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Return of the Lizard King
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Return of the Lizard King

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BEGIN YOUR ADVENTURES IN CHULT FIGHTING AN ANCIENT EVIL, RETURNED TO CLAIM DOMINION OVER ALL!

In Chult’s Valley of Dread, warring tribes of lizardfolk have kept each other in check for centuries. As the tribes slowly fall under the sway of a new leader, omens point to the return of an ancient threat: the demon-spawned Lizard King. Adventurers from a far-away realm find themselves in the middle of the fray. Their heroics could save the land from terrible evil, or it might play a part in bringing about doom!

Return of the Lizard King is a D&D Adventurers League legal adventure for characters level 1-4, playable as a lead-in to Tomb of Annihilation or suited to launch your own Chult-based campaign. Report your players’ decisions, and see how they affect a forthcoming high-level adventure in the same setting! The adventure also includes two new playable races (the wilden and the Chultan lizardfolk), class archetypes (the druid's Circle of Reaping and the cleric's Survival domain), backgrounds, feats, spells, magic items, and more than 20 new monsters designed specifically for this adventure, for a Chult campaign, and for Tomb of Annihilation.

The adventure contains separate parts for each level, one through four. Characters that start the adventure as brand new level 1 characters should finish the adventure as a level five character. Run time for each part is approximately 4 hours, although play time varies drastically by DM and group. The play time for the entire adventure is approximately 12 - 20 hours.

[NOTE: The races, classes, backgrounds, spells, feats, and magic items in this product are only AL legal if you have special campaign documentation that allows it. Only the adventure and the monsters are considered AL legal without that documentation. See http://dnd.wizards.com/articles/news/dms-guild-adept-news for the complete rules for using any Guild Adept product for AL play.]

 
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Reviews (12)
Discussions (23)
Customer avatar
Joshua F February 16, 2018 6:11 pm UTC
PURCHASER
Shawn, my DM has a question about your intent for the playable Gecko subrace option for Lizardfolk.

Was your intention for the Gecko to have 30 swim speed, and 35 walk speed?

Or was your intention for the Gecko to have no swim speed, and 35 walk speed?

I read it as having a swim speed but my DM think you meant to have it without swim speed.

Thanks!
Customer avatar
Joshua F February 22, 2018 10:23 pm UTC
PURCHASER
I got a reply from Shawn on Twitter:

https://twitter.com/shawnmerwin/status/966766791648251905

As I suspected all Lizardfolk subraces have a swim speed. Thanks Shawn!
Customer avatar
Paige L February 06, 2018 4:09 pm UTC
PURCHASER
I enjoyed this product - another fine offering from this author! It's taking some chances and going places we haven't before as a player base, and I liked that.
Customer avatar
February 01, 2018 7:48 pm UTC
Given the mention of a possible continuation of the adventure, how likely is that, and what level is it being planned for?
I really like the way it's done, and look forward to more.
Customer avatar
Shawn M February 02, 2018 7:50 pm UTC
CREATOR
It is being worked on right now. Based on the feedback form that DM's have been filling out, it will be a Tier 3 adventure, likely written for level 13 characters--but suggestions will be given for running it for higher or lower levels.
Customer avatar
February 03, 2018 4:44 pm UTC
I look forward to it. Does it have any guidance for if the group pushes one of the 2 last fight options down onto the other one? I have the seeking suspicion that this is going to happen soon in my group...
Customer avatar
Jeffrey M January 15, 2018 10:00 pm UTC
PURCHASER
Hey, page 27, first paragraph has a random v at the end.

Secondly, your mutated creatures all have abilities that reduce max HP. The death curse from the hard cover explicitly states that:
"A humanoid whose hit point maximum is reduced can’t increase or restore it. This is true whether the creature’s hit point maximum is reduced by the Soulmonger or by some other life-draining effect, such as the touch of a wight, wraith, or similar creature."

