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Heart of the Wild
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Heart of the Wild

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DARE TO UNEARTH THE SECRETS OF A LEGENDARY CURSE

A group of adventurers is tasked to uncover the truth behind a mystery that lies deep within a forgotten sanctum, one protected by those who still practice the old teachings of Chultan magic.

Failure may crush all hope for one of their allies, while success may also bring upon the wrath of an ancient order of zealots. Can the party solve the mysteries of the forest temple before they are overtaken by the fearsome Mage Hunters?

Heart of the Wild, a D&D Adventuer's League adventure for character Levels 5-10, expands upon one of the adventure storylines first encountered in the Tomb of Annihilation™ hardcover. It can be played on it's own, as part of the hardcover adventure, or as a follow up to the ToA campaign. It also features an introductory history of the Mage Hunters, one of the sacred orders of Mezro. 

This module is the first of the Lost City of Mezro series of adventures, written for the DM's Guild Adepts line of products. Included in this series is the Ruins of Mezro setting book, by Will Doyle.

Adventurer's League Content Code: DDHC-GA-06


Rich Lescouflair is a writer and designer for D&D AL, who's contributions include In Volo's Wake and the Season 7 intro adventure, A City on the Edge.

His work also includes The Sundered Realms series, The Forgotten Realms Atlas Project, and Esper Genesis - the 5E heroic sci-fi setting.

 
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Discussions (4)
Customer avatar
Kenneth B October 17, 2017 2:36 pm UTC
PURCHASER
Rich, I love this adventure! I can't wait for The Risen Mists and Maze of Shadows to come out! Any idea what the level range will be for those? I'm hoping at least one is Tier 3 because I really need more Tier 3 to pad out my planned mega-Chultian-campaign that will culminate with the final Tier 4 AL adventures released in June.
Customer avatar
Rich L October 17, 2017 3:48 pm UTC
CREATOR
Thank you! That's always a wonderful thing to hear. The Risen Mists should be out hopefully by the end of the week with Maze of Shadows planned for the very end of the month. Both of them are Tier 3, set to be played after the ToA hardcover, so you'll have plenty of content to play through.
Customer avatar
Kenneth B October 20, 2017 11:30 am UTC
PURCHASER
Awesome! Thanks so much, it's gonna rock!
Customer avatar
Lachlan A October 04, 2017 11:36 pm UTC
Is it just me or does the full size preview not work for this file?
Customer avatar
Michael B October 03, 2017 10:20 am UTC
PURCHASER
Hi, can you give an estimated run time for this module please? A Target Adventure Level or APL would be useful too. Helps for scheduling them for local and convention play. Thanks!
Customer avatar
Rich L October 03, 2017 2:08 pm UTC
CREATOR
Hi, Michael. These and, I believe, most of the other Guild Adept adventures are built along the same lines as the hardcover adventures, which means depending on choices and events, the play time may vary. I can give you some estimates if that might help, but just like the hardcover adventure, I'd seriously recommend reading through the sections and planning ahead for time and where you would like to stop.

Part 1 I would say could take at least 90 minutes to be generous for roleplay and providing information.
Part 2 is a dungeon crawl with optional encounters and roleplay, so could take anywhere from 2 to 3.5 hours or more. Another area to plan ahead for tangents and roleplay.
Part 3 is the shortest or the longest depending on how much time it would take to reach the area they are searching for. If you need to limit it to a time frame, I would analyze the encounter table provided and decide what happens accordingly rather than making a random roll.

The adventure is optimized...See more
Customer avatar
James F October 06, 2017 12:47 am UTC
PURCHASER
Hey thanks for this information, I realize that you stated Part 3 could vary, but can you at least provide a baseline timeframe so we can plan accordingly. At the moment I am thinking this could be between 6 to 8 hours of game play. With Part 3 being on average 2 to 3 hours (maybe 1 or 2 hours on the conservative side).

Also, I was looking for The Risen Mists and Maze of Shadows on DMs Guild, but could not find them. Are they not released yet or not apart of Adventurers League yet?
Customer avatar
Rich L October 06, 2017 10:31 am UTC
CREATOR
James, unfortunately, there is no way I can provide an accurate timeframe for a randomly generated set of encounters. These and other Guild Adept adventures are meant to be played as if they were out of the hardcover, where playtime can vary greatly and is planned accordingly by the Dungeon Master.

If you'd like a suggestion, the final encounter will likely take about 30 minutes or so to complete, and then another 10-15 minutes to conclude the adventure. Figure out how much play time you have remaining, and instead of randomly rolling for time and encounters, choose them yourself so you can balance out your remaining time before you run the final encounter. Using this method, you get to control how long Part 3 will take instead of being locked down by an estimate.
Customer avatar
Rich L October 06, 2017 12:21 pm UTC
CREATOR
Also, The Risen Mists and Maze of Shadows are both still in the works. Similar to this adventure, they will have to be reviewed before being approved for D&D AL play.
Customer avatar
Tim K September 08, 2017 10:15 pm UTC
Sigh, I have no idea why these were not made Adventures League Legal..... would be great to fill in so sessions as we await for content to be released....
Customer avatar
Rich L October 02, 2017 6:40 pm UTC
CREATOR
Hi, Tim. Now that they've been officially reviewed, these are now open for use in D&D Adventurer's League. Enjoy!
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File Last Updated:
October 11, 2017
This title was added to our catalog on September 07, 2017.