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The Witches of Rosewood Hollow

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The Witches of Rosewood Hollow brings a group of player characters to a remote village that is being plagued by a coven of witches. The party is tasked with recovering the village's stolen children before the witches can complete whatever nefarious plan they have that will surely result in a terrible ending for the missing children.

This short scenario can be a side-adventure that a DM can drop into most any campaign. It takes place in any heavily forested area where a small remote village can be located.

A six-hour adventure for 8th-10th level characters

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Jim B May 15, 2018 2:08 am UTC
PURCHASER
A nice little adventure that takes around 6 hours to complete.

The descriptions are pretty good with scope to be fleshed out. Like most DM Guild adventures it suffers from those moments where if the players don't pass a check then the adventure doesn't continue for example finding the fort requires a pretty high perception roll. I amended this to a lower score and included an auditory component (rattling chains) that players could follow easier than the crapshoot required to enter the fort.

Another change: I had the children be asleep due to a sleeping potion concocted in the upstairs workshop. They cannot be roused through normal means until the next dawn. Otherwise, you've got to roleplay 10 kids with zero information and if your players are an inquisitive bunch you're going to have think very fast to come up with feasible answers. That's not happening so the kids were charmed in town, given a potion, carried to the fort. Easy. Then they wake up when the players exit after the fight....See more
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Charles W May 16, 2018 1:07 am UTC
CREATOR
I greatly appreciate your feedback Jim and I agree with your comments. There's always room for improvement and there's room in the adventure for a DM to add additional encounters if desired. Personally, I'm not a fan of random encounters but its a good way to extend the adventure out a bit longer. Actually, the idea about putting the children to sleep is good and I wish I had thought of it when I wrote the game. Though I don't agree that the magic items are too powerful for a party of 8th to 10th level characters but a DM should certainly change around treasure to better suite the characters in his/her own group.
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Jim B May 16, 2018 1:42 am UTC
PURCHASER
Haha thanks, I just can't roleplay 10 kids. Other DMs might be better at that than me. Like I mentioned, a DM would have to look down the line how the listed items fit in with their campaign down the line but I thought the sword in particular was too powerful so I just removed it and kept some potions.

I suggested the random encouters because there are 4 set pieces in this adventure:

The boulder with the Fomorian
Entering the main room after the glyph
Climbing upstairs
Exiting and confronting Madrigal

One of my players was cursed by the Fomorian and they took a long rest after that fight. Then another one after the hag fight upstairs. Another encounter (or two) would basically avoid every player facing a new threat at 100% and force them to be mindful of resources which I think is a valuable lesson for any adventurer. They needn't be lethal - goblins, wolves, stirges etc would solve this just as easily as marauding dragons. But, this depends on how kind...See more
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9
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File Last Updated:
May 28, 2017
This title was added to our catalog on May 28, 2017.