Is that synergy intentional? Should I remove that mechanic for the mutated creatures? Having your max HP brought down near the beginning of a campaign for the entire campaign is a little rough.
Customer avatar
Shawn M January 17, 2018 3:11 am UTC
CREATOR
I can only answer for myself, but as a DM I would run that characters affected by the "drink blood" ability of the mutated creatures CAN increase their max hit points through long rests. That synergy was definitely not intentional, as it was meant to come from physical weakness and not supernatural life draining necrosis as with undead creatures. Great questions, though, and nice catch!
Customer avatar
Cameron V January 01, 2018 10:38 pm UTC
Hello!
I am seeing the same thing, no PDF, just a MOD file.
Customer avatar
Shawn M January 05, 2018 2:14 pm UTC
CREATOR
The PDF versions (normal and printer-friendly) are now visible. Thanks for letting me know!
Customer avatar
Eddie F December 13, 2017 1:07 am UTC
PURCHASER
Pardon my ignorance, can someone explain where it says MOD(Virtual Tabletop) what exactly does it mean? I'm running ToA on Roll20 and am wondering if this is easily compatible.
Thanks!
Customer avatar
Geoff B December 03, 2017 4:32 am UTC
Any chance this will be released in PDF at all?
Customer avatar
Shawn M December 23, 2017 3:54 pm UTC
CREATOR
It is in PDF. Am I missing something?
Customer avatar
Daniel R December 29, 2017 9:58 pm UTC
PURCHASER
Hi Shawn, I only see the MOD table top version available. I asked the DMs guild about this issue, but they said there are no PDF or printer version file available for this product. If there is one, you might need to contact DMs Guild on what to do to make the PDF/ printer version available. I got no where with them and told me to contact the author. I would buy a PDF version, if I saw it available.
Customer avatar
Shawn M January 05, 2018 1:46 pm UTC
CREATOR
Thanks Daniel. I think I now have the PDF versions visible. They were there, but they must have been hidden when I uploaded the .mod version for Fantasy Grounds. Thanks for letting me know.
Customer avatar
mark T November 29, 2017 10:55 pm UTC
PURCHASER
i have a question: if i run this as an AL legal game, the magic items they find arent allowed to use when they run the TOA hardcover? (thats what the note says) i know the guild adept says to change the magic necklace and tree weapon to cloak +1 but any other items they find can’t be used in an AL setting?
Customer avatar
Shawn M November 30, 2017 9:00 pm UTC
CREATOR
That is not my understanding. The rules for the Guild Adept adventures are the same as for the hardcover adventures, in terms of giving magic items.
Customer avatar
Shawn M November 19, 2017 2:22 pm UTC
CREATOR
For those who were waiting, the FG mod file is now available.
Customer avatar
Alexander W November 06, 2017 7:03 am UTC
PURCHASER
interresting but where are the statts for the queen of thorns in case the players try to attack here (you know the - "well that is how my charakter owuld act..." )?
Customer avatar
Shawn M November 07, 2017 7:51 pm UTC
CREATOR
Stats will be in the follow-up adventure. In my games, if level 1 characters attack her, she paralyzes them and speaks to the more reasonable characters.
Customer avatar
Kenneth B November 02, 2017 7:04 pm UTC
Shawn, I have a question about the Tree Spirit Weapon. In the adventure, it only lists Spear, Club, or Greatclub as options. But in the Chapter 3 section on new magic items, the magic item description says that any bludgeoning or piercing weapon made of wood is possible. Wooden weapons that don't do slashing include: Javelin, Quarterstaff, Shortbow, Longbow, Lance, and Blowgun. Are any of those possible? If so, would they be possible to construct yourself with downtime or would you need Ilsadun's crafting help (page 23)?
Customer avatar
Shawn M November 04, 2017 7:10 pm UTC
CREATOR
The intent was only melee weapons. If you are playing the adventure in a non-AL capacity, the DM and players can decide how they want to handle it. If it is for AL, the only way to get those items is to play with me, so I can be reasoned with at the table. :-)
Customer avatar
Kenneth B November 07, 2017 6:45 pm UTC
Cool, thanks
Customer avatar
David E November 01, 2017 9:02 pm UTC
I really enjoyed this adventure and I am especially looking forward to the sequel because my character sold his soul to the Queen of Vines. Shawn mentioned a survey. I couldn't find it, but I wanted to say that I would prefer tier 2.
Customer avatar
Shawn M November 04, 2017 7:07 pm UTC
CREATOR
Thanks David. The survey link is in the adventure text, but it is mostly there to get information from the DMs on the decisions the PCs made. So reach out to your DM and make sure he or she fills out the form, and make your preferences known.
Customer avatar
Red P November 01, 2017 6:47 pm UTC
PURCHASER
Is the recommended milestone exp authorized in Adventurers' League or does the information in DDAL FAQ 7.1.pdf still accurate?
Customer avatar
Shawn M November 04, 2017 7:06 pm UTC
CREATOR
For non-AL games, I always suggest and use milestone leveling. For AL games, that is not allowed. I tried to include enough XP from creatures in the adventure to make sure that if 5 characters of the correct levels played through the parts, there would be enough to end very close to level 5. If more players play, or they start at higher levels, the DM will have to adjust the encounters to keep on that track.
Customer avatar
Mike P November 01, 2017 5:13 pm UTC
PURCHASER
Does this adventure have a Adventurers League code (DDAL, DDEX, DDHC, CCC) assigned to it?
I am currently running this adventure and I want to make sure my players have accurate information on their log sheets.
Customer avatar
Kenneth B November 02, 2017 6:54 pm UTC
Yes, you can find it in the AL Content Catalog. The Content Catalog is contained in both the Player and DM Pack for AL. The code is DDHC-TOA-8.
Customer avatar
Ken S October 14, 2017 1:48 pm UTC
PURCHASER
I'm confused about the meeting with the Queen of Creeping Vines. Ideally one party member is supposed to swim down below the island to investigate the portal(underwater) and then the Queen arrives and negotiates with the party for safe passage to the portal(via land travel). What's the point of the party member who swims down below the island? Is it just a way to split the group and add tension? There is no mechanic in the module for activating the portal although the section that covers swimming down below the island is titled "Finding and Activating the Portal". Am I missing something?
Customer avatar
Shawn M October 15, 2017 3:07 pm UTC
CREATOR
The splitting of the party can be done for dramatic purposes. If it doesn't work for you or your group, then have the Queen appear sooner before investigation takes place.

