pass, or will you, Hidden Snipers (WoA 60) Lurker’s Strike (WoA 89)
High Alert (WoA 61) Poisoned Arrow (WoA 91)
too, fall victim to the perils of The Burning Plague? Kobold Trappers (WoA 62) Steam Vent (WoA 92)
Surrounded (WoA 63) Sulphurous Cloud (WoA 93)
Ancient Spirit’s Blessing (WoA 65) Trip Wire (WoA 94)
This adventure requires components from Castle Ravenloft, Deadly Poison (WoA 66) Cave In (WoA 97)
Wrath of Ashardalon, The Legend of Drizzt, and Temple of Kobold Warren (WoA 71) Pit (WoA 98)
Elemental Evil board games. Unless otherwise noted, they Quick Advance (WoA 74) Poisoned Dart Trap (WoA 101)
Revel in Destruction (WoA 75) Rolling Boulder (WoA 102)
use the standard adventure rules presented in the Rulebooks Scream of the Sentry (WoA 76) Whirling Blades (WoA 103)
and Adventure Books.
Monster Deck
Constructed Decks Construct the Monster Deck using the following cards:
3 Kobold Skirmisher (CR 120-122) 1 Cave Bear (WoA 104)
The three primary decks for this adventure use Monster cards 3 Rat Swarm (CR 123-125) 3 Kobold Dragonshield (WoA 119-122)
from Castle Ravenloft and Wrath of Ashardalon, Encounter 3 Spider (CR 129-131) 3 Snake (WoA 131-133)
cards from Wrath of Ashardalon, and Treasure cards from
The Temple of Elemental Evil. The following instructions Treasure Deck
explain which cards to use: Castle Ravenloft cards are Construct the Treasure Deck using the following cards:
identified as “CR”, Wrath of Ashardalon as “WoA”, The Adrenaline Surge (ToEE 116) Exploding Gem (ToEE 137)
Legend of Drizzt as “LoD”, Temple of Elemental Evil as Blessing of Mask (ToEE 117) Healing Potion (ToEE 139-140)
Blessing or Torm (ToEE 118) Bag of Silver (ToEE 185-187)
“ToEE”. Return unused cards to the game boxes. Clarity (ToEE 119) Chest of Gold (ToEE 188-190)
Pouch of Copper (ToEE 120-135)

1
History
Duvik’s Pass is a small town nestled within one of the few
Additional Cards and Tokens valleys that cross through the Serpentcoil Mountains. It has
You’ll need the following additional components: long been a waystop for travelers and adventurers seeking
to rest aching limbs and drown painful memories. The
Castle Ravenloft: Silver Dagger Adventure Treasure card discovery of silver deposits buried in the nearby mountains
(CR 141) and token. have drawn many able-bodied folk from neighboring
villages, hoping to lend their strength within the mines and
Wrath of Ashardalon: Dungeon Tiles, Cave In marker, garner some share of the wealth.
Pit marker, Poison Dart Trap marker, Rolling Boulder marker,
Whirling Blades marker, Door tokens, Alek Villager card and Hope and industry turned to despair and potential ruin over
token (WoA 185), Cassi Villager card and token (WoA 187), the past few months with the advent of The Burning Plague.
Donnel Villager card and token (WoA 188), Kraash Villain It began with the miners returning from work at nightfall
card/Meerak villain card, Kraash figure, Meerak figure, 3 suffering from an unknown sickness, followed by the town’s
Zombie Monster cards (WoA 138-140) and figures. livestock beginning to fall ill, and the crops beginning to
whither. The elders of Duvik’s Pass declared that the well
The Legend of Drizzt: Cavern Tiles, Cavern Edge Tiles, water had been soured by an unknown disease.
Lever token
The few townspeople still strong enough to do so formed an
Tomb of Elemental Evil: Town Tiles, Advancement exploration party to find the source of the sickness within
Tokens (Recharge, Reroll, +1 Damage, Regain 2 HP), Potion of the mines, but they have not been heard from for nearly two
Stonewalk (ToEE 143). weeks.

