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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 (13)
Discussions (31)
Customer avatar
Brent D November 14, 2018 5:11 pm UTC
PURCHASER
Will Revenge of the Lizard Queen ever be released? It's been quite a long time, and I have some players interested in what happens next.
Customer avatar
Christopher R October 26, 2018 3:11 am UTC
PURCHASER
One of the comments suggests that there is Fantasy Ground .mod included with this adventure? Is that the case? I might be snapping this one up.
Customer avatar
Christopher R October 26, 2018 11:02 am UTC
PURCHASER
Please disregard; I couldn't resist buying it anyway. For anyone wondering, yes it does come with a Fantasy Grounds .mod! I'm excited to take my group through this one.
Customer avatar
Juan Carlos M October 22, 2018 5:12 pm UTC
PURCHASER
any news on the Revenge of the Lizard Queen?
Customer avatar
jackie M September 02, 2018 12:29 pm UTC
PURCHASER
Shawn i have run this adventure twice and have started on the 3rd time. it is a great adventure. i run it for adventure league group and everyone says what a difference it is from others. My only problem is my players keep wanting to fight the queen of creeping vines and i have no clue how to run her. Is she just some kind of fey?
Customer avatar
Alexander M June 15, 2018 2:00 pm UTC
PURCHASER
Hey Shawn, loved playing this with you at Winter Fantasy! I'm running it for my own table and they are harboring a grudge for the Queen of the Creeping Vines. Do you happen to have a stat block for her?
Customer avatar
Shawn M July 14, 2018 7:39 pm UTC
CREATOR
Hey Alex, there will be a stat block for her in the Revenge of the Lizard Queen adventure, coming Fall 2018!
Customer avatar
Roger M May 29, 2018 6:37 pm UTC
PURCHASER
Suggestion if you want to Adventure League level from 1 to 4. Then this should be added.
Part 1 LEVEL 1 TIER 1 XP 300
Part 2 LEVEL 2 TIER 1 XP 600
Part 3 LEVEL 3 TIER 1 XP 1,800
Part 4 LEVEL 4 TIER 1 XP 3,800
Someone double check my math. And Thanks for printer friendly version. I should be dming this soon.
Customer avatar
Michael G June 25, 2018 8:47 pm UTC
What's the source of the XP guide you are sharing? And what's the intended implication?
Customer avatar
Roger M July 10, 2018 6:16 pm UTC
PURCHASER
The module states a level 1 pc should level up to level 5 at the end of the adventure. The xp is the amount you need to go up to the next level.
Level 1 0-299, level 2 is 300-899 etc.
Customer avatar
georges P May 15, 2018 5:38 am UTC
PURCHASER
Any plan for part 2? I've got a demon wandering the jungles of Chult, I could homebrew him, but I'm curios on what was the creator's intent.
Customer avatar
Shawn M May 16, 2018 9:10 am UTC
CREATOR
Looking toward a Fall 2018 release.
Customer avatar
David _ May 09, 2018 4:51 pm UTC
The Mutated enemies in Eelstead can reduce a PC's maximum hit points. The Death Curse blocks characters from ever regaining these lost hit points until it's stopped. It seems really harsh for 3rd level characters. Is this interaction intentional?
Customer avatar
Shawn M May 16, 2018 9:09 am UTC
CREATOR
Answered in previous discussion question. Thanks!
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.
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File Last Updated:
January 05, 2018
This title was added to our catalog on September 01, 2017.