The portal is being blocked by the Queen. It only activates if she allows it. She will only allow activation if the party hands over [spoiler], or if one of the party agrees to [more spoiler].
Customer avatar
Christopher M November 23, 2017 10:29 am UTC
PURCHASER
In General, I've found most of the groups don't even bother checking the below water bits after....experiences that can happen before that point. Some adjustments of which are for al xp adjustments. I would recommend instead if dming more frogs...throw them a curveball ....with 8 legs. Action economy is a thing and re-tethers the xp while still letting players feel like it's as hard as the other encounters. That's just something I've ran across as I've run it in AL a few times and to make up xp in later groups....adjusting some encounters throwing in a dark creature into the final encounter that could be helpful for time too also works wonders on streamlining it a bit. It's just outright dangerous for some groups due to certain configurations may not have many ways to replenish finite resources due to settings in part 1. Personally, I'd love to see more content that takes place in that area in part 1 for more al adventures.
Customer avatar
david W October 07, 2017 4:30 pm UTC
PURCHASER
Any thoughts on how to handle if the party refuses the deal with the Queen? Is there a stat block to use for her? Also, can someone who make the deal get their soul back, or are they just dead when they die?
Customer avatar
Shawn M October 08, 2017 3:50 pm UTC
CREATOR
If the party refuses to deal with the Queen, she kills Byre and leaves. No stat block needed, as she is way too powerful for level 1 characters to even threaten. Regarding souls, I will have more about that in Revenge of the Lizard Queen.
Customer avatar
david W October 13, 2017 9:17 pm UTC
PURCHASER
Thanks for the reply, first session went well and everyone really likes this adventure!

Do you have any thoughts on the AL view on the soul being taken by the queen? Is that mechanic allowed since it bypasses the soulmonger?
Customer avatar
Shawn M October 15, 2017 3:09 pm UTC
CREATOR
I'm glad to hear it. My thought would be that it keeps the soul intact for that one character. That's how I play it until AL folks rule otherwise.
Customer avatar
Stephanie B March 04, 2018 11:26 pm UTC
PURCHASER
After she leaves... can the party use the portal? Otherwise... are they stuck forever in the Feywild? What's the path forward from that point?
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File Last Updated:
January 05, 2018
This title was added to our catalog on September 01, 2017.