The Town of Duvik’s Pass Locations


Inn: Located in the Northwestern part of town (1), the Inn is
run by Samuel Woodsworth. Players can purchase Healing
Surges for 1000GP each.
1
Blacksmith:
Pre-adventure: The blacksmith in the Southwestern part
of town (2) has fallen ill from The Burning Plague and will be
closed until the source of the sickness has been discovered
2 and eliminated.
Part 1:
The Entrance to Duvik’s Pass
The Heroes stand outside the mines of Duvik’s Pass. Special Adventure Rules
Vault: When a Hero reveals the Vault tile, do the following:
Objective: Venture into the Miners’ Outbuilding and find a
key, or some other method of bypassing the locked Mine ❖ Do not place a door token on the Vault tile.
Entrance door, and then exit the Miners’ Outbuilding. ❖ Instead of drawing a Monster card for the Vault tile, the
active player takes the Meerak, Kobold Dragonlord
Number of Heroes: 2-5 (group adventure) Villain card and places the Meerak figure on the Vault
Recommended Hero Level: 1st Level tile. As a Villain, Meerak acts at the start of each
____________________________________ player’s Villain Phase.
Adventure Setup ❖ Each player draws a Monster card and places the
corresponding Monster figure on the Ancient Battlefield
Special Components in this Adventure: Tunnel Exit Start Tile.
Tile (WoA), Ancient Battlefield Start Tile (WoA), Vault Tile
(WoA), Meerak Villain card and figure, Potion of Stonewalk Victory: The Heroes win the adventure when they defeat
(ToEE 143) Meerak, recover the Potion of Stonewalk, and all Heroes
escape the Miners’ Outbuilding. To escape, a Hero must end
Place the Tunnel Exit Tile and the Ancient Battlefield his or her Hero Phase on the stairs on the Tunnel Exit tile. The
Start Tile on the table as pictured. Place each Hero on any hero that slays Meerak receives the Potion of Stonewalk
square on the Ancient Battlefield Start Tile. Treasure card.

Defeat: The Heroes lose the adventure if any Hero has 0 Hit
Place each Hero on any square on
Points at the start of his or her turn and there are no Healing
the Ancient Battlefield Start Tile.
Surge tokens remaining. The Heroes also lose if they leave
the Miners’ Outbuilding without the Potion of Stonewalk.
When You Start The Adventure, Read:
A cool breeze drifts down from the towering peaks of the
Serpentcoil Mountains as you approach the entrance to
the caverns. The frost-rimed ground is littered with tools,
Take the Vault tile from the Dungeon Tile stack and set it picks, and shovels. Behind you, the worn road leads back
aside. Shuffle the rest of the Dungeon Tile stack. Take 3 tiles through the crags to the valley below. Aside from the
from it, and shuffle the Vault tile into those tiles. Then, quiet whistling of the wind, complete silence fills the
without looking at any of the tiles, put the shuffled Vault tile small clearing within the mountains… (continued next
and 3 tiles into the Dungeon Tile stack after the 2nd tile. page.)
(This way, the Vault tile will appear between the 3rd and 6th
tile drawn.)

Set aside the Potion of Stonewalk Treasure card.


Part 2:
The Entrance to Duvik’s Pass
A large door bars the entrance to the mines. It appears
The Heroes leave the Miners’ Outbuilding having found a
to be locked from the inside. A small outbuilding sits to
method of entering the mines.
the left. You decide to investigate the outbuilding, there
may be a way to open the doors to the mine inside. As
Objective: Venture into the Mines of Duvik’s Pass and find
you enter, you notice blood streaks the outbuilding door.
the source of the wellspring poisoning.
When the Heroes Reveal the Vault Tile,
Number of Heroes: 2-5 (group adventure)
Read: Recommended Hero Level: 1st Level
You pursued the Kobold Dragonlord, Meerak, through the ____________________________________
outbuilding and appear to have him cornered. He stands
at ready in a small room loaded with foodstuffs and Adventure Setup
supplies, heavy burlap sacks are piled atop one another
in the corner of the chamber. However, it appears he led Special Components in this Adventure: Secure Exit
you into a trap. You can hear approaching footsteps Tile (WoA), Cavern Tiles (LoD), Underground River Cavern Tile
coming from behind. (LoD), Rocky Lair Destination Tile (LoD), Kraash Villain card
and figure (WoA), Lever token (LoD), Door Token – Locked
(WoA), Alek Villager card and token (WoA), Cassi Villager card
When the Heroes Defeat Meerak,
and token (WoA), Donnel Villager card and token (WoA), 3
Read: Zombie Monster cards and figures (CR).
You defeated the leader of the warband of Kobolds.
Upon searching his body, you find a small bottle filled Place the Secure Exit Tile on the table. Place the Door
with dark gray liquid. You heard talk in the village of token on the Secure Exit Tile. Place the Lever token next to
magical potions that allow miners to walk through solid the Door (as pictured). Only two Heroes can enter at a time
stone. This could be the key to entering the mines. until the Lever has been pulled and the Door token is
removed. Once the lever has been pulled and the door
opened, place each Hero on any square on the Secure Exit
Tile.
Adventure Setup (Cont’d)
Take the Underground River tile from the Cavern Tile
stack and set it aside. Shuffle the rest of the Cavern Tile ❖ Instead of drawing a Monster card for the tile, the
stack. Take 3 tiles from it and shuffle the Underground River active player takes the Kraash, Orc Storm Shaman,
tile into those tiles. Then, without looking at any of the tiles, Villain card and places the Kraash figure on the Rocky
put the shuffled Underground River and 3 tiles into the Lair tile. As a Villain, Kraash acts at the start of each
Cavern Tile stack after the 4th tile. (This way, the player’s Villain Phase.
Underground River tile will appear between the 5th and 8th ❖ Each player draws one of the three Villager cards and
tile drawn.) places the corresponding Villager token on any square
of the Rocky Lair tile. Each Villager acts first during that
Set aside the three Zombie Monster cards, and the Alek, Hero’s Villain Phase.
Cassi, and Donnel Villager cards and tokens.
Villagers: Follow these rules for running the Villagers:
Special Adventure Rules
Beginning the Adventure: The Secure Exit tile ❖ Instead of attacking, a Hero can move the Villager
allows a maximum of two Heroes at a time until the door is token that he or she controls 1 tile in any direction. This
unlocked and opened (removing the Door token). The door move is in addition to any move that Villager makes
can only be unlocked and opened using the Pull Lever during that Hero’s Villain Phase.
action. Instead of attacking, a Hero may choose to take a ❖ If a Villager is defeated, the Hero controlling that
Pull Lever action to unlock and open the door. A Hero must Villager draws a Zombie card and places a Zombie
be standing on the square adjacent to the Lever token to figure in the square the Villager formerly occupied.
take the Pull Lever action. In order to reach the square ❖ At the end of any Hero Phase, if a Villager is in on the
adjacent to the Lever token, the Hero must use a Potion of Secure Exit tile, that Villager escapes the dungeon.
Stonewalk, some method of Teleportation, or a similar Remove its token and card from play.
creative solution. Once the door is opened, the remainder of
the Heroes may enter the mines. Heroes do not draw Victory: The Heroes win the adventure when they defeat
Encounter cards and are not affected by Encounter cards or Kraash.
Monster attacks until they have entered the mines.
Defeat: The Heroes lose the adventure if any Hero has 0 Hit
Underground River: When a Hero reveals the Points at the start of his or her turn and there are no Healing
Underground River tile, do the following: Surge tokens remaining.

❖ Place the Rocky Lair tile next to the closest


unexplored edge of the Underground River tile.
Returning to Duvik’s Pass:
The Heroes are welcomed back to Duvik’s Pass by grateful
When You Open the Door to the Mines, citizens noticing quickly improving health. The townpeople
Read: are promising a decadent celebration as soon as they are
The tunnel opens into a small, roughly rectangular able.
chamber. Scattered chunks of silver ore surround an
overturned pair of wooden carts. The lower half of what
appears to be a human body juts out from beneath one
of the cart edges. Dried blood is smeared across the 1
walls in several places.

When the Reveal the Underground Lair


Tile, Read: 2
Waves of heat wash through the cave, thickening the air
and making breathing difficult. A flimsy rope bridge
spans the gap across a putrid smelling waterway. Inn: Located in the Northwestern part of town (1), the Inn is
Peering down, you can see humanoid corpses floating in run by Samuel Woodsworth.
the water. You hear screams coming from the tunnel Inventory:
ahead, and what sounds like chanting in a foreign Healing Surge 800GP
tongue, possible Orcish, you are able to make out a Advance to 2nd Level 1500GP
single word, “Gruumsh”. Advancement Tokens
Reroll 400GP
When the Heroes Defeat Kraash, Read: Reroll 500GP
Upon defeating the Orc Storm Shaman, you notice an Regain 2HP 600GP
almost immediate effect in the cave and in the +1 Damage 500GP
wellspring. The glowing glyphs carved into the rock walls
of the cavern slowly fade, and the water in the Blacksmith:
wellspring begins to clear. The mines may still require Post-adventure: The town’s blacksmith (2), Arianna
some purification, but the immediate threat seems to Tungstan, has re-opened her shop thanks to the efforts of
have been subsided. the Heroes. As a reward she crafted a Silver Dagger as a gift
for the adventurers.
Inventory:
Silver Dagger (CR 141) Free
+1 Magic Sword (WoA 134) 1000GP
Boots of Striding (WoA 138) 1000GP
Dragontooth Pick (WoA 142) 1500GP

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